Beruflich Dokumente
Kultur Dokumente
Table Of Contents
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
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.
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
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
!
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
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).
Rounds
Pokemon Battling
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).
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:
!
88
!
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.
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.
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).
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
Physical,
Req:
Effect: -
Whirlwind/Roar
Req:
Physical,
&
Helping Hand
, 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.
Physical,
Req:
Effect: -
!
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!
Page 11
Physical,
Req:
Effect: Acid/Acid Spray
Special,
Req:
Effect: -
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
!
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.
Physical,
, or,
&
!
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,
&
Special,
, or,
&
, or,
Physical,
&
Effect: -1 damage. On hit, hit Pokmon can't act for the rest of the round.
Ember/Flamethrower
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
!
Effect: -
Req:
Physical,
Req:
, or,
Special,
&
, or,
&
Special,
/
Effect: -
Page 14
, or,
Physical,
/
&
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:
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 Maneuvers
Requires Basic Maneuvers.
Swords Dance
Req:
Physical,
/
&
Special,
/
&
Req:
Physical,
/
Recover/Milk Drink/Softboiled
&
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,
/
&
!
pp
!
Page 16
Poison Powder/Toxic
Req:
Physical,
, or,
Weather Supremacy
Requires Aquatic Training
Rain Dance/Hail/Mist/Haze
Req:
Spore
Req:
FIELD MOVE
/
Stun Spore
Physical,
/
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,
&
Special,
&
!
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!
Page 17
Mist/Haze
Req:
Special,
&
Desert Survival
Requires Mountain Training
Sandstorm
Req:
Special,
/
Physical,
, or,
Physical,
, or,
!
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
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,
&
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,
/
Physical,
, or,
&
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: -
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,
/
&
!
tt
!
Req:
FIELD MOVE
, or,
&
, or,
Physical,
/
Physical,
, or,
Req:
Special,
&
, or,
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.
!
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!
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.
Physical,
, or,
&
Effect: Attack twice this round, using giga impact both times. Next
round you cannot act.
Aerial Ace
Req:
Physical,
, or,
&
Physical,
Req:
Take Down/Double Edge
Req: MONO
, or,
Physical,
/
&
!
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,
&
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
Physical,
/
&
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.
!
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!
Page 23
Mirror Move
Req:
Special,
/
&
Effect: This Pokmon uses the attack which their opponent has used
most recently.
,or,
Special,
/
&
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,
&
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.
,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: -
, 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
, 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,
&
Ultimate Poison
Requires Poison Type Focus, and Level 3. You gain 1pp.
Venoshock
Special,
Req: MONO
, or,
&
Gunk Shot
Physical,
Req: MONO
, or,
&
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
Special,
Req: MONO
, or,
&
Physical,
, or,
&
Physical,
&
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,
&
, or,
Special,
/
&
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: -
Physical,
, or,
&
!
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.
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
Scald
Special,
Req: MONO
, or,
&
Req:
Special,
Req: MONO
, or,
&
Physical,
Req: MONO
, or,
&
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,
&
Physical,
Req:
Effect: -1 Damage. Attack twice this turn, using icicle spear/ice ball both
times.
Page 29
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
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,
&
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,
&
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: -
Req:
Physical,
, or,
!
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,
&
Physical,
Req: MONO
,or,
Special,
, or,
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
!
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,
&
Physical,
Magnet Bomb
Special,
&
Req:
Req:
Effect: -
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
Ultimate Fairy
Moonblast/Fairy Wind
Req:
, or,
Special,
Req:
&
Physical,
, or,
&
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,
&
&
Req:
, or,
, or,
Special,
Moonlight/Synthesis
Effect: -
Req:
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
, or,
Physical,
/
&
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,
&
Special,
,or,
&
Page 36
, or,
&
Physical,
/
, or,
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.
Special,
, or,
&
Effect: On hit, spend 1pp to have your opponent take one extra damage
from the first special attack that hits it each round.
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,
&
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: -
Shockwave
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,
&
FIELD MOVE
/
!
LLLL
!
Page 38
Ultimate Electricc
Requires Electric Type Focus, and Level 3. You gain 1pp.
Wild Charge/Volt Tackle
Req: MONO
Physical,
, or,
&
Special,
Req: MONO
, or,
&
Physical,
&
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
!
Physical,
, or,
Special,
, or,
&
Page 39
Sunny Day
Req:
Special,
/
, or,
Physical,
&
Sunny Day
Blast Burn
Req:
FIELD MOVE
Req:
Ultimate Fire
Req: MONO
Special,
, or,
&
Fire Blast
Special,
&
, or,
&
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.
Req:
&
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
, or,
Special,
&
FIELD MOVE
/
Ultimate Dragon
Dragon Breath
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,
&
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.
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
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,
/
&
!
PPPP
!
Req:
Special,
, or,
&
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.
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,
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,
&
, or,
Special,
/
&
, 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.
&
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
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
!
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
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.
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
!