Pokémon Trainer Guide: Pick-Up-and-Play System
Pokémon Trainer Guide: Pick-Up-and-Play System
Making a Character
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The	
 second	
 step	
 is	
 to	
 choose	
 your	
 skills.	
 No	
 matter	
 your	
 age,	
 just	
 
about	
 everyone	
 shares	
 the	
 same	
 common	
 pool	
 of	
 five	
 skills.	
 
They	
 consist	
 of	
 Livelihood,	
 Gut	
 Instinct,	
 Fitness,	
 Outdoors,	
 and	
 
Social.	
 The	
 first	
 thing	
 youll	
 want	
 to	
 do	
 is	
 flip	
 ahead	
 to	
 the	
 Skills	
 
section	
 to	
 learn	
 more	
 about	
 what	
 each	
 of	
 these	
 mean.	
 Then	
 
youll	
 choose	
 one	
 of	
 them	
 to	
 get	
 a	
 +6	
 bonus,	
 one	
 of	
 them	
 to	
 get	
 
a	
 +4	
 bonus,	
 two	
 that	
 get	
 a	
 pair	
 of	
 +2	
 boosts,	
 and	
 one	
 that	
 stays	
 
at	
 +0.	
 These	
 improve	
 over	
 time,	
 but	
 very	
 slowly,	
 and	
 youll	
 want	
 
to	
 make	
 sure	
 youre	
 happy	
 with	
 your	
 choices	
 before	
 moving	
 on.	
 
Pokmon	
 Culture	
 
Pokmon	
 journeys	
 are	
 often	
 seen	
 as	
 rites	
 of	
 adulthood,	
 where	
 
young	
 trainers	
 will	
 learn	
 to	
 fend	
 for	
 themselves	
 while	
 
confronting	
 situations	
 that	
 inevitably	
 require	
 mental	
 and	
 
physical	
 fortitude.	
 It	
 teaches	
 life	
 lessons	
 (yknow,	
 like	
 kindness	
 
and	
 fairness)	
 the	
 hard	
 way,	
 and	
 helps	
 instill	
 values	
 like	
 humility	
 
and	
 bravery	
 even	
 in	
 the	
 face	
 of	
 constant	
 adversity.	
 In	
 turn,	
 most	
 
regions	
 operate	
 under	
 a	
 simple	
 idea	
 with	
 complex	
 ramifications	
 
	
 that	
 the	
 strength	
 of	
 ones	
 Pokmon	
 determines	
 the	
 strength	
 of	
 
ones	
 character.	
 Just	
 think	
 about	
 that	
 for	
 a	
 second.	
 A	
 trainer	
 
who	
 proves	
 themselves	
 in	
 battle	
 also	
 proves	
 that	
 their	
 journey	
 
turned	
 them	
 into	
 a	
 wise,	
 appreciative	
 and	
 motivated	
 individual.	
 	
 
As	
 these	
 qualities	
 are	
 inherently	
 tied	
 to	
 being	
 a	
 good	
 leader,	
 
many	
 regions	
 have	
 taken	
 this	
 idea	
 a	
 step	
 further	
 and	
 replaced	
 
the	
 idea	
 of	
 a	
 government	
 completely.	
 Such	
 regions	
 are	
 run	
 by	
 a	
 
distinguished	
 Pokmon	
 League,	
 or	
 an	
 oligarchy	
 composed	
 of	
 
elite	
 trainers.	
 Sometimes	
 the	
 regional	
 Champion	
 even	
 has	
 the	
 
final	
 say	
 in	
 any	
 given	
 situation.	
 	
 
In	
 short,	
 the	
 person	
 with	
 the	
 best	
 monsters	
 can	
 become	
 
president.	
 
	
 
You	
 play	
 hard,	
 and	
 you	
 play	
 to	
 win.	
 You've	
 got	
 a	
 go-getter	
 attitude	
 
and	
 a	
 whole	
 lot	
 of	
 force	
 to	
 back	
 it	
 up.	
 In	
 a	
 battle,	
 you're	
 great	
 at	
 
changing	
 your	
 style	
 on	
 the	
 fly	
 to	
 win	
 with	
 unusual	
 techniques,	
 or	
 
overcoming	
 the	
 odds	
 with	
 sheer	
 force	
 of	
 will,	
 but	
 you	
 often	
 
sacrifice	
 defense	
 for	
 offense.	
 You're	
 the	
 best	
 and	
 you	
 KNOW	
 it,	
 
and	
 people	
 often	
 mistake	
 self-confidence	
 with	
 arrogance.	
 
them	
 orders.	
 When	
 you	
 spend	
 your	
 turn	
 to	
 use	
 an	
 item	
 such	
 as	
 
a	
 potion	
 or	
 a	
 pokball,	
 or	
 otherwise	
 cant	
 command	
 your	
 
companions,	
 theyll	
 automatically	
 use	
 one	
 move	
 of	
 the	
 GMs	
 
choice.	
 The	
 smarter	
 the	
 Pokmon,	
 the	
 more	
 likely	
 their	
 choice	
 
of	
 move	
 will	
 be	
 a	
 strategic	
 pick.	
 
[Trader]:	
 Youve	
 got	
 a	
 keen	
 eye	
 and	
 know	
 how	
 to	
 pick	
 out	
 
real	
 contenders	
 among	
 hundreds	
 of	
 possibilities.	
 Pokmon	
 
traded	
 to	
 you	
 are	
 never	
 Troublesome,	
 and	
 they	
 get	
 a	
 +4	
 bonus	
 
to	
 their	
 INT	
 roll	
 at	
 the	
 end	
 of	
 the	
 first	
 battle	
 the	
 two	
 of	
 you	
 
overcome	
 together.	
 
[Stunt]:	
 Strategy	
 is	
 for	
 people	
 that	
 dont	
 have	
 style.	
 Once	
 per	
 
Pokmon	
 per	
 battle,	
 you	
 may	
 describe	
 an	
 elaborate	
 combat	
 
maneuverer	
 	
 ricocheting	
 a	
 seed	
 off	
 a	
 nearby	
 wall	
 or,	
 for	
 
example	
 -	
 before	
 the	
 attack	
 roll	
 is	
 made.	
 During	
 your	
 
Pokmons	
 next	
 attack	
 roll,	
 your	
 opponent	
 cannot	
 end	
 any	
 
negative	
 effects	
 or	
 take	
 half	
 damage	
 by	
 spending	
 successful	
 
Defensive	
 Dice	
 	
 they	
 can	
 only	
 use	
 their	
 successes	
 to	
 counter	
 
yours.	
 
[Day Care]: You can look after one Pokmon that doesn't
	
 
There's	
 so	
 much	
 more	
 to	
 life	
 than	
 just	
 seeing	
 Pokmon	
 beat	
 the	
 
tar	
 out	
 of	
 one	
 another.	
 By	
 treating	
 Pokmon	
 with	
 kindness	
 and	
 the	
 
respect	
 they	
 deserve,	
 you	
 can	
 turn	
 friendship	
 into	
 deep,	
 lasting	
 
bonds.	
 
	
 
[Heal	
 Ball]:	
 You	
 own	
 a	
 book	
 full	
 of	
 special	
 stickers	
 which	
 you	
 
happily	
 attach	
 to	
 everyones	
 Pokballs.	
 After	
 you	
 or	
 an	
 ally	
 catch	
 a	
 
Pokmon,	
 the	
 newly-acquired	
 pokmon	
 is	
 immediately	
 healed	
 to	
 
full	
 health.	
 
opposing	
 Pokmon,	
 you	
 may	
 declare	
 that	
 your	
 move	
 had	
 the	
 
'False	
 Swipe'	
 keyword	
 and	
 instead	
 leaves	
 them	
 at	
 1	
 hit	
 point.	
 
Be	
 Gentle	
 can	
 only	
 be	
 used	
 once	
 per	
 battle.	
 
	
 
It's	
 all	
 about	
 hard	
 work.	
 While	
 other	
 trainers	
 might	
 play	
 fast	
 and	
 
loose	
 with	
 strategies	
 or	
 risk	
 it	
 all	
 on	
 wild	
 gambits,	
 you're	
 a	
 slow-
and-steady	
 customer	
 who	
 knows	
 that	
 real	
 winners	
 keep	
 their	
 nose	
 
to	
 the	
 grindstone	
 and	
 never	
 stop	
 trying.	
 When	
 others	
 are	
 down	
 for	
 
the	
 count,	
 you've	
 just	
 started	
 to	
 get	
 warmed	
 up.	
 
	
 
how	
 extreme,	
 and	
 carry	
 around	
 basic	
 survival	
 and	
 along	
 with	
 
things	
 like	
 a	
 good	
 umbrella	
 and	
 a	
 sleeping	
 bag.	
 All	
 friendly	
 
pokmon	
 (both	
 yours	
 and	
 your	
 allies')	
 are	
 immune	
 to	
 the	
 
negative	
 effects	
 of	
 naturally-occurring	
 weather,	
 or	
 weather	
 
effects	
 caused	
 by	
 your	
 pokmon.	
 
	
 
Your	
 parents	
 always	
 told	
 you	
 to	
 slow	
 down	
 when	
 you	
 were	
 a	
 kid,	
 
insisting	
 you	
 take	
 the	
 time	
 to	
 stop	
 and	
 smell	
 the	
 Sunflora.	
 And	
 it's	
 
not	
 that	
 you're	
 impatient,	
 you	
 just	
 hate	
 wasting	
 time!	
 There's	
 no	
 
sense	
 messing	
 around	
 doing	
 things	
 the	
 long	
 way	
 when	
 there's	
 a	
 
faster	
 solution	
 at	
 hand.	
 Your	
 spur-of-the-moment	
 strategies	
 will	
 
leave	
 your	
 opponents	
 dazed	
 and	
 confused.	
 
	
 
[Think	
 Fast!]:	
 Once	
 per	
 battle	
 you	
 may	
 give	
 any	
 move	
 the	
 
Interrupt	
 keyword	
 and	
 perform	
 it	
 immediately.	
 
[Switch	
 Out!]:	
 All	
 of	
 your	
 Pokmon	
 gain	
 the	
 Run	
 Away	
 ability	
 
in	
 addition	
 to	
 their	
 regular	
 ability,	
 allowing	
 you	
 to	
 escape	
 
combat	
 or	
 swap	
 them	
 out	
 regardless	
 of	
 circumstance.	
 
	
 
	
 
Unburden	
 ability,	
 which	
 reads;	
 'When	
 not	
 holding	
 any	
 item,	
 this	
 
Pokmon	
 gains	
 a	
 +4	
 bonus	
 to	
 their	
 EVA	
 score.'	
 This	
 can	
 be	
 taken	
 
multiple	
 times,	
 choosing	
 different	
 Pokmon	
 each	
 time.	
 
[Gotta	
 Catch	
 'Em	
 First]:	
 During	
 your	
 first	
 turn	
 of	
 each	
 battle,	
 
you	
 may	
 attempt	
 to	
 catch	
 a	
 wild	
 Pokmon	
 regardless	
 of	
 how	
 
many	
 hit	
 points	
 they	
 have	
 -	
 you	
 don't	
 have	
 to	
 follow	
 the	
 'must	
 be	
 
at	
 50%	
 or	
 less	
 HP'	
 rule.	
 Such	
 Pokmon	
 are	
 always	
 treated	
 as	
 being	
 
at	
 half	
 health	
 even	
 if	
 they're	
 still	
 in	
 perfect	
 fighting	
 form.	
 
	
 
	
 
	
 
	
 
	
 
That's	
 the	
 thing	
 the	
 others	
 don't	
 understand	
 -	
 its	
 brains	
 that	
 makes	
 
a	
 great	
 trainer,	
 not	
 brawn	
 or	
 kindness	
 or	
 speed.	
 Type	
 advantages	
 
and	
 disadvantages,	
 coverage	
 and	
 percentages,	
 that's	
 your	
 game.	
 
There's	
 nothing	
 that	
 the	
 world	
 can't	
 throw	
 at	
 you	
 that	
 you	
 haven't	
 
already	
 prepared	
 a	
 counter-plan	
 for,	
 and	
 your	
 team	
 will	
 be	
 
strengthened	
 with	
 all	
 the	
 knowledge	
 you	
 bring.	
 
	
 
	
 
The	
 following	
 abilities	
 are	
 available	
 to	
 any	
 of	
 the	
 main	
 characters,	
 
regardless	
 of	
 what	
 other	
 Trainer	
 type	
 they've	
 chosen.	
 
[Rich	
 Kid]:	
 You	
 can	
 purchase	
 Valuable	
 items	
 without	
 rolling,	
 the	
 
same	
 way	
 other	
 characters	
 can	
 buy	
 Cheap	
 items	
 without	
 risk.	
 If	
 
your	
 newly-created	
 character	
 starts	
 with	
 this	
 perk,	
 you	
 can	
 choose	
 
Valuable	
 items	
 instead	
 of	
 Cheap	
 ones	
 when	
 picking	
 your	
 3	
 pieces	
 
of	
 starter	
 gear.	
 
use	
 your	
 Gut	
 Instinct	
 skill	
 to	
 not	
 only	
 get	
 a	
 sense	
 of	
 whether	
 
someone	
 is	
 telling	
 the	
 truth	
 or	
 not,	
 or	
 if	
 they're	
 generally	
 
friendly	
 towards	
 you,	
 but	
 actually	
 read	
 surface	
 thoughts.	
 Such	
 
skill	
 checks	
 are	
 almost	
 always	
 hard	
 and	
 require	
 a	
 total	
 roll	
 of	
 
18	
 or	
 better.	
 
[The	
 Bigger	
 They	
 Are]:	
 You	
 know	
 how	
 to	
 win	
 fights	
 with	
 
under-evolved	
 pokmon	
 against	
 even	
 the	
 most	
 dangerous	
 of	
 
opponents.	
 When	
 using	
 a	
 Pokmon	
 that	
 could	
 evolve	
 (but	
 
hasn't)	
 against	
 an	
 opponent	
 that	
 has	
 evolved	
 at	
 least	
 once,	
 
your	
 pokmon	
 gains	
 an	
 additional	
 Defense	
 Dice.	
 
Skills
While	
 Pokmon	
 have	
 stats	
 and	
 Trainers	
 dont,	
 skills	
 are	
 exclusive	
 
to	
 humans.	
 The	
 five	
 different	
 skills	
 dictate	
 everything	
 from	
 how	
 
quickly	
 you	
 can	
 run	
 to	
 how	
 renowned	
 you	
 are	
 as	
 a	
 Pokmon	
 
Connoisseur.	
 	
 
To	
 use	
 a	
 skill,	
 roll	
 a	
 d20	
 and	
 add	
 whatever	
 bonus	
 your	
 character	
 
has.	
 The	
 GM	
 will	
 tell	
 you	
 the	
 difficulty	
 from	
 the	
 three	
 options	
 
below.	
 
The five core skills all trainers have access to are as follows:
The	
 number	
 of	
 points	
 you	
 have	
 in	
 the	
 Livelihood	
 skill	
 also	
 relates	
 
to	
 how	
 much	
 money	
 you	
 have	
 tucked	
 away	
 	
 after	
 all,	
 its	
 a	
 
measure	
 of	
 success	
 in	
 your	
 chosen	
 job!	
 You	
 roll	
 your	
 Livelihood	
 
skill	
 when	
 youre	
 trying	
 to	
 obtain	
 items	
 between	
 adventures	
 and	
 
routes.	
 Maybe	
 youre	
 a	
 gangster	
 who	
 has	
 a	
 side	
 gig	
 robbing	
 
museums	
 when	
 youre	
 not	
 denouncing	
 the	
 evils	
 of	
 truth	
 and	
 
love,	
 or	
 maybe	
 you	
 dont	
 have	
 a	
 single	
 point	
 in	
 this	
 skill	
 and	
 
instead	
 rely	
 on	
 an	
 allowance	
 from	
 your	
 parents	
 or	
 a	
 government	
 
grant	
 given	
 to	
 travelling	
 trainers.	
 	
 
Make	
 sure	
 you	
 talk	
 to	
 your	
 GM	
 and	
 explain	
 exactly	
 what	
 your	
 
Livelihood	
 skill	
 refers	
 to.	
 With	
 options	
 ranging	
 from	
 paranormal	
 
researcher	
 to	
 artist,	
 travelling	
 salesman	
 to	
 rock	
 star,	
 librarian	
 to	
 
battle	
 gambler,	
 your	
 specific	
 set	
 of	
 skills	
 and	
 knowledges	
 could	
 
be	
 just	
 about	
 anything!	
 
Social: 	
 	
 Your	
 social	
 skill	
 determines	
 how	
 easily	
 you	
 can	
 handle	
 
	
 	
 
yourself	
 and	
 how	
 often	
 you	
 get	
 your	
 way.	
 Youd	
 roll	
 this	
 skill	
 to	
 
lie,	
 persuade,	
 ask	
 around	
 for	
 information,	
 or	
 just	
 be	
 the	
 center	
 
of	
 attention	
 thanks	
 to	
 your	
 winning	
 personality.	
 A	
 character	
 
without	
 any	
 points	
 of	
 Social	
 might	
 be	
 incredibly	
 shy	
 or	
 a	
 loud	
 
braggart	
 that	
 people	
 find	
 obnoxious,	
 or	
 they	
 might	
 simply	
 prefer	
 
the	
 company	
 of	
 Pokmon	
 to	
 people.	
 
	
 
	
 
Catching Pokmon
been	
 with	
 you	
 for	
 a	
 significant	
 period	
 of	
 time.	
 If	
 you	
 don't	
 like	
 
the	
 new	
 result	
 you	
 can	
 always	
 choose	
 to	
 stick	
 with	
 the	
 previous	
 
nature.	
 
Earning TIPs
Evolving Pokmon
Add	
 a	
 d6	
 to	
 any	
 dice	
 roll.	
 The	
 TIP	
 must	
 be	
 spend	
 prior	
 to	
 the	
 
roll	
 being	
 made	
 -	
 you	
 can't	
 see	
 that	
 you	
 'missed	
 by	
 one'	
 and	
 
adjust	
 the	
 roll	
 afterwards.	
 It	
 might	
 be	
 used	
 to	
 add	
 an	
 extra	
 
Defense	
 Dice	
 or	
 to	
 improve	
 a	
 roll	
 when	
 trying	
 to	
 catch	
 a	
 wild	
 
Pokmon,	
 or	
 even	
 to	
 improve	
 a	
 skill	
 check	
 when	
 you	
 know	
 you	
 
just	
 gotta	
 succeed.	
 
Players	
 should	
 only	
 get	
 an	
 extra	
 TIP	
 every	
 two	
 or	
 three	
 game	
 
sessions	
 or	
 so	
 	
 it	
 shouldnt	
 be	
 a	
 constant	
 thing.	
 
Most	
 major	
 cities	
 have	
 a	
 trading	
 terminal	
 where	
 the	
 young	
 and	
 
old	
 alike	
 gather	
 to	
 find	
 new	
 homes	
 for	
 their	
 Pokmon.	
 While	
 
specialty	
 breeders	
 show	
 up	
 with	
 entire	
 litters	
 of	
 young	
 Pokmon	
 
and	
 famous	
 trainers	
 are	
 keeping	
 an	
 eye	
 out	
 for	
 the	
 best	
 of	
 the	
 
best,	
 mostly	
 these	
 terminals	
 are	
 filled	
 with	
 people	
 looking	
 to	
 
trade	
 for	
 something	
 exotic	
 or	
 new	
 to	
 add	
 to	
 their	
 collections.	
 	
 	
 
Accuracy
	
 
This	
 is	
 determined	
 by	
 that	
 d20	
 we	
 just	
 mentioned,	
 plus	
 any	
 
bonuses	
 or	
 penalties	
 to	
 the	
 roll	
 you	
 might	
 have.	
 If	
 your	
 accuracy	
 
results	
 in	
 a	
 number	
 thats	
 equal	
 to	
 or	
 greater	
 than	
 your	
 targets	
 
Evasion	
 (which	
 is	
 just	
 his	
 SPD	
 score	
 plus	
 any	
 extra	
 bonuses	
 it	
 
might	
 have),	
 the	
 attack	
 hits.	
 Right	
 on!	
 
If	
 you	
 roll	
 too	
 low,	
 the	
 attack	
 misses	
 and	
 your	
 turn	
 is	
 over.	
 
Battle
Offense Dice
Defense	
 Dice	
 
When	
 your	
 Pokmon	
 is	
 the	
 target	
 of	
 an	
 aggressive	
 action	
 you	
 
also	
 get	
 to	
 roll	
 one	
 a	
 pair	
 of	
 six-sided	
 dice.	
 You	
 get	
 a	
 bonus	
 dice	
 
if	
 your	
 Pokmon	
 has	
 a	
 resistance	
 to	
 the	
 type	
 of	
 move	
 that	
 would	
 
be	
 used,	
 and	
 you	
 can	
 acquire	
 more	
 through	
 moves,	
 perks	
 and	
 
abilities.	
 Just	
 like	
 with	
 an	
 Offense	
 dice,	
 nothing	
 generally	
 
happens	
 if	
 they	
 land	
 on	
 five	
 or	
 less	
 but	
 a	
 result	
 of	
 6	
 counts	
 as	
 a	
 
success.	
 A	
 success	
 on	
 a	
 Defense	
 Dice	
 cancels	
 out	
 a	
 success	
 on	
 an	
 
Offense	
 Dice	
 rolled	
 by	
 your	
 opponent	
 (if	
 any)	
 and,	
 if	
 you	
 have	
 
any	
 6s	
 left	
 over,	
 you	
 can	
 
	
 	
 Resist	
 damage,	
 halving	
 the	
 total	
 amount	
 of	
 damage	
 that	
 gets	
 
dealt	
 by	
 the	
 attack!	
 
	
 	
 End	
 the	
 effects	
 of	
 a	
 status	
 effect	
 or	
 hazard	
 currently	
 affecting	
 
you.	
 
If	
 you're	
 afflicted	
 by	
 a	
 status	
 effect	
 -	
 like	
 frozen	
 Dormant	
 in	
 a	
 big	
 
block	
 of	
 ice,	
 for	
 example	
 -	
 you	
 still	
 roll	
 Defense	
 Dice	
 every	
 single	
 
round,	
 even	
 if	
 your	
 opponent	
 chooses	
 not	
 to	
 attack	
 you.	
 
Status Effects
Teamwork Attacks
Difficult Terrain
Trainer Advancement
	
 
Weather	
 Effects	
 
	
 
Troublesome	
 
Although	
 most	
 wild	
 Pokmon	
 generally	
 work	
 well	
 with	
 their	
 new	
 
trainers,	
 some	
 particularly	
 unruly	
 and	
 vicious	
 specimens	
 can	
 be	
 
downright	
 frustrating!	
 	
 They	
 are	
 considered	
 to	
 be	
 Troublesome.	
 
A	
 Pokmon	
 might	
 be	
 troublesome	
 after	
 being	
 traded	
 away	
 by	
 a	
 
trainer	
 who	
 loved	
 them,	
 due	
 to	
 unhappiness	
 about	
 being	
 
caught,	
 or	
 simply	
 the	
 feeling	
 that	
 their	
 current	
 owner	
 is	
 an	
 unfit	
 
trainer	
 	
 which	
 might	
 be	
 caused	
 by	
 fear,	
 disrespect,	
 or	
 
arrogance.	
 Ultimately,	
 how	
 long	
 a	
 Pokmon	
 stays	
 troublesome	
 
boils	
 down	
 to	
 roleplaying	
 and	
 GM	
 discretion.	
 
Troublesome	
 pokmon	
 flat-out	
 refuse	
 to	
 listen	
 to	
 their	
 trainer,	
 
and	
 are	
 treated	
 as	
 always	
 being	
 Rattled	
 in	
 combat	
 -	
 they	
 50%	
 
chance	
 each	
 round	
 to	
 either	
 laze	
 around	
 doing	
 nothing	
 or	
 use	
 a	
 
move	
 chosen	
 by	
 the	
 GM.	
 	
 
Nature
Items
When	
 you	
 make	
 a	
 new	
 trainer	
 you	
 choose	
 three	
 Cheap	
 Items	
 your	
 character	
 possesses.	
 	
 
After	
 the	
 end	
 of	
 each	
 adventure,	
 the	
 heroes	
 have	
 the	
 opportunity	
 to	
 dip	
 into	
 their	
 savings	
 to	
 replenish	
 their	
 supplies	
 when	
 theyre	
 in	
 
an	
 urban	
 area.	
 The	
 GM	
 has	
 the	
 final	
 say	
 on	
 when	
 this	
 is	
 appropriate.	
 You	
 can	
 pick	
 a	
 Cheap	
 item	
 without	
 needing	
 to	
 roll,	
 but	
 getting	
 a	
 
Valuable	
 or	
 Expensive	
 item	
 takes	
 a	
 Livelihood	
 skill	
 check	
 	
 a	
 Tricky	
 skill	
 check	
 (12	
 or	
 better)	
 is	
 required	
 for	
 Valuable	
 items,	
 and	
 a	
 
Hard	
 check	
 (18+)	
 is	
 necessary	
 for	
 Expensive	
 ones.	
 If	
 you	
 dont	
 roll	
 high	
 enough	
 to	
 get	
 your	
 pre-selected	
 category	
 of	
 item,	
 you	
 walk	
 
away	
 with	
 nothing.	
 
This	
 shopping	
 expedition	
 varies	
 drastically	
 from	
 character	
 to	
 character.	
 A	
 ranger	
 might	
 never	
 set	
 food	
 inside	
 a	
 town,	
 instead	
 using	
 
their	
 outdoors	
 know-how	
 to	
 pick	
 up	
 all	
 the	
 ingredients	
 they'd	
 need	
 to	
 make	
 Pokmon	
 Food	
 or	
 a	
 Max	
 Repel.	
 A	
 gangster	
 might	
 make	
 a	
 
phone	
 call	
 to	
 his	
 boss	
 and	
 pick	
 up	
 a	
 care	
 package	
 at	
 a	
 discreet	
 location	
 a	
 few	
 hours	
 later.	
 	
 
Every	
 item	
 can	
 only	
 be	
 used	
 once	
 unless	
 it	
 is	
 marked	
 as	
 either	
 a	
 (Special)	
 or	
 (Held	
 Item).	
 Special	
 items	
 generally	
 provide	
 non-combat	
 
benefits	
 to	
 a	
 trainer	
 and	
 can	
 be	
 used	
 over	
 and	
 over,	
 and	
 Held	
 Items	
 must	
 be	
 given	
 to	
 a	
 Pokmon	
 to	
 carry	
 before	
 they	
 can	
 gain	
 the	
 
listed	
 effects.	
 A	
 Pokmon	
 can	
 only	
 hold	
 one	
 item	
 at	
 a	
 time.	
 
This	
 list	
 is	
 by	
 no	
 means	
 complete	
 	
 theres	
 all	
 sorts	
 of	
 interesting	
 items	
 out	
 in	
 the	
 world	
 just	
 waiting	
 to	
 be	
 discovered.	
 If	
 you	
 have	
 a	
 
suggestion	
 for	
 an	
 item	
 and	
 its	
 function	
 to	
 help	
 flesh-out	
 this	
 otherwise-unfinished	
 section,	
 such	
 as	
 a	
 bicycle,	
 pokdoll,	
 music	
 
instrument,	
 fossil-hunting	
 kit,	
 or	
 just	
 about	
 anything	
 else,	
 please	
 suggest	
 it	
 to	
 the	
 GM!	
 
	
 
Cheap	
 Items	
 
Name	
 
Type
	
 
Balloon	
 
	
 
Held	
 
Berry
Held
Leftovers
Held
Usable
	
 
	
 
	
 
Old	
 Rod	
 
	
 
	
 
	
 
Special	
 
Potion
Usable
Pokball
Usable
	
 
	
 
Pokmon	
 Food	
 
	
 
	
 
Usable	
 
	
 
Repel	
 
	
 
Usable	
 
	
 
Scarf	
 
	
 
Held	
 
Town Map
Special
	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 Effect	
 
	
 
	
 
	
 
	
 
	
 
	
 
	
 
	
 
	
 
Before	
 rolling	
 Defense	
 Dice,	
 a	
 Pokmon	
 holding	
 a	
 balloon	
 can	
 choose	
 to	
 gain	
 an	
 automatic	
 
success	
 on	
 their	
 roll.	
 They	
 may	
 only	
 spend	
 Defense	
 Dice	
 to	
 reduce	
 the	
 damage	
 from	
 an	
 attack	
 or	
 
cancel	
 out	
 an	
 opponents	
 success.	
 After	
 the	
 balloon	
 is	
 used	
 in	
 this	
 way,	
 it	
 pops,	
 floats	
 away,	
 or	
 is	
 
otherwise	
 destroyed.	
 
A	
 Pokmon	
 will	
 automatically	
 eat	
 this	
 when	
 their	
 health	
 would	
 be	
 reduced	
 to	
 0	
 or	
 less	
 from	
 an	
 
attack,	
 and	
 leaving	
 them	
 with	
 5	
 HP	
 instead.	
 Can	
 only	
 be	
 used	
 once.	
 
Attacks	
 that	
 are	
 made	
 against	
 a	
 Pokmon	
 holding	
 leftovers	
 roll	
 one	
 additional	
 Offense	
 Dice,	
 but	
 
the	
 Pokmon	
 regains	
 3	
 hit	
 points	
 at	
 the	
 start	
 of	
 your	
 turn.	
 
Usually	
 delivered	
 by	
 a	
 specially-trained	
 Pokmon,	
 Mail	
 can	
 be	
 sent	
 containing	
 letters	
 	
 or	
 even	
 
items!	
 	
 to	
 anyone	
 in	
 the	
 world,	
 even	
 if	
 you	
 dont	
 know	
 where	
 they	
 are.	
 
Although	
 commonly	
 used	
 as	
 a	
 fishing	
 rod,	
 in	
 reality	
 this	
 item	
 is	
 little	
 more	
 than	
 a	
 lure	
 and	
 bait	
 
attached	
 to	
 a	
 long	
 string	
 and	
 works	
 equally	
 well	
 on	
 dry	
 land.	
 Using	
 an	
 Old	
 Rod	
 during	
 or	
 just	
 
prior	
 to	
 a	
 wild	
 battle	
 takes	
 an	
 easy	
 Outdoors	
 skill	
 check.	
 If	
 you	
 succeed,	
 one	
 additional	
 Pokmon	
 
joins	
 the	
 current/upcoming	
 battle	
 and	
 fights	
 against	
 you!	
 The	
 Pokmon	
 must	
 be	
 unevolved	
 and	
 
of	
 a	
 species	
 already	
 present	
 in	
 the	
 fight.	
 This	
 increases	
 the	
 overall	
 difficulty	
 of	
 the	
 battle	
 but	
 
grants	
 the	
 trainers	
 more	
 Pokmon	
 to	
 potentially	
 capture.	
 Only	
 one	
 extra	
 Pokmon	
 can	
 be	
 
added	
 to	
 a	
 fight	
 in	
 this	
 fashion.	
 
Using	
 this	
 restores	
 10	
 hit	
 points	
 to	
 one	
 of	
 your	
 Pokmon.	
 
Use	
 this	
 to	
 catch	
 a	
 wild	
 Pokmon	
 as	
 an	
 action	
 on	
 your	
 turn.	
 You	
 can	
 only	
 use	
 one	
 each	
 round!	
 
Made	
 from	
 a	
 flavoured	
 blend	
 of	
 berries	
 and	
 other	
 healthy	
 ingredients,	
 using	
 Pokmon	
 Food	
 
allows	
 all	
 of	
 the	
 Pokmon	
 in	
 the	
 party	
 to	
 completely	
 regain	
 all	
 their	
 health	
 after	
 a	
 good	
 nights	
 
	
  sleep,	
 when	
 otherwise	
 theyd	
 need	
 to	
 be	
 healed	
 at	
 a	
 Pokmon	
 Center	
 in	
 a	
 major	
 city.	
 It	
 can	
 also	
 
be	
 scattered	
 during	
 battle	
 with	
 a	
 Trainer	
 action	
 to	
 make	
 wild	
 Pokmon	
 easier	
 to	
 capture,	
 
granting	
 a	
 +4	
 bonus	
 on	
 catching	
 rolls.	
 This	
 secondary	
 bonus	
 does	
 not	
 consume	
 the	
 
itemhowever,	
 it	
 is	
 only	
 effective	
 when	
 the	
 characters	
 are	
 first	
 setting	
 out	
 on	
 their	
 journey,	
 
and	
 are	
 encountering	
 docile	
 Pokmon	
 used	
 to	
 human	
 contact!	
 
	
 
This	
 foul-smelling	
 chemical	
 concoction	
 keeps	
 wild	
 Pokmon	
 away!	
 Using	
 it	
 in	
 battle	
 as	
 a	
 trainer	
 
action	
 lets	
 you	
 choose	
 one	
 un-evolved	
 Pokmon	
 in	
 the	
 fight.	
 That	
 Pokmon	
 must	
 either	
 run	
 
	
 
away	
 to	
 escape	
 the	
 horrible	
 smell	
 or	
 lose	
 one	
 Defensive	
 Dice	
 until	
 the	
 battle	
 ends.	
 	
 
	
 
Before	
 rolling	
 Offense	
 Dice,	
 a	
 Pokmon	
 wearing	
 a	
 scarf	
 can	
 choose	
 to	
 gain	
 an	
 automatic	
 success	
 
on	
 their	
 roll.	
 They	
 may	
 only	
 spend	
 Offense	
 Dice	
 to	
 cause	
 an	
 effect	
 or	
 cancel	
 out	
 an	
 opponents	
 
	
 
success.	
 After	
 the	
 scarf	
 is	
 used	
 in	
 this	
 way,	
 it	
 becomes	
 frayed	
 and	
 is	
 destroyed.	
 
You	
 can	
 consult	
 the	
 Town	
 Map	
 to	
 learn	
 the	
 details	
 of	
 any	
 town	
 you	
 visit,	
 ranging	
 from	
 local	
 
	
 
landmarks	
 and	
 tourist	
 attractions	
 to	
 the	
 gyms	
 speciality.	
 
	
 
	
 
	
 
	
 
Valuable	
 Items	
 
Name	
 
Type
Ether
Usable
	
 
Good	
 Rod	
 
	
 
Special	
 
Great Ball
Usable
Herbal Remedy
Usable
Lemonade
Usable
	
 
Pokdex	
 
	
 
Special	
 
Silph Scope
Special
Super Potion
Usable
Super Repel
Usable
Name
Type
	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 Effect	
 
Using	
 an	
 Ether	
 allows	
 your	
 currently-active	
 Pokmon	
 to	
 use	
 all	
 of	
 the	
 Superior	
 and	
 Signature	
 
moves	
 it	
 knows	
 twice	
 in	
 a	
 single	
 fight	
 instead	
 of	
 just	
 once.	
 
	
 
Using	
 a	
 Good	
 Rod	
 during	
 or	
 just	
 before	
 battle	
 takes	
 a	
 tricky	
 Outdoors	
 skill	
 check.	
 A	
 success	
 
means	
 that	
 one	
 additional	
 Pokmon	
 joins	
 the	
 fight	
 against	
 you!	
 The	
 Pokmon	
 must	
 be	
 
	
 
unevolved	
 and	
 of	
 a	
 species	
 indigenous	
 to	
 the	
 area,	
 but	
 not	
 necessarily	
 already	
 present	
 in	
 the	
 
battle.	
 Only	
 one	
 extra	
 Pokmon	
 can	
 be	
 added	
 to	
 a	
 fight	
 in	
 this	
 fashion.	
 
As	
 a	
 standard	
 Pokball,	
 but	
 grants	
 a	
 +2	
 bonus	
 to	
 your	
 d20	
 catching	
 roll.	
 
	
 
Using	
 a	
 Herbal	
 Remedy	
 automatically	
 removes	
 one	
 negative	
 status	
 effect	
 of	
 your	
 choice	
 from	
 a	
 
	
 
Pokmon.	
 
Real	
 winners	
 drink	
 lemonade!	
 There's	
 enough	
 of	
 this	
 delicious	
 thirst-quencher	
 to	
 go	
 around,	
 
	
 
and	
 it	
 grants	
 a	
 +2	
 bonus	
 to	
 every	
 character's	
 skill	
 checks	
 til	
 the	
 end	
 of	
 the	
 adventure!	
 
	
 
By	
 scanning	
 a	
 Pokmon	
 with	
 this	
 common	
 trainer	
 tool,	
 you	
 can	
 learn	
 basic	
 facts	
 about	
 the	
 
species	
 by	
 accessing	
 a	
 global	
 database.	
 In	
 turn,	
 this	
 passively	
 helps	
 feed	
 information	
 about	
 its	
 
	
 
location	
 and	
 activities	
 back	
 to	
 the	
 database.	
 	
 
A	
 trainer	
 who	
 owns	
 a	
 Silph	
 Scope	
 can	
 attack	
 Ghost-type	
 Pokmon	
 as	
 though	
 they	
 didnt	
 have	
 an	
 
	
 
immunity	
 to	
 Normal	
 attacks.	
 
Applying	
 a	
 Super	
 Potion	
 restores	
 25	
 hit	
 points	
 to	
 one	
 of	
 your	
 Pokmon.	
 
	
 
Using	
 a	
 Super	
 Repel	
 in	
 battle	
 as	
 a	
 trainer	
 action	
 helps	
 turn	
 a	
 difficult	
 encounter	
 in	
 your	
 favour.	
 
	
 
Choose	
 one	
 enemy	
 Pokmon	
 -	
 that	
 creature	
 must	
 either	
 flee	
 from	
 the	
 fight	
 or	
 lose	
 one	
 
Defensive	
 Dice	
 until	
 combat	
 ends.	
 
	
 
Expensive Items
Evo. Stone
Usable
Hyper Potion
Usable
Max Repel
Usable
PlusPower
Usable
Revival Herb
Usable
	
 
Scanner	
 
	
 
Special	
 
	
 
Special	
 Ball	
 
	
 
Usable	
 
	
 
Super	
 Rod	
 
	
 
Special	
 
Vitamins
Usable
Name	
 
	
 
Fossil	
 
Type	
 
	
 
Usable	
 
Master Ball
Usable
Rare Candy
Usable
	
 
	
 
T.M.	
 	
 
	
 
	
 
Usable	
 
	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 Effect	
 
	
 
	
 
Certain	
 Pokmon	
 must	
 absorb	
 the	
 energy	
 from	
 an	
 Evolution	
 Stone	
 in	
 order	
 to	
 trigger	
 evolution.	
 	
 
This	
 item	
 fully	
 restores	
 the	
 hit	
 points	
 of	
 one	
 Pokmon	
 when	
 used.	
 
Spraying	
 this	
 as	
 a	
 trainer	
 action	
 in	
 battle	
 allows	
 you	
 to	
 select	
 one	
 Pokmon	
 and	
 cause	
 it	
 to	
 make	
 
a	
 tough	
 decision	
 	
 either	
 run	
 away,	
 or	
 roll	
 two	
 fewer	
 Defensive	
 Dice	
 until	
 combat	
 ends	
 and	
 it	
 
can	
 wash	
 the	
 stuff	
 off.	
 
Until	
 your	
 Pokmon	
 is	
 knocked	
 out	
 or	
 called	
 back,	
 they	
 roll	
 either	
 one	
 extra	
 Offense	
 Dice	
 or	
 one	
 
	
 
extra	
 Defense	
 Dice	
 	
 your	
 choice.	
 
Using	
 this	
 as	
 a	
 trainer	
 action	
 allows	
 you	
 to	
 wake	
 up	
 a	
 fainted	
 or	
 knocked-out	
 Pokmon,	
 granting	
 
	
 
it	
 10	
 hp.	
 
	
 
Using	
 this	
 on	
 a	
 trainer	
 provides	
 a	
 complete	
 list	
 of	
 all	
 his	
 registered	
 information	
 	
 real	
 name,	
 age,	
 
hometown,	
 and	
 so	
 on.	
 This	
 might	
 even	
 include	
 things	
 like	
 battling	
 style	
 or	
 most-commonly-used	
 
	
 
Pokmon	
 if	
 the	
 individual	
 is	
 a	
 notable	
 trainer.	
 
	
 
As	
 a	
 standard	
 Pokball,	
 but	
 grants	
 a	
 +4	
 bonus	
 to	
 your	
 d20	
 catching	
 roll	
 when	
 certain	
 criteria	
 is	
 
met.	
 For	
 example,	
 a	
 Net	
 Ball	
 might	
 grant	
 a	
 +4	
 bonus	
 to	
 catch	
 Water	
 and	
 Bug-type	
 Pokmon,	
 
	
 
while	
 a	
 Dusk	
 ball	
 would	
 grant	
 the	
 bonus	
 at	
 night	
 or	
 when	
 used	
 deep	
 in	
 a	
 cave.	
 
	
 
Using	
 this	
 item	
 takes	
 a	
 hard	
 skill	
 check,	
 but	
 a	
 success	
 means	
 that	
 one	
 additional	
 Pokmon	
 joins	
 
the	
 battle	
 (as	
 always,	
 already	
 aggressive	
 towards	
 you	
 and	
 your	
 friends).	
 The	
 Pokmon	
 lured	
 out	
 
	
 
can	
 be	
 just	
 about	
 anything.	
 Only	
 one	
 extra	
 Pokmon	
 can	
 be	
 added	
 to	
 a	
 fight	
 in	
 this	
 fashion.	
 
These	
 multivitamins	
 can	
 permanently	
 increase	
 one	
 of	
 your	
 Pokmons	
 attributes	
 (such	
 as	
 RES	
 or	
 
	
 
INT)	
 by	
 1	
 point.	
 A	
 Pokmon	
 cant	
 ever	
 gain	
 the	
 benefits	
 of	
 more	
 than	
 2	
 vitamins.	
 
Priceless	
 Items	
 
	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 Effect	
 
	
 
Not	
 only	
 do	
 these	
 relics	
 from	
 the	
 distant	
 past	
 teach	
 us	
 about	
 the	
 lives	
 of	
 prehistoric	
 pokmon,	
 
they	
 also	
 contain	
 trace	
 amounts	
 of	
 DNA	
 that	
 could	
 be	
 used	
 to	
 recreate	
 ancient	
 species	
 in	
 a	
 
	
 
proper	
 scientific	
 laboratory!	
 These	
 rare	
 'fossil	
 pokmon'	
 are	
 always	
 partially	
 Rock-type	
 and	
 start	
 
with	
 the	
 superior	
 move	
 'Ancient	
 Power.'	
 
When	
 you	
 use	
 a	
 Master	
 Ball	
 to	
 try	
 and	
 catch	
 a	
 wild	
 Pokmon,	
 it	
 automatically	
 succeeds	
 if	
 the	
 
	
 
target	
 is	
 below	
 50%	
 health.	
 No	
 d20	
 roll	
 is	
 necessary,	
 even	
 for	
 legendary	
 Pokmon.	
 
Feeding	
 this	
 delicious	
 (and	
 nearly	
 impossible-to-manufacture)	
 snack	
 to	
 a	
 pokmon	
 permanently	
 
	
 
increases	
 their	
 maximum	
 health	
 by	
 10.	
 
	
 
Each	
 Technical	
 Machine	
 	
 or	
 TM	
 for	
 short	
 	
 has	
 been	
 imprinted	
 with	
 information	
 about	
 one	
 
	
 
specific	
 Move.	
 To	
 use	
 a	
 TM	
 the	
 player	
 needs	
 only	
 to	
 choose	
 a	
 Pokmon	
 they	
 own,	
 and	
 the	
 GM	
 
must	
 agree	
 that	
 the	
 move	
 actually	
 makes	
 sense	
 for	
 that	
 Pokmon.	
 For	
 example,	
 a	
 whale-like	
 
	
 
creature	
 wouldnt	
 be	
 able	
 to	
 learn	
 Double	
 Kick	
 or	
 Fly.	
 TMs	
 that	
 teach	
 superior	
 moves	
 are	
 much	
 
more	
 difficult	
 to	
 teach	
 to	
 your	
 average	
 Pokmon.	
 
	
 
Pokmon Stats
Each	
 Pokmon	
 has	
 four	
 main	
 stats,	
 usually	
 ranging	
 from	
 2-10.	
 
The	
 power	
 stat	
 (PWR)	
 is	
 a	
 Pokmons	
 strength,	
 and	
 denotes	
 
how	
 much	
 damage	
 they	
 can	
 dish	
 out	
 with	
 their	
 physical	
 attacks.	
 
Most	
 moves	
 deal	
 damage	
 equal	
 to	
 the	
 users	
 PWR	
 stat.	
 
Resolve	
 (RES)	
 helps	
 determine	
 how	
 tough	
 and	
 hardy	
 your	
 
Pokmon	
 is,	
 increasing	
 their	
 hit	
 points	
 dramatically.	
 Pokmon	
 
start	
 with	
 10	
 hit	
 points,	
 plus	
 5	
 hit	
 points	
 for	
 each	
 point	
 of	
 
Resolve	
 they	
 possess.	
 This	
 total	
 value	
 is	
 called	
 their	
 'maximum	
 
HP'	
 -	
 they	
 can't	
 ever	
 gain	
 more	
 HP	
 than	
 this	
 from	
 healing	
 effects.	
 
When	
 a	
 Pokmon	
 runs	
 out	
 of	
 hit	
 points,	
 they	
 faint!	
 
Speed	
 (SPD)	
 is	
 how	
 fast	
 and	
 evasive	
 your	
 Pokmon	
 is.	
 The	
 
creature	
 with	
 the	
 highest	
 speed	
 stat	
 goes	
 first	
 in	
 a	
 fight,	
 and	
 you	
 
need	
 to	
 roll	
 higher	
 than	
 your	
 opponent's	
 SPD	
 on	
 the	
 d20	
 
accuracy	
 roll	
 in	
 order	
 for	
 the	
 attack	
 to	
 hit.	
 
A	
 higher	
 Intelligence	
 (INT)	
 score	
 helps	
 your	
 Pokmon	
 evolve	
 
faster	
 and	
 learn	
 more	
 powerful	
 moves.	
 At	
 the	
 end	
 of	
 each	
 
combat,	
 you	
 roll	
 your	
 Smarts	
 score	
 plus	
 a	
 d20	
 to	
 try	
 to	
 get	
 15	
 or	
 
better	
 -	
 doing	
 so	
 permanently	
 nets	
 you	
 a	
 superior	
 move	
 instead	
 
of	
 a	
 regular	
 one.	
 
	
 
The	
 first	
 thing	
 that	
 youll	
 notice	
 is	
 that	
 theres	
 no	
 universal	
 guide	
 
to	
 what	
 stats	
 each	
 species	
 of	
 Pokmon	
 has	
 	
 each	
 GM	
 gets	
 to	
 
make	
 that	
 judgement	
 call	
 when	
 they	
 introduce	
 a	
 new	
 species	
 
into	
 their	
 games,	
 whether	
 canon	
 or	
 something	
 theyve	
 invented	
 
themselves.	
 However,	
 there	
 are	
 some	
 very	
 specific	
 rules	
 about	
 
how	
 many	
 points	
 a	
 species	
 gets	
 to	
 distribute.	
 
Pokmon	
 with	
 a	
 three-stage	
 evolutionary	
 chain	
 (like	
 
Charmander,	
 Charmeleon,	
 and	
 Charizard)	
 have	
 the	
 following	
 
numbers	
 of	
 points	
 allocated	
 to	
 their	
 stats;	
 	
 
First	
 Evolution:	
 14,	
 with	
 no	
 stat	
 naturally	
 occurring	
 above	
 7.	
 
Second	
 Evolution:	
 18,	
 with	
 no	
 stat	
 naturally	
 occurring	
 above	
 8.	
 
Final	
 Evolution:	
 22,	
 with	
 no	
 stat	
 naturally	
 occurring	
 above	
 9.	
 
Starters	
 gain	
 an	
 additional	
 +1	
 stat	
 in	
 their	
 final	
 evolutionary	
 
form.	
 
	
 
Pokmon	
 with	
 a	
 two-stage	
 line	
 (such	
 as	
 Pikachu	
 to	
 Raichu)	
 gain	
 
the	
 following;	
 
First	
 Evolution:	
 16,	
 with	
 no	
 stat	
 naturally	
 occurring	
 above	
 8	
 
Final	
 Evolution:	
 20,	
 with	
 no	
 stat	
 naturally	
 occurring	
 above	
 9	
 
	
 
Pokmon	
 who	
 do	
 not	
 evolve	
 at	
 all	
 (such	
 as	
 Snorlax)	
 are	
 built	
 on	
 
20	
 points,	
 with	
 no	
 stat	
 naturally	
 occurring	
 above	
 8.	
 
Some	
 Pokmon	
 are	
 Late	
 Bloomers	
 (such	
 as	
 Magikarp),	
 meaning	
 
they	
 suffer	
 a	
 -1	
 or	
 -2	
 point	
 penalty	
 to	
 all	
 of	
 their	
 non-final	
 
evolutions	
 in	
 order	
 to	
 add	
 that	
 collected	
 value	
 as	
 a	
 bonus	
 to	
 
their	
 final	
 stage.	
 
Abilities
Learning Moves
When	
 combat	
 ends,	
 the	
 Pokmon	
 who	
 did	
 the	
 bulk	
 of	
 the	
 work	
 
for	
 each	
 trainer	
 gets	
 a	
 new	
 move.	
 Roll	
 a	
 d20	
 while	
 your	
 GM	
 
decides	
 on	
 a	
 couple	
 of	
 appropriate	
 options	
 that	
 make	
 sense	
 for	
 
your	
 companion,	
 and	
 add	
 your	
 Pokmons	
 INT	
 stat	
 to	
 the	
 result.	
 
Getting	
 a	
 total	
 of	
 15	
 or	
 better	
 means	
 your	
 Pokmon	
 can	
 choose	
 
from	
 one	
 or	
 two	
 superior	
 moves	
 the	
 GM	
 offers,	
 and	
 rolling	
 
anything	
 less	
 means	
 that	
 you	
 can	
 choose	
 from	
 a	
 minimum	
 of	
 
two	
 standard	
 moves	
 instead.	
 	
 
GMs	
 may	
 choose	
 to	
 rule	
 that	
 encounters	
 that	
 werent	
 a	
 
challenge	
 to	
 the	
 Pokmon	
 and	
 their	
 trainer	
 dont	
 grant	
 a	
 new	
 
move,	
 but	
 these	
 situations	
 should	
 be	
 extremely	
 rare	
 in	
 most	
 
cases.	
 
A	
 Pokmon	
 can	
 only	
 ever	
 remember	
 a	
 maximum	
 of	
 6	
 moves	
 at	
 a	
 
time,	
 and	
 at	
 least	
 two	
 one	
 of	
 them	
 have	
 to	
 be	
 standard	
 moves.	
 
If	
 a	
 Pokmon	
 ever	
 learns	
 a	
 seventh	
 move,	
 they	
 simultaneously	
 
lose	
 access	
 to	
 one	
 of	
 their	
 older	
 moves.	
 
Standard Moves
With	
 familiar	
 names	
 like	
 Tackle	
 and	
 Absorb,	
 standard	
 moves	
 are	
 
built	
 with	
 5	
 points.	
 You	
 can	
 use	
 them	
 as	
 many	
 times	
 in	
 a	
 fight	
 as	
 
you	
 want,	
 and	
 they	
 generally	
 stay	
 useful	
 throughout	
 a	
 
Pokmons	
 entire	
 battling	
 career.	
 
Superior Moves
Signature Moves
Not	
 all	
 the	
 elemental	
 types	
 are	
 created	
 equally.	
 When	
 building	
 
new	
 Pokmon	
 with	
 unusual	
 type	
 combinations,	
 use	
 the	
 list	
 
below	
 to	
 help	
 determine	
 at	
 a	
 glance	
 where	
 their	
 strengths	
 and	
 
weaknesses	
 lie.	
 
	
 
Words	
 marked	
 in	
 red	
 refer	
 to	
 immunities	
 instead	
 of	
 just	
 
resistances;	
 moves	
 of	
 that	
 type	
 have	
 no	
 effect	
 whatsoever	
 
against	
 the	
 defender.	
 
	
 
Type	
 
+1	
 Offense	
 Dice	
 vs:	
 
+1	
 Resistance	
 Dice	
 vs:	
 
Bug	
 
Dark,	
 Grass,	
 Psychic	
 
Fighting,	
 Grass,	
 
Ground	
 
Dark	
 
Ghost,	
 Psychic	
 
Dark,	
 Ghost,	
 Psychic	
 
Dragon	
 
Dragon	
 
Electric,	
 Fire,	
 Grass,	
 
Water	
 
Electric	
 
Flying,	
 Water	
 
Electric,	
 Flying,	
 Steel	
 
Fighting	
 
Normal,	
 Rock,	
 Steel,	
 
Bug,	
 Dark,	
 Rock	
 
Ice,	
 Dark	
 
Fire	
 
Bug,	
 Grass,	
 Ice,	
 Steel	
 
Bug,	
 Fire,	
 Grass,	
 Ice,	
 
Steel	
 
Flying	
 
Bug,	
 Fighting,	
 Grass	
 
Bug,	
 Fighting,	
 Grass,	
 
Ground	
 
Ghost	
 
Ghost,	
 Psychic	
 
Bug,	
 Poison,	
 Fighting,	
 
Normal	
 
Grass	
 
Ground,	
 Rock,	
 Water	
 
Electric,	
 Grass,	
 
Ground,	
 Water	
 
Ground	
 
Electric,	
 Fire,	
 Poison,	
 
Poison,	
 Rock,	
 Electric	
 
Rock,	
 Steel	
 
Ice	
 
Dragon,	
 Flying,	
 Grass,	
 
Ice	
 
Ground	
 
Normal	
 
None	
 
Ghost	
 
Poison	
 
Grass	
 
Bug,	
 Fighting,	
 Poison,	
 
Grass	
 
Psychic	
 
Fighting,	
 Poison	
 
Fighting,	
 Psychic	
 
Rock	
 
Bug,	
 Fire,	
 Flying,	
 Ice	
 
Normal,	
 Fire,	
 Flying,	
 
Poison	
 
	
 
	
 
Bug,	
 Dark,	
 Dragon,	
 
Steel	
 
Ice,	
 Rock	
 
Flying,	
 Ghost,	
 Grass,	
 
Ice,	
 Normal,	
 Psychic,	
 
Rock,	
 Steel,	
 Poison	
 
Water	
 
Fire,	
 Ground,	
 Rock	
 
Fire,	
 Ice,	
 Steel,	
 Water	
 
	
 
Move	
 Keywords	
 
Keyword
Cost
Attack	
 
Special	
 Attack	
 
3	
 
4	
 
Utility
Variable Type
Accurate	
 
Delay	
 
1	
 
1	
 
False	
 Swipe	
 
Area	
 
1	
 
2	
 
Blinding
Damage Bonus
Drain
Heal Block
Interrupt
Re-Roll
Status Effect
Switchout
Unrestrained
Weakening
Break Ability
Item Lock
Protection
Stat Up!
Trap
Vulnerability
Escape
Powerful	
 
Hazard	
 
4	
 
5	
 
Effect	
 
The	
 attack	
 deals	
 physical	
 damage	
 equal	
 to	
 the	
 user's	
 PWR	
 stat.	
 
The	
 attack	
 deals	
 special	
 damage	
 equal	
 to	
 the	
 user's	
 PWR,	
 RES,	
 SPD	
 or	
 INT	
 attribute,	
 chosen	
 when	
 the	
 
move	
 is	
 created.	
 
The	
 move	
 deals	
 no	
 direct	
 damage,	
 but	
 you	
 are	
 always	
 treated	
 as	
 automatically	
 rolling	
 one	
 success	
 on	
 
your	
 Offense	
 Dice	
 against	
 each	
 target.	
 
Enhancements	
 
The	
 move's	
 Type	
 is	
 determined	
 by	
 conditions	
 neither	
 the	
 pokmon	
 or	
 the	
 trainer	
 can	
 control.	
 For	
 
example,	
 a	
 move	
 that	
 is	
 normally	
 Water	
 type	
 could	
 transform	
 into	
 an	
 Ice	
 move	
 during	
 hailing	
 weather.	
 
The	
 attack	
 gains	
 a	
 +2	
 bonus	
 to	
 the	
 accuracy	
 roll.	
 
The	
 effects	
 of	
 the	
 move	
 -	
 damage,	
 status	
 effects,	
 and	
 so	
 on	
 -	
 don't	
 occur	
 right	
 away.	
 Instead	
 they	
 take	
 
place	
 at	
 the	
 end	
 of	
 the	
 target's	
 next	
 turn.	
 
The	
 attack	
 always	
 leaves	
 the	
 target	
 at	
 a	
 minimum	
 of	
 1	
 hit	
 point.	
 It	
 cannot	
 cause	
 an	
 enemy	
 to	
 faint.	
 
The	
 move	
 can	
 hit	
 two	
 different	
 targets.	
 If	
 you	
 take	
 this	
 keyword	
 twice	
 you	
 can	
 hit	
 three	
 targets	
 
instead,	
 and	
 so	
 on.	
 Roll	
 against	
 each	
 target	
 separately	
 when	
 making	
 your	
 attack.	
 
You	
 can	
 spend	
 a	
 success	
 on	
 an	
 Offense	
 Dice	
 to	
 reduce	
 your	
 target's	
 accuracy	
 score	
 by	
 2	
 points.	
 This	
 
lasts	
 until	
 the	
 target	
 faints,	
 switches	
 out,	
 or	
 removes	
 the	
 penalty	
 via	
 a	
 success	
 on	
 a	
 Defense	
 Dice.	
 
The	
 attack	
 deals	
 an	
 additional	
 2	
 points	
 of	
 damage	
 when	
 a	
 certain	
 condition	
 is	
 met	
 -	
 in	
 specific	
 types	
 of	
 
weather,	
 when	
 the	
 user	
 is	
 fighting	
 in	
 their	
 natural	
 environment	
 (such	
 as	
 underwater)	
 and	
 so	
 on.	
 This	
 
cannot	
 be	
 combined	
 with	
 Limited.	
 
After	
 the	
 damage-dealing	
 attack	
 harms	
 the	
 target,	
 the	
 user	
 regains	
 hit	
 points	
 equal	
 to	
 half	
 the	
 total	
 
mount	
 dealt.	
 
You	
 can	
 spend	
 a	
 success	
 on	
 an	
 Offense	
 Dice	
 to	
 prevent	
 your	
 opponent	
 from	
 gaining	
 any	
 hit	
 points	
 until	
 
the	
 target	
 faints,	
 switches	
 out,	
 or	
 removes	
 the	
 penalty	
 via	
 a	
 success	
 on	
 a	
 Defense	
 Dice.	
 
You	
 may	
 use	
 a	
 move	
 with	
 the	
 Interrupt	
 keyword	
 at	
 any	
 time,	
 even	
 when	
 it	
 isn't	
 your	
 turn.	
 You	
 must	
 
skip	
 the	
 next	
 turn.	
 A	
 move	
 with	
 the	
 interrupt	
 keyword	
 may	
 only	
 be	
 used	
 once	
 per	
 battle,	
 and	
 you	
 can	
 
only	
 use	
 one	
 move	
 with	
 the	
 Interrupt	
 keyword	
 each	
 round.	
 Can't	
 be	
 combined	
 with	
 Switchout	
 or	
 
Recharge.	
 
If	
 the	
 attack	
 misses	
 you	
 may	
 reroll	
 the	
 d20	
 accuracy	
 dice.	
 If	
 you	
 choose	
 to	
 do	
 so,	
 the	
 attack	
 may	
 not	
 be	
 
used	
 again	
 for	
 the	
 remainder	
 of	
 the	
 battle.	
 
You	
 can	
 spend	
 a	
 success	
 on	
 an	
 Offense	
 Dice	
 to	
 apply	
 either	
 the	
 Dormant,	
 Rattling,	
 or	
 Ongoing	
 Damage	
 
status	
 effect,	
 selected	
 when	
 the	
 move	
 is	
 created.	
 Status	
 effects	
 lasts	
 until	
 the	
 target	
 faints	
 or	
 removes	
 
the	
 penalty	
 via	
 a	
 success	
 on	
 a	
 Defense	
 Dice.	
 
At	
 the	
 end	
 of	
 the	
 user's	
 turn	
 they	
 may	
 retreat	
 back	
 to	
 their	
 side	
 of	
 the	
 field	
 or	
 return	
 to	
 their	
 pokball.	
 
The	
 trainer	
 is	
 then	
 given	
 a	
 free	
 action	
 which	
 they	
 must	
 use	
 to	
 switch	
 in	
 a	
 different	
 Pokmon.	
 
This	
 move	
 can	
 be	
 used	
 normally	
 when	
 the	
 user	
 is	
 afflicted	
 a	
 negative	
 status	
 effect	
 that	
 would	
 
otherwise	
 prevent	
 them	
 from	
 acting.	
 
You	
 can	
 spend	
 a	
 success	
 on	
 an	
 Offense	
 Dice	
 to	
 reduce	
 one	
 of	
 your	
 opponent's	
 attributes	
 by	
 2	
 points.	
 
This	
 lasts	
 until	
 the	
 target	
 faints,	
 switches	
 out,	
 or	
 removes	
 the	
 penalty	
 via	
 a	
 success	
 on	
 a	
 Defense	
 Dice.	
 
You	
 can	
 spend	
 a	
 success	
 on	
 an	
 Offense	
 Dice	
 to	
 remove	
 your	
 target's	
 ability,	
 or	
 change	
 his	
 or	
 your	
 
ability	
 into	
 a	
 different	
 pre-determined	
 one.	
 This	
 lasts	
 until	
 the	
 target	
 removes	
 the	
 penalty	
 via	
 a	
 success	
 
on	
 a	
 Defense	
 Dice.	
 
You	
 can	
 spend	
 a	
 success	
 on	
 an	
 Offense	
 Dice	
 to	
 prevent	
 your	
 opponent	
 from	
 using	
 or	
 benefitting	
 from	
 
any	
 held	
 item.	
 If	
 this	
 keyword	
 is	
 taken	
 twice,	
 the	
 item	
 can	
 be	
 destroyed	
 instead,	
 or	
 the	
 user	
 may	
 steal	
 
the	
 held	
 item	
 (provided	
 the	
 user	
 currently	
 isn't	
 holding	
 anything).	
 
The	
 target	
 or	
 user	
 gains	
 a	
 resistance	
 to	
 one	
 pre-selected	
 Type,	
 such	
 as	
 Water	
 or	
 Fire.	
 This	
 replaces	
 any	
 
immunity	
 or	
 weakness	
 they	
 might	
 have	
 already	
 had.	
 This	
 protection	
 lasts	
 until	
 the	
 target	
 faints	
 or	
 an	
 
opponent	
 removes	
 the	
 benefit	
 by	
 spending	
 a	
 success	
 on	
 an	
 Offense	
 Dice.	
 
Choose	
 one	
 attribute	
 when	
 the	
 move	
 is	
 created.	
 When	
 used,	
 the	
 target	
 or	
 user	
 of	
 the	
 move	
 gains	
 a	
 +2	
 
bonus	
 to	
 that	
 attribute	
 until	
 they	
 faint	
 or	
 get	
 switched	
 out.	
 
You	
 can	
 spend	
 a	
 success	
 on	
 an	
 Offense	
 Dice	
 to	
 prevent	
 your	
 opponent	
 from	
 switching	
 out	
 or	
 running	
 
away.	
 This	
 lasts	
 until	
 the	
 target	
 removes	
 the	
 penalty	
 via	
 a	
 success	
 on	
 a	
 Defense	
 Dice.	
 
You	
 can	
 spend	
 a	
 success	
 on	
 an	
 Offense	
 Dice	
 to	
 give	
 your	
 opponent	
 a	
 weakness	
 to	
 one	
 pre-selected	
 
Type,	
 such	
 as	
 Electric	
 or	
 Normal.	
 This	
 replaces	
 any	
 immunity	
 or	
 resistance	
 they	
 might	
 have	
 already	
 
had.	
 This	
 vulnerability	
 lasts	
 until	
 the	
 target	
 faints	
 or	
 removes	
 the	
 penalty	
 via	
 a	
 success	
 on	
 a	
 Defense	
 
Dice.	
 
The	
 user	
 removes	
 themself	
 from	
 immediate	
 danger	
 by	
 digging	
 under	
 the	
 ground,	
 flying	
 into	
 the	
 air,	
 
phasing	
 into	
 an	
 alternate	
 dimension,	
 teleporting	
 out	
 of	
 sight,	
 and	
 so	
 on.	
 They	
 gain	
 a	
 +6	
 bonus	
 to	
 their	
 
evasion	
 score	
 until	
 they	
 use	
 a	
 move	
 without	
 the	
 Escape	
 keyword.	
 
The	
 move	
 deals	
 triple	
 damage	
 on	
 a	
 critical	
 effect	
 instead	
 of	
 double	
 damage.	
 
You	
 can	
 spend	
 a	
 success	
 on	
 an	
 Offense	
 Dice	
 to	
 create	
 a	
 Hazard	
 that	
 lasts	
 until	
 a	
 certain	
 condition	
 is	
 
met.	
 A	
 hazard	
 deals	
 damage	
 up	
 to	
 a	
 maximum	
 of	
 once	
 to	
 each	
 Pokmon	
 on	
 the	
 field	
 each	
 round	
 
whenever	
 they	
 perform	
 a	
 pre-specific	
 condition.	
 The	
 hazard	
 might	
 deal	
 damage	
 when	
 a	
 Pokmon	
 
switches	
 in,	
 attacks	
 the	
 user,	
 or	
 even	
 attacks	
 at	
 all.	
 Hazards	
 deals	
 damage	
 equal	
 to	
 the	
 user's	
 SRT	
 or	
 
PWR	
 score,	
 and	
 deals	
 an	
 extra	
 2	
 damage	
 if	
 the	
 target	
 is	
 weak	
 to	
 the	
 hazard's	
 Type.	
 
HP Restore
Never	
 Miss	
 
Nullify	
 
5	
 
5	
 
Type Change
Copycat	
 
Weather	
 Effect	
 
Wall	
 	
 
6	
 
7	
 
7	
 
Fang
New	
 Ability	
 
Rule	
 Change	
 
8	
 
8	
 
Damage Penalty
Inaccurate
Limited
Recoil
Backlash
Split-Second
Recharge
The	
 target	
 or	
 user	
 of	
 this	
 move	
 regains	
 half	
 of	
 their	
 maximum	
 hit	
 points,	
 or	
 3	
 hit	
 points	
 every	
 turn.	
 This	
 
move	
 may	
 not	
 be	
 used	
 again	
 for	
 the	
 remainder	
 of	
 the	
 adventure.	
 
The	
 move	
 can	
 never	
 miss	
 regardless	
 of	
 the	
 accuracy	
 roll.	
 This	
 cannot	
 be	
 combined	
 with	
 Inaccurate.	
 
Choose	
 a	
 keyword,	
 such	
 as	
 Item	
 Lock	
 or	
 Attack.	
 Until	
 combat	
 ends,	
 you	
 may	
 cause	
 one	
 move	
 with	
 the	
 
pre-specified	
 keyword	
 to	
 automatically	
 miss	
 as	
 though	
 it	
 rolled	
 a	
 1	
 on	
 the	
 accuracy	
 check.	
 
The	
 user	
 or	
 target	
 of	
 this	
 move	
 changes	
 all	
 of	
 their	
 current	
 Types	
 to	
 any	
 other	
 single	
 Type.	
 In	
 some	
 
rare	
 cases	
 Type	
 Change	
 might	
 be	
 random,	
 or	
 base	
 the	
 decision	
 on	
 other	
 factors	
 such	
 as	
 the	
 local	
 
environment	
 or	
 the	
 type	
 of	
 the	
 last	
 move	
 that	
 was	
 used	
 before	
 this	
 one.	
 
Copycat	
 has	
 all	
 the	
 same	
 keywords	
 and	
 effects	
 as	
 any	
 move	
 that	
 was	
 used	
 in	
 the	
 previous	
 round.	
 
The	
 Pokmon	
 creates	
 a	
 weather	
 effect	
 until	
 combat	
 ends.	
 
The	
 move	
 creates	
 a	
 protective	
 barrier.	
 Choose	
 either	
 the	
 Attack	
 or	
 Special	
 Attack	
 keyword	
 -	
 whenever	
 
the	
 Pokmon	
 with	
 your	
 protective	
 wall	
 is	
 struck	
 by	
 one	
 of	
 those	
 moves	
 they	
 gain	
 an	
 additional	
 
Defensive	
 Dice.	
 The	
 Wall	
 effect	
 lasts	
 until	
 the	
 user	
 faints	
 or	
 is	
 switched	
 out.	
 
The	
 target	
 has	
 their	
 total	
 hit	
 points	
 reduced	
 by	
 half.	
 This	
 may	
 never	
 reduce	
 a	
 Pokmon	
 to	
 zero	
 hit	
 
points.	
 
The	
 target	
 gains	
 access	
 to	
 an	
 additional	
 pre-selected	
 ability	
 until	
 combat	
 ends.	
 
A	
 fundamental	
 aspect	
 of	
 the	
 battle	
 is	
 altered,	
 such	
 as	
 both	
 Pokmon	
 being	
 reduced	
 to	
 0	
 hit	
 points	
 if	
 
one	
 is,	
 or	
 the	
 Pokmon	
 with	
 the	
 lower	
 SPD	
 attribute	
 goes	
 first	
 each	
 round.	
 The	
 Rule	
 Change	
 keyword	
 
is	
 almost	
 always	
 exclusive	
 to	
 moves	
 created	
 by	
 the	
 GM,	
 and	
 may	
 not	
 be	
 applied	
 to	
 signature	
 moves	
 
without	
 explicit	
 permission.	
 
Drawbacks	
 
The	
 move	
 only	
 deals	
 normal	
 damage	
 when	
 a	
 certain	
 type	
 of	
 condition	
 is	
 met	
 -	
 in	
 specific	
 types	
 of	
 
weather,	
 against	
 a	
 certain	
 type,	
 species	
 or	
 gender	
 of	
 enemy,	
 and	
 so	
 on.	
 In	
 other	
 situations	
 it	
 deals	
 2	
 
fewer	
 points	
 of	
 damage.	
 Cannot	
 be	
 combined	
 with	
 Limited	
 or	
 Damage	
 Bonus.	
 
The	
 move	
 -	
 which	
 must	
 require	
 an	
 attack	
 roll	
 to	
 hit	
 -	
 suffers	
 a	
 -2	
 penalty	
 to	
 the	
 accuracy	
 roll.	
 This	
 
keyword	
 can	
 be	
 added	
 multiple	
 times	
 but	
 cannot	
 be	
 combined	
 with	
 Never	
 Miss.	
 
The	
 move	
 can	
 only	
 be	
 used	
 under	
 specific	
 circumstances	
 that	
 are	
 determined	
 when	
 the	
 move	
 is	
 
created;	
 it	
 can	
 only	
 be	
 used	
 when	
 the	
 user	
 or	
 target	
 is	
 at	
 full	
 health,	
 afflicted	
 by	
 a	
 specific	
 status	
 effect,	
 
and	
 so	
 on.	
 
After	
 the	
 damage-dealing	
 attack	
 harms	
 the	
 target,	
 the	
 user	
 takes	
 damage	
 equal	
 to	
 half	
 the	
 total	
 
mount	
 dealt.	
 
The	
 move	
 has	
 a	
 50%	
 chance	
 to	
 inflict	
 the	
 user	
 or	
 the	
 friendly	
 targeted	
 pokmon	
 with	
 a	
 negative	
 status	
 
effect.	
 
Any	
 status	
 effects,	
 hazards,	
 rule	
 changes	
 and	
 other	
 non-damaging	
 effects	
 caused	
 by	
 the	
 move	
 only	
 last	
 
for	
 one	
 round.	
 Split	
 Second	
 doesn't	
 provide	
 a	
 point	
 refund	
 if	
 it	
 is	
 used	
 to	
 reduce	
 the	
 duration	
 of	
 a	
 
negative	
 effect	
 on	
 a	
 friendly	
 pokmon.	
 
The	
 user	
 loses	
 their	
 next	
 turn.	
 This	
 keyword	
 can't	
 be	
 combined	
 with	
 Interrupt	
 or	
 Switchout.