Pokemon

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This system was created when Fenn the Fool(!) got a bit carried away. Also, he is a ________.

Basics

Each pokemon has 3 stats: Skill, Damage, and Endurance; frequently abbreviated as S, D, and E. A high skill can be representative of a high speed stat or a reliance on attacks like swift that automatically hit. High damage can represent a high attack, high special attack, or the use of attacks with high base damage like hyper beam or double edge. High endurance can be representative of high defense, special defense, or hp or the use of protective attacks.

Battling: Each round both pokemon make an opposed skill check, a d20 is rolled and the pokemon’s skill is added to the roll. The pokemon with the higher roll has the upper hand that round and hits the other pokemon. When a pokemon is hit it’s endurance is reduced by one and if the pokemon that hit it has a damage score higher than it’s remaining endurance it faints. If the skill checks are equal roll both of them again. The auto-win zone is 19-20 and the auto-lose zone is 1-2; if the roll lands in the auto-win zone the pokemon gets an infinite bonus to its roll, if it lands in the auto lose zone it gets an infinite penalty. If both auto-lose neither are hit, if both auto-win both are hit. At the end of each round both pokemon lose one endurance.

Tiers: Pokemon have a certain number of points to assign to their stats based on their tier. Tier one pokemon represent roughly pokemon between levels 1 and 20 and are very common in the wild. Tier two pokemon represent roughly pokemon between levels 21 and 40 and are uncommon in the wild. Tier three pokemon represent pokemon above level 40 and are rare in the wild. Tier four pokemon represent exceedingly high level pokemon or legendary pokemon. Tier one pokemon have 10 points to distribute, tier two have 15, tier three have 20, and tier four have 25. Pokemon only evolve as they increase in tier meaning all first stage evolutions are at least tier 2 and all second stage evolutions are at least tier 3. A tier zero, with only 5 points, can be used for baby pokemon like clefa and pichu or for exceedingly weak pokemon like magikarp but these pokemon are rarely used in battles.

Types: Pokemon with multiple types may select which one they want to attack with every round. If your attack is super effective against your opponent it has +2 damage, if it is not very effective or wouldn’t affect them at all it has -2 damage. If your opponent has multiple types calculate weakness and resistance separately and add them together.

Allocating Points: Stats may be purchased on a one-for-one basis, S and D start at 0, E starts at 4. Points may also be used to purchase extras.

  • Reckless (0 points): Increases the auto-win and auto-lose zones by 1. For an additional 1 point this may be turned off and on freely. May not be taken if the pokemon has the cautious extra.
  • Cautious (0 points): Decreases the auto-win and auto-lose zones by 1. For an additional 1 point this may be turned off and on freely. May not be taken if the pokemon has the reckless extra.
  • Offensive (0 points): Whenever you lose a round add 2 to your skill check, if this causes you to win the round then both pokemon are hit. Whenever you win a round subtract 2 from the roll, if this causes you to lose the round then both pokemon are hit. For an additional 1 point this may be turned off and on freely. May not be taken if the pokemon has the Defensive extra.
  • Defensive (0 points): Whenever you lose a round add 2 to your skill check, if this causes you to win the round then neither pokemon is hit. Whenever you win a round subtract 2 from the roll, if this causes you to lose the round then neither pokemon is hit. For an additional 1 point this may be turned off and on freely. May not be taken if the pokemon has the Offensive extra.
  • Alternate Attack (1 point): Choose a type, this pokemon may attack as though it where that type. What types you may choose is at the discretion of the GM.
  • Poison (2 Points): When you win a round instead of hitting your opponent you may poison them. A poisoned pokemon loses two E at the end of each round instead of 1.
  • Sleep (2 points): When you win a round instead of hitting your opponent you may put them to sleep. A sleeping pokemon has its skill reduced by 6, but if it wins a round it wakes up and the effect ends.
  • Paralyze (2 points): When you win a round instead of hitting your opponent you may paralyze them. A paralyzed pokemon has its auto-fail zone increased by 3.
  • Attract (1 point): When you win a round against a pokemon of the opposite gender instead of hitting your opponent you may attract them. An attracted pokemon has its auto-fail zone increased by 3.
  • Rivalry (1 point): Like Attract, when you win a round against a pokemon of the same gender instead of hitting your opponent you may start a rivalry for the match. The defending pokemon has its auto-fail zone increased by 3.
  • Confuse (2 points): When you win a round instead of hitting your opponent you may confuse them. A confused pokemon loses two E each time it is hit instead of one. If a confused pokemon wins a round by more than two it snaps out of its confusion.
  • Buffeting (4 points): Choose three different types (at the GM’s discretion), at the end of every round that a pokemon with this extra is in play any pokemon not of at least one of those three types loses two E instead of 1. What types you may choose is at the discretion of the GM.
  • Safeguard (1 point): Choose any one status effect (poison, sleep, paralyze, attract, or confuse) you are immune to that status effect.

Training

Catching Pokemon: Pokemon found in their natural environment are untamed, and some more willful than others. A pokemon’s wildness is generated by 3d6 plus an additional d6 for each tier (4d6 for tier 1, 5d6 for tier 2, 6d6 for tier 3, and 7d6 for tier 4). When a pokeball is used on a pokemon the trainer makes a trainer check, if the check exceeds the pokemon’s wildness the pokemon is caught. Each point of E the pokemon has lost grants a +1 to the trainer check, if the pokemon has a status effect an additional +2, each failed attempt to catch a pokemon reduces its E by one. If a wild pokemon’s E reaches 0 it flees, a trainer check opposed by the pokemon’s skill roll may be made to allow one last attempt at catching it. Whenever a pokemon gains an experience point its wildness decreases by 1d6.

Experience: Pokemon require 10 experience points to increase in tier. Whenever a pokemon faints another pokemon in battle it has a chance to gain an experience point, roll a d4, if the pokemon fainted was a higher tier than the pokemon gaining the experience add 1 to the roll, if it was lower tier subtract 1. On a 4 or higher the pokemon gains an experience point.

Whenever a pokemon gains an experience point it may reassign up to two of its points, however it may not get rid of any extras it already has. When a pokemon increases in tier in addition to getting 5 additional points it may reassign up to 6 points and get rid of extras, however it may not get rid of any 0 cost extras, these are pieces of its personality and hard to abandon.

Training: If a pokemon defeats an opponent and does not gain an experience point or is fainted in battle it becomes trainable. Two hours spent training can let the pokemon attempt to gain one experience point, roll 1d4 and on a 4 it gains an experience point. Gaining an experience point in this way lets the pokemon reassign 4 points instead of just two and the pokemon has a chance of learning a HM technique. Only one attempt per day can be made to train a pokemon and once a pokemon gains an experience from training it is no longer trainable and must defeat an opponent and not gain any experience or loose a battle before it becomes trainable again.


Player Charachters

Trainer Battles: a battle between two trainer’s pokemon is much different than simply wild pokemon fighting one another. Each trainer tries to outwit the other with clever stratagies and tactics. At the beginning of a battle between two trainers both roll a trainer check: 1d20 plus the trainer’s level, many trainers have additional bonuses to trainer checks. The winner of the check has the tactical advantage in the battle and his check is the score to beat. Every round the trainer that does not have the upper hand makes a trainer check to try and get higher than the score to beat, if he does he now has the advantage and his check is the new score to beat. If you can get a bonus to damage due to typing you have a +4 to trainer checks. If you are using a pokemon that is still wild you have a -8 penalty to trainer checks. The trainer that does not have the advantage must announce what he is going to do first so that the trainer that does have the advantage may react accordingly to it.

Every trainer has a pool of Poke-Points to use in battles. Poke-Points may be used to temporarily increase your pokemon’s damage, one point for each point of damage, to faint your opponent’s pokemon or to temporarily decrease your opponent’s pokemon’s damage, one point for each point of damage, to prevent your pokemon from fainting. However you may only do this if you won the trainer check, giving you the advantage in the battle. Whether or not you have the advantage you may always spend points to cancel your opponent’s points. If your pokemon is wild using poke-points has a 50% chance (1-10 on a d20) of having no effect.

Gestalt System: Each character has two classes, and their overall abilities are the summation of these two specialties. When creating a character choose two classes and you get all the benefits of each.

Poke-Points: trainers have a maximum number of poke-points equal to 4 plus the trainer’s level. Trainers regain a number of poke-points every round equal to a die roll. If both of the trainer’s classes have many poke-points a d8 is used, if one has many and the other few a d6, and if both have few a d4.

Classes:

Trainer: Trainer Checks: +2 – Poke-Points: Many

Snap out of it!: When out of battle a trainer may remove the effects of attraction or confusion from any pokemon. The pokemon must be able to hear the trainer and neither the pokemon nor the trainer can do anything else for one round.

Specialist: Trainer Checks: +2 – Poke-Points: Many

Style: Choose a type, when your pokemon of that type are attacked by super effective attacks the damage is only increased by one, when your pokemon attack with that type resistance only decreases its damage by one.

Breeder: Trainer Checks: +0 – Poke-Points: Many

Soft Touch: After a battle, even if the breeder did not fight in the battle, a breeder may spend the round immediately following it to restore 1 + 1 per tier stamina to one pokemon that lost endurance during the battle but was not fainted. Any other action other than tending to the pokemon during the round causes no stamina to be recovered.

Tamer: Trainer Checks: +2 – Poke-Points: Few

Tough Love: Tamers cause the wildness of their pokemon to decrease by 1d10 instead of 1d6. A tamer using a wild pokemon in battle only suffers a -4 penalty to trainer checks and only has a 25% (1-5 on a d20) chance of poke-points having no effect.

Chemist: Trainer Checks: +0 – Poke-Points: Many

Science!: Two hours spend foraging, brewing, and concocting can produce either: 1d6-2 antidotes, paralyze heals, or awakens; 1d4-2 potions; or 1d4-2 antidotes, 1d4-2 paralyze heals, and 1d4-2 awakens. A shop that sells the proper ingredients, will allow you to make twice that many, but you pay half the normal sale price in raw materials.

Ranger: Trainer Checks: +2 – Poke-Points: Few

Knowhow: Ranger’s pokemon have a chance to learn HM moves whenever they gain experience and not just when trained. When trained their chance to learn an HM move increases to 25% (16-20 on 1d20).


As you increase in level it becomes easier to teach weaker pokemon. At level 5 any of your tier 1 pokemon have +1 to thier rolls to gain experience points. At 10 tier 2 pokemon have +1, and tier one have an aditional +1. At 15 Tier 3 have +1, and tier two have and aditional +1. At 20 all pokemon get +2 to thier experience rolls.


HM's

An HM is any technique that, while not particularly useful in battle, has practical application elsewhere. Whenever a pokemon gains an experience point from training it has a 15% (18-20 on a d20) chance of either learning a new HM at rank 1 or increasing their ability in an HM by 1 level. Which HMs a pokemon may take is at the discretion of the GM

• Cut: used to remove obstacles from your path.

Level 1: Bushes or tall grass in one round
Level 2: small trees, thick vegetation, or wooden doors in one round, bushes and tall grass as a free action
Level 3: wooden walls or thick wooden doors in one round, thick vegetation and small trees as a free action

• Smash: used to break down thick barriers

Level 1: wooden doors in one round
Level 2: thick wooden doors or walls, metal doors, or stone barriers in one round
Level 3: non-reinforced walls and metal barriers in one round

• Strength: used to move or stop the movement of very heavy objects

Level 1: push or stop one ton
Level 2: push or stop 3 tons, throw 1 ton
Level 3: push or stop 7 tons, throw 3 tons

• Surf: used to transport things through the water

Level 1: light items, about 50 pounds; endure treacherous conditions with no load
Level 2: one person, about 200 pounds; light items in treacherous conditions
Level 3: 2 people, about 350 pounds; one person in treacherous conditions

• Fly: used to transport things through the air

Level 1: very light items, about 10 pounds; endure treacherous conditions with no load
Level 2: light items, about 50 pounds; very light items in treacherous conditions
Level 3: one person, about 200 pounds; light items in treacherous conditions

• Douse: use sprays of water for a variety of effects.

Level 1: put out small fires; move small object, 50 pounds
Level 2: put out large fires; move large object, 200 pounds
Level 3: put out very large fires: move very large object, 400 pounds

• Zap: manipulate electrical devices

Level 1: turn off simple electronics at a distance
Level 2: turn off complicated electronics, turn on or destroy simple electronics at a distance
Level 3: turn on or destroy complicated electronics, make simple electronics go haywire

• Dig: tunnel through ground and rock

Level 1: tunnel freely through soft dirt
Level 2: tunnel freely through hard ground, guide one other pokemon or person through soft dirt
Level 3: tunnel freely through rock, guide one other pokemon or person through hard ground

• Lab Assistance: aid chemists through the dispensing of chemicals or portable heat or energy sources.

Level 1: when using Science! while this pokemon is not fainted +1 to one roll
Level 2: when using Science! while this pokemon is not fainted +1 to two different rolls
Level 3: when using Science! while this pokemon is not fainted +2 to one roll and +1 to another

• Aid: help breeders tend to pokemon

Level 1: while this pokemon is not fainted a breeder may use soft touch in the first or second round after each battle, but still only once per battle
Level 2: when using Soft Touch while this pokemon is not fainted it restores one additional E
Level 3: while this pokemon is not fainted a breeder may use soft touch twice per battle

• Teleportation: move through objects

Level 1: less than 10 feet, or up to 2 miles to familiar places
Level 2: less than 15 feet, or with one other person or pokemon up to 2 miles to familiar places
Level 3: less than 20 feet, or less than 10 feet with one other person or pokemon

• Track: use scent or some other sense to find people or pokemon

Level 1: with a clue (scent or personal item) track a person or pokemon to a 1 square mile area
Level 2: 50% (1-10 on a d20) chance to find a wild pokemon after it flees, with a clue track a person to the building or area they are in
Level 3: track a person or pokemon to a 1 square mile area without a clue.


Items

All trainers start out with 2000.

Pokeballs—one time use, used by trainer against wild pokemon

Pokeball (200): Used to attempt to catch pokemon
Great Ball (600): +2 bonus on trainer check to catch a pokemon
Ultra Ball (1200): +4 bonus on trainer check to catch a pokemon

Specialty Balls—pokeballs that grant a +2 bonus on trainer checks to catch pokemon of specific types

Trap Ball (300): when used on normal pokemon
Net Ball (300): when used on water or bug pokemon
Trick Ball (300): when used on flying or fighting pokemon
Terra Ball (300): when used on ground or rock pokemon
Magnet Ball (300): when used on electric or steel pokemon
Ether Ball (300): when used on psychic or dragon pokemon
Bright Ball (300): when used on dark or ghost pokemon
Thermo Ball (300): when used on fire or ice pokemon
Synthetic Ball (300): when used on poison or grass pokemon

Chemicals—one time use, used by trainer on a pokemon

Potion (300): Restores 3 E to a pokemon
Super Potion (700): Restores 5 E to a pokemon
Hyper Potion (1200): Restores 7 E to a pokemon
Antidote (150): Removes the poison status from a pokemon
Awakening (150): Removes the sleep status from a pokemon
Paralyze Heal (150): Removes the paralyze status from a pokemon
Full Heal (1200): Removes paralyze, poison, or sleep from a pokemon

Berries—held item, one time use, pokemon may use them freely

Oran (120): restores 1 E
Sitrus (400): restores 3 E
Cheri (200): cures paralyze
Chesto (200): curse sleep
Pecha (200): cures poison
Persim (200): curse confusion

Vitamins—one time use, the pokemon gains +1 to experience rolls until it gains an experience. However the points that are reassigned for gaining that experience point are preset, no other points may be reassigned as that experience point is gained.

Carbos (900): +1 S, -1 E
Protein (900): +1 D, -1 E
Calcium (900): +1 D, -1 S
Iron (900): +1 E, -1 S
Zinc (900): +1 E, -1 D

Held Items—held items, permanent

Macho Brace (1600): Reduces E by 2, if a pokemon becomes trainable while wearing it,
   add one to its roll to gain experience when trained.
Power Save (1600): Reduces D by 2, if a pokemon becomes trainable while wearing it, 
   add one to its roll to gain experience when trained.
Weight Band (1600): Reduces S by 2, if a pokemon becomes trainable while wearing it, 
   add one to its roll to gain experience when trained.
Type Item (1100): increases a pokemon’s D by 1 when it attacks with a specific type
Leftovers (1400): after a battle a pokemon with leftovers recovers 1 E

Miscellaneous

Camping Supplies (600): Makes extended stays outdoors a bit more comfortable
Explorer’s Kit (700): Rope, Flint and Tinder, Shovel; and a few other items that 
   might get you out of a jam.
Foodstufs, 1 day (100): Food is good
Pokemon Food, 1 day (50): a pokemon that has the proper nutrition regains 3+tier E after 
   8 hours of rest.
Pokedex (300): Automatically accumulates and catalogs data about pokemon
Pokegear (500): A fancy pokedex that also functions as a cell phone, clock, and radio.
Map Card (100): Adds a map function to any pokedex or pokegear
Repel (250): One time use, unless directly threatened wild pokemon will avoid you for about one hour.
   Tier one pokemon are almost always deterred, tier two usually, and tier three rarely.

Starting Items: Each class has several items that it may buy at half price with its starting funds, and only its starting funds.

Trainer: Carbos, Protein, Iron, Macho Brace, Power Save, Weight Band

Specialist: Specialty Balls that give a bonus to catching pokemon of the specialist’s chosen type, Type Items of the specialist’s chosen type

Breeder: Sitrus, Cheri, Chesto, and Persim Berries and pokemon food

Tamer: Pokeballs, Great Balls, Repel

Chemist: Potion, Antidote, Paralyze Heal, Awaken

Ranger: Camping Supplies, Explorer’s Kit, Map Card, Antidote