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Table-Top Roleplaying Rulebook

Table Of Contents

The Pokmon World ...................................................................................1


Building A Character ..................................................................................2
Starter Pokmon, Trainer Stats, & Training Boons .................................2
Playing The Game .......................................................................................3
Skill Checks, & Advantage & Disadvantage ..........................................3
Skill Check Categories ..........................................................................4
Information You Need About Your Character........................................5
Leveling Up, Experience & Capturing Pokmon...................................6
Health, Fainting, & Pokmon Centres ..................................................6
Pokmon Battles.........................................................................................7
Rounds, Damage & Hitpoints, & Rolling To Hit ....................................7
Status Conditions & Active Pokmon Bonus ........................................8
Weather, Move Glossary & Struggle .....................................................9
Training Boons ..........................................................................................10
Choosing Boons ..................................................................................10
Reading Move Cards ...........................................................................10
Basic Training Boons ...........................................................................11
Advanced Training Boons ....................................................................16
Type-Focus Boons ................................................................................21
Persona Boons ....................................................................................44
Evolution ...................................................................................................50
Items ..........................................................................................................51
Starting Items, Treasure Items, & The Pokmart ..................................51
Restoratives, Evolution Items, & Pokballs.........................................52
Key Items ...........................................................................................54

The Pokmon Ranch .................................................................................56


Features & Utilities ..............................................................................56
Privilege Purchases ..................................................................................58
Game Master Section ....................................................................................62
The Role of the Game Master & Narration/Improvisation .......................62
Breaking The Rules, Quests, & NPC Building ..........................................63
Legendary & Shiny Pokmon & Authentic Move Requirements.............64
Not Flipping Coins & Human-Pokmon Interaction ...............................65
Shared Inventory, Quest Experience, & The Experience Curve................65
Traveling & Biomes .......................................................................................66
Encounters & Secrets................................................................................67
Side Quests & Points of Interest...............................................................68
Forest Biome ............................................................................................69
Grassland Biome .....................................................................................71
Desert Biome ...........................................................................................73
Mountain Biome ......................................................................................75
Cave Biome ..............................................................................................77
Frozen Biome ...........................................................................................79
Molten Biome ..........................................................................................81
Freshwater Biome ....................................................................................83
Sea Biome ................................................................................................85
Battle Generation ..........................................................................................87
Battle Encounters With Pokmon & Encounter Building ........................87
Describing Attacks ....................................................................................89

Written & Created by Eric Shoemaker, also known as Doccit.


Contributors: Drew Wilsford
Special thanks to TheKamenWriter, DrStaightLord, carnackiArdent, Flamewolf9, Elemental Knight, & Mille-Feuille (Paradox)
Information sourced from Bulbapedia

The Pokemon World

Welcome to the world of Pokmon! This guide assumes some knowledge of


the Pokmon franchise as it exists apart from this game. If you are unfamiliar,
there is a great deal of information available about it. This game aims to
provide a roleplaying experience that resembles the Pokmon world as
portrayed in the video games and anime while keeping the mechanics easy
to learn and use, and the gameplay quick and entertaining.
If youve never played a table top roleplaying game before, The gist is that
this is a storytelling game where players who pretend to be characters which
they create explore a the Pokmon world, which is controlled by one player
who is designated the Game Master (or GM). This book details everything
you and your gaming group needs to have this sort of adventure.

To play this game you need some six-sided dice (two per player is a good
amount to have), a couple of printed copies of the character sheet detailed
on page 3, and some pencils. The game often asks you to use a coin to
randomly determine things, but it can easily be substituted with a d6 (1-3 heads; 4-6; tails) The game will go a lot smoother if the GM has access to a
computer as well. This is intended to be used as a .pdf file and not a printed
book, and it contains many links to websites that contain things like
Pokmon listed in order of their base stat totals. While it is possible to play
without this it is not recommended. One particularly useful tool is this
random number generator. The game will often tell you to randomly
determine something, and when this doesnt involve flipping a coin or
rolling a six-sided dice, there is no more reliable method.

What to read?
As a player, you should read the building a character section (on the
following page), the playing the game section on page 3, and the
Pokmon battling section on page 7. If you are a game master, you should
read the game master section, on page 62. The rest of the book needs to be
read only when other sections of this book refer you to it, but there is no
reason not to read it if you are curious.
Enjoy playing!

If you are in the far-flung future, and the links to the websites in this file are
not working, then googling contextually relevant information should
hopefully lead you to a similar website.

Qr

Page 1

Building A Character

a page with all of the legal starter Pokmon in this game, and all of the
information you need about them. Once you have your Pokmon, look at its
base stats, and determine its game stats from it. Its two highest stats are 6, its
middle two stats are 5, and its lowest two stats are 4. If there are ties, you
choose which counts as higher for this purpose. Then, between the two stats
that are 6s, choose one to count as the Pokmons high stat.

Trainer Stats
Next you must choose your characters stats. This determines how good
they are at various tasks in the game. You can assign two stats as 6, one as
5, and two as 4. Here are the six player stats and what they do:

Every person other than the Game Master involved in the game needs to
make a character to play as. When doing so a player should think about
where their character comes from, why they are adventuring, and what they
are like as a person. Aside from this sort of planning, there are a number of
mechanical considerations to be made that are recorded on your trainer card.
You should have a physical or digital copy of it ready to write on when you
begin building your character. The next page explains how to fill out the
trainer, and how to keep other information about your character.

Starter Pokemon
When you are making a character, the most important thing to choose is your
starter Pokmon. As a starter Pokmon, you can choose any Pokmon that is
the first stage of its evolution family, and is not a legendary Pokmon. Here is
WG

Physical Training - The higher this is, the more impressive physical
stunts your Pokmon will be able to perform.
Special Training - The higher this is, the more impressive magical stunts
your Pokmon will be able to perform.
Aptitude - This is used when your trainer is interacting with technology
like computers, Pokballs, or the many other gadgets in this world.
Poise - This is used to convince people to do things, and will help you
secure information and favours .
Attention - This is used to find your way along a difficult path, spot
treasure, and do other things that require keen senses.

Training Boons
You choose 3 training boons at the first level. The training boons are listed
on page 10 and give you access to moves to use in battle, maneuvers to
use out of battle, and various other useful bonuses for your character to
have. I recommend that you start with Basic Training Boons (see page 10)
to allow your character to train many kinds of Pokmon effectively.
Page 2

Playing The Game

add your score from the appropriate attribute. Based on how difficult the
Game Master thinks the check is, they will set a target number, and if you
meet that number or exceed it you succeed at what you were trying to do.
If you fail a skill check (fall beneath that number) usually you will become
frustrated. This means that if your character makes a check to do the same
thing for a next hour, they will continue to fail, no matter how many times
they make it.
Generally speaking, trivially easy things have a difficulty of 8 to succeed at,
plausibly accomplishable tasks have a difficulty of 11 to succeed at, and
difficult tasks have a difficulty of 14 to succeed at. Usually, any number
between 6 and 20 is an acceptable difficulty.

Advantage And Disadvantage


What Is YouR Quest?
Unlike in a video game, in a table top roleplaying game the players can do
more or less anything that would make sense in the fictional world if
circumstances permit. Generally speaking in a game group, all of the player
characters share a goal that is created in collaboration with the Game Master.
This section tells you about the sorts of things that will likely happen in your
game as your characters work to achieve their goals.

Skill Checks
In this game when you want to do something that you might reasonably
not succeed at, you make a skill check. There are certain things which dont
require skill checks, like walking, talking, lifting small objects, and etcetera.
When you are asked to make a skill check, roll two six sided dice (d26 and
SN

You are often asked to roll two six sided dice (called a 2d6) in this game.
When that happens, circumstances which make the task harder than it
would normally be for you (like trying to run while your character is already
out of breath) or easier than it would normally be for you (like climbing a
rock wall when youve just watched someone climb it) might give you an
advantage or a disadvantage. Sometimes these are conferred by game
mechanics, and often they are conferred by the Game Master. Sometimes
you will have both an advantage and disadvantage, and when this
happens they cancel each other out. When you make a skill check and you
have more advantages on it than disadvantages, roll three dice use the two
highest. When you make a skill check and have more disadvantages than
advantages, roll three dice and use the two lowest. Otherwise, just roll the
dice once.

Page 3

Skill Check Categories


Skills fall into six categories:
Physical Training & Special Training - These are checks that you make
to effectively command your Pokmon. What you can do with this is
determined by what boons you have (page 10). If you are a trainer with a
Beartic and dont know Manipulate Ice, granted by the Ice Type Focus
boon, you wont be able to command it to make an igloo for you because
it will not be able to understand what you want and lack the discipline to
do so. If you do have that boon, you can make a check, and the value of
that check will determine, for example, how warm the igloo can keep
you, how many people fit in it, and other similar things. The better you
are at training Pokmon, the more they can do for you.
Aptitude - You will be asked to make aptitude checks when you are trying
to do something that is difficult because you are using a complicated tool,
like a computer. Many of the items you can buy and use in the game
(listed starting on page 51) call for you to make aptitude checks. It is also
used when trying to capture a Pokmon using a Pokball.
Poise - When convincing someone to do something for you, you must
make a poise check. The difficulty of the poise check is determined by
how much it would inconvenience or even harm the person to give you
what you want. If the inconvenience is mild or trivial, the difficulty
should be about 10; if it is moderate, it should be about 12; and if it is
great or very great 14 or more. If the person likes you you are at an
advantage, and if they dislike you, you are at a disadvantage.
Attention - Attention checks are used to do anything that involves
seeing things that arent easy to see, about people and the environment.
Aside from helping you not get lost when in the wilderness, the most
common application of these checks in the game is finding secrets.
!
4
4
!

Once after each encounter (page 67) in the wilderness, players have the
opportunity to search for a treasure, or sanctuary full of rare Pokmon in
the place where they are.
Human Capacity - This is a special kind of check, where instead of adding
a number from your character sheet, you add 5. Unlike most tabletop
games, this game is focused on your Pokmons abilities rather than the
characters. As such, things like strength, constitution, and dexterity are
assumed to be equal across players. It is used for feats of physical strength,
quickness, or resilience of your characters body. What determines the
difficulty of the check is how easy it would be for an average modern
person to do in the real world, as determined by the Game Master. When
you order your Pokmon to make do something covered by this check,
make a physical training check instead. The difficulty for that check is
proportional to what the game master would expect a Pokmon of its form
would be capable of doing.

Page 4

Information You Need About Your Character


In this game, the choices you make about your character will need to be
recorded for future reference. You be keeping track of the information on
the trainer card (you can find a printable version on page 92).
It is also a good idea to keep track of the Pokmon you have with you, and
some information about them for quick reference. Here is a spreadsheet that
has columns for all of the information you need, and it is printer friendly.
Once you have Pokmon that you own, but are not with you, you should
keep track of them as well. Here is a sheet that provides the important
details for Pokmon not in your party, and a box to store the amount of
Pokmon in your Pokdex.
Is your party sharing its items? If so, the Game Master may be keeping
track of the collective amount of Pokdollars and what items your party is
carrying with you. If not, you should take care to make sure you know what
and how much you have on you. Both you and the GM could be using a
spreadsheet like this one to hold onto that information.
Lastly, constantly referencing the book when looking for moves granted to
you by boons can be a pain. I recommend you print a document with all of
the moves your character knows on it, and add more sheets to it when you
level up. Here is a word document with all of the moves in this game in it
(organized by what boon they are from) in a format that you can copy and
paste into your own document.
If you would prefer a more comprehensive document, this character sheet
was created for use with this game, and will automatically fill in a lot of the
information you need about your character.

!
5
!
5

1
2

3
4

5
1 - Your total XP. Usually between 0 and 15. See page 6. Under it is your
level, which cannot be higher than 20.
2 - Your total Power Points, written as [x/y] where x is current power points
and y is total power points. Certain boons will increase your maximum
power points (you naturally have zero) and certain moves will allow you to
spend your current power points. Your current power point total becomes
your maximum power point when you visit a Pokmon centre.
3 - Your trainers stats. See page 2.
4 - Your starter Pokmons stats. Remember that only your starter
Pokmon have stats like this. All others Pokmon you use in battle use
these stats as well.
5 - A list of your boons. On the actual trainer info card there is more space
here. See page 10.
Page 5

Levelling Up And Experience Points


Your characters level up when they have 15 experience points, and then
lose all of their experience points. What levelling up means is that you
gain one new training boon (page 10) and increase one of your stats by 1,
or one of your starter Pokmons stats by 1. Any stat cannot be increased
beyond 10. Your level also increases by one on your trainer info card.
You can gain experience (xp) in any of the following ways:
Quest Experience: (generally) 3-9xp - Accomplishing a plot related goal. The
GM decides how much of this to award, and sometimes it may be more than 9
or less than 3.
Battle Experience: 2xp - Whenever a trainer wins a challenging Pokmon
battle (be it with a trainer or wild Pokmon) they should receive 2xp. The game
master determines if battle is challenging or not, and if it is not challenging, no
experience should be given.
Persona Experience: 1xp - Each persona provides a way to gain 1xp, typically
involving the use of the personas features (page 44. You can only gain 1
persona experience per day.
Learning From Mistakes: 1xp - Whenever you make a roll and get a 4 or
less from the dice (before adding your attribute) you gain 1xp.

Capturing Pokemon
You may attempt to capture a Pokmon if it is wild (does not already have a
trainer) and has just been defeated in a battle against you. When attempting
to capture a Pokmon, you may throw a Pokball at it. Divide the Pokmon
base stat total by 10 (and round up). Make an aptitude check, and add the
Pokballs capture strength (this is listed next to the Pokball types on page
52). If the value of your check is higher than the Pokmons base stat total
!
6
!6

divided by 10, the Pokmon is caught. If you fail to catch a Pokmon, the
Pokball you thew will never again be useable. If you already have six
Pokmon with you when you capture a Pokmon, the ball is teleported out of
your hands and to your Pokmon ranch (page 56).
After youve caught a Pokmon, record its high stat, type, and species on the
list of Pokmon youve caught, and if it would be in your party (on your
person) record those things and its ability where you store the information
about your party (page 5).

Health, Fainting, and Pokemon Centres


For various reasons, usually related to battle (page 7), your Pokmon will
lose hit points and Faint. When a Pokmon faints, they remain unconscious
and unable to do anything until you have revived them. The easiest way is
by visiting a Pokmon centre. They are found in almost every town and
city, and they will restore all of your Pokmon to full hit points. Certain
items (page 51) will also restore HP and revive Pokmon, but they all
either cost money or are difficult to acquire. Almost all towns and cities also
have Pokmarts where you can spend your Pokdollars.
Page 6

Rounds

Pokemon Battling

At the beginning of combat, each participant in combat chooses an active


Pokmon. Before the first round and between rounds, each participant in
combat chooses an action in secret and records it on some paper they will
reveal when the round begins. You can use your action to choose use a move
and attack a target, switch your active Pokmon to another in your party, or
use an item. During combat characters are free to talk to each other and their
Pokmon, and other simple tasks that the Game Master deems acceptable.
When everyone has finished planning their action, the round begins. At
the beginning of the round, everyone who chose to switch their active
Pokmon or use an item does so (the order in which the item uses and
switches happen in does not usually matter, and in cases where it does the
Game Master decides the order they proceed in). After that, Pokmon
attacks take place in order of the speed stats of Pokmon. If there is a tie in
speed, whoever rolls the highest on 1d6 goes first. The order determined
by the roll persists until one of the Pokmon involved switches out.
If a Pokmon is knocked out (reduced to 0 hp) because of an attack, its
trainer immediately chooses a new active Pokmon, and attacks which
targeted the knocked out Pokmon now target that trainers new active
Pokmon. When a trainer is out of Pokmon, they lose the battle.

Unless they say otherwise, attacks do 2 damage. Attacks which are supereffective deal 3 damage, and attacks which are not very effective deal 1
damage. Moves which are not effective deal no damage and have no effects.
What determines whether an attack is super effective is the Pokmons type.
Consult the type chart to determine this. White means normally effective (2
damage), green means super effective (3 damage), red means not very
effective (1 damage), and black means not effective (0 damage).

Damage And Hitpoints

Rolling To Hit

If your starter Pokmon is your active Pokmon, it has Hitpoints equal to its
Hitpoints stat. If a Pokmon that is not your starter Pokmon is your active
Pokmon, it has 3 hitpoints.

dM

Attacks dont deal damage unless they hit. When a Pokmon makes an
attack, it is either physical or special. Each attack will tell you whether it is
physical or special. When you attack, roll two six sided dice and add your
attack stat if the attack is physical, or special attack stat if the attack is
special. Compare this to your opponents defence stat (if the attack is
Page 7

Status Conditions
Effects imposed by moves in combat all end when a Pokmon switches out,
except for status conditions. All effects from moves end when a Pokmon
faints/is knocked out however. A Pokmon cant have more than one status
condition at a time. Here are the status conditions and their effects:

physical, or special defence if the attack is special) plus 9. If your value is


equal or higher to theirs, your attack hits.
(Note: other than HP, your stats are not determined by your active Pokmon,
but by the stats taken from your starter Pokmon listed on your character sheet.)
These rolls very commonly have advantages and disadvantages imposed
upon them. Note that you do not actually roll dice when you are using your
defence or special defence. Having an advantage on your defence roll means
people who make attack rolls against you are at a disadvantage, and having a
disadvantage on your defence roll gives your attacker an advantage.
When a Pokmon uses an attack of a type that matches one of its types,
they get an advantage on their attack roll or special attack roll.

!
88
!

Paralyzed - Before a paralyzed Pokmon takes an action, flip a coin. If tails,


it takes no action on its turn instead. It also takes a -3 penalty to speed.
Confused - Before a confused Pokmon takes an action, flip a coin. If
tails, it takes no action on its turn instead. If it is reduced to 1hp, on its
next turn it faints before it can use its action. This condition ends when
the Pokmon switches out.
Poisoned - Each round after taking its action, a poisoned Pokmon loses
1hp, unless losing 1hp would knock them out.
Burned - After dealing damage to an opposing active Pokmon, a burned
Pokmon loses 1 hp. It is at a disadvantage on (physical) attack rolls.
Frozen/Asleep - A frozen or asleep Pokmon does nothing during its
turn. After each round where a frozen/asleep Pokmon does nothing, flip
a coin. If heads, it loses the frozen/asleep condition.

Active Pokemon Bonus


The high stat of your active Pokmon in battle gives it a bonus depending
on what it is.
Hitpoints - The HP that the Pokmon starts the battle with is 2 higher.
Attack - The first time you deal damage with a physical attack in a round,
deal 1 extra damage.
Special Attack - The first time you deal damage with a special attack in a
round, deal 1 extra damage.

Page 8

Defence - The first time you are hit with a physical attack in a round, take
1 less damage.
Special Defence - The first time you are hit with a special attack in a
round, take 1 less damage.
Speed - While this is your active Pokmon, you have +3 Speed.

Weather
In combat, weather is a factor in battle. Unless the Game Master says
otherwise, the weather in battle is clear. Here are the effects of various
weather conditions:
Clear - No effect
Intense Sunlight - Fire type attacks have an advantage on attack and
special attack rolls. Grass Pokmon have +2 to speed.
Rain - Water Pokmon have +2 to speed, all grass Pokmon regain 1hp.
Hail - Pokmon that are not ice type take 1 damage on the first turn that
hail is active while they are an active Pokmon during a battle. Moves
that do not deal damage made during hail must flip a coin before their
effects happen. On a tails, they do not happen.
Sandstorm - Pokmon that are not ground, rock, or steel type take 1
damage on the first turn that sandstorm is active while they are an active
Pokmon during a battle. Ground and rock Pokmon have an advantage
on physical and special attack rolls.

Chance to [x] Moves - A move with a chance to bestow a certain status


condition or effect has you flip a coin. On a heads, the effect is bestowed
on the Pokmon who was hit with the attack. On a tails, it is not.
No Damage Moves - These moves dont deal any damage, and do not
require a roll unless some effect has the condition on hit imposed on it.
On Hit/On Miss - Effects with this attached to them dont activate unless
the attack hits (in the case of on hit) or misses (in the case of on miss)
+/- # To Hit - When making your attack or special attack roll, add/
subtract this number from your attack or special attack roll.

Move Glossary

Aside from the moves their trainer can teach them, every Pokmon can use
the move struggle. Here is what it looks like:

The moves that you are given from boons often use abbreviated descriptors
to save space, whos meaning will not be clear without reading this section.
Priority Moves - Priority moves go before all others in the round. Among
priority moves, the Pokmon using them proceed in order of speed.
!
99
!

Struggle
Struggle

Physical, ???

Effect: -1 damage. This attack can either be normal type, or one of the
types of the Pokmon that is using it (your choice).
Page 9

Training Boons

boons gave you in their group of types. They tend to give out moves which do
not deal damage in combat.
Type-Focus Boons are for when you would like to improve your training with a
particular Pokmon type. Persona Boons improve your trainers capabilities,
rather than their ability to train their Pokmon.

Reading Move Cards

Training boons grant you combat moves, field moves, and abilities. Combat
moves give you different options for what to use your action to do on your turn
in combat (page 7), field moves give you options for skill checks to make and
things to do with your Pokmon outside of combat, and abilities do everything
else. Some boons increase your PP as well. PP is spent to execute certain field
moves and activate effects in combat, and is restored only when visiting a
Pokmon centre, and using the item Ether (page 52).

Choosing Your Boons


There are four kinds of boons in this section: Basic Training Boons, Advanced
Training Boons, Type-Focus Boons, and Persona Boons.
At the first level, a recommendation is provided here for each starter pokemon
that you may choose. For levels after that, here are what the different types of
boons do. Basic training boons make sure that if you find a Pokmon, you can
teach it to do more than just scratch and growl. They are also prerequisites for
most other boons. Advanced training boons require you to have taken the
corresponding basic training boon, and unlock more of what the basic training
KL

Field moves and combat moves will come on little tables. In the top right theyll
list the name of the move in question, and in the top left it will say either
physical or special, followed by the type of damage the move does, if it is a
combat move, or simply FIELD MOVE, if it is a field move. Underneath the line
the move lists what sort of Pokmon can use it. Requirements are based off of
Pokmon type and high stat primarily, although there are some moves that can
only be used by fully evolved Pokmon. Seeing or means that meeting the
conditions to the left of the or or the right of the or will let you use the move.
The & symbol generally conjoins a high stat with a type, indicating that to meet
that requirement you need both. A / between options indicates that either is
acceptable for fulfilling a requirement. So in summary, seeing the requirement
, or,
&
/
means electric types, as well as
Pokmon with high special attack that are either normal or psychic type, can use
the move. And a move with the requirement
&
/
would allow any Pokmon that was in its final stage of evolution, and electric
type or had high special attack to use it. MONO before a type indicates that to
meet the requirement, the Pokmon cant have a secondary type.
When reading field move cards, the effect will often refer to your Pokmon.
Just like with combat cards, moves have to be used by a Pokmon that meets
their requirements. Your Pokmon refers always to the one using the move.
Page 10

Basic Training Boons


By choosing boons from this section, your character will become generally
proficient with training many different kinds of Pokmon.

Basic Maneuvers (Normal, Flying)


Peck/Wing Attack

Physical,

Req:
Effect: -

Whirlwind/Roar
Req:

Physical,
&

Helping Hand

Effect: No damage. Hits automatically. You cause your opponent to


switch Pokmon. The game master randomly select another Pokmon in
your opponents party to switch in. The switch happens when you use
this move.

Double Slap/Fury Attack


Req:

, or,

Physical,
/

Effect: -1 Damage. Attack twice this turn, using double slap/fury attack
both times.

Req:

FIELD MOVE
, or,

Effect: When another Pokmon is making a check, you can have your
Pokmon make a special training check with a difficulty of 12. If it is
successful, flip two coins. On two tails, add 1 to the other Pokmons roll,
on two heads, add 2 to the other Pokmons roll, on one of each, add 2
to the other Pokmons roll.

Forest Training (Bug, Poison, Grass)


Pin Missile/Bug Bite

Physical,

Req:
Effect: -

!
kk
!

Page 11

Vine Whip/Razor Leaf

Physical,

Req:
Effect: Acid/Acid Spray

Special,

Req:
Effect: -

Aquatic Training (Water, Ice)


Bubble Beam/Water Gun

Special,

Req:
Control Plants

FIELD MOVE

Req:
Effect: You can make a special training check to have your Pokmon
summon the value of your check times ten times litres of plant matter
(vines, leaves, etc) per second, for a maximum of 10 seconds. As soon as
your Pokmon begins summoning it, your Pokmon may manipulate it
(see below). When your Pokmon ceases to manipulate/summon the
plant matter, it disappears. The summoned plant matter must have
some connection to your Pokmons body.
You can make physical training checks to have your Pokmon
manipulate (bend, move, and shape) plant matter by touching it. How
difficult it is to do so depends on the way in which you wish to shape it.
The difficulty is determined by the Game Master.
!
ll
!

Effect: Water Sport/Soak

Physical,

Req:
Effect: Automatic Hit. No damage. For every active Pokmon at the time
this move is used, fire type attacks are not very effective, and if electric
type attacks were normally effective before, they are now super effective.
Ice Fang/Ice Punch
Req:

, or,

Physical,
/

&

Effect: Page 12

Control Water
Req:

FIELD MOVE
/

Effect: You can make a special training check to have your Pokmon
summon the value of your check times ten in litres of water per second,
for a maximum of 10 seconds. As soon as your Pokmon begins
summoning it, your Pokmon may manipulate it (see below). When
your Pokmon ceases to manipulate/summon the water, it disappears.
The summoned material must have some connection to your Pokmons
body (for example, summoned water could come out of its mouth.)
You can make special training checks to have your Pokmon manipulate
(bend, move, and shape) the water in question by touching it. How
difficult it is to do so depends on the way in which you wish to shape it.
The difficulty is determined by the Game Master.

Mountain Training (Rock, Ground, Steel)


Magnitude
Req:

Physical,
, or,

&

Effect: Rock Throw/Rock Tomb


Req:
Effect: -

!
mm
!

, or,

Physical,
&

Control Earth
Req:

FIELD MOVE
/

Effect: You can make a special training check to have your Pokmon
summon the value of your check times ten in litres of rock or dirt per
second, for a maximum of 10 seconds. As soon as your Pokmon begins
summoning it, your Pokmon may manipulate it (see below). When your
Pokmon ceases to manipulate/summon the rock/dirt, it disappears. The
summoned rock/dirt must have some connection to your Pokmons body
(for example, summoned rock could could jut out of its back or feet.)
You can make physical training checks to have your Pokmon
manipulate (bend, move, and shape) the rock/dirt by touching it. How
difficult it is to do so depends on the way in which you wish to shape it.
The difficulty is determined by the Game Master.

Page 13

Confusion/Psybeam
Req:

, or,

Special,
&

Effect: Draining Kiss


Req:

Special,
, or,

&

Effect: -1 Damage. On hit, restore 1hp to any Pokmon in your party.


Lick/Astonish
Req:
Metal Claw/Iron Tail
Req:

, or,

Physical,
&

Effect: -1 damage. On hit, hit Pokmon can't act for the rest of the round.

Ember/Flamethrower

Magical Training (Psychic, Fairy, Ghost)


Kinesis

FIELD MOVE
/

Effect: Your Pokmon can lift and move around objects weighing less
than 30kg that are anywhere within 30m of them. While they are
moving it, the object glows faintly purple. The objects can move at up to
5m/s.

!
nn
!

Primordial Training (Fire, Electric, Dragon)

Effect: -

Req:

Physical,

Req:

, or,

Special,
&

Effect: Thunder Shock/Thunder Bolt


Req:

, or,

&

Special,
/

Effect: -

Page 14

Dragon Claw/Dragon Tail


Req:

, or,

Physical,
/

&

Effect: Control Fire

FIELD MOVE

Req:
Effect: You can make a special training check to have your Pokmon
summon the value of your check times ten litres of fire per second, for a
maximum of 10 seconds. As soon as your Pokmon begins summoning
it, your Pokmon may manipulate it (see below). When your Pokmon
ceases to manipulate/summon the fire, it disappears. The summoned
fire must have some connection to your Pokmons body.
You can make special training checks to have your Pokmon manipulate
(bend, move, and shape) fire by touching it (not necessarily with their
hands). How difficult it is to do so depends on the way in which you wish
to shape it. The difficulty is determined by the Game Master.

Req:

FIELD MOVE
/

Effect: You can make a physical training check which, if you get a 12 or
higher, will allow this Pokmon and you (if you are physically touching
it) to instantly teleport next to any living thing that you can see. You can
make this check once every six hours (whether you succeed or fail at it)

!
oo
!

Req:

Physical,
/

Effect:
Low Kick/Karate Chop/Rock Smash
Req:

Discipline Training (Fighting, Dark)


Pursuit

Bite/Crunch

Physical,

, or,

Effect: Pursuit
Req:

Physical,
/

Effect: If the Pokmon this targets attempted to switch, reveal that you
were targeting it with this in the round. Your attack hits them before they
switch out. -1 damage.
Page 15

Advanced Training Boons


Each basic boon has an advanced training boon associated with it. These
boons expand your characters access to useful but non-damaging moves,
for people who would like more strategic options in combat.

Advanced Maneuvers
Requires Basic Maneuvers.
Swords Dance
Req:

Physical,
/

&

Effect: No damage. You gain 2 advantages on attack rolls.


Sing/Yawn
Req:

Special,
/

&

Req:

Effect: No damage. On hit, the hit Pokmon is asleep.


Substitute
Req:

Physical,
/

Recover/Milk Drink/Softboiled

Effect: No damage. This Pokmon is reduced to 1hp. The next attack


which would damage this Pokmon deals no damage. Until this effect
stops a move from damaging you, no effects from a move can be
applied to you.

&

FIELD MOVE
/

Effect: You can spend 1pp to recover any fainted Pokmon of yours to
full hit points.

Spore Mastery
Requires Forest Training
Sleep Powder
Req:

Physical,
/

&

Effect: No damage. On hit, the opposing Pokmon is asleep.

!
pp
!

Page 16

Poison Powder/Toxic
Req:

Physical,

, or,

Effect: No damage. On hit, the opposing Pokmon is poisoned.

Weather Supremacy
Requires Aquatic Training
Rain Dance/Hail/Mist/Haze
Req:

Spore
Req:

FIELD MOVE
/

Stun Spore

Physical,
/

Effect: If there is a strong weather condition, make a special training


check. On a 12 or higher, you change the weather to rain, hail, or clear
for one hour. The weather returns to what it was before afterwards. If the
weather is clear you automatically succeed on this check.
Rain Dance

Effect: Make a special training check to have your Pokmon try to put a
person or Pokmon to sleep who is not currently hostile to you. On a
check of 12 or less, the target is not put to sleep. On a check of 13 or
greater, they are put to sleep for the value of your check minus ten and
times two in minutes.

Req:

&

&

FIELD MOVE

Req:

Special,
&

Effect: No damage. Changes the weather to Rain.


Hail
Req:

Special,
&

Effect: No damage. Changes the weather to Hail.

Effect: No damage. On hit, the opposing Pokmon is paralyzed.

!
qq
!

Page 17

Mist/Haze
Req:

Special,
&

Effect: No damage. Changes the weather to clear. The weather cant be


changed again until the end of the battle.

Desert Survival
Requires Mountain Training
Sandstorm
Req:

Special,
/

Effect: No damage. Changes the weather to Sandstorm.


Sand Attack
Req:

Physical,
, or,

Effect: No damage. Hits automatically. The hit Pokmon gets -1 in rolls


to hit.
Iron Defence
Req:

Physical,
, or,

Effect: No damage. Each round choose up to two physical attacks that


hits you; they do 1 less damage.

!
rr
!

Ancient Power
Req:

FIELD MOVE
/

Effect: When a Pokmon that is using the field move control earth can
use this field move, they can manipulate any earth within 20m of it
without needing to touch it. These Pokmon are at an advantage when
you manipulate earth using them.

Page 18

Tricks Of The Mind


Requires Magical Training
Agility

Physical,

Req:
Effect: No Damage. Your active Pokmon gets +5 Speed.
Light Screen/Reflect
Req: MONO

Special,
, or,

Effect: No Damage. Each round choose an attack that hits you; it does 1
less damage. You may do the same with one friendly Pokmon per
round.
Confuse Ray
Req:

Special,
, or,

Requires Primordial Training.

&

Effect: On hit, the hit Pokmon is confused.


Image
Req:

Will-O-Wisp
FIELD MOVE

Effect: You can make a special training check to have your Pokmon
create the visual illusion of an object, creature, or force, as visualized by
you. The illusion does not create sound, smell, texture, or temperature. It
must exist in a cube with length width and hight equal to the value of
your special training check in meters or less.

!
ss
!

Elemental Power

Req:

Special,
/

Effect: No damage. On hit, the hit Pokmon is burned.


Dragon Dance
Req:

Physical,
, or,

&

Effect: No damage. Your active Pokmon gets +3 speed and +1


damage to one physical attack it makes per round.
Page 19

Thunder Wave

Special,

Req:
Effect: No Damage. On hit, the hit Pokmon is paralyzed.
Mould Breaker
Req:

&

FIELD MOVE
/

Effect: When a Pokmon that can use this field move is making a check
outside of combat, it cannot be at a disadvantage.
Detect/Protect

Physical,

Tactical Intricacies

Req: -

Requires Discipline Training.

Effect: Priority. +3 to hit. On hit, your opponent is guaranteed to miss


their next attack. Cannot be used two rounds in a row.

Taunt
Req:

Physical,
, or,

&

Detect

Effect: No damage. Automatic hit. The target Pokmon cannot use moves
that dont deal damage. Attempting to do so results in no effect.
Hone Claws
Req:

Physical,
/

&

Effect: No damage. You gain an advantage on physical attack rolls.

!
tt
!

Req:

FIELD MOVE
, or,

&

Effect: Whenever a Pokmon within 10m of you is doing anything


which requires the use of a special training or physical training check, or
power points, you can make a physical training check. If the value of
your check is higher than their check value (or higher than 12 if they
made no check) then your Pokmon preempts their action and prevents
them from taking it or any sufficiently similar action (Decided by the
Game Master) for ten minutes. They do not lose their power point if they
are preempted by you in this way.
Page 20

Type Focus Boons


Once your character has achieved general proficiency with a type, they may
expand their knowledge of a type in particular using these boons. The
moves provided by boons in this section are more powerful, but less
generally useful than those found in boons from other sections.

Normal Type Focus


Requires the Basic Maneuvers boon.
Slash/Strength/Headbutt
Req:

, or,

Physical,
/

Effect: Quick Attack/Extreme Speed


Req:

Physical,

, or,

Req:

Effect: Priority. -1 to rolls to hit.


Oder Sleuth

Special,
&

, or,

Effect: -1 damage. +3 to hit.


FIELD MOVE

Req:
Effect: You can make a physical training check to have your Pokmon
track another person/Pokmon, if you are somewhere that you know
they have been, or have something that you know theyve touched.
Below 10: they are able to tell you nothing. On checks from 10-11 they
can lead you to the location of someone within 500m of you. On checks
from 12-13, 1km. 14-15, 2km. 16-17, 5km. 18+: Any distance away.
!
uu
!

Swift

Ultimate Normal
Requires the Normal Type Focus boon, & Level 3. You Gain 1pp.
Hyper Beam
Req: MONO

Special,
, or,

&

Effect: Attack twice this round, using hyper beam both times. Next
round you cannot act.
Page 21

Secret Power
Req:

FIELD MOVE
/

Effect: You can spend 1pp to have your Pokmon instantly find the
entrance to a well concealed cavern within 10m of you. It could be
concealed behind foliage, or in rocks, or by some other means, but it is
only enterable via the hidden entrance that your Pokmon just discovered.
The area is covered and thus protected from the weather. No one can see
the entrance except for people who you show the entrance too.

Flying Type Focus


Requires Basic Maneuvers.
Giga Impact
Req: MONO

Physical,
, or,

&

Effect: Attack twice this round, using giga impact both times. Next
round you cannot act.

Aerial Ace
Req:

Physical,
, or,

&

Effect: -1 damage. +3 to hit.


Fly

Physical,

Req:
Take Down/Double Edge
Req: MONO

, or,

Physical,
/

&

Effect: +1 damage. On miss, 1 damage to self.

!
vv
!

Effect: After you use this in a round, you cannot be hit if you move first,
and the attack deals no damage. The next round you do not choose an
attack, cannot be hit if you move last, and make an attack roll. This attack
has +1 damage

Page 22

Gust/Air Slash
Req:

Special,
, or,

&

Effect: Control Air

FIELD MOVE

Req:
Effect: You can make special training checks to have your Pokmon
manipulate (bend, move, and shape) the air by touching it. How difficult
it is to do so depends on the way in which you wish to shape it. The
difficulty is determined by the Game Master.

Ultimate Flying

Fly

Requires Flying Type Focus, and Level 3. You Gain 1pp.


Brave Bird
Req:

Physical,
/

&

Effect: +1 damage. On miss, 1 damage to self.

Hurricane
Req:

Special,
/

&

FIELD MOVE

Req:
Effect: You can make physical training checks to have your Pokmon fly
while carrying a trainer behind or above them. How difficult the checks
are depends upon the conditions. (For example, flying in a hurricane is
more difficult than flying in clear skies,). Each check allows you to travel
from where you are to a place you specified at the start of the check, and
sufficiently easy checks (such as flying in clear weather) should require
no check at all.

Effect: +1 Damage. Unless the weather is rain, -1 to rolls to hit.

!
ww
!

Page 23

Mirror Move
Req:

Special,
/

&

Effect: This Pokmon uses the attack which their opponent has used
most recently.

grass Type Focus


Requires Forest Training
Absorb/Mega Drain/Giga Drain
Req: MONO

,or,

Special,
/

&

Effect: -1 Damage. On hit, restore 1hp to any Pokmon in your party.

Sweet Scent

Leech Seed

Req:

Physical,

Req:
Effect: No Damage. On hit, restore 1hp to your Pokmon every turn, and
it gets not very effective attacks count as normally effective.
Bullet Seed
Req: MONO

Physical,
,or,

&

Effect: -1 Damage. Attack twice this turn, using bullet seed both times.

FIELD MOVE
/

Effect: You can spend 1pp to have your Pokmon instantly attract a rare
Pokmon that you could find by in a Pokmon sanctuary in your current
biome.

Ultimate Grass
Requires Grass Type Focus, and Level 3. You Gain 1pp.
Power Whip/Wood Hammer
Req:

&

Physical,
&

Effect: +1 Damage. On miss, 1 damage to self.


!
xx
!

Page 24

Solar Beam
Req:

Special,
&

,or,

&

Effect: When you use solar beam, you must use it again next round. The
first in a series of two solar beams you use does no damage. On the
second use, use solar beam twice in the same round, each time dealing
normal damage. If the weather is intense sunlight treat each use of solar
beam as the second consecutive use, and you need not use it twice.

Poison Type Focus


Requires Forest Training
Poison Tail/Poison Fang
Energy Ball/Magical Leaf
Req:

,or,

Req:

Special,
/

&

Frenzy Plant
Req:

FIELD MOVE
&

Effect: You can spend 1pp to have your Pokmon produce and quickly
plant twenty seeds. In the next ten minutes they grow into 8m tall and
1m thick at the trunk trees. Every time you use this field move, the trees
from your previous use disappear, but they persist until this time.

! !
yy

&

Effect: Gunk Shot


Req: MONO

Effect: -

, or,

Physical,

FIELD MOVE
, or,

&

Effect: Once per day, you can make a physical training check to have
your Pokmon shoot a ball of gunk at a person or Pokmon that stops
them from moving. This effect lasts for three hours. A Pokmon can
escape from it with an equal or greater physical training check to your
Pokmons. A human can escape from it with a human capacity check
equal or greater to your Pokmons physical training check.

Page 25

Sludge Bomb/Sludge Wave


Req: MONO

, or,

Special,
&

Effect: When you use this attack, act as though you had targeted every
active Pokmon in the battle with it, excluding your active Pokmon.
Poison Sting/Smog
Req:

Physical,

, or,

&

Effect: -1 Damage. On hit, Chance to poison.

Ultimate Poison
Requires Poison Type Focus, and Level 3. You gain 1pp.
Venoshock

Special,

Req: MONO

, or,

&

Gunk Shot

Physical,

Req: MONO

, or,

&

Effect: +1 damage to targets affected by a status condition.

Effect: +1 Damage. -1 to rolls to hit.

Toxic Spikes

Acid Armor

Req:

Physical,
/

&

Effect: No Damage. Until the end of the battle when a Pokmon enters
the field as a result of a switch (not after a previous Pokmon has
fainted), they have a chance to be poisoned.

!
zz
!

Req:

FIELD MOVE
&

Effect: You can spend 1pp to have your Pokmon and person or
Pokmon touching it gain acid armour. The acid armour lasts one hour.
While something has acid armour, it cannot be moved by anything
other than its volition (and gravity), it cannot be hurt in any way.
Pokmon affected by acid armour cannot use moves or participate in
Pokmon battles unless they choose to shed the acid armour.
Page 26

Bug Type Focus


Requires Forest Training
Bug Buzz

Special,

Req: MONO

, or,

&

Effect: Fury Cutter


Req:

Physical,
, or,

&

Effect: -1 Damage. +1 damage for each round prior to this in a row


where this Pokmon used fury cutter.
U-Turn
Req:

Physical,
&

Requires Bug Type Focus, and Level 3. You gain 1pp.

Effect: On hit, you may immediately switch your active Pokmon out for
another in your party. This does not end the round.
Compoundeyes

FIELD MOVE

Req:
Effect: Your Pokmon can see with clarity up to 200m away so long as its
vision is not obstructed by objects, and communicate what it sees to you
effectively. Pokmon that you possess which can do this do so constantly,
without you asking them to perform the move.

!
AAAA
!

Ultimate Bug
Megahorn/X-Scissor
Req: MONO

Special,
, or,

&

Effect: +1 Damage. -2 to rolls to hit.


Signal Beam/Silver Wind
Req: MONO

, or,

Special,
/

&

Effect: On hit, spend 1pp to confuse the hit Pokmon.

Page 27

Quiver Dance
Req:

Physical,
/

&

Effect: No damage. Each round you may choose one special attack this
pokmon makes, and deal +1 damage with it. Each round you may
choose one special attack that hits you, and have it deal -1 damage, and
this Pokmon gains 3 speed. It also drops to 1hp.
Sticky Web

FIELD MOVE

Dive/Whirlpool/Waterfall

Req:

Req: MONO

Effect: You can spend 1pp to have your Pokmon produce 100m of webrope. It is very sticky when touched by anything except Pokmon of
yours that can use this move. It is very strong and flexible, and lasts for
one week before degrading and disappearing.

Effect: -

Requires Aquatic Training


Water Pulse

Physical,
, or,

&

Effect: On hit, spend 1pp to confuse the hit Pokmon.

!
BBBB
!

, or,

&

Surf
Req:

Special,
, or,

&

Effect: When you use this attack, act as though you had targeted every
active Pokmon in the battle excluding your active Pokmon.

Water Type Focus

Req:

Physical,

Surf/Dive/Whirlpool/Waterfall
Req:

, or,

FIELD MOVE
&

Effect: You can make physical training checks to have your Pokmon move
through and on water unimpeded while carrying a trainer behind or above
them. During the travel the trainer can breathe even if they would not
normally be able to. How difficult the checks are depends upon the
conditions. Each check allows you to travel from where you are to a place you
specified at the start of the check, and sufficiently easy checks should require
no check at all. The difficulty of the check is determined by the Game Master.
Page 28

Ultimate Water

Ice Type Focus

Requires Water Type Focus, and Level 3. You gain 1pp.

Requires Aquatic Training

Scald

Special,

Req: MONO

, or,

&

Req:

Effect: On hit, you can spend 1 PP to burn the hit Pokmon.


Hydro Pump

Special,

Req: MONO

, or,

&

Effect: +1 Damage. -1 to rolls to hit.


Aqua Jet

Physical,

Req: MONO

, or,

&

Effect: Priority. -1 to rolls to hit.


Hydro Cannon
Req:

FIELD MOVE
&

Effect: If you are on the ground (or the ground floor of a building), you
can spend 1pp to have your Pokmon raise the water level by 1/2 a
meter entered around your Pokmon for fifteen meters. This special
water does not flow into the ground until it is expended, and the
Pokmon that used this water can use it to launch people and objects
30m in any direction. Each time you do so the water around your
Pokmon recedes by 5m. Your Pokmon cant use hydro cannon again
until all the hydro cannon water around them is gone, and they can
dismiss it at any time.
!
CCCC
!

Control Ice

FIELD MOVE
/

Effect: You can make a special training check to have your Pokmon
summon the value of your check times ten in litres of ice per second, for
a maximum of 10 seconds. As soon as your Pokmon begins
summoning it, your Pokmon may manipulate it (see below). When
your Pokmon ceases to manipulate/summon the ice, it disappears. The
summoned ice must have some connection to your Pokmons body (for
example, summoned ice could jut out of its fingers.)
You can make special training checks to have your Pokmon manipulate
(bend, move, and shape) the water in question by touching it. How
difficult it is to do so depends on the way in which you wish to shape it.
Aurora Beam/Ice Beam
Req:

, or,

Special,
&

Effect: Priority. -1 to rolls to hit.


Icicle Spear/Ice Ball

Physical,

Req:
Effect: -1 Damage. Attack twice this turn, using icicle spear/ice ball both
times.

Page 29

Icy Wind/Powder Show

Special,

Req:
Effect: -1 Damage. On hit, Freeze Chance.

Ultimate Ice
Requires Ice Type Focus, and Level 3. You gain 1pp.
Sheer Cold
Req:

Special,
, or, MONO

&

Effect: -2 to hit rolls. On hit, does as much damage as hit Pokmon has
HP.
Blizzard
Req:

, or

&

Special,

Avalanche

Req: MONO

Effect:+1 Damage. Unless the weather is hail, -1 to rolls to hit.


Slow

FIELD MOVE

Req: MONO
Effect: You can spend 1pp to have everyone within a 20m cone in front
of your Pokmon be slowed to half their speed for the next eight hours,
or one hour of sitting by a fire. While they are slowed they are at a
disadvantage on all checks outside of combat, and in combat take a -5
penalty to speed.

!
DDDD
!

Special,
, or,

&

Effect: On hit, spend 1pp to freeze the hit Pokmon.

Ground Type Focus


Requires Mountain Training
Dig
Req:

Physical,
, or,

Effect: After you use this in a round, you cannot be hit if you move first,
and the attack deals no damage. The next round you do not choose an
attack, cannot be hit if you move last, and make an attack roll. This attack
deals +1 damage.
Page 30

Drill Run

Physical,

Req: MONO

,or,

&

Effect: Priority. -1 to rolls to hit.


Mud Slap
Req:

Special,
, or,

Effect: -

Ultimate Ground
Requires Ground Type Focus, and Level 3. You gain 1pp.
Earthquake
Dig
Req:

FIELD MOVE
, or,

Effect: You can make physical training checks to have your Pokmon
move through the earth unimpeded while carrying a trainer behind
them. During the travel the trainer can breathe even if they would not
normally be able to. How difficult the checks are depends upon the
conditions. (For example, digging through solid rock is harder than
digging through loose earth). Each check allows you to travel from
where you are to a place you specified at the start of the check, and
sufficiently easy checks should require no check at all. The difficulty of
the check is determined by the Game Master. After youve succeeded at
the check you can be interrupted by encounters in the middle of it.

!
EEEE
!

Req:

FIELD MOVE
, or,

&

Effect: You can spend 1pp to have your Pokmon stomp on the ground,
and cause 20 square meters of rock or earth in any arrangement you like
within 200m of your Pokmon be shaken loose from what is holding it
in place. It falls as gravity would dictate it should.
Earthquake
Req:

Physical,
, or,

&

Effect: When you use this attack, act as though you had targeted every
active Pokmon in the battle, excluding the one that used this move.

Page 31

Fissure

Physical,

Req:
Effect: -2 to rolls to hit. On hit, does as much damage as the hit
Pokmon has HP.
Mud Bomb

Special,

Req: MONO

,or,

&

Effect: On hit, spend 1pp to give the hit Pokmon a disadvantage on


attack and special attack rolls.

Rock Type Focus


Requires Mountain Training
Ancient Power
Req:

Rock Blast/Rock Slide


Special,

Effect: -

Req:

Physical,
, or,

Effect: -1 Damage. +1 damage for each round prior to this in a row


where this Pokmon used rollout.

!
FFFF
!

, or,

&

Effect: -1 Damage. Attack twice this turn, using rock blast/rock slide both
times.

, or,

Rollout

Req: MONO

Physical,

Sheer Force
Req:

FIELD MOVE
/

Effect: When a Pokmon that can use this field move is making a check,
it can be given an advantage by choosing to lose 3hp after the check is
completed.

Page 32

Ultimate Rock
Requires Rock Type Focus, and Level 3. You gain 1pp.
Stone Edge

Physical,

Req: MONO

, or,

&

Effect: +1 Damage. -1 to rolls to hit.


Rock Polish

Physical,

Req: MONO

,or,

Effect: No Damage. This Pokmon gets +5 Speed.


Stealth Rock
Req:

Special,
, or,

Steel Type Focus

Effect: No Damage. Until the end of the battle when a Pokmon enters
the field as a result of a switch (not after a previous Pokmon has
fainted) they take 1 damage.
Tremorsense
Req:

FIELD MOVE
/

Effect: You can spend 1pp to have your Pokmon, for five minutes, be
able to sense the position of everything within 100m of it, whether it
can see it or not. It can perfectly communicate this information to you
during the time when this field move is active.

!
GGGG
!

Requires Mountain Training


Iron Head
Req:

Physical,
, or,

&

Effect: On hit, spend 1pp to stop the hit Pokmon from acting for the rest
of the round.
Flash Cannon
Req:

Special,
, or,

&

Effect: Page 33

Ultimate Steel
Requires Steel Type Focus, and Level 3. You gain 1pp.
Metal Sound

Special,

Req:
Effect: No Damage. Automatic hit. The first attack that hits the hit
Pokmon in a round deals +1 damage.
Bullet Punch
Req:

Physical,
, or,

&

Effect: Priority. -1 Damage.


Steel Wing

Physical,

Magnet Bomb

Special,
&

Req:

Req:

Effect: -

Effect: -1 Damage. +2 to rolls to hit.

Control Metal

FIELD MOVE

Time Stop

FIELD MOVE

Req:

Req:

Effect: You can make physical training checks to have your Pokmon
manipulate (bend, move, and shape) metal by touching it. How difficult
it is to do so depends on the way in which you wish to shape it. The
difficulty is determined by the Game Master.

Effect: You can spend 1pp to have time stop for you and your Pokmon
continue to move while the rest of the world stands still, frozen in time.
Time resumes when five minutes have passed from the perspective of
you and your Pokmon, or when either of you take an action that affects
another person/Pokmon or an object that they are holding.

!
HHHH
!

&

Page 34

Fairy Type Focus

Ultimate Fairy

Requires Magical Training.

Requires Fairy Type Focus, and Level 3. You Gain 1pp.

Moonblast/Fairy Wind
Req:

, or,

Special,

Req:

&

Effect: Play Rough


Req:

Physical,
, or,

&

Charm/Baby Doll Eyes

Physical,
&

FIELD MOVE

Req:
Effect: You can have your Pokmon create any harmless sensory effect
within a 1m radius of their body. Such effects include sounds,
temperatures, lighting conditions, and illusory images. These effects last
up to five seconds and this field move can be used only once every ten
seconds.

!
IIII
!

Special,

&

Effect: No damage. Your active Pokmon regains 2 hp.


Misty Terrain

Effect: No damage. Priority. Hits automatically. Opponent gets a


disadvantage on attack rolls.
Magic Trick

&

Effect: No damage. Hits automatically. Your opponent cannot switch


Pokmon until their current Pokmon faints.

Req:

, or,

, or,

Special,

Moonlight/Synthesis

Effect: -

Req:

Fairy Lock/Shadow Tag

Special,

Req: MONO
Effect: No damage. Hereafter in this battle no one in your party can be
poisoned, burned, frozen, confused, paralyzed, or put to sleep.
Make Friends
Req:

FIELD MOVE
, or,

&

Effect: You can spend 1pp to have your Pokmon charm a person while
you suggest a course of action. You can then make a poise check to
convince them of something, and instead of rolling, have the result that
you get be 16.

Page 35

Psychic Type Focus


Requires Magical Training
Psycho-Cut/Zen Headbutt
Req:

, or,

Physical,
/

&

Effect: Calm Mind


Req:

Special,
/

,or,

&

Effect: No damage. Each round you may choose one special attack this
pokmon makes, and deal +1 damage with it. Each round you may
choose one special attack that hits you, and have it deal -1 damage.
Teleport

FIELD MOVE

Ultimate Psychic
Requires Psychic Type Focus, and Level 3. You gain 1pp.
Choose one of the following: Control Water (page 13), Control Fire (page
15), Control Plants (page 12), Control Earth (page 13). You gain access to
that field move, and psychic Pokmon meet the prerequisites for it for you.

Req:

Psychic

Effect: When you use this field move, instantly, your Pokmon and
anyone touching it is teleported to a place of your choice 10m away, as
long as you have seen that area before. You can spend 1pp to have it
teleport you to the last Pokmon centre you visited instead. This can be
used in battle as an action, unlike most field moves

Req: MONO

Special,
,or,

&

Effect: +1 Damage. -1 to rolls to hit.


Hypnosis
Req: MONO

Special,
,or,

&

Effect: No damage. On hit, your target is asleep. On miss, you may


spend 1pp to make your target asleep.
!
JJJJ
!

Page 36

Shadow Claw/Shadow Punch


Req:

, or,

&

Physical,
/

, or,

Effect: Astral Projection

FIELD MOVE

Req:

Barrier

FIELD MOVE

Effect: You can spend 1pp to make a special training check. Your
Pokmon lifts your soul out of your body for minutes equal to the value
of your check. While in this form, you and the Pokmon carrying you are
invisible, cant make sounds, can float through physical objects, and are
unable to interact with any physical objects.

Req:

Ultimate Ghost

Effect: You can spend 1pp to have your Pokmon summon a barely
visible box of force up to 10m in length, width, and hight. It can be
summoned around any number of people who happen to be in the area
where it is summoned. After each hour, make a special training check
with a difficulty of 13. If you fail the check, the cage disappears.

Requires Ghost Type Focus, and Level 3. You gain 1pp.


Shadow Ball
Req:

Special,
, or,

&

Ghost Type Focus

Effect: On hit, spend 1pp to have your opponent take one extra damage
from the first special attack that hits it each round.

Requires Magical Training. You gain 1pp.

Curse

Night Shade/Hex
Req:

, or,

Effect: !
KKKK
!

Special,
&

Special,

Req:
Effect: No damage. On hit, you take 1 damage. The hit pokmon is
either poisoned or burned, your choice.

Page 37

Destiny Bond

Special,

Req: MONO

,or,

&

Effect: No damage. Automatic hit. If your active Pokmon faints, your


opponents active Pokmon also faints. This effect ends if either of the
Pokmon switch.
Shadow Sneak
Req:

FIELD MOVE

Effect: You can spend 1pp to have your Pokmon shed darkness in a
50m radius centred around your Pokmon. Anyone who was touching
the Pokmon at the time when it did this can see through the darkness
as though it werent there, as can the Pokmon itself. When you activate
this field move, make a special training check. The darkness lasts the
value of your check in minutes.

Req:

Physical,

, or,

Effect: -

Electric Type Focus

Shockwave

Requires Primordial Training.


Charge

Thunder Fang/Thunder Punch

Special,

Req:
Effect: No Damage. Double damage on your next electric type move. Your active
Pokmon take one less damage from the first special attack that hits it this turn.

Req:

Special,
, or,

&

Effect: -1 damage. +3 to hit.


Flash
Req:

FIELD MOVE
/

Your Pokmon sheds bright light that illuminates everything within a


50m radius.

!
LLLL
!

Page 38

Ultimate Electricc
Requires Electric Type Focus, and Level 3. You gain 1pp.
Wild Charge/Volt Tackle
Req: MONO

Physical,

, or,

&

Effect: +1 Damage. On miss, 1 damage to self.


Thunder

Special,

Req: MONO

, or,

&

Effect: +1 Damage. Unless the weather is rain, -1 to rolls to hit.


Zap Cannon
Req:

Physical,
&

Fire Type Focus

Requires Primordial Training.

Effect: +1 Damage. On miss, 1 damage to self.


Electrify

FIELD MOVE

Req:
You can spend 1pp to have your Pokmon and one person touching
them transform into electricity and jump into the nearest electrical
device for ten minutes. While you are in that electrical device, you are
aware of the world around the device, and can move through any wires
it is connected to, re-emerging from any new device or wire wherever
you wish. When you emerge from a device or wire this effect ends.

!
MMMM
!

Fire Fang/Fire Punch


Req:

Physical,

, or,

Effect: Fire Spin


Req: MONO

Special,
, or,

&

Effect: -1 damage, on hit chance to burn.

Page 39

Sunny Day
Req:

Special,
/

Flare Blitz/Flame Wheel


Req: MONO

, or,

Physical,
&

Effect: No damage. Changes the weather to Intense Sunlight.

Effect: +1 Damage. On miss, 1 damage to self.

Sunny Day

Blast Burn

Req:

FIELD MOVE

Req:

Effect: If there is a strong weather condition, make a special training


check. On a 12 or higher, you change the weather to intense sunlight for
one hour. If there is no strong weather present you automatically
succeed on this check.

Ultimate Fire

Req: MONO

Special,
, or,

&

Fire Blast

Special,
&

, or,

Effect: +1 Damage. -1 to rolls to hit.

&

Effect: You can spend 1pp to have your Pokmon spit out a fireball that
explodes on contact with anything, and can be fired accurately at objects
up to 100m away. The explosion engulfs everything within 10m of it,
incinerates light material, badly chars living things (and give them the
burned status condition) and cracks rocks and other hard objects.

Requires Primordial Training.


Twister

Effect: +1 damage. On hit, this Pokmon gains disadvantage on Special


Attack checks.

Req:

&

Dragon Type Focus

Requires Fire Type Focus, and Level 3. You gain 1pp.


Overheat/Heat Wave

FIELD MOVE

&

Req:

Special,
/

&

Effect: -1 Damage. Nothing other than this effect can reduce the
damage of this attack.
Dual Chop
Req:

Physical,
/

&

Effect: -1 Damage. Attack twice this turn, using dual chop both times.

!
NNNN
!

Page 40

Dragon Pulse/Dragon Rage


Req:

, or,

Special,
&

Effect: Dragon Rage


Req:

FIELD MOVE
/

Effect: Make a training check with a difficulty of 11. On a successful roll


of this check, every Pokmon within 50m of your Pokmon (with the
exception of legendary Pokmon) runs away in fear for two minutes
before coming to their senses. This check can be made once every ten
minutes.

Ultimate Dragon

Dragon Breath

Requires Dragon Type Focus, and Level 3. You gain 1pp.


Outrage
Req:

Req:

Physical,
, or,

&

Effect: Attack twice this round, using outrage both times. After this, the
Pokmon that used this move becomes confused.
Draco Meteor
Req:

Special,

Special,
&

Effect: -1 damage. On hit, chance to paralyze.


Dragon Breath

FIELD MOVE

Req:
Effect: You can spend 1pp to have your Pokmon turn any non-living
object that fits in a 10mx10m space to ash, by breathing a jet of green
fire at it.

Effect: +1 damage. On hit, your active Pokmon gains disadvantage on


Special Attack rolls.
!
OOOO
!

Page 41

Torment
Req:

Physical,
, or,

&

Effect: No damage. Automatic hit. The target Pokmon cannot use the same
move in two consecutive rounds. Attempting to do so results in no effect.
Illusion
Req:

FIELD MOVE
/

Effect: You can make a special training check to have your Pokmon take on
the appearance of any other Pokmon for one hour. The difficulty of this
check depends upon how different in size and form your Pokmon is from
the one that you want it to become.

Ultimate Dark

dark Type Focus

Requires Dark Type Focus, and Level 3. You gain 1pp.

Requires Discipline Training.


Dark Pulse
Req:

Special,
&

Effect: -

Nasty Plot

Feint Attack
Req:

Choose one of the following: make friends (page 35), spore (page 17),
dragon rage (page 41). You gain access to this move. For you, dark type
Pokmon can use the field move if they could not already.

Physical,
/

&

Effect: -1 Damage. +3 to hit.

!
PPPP
!

Req:

Special,
, or,

&

Effect: No damage. This Pokmon gains an advantage on special attac


rolls, and once per round it may choose one special attack it makes and
have it deal +1 damage.

Page 42

Sucker Punch
Req:

Physical,
, or,

&

Effect: If the opponent would use a move that deals damage this turn,
this move goes first regardless of the speed order and priority. If the
opponent would use a move that does not deal damage, this attack
deals no damage.
Invisibility
Req:

FIELD MOVE
/

Effect: You can spend 1pp to have the Pokmon which has used invisibility
become invisible for one hour. Anything the the Pokmon is wearing or
carrying is invisible as long as it is on the their person.

Fighting Type Focus


Requires Discipline Training.
Force Palm

Req:

Physical,
, or,

FIELD MOVE

Effect: You can make a special training check to have your Pokmon
make a hole in a wall large enough for you to move through. The
difficulty of this check is based upon the thickness and strength of the
wall. You can choose to take a disadvantage on the check to have your
Pokmon silently phase yourself and itself through it without putting a
hole in it.

&

Effect: No damage. Each round you may choose one physical attack this
Pokmon makes, and deal +1 damage with it. Each round you may
choose one physical attack that hits you, and have it deal -1 damage.
Seismic Toss/Submission

Req:

!
QQQQ
!

Bulk Up

Req:

Physical,

, or,

Effect: If this Pokmon has less hp than its target, +1 Damage.


Counter
Req:

Physical,
,or,

Effect: Automatic hit. If your opponent hit you this turn, you deal the
same damage they dealt to you, with -1 damage if the move is not very
effective and +1 damage if it is super effective (and 0 damage if it is not
effective). Otherwise this deals no damage.
Page 43

Persona Boons

Ultimate Fighting
Requires Fighting Type Focus, and Level 3. You gain 1pp.
Dynamic Punch/Superpower
Req:

, or,

Physical,

&

Effect: +1 damage. On hit, your active Pokmon gains disadvantage on


attack rolls.
Focus Blast/Aura Sphere
Req:

, or,

Special,
/

&

Effect: High Jump Kick/Focus Punch


Req: MONO

, or,

Special,

Req:

FIELD MOVE
/

Effect: You can spend 1pp to have your Pokmon and everyone within
15m of it do things in half the normal time they would take for the next
two hours.

!
RRRR
!

Lady/Gentleman Persona
You are naturally at an advantage on poise checks you make against
humans who do not dislike you (you still have a disadvantage against
humans that dislike you). At noon exactly, you can spend 1 hour having
tea. If you start exactly at noon and complete the hour, you gain 1xp. You
may speak to your game master about a different ritual at a different time
and if they deem it consistent with this theme, you may gain 1xp from that
instead of from taking tea.

Ace trainer Persona


You gain 2pp. You can spend 1pp before you make a physical training or
special training check to gain an advantage on it. You can spend two hours
training in a day with your Pokmon to gain 1xp.

&

Effect: +1 damage. On miss, 1 damage to self.


Vital Spirit

These boons empower you, the Pokmon trainer, with new abilities, rather
than abilities which you may bestow on your Pokmon. They also grant you
new ways to earn experience points (page 6).

Hiker/Camper Persona
When moving through wilderness biomes, you and your party move twice as
quickly (encounters happen twice per day). You have an advantage on checks
made to prevent yourself from getting lost, and checks you and you and your
Pokmon make to climb things, or move a person from one place to another.
Every time you are searching for a secret in a biome, you personally make
an attention check (separate from the one to find the secret). On a 12 or
higher, you find an object of natural beauty in addition to the secret, and
Page 44

gain 1xp. You can spend one hour at this site to make an elaborate sketch
of it, which can be sold for 100 Pokdollars.

Burglar Persona
When you would make a check to hide from a human or Pokmon, they
make a human capacity check, and record the value. You make two human
capacity checks. If both your checks are of a higher value than their check, you
are completely undetected by them for ten minutes. If only one of them is,
they are suspicious to your presence, and each time you take an item you
must make another human capacity check, which if you fail you are detected.
If you fail both initial checks, you are detected. Whenever you trade someone
things that you have stolen for more than 500 Pokdollars, you gain 1xp.

Doctor Persona
Once between Pokmon centre visits, you may revive three Pokmon to full
health and heal three Pokmon to full health. All of these must be done at
once. If you would ever make a human capacity check to dress or heal the
wounds of a human, you gain an advantage on it. Every time that you use
the feature from this persona to heal pokemon who do not belong to you
or your companions, you gain 1xp.

Breeder Persona
Once per day you may choose two Pokmon that you are the trainer of (or
that you have permission from the trainer of) which are in the same egg
group and of opposite genders, and roll 1d6. On a 6, they produce an egg of
the same Pokmon as the one with the female gender. When it is born, it has
the high stat of the Pokmon with the male gender. The egg hatches in one
week. Newborn Pokmon can be sold in towns to eager trainers for five times
its base stat total, and unhatched eggs can be sold for half that price.
!
SSSS
!

Pokmon are newborn if they are less than 7 days old. Whoever possesses
them when they reach 7 days old is considered their original trainer. When
you hatch a Pokmon, you can either choose its gender, or choose to flip a
coin when it hatches. When you flip this coin, on a heads, the Pokmon is
born shiny. On a tails, nothing happens.. When two Pokmon who you have
selected to breed fail to produce an egg, you gain 1xp.
Guideline: Pokmon & Gender
Normally gender is something that is not worth keeping track of in
Pokmon, or something which is assumed by roleplaying. At the time
when you take the breeder persona, randomly determine the gender of
each of your Pokmon, and hereafter when you catch a Pokmon do the
same. If you wish for your Pokmon to breed with the Pokmon of your
companions, they should do the same. If a Pokmon gender was
established through roleplaying before you became a breeder, the Game
Master should normally choose to honour that gender rather than
randomly determining it. Some Pokmon do not have genders, and are
listed on this page.

Page 45

Pokemon Researcher Persona


Every time you capture a species of Pokmon which you do not already
own, you regain 1pp. You have an advantage on capture checks against
Pokmon who you encounter in a Pokmon sanctuary. Pokballs, Great
balls, and Ultra balls cost you half of the listed price at a Pokmart.
Whenever you capture a species of Pokmon you do not already have, you
may spend 1 hour recording information about it to gain 1xp.

Sage/Admin Persona

Palaeontologist Persona
Whenever a 6 is rolled on a treasure table where you are one of the recipients
of the treasure, you also find a fossil. Fossils can be sold for 1500 Pokdollars,
and at labs/museams, which exist in many cities, they can be reanimated into
fossil Pokmon for the price of 2000 Pokdollars. When you receive the
Pokmon, it is in a Pokball, and acts as though you had caught it. When you
get the fossil you can tell what Pokmon it is. You can spend 1pp when at a
treasure table to roll 1d6 again; the result only affects whether you get a fossil.
See the archeology table for a list of Pokmon that could be found in fossils.
You can spend two hours per day making notes about a fossil Pokmons
behaviour to gain 1xp. You can sell your notes to a museum for 200
Pokdollars times the number of days you have spent recording that
Pokmons behaviour, up to 1000 Pokdollars for each species of
Pokmon. You cant sell notes about the same Pokmon twice.
!
TTTT
!

Once per day you can give specific advice to a person, to do with a situation
involving a skill check (which must contain a detail about the action, and
either the location it is performed in or the thing/person/Pokmon it is
performed at), and if they come to follow it at least one day after you gave
them that advice, they get an advantage on the associated roll. Whenever
someone follows your advice you gain 1xp.
Archeology Table
1 Omanyte

Shieldon

Omanyte

2 Kabuto

Tirtouga

Kabuto

3 Aerodactyl

Archen

Amaura

4 Lileep

Tyrunt

Lileep

5 Anorith

Amaura

Anorith

6 Cranidos

Shieldon

Cranidos

d6

1&2

3&4

5&6

Page 46

Athlete/Black Belt Persona


You have an advantage on human capacity checks, and physical training checks
your Pokmon would make in the style of human capacity checks (page 4).
When you spend one hour working out, you gain 1xp.

Super Nerd Persona


Whenever there is a door, computer, or other similar object that requires a
password to interact with, you can bypass the password requirement by
spending ten minutes examining and testing the object. Your Poknav is
never out of service. When you are in the presence of a computer network,
you can make a special aptitude check to find information from it. This can
be done once per network, and the nature of what you find is determined
by your Game Master (the higher your check, the more precious the
information). When you find such information, you gain 1xp.

Pokemon Collector Persona


While you are in a Pokmon Center, once per day you can search the
surrounding area for someone willing to trade a Pokmon with you. Before
you make the check, choose the Pokmon you wish to trade. You find a
number of potential trades based on the results of an Attention check. On a
9 or lower, you find no trades for the Pokmon, on a 10 or 11 you find 1, on
a 12 or 13 you find 2, on a 14 or 15 you find 3, and on 16-18 you find 4.
They will offer you a Pokmon with a Base Stat Total that is within 100
points in either direction of your Pokmons Base Stat Total, and it could be
any Pokmon that fits that criteria, randomly determined by your Game
Master. Whenever you trade a Pokmon with a person who is not part of
your adventuring party, you gain 1xp.

!
UUUU
!

Psychic/Mystic Persona
You can make a Special Training check to attempt to sense the motives of
another person. When you attempt to do so, they make a Poise check to
conceal their intentions from you. If your check is equal to or higher than
theirs, the Game Master will reveal to you information about them and
what they are doing proportional to the amount by which you exceeded
the value of their Poise check.
You personally can use the move Kinesis if you can teach your Pokmon to
use it. You and your Pokmon may use kinesis to manipulate objects within
50m of you, instead of 30m. You also qualify (as though you were a
Pokmon) for the field moves Teleport, Magic Trick, and Astral Projection.
You can spend two hours practicing with your psychic powers to gain 1xp.

Page 47

Pokemon Ranger Persona


When you see a Pokmon by itself, you can make a special capture check to
convince it to assist you. Throw no Pokball, treat your capture strength as 20
plus 2x your Level, and make a Poise check instead of Aptitude. If you fail this
special capture check, the Pokmon flees. If you succeed, the Pokmon will
follow you around and obey your commands as though you were its Trainer.
After one week, the Pokmon returns to its home. Each day, if you release a
Pokmon from your service before its week with you is over, or if you release
a captured Pokmon that you own into the wild, you gain 1xp.

Pokmon Contests
Aside from battling, Pokmon trainers may seek out Pokmon contests in
cities to participate in. Pokmon contests come in five varieties, each of
which is related to one of the five trainer stats - (Beauty Contests - Poise)
(Toughness Contests - Physical Training) (Cleverness Contests - Aptitude)
(Coolness Contests - Special Training) (Cuteness Contests - Attention) and try to prove their Pokmon the best of all the contestants with
performances on stage demonstrating their abilities. Here are how
contests work:
Choose one Pokmon of yours to enter the contest before it begins.
Contests each have 3 rounds. Before each round each trainer
participating chooses a combat move that their chosen Pokmon can use
(and you know), and keeps it secret, revealing it when the round begins.
Then, compare the type of move your Pokmon to the types of moves
used by the other contestants. For each that would be super effective
against it, -1 to your favour number for the round , for every attack that
would be not effective or not very effective against it, +1 to your favour
number for the round. If your total favour number for the round is 0 or
higher, make a check corresponding to the type of contest, and gain that
many points. After three rounds, the contestant with the most points
wins.

Move Tutor Persona


At the time when you take this Boon, choose one Move that you know. While
you are a Pokmons Trainer, they qualify for that Move. The Game Master
may put restrictions on what sort of Move this may be (for example, they may
rule that you may not pick the Move Fly when you select the this Persona).
Each day, the first time that you command the use of this Move and meet a
specific criteria, you gain 1xp. If the chosen Move is a Field Move, the criteria
calls for that move to be used in a creative way or in an unusual situation, as
decided by the Game Master. If the chosen Move is a Combat Move, and it
does not miss, roll 1d6. On a 5 or6, you meet the criteria.

Challenger Persona
When you challenge a Pokmon trainer to a Pokmon battle, they must accept.
While you are in a Pokmon battle, at some point during the battle you can take
an attack that would hit your Pokmon and have it miss instead, or take an
attack that would miss and have it hit. After a battle against a trainer, if you can
get them to agree to a rematch at some unspecified date in the future, you gain
1xp.
!
VVVV
!



When you use your move, you describe what your Pokmon is doing with
that move to prove that it is beautiful, tough, clever, cool, or cute. If the
game master finds your description particularly appealing or appalling,
they can add or deduct favour points.
When you win a Pokmon contest, you get a contest ribbon. It is much
like a gym badge.
Page 48

Pokemon Coordinator Persona


In a Pokmon contest, you have +1 favor in every round. When you are in a
Pokmon battle where there are bystanders (strangers to you who are not
your enemies), you may collect money from them after the battle. Because
you battle so stylishly, you put on an entertaining show for the bystanders,
and you may collect 1d6 x 100 per bystander (up to 5) in funds from them
with your backpack or other similar item.
Once per day, if bystanders are present for any skill check you are making,
you can take a disadvantage on the check to perform the action stylishly. If
you succeed, the bystanders will clap and/or cheer, and you gain 1xp.

Underdog Persona
Scientist Persona
Once per day you can spend an hour collecting and assembling materials
from your environment to make a device or solution from those materials
for a specific purpose (eg, launching a rope, causing a plant to grow
rapidly, making a hole in the floor). This check takes one hour. Either one
hour after the device is made, or after it is used once, it ceases to function.
When a person or Pokmon uses your device for its intended purpose, they
make the appropriate check for the action that your device is intended to
perform, and add your aptitude score to that check. If there is no
appropriate check, you make an aptitude check and your game master
decides based on that check whether you succeed or not. Every time you
build such a machine, you may spend an hour of the day when it was built
logging its schematics in a journal. If you do so, you gain 1xp, and building
the same device again only takes 20 minutes.

!
WWWW
!

Once per battle, when your active Pokmon is not at its final evolution
stage, choose an attack which has hit and would cause your Pokmon to
faint. It misses instead. Once per battle, when fighting against a fully
evolved Pokmon while your active Pokmon is not at its final evolution
stage, choose an attack that you make which would miss. This attack hits
instead, and has +1 damage. You can spend one hour training an
unevolved Pokmon you have with you to gain 1xp.

Evolver PErsona
When you wish to mega evolve a pokemon, you do not need to
expend any pp. You may evolve pokemon even when they have
evolved less than three days ago. Treat your trainer level as one level
higher for the purposes of evolving pokemon. Whenever you evolve
or mega evolve a pokemon, you gain 1xp.

Page 49

Evolution

Pokmon evolution occurs when their trainer endeavours to meet certain


conditions which are found for each Pokemon in the evolution condition
column of the Pokdex. The most common evolution method is evolves
into [a Pokmon] after battle at trainer level [x] What this means is when
the Pokmon participates in a battle and you are level [x] or higher, you can
choose to have it evolve afterwards
When a Pokmon evolves, its species changes, and you may re-evalutate its
high stat as though you had just caught it based on its new stage. Next, its
ability may change. When a Pokmon evolves, it may keep its old ability or
use its new ability (your choice). A Pokmon may only evolve so often. After
it evolves, it may not evolve again for three days.

!
XXXX
!

Mega Evolution
You can mega evolve certain Pokmon in the heat of battle, and after the
battle is over, they revert to their previous non-mega form.
In order to mega evolve a Pokmon, you must possess the appropriate mega
stone, and spend 3pp as your action during a round of combat. You may only
mega evolve a Pokmon once per combat. While you have a Pokmon
capable of mega evolution but do not have its mega stone, your Pokmon
will be drawn to the stone. As such, whenever you have such a Pokmon and
you roll a 6 on a treasure table, flip a coin. On heads, your Pokmon leaves its
Pokball and leads you through a path which only it knows for ten to thirty
minutes. At the end of the path, you find a mega stone which that Pokmon
can use to mega evolve. Here is a list of existing mega stones.
Page 50

Items

The Pokemart
Most towns and all cities will contain Pokmarts. The items they sell are
listed on the bellow chart, and everything available in the town inventory is
also available in the city inventory. Underneath the table is a catalogue of
what those items are and do. The prices are listed in Pokdollars. In
addition to buying things with Pokdollars at Pokmarts, the players may
sell their treasure items at Pokmarts.
Pokmart Inventory
Price

This section details what the various items available in the game do, and how
a player can come to acquire them.

Town Inventory

3000 Evolution Item

600 Greatball

5000 Key Item

1200 Ultraball
300 Potion

When a player starts the game, they are equipped with one set of clothes
(of any sort the player would like within reason), running shoes, six
Pokballs, and a Poknav.

600 Full Heal

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YYYY
!

City Inventory

200 Pokball

Starting Items

The Poknav allows players to make phone calls to people who they have
the phone number of (which Non-Player Characters normally offer the
players), access maps and basic information about the place that they are
in, and general information about Pokmon. Most of its features are only
available in areas with service and at the Game Masters discretion the
Poknav may not work far into the wilderness or underground.

Price

1200 Hyper Potion


1500 Ether

1500 Revive

Treasure Items
These items can be sold at Pokmarts for a specific amount of Pokdollars.
Nuggets are worth 5000, Star Pieces are worth 4000, Big Pearls are
worth 3000, Stardust is worth 2000, and Pearls are worth 1000.
Other items can be sold for values haggled by the players & determined by
the Game Master
Page 51

Restoratives

Items

These items can be used out of battle by touching them to the Pokmon who
you wish to use them on, and in battle as a Pokmons action for the round.
Unless an item says otherwise it only effects your active Pokmon. The use of
items happens at the same point in the round that Pokmon switches do.
Potion - Restores 2hp.
Hyper Potion - Restores All HP.
Full Heal - Cures all status conditions.
Ether - Restores 1pp. Used on any of a trainers Pokmon, restores 1pp to
the trainer.
Revive - Stops a Pokmon from being fainted, and gives it 3hp.

Evolution Items

Master ball - Has a capture strength of 100.

When a Pokmon needs a certain item, or to be traded while holding a


certain item in order to evolve (page 50), you can purchase an appropriate
evolution item to facilitate this. These items come in many shapes and
sizes, but mechanically they are identical.

Level Ball - Has a capture strength of 20, plus three times the level of the
player wielding it.

Pokeballs
Pokballs are thrown when you attempt to capture a Pokmon (page 6)
Many of the balls listed bellow can only be created with Apricorn Kits (page
54) or traded for/bought from people skilled in the use of an Apricorn kit.
Pokball - Has a capture strength of 20. Counts as a base ball when
building a ball with apricorns.
Great ball - Has a capture strength of 30. Counts as a base ball.
Ultra ball - Has a capture strength of 40. Counts as a base ball.
!
ZZZZ
!

Lure Ball - Has a capture strength equal to the base ball that was used in
its creation. You have an advantage in capture checks against Pokmon
who you are fighting because of fishing it with a super rod (page 54)
Moon Ball - Has a capture strength equal to the base ball that was used in
its creation. You have an advantage in capture checks against Pokmon
who evolve using an evolution item, or through trading with an evolution
item.
Friend Ball - Has a capture strength equal to the base ball that was used in
its creation. You have an advantage in capture checks against Pokmon
who share a type with your starter Pokmon.
Page 52

Items

Timer Ball - Has a capture strength equal to the base ball that was used in
its creation, plus 5 for every Pokmon of yours which this Pokmon caused
to faint (up to three Pokmon).
Net Ball - Has a capture strength equal to the base ball that was used in its
creation. You have an advantage in capture checks against bug or water
type Pokmon.
Nest Ball - Has a capture strength equal to the base ball that was used in
its creation. You have an advantage in capture checks against Pokmon
who can still evolve.

Heavy Ball - Has a capture strength equal to the base ball that was used in
its creation. You have an advantage in capture checks against Pokmon
heavier than 55kg.
Quick Ball - Has a capture strength equal to the base ball that was used in
its creation. This ball can be thrown at a Pokmon you are battling before it
has fainted. If you fail the capture check against it, it flees.
Primer Ball - Has a capture strength of 20. Can be sold for 500
Pokdollars.
Repeat Ball - Has a capture strength equal to the base ball that was used
in its creation. You have an advantage in capture checks against Pokmon
who you own a Pokmon of the same species as.

!
AAAAAA
!

Dive Ball - Has a capture strength equal to the base ball that was used in
its creation. You have an advantage in capture checks against Pokmon
when you throw this ball in a sea biome.
Luxury Ball - Has a capture strength equal to the base ball that was used
in its creation. You have an advantage in capture checks against all
Pokmon when using this ball.
Heal Ball - Has a capture strength equal to the base ball that was used in
its creation. After the Pokmon you threw this ball at is caught, it is no
longer fainted and is restored to its full HP.
Dusk Ball - Has a capture strength equal to the base ball that was used in
its creation. You have an advantage in capture checks against dark and
ghost type Pokmon.

Page 53

Key Items

Items

Each player can carry one key item with them at any given time, and key items
can only be used by the people who they belong to, or with special permission
from the Game Master. Below are the key items which one can have.
Dowsing Machine - Each time you encounter a treasure cache, make an aptitude
check. You find one extra treasure for every 2 above 10 you get on the check.
Bike - While you have a bike, if you have failed a capture attempt and a
Pokmon is fleeing, you may pursue it. If you succeed on a human capacity
check with a difficulty of 10, you may make another capture check against it.
Camping Equipment - When you have camping equipment, each day you
can make camp for the night. If you do make camp, you may either restore
all of your Pokmon to full health, or choose one of your fainted Pokmon
and revive it. Everyone who is camping with you may do the same.
Super Rod - Whenever you are near a body of water, you can spend a short
time fishing to encounter a Pokmon who could be in that water
determined by your Game Master that is appropriate for the biome that
you are in, as though you had found this Pokmon in a sanctuary. You can
only use this power once per day.
Berry Kit - Whenever you happen upon a Pokmon sanctuary, you can
search it for berries to collect. You find four berries all of the same type with
the effects detailed on the Berry Effect Table (next page). Berries must be
given to Pokmon to hold, and can only be activated while they are your
active Pokmon in battle. A Pokmon can only hold one berry at a time.
You can use your berry kit to turn berries into a Pokblock. If you have 7 or
more aptitude, it takes one berry, from 5-6 takes two berries, and with 4
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BBBBBB
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aptitude it consumes three berries. You can use a Pokblock to roll 1d6 and
get the following effect: On a 4, 5 or 6, your Pokmon gets an advantage
on its next roll. In a 2 or 3, nothing. On a 1, disadvantage.
Apricorn Kit - Whenever you happen upon a Pokmon sanctuary, you can
search it for apricorns to collect. Roll 2d6 twice. You get two of each of the
types of apricorn you rolled corresponding to the apricorn table.
You can make aptitude checks to turn these apricorns into various kinds of
Pokballs. If you fail the aptitude checks all of the apricorns are lost in the
process. See the apricorn recipe table to find out what apricorns can be
used to make what Pokballs, and the difficulty class (DC) of the check
needed to successfully make them. Most balls require a base
ball (meaning a pokball, great ball, or ultra ball) to construct. Balls made
with ultra balls and great balls will be better at capturing than those made
with Pokballs. See the Pokball section (page 52) for more information.
Page 54

Items

Apricorn Table
2d6

Apricorn

Apricorn Recipe Table

2d6

Apricorn

- -

Black Apricorn

2 Nothing

Red

3 Nothing

4 Yellow

2 Any Colour, (DC7)

Greatball

3 Any Colour, (DC9)

Green

Ultra Ball

3 Same Colour, (DC11)

10

Pink

Master Ball

2 All Colours, (DC15)

5 Blue

11

Nothing

Level Ball

2 Red, 1 Pokball. (DC11)

6 White Apricorn

12

Nothing

Lure Ball

2 Blue, 1 Base Ball, (DC9)

Moon Ball

2 Yellow, 1 Base Ball, (DC9)

Friend Ball

2 Green, 1 Base Ball, (DC9)

Love Ball

2 Pink, 1 Base Ball, (DC9)

Heavy Ball

2 Black, (DC9)

Quick Ball

2 White, 1 Base Ball, (DC9)

Premier Ball

1 Red, 1 White, 1 BaseBall, (DC7)

Repeat Ball

1Yellow, 1Black, 1 BaseBall, (DC7)

Timer Ball

1Black, 1White, 1Red, 1 Base Ball, (DC11)

Net Ball

1 Blue, 1 Black, (DC9)

Nest Ball

1 Green, 1 Yellow, 1 BaseBall, (DC9)

Dive Ball

1 Blue, 1 White, 1 BaseBall, (DC9)

Luxury Ball

1 Black, 1 White, 1 Red,1 Base Ball, (DC11)

Heal Ball

1 Pink, 1 Blue, 1 Base Ball, (DC7)

Dusk Ball

1 Green, 1 Black, 1 BaseBall, (DC9)

Condition

Effect

1 This berry can be activated


2
3

4
5
6

Recipe & Difficulty Class

Pokball

Berry Effect Table


d6

Ball Type

Your Pokmon is healed by 3


hit points.
using an action in a round. It
can be used outside of combat. You regain one power point.
Activates when your Pokmon
is hit with a super effective
move. The move becomes
normally effective in addition to
the berries other effects.
Activates when your active
Pokmon gains a special
condition.
Activates when your active
Pokmon loses HP.
Activates when your Pokmon
is hit with a super effective
move. The move becomes
normally effective in addition to
the berries other effects.

!
CCCCCC
!

Any advantages your


Pokmon or your opponents
have on rolls are neutralized.

Any disadvantages your


Pokmon or your opponent's
have on rolls are neutralized.
Your Pokmon is cured of its
status condition.
Roll 1d6 and your active
Pokmon gains an advantage
to the corresponding roll in
combat (1 spc.atk, 2 spc.def, 3
def, 4 attack, 5&6 reroll.

Page 55

The Pokemon Ranch

While you are in a Pokmon centre, you can use the PC to send items you
dont want to carry, and Pokmon youve caught, away to a Pokmon ranch
your character is affiliated with. It need not be an actual ranch. Generally it
is either to your characters parents house, the laboratory where you got
your first Pokmon, or a daycare of some sort that you have an agreement
with. Often at the start, you will not be the only one sending your Pokmon
there, and within most games it will make sense for all of the players to be
sharing the same Pokmon ranch. The state of this ranch has a lot to do
with your prestige and acclaim in the Pokmon world, apart from your
accomplishments, the state of your ranch confers you certain rights and
privileges to you in the game.
All of the Pokmon and items you send there will find some way to fit, but
it may become cramped. If you want to improve it, youll first have to buy
part-ownership of the ranch that you are using. This costs 3000
Pokdollars. Once youve done this you can decide to spend your money to
improve the facilities. Up to 900 Pokmon can fit on a ranch.
There are many things you can purchase for the ranch that merely improve
the quality of life for your Pokmon there, the beauty of the surrounding
area, and the quality of your stay there. The effects these things have are
usually only on the story, and their extent and relevance is determined by
the Game Master. However, purchasing improvements of a certain total
value along with having a certain number of Pokmon caught and
registered in your Pokdex unlocks privilege purchases, which have
more direct effects on the game.
Often with the purchases you make for your ranch, you arent purchasing or
creating the new thing outright, but instead providing a small investment
to help the managers of the ranch to accommodate for your plans. While
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you have priority access to the facilities, you can expect that they will use
them when you are gone to make money to support the ranch.
You might consider keeping a description of your ranch, or perhaps a
drawn map, which reflects the improvements you have made to it to help
you keep track of them.

Facilities And Utilities


The buildings and other terrain modifications that you are allowed to
purchase in this section take one week to construct.
Hire Retainer - costs 1500 Pokdollars
The retainer hangs around your ranch, doing basic work. They have a level
two lower than yours, to a minimum of one, and Pokmon determined by
Page 56

will comply with your requests as well as they can while remaining
compatible with the regulations of the body which locally governs Pokmon
battling. This can only be purchased once per ranch.
Festival Grounds - costs 5000 Pokdollars
You commission the building of a park area, with a cobblestone square, a
fountain, plants, and many places to set up booths and stalls for the
holding of events. You can specify any specific features that you would like
to the builders, and the builders will try to accommodate your requests.
Particularly extravagant features may merit an increase in cost.
Cultivated Wilderness - costs 3000 Pokdollars

your game master. They will do what you ask, within reason, so long as it
does not involve leaving the ranch for more than 6 hours. If they find one
of your requests to be unreasonable, offensive, or otherwise objectionable,
they will refuse, and if you insist, they will cease to be your retainer,
returning 500 Pokdollars to you.
Villa - costs 5000 Pokdollars
You commission the building of a Villa. The villa can accommodate 10
people living inside of it, and is quite luxurious, and warm. While you are
not around, it will be used by the staff of the ranch, but you can always stay
the night there comfortably and free of charge. Can only be purchased
once per ranch.
Battle Grounds - costs 5000 Pokdollars. You commission the building of a
pitch for Pokmon battling. You can specify the general atmosphere and
kinds of hazards you would like to be in the arena to the builders, and they
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You can pay to have an area of land around your ranch cultivated into plots
for berries, or apricorns (you decide which at the time of the building) each
day, if you have the appropriate equipment (page 54) you may collect
berries or apricorns from this location as though you had found them in a
Pokmon sanctuary. Alternatively, you could cultivate the wilderness into a
biome that your game master finds appropriate to the climate that the
Pokmon ranch is in, and once per day you may search it for a Pokmon
sanctuary (which will contain no apricorns or berries), as though you had
completed an encounter there (page 67), with a -3 penalty to the attention
check. (You cannot find treasure caches in biomes you have cultivated).
Condominiums - costs 6000 Pokdollars
You can commission the building of a few houses around your ranch that
can be rented out by the ranch owners or sold. Many people find the idea
of living around an idilic landscape full of many varieties of Pokmon quite
appealing, and the number of homes available around your ranch will

Page 57

naturally grow over time after you have installed condominiums. Can only
be purchased once per ranch.
Pokmart - costs 2500 Pokdollars - requires condominiums to be built.
You can have a shop built to service local Pokmon trainers. The store
stocks everything that a normal town Pokmart does. Each week you can try
to collect revenue from the Pokmart from your investment. The game
master determines how much you receive, and it may well be nothing
some weeks. Can only be purchased once per ranch.
Beautification - costs 1500 Pokdollars
You can install some new cosmetic feature on your ranch which is
proportional to the cost. Especially extravagant features might require
paying for two or three beautifications. 1 beautification costs 1500, but
contributes 2000 to the Pokdollars spent on improvements to the ranch,
for the purposes of fulfilling requirements for privilege purchases.

Privilege Purchases

in your group. First place prize in the tournament is four times the amount
that you paid to host it. You may host a tournament no more often than
once every two months.

The buildings and other terrain modifications that you are allowed to
purchase in this section take one week to construct.

Hold A Festival - Requires the festival grounds improvement. Requires


7000 Pokdollars spent on ranch improvements. Costs 1500 Pokdollars.

Hold A Tournament - Require the battle grounds improvement. Requires


7000 Pokdollars spent on ranch improvements. Cost is variable (see
below).

This is a one time event. You can invite people from the surrounding area
to attend a festival held on the festival grounds of your ranch, and you hire
performers and exhibitioners to provide entertainment while you are
doing so, which you decide the nature of (and which must be approved by
the Game Master). The festival endears your party to everyone who attends.
Aside from the people in the surrounding area who will attend, you can
specifically invite up to twenty people. So long as they do not hold an

This is a one time event. You can invite trainers from around the land to to
enter your tournament and compete with you and your companions. There
is an entrance fee, but you and your companions are exempt from the
entrance fee. The tournament attracts three trainers for each person in your
adventuring group. The trainers are all the same level as the average level
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Page 58

you. Their level and the nature of their Pokmon are determined by your
Game Master.
Open an Official Pokmon Gym - Requires an unofficial Pokmon gym.
Requires 60 Pokmon in your Pokdex. Costs 3000 Pokdollars.
Your unofficial gym gains recognition by the Pokmon league, and you are
entitled to issue an official badge to those who defeat your gym. People in
the area where the league that your gym is affiliated with operates will
recognize the leader of this gym.
Start A Criminal Team - Requires 4 retainers. Requires 30 Pokmon in
your Pokdex. Costs 2000 Pokdollars

extremely fierce grudge against you and your companions, or live an


incredible distance away from the festival, they will accept your invitation.
Open an Unofficial Pokmon Gym - Requires the battle grounds
improvement. Requires 20 Pokmon in your Pokdex. Costs 3000
Pokdollars.
You can open an unofficial gym, and build your gym facilities in the area
surrounding (one of) your battle ground(s). Although it is not recognized
by the Pokmon league (or equivalent body in your area), trainers will
come to it to test and hone their skills at battling. You may designate
yourself or one of your companions as the gym leader, and your retainers
staff the gym while you are away. You may give Pokmon that you have
caught to your retainers so that they may battle in your stead, and they will
return them to you any time you request. When you return to your
Pokmon ranch, there will always be a trainer eagerly awaiting battle with
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You start a secret criminal team, similar to team rocket, or team plasma.
You can convert as many of your retainers as you like to grunts. Grunts will
behave like retainers, but they can act on your behalf outside of the ranch
as well. Retainers cost you 1000 to hire now, rather than their normal cost
of 1500.
Open A Museum - Requires 40 Pokmon in your Pokdex. Costs 5000
Pokdollars.
You can open a museum somewhere on your ranch dedicated to some
topic related to Pokmon of your choosing. The museum attracts patrons
from the surrounding area, who support the upkeep of your ranch by
visiting. The museum also contains the facilities to create a Pokmon from
a fossil that you have found on your journeys (page 46) for free.
Open a Pokmon Research Facility - Requires 50 Pokmon in your
Pokdex. Costs 5000 Pokdollars.

Page 59

You can open a Pokmon research facility, and put the building anywhere
on your ranch (or, if your ranch started with a Pokmon laboratory on it, use
this money to massively upgrade that lab) When you hire a retainer from
now on, you may choose to hire a researcher instead to work at the lab for
the same cost. You can have your researchers devoted to a project of your
choosing, for example, cloning a Pokmon of yours, creating a new kind of
Pokball or other item, synthesizing a mega stone, or anything else that
you can imagine researchers doing which your Game Master finds
appropriate for the setting. Generally speaking, three researchers, can
complete a project the likes of which I have described after working for a
few months, but the timeframe for any particular project is strictly up to the
Game Master, and generally speaking the more researchers you have the
quicker projects get completed.
Open A Safari Zone - Requires 70 Pokmon in your Pokdex. Costs 6000
Pokdollars. Requires 3 plots of cultivated wilderness made into biomes,
not into apricorn or berry fields.
Your patches of cultivated wilderness become a Safari zone, which people
can pay to enter into to try and capture Pokmon. The area is fenced off
now. Each week you can try to collect revenue from the Safari Zone from
your investment. The Game Master determines how much you receive, and
it may well be nothing some weeks. You may explore your the wilderness
that you have turned into a safari zone as per normal.
Grow Into A Superstore - Requires the Pokmart improvement. Requires
10000 Pokdollars spent on ranch improvements. Costs 4000 Pokdollars
Your Pokmart now stocks everything that a city Pokmart does. At the
discretion of your game master you may earn more weekly money from a
superstore than you did from your Pokmart.
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!

Open A Radio Station - Requires a superstore. Requires 18000


Pokdollars spent on ranch improvements. Costs 3000 Pokdollars
Out of the top of your Pokmart you can install equipment capable of
broadcasting radio, which everyone is capable of picking up on their
Poknav. While you are not attending the radio station, your ranch
managers will put programming on the air on your behalf. If you say
something on your radio station, you can expect a large amount of people
to have heard it.
Start A Company - Requires a superstore. Requires 26000 Pokdollars
spent on ranch improvements. Costs 3000 Pokdollars
Any technology developed by your research lab can now be bought in city
Pokmarts. Many people will become familiar with this technology, and
you can expect several of the people who you meet from now on to possess

Page 60

Your ranch has grown large and interesting enough that you can start a
campaign encouraging people to move to the area around it. You name the
village which this creates, and can appoint a mayor of it from you and your
companions. Your ranch managers take care of the small day to day
decisions, but may prompt the mayor for decisions via your Poknav on
matters of particular importance. The people in the town open up shops,
farms, and other small amenities, and a Pokmon centre is established in
it. The exact population of this village varies over time and is determined
by your Game Master.
Attract A Town - Requires a village. Requires 25000 Pokdollars spent on
ranch improvements. Costs 1500 Pokdollars

your technology. The game master is at great liberty to determine exactly


what this means for your game world.
Open A Resort - Requires the condominiums improvement. Requires
12000 Pokdollars spent on ranch improvements. Costs 5000 Pokdollars
You can open a resort in the area surrounding your villa for people to
vacation to. The buildings included in the construction of this resort are up
to yourself and your game master. Each week you can try to collect revenue
from the resort from your investment. The game master determines how
much you receive, and it may well be nothing some weeks. Can only be
purchased once per ranch.
Attract A Village & Pokmon Centre - Requires 15000 Pokdollars spent
on ranch improvements. Costs 6000 Pokdollars

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You can campaign to have even more migration to your village, and have it
grow into a town. The people in the town open up restaurants and other
amenities appropriate to the world in which your game is set. The exact
population of this town varies over time and is determined by your Game
Master. Generally speaking it is twice that of what a village would be.
Open A Monument to a Legendary Pokmon - Requires town. Requires
35000 Pokdollars spent on ranch improvements. Costs 6000 Pok dollars.
You can pay for the construction of a large monument, perhaps in the form
of a statue, a tower, or a large plaque, dedicated to a legendary Pokmon.
One week after the construction of this monument, there will start to be
regular citing of the legendary Pokmon your monument is dedicated to in
the area around your ranch. When you roll an 18-20 on an attention check
to find a secret after an encounter within 25km of your ranch, you
encounter the legendary Pokmon this monument is dedicated to. The
nature of this encounter is determined by your Game Master.

Page 61

Ranch Adventures
While your Pokmon are at the Pokmon ranch, once per day, before
turning in, a Trainer with at least one Pokmon staying at their Ranch may
use their Poknav to contact the Ranch and find out what one of their
Pokmon got up to that day. For paper sheets, roll 1d100 and consult the

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table here. Usually, the Pokmon will just have had some sort of
memorable experience that makes a decent story, but sometimes the
Pokmon's adventure will result in a reward for their Trainer. If a reward is
granted, Trainers may collect it immediately. They do not have to travel to
the Ranch to collect it.

Page 62

Game Master Section

prepared to improvise, but if you have an NPC say my bar was set on fire by
a cruel man with a Volcarona who is terrorizing the town and Ill pay you to
arrest him the players will want to hunt down that man and his Volcarona.
When the players try to do something that doesnt fit with your plan, and
you use the plot to force them to anyway, that is called railroading, and is
generally considered to be bad. This doesnt mean it is always wrong to foil
the plans of a player, but you should do so only when it makes sense for
them to be foiled in the context of the world.
Ultimately, you can lead a horse to water, but you cant make it drink. You
decide what the NPCs say and they can try to influence the players to do
things, but your influence over the players is only as great as that NPCs.

Narration and Improvisation


kThis section is primarily for new game masters who want an introduction
to the task of running a table top game, or old masters who want to be
reintroduced to it specifically in the context of Pokmon. The major tools
provided to the game master in this game are the battle generation
system, for generating wild Pokmon and trainer Pokmon quickly, and
the biome generation system, for generating encounters for players as
they travel from place to place. Those are found later in this book.

The Role of the Game Master


While the players are ultimately the ones that have final say over where the
adventure is going (the story is focalized through them) the Game Master has
a heck of a lot of influence over the story. You control everything that is
beyond the players control, and that includes the information that is
presented to them. You cant ever be certain what the players will do, so be
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The basic task of the Game Master is to describe what happens in the world
when the players interact with it. That is, to control the environments that
appear, and the way other people react to the presence and actions of the
characters. When you are a Game Master, you either need to do a heck of a
lot of planing, or make a lot of stuff up as it comes at you. Generally a
combination of the two is preferred.
When players enter an area, give an overview of the notable things in it by
name, and describe the sensations that their characters might be
experiencing when entering it. There is no need to be comprehensive.
This game is designed to ease the improvisation burden of the game
master as much as is possible. It has ways of generation the contents of
large tracts of land, quickly building Pokmon for players to fight, and
quickly building non-player characters for them to interact with. But,
Page 63

mechanics can only help so much. The most important thing is not to panic
when they players ask for something you havent prepared. Remember
that you know literally everything about the world. It is impossible for you
to be wrong. If you say that an NPC starts dancing while arboks pour out
from his or her mouth, you are right, even if that doesnt make sense. It is
important that you do things that are narratively satisfying and logically
consistent, but never be puzzled by the question of how does the NPC
respond?. He or she responds in whatever way you think is appropriate.

Breaking The Rules


There will be times when you make a decision about something
happening in the world (for example, you misapply a combat rule), a
player doesnt think it is fair, and shows you the mistake youve made in
the rulebook. If it happens soon after the mistake, then simply take it back.
If it happens ten minutes later, or even a few days later, that might be more
difficult. A lot of the time, acknowledging you made a mistake is enough. If
it isnt (say, the players character was significantly hurt by the mistake),
then maybe award a free advantage on a skill check. It is up to you. But
remember, it is only as big of a deal as the players want it to be. You can
even choose to intentionally ignore rules you dont like to make your game
better, but you should tell the players how youve changed the rules before
you implement the changes to avoid confusion if they read things contrary
to what you have ruled in this book.

Quests
While you dont necessarily ever need to call it a quest, before you start
playing the game with your players, you should work out what you intend
for their primary goal to be. As I said earlier, you cant force them to do
anything, but you can provide them with lots of opportunities and cues.
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Wandering aimlessly can be fun for a time, but without an overarching


motivation a game can get pretty boring. You should plan in advance the
sorts of events that will take place as the players try to move forward with
the objectives that youve provided them with through interactions with
non-player characters. The players could be trying to solve a mystery, or
travel to a distant location, or rescue a friend, or thwart an evildoer. There
are all sorts of ways to make an entertaining story.

NPC Building
NPCs, or non-player characters, are everyone who you, the game master,
make up for players to interact with. Usually, you wont need any more
detail than their name, where they are, and what they are doing, but
occasionally you will want more detail than that so that the NPCS can
interact with the world. Give the NPCs stats like the players have. The five
stats are physical training, special training, aptitude, poise, and attention
(which you can read about starting on page 4). Common people should
Page 64

have two 6, one 5, and two 4. Skillful people can have two 7, and three 5.
Incredibly powerful people should have one 8, two 7, and two five.
When NPCs need to make aptitude, poise, and attention checks, applying the
rules is easy. Refer to page 4 for what they can do. However, because they
dont have training boons like players, when they are making physical or
special training checks to control their Pokmon, things get a little more
difficult. Unlike the players, you can play a little more fast and loose with the
NPCs capabilities. Ultimately, what their Pokmon can do is up to you, and
should be consistent with your image of how good of a trainer they are.
Once you have decided whether or not the trainer can issue the command, set a
difficulty for the check the NPC will make, then roll the dice and see if they pass it.

you would like legendary encounters to happen in a more random and less
planned way, here is an optional rule.

Legendary And Shiny Pokemon

When generating a terrain hazard for a biome (page 67) If you roll the same
number when you roll to determine its augment, and base hazard, roll 1d6.
1, 2, or 3, a legendary Pokmon of a type appropriate to the biome appears.
Whether the Pokmon is there to help the players deal with their challenge,
has caused the problem that they now face, or merely watches them as they
try to deal with their situation is entirely up to you. On a 4, 5, or 6, a Shiny
Pokmon appears instead. Select any single species of a Type appropriate to
the biome. If Legendary Pokmon do not appear in your game, a Shiny
Pokmon can appear on a 1, 2, or 3, and on any other result, nothing
happens and the environmental hazard plays out normally. The
environmental hazard must still be played out even if a Legendary or Shiny
Pokmon appears.

Whether or not legendary Pokmon appear in your game is ultimately up


to you. You can have them appear wherever and however you want them
to. The players are capable of prompting you to have one appear by
building a monument to a legendary Pokmon at their Pokmon ranch
(page 56) but ultimately when and how and if they arrive is up to you. If
Game Master Power
You may notice here and in many other places in the book that there is
an incredible asymmetry of power between the players and the game
master. The rules are here to provide structure, but ultimately, the Game
Master is the one creating the experience. They are not the adversary
of the player; their chief goal should be to make sure that everyone is
enjoying themselves. They are given so much power to decide things
because it is in their best interest to be fair in their decisions, in order to
maximize the fun everyone is having.
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Authentic move requirements


In the training boons section, the requirements for moves are based off of
type and high stat. However, each move has as its name one or multiple
Page 65

normal typed damage only (page 9). They have 4 attack, 4 defence, 4 special
defence, 0 special attack, 4 speed, and 3hp. When a human faints, they
regain consciousness after one hour and return to full hit points.

Shared Player Inventory


On page 5, shared player inventory is brought up as an option. If your
players are using the same Pokmon ranch, (page 54) it may be a good
idea for you to keep track of everyones shared inventory, and have items
that the players find go into it by default. This can occasionally lead to
conflict however, when some players are more miserly than others.

Quest Experience And The Experience Curve


moves from the Pokmon video games. If you would like, you can make it
such that Pokmon can use those moves if the Pokmon qualify to use
them (by breeding, TM, level up, or etc) in the Pokmon video games. The
reason why it doesnt work this way by default is to get rid of the need to
constantly look things up on bulbapedia. But if you would prefer the extra
authenticity to expedience, this is certainly an option, and it will not render
the game unplayable.

Rolling Dice Instead of Flipping Coins


If you and your players dont want to carry coins, using 1d6 instead is easy.
On a 1, 2, and 3, you have a heads. On 4, 5, and 6, you have a tails.

Human-Pokemon interaction
One thing that is not addressed elsewhere in the book is what happens when
a human attacks a Pokmon, or vice versa. The Game master is of course free
to make up their own rules about these kinds of interactions, but the book
will provide a system as well. Human beings can us a struggle attack with
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As you may have noticed, on page 6, quest experience is the primary way
that players gain experience in this game. It also says that typically players
level up after receiving 10xp. If you want them to level up especially fast,
make it 10xp. If you want them to level up especially slow, make it 20xp.
As for when to award quest experience and how much, that depends on
how quickly you want players to level up as well, and what you want to
reward. If you have a big story objective for them, and theyve just
completed it, 9 is appropriate. If theyve just finished one step in progress
towards their big story goal, 3 is appropriate. There are many situations in
between where another number will fit better. The most important thing to
remember when assigning experience points is that the level of the
players will effect the story. Remember that if you intend them to be
uncovering team rockets plot in one small town for a while, if you give
them too much xp they will be fighting rattatas using charizards. Similarly,
if you want them at the elite four by session three, you need to give them
enough that they wont be fighting dragonites with bulbasaurs.
Page 66

Traveling And Biomes

Biome Table
d6

Heads

Tails

1 Forest

Forest

2 Grassland

Grassland

3 Mountain

Mountain

4 Cave

Desert

5 Molten Terrain

Frozen Terrain

6 Freshwater

Sea

Often times in the world of Pokmon, adventurers will find yourselves


traveling through difficult to navigate areas. In the game, the difficulty of
the area is measured in obstacles. When the players declare an intention to
move from, for example, Glaucos town to Sarcoline city, the Game Master
should help them to plan out their root. If the Game Master has no pre
determined map in mind, they can roll various areas off of the biome table
above (a single area can have one or two of the biome types listed), and if
they do they can consult their map. The players can always choose to take
an alternate route of course, but the further you deviate from the original
plan, the longer the journey will typically take.
Assuming their are no highly populated locations in between the places
where the players are going, their journey will be defined by the
encounters that find them along the way. The amount of any encounters in
a biome is determined by the Game Master, and is generally a factor of the
size of the place through which the players are traveling.
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If the players so choose, once after each encounter the players can try to find
a secret. When doing so player with the highest attention score makes an
attention check, and the Game Master finds a secret appropriate to their score
and the type of a area they are in. Secrets range from groves with rare
Pokmon, to hidden caches of treasure. The players can specify what they are
looking for in advance of the roll. Generally speaking the Game Master would
give the players the hardest to find secret that was available to players from
their roll, but if the players are specifically looking for rare Pokmon and
qualify to find a treasure, the Game Master would allow them to find the rare
Pokmon instead of the treasure.
The period between encounters when in the wilderness is usually about a
day, so after an encounter it can be assumed that one day has elapsed,
although the Game Master may rule otherwise in specific circumstances.
Page 67

must then use their abilities and the abilities of their Pokmon to find their
way out of the difficult situation.
When they encounter a group of hostile Pokmon, if the biome has two
types the game master flips a coin to determine which of the biomes the
Pokmon encounter is coming from. After that, they roll 1d6 on the wild
Pokmon table for that biome (regular encounters). If instead of a
Pokmon type, you roll the Rare type, roll on the rare column of that same
table. If there are multiple groups of Pokmon listed the game master
decides which one comes up, then generates the Pokmon as described in
the battle generation section (page 88).
At any point at which random rolling or coin flipping is happening the
Game Master can feel free to exercise their judgement.

Encounters
Encounters are either with hostile Pokmon, or an environmental hazard
which they must advance beyond to continue on their quest. Each day, the
players face an encounter in the biome. To determine the nature of the
encounter, the Game Master first flips a coin. On a heads, the players
encounter hostile Pokmon, and on a tails they encounter an
environmental hazard.
When they encounter an environmental hazard, if their biome has two
types (instead of 1) they flip a coin to determine which of the biomes
determines the hazards augment and which determines its base
encounter. Once that is done, the Game Master rolls 1d6 on the
appropriate base encounter table, and the appropriate augment table, and
combines them to explain what is happening to the players. The players
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Secrets
Whenever the players complete an encounter they have the opportunity to
search for a secret in the biome in which the encounter happened. When
they do, one player in the group makes an attention check, and what the
players find depends on the result according to this table.
When the players find a Pokmon sanctuary, the game master chooses a
number of species of Pokmon within the types that appear in the biome.
Wish Lists
The players may submit wish list of Pokmon to their game master to
give preference to when determining which Pokmon are found in
Pokmon sanctuaries. If no Pokmon on the wish lists fulfills the
requirements of the biome, the Game Master should choose any nonlegendary Pokmon species to appear in their stead.
Page 68

Treasure Table

Side quests and points of interest


When players are making an attention check to find interesting or valuable
areas in a biome, the GM has a great opportunity to have them find
interesting places. Like huts hidden in the woods or hermitages in
mountains containing kindly people who could provide them with
information or resources to their quest. Alternatively, people in need who the
players might want to help, or who could reward the players for doing so.

d6

Treasure
1 4 potion, 5 Pokball, 2 revive, 1 ether
2 Pearl, 1 hyper potion, 1 potion, 1 revive, 2 ultra ball.
3 Stardust, 1 ether, 1 revive, 2 full heal
4 Big Pearl, 1 hyper potion, 1 revive, 1 potion
5 Star Piece, 2 full heal, 2 greatball
6 Nugget, 2 potion, 2 Pokball
Secret Check Result

Check

Result

>8 You find nothing


8-9 Small treasure: One roll on the treasure table; only keep
medicine items
10-11 Small sanctuary: 2 species.
12-13 Medium treasure: One roll
14-15 Medium sanctuary: 4 species
16-17 Large treasure: 1 roll per player
17< Large sanctuary: 6 species.

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Forest Biome
In forests, Treasure caches are often found buried near trees
or hidden in shrubs, or suspended from trees where
people arent expecting Pokmon to be. Pokmon
sanctuaries often are in upper canopy networks, or beneath
tunnels into a small underground oasis, or inside of and
around massive and partially hollowed trees.

Forest Encounters d6
d6

Regular

Forest Grass Pokmon

1 Tangrowth & Tangela/Exeggutor & Exeggcute/Foongus & Amoongus.


Defence or Special Attack.
2 Shiftry & Seedot/Breloom & Shroomish. Attack or Defence.

1&2 Grass
3&4 Bug
5&6 Rare
d6
Rare

3 Lilligant & Petlil. Special Attack or Speed.


4 Vileploom & Oddish/Bellossom & Oddish. Special Attack or Special Defence.

1&2 Poison
3&4 Electric
5&6 Normal

5 Victreebel & Bellsprout. Attack or Special Attack


6 Ferrothorn & Ferroseed. Defence or Special Defence.

Forest Environmental Hazards


d6

Base Encounter

d6

Augment

1 While your party is walking past a very large tree, it begins to fall on top 1 A thick mist surrounds you. -4 to attention checks until the encounter is
of everyone. Everyone has three seconds to get out of the way.
over.
2 Relatively quickly, a forest fire erupts around you.

2 There is a Pokmon injured nearby that one might find in a forest


Pokmon sanctuary.

3 Your party wanders into an area full of sticky webs, and must find a way 3 Much of the foliage in the area is poison ivy, and if the players are not
to proceed without getting caught in them.
careful and dont identify this, they will get rashes from it.
4 Each member of the party springs a trap that catches their ankle and 4 Near to the terrain hazard the party can see a cottage in the woods, that
hoists them up into a tree.
contains a Pokmon ranger knowledgeable about these woods.
5 There is a twenty metre fissure standing between you and where you 5 Nearby is a fallen log hollowed out at some point in the past by bug
need to go. There are trees on either side of it.
Pokmon, 3m in diametre.
6 The area is covered in thick vines which must be cut to proceed.

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6 Nearby is a 30m tall cherry tree in full bloom.

Page 70

d6

Forest Bug Pokmon

1 Scolipede & Venipede. Speed or Attack.

d6

Forest Normal Pokmon

1 Raticate & Rattata/Furret & Sentret. Speed or Hitpoints.

2 Beedrill & Weedle/Escavalier & Karrablast/Vespiquen & Combee. Attack 2 Lopunny & Buneary/Cinccino & Minccino. Speed and Attack.
or Special Defence.
3 Snorelax & Munchlax/Slaking & Slakoth. Special Defence or Hitpoints.
3 Parasect & Paras/Crustle & Dwebble. Attack or Defence.
4 Ursaring & Teddiursa/Stoutland & Lillipup. Attack or Defence.
4 Venomoth & Venonat/Dustox & Wrumple/Mothim & Burmy. Special
5 Stantler/Exploud & Whispmur/Wigglytuff & Igglybuff. Special Attack or
Attack or Speed.
Hitpoints.
5 Ariados & Spinarak/Galvantula & Joltik. Attack or Hitpoints.
6 Biebarel & Bidoof/Diggersby & Bunnelby/Purugly & Glameow. Attack or
6 Leavanny & Sewaddle. Attack or Speed.
Hitpoints.
d6
Forest Poison Pokmon
1 Arbok & Ekans. Attack or Speed.
2 Nidoking & Nidoran/Nidoqueen & Nidoran. Attack or Special Attack.
3 Muk & Grimer/Garbodor & Trubbish/Swalot & Gulpin. Hitpoints or
Special Defence.
4 Skuntank & Stunky. Hitpoints or Attack.
5 Toxicroak & Croagunk. Speed & Attack.
6 Dragalge & Skrelp. Special Defence & Special Attack. (in a forest pool)
d6

Forest Electric Pokmon

1 Raichu & Pikachu/Jolteon & Eevee. Special Attack or Speed.


2 Eelektross & Tynamo. Attack or Special Attack.
3 Electivire & Elekid. Attack & Speed.
4 Ampharos & Mareep. Special attack or Hitpoints.
5 Manectric & Electrike/Zebstrika & Blitzle. Attack or Speed.
6 Luxray & Shinx. Attack or Special Attack.
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Grassland Biome
In grasslands, Pokmon sanctuaries are typically in valleys surrounded by
hills, burrows in the ground, or in thick grass. Treasures are usually hidden
under large rocks, buried in the ground, or in shallow pools of water.

1&2
3&4
5&6

Regular
Grass
Normal
Rare

d6

d6
1&2
3&4
5&6

Rare
Bug
Fairy
Flying

Base Encounter

Grassland Normal Pokmon

1 Raticate & Rattata/Linoone & Zigzagoon/Wathog & Patrat. Speed or


Hitpoints.
2 Lopunny & Buneary/Cinccino & Minccino. Speed and Attack.
3 Persian & Meowth/Skitty & Delcatty. Speed or Special Attack.
4 Zangoose/Stoutland & Lillipup. Attack or Defence.

Grassland Pokmon Encounters


d6

d6

5 Bouffalant/Tauros/Sawsbuck & Deerling. Attack or Defence.


6 Biebarel & Bidoof/Diggersby & Bunnelby/Purugly & Glameow. Attack or
Hitpoints.

Forest Environmental Hazards


d6

Augment

1 As your party steps into a clearing, they hear a loud rumbling for five 1 The terrain is very misty. After the encounter, make a difficulty 10
seconds before the ground beneath them and around them for 20m
aptitude check to keep heading in the right direction. On failure,
collapses into a sinkhole 15m deep.
increase the length of your journey by 1 day through this grassland.
2 A wonderful scent mesmerizes everyone in the party, and draws you 2 There is a thunderstorm while your encounter is happening. Everyone
significantly off course. You arent sure what direction you must head in
rolls 2d6. On a 12, they are struck by lightning and faint.
to reach your destination
3 There is a minor landslide under you while traversing a hill that sends 3 There is a Pokmon injured nearby that one might find in a grassland
you stumbling into thick and thorny bushes.
Pokmon sanctuary.
4 A wildfire starts in the grass surrounding you.

4 The grasses in the area are poisonous to eat.

5 No Encounter

5 There is an extreme heatwave during the encounter..-2 to aptitude checks.

6 No Encounter

6 The field where you are standing is full of beautiful wildflowers.

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d6

Grassland Bug Pokmon

d6

Grassland Grass Pokmon

1 Kricketune & Kricketot/Accelgor & Shelmet/Ninjask & Nincada. Speed or 1 Shiftry & Seedot/Breloom & Shroomish. Attack or Defence.
Attack.
2 Leafeon & Eevee/Roserade & Budew. Special attack or Speed.
2 Butterfree & Caterpie/Beautifly & Wrumple/Vivillion & Scatterbug.
3 Lilligant & Petlil. Special Attack or Speed.
Special Attack or Speed.
4 Bellossom & Oddish. Special Attack or Special Defence.
3 Beedrill & Weedle/Escavalier & Karrablast/Vespiquen & Combee. Attack
5 Gogoat & Skiddo. Attack or Hitpoints.
or Special Defence.
4 Crustle & Dwebble. Attack or Defence.
6 Jumpleff & Hoppip/Whimsicott & Cottonee. Speed or Defence.
5 Venomoth & Venonat/Dustox & Wrumple/Mothim & Burmy. Special
Attack or Speed.
Grassland Fairy Pokmon
6 Yanmega & Yanma/Ledian & Ledyba/Masquerain & Surskit. Special d6
Attack or Speed.
1 Clefable & Cleffa/Sylveon & Eevee. Special Defence or Special Attack.
2 Togekiss & Togepi. Special Attack or Special Defence.
3 Granbull & Snubbull. Attack or Hitpoints.
4 Florges & Flabb. Special Attack or Special Defence.
5 Aromatisse & Spritzee, Hitpoints or Special Attack.
6 Slurpuff & Swirlix. Defence or Special Attack.
d6

Grassland Flying Pokmon

1 Pidgeot & Pidgey/Saraptor & Starly/Unfezant & Pidove. Attack or Speed.


2 Fearow & Spearow/Swellow & Taillow/Dodrio & Doduo. Attack or Speed.
3 Noctowl & Hoothoot. Hitpoitns of Special Defence.
4 Noivern & Noibat. Special Attack or Speed.
5 Talonflame or Fletchling. Speed or Attack.
6 Braviary or Rufflet. Hitpoints or Attack.
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Desert Biome

d6

In deserts, Pokmon sanctuaries are hidden in caves obscured by sand


dunes, or inside of the rock walls of canyons. Treasure caches are typically
found half buried in sand, left temporarily exposed by the wind.
Desert Pokmeon Encounters
d6
1&2
3&4
5&6

Regular
Ground
Poison
Rare

d6

d6
1&2
3&4
5&6

Rare
Fire
Flying
Normal

Desert Ground Pokmon

1 Sandslash & Sandshrew/Donphan & Phanpy/Hippowdon & Hippopotas.


Attack or Defence.
2 Dugtrio & Diglett/Excadrill & Drillbur. Speed or Attack.
3 Marowak & Cubone/Claydol & Baltoy. Defence/Special Defence.
4 Stunfisk. Hitpoints of Special Defence. (in an oasis)
5 Rhydon & Rhyhorn/Golurk & Golet/Krookodile/Sandile. Hitpoints or
Attack.
6 Gliscor & Gligar. Defence or Speed.

Desert Environmental Hazards

Base Encounter

d6

Augment

1 There is a twenty metre canyon between you and where you must go to 1 There is a sandstorm durring your encounter. -2 to training and special
precede. There is no bridge to cross it, and scant foliage on either side.
training checks.
2 Standing before you is a dune the size of a mountain. It would take an 2 Nearby there is a large cactus plaint with fruit. It is potentially
extra day to hike around it, and climbing up it without slipping is
poisonous.
exceedingly difficult
3 As your party steps into a clearing they find that their legs are trapped by 3 There is a thunderstorm while your encounter is happening. Everyone
quicksand
rolls 2d6. On a 12, they are struck by lightning and faint.
4 No encounter.

4 There is an extreme heatwave during the encounter. -2 to aptitude checks.

5 A sand dune is being swept towards you incredibly quickly.

5 There is a Pokmon injured nearby that one might find in a desert Pokmon
sanctuary.

6 Your party sees a mirage of an oasis one kilometre away.

6 There are many small cactuses in the area where the encounter is
happening.

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d6

Desert Poison Pokmon

d6

Desert Normal Pokmon

1 Furret & Sentret/Linoone & Zigzagoon/Wathog & Patrat. Speed or


Hitpoints.
2 Nidoking & Nidoran/Nidoqueen & Nidoran. Attack or Special Attack.
2 Lopunny & Buneary/Cinccino & Minccino. Speed and Attack.
3 Muk & Grimer/Garbodor & Trubbish/Swalot & Gulpin. Hitpoints or
3 Snorelax & Munchlax. Special Defence or Hitpoints.
Special Defence.
1 Arbok & Ekans/Cacturne & Cacnea Attack or Speed.

4 Weezing & Koffing. Defence or Attack.

4 Zangoose/Stoutland & Lillipup. Attack or Defence.

5 Crobat & Zubat/Toxicroak & Croagunk. Speed & Attack.

5 Persian & Meowth/Skitty & Delcatty. Speed or Special Attack.

6 Drapion & Skorupi. Defence or Speed.

6 Bouffalant/Tauros. Attack or Defence.

d6

Desert Flying Pokmon

1 Pidgeot & Pidgey/Saraptor & Starly/Unfezant & Pidove. Attack or Speed.


2 Fearow & Spearow/Swellow & Taillow/Dodrio & Doduo. Attack or Speed.
3 Noctowl & Hoothoot. Hitpoitns of Special Defence.
4 Noivern & Noibat. Special Attack or Speed.
5 Talonflame or Fletchling. Speed or Attack.
6 Braviary or Rufflet. Hitpoints or Attack.
d6

Desert Fire Pokmon

1 Ninetales & Vulpix/Flareon & Eevee. Speed or Special Defence.


2 Arcanine & Growlithe/ Pyroar & Litleo. Special Attack or Attack.
3 Rapidash & Ponyta. Speed or Attack.
4 Magmortar & Magby. Special attack or special defence.
5 Mancargo & Slugma/Camerupt & Numel. Special attack or Defence.
6 Simisear & Pansear/Darmanitan & Darumaka. Speed or Hitpoints.

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MOUNTAIN Biome
In mountains, Pokmon sanctuaries are hidden in small inlets, into the
mountain, on plateaus, or valleys concealed under trees. Treasure caches are
generally hidden between boulders or on the edge of a tree growing out of
the side of a cliff.

d6

Mountain Ground Pokmon

1 Sandslash & Sandshrew/Donphan & Phanpy/Hippowdon & Hippopotas.


Attack or Defence.
2 Dugtrio & Diglett/Excadrill & Drillbur. Speed or Attack.
3 Marowak & Cubone/Claydol & Baltoy. Defence/Special Defence.

Mountain Pokmeon Encounters


d6
1&2
3&4
5&6

Regular
Rock
Ground
Rare

d6
1&2
3&4
5&6

4 Stunfisk. Hitpoints of Special Defence. (in an oasis)


Rare

Dragon
Fighting
Fire

5 Rhydon & Rhyhorn/Golurk & Golet/Krookodile/Sandile. Hitpoints or


Attack.
6 Gliscor & Gligar. Defence or Speed.

Desert Environmental Hazards


d6

Base Encounter

d6

Augment

1 As you are walking along a mountain path there is a rockslide.

1 It is incredibly windy. Succeed on a human aptitude check with


difficulty of 8, or fall off of the mountain.

2 The path you are walking on starts to crumble as you walk on it.

2 There is a Pokmon injured nearby that one might find in a mountain


Pokmon sanctuary.

3 In order to proceed in the direction you want to move, you will have to 3 Nearby to where the encounter is happening the players can see a shack on
scale a 40m high cliff.
a mountain peak containing a hermit knowledgeable about the terrain.
4 There is a giant boulder blocking the entrance to the tunnel you intend 4 There is a thunderstorm while your encounter is happening. Everyone
ot pass through.
rolls 2d6. On a 12, they are struck by lightning and faint.
5 As you are walking through a mountain tunnel, it starts to collapse.

5 In the distance you can see a number of beautiful mountain peaks.

6 No encounter.

6 The area of the mountain you are on is covered in small blue crystals.

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Page 76

d6

Mountain Dragon Pokmon

d6

Mountain Fighting Pokmon

1 Dragonite & Dratini. Attack or Hitpoints.

1 Primape & Mankey/Mienshao & Meinfoo. Attack or Speed.

2 Altaria & Swablu. Special Defence or Defence.

2 Machamp & Machop/Conkeldurr & Timburr. Attack or Defence.

3 Salamence & Bagon. Attack or Special Attack.

3 Hariyama & Makuhita/Pangoro & Pancham. Hitpoints or Attack.

4 Haxorus & Axew. Attack or Speed.

4 Medicham & Meditite. Speed or Defence.

5 Goodra & Goomy. Special Defence or Special Attack.

5 Lucario & Riolu. Special Attack or Attack.

6 Garchomp & Gible. Hitpoints or Speed.

6 Hawlucha. Attack or Speed.


d6

Mountain Rock Pokmon

1 Gigalith & Roggenrola. Attack or Defence


2 Probopass & Nosepass. Defence or Special Defence.
3 Tyranitar & Larvitar. Attack or Defence.
4 Golem & Geodude. Attack or Defence.
5 Carbink. Defence or Special Defence.
6 Onix. Defence or Special Defence.
d6

Mountain Fire Pokmon

1 Ninetales & Vulpix/Flareon & Eevee. Speed or Special Defence.


2 Arcanine & Growlithe/ Pyroar & Litleo. Special Attack or Attack.
3 Rapidash & Ponyta. Speed or Attack.
4 Magmortar & Magby. Special attack or special defence.
5 Mancargo & Slugma/Camerupt & Numel. Special attack or Defence.
6 Simisear & Pansear/Darmanitan & Darumaka. Speed or Hitpoints.

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Page 77

Cave Biome
In caves, Pokmon sanctuaries are often in secret
chambers, the tunnels into which are obscured by small
rocks, or small shrubs. Treasure caches can be found buried,
or hanging from the ceiling on some rock that is shaped in
an unusual way.

Cave Encounters d6
d6

Regular

1&2 Rock
3&4 Dark
5&6 Rare
d6
Rare
1&2 Steel
3&4 Water
5&6 Poison

Cave Rock Pokmon

1 Gigalith & Roggenrola. Attack or Defence


2 Probopass & Nosepass. Defence or Special Defence.
3 Tyranitar & Larvitar. Attack or Defence.
4 Golem & Geodude. Attack or Defence.
5 Carbink. Defence or Special Defence.
6 Onix. Defence or Special Defence.

Cave Environmental Hazards


d6

Base Encounter

d6

Augment

1 The section of the cave you are in has started to collapse around you.

1 There is a Pokmon injured nearby that one might find in a cave


Pokmon sanctuary.

2 From this point onward in the cave, there is no lighting.

2 This section of the cave is made of grey slate rock which is hot to the
touch.

3 The tunnel you wish to move through is completely blocked by fallen 3 This section of the cave is full of little blue lights that move further away
rocks. They look like they could be safely removed.
as your party moves towards them.
4 Your party is at risk of slipping down a steep slope, and being unable to 4 This section of the cave is very iron rich, and smells strongly of it.
go back without some kind of special climbing check.
5 While you are moving through a section of the cave with a big vaulted 5 The section of the cave where the encounter s happening is full of
ceiling, a massive stalagmite begins to fall directly on top of your party.
glowing mushrooms.
6 A section of the cave you need to move through is completely flooded.

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6 The section where the encounter is happening is pitch black.

Page 78

d6

Cave Dark Pokmon

1 Mightyena & Poochyena. Attack or Speed.


2 Mandibuz & Vullaby. Hitpoitns or Attack.
3 Houndoom & Houndour. Special Attack or Speed.
4 Weavile & Sneasel/Scrafty & Scraggy. Attack or Speed.
5 Malamar & Inkay. Attack or Defence.
6 Bisharp & Pawniard. Attack or Defence.
d6

Cave Steel Pokmon

d6

Cave Water Pokmon

1 Kingler & Krabby/Clawitzer & Clauncher/Crawdaunt & Corphish. Attack or


Special Attack.
2 Vaporeon & Eevee/Relicanth. Hitpoints or Defence.
3 Starmie & Staryu/Dewgong and Seel. Special Attack & Special Defence.
4 Poliwrath & Poliwag/Seismitoad & Tympole. Hitpoints or Attack.
5 Slowbro & Slowpoke/Cloyster & Shellder. Defence or Special Defence.
6 Quagsire & Wooper/Wiscash & Barboach/Gastrodon & Shellos. Hitpoints
or Special Dfence.

1 Klinklang & Klink. Attack or Defence.


2 Metagross & Beldum. Attack or Defence.
3 Aggron & Aron. Attack or Defence.
4 Bronzong & Bronzor. Defence or Special Defence.
5 Aegislash & Honedge. Defence or Special Defence.
6 Mawile. Attack or Defence.
d6

Cave Poison Pokmon

1 Dragalge & Skrelp. Special Defence & Special Attack.


2 Nidoking & Nidoran/Nidoqueen & Nidoran. Attack or Special Attack.
3 Muk & Grimer/Swalot & Gulpin. Hitpoints or Special Defence.
4 Weezing & Koffing. Defence or Attack.
5 Crobat & Zubat/Toxicroak & Croagunk. Speed & Attack.
6 Drapion & Skorupi. Defence or Speed.

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Frozen Encounters d6

Frozen Biome

d6

In frozen terrain, Pokmon sanctuaries and treasure caches


are often found concealed under large dunes of snow, in
secret pockets. This biome is often combined with others
(like grassland or forest), who will have more appropriate
places for sanctuaries and treasure caches.

Regular

1&2 Ice
3&4 Psychic
5&6 Rare
d6
Rare
1&2 Electric
3&4 Fairy
5&6 Ghost

Frozen Terrain Ice Pokmon

1 Glalie & Snorunt. Attack or Special Attack.


2 Vanilluxe & Vanillite. Special Attack or Special Defence.
3 Beartic & Cubchoo/Mamoswine & Swinub.
4 Walrein & Spheal. Hitpoints or Special Attack.
5 Avalugg & Bergmite. Defence or Attack.
6 Jynx & Smoochum/Glaceon & Eevee. Special Attack or Speed.

Frozen Terrain Environmental Hazards


d6

Base Encounter

d6

Augment

1 Unknowingly your party has walked onto a frozen lake. The ice starts to 1 There is a Pokmon injured nearby that one might find in a frozen
crack beneath you.
terrain Pokmon sanctuary.
2 In order to proceed, you must walk uphill on a frozen surface.

2 Nearby there is a wall of solid ice. Inside you can see shrubs and
grasses.

3 There are icicles crashing down above you as you move through a tunnel 3 Nearby you can see several frozen waves on the bank of a lake or the
ocean, they are 5m tall.
4 You step onto a snow bank and fall ten meters into it in an air pocket

4 It is extremely cold. If you dont find a source of heat, everyone in the


party will faint.

5 The ice cracks on a lake you are tracking across, and your party is soon 5 While the encounter is happening, there is a blizzard. You cant see
trapped on an ice floe.
more than 10m in front of you. -2 to human capacity checks.
6 As you are walking along a steep slope, an avalanche hits your party.

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6 Nearby to your encounter, you can see a hunting lodge with a hermit
knowledgable about the surrounding area.
Page 80

d6

Frozen Terrain Ghost Pokmon

d6

Frozen Terrain Psychic Pokmon

1 Mismagius & Misdreavus. Special Defence or Speed.

1 Alakazam & Abra/Reuniclus & Solosis. Special Attack or Speed.

2 Banette & Shuppet. Attack or Special Attack.

2 Hypno & Drowzee/Grumpig & Spoink. Special defence or Hitpoints.

3 Dusknoir & Duskull/Confagrigus & Yamask. Defence or Special Defence.

3 Musharna & Munna. Hitpoints or Special Attack.

4 Trevenant & Phantump/Gourgeist & Pumpkaboo. Hitpoints or Attack.

4 Beheeyum & Elgyem. Special Attack or Special Defence.

5 Gengar & Gastly/Chandelure & Litwick. Special Attack or Speed.

5 Mr. Mime & Mime Jr. Special Defence or Special Attack.

6 Drifblim & Drifloon. Hitpoints or Special Attack.

6 Gardevoir & Ralts/Gallade & Ralts. Special Defence.


d6

Frozen Terrain Fairy Pokmon

1 Clefable & Cleffa/Sylveon & Eevee. Special Defence or Special Attack.


2 Togekiss & Togepi. Special Attack or Special Defence.
3 Granbull & Snubbull. Attack or Hitpoints.
4 Florges & Flabb. Special Attack or Special Defence.
5 Aromatisse & Spritzee, Hitpoints or Special Attack.
6 Slurpuff & Swirlix. Defence or Special Attack.
d6

Frozen Terrain Electric Pokmon

1 Raichu & Pikachu/Jolteon & Eevee. Special Attack or Speed.


2 Electrode & Voltorb. Speed or Hitpoints.
3 Electivire & Elekid. Attack & Speed.
4 Magnezone & Magnemite. Special Attack or Defence.
5 Heliolisk & Heleoptile. Special attack or Speed.
6 Luxray & Shinx. Attack or Special Attack.

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Molten Biome

Molten Encounters d6

In the molten terrain biome, Pokmon sanctuaries and


treasure caches can be found in crater areas surrounded by
high walls, small caves formed by molten rock, or
Burroughs in the ground. Because this biome is usually
combined with others (like cave or mountain) it will usually
be more appropriate to put molten biome treasures and
Pokmon into their sanctuary and treasure locations.

d6

Regular

1&2 Fire
3&4 Ground
5&6 Rare
d6
Rare
1&2 Steel
3&4 Psychic
5&6 Rock

Molten Terain Fire Pokmon

1 Ninetales & Vulpix/Flareon & Eevee. Speed or Special Defence.


2 Arcanine & Growlithe/ Pyroar & Litleo. Special Attack or Attack.
3 Rapidash & Ponyta. Speed or Attack.
4 Magmortar & Magby. Special attack or special defence.
5 Mancargo & Slugma/Camerupt & Numel. Special attack or Defence.
6 Simisear & Pansear/Darmanitan & Darumaka. Speed or Hitpoints.

Molten Terrain Environmental Hazards


d6

Base Encounter

d6

Augment

1 In order to proceed, your party must cross a crater foll of lava, that 1 There is a Pokmon injured nearby that one might find in a molten
extends two km in either direction of you, and is 10m thick.
terrain Pokmon sanctuary.
2 Suddenly in the area you are walking, pits in the ground begin to belch 2 Where you are there is a thick ash cloud. You cant see more than 15m
fire and hot ash, making it hard to see and breath.
in any direction.
3 Suddenly in the area you are walking, geysers in the ground begin to 3 Nearby there is rough volcanic rock that looks to be in the shape of the
belch steam, making it hard to see and breath.
head of a legendary Pokmon.
4 Slightly west of where you are walking, lava begins quickly bubbling up 4 Nearby there is rough volcanic rock that looks like a giant claw reaching
from the ground, and it is flowing towards you very quickly.
out of the earth.
5 There are large and hot boulders raining form the sky for five minutes 5 Toxic fumes from the ground are being blown around by powerful wind
which you must avoid being hit by.
6 There is a great earthquake in the area you are walking, and multiple 6 There is an extreme heatwave during the encounter. -2 to aptitude
fissures open up in the ground and start oozing lava into the area where
checks.
you are walking.
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d6

Molten Terrain Rock Pokmon

1 Gigalith & Roggenrola. Attack or Defence


2 Probopass & Nosepass. Defence or Special Defence.
3 Tyranitar & Larvitar. Attack or Defence.
4 Golem & Geodude. Attack or Defence.
5 Carbink. Defence or Special Defence.
6 Onix. Defence or Special Defence.
d6

Molten Terrain Steel Pokmon

d6

Molten Terrain Ground Pokmon

1 Sandslash & Sandshrew/Donphan & Phanpy/Hippowdon & Hippopotas.


Attack or Defence.
2 Dugtrio & Diglett. Speed or Attack.
3 Marowak & Cubone/Claydol & Baltoy. Defence/Special Defence.
4 Excadrill & Drillbur. Speed or Attack.
5 Rhydon & Rhyhorn/Golurk & Golet/Krookodile/Sandile. Hitpoints or
Attack.
6 Gliscor & Gligar. Defence or Speed.

1 Klinklang & Klink. Attack or Defence.


2 Metagross & Beldum. Attack or Defence.
3 Aggron & Aron. Attack or Defence.
4 Bronzong & Bronzor. Defence or Special Defence.
5 Aegislash & Honedge. Defence or Special Defence.
6 Mawile. Attack or Defence.
d6

Molten Terrain Psychic Pokmon

1 Alakazam & Abra/Reuniclus & Solosis. Special Attack or Speed.


2 Hypno & Drowzee/Grumpig & Spoink. Special defence or Hitpoints.
3 Gothitelle & Gothita. Special Defence or Defence.
4 Meowstic & Espur/Espeon & Eevee. Hitpoints or Speed.
5 Xatu & Natu/Swoobat & Woobat. Special Attack or Speed.
6 Gardevoir & Ralts/Gallade & Ralts. Special Defence.

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Page 83

Freshwater Biome
In freshwater biomes, Pokmon sanctuaries are found in small underwater
caves, in large pools to the sides of rivers, or on small islands in the middle of
a large lake. Treasure caches can be found in shallow areas of the water, or
hidden in a shrub along a river bank.
Freshwater Pokmeon Encounters
d6
1&2
3&4
5&6

Regular
Water
Grass
Rare

d6

d6
1&2
3&4
5&6

Base Encounter

Freshwater Water Pokmon

1 Golduck & Psyduck/Pelipper & Wingull/Swanna & Ducklett. Special


Attack or Speed.
2 Vaporeon & Eevee/Relicanth. Hitpoints or Defence.
3 Floatzel & Buizel/Simipour & Panpour/Azumarill & Azuril. Speed or
Attack.
4 Poliwrath & Poliwag/Seismitoad & Tympole. Hitpoints or Attack.
5 Slowbro & SlowPok/Cloyster & Shellder. Defence or Special Defence.

Rare
Normal
Psychic
Fighting

d6

6 Quagsire & Wooper/Wiscash & Barboach/Gastrodon & Shellos. Hitpoints


or Special Dfence.

Freshwater Environmental Hazards


d6

Augment

1 No encounter.

1 There is a Pokmon injured nearby that one might find in a freshwater


Pokmon sanctuary.
2 In order to proceed, you must climb up a large waterfall, or the sheer cli 2 The terrain is very misty. After your encounter, make a difficulty 10 aptitude
next to it.
check to keep heading in the right direction. On failure, increase the length
of your journey by 1 day through this freshwater terrain.
3 You find yourself traveling along river rapids, where you must steer your 3 There is a thunderstorm while your encounter is happening. Everyone rolls
watercraft deftly to avoid collision.
2d6. On a 12, they are struck by lightning and faint.
4 As you are crossing a small bridge, it starts to collapse, which will send 4 After your encouner, your party finds they are completely soaked from
you falling 20m into the water.
head to toe. This may ruin some items they are carrying.
5 As you are moving through a swampy area, there is a minor earthquake, 5 There is a naturally occurring hotspring near to your encounter.
and many trees start collapsing all around you.
6 As you arne your party are moving through a swamp, your legs become 6 There is a beautiful natural fountain in the water near you.
caught, as though submerged in quicksand.
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Page 84

d6

Freshwater Normal Pokmon

d6

1 Furret & Sentret/Linoone & Zigzagoon/Wathog & Patrat. Speed or 1


Hitpoints.
2
2 Biebarel & Bidoof/Purugly & Glameow. Attack or Hitpoints.
3
3 Snorelax & Munchlax/Slaking & Slakoth. Special Defence or Hitpoints.
4
4 Ursaring & Teddiursa/Zangoose/Stoutland & Lillipup. Attack or Defence.
5
5 Stantler/Exploud & Whispmur/Wigglytuff & Igglybuff. Special Attack or
6
Hitpoints.
6 Persian & Meowth/Skitty & Delcatty. Speed or Special Attack.
d6

Freshwater Fighting Pokmon


Primape & Mankey/Mienshao & Meinfoo. Attack or Speed.
Machamp & Machop/Conkeldurr & Timburr. Attack or Defence.
Hariyama & Makuhita/Pangoro & Pancham. Hitpoints or Attack.
Medicham & Meditite. Speed or Defence.
Lucario & Riolu. Special Attack or Attack.
Hawlucha. Attack or Speed.
Freshwater Grass Pokmon

1 Tangrowth & Tangela/Exeggutor & Exeggcute/Foongus & Amoongus.


Defence or Special Attack.
2 Leafeon & Eevee/Roserade & Budew. Special attack or Speed.
3 Jumpleff & Hoppip & Whimsicott & Cottonee. Speed or Defence.
4 Vileploom & Oddish/Bellossom & Oddish. Special Attack or Special Defence.
5 Victreebel & Bellsprout. Attack or Special Attack
6 Ferrothorn & Ferroseed. Defence or Special Defence.
d6

Freshwater Terrain Psychic Pokmon

1 Mr. Mime & Mime Jr. Special Defence or Special Attack.


2 Musharna & Munna. Hitpoints or Special Attack.
3 Gothitelle & Gothita. Special Defence or Defence.
4 Meowstic & Espur/Espeon & Eevee. Hitpoints or Speed.
5 Xatu & Natu/Swoobat & Woobat. Special Attack or Speed.
6 Gardevoir & Ralts/Gallade & Ralts. Special Defence.
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Page 85

Sea Biome

Sea Encounters

d6
Regular
The sea biome is unusual because it is not normally
combined with any biomes (few combinations make sense) 1&2 Water 1
and in order to travel along it, you must use the Surf/Dive/ 3&4 Water 2
Whirlpool/Waterfall field move.
5&6 Rare
Rare
In the sea biome, Pokmon sanctuaries and treasure caches d6

d6

Sea Water 1 Pokmon

1 Seaking & Goldeen/Tentacruel & Tentacool/Jellicent & Frillish. Special


Defence or Hitpoints.
2 Wailord & Wailmer/Mantine & Mantyke. Special Defence or Hitpoints.
3 Milotic & Feebas/Gyarados & Magikarp. Attack or Special Attack.

4 Lumineon & Finneon/Lanturn & Chinchou. Speed or Special Defence.


1&2
Ghost
can be found in atolls or small islands in the middle of the
5 Sharpedo & Carvanha/Kingdra & Horsea. Attack or Special Attack.
ocean. Treasure caches could be found on islands with a 3&4 Flying
6 Relicanth/Stunfisk. Hitpoints or Defence.
single palm tree, buried in the sand. Sanctuaries can be 5&6 Dragon
found in coral reefs close to the surface of the water.
Sea Environmental Hazards
d6

Base Encounter

d6

Augment

1 The area where you are sailing is suddenly extremely wavy. Without 1 There is a Pokmon injured nearby that one might find in a sea
manipulating the water, you may capsize.
Pokmon sanctuary.
2 Where you are sailing, there is suddenly a massive whirlpool that will 2 The terrain is very misty. After your encounter, make a difficulty 10
suck you under water without some intervention.
aptitude check to keep heading in the right direction. On failure, increase
the length of your journey by 1 day through this freshwater terrain.
3 Where you are sailing there is suddenly a massive tsunami.

3 There is a thunderstorm while your encounter is happening. Everyone


rolls 2d6. On a 12, they are struck by lightning and faint.

4 Your watercraft runs aground on a barren coral reef.

4 No augment.

5 No encounter.

5 No augment.

6 No Encounter.

6 No augment.

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Page 86

d6

Sea Water 2 Pokmon

d6

Sea Ghost Pokmon

1 Pelipper & Wingull/Swanna & Ducklett. Special Attack or Speed.

1 Mismagius & Misdreavus. Special Defence or Speed.

2 Relicanth/Stunfisk. Hitpoints or Defence.

2 Banette & Shuppet. Attack or Special Attack.

3 Kingler & Krabby/Clawitzer & Clauncher/Crawdaunt & Corphish. Attack or


Special Attack.
4 Octillery & Remoraid/Starmie & Staryu/Dewgong and Seel. Special Attack
& Special Defence.
5 Slowbro & Slowpoke/Cloyster & Shellder. Defence or Special Defence.
6 Milotic & Feebas/Gyarados & Magikarp. Attack or Special Attack.

3 Dusknoir & Duskull/Confagrigus & Yamask. Defence or Special Defence.


4 Trevenant & Phantump/Gourgeist & Pumpkaboo. Hitpoints or Attack.
5 Gengar & Gastly/Chandelure & Litwick. Special Attack or Speed.
6 Drifblim & Drifloon. Hitpoints or Special Attack.
d6

Sea Flying Pokmon

1 Pidgeot & Pidgey/Saraptor & Starly/Unfezant & Pidove. Attack or Speed.


2 Fearow & Spearow/Swellow & Taillow/Dodrio & Doduo. Attack or Speed.
3 Noctowl & Hoothoot. Hitpoitns of Special Defence.
4 Noivern & Noibat. Special Attack or Speed.
5 Talonflame or Fletchling. Speed or Attack.
6 Braviary or Rufflet. Hitpoints or Attack.
d6

Sea Dragon Pokmon

1 Dragonite & Dratini. Attack or Hitpoints.


2 Altaria & Swablu. Special Defence or Defence.
3 Salamence & Bagon. Attack or Special Attack.
4 Haxorus & Axew. Attack or Speed.
5 Goodra & Goomy. Special Defence or Special Attack.
6 Dragalge & Skrelp. Defence or Special Attack.

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Page 87

Battle Generation

Wild encounters work much the same way. A group of generally no more
than six Pokmon (generally one highly evolved Pokmon and several
wards/underlings/children from the same evolutionary line) will attack the
player, who will need to use their Pokmon to defend themselves. They will
operate as though controlled by a trainer, with only one attacking at a time.
If more than one trainer is fighting the group of Pokmon, they will
proceed as though they were engaged in a double/triple/etcetera battle,
with the same number of active Pokmon as the players are using. When
all six Pokmon are defeated, each player may attempt to capture one of
the Pokmon (page 6), at which point all of the rest flee.

This section is designed for use by Game Masters to quickly create


encounters with wild Pokmon, and Pokmon trainers. This is intended to
be read after the section on the games combat mechanics (page 7) and
will be incredibly confusing without a familiarity with them.

Battle Encounters With Pokemon


There are two sorts of confrontations that can be had with Pokmon: Trainer
battles, and Wild encounters.
In a trainer battle, one trainer challenges another to a Pokmon battle,
each choose up to six Pokmon to battle with, and proceed with one on the
field at a time as detailed in the combat section.
Two or three trainers may challenge two or three players simultaneously to
a Pokmon battle in a double/triple battle. These battles proceed as
normal, with each trainer having one active Pokmon at a time.
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In a Pokmon sanctuary (page 67) or for some other story related reason,
you may encounter a Pokmon by itself. If a player spots a Pokmon
unaccompanied, it can challenge it to a battle, which it will generally
accept. If there is more than one active Pokmon released to fight the wild
Pokmon, it will instantly flee.

Encounter Building
The Game Master has to make a few decisions about the Pokmon that the
players are fighting: How many Pokmon there are, what the stats of the
Pokmon are, and what their moves are.
Choosing Stats
Remember that all Pokmon together in a party (wild Pokmon and trainer
owned Pokmon) have the same stats. With a typical encounter at the 1st
and 2nd level, Pokmon owned by NPC trainers and wild Pokmon

Page 88

encountered should have 4 in every stat, and one bonus stat point for the
Game Master to assign.
At the third level, 5 in every stat, and one bonus stat point to assign. At the
sixth level, 6 in every stat, and one bonus stat point to assign. At the tenth
level, 7 in every stat, and one bonus stat point to assign.
With unusually difficult foes, the Game Master should assign more bonus
stats. A boss encounter might have 4 bonus stats, with 2 of them assigned to
the bosss most important stat, and two assigned to other ancillary stats.
Each of the Pokmon in the encounter also has a high stat, which the Game
Master decides. The section on biome generation makes recommendations
for the high stats of specific Pokmon (page 66) and with trainer owned
Pokmon, the game master can either look up their high stat or guess.
Choosing the number of Pokmon
Each Pokmon team should have one leader Pokmon (equivalent to a
players starter Pokmon), and several supporting Pokmon. A group of
wild Pokmon will generally be broken up into multiple teams (each with
its own leader Pokmon) if they are expected to fight multiple players at
once. Generally speaking, trainers that are meant to be a challenge in their
own right should have the same number of Pokmon as the players, or in
the first few levels, more. In wild encounters, the number of supporter
Pokmon to the leader Pokmon can be dealt with more heuristically, but
should be around the same in number as the players Pokmon as well.

attacks. These attacks dont have names, and arent chosen from any
other part of the book, but are made up by the Game Master. Each attack
is either physical or special, and has a type. It may also have an effect, but
usually wont. Here are the moves that a team of wild Pokmon knows:
1 Same-Type Move: A physical or special special attack that matches one
of the types of the leader Pokmon. It has no additional effect.
1 Wild Coverage Move: A physical or special attack from a type that can
be found in the same biome as this Pokmon. (it could match the type of
the leader or not) No additional effect.

Choosing Wild Pokmon Moves

1 Normal Attack: A normal type attack, that is physical or special. (No effect)

A team of Pokmon all know the same attacks, and in a wild encounter
(barring exceptional circumstances) all of the teams will know the same

0-3 Effect Moves: A physical or special move that has one of the types of
the leader Pokmon. It has an effect off of the effect table. (page 91)

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Page 89

The number of effect moves a team has depends on how difficult the Game
Master wants the encounter to be. It could be zero for especially easy
encounters, or three for especially hard ones.
Note that while effects can be randomly generated off of the effect table,
ideally the Game Master should choose one appropriate to the Pokmon.
Example Wild Encounter
While walking through the wild, the players encounter a colony of
Bellossom. The stats of these Pokmon are 6 special defence, 6 special
attack, 5 attack, 5 defence, 4hp, and 4 speed. There are three players, and
three Pokmon groups, each with one Bellossom and two Oddish. In these
groups the Bellosom have a Special attack high stat, and 4hp as per their
stats, and the Oddish have a special defence high stat, and 3hp (because
they are not leader Pokmon). They know these moves:
1 grass type special attack, 1 poison type physical attack, and 1 attack
which puts the opponent to sleep when it hits and deals no damage.
Choosing Trainer Pokmon Moves
Unlike with wild Pokmon, the Pokmon possessed by a trainer will usually
be of different types, and so the attacks of a trainers Pokmon will be
individual to that Pokmon. Each of their Pokmon gets
1 Same-Type Move: A physical or special special attack that matches one
of the types of this Pokmon.
1 Trainer Coverage Move: A physical or special attack from any type that
is not super effective against this Pokmon.

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0-3 Trainer Effect moves: A physical or special move that is the same type
as this Pokmon. It has an effect off of the effect table. The number of effect
moves a Pokmon should have will depend on the difficulty of its trainer
and how important it is to its team, and is determined by the Game Master

Describing Attacks
When describing attacks for wild Pokmon, the Game Master needs merely
to describe what the Pokmon are doing in the world. For trainers, the Game
Master should use their knowledge of Pokmon and announce that the
Pokmon is using an appropriately corresponding move. For example, if a
Pokmon is using a special water attack, with the effect inaccurate attack from
the effect table, the Game Master should describe that as Hydro Pump. If you
cant think of a name for a move, make up an appropriate sounding one. For
example, a special dark type attack with the charge attack effect might be
called dark hyper beam or ultimate dark pulse or something like that.
Page 90

Effect Table

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d6 Heads

Tails

Boost: You gain a high stat of


your choice. You choose which,
and every time this move is
used for the rest of the battle it
grants the same high stat.

Building attack: -1 Damage.


+1 damage for each round
prior to this in a row where this
Pokmon used building attack.

Debuff: No damage. Automatic


hit. The targeted Pokmon gains
two disadvantages on a roll of
your choice. You choose which,
and every time this move is
used for the rest of the battle it
affects the same roll.

Status Attack: No damage. On


hit, the target Pokmon is either
confused, poisoned, paralyzed,
burned, or asleep. You choose
which. Every time this move is
used for the rest of the battle, it
causes the same status on hit.

Series: -1 damage. Attack twice Inaccurate attack: +1 damage.


this turn, using series both -1 to rolls to hit.
times.

Accurate Attack: -1 damage. +3 Reckless attack: +1 damage.


to hit.
On miss, 1 damage to self.

Charge attack: Attack twice this


round using charge attack both
times. Next round this Pokmon
cannot act.

Fast Attack: Priority. -1 to rolls to Final Attack: -2 to hit rolls. On


hit.
hit, does as much damage as
opposing Pokmon has HP.

Wild attack: When you use this


attack, act as though you had
targeted every active Pokmon
in the battle excluding your
active Pokmon.

Page 91

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