Croverus
2010-07-21, 10:22 AM
This is a new thread after a few months of me trying to work out the system. I'm designing a pokemon style RPG where the players are their own created pokemon. I'm looking for input on how to improve these rules without completely changing them. Below is amore or less a copy of the rules and creations process for the game with changes that had been made. And a link to the old thread: Pokemon RPG (http://www.giantitp.com/forums/showthread.php?t=120720)
The point of the game is for each player to make their own pokemon from scratch. Your starting stats are determined by a combination of your pokemon type, your nature, how you will evolve (or not evolve if that is your choice), and what role your pokemon fits in during combat. This plays somewhat like Pokemon Dungeon in that every character you meet is a pokemon, the shop keepers, your fellow adventurers, and the wild pokemon you'll face. I'm designing every enemy from scratch, trying as best as I can to avoid using pokemon that exist. In fact this is pokemon in style and flavor, but there won't likely be characters from the pokemon cannon here unless you want your character to be based on a cannon pokemon.
The stats every pokemon has are Attack (determines how strong normal attacks are), Defense (determines how well a pokemon resists taking damage from normal attacks), Special Attack (determines the power of special moves that are more elemental than physical), Special Defense (hetermines how much a pokemon can resist the damage of special moves), Speed (how fast your pokemon is in combat, how far they can move in a turn, and accuracy and evasiveness), and Personality (the social stat for the game, which I made as a gauge of how successful a pokemon is at social encounters). Derived stats are Health Points, which are determined by a combination of your role's base HP dice and a number determined by adding your Defences together and 1/2 the sum. Add this sum to the Role's Base HP to find your Health at 1st level. (For example, a Tank(Base HP 10) with Def 12 and SpD 6 sas a Combined defense of 18. Half of that is 9, and added to the Tank's Base HP gives you a total of 19 starting Health.)
There are now 7 steps to character creation.
Step 1:
Roll for your base stats. Roll 2d8 for each stat and divide by 2, rounding down. You can decide where the numbers are assigned.
Step 2:
Choose your pokemon type. There are 17 types, each with strengths and weaknesses. Types add or subtract 1 to 3 points to an ability. No ability can go below 1. We were working on how to incorporate dual-types but have not yet implemented this design yet so any suggestions are welcome. The popular idea seemed to be to add Feats. We'll see how that goes. Also willing to look at a different way to determine base stats, maybe rolling them and then types modify 2 or 3 stats? Discuss.
Types
Type | Att | Def | SpA | SpD | Spd | Per
Fire | +1 | +0 | +1 | +0 | +0 | -1
Water | -1 | +1 | +0 | +1 | +0 | +0
Grass | +0 | +0 | +1 | +1 | -1 | +0
Normal | +0 | +0 | -1 | +0 | +0 | +2
Flying | +0 | +0 | -1 | +0 | +2 | +0
Rock | +1 | +2 | -1 | +0 | -1 | +0
Ground | +0 | +1 | +0 | -1 | +1 | +0
Electric | -1 | -1 | +1 | +0 | +2 | +0
Bug | +0 | +1 | +0 | +1 | +1 | -2
Fighting | +3 | +2 | -2 | -2 | +0 | +0
Psychic | -2 | -2 | +2 | +2 | +0 | +1
Ghost | -1 | +0 | +1 | +2 | +0 | -1
Dark | +0 | +0 | +3 | +0 | +0 | -2
Steel | +2 | +2 | +0 | +0 | -2 | -1
Dragon | +1 | +1 | +0 | -1 | -1 | +1
Ice | -1 | +0 | +1 | +1 | -1 | +1
Poison | +0 | -1 | +2 | +0 | +2 | -2
d% Table:
d% | Type
1-7 | Fire
8-14 | Water
15-21 | Grass
22-31 | Normal
32-38 | Flying
39-44 | Rock
45-50 | Ground
51-57 | Electricity
58-65 | Bug
66-71 | Fighting
72-75 | Psychic
76-79 | Ghost
80-82 | Dark
83-87 | Steel
88-92 | Poison
93-97 | Ice
98-100 | Dragon
Step 3:
Pick your pokemon's Nature. The following table shows all 30 natures. Each nature gives a +3 bonus to one stat and a -2 penalty to a second stat (min of 1) at level 1, and at each level up the bonus stat gains an extra +1 and the penalized stat has a -1 to its growth (min of +0). Rolling for Nature needs only 2d6. Doubles do not have a nature assigned to them, so reroll doubles. Nature is ALWAYS determined randomly
Nature:
| | 1 | 2 | 3 | 4 | 5 | 6
| | +Att | +Def | +SpAtt | +SpDef | +Spd | +Per
1 | -Att |
X | Bold | Modest | Calm | Timid | Kind
2 | -Def | Lonely |
X | Mild | Gentle | Hasty | Helpful
3 | -SpAtt | Adamant | Impish |
X | Careful | Jolly | Honest
4 | -SpDef | Naughty | Lax | Rash |
X | Naive | Curious
5 | -Spd | Brave | Relaxed | Quiet | Sassy |
X | Stubborn
6 | -Per | Serious | Hardy | Quirky | Bashful | Docile |
X
Step 4:
You have 5 stat points to place wherever you want, though you can not bring a stat above 15 after choosing type and nature. After doing so you will choose how your pokemon will evolve. In most cases a pokemon either won't evolve, or it can evolve once or twice. A pokemon can evolve by reaching a certain level, or using a special stone, or by very special circumstances that can be discussed with the GM. How evolution affects your stats is somewhat complicated, so rolling to see how your pokemon evolves is encouraged. You can, of course, choose them if you want.
Here's how you can evolve:
No Evolution - +2 To all of your stats
1 Evolution - +1 to all stats
A) By level - Pick level when you evolve, if before Lv 10, at evolution = +2 to three stats and +1 to two stats; if between 10 and 16, at evolution = +3 to one stat, +2 to four stats, +1 to last stat; if between 17 and 22, at evolution = +3 three stats, +2 to other three stats; if between 23 and 26, at evolution = +4 to two stats, +3 to three stats, +2 to last stat; if at 27 to 30, at evolution = +5 one stat, +4 to three stats, and +3 to two stats
B) By Stone - Pick a stone, Gain a net bonus of +10 (spread out how you want) and alter Type based on the stone
C) Special Circumstance - Talk with the GM about the details.
2 Evolutions - +0 to all stats
A) By Level - Pick the two levels you evolve at, bonuses are same formula as 1 evolution at -1 to all the bonuses. (So if you evolve first before lv 10 you get +1 to three stats, then evolve again between level 17 and 22, gain +2 to three stats and +1 to three stats.)
B) By Stone - First evolution, gain a net bonus of +6 (spread out how you want) and alter Type based on the stone, then second evolution, another net bonus of +6 and Type changes again. (Using a stone in evolution twice is very, very rare)
C) Special Circumstances - Talk with the GM about the details.
Tables:
d12 | Type of evolution
1-4 | Doesn't Evolve
5-9 | One Evolution
10-12 | Two Evolutions
d20 | One Evolution
1-2 | By Level, Before 10
3-7 | By Level, 10-16
8-11 | By Level, 17-22
12-15 | By Level, 23-26
16-17 | By Level, 27-30
18-19 | With a Stone
20 | Special Circumstances
9table]d20 | Two Evolutions (first evolution)
1-4 | By Level, Before 10
5-10 | By Level, 10-16
11-16 | By Level, 17-22
N/A | By Level, 23-26
N/A | By Level, 27-30
17-19 | With a Stone
20 | Special Circumstances
d20 | Two Evolutions (second evolution)
N/A | By Level, Before 10
N/A | By Level, 10-16
1-6 | By Level, 17-22
7-12 | By Level, 23-26
15-17 | By Level, 27-30
18-19 | With a Stone
20 | Special Circumstances
Step 5:
Pick your role. Now that all your base stats are set in place, the final step is picking your Role. Role is similar to a class, in that as you level up you gain levels in your role. There are only 6 roles, each designed for a specific purpose. Unlike the regular DnD adventurer who can pick and choose his class at every level and many multiclass to give them versatility, a pokemon is designed witha special role in mind. There are 6 roles, including the Leader with his strong personality and rounded stats, the Tank with high Health and defenses, the melee Thrasher with high attack and the Sneak with tricks and rouge-like abilities, and the ranged Sniper with precision attacks and Blaster with multiple attacks to attack an area of enemies. Class can be picked, or determined randomly.
Table
1 | Tank
2 | Blaster
3 | Sniper
4 | Thrasher
5 | Leader
6 | Sneak
Classes
Tank
Tank
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 10 | +1 | +3 | +0 | +2 | +0 | +0 | Pull Enemies
2 | +d10 | +0 | +2 | +0 | +1 | +0 | +0 | Soak Damage
3 | +d10 | +1 | +2 | +1 | +2 | +1 | +0 |
4 | +d10 | +0 | +3 | +0 | +2 | +0 | +1 |
5 | +d10 | +2 | +3 | +2 | +1 | +2 | +0 | Pull Enemies +1;Defend Ally
6 | +d10 | +1 | +1 | +0 | +2 | +0 | +1 |
7 | +d10 | +1 | +2 | +0 | +3 | +1 | +1 | Soak Damage +1
8 | +d10 | +0 | +2 | +1 | +3 | +1 | +0 |
9 | +d10 | +1 | +3 | +1 | +2 | +0 | +1 | Pull Enemies +2
10 | +d10 | +2 | +4 | +2 | +3 | +1 | +1 | Stalwart
11 | +d10+2 | +1 | +3 | +1 | +1 | +0 | +0 |
12 | +d10+2 | +2 | +2 | +1 | +2 | +1 | +0 | Soak Damage +2
13 | +d10+2 | +2 | +3 | +1 | +3 | +0 | +1 | Pull Enemies +3
14 | +d10+2 | +1 | +4 | +2 | +3 | +1 | +1 |
15 | +d10+2 | +3 | +5 | +3 | +4 | +2 | +1 | Improved Defend Ally
16 | +d10+2 | +2 | +3 | +2 | +2 | +0 | +0 |
17 | +d10+2 | +2 | +4 | +1 | +3 | +1 | +1 | Pull Enemies +4;Soak Damage +3
18 | +d10+2 | +3 | +4 | +2 | +4 | +1 | +0 |
19 | +d10+2 | +2 | +5 | +1 | +3 | +2 | +1 |
20 | +d10+2 | +3 | +5 | +3 | +4 | +2 | +2 | Solid Wall
21 | +d10+5 | +2 | +3 | +2 | +3 | +1 | +1 | Pull All Enemies
22 | +d10+5 | +3 | +4 | +2 | +3 | +1 | +1 | Soak Damage +4
23 | +d10+5 | +3 | +4 | +1 | +2 | +2 | +1 |
24 | +d10+5 | +4 | +3 | +2 | +4 | +1 | +2 |
25 | +d10+5 | +4 | +5 | +3 | +4 | +2 | +2 | Uncanny Defend Ally
26 | +d10+5 | +2 | +4 | +2 | +3 | +1 | +1 |
27 | +d10+5 | +3 | +4 | +3 | +4 | +2 | +1 | Soak Damage +5
28 | +d10+5 | +2 | +5 | +4 | +4 | +1 | +2 |
29 | +d10+5 | +4 | +4 | +3 | +3 | +2 | +3 |
30 | +d10+5 | +5 | +6 | +4 | +5 | +3 | +3 | Juggernaught
Pull Enemy - Once per combat, a targetted enemy ignores other Pokemon to attack you. Every 4 levels after 1st add a second use per combat, up to 5 uses at level 17.
Soak Damage - Once per combat, ignore 5 damage. Add 5 to the soak at level 7, 12 and 17, then add 10 to soak at level 22 and 27. Can only be activated for 1 attack.
Defend Ally - Allies adjacent to you add half you Defense rounded up to their Defense. At level 15 they also add half your Special Defense to their Special Defense. At level 25 They add your entire Defense bonus as long as they stay next to you.
Stalwart - Poison and Burns last only 3 rounds; Confusion time is halved after it is determined(min of 1 round).
Solid Wall - Can not be moved by force and can intercept and line attacks so they do not pass through; Can provide cover to Allies.
Pull All Enemies - All enemies within 30ft of you will target you, ignoring your Allies.
Juggernaught - No longer affected by Flinch, Paralysis, or Sleep; Defense and Special Defense can no longer be decreased.
Blaster
Blaster
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 4 | +1 | +0 | +3 | +0 | +2 | +0 | Strike Through
2 | +d4 | +0 | +0 | +2 | +1 | +1 | +1 |
3 | +d4 | +1 | +1 | +2 | +0 | +1 | +0 |
4 | +d4 | +1 | +0 | +1 | +1 | +1 | +0 | Extra Effects
5 | +d4 | +1 | +1 | +3 | +1 | +2 | +1 | Special Chain
6 | +d4 | +0 | +1 | +2 | +0 | +1 | +1 |
7 | +d4 | +1 | +0 | +2 | +0 | +2 | +0 | Strike Through +1
8 | +d4 | +1 | +1 | +3 | +1 | +2 | +1 |
9 | +d4 | +0 | +1 | +2 | +1 | +1 | +1 |
10 | +d4 | +2 | +1 | +3 | +1 | +2 | +1 | Area Strike
11 | +d4+1 | +1 | +0 | +2 | +0 | +2 | +1 |
12 | +d4+1 | +1 | +1 | +3 | +1 | +3 | +0 | Extra Effects +1
13 | +d4+1 | +0 | +1 | +3 | +2 | +2 | +1 | Strike Through +2
14 | +d4+1 | +2 | +2 | +2 | +1 | +2 | +2 |
15 | +d4+1 | +2 | +2 | +4 | +2 | +3 | +2 | Improved Special Chain
16 | +d4+1 | +1 | +1 | +3 | +0 | +3 | +1 |
17 | +d4+1 | +1 | +1 | +3 | +1 | +2 | +1 |
18 | +d4+1 | +2 | +2 | +4 | +1 | +3 | +2 |
19 | +d4+1 | +1 | +2 | +3 | +2 | +2 | +2 | Strike Through +3
20 | +d4+1 | +2 | +2 | +4 | +2 | +3 | +2 | Nova Blast; Extra Effects +2
21 | +d4+2 | +2 | +1 | +4 | +2 | +4 | +1 |
22 | +d4+2 | +1 | +1 | +3 | +1 | +3 | +2 |
23 | +d4+2 | +2 | +1 | +3 | +1 | +3 | +2 |
24 | +d4+2 | +2 | +2 | +4 | +2 | +4 | +1 |
25 | +d4+2 | +3 | +2 | +5 | +3 | +4 | +2 | Strike Through +4; Uncanny Special Chain
26 | +d4+2 | +2 | +2 | +4 | +2 | +3 | +3 |
27 | +d4+2 | +2 | +1 | +4 | +1 | +4 | +2 |
28 | +d4+2 | +3 | +2 | +5 | +2 | +4 | +2 | Extra Effects +3
29 | +d4+2 | +2 | +3 | +5 | +2 | +3 | +3 |
30 | +d4+2 | +4 | +3 | +6 | +3 | +5 | +3 | Davestator
Strike Through - When a target is hit by a Special Attack, 1 enemy adjacent to target takes half the damage the target took(rounded up). Every six levels after that, add one extra enemy, up to 5 enemies taking the strike through damage. This is Passive.
Extra Effects - Special Attacks that don't have an extra affect gain an appropriate one that will last for 3 rounds. Attacks that already have an extra effect has the effect last +1 round longer. Every 8 levels increase the number of rounds an effect lasts by 2. This is Passive.
Special Chain - Combine two similar Special Attacks into 1 dealing both attacks damage and effects to the target(s) at -5 damage to each attack. At level 15 this can be used to combine a normal Attack and Special attack together with no loss of damage. At level 25 three Special Attacks can be chained tog ether at +5 damage to each attack. After using a special Chain the Blaster must catch his breath for 1 round where he can only move at normal speed and use healing items.
Area Strike - 1/Encounter a Special Attack that normally hits one enemy can be modified to hit an entire area, damaging all the enemies at -5 damage.
Nova Blast - 1/Encounter a Special Attack that targets multiple enemies can turn into a close blast centered on you at -10 damage, and knockback all enemies caught in the blast to its edge. The Radius is equal to 1/4 the Special Attack's normal range.
Devastator - 1/Day the Blaster can combine all their special Attacks and target a single opponent, doing all the damage from the attacks to the target and ignoring resitance and weakness. All enemies with/in 10 spaces of the target take 1/3 of the damage (rounded down).
Sniper
Sniper
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 6 | +2 | +0 | +0 | +1 | +3 | +0 | Mark
2 | +d6 | +2 | +0 | +1 | +1 | +2 | +1 |
3 | +d6 | +1 | +1 | +1 | +1 | +3 | +0 | Swift Firing
4 | +d6 | +0 | +1 | +0 | +2 | +2 | +0 |
5 | +d6 | +2 | +1 | +1 | +1 | +2 | +1 | Greater Shot
6 | +d6 | +1 | +0 | +2 | +0 | +3 | +0 |
7 | +d6 | +1 | +1 | +1 | +1 | +2 | +1 | Mark +1
8 | +d6 | +2 | +2 | +1 | +1 | +1 | +1 |
9 | +d6 | +2 | +1 | +1 | +1 | +2 | +2 |
10 | +d6 | +3 | +1 | +1 | +2 | +3 | +1 | True Aim
11 | +d6+1 | +1 | +0 | +1 | +1 | +3 | +2 |
12 | +d6+1 | +2 | +1 | +2 | +1 | +2 | +1 | Swift Firing +1
13 | +d6+1 | +2 | +1 | +1 | +2 | +3 | +1 |
14 | +d6+1 | +3 | +2 | +1 | +1 | +3 | +2 | Mark +2
15 | +d6+1 | +2 | +2 | +2 | +2 | +4 | +2 | Improved Greater Shot
16 | +d6+1 | +2 | +1 | +1 | +2 | +3 | +2 |
17 | +d6+1 | +3 | +1 | +2 | +2 | +4 | +1 |
18 | +d6+1 | +3 | +2 | +2 | +1 | +3 | +2 |
19 | +d6+1 | +2 | +1 | +1 | +2 | +3 | +2 |
20 | +d6+1 | +3 | +2 | +2 | +3 | +4 | +3 | Precision
21 | +d6+2 | +3 | +1 | +2 | +2 | +4 | +3 | Swift Firing +2;Mark +3
22 | +d6+2 | +4 | +3 | +3 | +3 | +3 | +2 |
23 | +d6+2 | +3 | +2 | +2 | +2 | +4 | +3 |
24 | +d6+2 | +2 | +2 | +2 | +2 | +4 | +2 |
25 | +d6+2 | +4 | +3 | +3 | +3 | +5 | +3 | Uncanny Greater Shot
26 | +d6+2 | +3 | +2 | +2 | +3 | +4 | +3 |
27 | +d6+2 | +3 | +2 | +3 | +3 | +5 | +2 |
28 | +d6+2 | +4 | +3 | +3 | +4 | +5 | +2 | Mark +4
29 | +d6+2 | +4 | +2 | +2 | +3 | +6 | +3 |
30 | +d6+2 | +5 | +3 | +3 | +4 | +6 | +3 | Impossible Shot;Swift Firing +3
Mark - Marked targets takes 5 extra damage from all attacks. Every Every 7 levels increases the amount of damage Marked target takes by 5.
Swift Firing - Add 1 to the minimum number of hits a multiple hit attack performs. Every 9 levels adds another 1 to the minimum. This is Passive.
Greater Shot - Increase Range of all Normal ranged attacks by 50%. At level 15, increase range of all Special ranged attacks by 50%. At level 25, double range of all ranged attacks.
True Aim - 1/Encounter ignore any negative penalties for hit and damage for one normal ranged attack.
Precision - 1/Encounter add 50 to Att for purposes of hitting and damage.
Impossible Shot - 1/Day, before making an attack, multiply your Att and Spd by 5 and use the new numbers to determine hit and damage of the attack. Allowed one reroll if miss.
Thrasher
Thrasher
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 8 | +3 | +1 | +0 | +0 | +2 | +0 | Charge
2 | +d8 | +2 | +1 | +1 | +1 | +2 | +1 |
3 | +d8 | +2 | +1 | +0 | +0 | +1 | +0 | Intimidation
4 | +d8 | +3 | +0 | +1 | +0 | +2 | +0 |
5 | +d8 | +3 | +1 | +1 | +1 | +2 | +1 | Rending
6 | +d8 | +2 | +0 | +1 | +0 | +1 | +1 |
7 | +d8 | +3 | +1 | +0 | +1 | +2 | +1 |
8 | +d8 | +3 | +1 | +1 | +0 | +2 | +0 | Charge +1
9 | +d8 | +2 | +1 | +1 | +1 | +3 | +1 |
10 | +d8 | +3 | +2 | +2 | +1 | +3 | +1 | Crippling Strike
11 | +d8+2 | +3 | +1 | +1 | +2 | +2 | +1 | Intimidation +1
12 | +d8+2 | +4 | +2 | +2 | +2 | +2 | +2 |
13 | +d8+2 | +3 | +1 | +2 | +1 | +3 | +1 |
14 | +d8+2 | +4 | +1 | +1 | +1 | +2 | +1 |
15 | +d8+2 | +4 | +2 | +2 | +2 | +3 | +2 | Improved Rending;Charge +2
16 | +d8+2 | +3 | +1 | +2 | +2 | +2 | +2 |
17 | +d8+2 | +3 | +2 | +1 | +2 | +3 | +1 |
18 | +d8+2 | +4 | +2 | +2 | +1 | +3 | +2 |
19 | +d8+2 | +3 | +2 | +2 | +2 | +2 | +2 | Intimidation +2
20 | +d8+2 | +4 | +2 | +2 | +2 | +3 | +3 | Whirling Attacks
21 | +d8+4 | +4 | +3 | +3 | +3 | +3 | +2 |
22 | +d8+4 | +5 | +2 | +2 | +2 | +4 | +2 | Charge +3
23 | +d8+4 | +4 | +3 | +2 | +2 | +3 | +3 |
24 | +d8+4 | +5 | +2 | +3 | +3 | +4 | +2 |
25 | +d8+4 | +5 | +3 | +3 | +3 | +4 | +3 | Uncanny Rending
26 | +d8+4 | +4 | +3 | +2 | +2 | +3 | +3 |
27 | +d8+4 | +5 | +4 | +2 | +2 | +4 | +2 | Intimidation +3
28 | +d8+4 | +5 | +3 | +3 | +3 | +4 | +2 |
29 | +d8+4 | +5 | +4 | +3 | +2 | +5 | +3 | Charge +4
30 | +d8+4 | +6 | +4 | +3 | +3 | +5 | +3 | Furious Wrath
Charge - Full body attacks (Such as Tackle, Body Slam, etc) Allow you to cover an extra 2 spaces and deal 2 extra damage. Every 7 levels adds 2 more spaces covered and 2 more damage, to a max of an extra 10 spaces and 10 damage dealt. This is Passive.
Intimidation - Find the difference between your Personality and the Target's Personality. If yours is higher the enemy's Att is decreased to 1/4. If even, it is decreased to 1/2. If their Personality is higher their Att is decreased to 3/4. Every 8 levels you gain a +10 circumstance bonus when determining your Personality.
Rending - When dealing damage, the enemy is considered to have -5 Def and -5 SpAtt when you attack them in melee. At level 15 the penalty goes up to -10. At level 25 it goes up to -15 and applies to allies adjacent to you.
Crippling Strike - 1/Encounter turn a melee attack into a crippling blow that places a -5 penalty on all of the Taget's stats for 5 rounds.
Whirling Attacks - 1/Encounter a normal melee attack can be used to hit all adjacent enemies and your Def gains +10 until the beginning of your next turn.
Furious Wrath - 1/Day you can unleash all melee 1 hit attacks you are capable of on one target, at the expense of being unable to attack on your next turn.
Leader
Leader
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 8 | +0 | +1 | +1 | +1 | +0 | +3 | Inspire
2 | +d8 | +0 | +1 | +0 | +1 | +1 | +2 |
3 | +d8 | +1 | +1 | +1 | +0 | +1 | +3 | Team Effort
4 | +d8 | +1 | +0 | +1 | +1 | +0 | +3 |
5 | +d8 | +0 | +1 | +1 | +1 | +1 | +3 | Flanking
6 | +d8 | +1 | +1 | +0 | +0 | +1 | +2 |
7 | +d8 | +0 | +1 | +1 | +1 | +0 | +3 |
8 | +d8 | +1 | +0 | +0 | +1 | +1 | +3 | Inspire +1
9 | +d8 | +1 | +1 | +1 | +1 | +1 | +4 |
10 | +d8 | +1 | +1 | +1 | +1 | +1 | +4 | Helping Hand
11 | +d8+2 | +0 | +2 | +2 | +2 | +1 | +4 | Team Effort +1
12 | +d8+2 | +1 | +2 | +1 | +1 | +2 | +3 |
13 | +d8+2 | +1 | +1 | +2 | +1 | +1 | +3 |
14 | +d8+2 | +2 | +2 | +1 | +2 | +1 | +4 |
15 | +d8+2 | +1 | +2 | +2 | +2 | +2 | +3 | Improved Flanking; Inspire+2
16 | +d8+2 | +1 | +3 | +2 | +3 | +2 | +4 |
17 | +d8+2 | +2 | +2 | +3 | +2 | +1 | +4 |
18 | +d8+2 | +2 | +3 | +2 | +3 | +2 | +4 |
19 | +d8+2 | +1 | +3 | +2 | +2 | +2 | +5 | Team Effort +2
20 | +d8+2 | +2 | +3 | +3 | +3 | +2 | +5 | Back to Back
21 | +d8+3 | +2 | +4 | +2 | +3 | +3 | +4 |
22 | +d8+3 | +1 | +3 | +3 | +3 | +2 | +4 | Inspire +3
23 | +d8+3 | +2 | +3 | +3 | +4 | +2 | +4 |
24 | +d8+3 | +2 | +4 | +3 | +3 | +2 | +5 |
25 | +d8+3 | +3 | +3 | +3 | +3 | +3 | +5 | Uncanny Flanking
26 | +d8+3 | +2 | +3 | +3 | +4 | +2 | +6 |
27 | +d8+3 | +3 | +3 | +4 | +3 | +2 | +5 | Team Effort +3
28 | +d8+3 | +2 | +4 | +3 | +3 | +3 | +5 |
29 | +d8+3 | +2 | +4 | +3 | +4 | +2 | +6 | Inspire +4
30 | +d8+3 | +3 | +4 | +4 | +4 | +3 | +6 | Stand Together
Inspire - All adjacent allies have +2 Att and Def for the rest of Combat. Every 7 levels after 1st (8th, 15th, 22nd, 29th) Inspiration bonus increases by 4, up to +18 Att and Def at level 29.
Team Effort - Starting at 3rd level and every 8 levels after, then the Leader and one or more members of the group attempt to work together on an action, each member contributes +2 to the action's success (instead of just a +1). This is Passive.
Flanking - When the Leader is engaged in melee with an enemy with allies on the opposite side, bith the Leader and his allies gain +5 to Att and SpAtt that has a range of Melee. At Level 15 the bonus also works when Allies are to either side of the enemy, and the bonus is +10. At level 25 the Leader gives the bonus to his allies even if the Leader is 4 spaces away from the enemy, but allies still only get the bonus if they attack with melee. The bonus also improves to +15.
Helping Hand - 1/Encounter the Leader can restore an ally that has Fainted to 1/5 of their full health.
Back to Back - 1/Encounter, by gathering all the party into a close group, every member gains +15 their Def and SpDef , at -5 to their Att and SpAtt.
Stand Together - 1/Day the Leader can restore all the party to 2/3 their Health and cure all status effects and restore stat changes to normal. Allies with more than 2/3 their Health do not have their Health lowered.
Sneak
Sneak
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 6 | +1 | +0 | +2 | +0 | +2 | +1 | Surprise Attack
2 | +d6 | +1 | +1 | +2 | +0 | +2 | +0 | Sneak
3 | +d6 | +0 | +1 | +1 | +0 | +2 | +1 |
4 | +d6 | +1 | +0 | +2 | +1 | +2 | +1 |
5 | +d6 | +1 | +1 | +2 | +1 | +3 | +1 | Dodger
6 | +d6 | +1 | +1 | +2 | +0 | +2 | +0 | Surprise Attack +1; Sneak +1
7 | +d6 | +2 | +1 | +3 | +1 | +3 | +0 |
8 | +d6 | +1 | +0 | +2 | +1 | +3 | +1 |
9 | +d6 | +1 | +1 | +2 | +1 | +2 | +1 |
10 | +d6 | +2 | +1 | +3 | +1 | +3 | +2 | Cheap Shot; Sneak +2
11 | +d6+1 | +1 | +1 | +3 | +0 | +3 | +1 | Surprise Attack +2
12 | +d6+1 | +2 | +2 | +2 | +1 | +2 | +1 |
13 | +d6+1 | +2 | +1 | +2 | +1 | +3 | +1 |
14 | +d6+1 | +1 | +2 | +3 | +2 | +3 | +2 | Sneak +3
15 | +d6+1 | +2 | +2 | +3 | +2 | +3 | +2 | Improved Dodger
16 | +d6+1 | +2 | +3 | +3 | +1 | +2 | +1 | Surprise Attack +3
17 | +d6+1 | +2 | +2 | +4 | +2 | +3 | +2 |
18 | +d6+1 | +3 | +2 | +3 | +1 | +3 | +2 | Sneak +4
19 | +d6+1 | +2 | +3 | +3 | +1 | +2 | +3 |
20 | +d6+1 | +3 | +2 | +4 | +2 | +4 | +3 | Blinding Strike
21 | +d6+3 | +2 | +2 | +3 | +2 | +3 | +2 | Surprise Attack +4
22 | +d6+3 | +2 | +3 | +2 | +3 | +4 | +2 | Sneak +5
23 | +d6+3 | +3 | +2 | +3 | +2 | +4 | +3 |
24 | +d6+3 | +3 | +2 | +3 | +2 | +4 | +3 |
25 | +d6+3 | +4 | +3 | +4 | +3 | +5 | +4 | Uncanny Dodger
26 | +d6+3 | +3 | +2 | +4 | +2 | +4 | +3 | Surprise Attack +5; Sneak +6
27 | +d6+3 | +3 | +2 | +5 | +3 | +4 | +4 |
28 | +d6+3 | +4 | +2 | +4 | +3 | +5 | +4 |
29 | +d6+3 | +3 | +3 | +5 | +2 | +4 | +3 |
30 | +d6+3 | +4 | +3 | +5 | +3 | +5 | +4 | Assassinate; Sneak +7
Surprise Attack - Attacking an enemy unaware of your presence allows you to do an extra 4 damage, with melee attacks only. Every 5 levels increases the damage by 4, doing up to 24 bonus damage. This is Passive.
Sneak - Starting at level 2, You can spend 1 turn becoming hidden from an enemy. You can remain hidden for 4 rounds or until you attack an enemy. Your Speed is 1/2 while Sneaking. Every 4 levels grants +1 to movement and +3 rounds you can remain hidden.
Dodger - Area attacks have a 50% of doing only half damage. At level 15 they have a 50% of doing no damage and 50% of doing half damage. At level 25 they have 75% of doing no damage and 25% of doing half damage.
Cheap Shot - 1/Encounter a target hit by a Surprise Attack flinches for 3 rounds.
Blinding Strike - 1/Encounter you can cause an enemy that is Confused or Poisoned and Blind them as well. A Blind target reduces the accuracy of all his attacks by 50%. Inly attacks that have an Accuracy of "Never Miss" will not be reduced.
Assassinate - 1/Day from Sneak you can perform a Suprise Attack that ignored all of the target's Defenses and causes the target to flinch on their turn.
Step 6:
This is the most important step to me. Detail what your pokemon looks like. Body structure, how many limbs it has, doe sit have paws? Talons? Fists? Does it have no arms at all? Can it fly, and how? What is its favorite environment? Personality? Likes and dislikes? All the fluff goes here. But it's actually important. If you describe your pokemon as having a thin form and large claws, then it can do all kinds of Scratch attacks, but Tackle is not a likely attack of its. Once you've stated your pokemon and described it, I tell you your 2 starting Moves. You get 1 move every couple of levels, usually you have options as to which move you want to learn, similar to DnD 4e.
Step 7:
Pick two moves from teh list at the bottom, or create your own move using one that already exists and making changes to it. All move selections will need to be approved before the character is finalized.
This is a world without Trainers, without pokeballs or pokegyms. There is no pokemart or pokecenter technically, instead replaced by the Market and the Clinic. When you are beaten in combat you faint. Your party can revive you if they have the means to do so, but if they can't then your character spends 2 days in the clinic. There's a small fee for the healing, but its not hihg.
The economy deals in Pokecoins. Character's do not start with any Pokecoins, but they do start with a couple of berries, and items are not hard to come by while adventuring. It's not a huge issue, as most things are rarely more than 100 pokecoins. Finding 7 coins off a defeated enemy is a lot. The rarest items, like stones, do cost as much as 1000 coins, but they have very good reasons for costing so much.
If you are interested, post here and I'll walk you through the steps to make a character. Creating the character is the hardest part because of the sheer number of options, but once you've made it, you get to enjoy playing a constantly growing pokemon of your own design.
This is like all of the starting moves. Basically if it was an attack I picked it if the site I was using said it was 40 dmg or less. This scale turned the damage from the site to a scale of only 1-10 dmg for most attacks.
Moves list:
Pound - Normal(Normal); 1 Target - Melee; 100% Acc; 10 Dmg
Karate Chop - Normal(Fighting); 1 Target - Melee; 95% Acc; 16 Dmg
Double Slap - Normal(Normal); 1 Target - Melee (Hit 1d4+1 Times); 85% Acc; 4 Dmg
Comet Punch - Normal(Normal); 1 Target - Melee (Hit 1d4+1 Times); 80% Acc; 6 Dmg
Pay Day - Normal(Normal); 1 Target - 3 Spaces; 96% Acc; 5 Dmg; 50% chance to drop 1d6 pokecoins
Scratch - Normal(Normal); 1 Target - Melee; 98% Acc; 5 Dmg
Bind - Normal(Normal); 1 Target - Melee; 75% Acc; 3 Dmg; Enemy takes 2 Dmg for 1d4+1 rounds
Double Kick - Normal(Fighting); 1 Target - Melee(Hit 1d4+1 Times); 95% Acc; 7 Dmg
Sand attack - Status(Ground); 4 Spaces Cone; 90% Acc; Acc of Target's Moves decreased by 10
Fury Attack - Normal(Normal); 1 Targets - Melee (Hit 1d4+1 Times); 88% Acc; 5 Dmg
Tackle - Normal(Normal); 1 Target - 2 Spaces; 95% Acc; 8 Dmg
Wrap - Normal(Normal); 1 Target - Melee; 85% Acc; 3 Dmg; Enemy takes 1 Dmg for 1d4+1 rounds
Poison Sting - Normal(Poison) - 1 Target - 6 Spaces; 100% Acc; 3 Dmg; 20% chance to poison
Twin Needle - Normal(Bug) - 1 Target - 2 Spaces (Hit 1d4+1 Times); 96% Acc; 6 Dmg
Pin Missle - Normal(Bug) - 1-3 Targets - 8 Spaces (Hit Each 1d4 Times); 88% Acc; 3 Dmg
Leer - Status(Normal); 1 Target - 8 Spaces; 92% Acc; Target -3 Def
Tail Whip - N/A(Normal); 1 Target - Melee; 96% Acc; Target -4 Def
Growl - Status(Normal); All Enemies in 4 Space; 98% Acc; Target -3 Att
Sing - Status(Normal); All Targets in 6 Spaces; 55% Acc; Targets affected with Sleep for 1d4+2 rounds
Supersonic - N/A(Normal); 1 Target - 5 Spaces; 60% Acc; Target is Confused for 1d4+1 rounds
Disable - Status(Normal); 1 Target - 4 Spaces; 55% Acc; Target's last move is Disabled
Acid - Special(Poison); 1 Target - 6 Spaces; 90% Acc; 9 Dmg; Target -2 Def
Ember - Special(Fire); 1 Target - 5 Spaces; 95% Acc; 8 Dmg; Target 10% Burn
Water Gun - Special(Water); 1 Target - 8 Spaces; 95% Acc; 9 Dmg
Peck - Normal(Flying); 1 Target - Melee; 95% Acc; 6 Dmg
Absorb - Special(Grass); 1 Target - 5 Spaces; 95% Acc; 5 Dmg; User restores 1/4 Dmg dealt
Leech Seed - Special(Grass); 1 Target - 4 Spaces; 90% Acc; At end of Enemy's Turn, it takes 3 dmg and User regains 3 Health
Growth - Status(Normal); Self; User gains +3 SpA
Poison Powder - Status(Poison); All Enemies in 4 Spaces; 75% Acc; Targets are Poisoned
Stun Spore - Status(Grass); All Enemies in 4 Spaces; 75% Acc; Targets are Paralyzed
Sleep Powder - Status(Grass); All Enemies in 4 Spaces; 75% Acc; Targets Sleep for 1d4+1 rounds
String Shot - Status(Bug); 1 Target - 7 Spaces; 95% Acc; Target -4 Spe
Fire Spin - Special(Fire); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; Enemy takes 3 dmg for 1d4 rounds
Thunder Shock - Special(Electric); 1 Target - 6 Spaces; 95% Acc; 7 Dmg; Target 15% Paralyzed
Meditate - Status(Psychic); Self; User gains +1 Att, +1 SpA, +1 Per
Quick Attack - Normal(Normal); 1 Target - 6 Spaces; 95% Acc; 7 Dmg
Harden - Status(Normal); Self; +3 Def
Withdraw - Status(Water); Self; +2 Def
Defense Curl - Status(Normal); Self; +4 Def
Focus Energy - Status(Normal); Self; Next attack 30% Crit (x3 Dmg)
Bide - Normal(Normal); 1 Target - 6 Spaces; If user takes any Dmg, user deals x2 Dmg to Target
Lick - Normal(Ghost); 1 Target - Melee; 95% Acc; 5 Dmg; Target 20% Paralyzed
Smog - Special(Poison); 1d4 Targets in 3 Spaces; 70% Acc; 4 Dmg; Target 15% Poisoned
Clamp - Normal(Water); 1 Target - Melee; 70% Acc; 7 Dmg; Enemy takes 3 Dmg for 1d4 rounds
Spike Cannon - Normal(Normal); 1 Target - 6 Spaces(Hit 1d4 Times); 92% Acc; 4 dmg
Constrict - Normal(Normal); 1 Target - Melee; 95% Acc; 2 Dmg; Target 10% -3 Spe
Barrage - Normal(Normal); 1 Target - 4 Spaces(Hit 1d4+1 Times); 85% Acc; 5 Dmg
Leech Life - Normal(Bug); 1 Target - 3 Spaces; 95%; 5 Dmg; User restores 1/4 Dmg dealt
Transform - Status(Normal); Self; Change types and stats to enemies, can only use the moves every 1d6 rounds. Do not gain any special abilities earned from Feats or Role
Bubble - Special(Water); 3 Spaces Cone; 100% Acc; 4 Dmg; Target -2 Spe
Splash - Status(Normal); Self; No affect
Fury Swipes - Normal(Normal); 1 Target - Melee(Hit 1d4+1 Times); 80% Acc; 3 Dmg
Sharpen - Status(Normal); Self; +4 Att
Triple Kick - Normal(Fight); 1 Target - Melee (Hit 3 times); 90% Acc; 6 Dmg
Thief - Normal(Dark); 1 Target - 2 Spaces; 95% Acc; 6 Dmg; 50% Steal item Target is carrying
Flail - Normal(Normal); 1 Target - Melee; 100% Acc; At 100% HP - 4 Dmg; at 75% - 7 Dmg; at 50% - 10 Dmg; at 25% - 14 Dmg; at 10% - 18 Dmg
Cotton Spore - Status(Grass); All Enemies in 4 Spaces; 85% Acc; Target(s) -4 Spe
Powder Snow - Special(Ice); 5 Spaces Cone; 95% Acc; 8 Dmg; Target 15% -2 Spe
Mach Punch - Normal(Fighting); 1 Target - 8 Spaces; 95% Acc; 9 Dmg
Scary Face - Status(Normal); All Enemies in 3 Spaces; 90% Acc; Target(s) -8 Spe
Mud-Slap - Special(Ground); 3 Spaces Cone; 95% Acc; 5 Dmg; 60% Acc of Target(s)' Moves decreased by 10
Foresight - Status(Normal); 1 Target - 8 Spaces; 100% Acc; Ignore target's resistances
Bone Rush - Normal(Ground); 1 Target - 5 Spaces; 80% Acc; 7 Dmg; 10% Target Flinches
Endure - Status(Normal); Self; Until next turn User's Health cannot go below 1; Successive use has only 65% working
Fury Cutter - Normal(Bug); 1 Target - 2 Spaces; 95% Acc; 3 Dmg; Consecutive successes Double the Dmg for this attack
Mean Look - Status(Normal); 1 Target - 8 spaces; 100% Acc; Target cannot Flee
Encore - Status(Normal); 1 Target - 6 Spaces; 95% Acc; Target must keep using the last move for 1d4+2 rounds
Pursuit - Normal(Dark); 1 Target - 8 Spaces; 100% Acc; 8 Dmg; If enemey is trying to Flee, deal x4 Dmg
Rapid Spin - Normal(Normal); 1 Target - 6 Spaces; 95% Acc; 5 Dmg; 2 Dmg to Enemies adjacent to Target
Sweet Scent - Status(Normal); All Enemies in 5 Spaces; 100% Acc; Moves Acc to hit Target(s) increased by 5
Twister - Special(Dragon); 1 Target - 8 Spaces; 100% Acc; 8 Dmg; 3 Dmg to Enemies adjacent to Target
Rock Smash - Normal(Fighting); 1 Target - Melee; 95% Acc; 5 Dmg; 60% Target -4 Def
Whirlpool - Special(Water); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; Enemy takes 1 Dmg for 1d4 rounds
Fake Out - Normal(Normal); 1 Target - Melee; 100% Acc; 8 Dmg; Target Flinches
Charge - Status(Electric); Self; +3 SpA
Helping Hand - Status(Normal); Self and 1 Ally in 2 Spaces; Switch places with Ally and they gain +2 Att and +1 Spe
Yawn - Status(Normal); 1 Target - 6 Spaces; 100% Acc; After Target's next Move, Target Sleeps for 1d4 rounds
Knock Off - Normal(Dark); 1 Target - Melee; 100% Acc; 4 Dmg; Knocks enemy back 1 Space and breaks Grappling attacks
Arm Thrust - Normal(Fighting); 1 Target - Melee(Hit 1d4 Times); 95% Acc; 3 Dmg
Mud Sport - Status(Ground); All in 8 Spaces; 100% Acc; All Electric attacks do 1/2 Dmg in area
Water Sport - Status(Water); All in 8 Spaces; 100% Acc; All Fire attacks do 1/2 Dmg in area
Ice Ball - Normal(Ice); 1 Target - 8 Spaces; 90% Acc; 6 Dmg; 5% Target is Frozen
Astonish - Normal(Ghost); 1 Target - 4 Spaces; 95% Acc; 5 Dmg; 40% Target Flinches
Sand Tomb - Normal(Ground); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; 65% Target -5 Spe
Bullet Seed - Special(Grass); 1 Target - 6 Spaces(Hit 1d6+1 Times); 100%; 2 Dmg
Howl - Status(Normal); Self; +4 Att
Bulk Up - Status(Fighting); Self; +3 Att and +2 Def
Rock Blast - Normal(Rock); 3 Space Cone; 80% Acc; 5 Dmg
Bullet Punch - Normal(Steel); 1 Target - 3 Spaces; 95% Acc; 9 Dmg
Ice Shard - Normal(Ice); 1 Target - Melee; 95% Acc; 8 Dmg; 10% Target is Frozen
Shadow Sneak - Normal(Ghost); 1 Target - Melee; 110% Acc; 9 Dmg; Always does 9 Dmg, regardless of Defense
Calm Mind - Status(Psychic); Self; +2 Def and +2 SpD
Double Hit - Normal(Noraml); 1 Target - Melee(Hit 2 Times); 90% Acc; 6 Dmg
When you create your pokemon, Two of these attacks will be given to you. You pick which two you would like, but the GM makes the final decision on which two attacks you'll start with.
The point of the game is for each player to make their own pokemon from scratch. Your starting stats are determined by a combination of your pokemon type, your nature, how you will evolve (or not evolve if that is your choice), and what role your pokemon fits in during combat. This plays somewhat like Pokemon Dungeon in that every character you meet is a pokemon, the shop keepers, your fellow adventurers, and the wild pokemon you'll face. I'm designing every enemy from scratch, trying as best as I can to avoid using pokemon that exist. In fact this is pokemon in style and flavor, but there won't likely be characters from the pokemon cannon here unless you want your character to be based on a cannon pokemon.
The stats every pokemon has are Attack (determines how strong normal attacks are), Defense (determines how well a pokemon resists taking damage from normal attacks), Special Attack (determines the power of special moves that are more elemental than physical), Special Defense (hetermines how much a pokemon can resist the damage of special moves), Speed (how fast your pokemon is in combat, how far they can move in a turn, and accuracy and evasiveness), and Personality (the social stat for the game, which I made as a gauge of how successful a pokemon is at social encounters). Derived stats are Health Points, which are determined by a combination of your role's base HP dice and a number determined by adding your Defences together and 1/2 the sum. Add this sum to the Role's Base HP to find your Health at 1st level. (For example, a Tank(Base HP 10) with Def 12 and SpD 6 sas a Combined defense of 18. Half of that is 9, and added to the Tank's Base HP gives you a total of 19 starting Health.)
There are now 7 steps to character creation.
Step 1:
Roll for your base stats. Roll 2d8 for each stat and divide by 2, rounding down. You can decide where the numbers are assigned.
Step 2:
Choose your pokemon type. There are 17 types, each with strengths and weaknesses. Types add or subtract 1 to 3 points to an ability. No ability can go below 1. We were working on how to incorporate dual-types but have not yet implemented this design yet so any suggestions are welcome. The popular idea seemed to be to add Feats. We'll see how that goes. Also willing to look at a different way to determine base stats, maybe rolling them and then types modify 2 or 3 stats? Discuss.
Types
Type | Att | Def | SpA | SpD | Spd | Per
Fire | +1 | +0 | +1 | +0 | +0 | -1
Water | -1 | +1 | +0 | +1 | +0 | +0
Grass | +0 | +0 | +1 | +1 | -1 | +0
Normal | +0 | +0 | -1 | +0 | +0 | +2
Flying | +0 | +0 | -1 | +0 | +2 | +0
Rock | +1 | +2 | -1 | +0 | -1 | +0
Ground | +0 | +1 | +0 | -1 | +1 | +0
Electric | -1 | -1 | +1 | +0 | +2 | +0
Bug | +0 | +1 | +0 | +1 | +1 | -2
Fighting | +3 | +2 | -2 | -2 | +0 | +0
Psychic | -2 | -2 | +2 | +2 | +0 | +1
Ghost | -1 | +0 | +1 | +2 | +0 | -1
Dark | +0 | +0 | +3 | +0 | +0 | -2
Steel | +2 | +2 | +0 | +0 | -2 | -1
Dragon | +1 | +1 | +0 | -1 | -1 | +1
Ice | -1 | +0 | +1 | +1 | -1 | +1
Poison | +0 | -1 | +2 | +0 | +2 | -2
d% Table:
d% | Type
1-7 | Fire
8-14 | Water
15-21 | Grass
22-31 | Normal
32-38 | Flying
39-44 | Rock
45-50 | Ground
51-57 | Electricity
58-65 | Bug
66-71 | Fighting
72-75 | Psychic
76-79 | Ghost
80-82 | Dark
83-87 | Steel
88-92 | Poison
93-97 | Ice
98-100 | Dragon
Step 3:
Pick your pokemon's Nature. The following table shows all 30 natures. Each nature gives a +3 bonus to one stat and a -2 penalty to a second stat (min of 1) at level 1, and at each level up the bonus stat gains an extra +1 and the penalized stat has a -1 to its growth (min of +0). Rolling for Nature needs only 2d6. Doubles do not have a nature assigned to them, so reroll doubles. Nature is ALWAYS determined randomly
Nature:
| | 1 | 2 | 3 | 4 | 5 | 6
| | +Att | +Def | +SpAtt | +SpDef | +Spd | +Per
1 | -Att |
X | Bold | Modest | Calm | Timid | Kind
2 | -Def | Lonely |
X | Mild | Gentle | Hasty | Helpful
3 | -SpAtt | Adamant | Impish |
X | Careful | Jolly | Honest
4 | -SpDef | Naughty | Lax | Rash |
X | Naive | Curious
5 | -Spd | Brave | Relaxed | Quiet | Sassy |
X | Stubborn
6 | -Per | Serious | Hardy | Quirky | Bashful | Docile |
X
Step 4:
You have 5 stat points to place wherever you want, though you can not bring a stat above 15 after choosing type and nature. After doing so you will choose how your pokemon will evolve. In most cases a pokemon either won't evolve, or it can evolve once or twice. A pokemon can evolve by reaching a certain level, or using a special stone, or by very special circumstances that can be discussed with the GM. How evolution affects your stats is somewhat complicated, so rolling to see how your pokemon evolves is encouraged. You can, of course, choose them if you want.
Here's how you can evolve:
No Evolution - +2 To all of your stats
1 Evolution - +1 to all stats
A) By level - Pick level when you evolve, if before Lv 10, at evolution = +2 to three stats and +1 to two stats; if between 10 and 16, at evolution = +3 to one stat, +2 to four stats, +1 to last stat; if between 17 and 22, at evolution = +3 three stats, +2 to other three stats; if between 23 and 26, at evolution = +4 to two stats, +3 to three stats, +2 to last stat; if at 27 to 30, at evolution = +5 one stat, +4 to three stats, and +3 to two stats
B) By Stone - Pick a stone, Gain a net bonus of +10 (spread out how you want) and alter Type based on the stone
C) Special Circumstance - Talk with the GM about the details.
2 Evolutions - +0 to all stats
A) By Level - Pick the two levels you evolve at, bonuses are same formula as 1 evolution at -1 to all the bonuses. (So if you evolve first before lv 10 you get +1 to three stats, then evolve again between level 17 and 22, gain +2 to three stats and +1 to three stats.)
B) By Stone - First evolution, gain a net bonus of +6 (spread out how you want) and alter Type based on the stone, then second evolution, another net bonus of +6 and Type changes again. (Using a stone in evolution twice is very, very rare)
C) Special Circumstances - Talk with the GM about the details.
Tables:
d12 | Type of evolution
1-4 | Doesn't Evolve
5-9 | One Evolution
10-12 | Two Evolutions
d20 | One Evolution
1-2 | By Level, Before 10
3-7 | By Level, 10-16
8-11 | By Level, 17-22
12-15 | By Level, 23-26
16-17 | By Level, 27-30
18-19 | With a Stone
20 | Special Circumstances
9table]d20 | Two Evolutions (first evolution)
1-4 | By Level, Before 10
5-10 | By Level, 10-16
11-16 | By Level, 17-22
N/A | By Level, 23-26
N/A | By Level, 27-30
17-19 | With a Stone
20 | Special Circumstances
d20 | Two Evolutions (second evolution)
N/A | By Level, Before 10
N/A | By Level, 10-16
1-6 | By Level, 17-22
7-12 | By Level, 23-26
15-17 | By Level, 27-30
18-19 | With a Stone
20 | Special Circumstances
Step 5:
Pick your role. Now that all your base stats are set in place, the final step is picking your Role. Role is similar to a class, in that as you level up you gain levels in your role. There are only 6 roles, each designed for a specific purpose. Unlike the regular DnD adventurer who can pick and choose his class at every level and many multiclass to give them versatility, a pokemon is designed witha special role in mind. There are 6 roles, including the Leader with his strong personality and rounded stats, the Tank with high Health and defenses, the melee Thrasher with high attack and the Sneak with tricks and rouge-like abilities, and the ranged Sniper with precision attacks and Blaster with multiple attacks to attack an area of enemies. Class can be picked, or determined randomly.
Table
1 | Tank
2 | Blaster
3 | Sniper
4 | Thrasher
5 | Leader
6 | Sneak
Classes
Tank
Tank
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 10 | +1 | +3 | +0 | +2 | +0 | +0 | Pull Enemies
2 | +d10 | +0 | +2 | +0 | +1 | +0 | +0 | Soak Damage
3 | +d10 | +1 | +2 | +1 | +2 | +1 | +0 |
4 | +d10 | +0 | +3 | +0 | +2 | +0 | +1 |
5 | +d10 | +2 | +3 | +2 | +1 | +2 | +0 | Pull Enemies +1;Defend Ally
6 | +d10 | +1 | +1 | +0 | +2 | +0 | +1 |
7 | +d10 | +1 | +2 | +0 | +3 | +1 | +1 | Soak Damage +1
8 | +d10 | +0 | +2 | +1 | +3 | +1 | +0 |
9 | +d10 | +1 | +3 | +1 | +2 | +0 | +1 | Pull Enemies +2
10 | +d10 | +2 | +4 | +2 | +3 | +1 | +1 | Stalwart
11 | +d10+2 | +1 | +3 | +1 | +1 | +0 | +0 |
12 | +d10+2 | +2 | +2 | +1 | +2 | +1 | +0 | Soak Damage +2
13 | +d10+2 | +2 | +3 | +1 | +3 | +0 | +1 | Pull Enemies +3
14 | +d10+2 | +1 | +4 | +2 | +3 | +1 | +1 |
15 | +d10+2 | +3 | +5 | +3 | +4 | +2 | +1 | Improved Defend Ally
16 | +d10+2 | +2 | +3 | +2 | +2 | +0 | +0 |
17 | +d10+2 | +2 | +4 | +1 | +3 | +1 | +1 | Pull Enemies +4;Soak Damage +3
18 | +d10+2 | +3 | +4 | +2 | +4 | +1 | +0 |
19 | +d10+2 | +2 | +5 | +1 | +3 | +2 | +1 |
20 | +d10+2 | +3 | +5 | +3 | +4 | +2 | +2 | Solid Wall
21 | +d10+5 | +2 | +3 | +2 | +3 | +1 | +1 | Pull All Enemies
22 | +d10+5 | +3 | +4 | +2 | +3 | +1 | +1 | Soak Damage +4
23 | +d10+5 | +3 | +4 | +1 | +2 | +2 | +1 |
24 | +d10+5 | +4 | +3 | +2 | +4 | +1 | +2 |
25 | +d10+5 | +4 | +5 | +3 | +4 | +2 | +2 | Uncanny Defend Ally
26 | +d10+5 | +2 | +4 | +2 | +3 | +1 | +1 |
27 | +d10+5 | +3 | +4 | +3 | +4 | +2 | +1 | Soak Damage +5
28 | +d10+5 | +2 | +5 | +4 | +4 | +1 | +2 |
29 | +d10+5 | +4 | +4 | +3 | +3 | +2 | +3 |
30 | +d10+5 | +5 | +6 | +4 | +5 | +3 | +3 | Juggernaught
Pull Enemy - Once per combat, a targetted enemy ignores other Pokemon to attack you. Every 4 levels after 1st add a second use per combat, up to 5 uses at level 17.
Soak Damage - Once per combat, ignore 5 damage. Add 5 to the soak at level 7, 12 and 17, then add 10 to soak at level 22 and 27. Can only be activated for 1 attack.
Defend Ally - Allies adjacent to you add half you Defense rounded up to their Defense. At level 15 they also add half your Special Defense to their Special Defense. At level 25 They add your entire Defense bonus as long as they stay next to you.
Stalwart - Poison and Burns last only 3 rounds; Confusion time is halved after it is determined(min of 1 round).
Solid Wall - Can not be moved by force and can intercept and line attacks so they do not pass through; Can provide cover to Allies.
Pull All Enemies - All enemies within 30ft of you will target you, ignoring your Allies.
Juggernaught - No longer affected by Flinch, Paralysis, or Sleep; Defense and Special Defense can no longer be decreased.
Blaster
Blaster
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 4 | +1 | +0 | +3 | +0 | +2 | +0 | Strike Through
2 | +d4 | +0 | +0 | +2 | +1 | +1 | +1 |
3 | +d4 | +1 | +1 | +2 | +0 | +1 | +0 |
4 | +d4 | +1 | +0 | +1 | +1 | +1 | +0 | Extra Effects
5 | +d4 | +1 | +1 | +3 | +1 | +2 | +1 | Special Chain
6 | +d4 | +0 | +1 | +2 | +0 | +1 | +1 |
7 | +d4 | +1 | +0 | +2 | +0 | +2 | +0 | Strike Through +1
8 | +d4 | +1 | +1 | +3 | +1 | +2 | +1 |
9 | +d4 | +0 | +1 | +2 | +1 | +1 | +1 |
10 | +d4 | +2 | +1 | +3 | +1 | +2 | +1 | Area Strike
11 | +d4+1 | +1 | +0 | +2 | +0 | +2 | +1 |
12 | +d4+1 | +1 | +1 | +3 | +1 | +3 | +0 | Extra Effects +1
13 | +d4+1 | +0 | +1 | +3 | +2 | +2 | +1 | Strike Through +2
14 | +d4+1 | +2 | +2 | +2 | +1 | +2 | +2 |
15 | +d4+1 | +2 | +2 | +4 | +2 | +3 | +2 | Improved Special Chain
16 | +d4+1 | +1 | +1 | +3 | +0 | +3 | +1 |
17 | +d4+1 | +1 | +1 | +3 | +1 | +2 | +1 |
18 | +d4+1 | +2 | +2 | +4 | +1 | +3 | +2 |
19 | +d4+1 | +1 | +2 | +3 | +2 | +2 | +2 | Strike Through +3
20 | +d4+1 | +2 | +2 | +4 | +2 | +3 | +2 | Nova Blast; Extra Effects +2
21 | +d4+2 | +2 | +1 | +4 | +2 | +4 | +1 |
22 | +d4+2 | +1 | +1 | +3 | +1 | +3 | +2 |
23 | +d4+2 | +2 | +1 | +3 | +1 | +3 | +2 |
24 | +d4+2 | +2 | +2 | +4 | +2 | +4 | +1 |
25 | +d4+2 | +3 | +2 | +5 | +3 | +4 | +2 | Strike Through +4; Uncanny Special Chain
26 | +d4+2 | +2 | +2 | +4 | +2 | +3 | +3 |
27 | +d4+2 | +2 | +1 | +4 | +1 | +4 | +2 |
28 | +d4+2 | +3 | +2 | +5 | +2 | +4 | +2 | Extra Effects +3
29 | +d4+2 | +2 | +3 | +5 | +2 | +3 | +3 |
30 | +d4+2 | +4 | +3 | +6 | +3 | +5 | +3 | Davestator
Strike Through - When a target is hit by a Special Attack, 1 enemy adjacent to target takes half the damage the target took(rounded up). Every six levels after that, add one extra enemy, up to 5 enemies taking the strike through damage. This is Passive.
Extra Effects - Special Attacks that don't have an extra affect gain an appropriate one that will last for 3 rounds. Attacks that already have an extra effect has the effect last +1 round longer. Every 8 levels increase the number of rounds an effect lasts by 2. This is Passive.
Special Chain - Combine two similar Special Attacks into 1 dealing both attacks damage and effects to the target(s) at -5 damage to each attack. At level 15 this can be used to combine a normal Attack and Special attack together with no loss of damage. At level 25 three Special Attacks can be chained tog ether at +5 damage to each attack. After using a special Chain the Blaster must catch his breath for 1 round where he can only move at normal speed and use healing items.
Area Strike - 1/Encounter a Special Attack that normally hits one enemy can be modified to hit an entire area, damaging all the enemies at -5 damage.
Nova Blast - 1/Encounter a Special Attack that targets multiple enemies can turn into a close blast centered on you at -10 damage, and knockback all enemies caught in the blast to its edge. The Radius is equal to 1/4 the Special Attack's normal range.
Devastator - 1/Day the Blaster can combine all their special Attacks and target a single opponent, doing all the damage from the attacks to the target and ignoring resitance and weakness. All enemies with/in 10 spaces of the target take 1/3 of the damage (rounded down).
Sniper
Sniper
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 6 | +2 | +0 | +0 | +1 | +3 | +0 | Mark
2 | +d6 | +2 | +0 | +1 | +1 | +2 | +1 |
3 | +d6 | +1 | +1 | +1 | +1 | +3 | +0 | Swift Firing
4 | +d6 | +0 | +1 | +0 | +2 | +2 | +0 |
5 | +d6 | +2 | +1 | +1 | +1 | +2 | +1 | Greater Shot
6 | +d6 | +1 | +0 | +2 | +0 | +3 | +0 |
7 | +d6 | +1 | +1 | +1 | +1 | +2 | +1 | Mark +1
8 | +d6 | +2 | +2 | +1 | +1 | +1 | +1 |
9 | +d6 | +2 | +1 | +1 | +1 | +2 | +2 |
10 | +d6 | +3 | +1 | +1 | +2 | +3 | +1 | True Aim
11 | +d6+1 | +1 | +0 | +1 | +1 | +3 | +2 |
12 | +d6+1 | +2 | +1 | +2 | +1 | +2 | +1 | Swift Firing +1
13 | +d6+1 | +2 | +1 | +1 | +2 | +3 | +1 |
14 | +d6+1 | +3 | +2 | +1 | +1 | +3 | +2 | Mark +2
15 | +d6+1 | +2 | +2 | +2 | +2 | +4 | +2 | Improved Greater Shot
16 | +d6+1 | +2 | +1 | +1 | +2 | +3 | +2 |
17 | +d6+1 | +3 | +1 | +2 | +2 | +4 | +1 |
18 | +d6+1 | +3 | +2 | +2 | +1 | +3 | +2 |
19 | +d6+1 | +2 | +1 | +1 | +2 | +3 | +2 |
20 | +d6+1 | +3 | +2 | +2 | +3 | +4 | +3 | Precision
21 | +d6+2 | +3 | +1 | +2 | +2 | +4 | +3 | Swift Firing +2;Mark +3
22 | +d6+2 | +4 | +3 | +3 | +3 | +3 | +2 |
23 | +d6+2 | +3 | +2 | +2 | +2 | +4 | +3 |
24 | +d6+2 | +2 | +2 | +2 | +2 | +4 | +2 |
25 | +d6+2 | +4 | +3 | +3 | +3 | +5 | +3 | Uncanny Greater Shot
26 | +d6+2 | +3 | +2 | +2 | +3 | +4 | +3 |
27 | +d6+2 | +3 | +2 | +3 | +3 | +5 | +2 |
28 | +d6+2 | +4 | +3 | +3 | +4 | +5 | +2 | Mark +4
29 | +d6+2 | +4 | +2 | +2 | +3 | +6 | +3 |
30 | +d6+2 | +5 | +3 | +3 | +4 | +6 | +3 | Impossible Shot;Swift Firing +3
Mark - Marked targets takes 5 extra damage from all attacks. Every Every 7 levels increases the amount of damage Marked target takes by 5.
Swift Firing - Add 1 to the minimum number of hits a multiple hit attack performs. Every 9 levels adds another 1 to the minimum. This is Passive.
Greater Shot - Increase Range of all Normal ranged attacks by 50%. At level 15, increase range of all Special ranged attacks by 50%. At level 25, double range of all ranged attacks.
True Aim - 1/Encounter ignore any negative penalties for hit and damage for one normal ranged attack.
Precision - 1/Encounter add 50 to Att for purposes of hitting and damage.
Impossible Shot - 1/Day, before making an attack, multiply your Att and Spd by 5 and use the new numbers to determine hit and damage of the attack. Allowed one reroll if miss.
Thrasher
Thrasher
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 8 | +3 | +1 | +0 | +0 | +2 | +0 | Charge
2 | +d8 | +2 | +1 | +1 | +1 | +2 | +1 |
3 | +d8 | +2 | +1 | +0 | +0 | +1 | +0 | Intimidation
4 | +d8 | +3 | +0 | +1 | +0 | +2 | +0 |
5 | +d8 | +3 | +1 | +1 | +1 | +2 | +1 | Rending
6 | +d8 | +2 | +0 | +1 | +0 | +1 | +1 |
7 | +d8 | +3 | +1 | +0 | +1 | +2 | +1 |
8 | +d8 | +3 | +1 | +1 | +0 | +2 | +0 | Charge +1
9 | +d8 | +2 | +1 | +1 | +1 | +3 | +1 |
10 | +d8 | +3 | +2 | +2 | +1 | +3 | +1 | Crippling Strike
11 | +d8+2 | +3 | +1 | +1 | +2 | +2 | +1 | Intimidation +1
12 | +d8+2 | +4 | +2 | +2 | +2 | +2 | +2 |
13 | +d8+2 | +3 | +1 | +2 | +1 | +3 | +1 |
14 | +d8+2 | +4 | +1 | +1 | +1 | +2 | +1 |
15 | +d8+2 | +4 | +2 | +2 | +2 | +3 | +2 | Improved Rending;Charge +2
16 | +d8+2 | +3 | +1 | +2 | +2 | +2 | +2 |
17 | +d8+2 | +3 | +2 | +1 | +2 | +3 | +1 |
18 | +d8+2 | +4 | +2 | +2 | +1 | +3 | +2 |
19 | +d8+2 | +3 | +2 | +2 | +2 | +2 | +2 | Intimidation +2
20 | +d8+2 | +4 | +2 | +2 | +2 | +3 | +3 | Whirling Attacks
21 | +d8+4 | +4 | +3 | +3 | +3 | +3 | +2 |
22 | +d8+4 | +5 | +2 | +2 | +2 | +4 | +2 | Charge +3
23 | +d8+4 | +4 | +3 | +2 | +2 | +3 | +3 |
24 | +d8+4 | +5 | +2 | +3 | +3 | +4 | +2 |
25 | +d8+4 | +5 | +3 | +3 | +3 | +4 | +3 | Uncanny Rending
26 | +d8+4 | +4 | +3 | +2 | +2 | +3 | +3 |
27 | +d8+4 | +5 | +4 | +2 | +2 | +4 | +2 | Intimidation +3
28 | +d8+4 | +5 | +3 | +3 | +3 | +4 | +2 |
29 | +d8+4 | +5 | +4 | +3 | +2 | +5 | +3 | Charge +4
30 | +d8+4 | +6 | +4 | +3 | +3 | +5 | +3 | Furious Wrath
Charge - Full body attacks (Such as Tackle, Body Slam, etc) Allow you to cover an extra 2 spaces and deal 2 extra damage. Every 7 levels adds 2 more spaces covered and 2 more damage, to a max of an extra 10 spaces and 10 damage dealt. This is Passive.
Intimidation - Find the difference between your Personality and the Target's Personality. If yours is higher the enemy's Att is decreased to 1/4. If even, it is decreased to 1/2. If their Personality is higher their Att is decreased to 3/4. Every 8 levels you gain a +10 circumstance bonus when determining your Personality.
Rending - When dealing damage, the enemy is considered to have -5 Def and -5 SpAtt when you attack them in melee. At level 15 the penalty goes up to -10. At level 25 it goes up to -15 and applies to allies adjacent to you.
Crippling Strike - 1/Encounter turn a melee attack into a crippling blow that places a -5 penalty on all of the Taget's stats for 5 rounds.
Whirling Attacks - 1/Encounter a normal melee attack can be used to hit all adjacent enemies and your Def gains +10 until the beginning of your next turn.
Furious Wrath - 1/Day you can unleash all melee 1 hit attacks you are capable of on one target, at the expense of being unable to attack on your next turn.
Leader
Leader
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 8 | +0 | +1 | +1 | +1 | +0 | +3 | Inspire
2 | +d8 | +0 | +1 | +0 | +1 | +1 | +2 |
3 | +d8 | +1 | +1 | +1 | +0 | +1 | +3 | Team Effort
4 | +d8 | +1 | +0 | +1 | +1 | +0 | +3 |
5 | +d8 | +0 | +1 | +1 | +1 | +1 | +3 | Flanking
6 | +d8 | +1 | +1 | +0 | +0 | +1 | +2 |
7 | +d8 | +0 | +1 | +1 | +1 | +0 | +3 |
8 | +d8 | +1 | +0 | +0 | +1 | +1 | +3 | Inspire +1
9 | +d8 | +1 | +1 | +1 | +1 | +1 | +4 |
10 | +d8 | +1 | +1 | +1 | +1 | +1 | +4 | Helping Hand
11 | +d8+2 | +0 | +2 | +2 | +2 | +1 | +4 | Team Effort +1
12 | +d8+2 | +1 | +2 | +1 | +1 | +2 | +3 |
13 | +d8+2 | +1 | +1 | +2 | +1 | +1 | +3 |
14 | +d8+2 | +2 | +2 | +1 | +2 | +1 | +4 |
15 | +d8+2 | +1 | +2 | +2 | +2 | +2 | +3 | Improved Flanking; Inspire+2
16 | +d8+2 | +1 | +3 | +2 | +3 | +2 | +4 |
17 | +d8+2 | +2 | +2 | +3 | +2 | +1 | +4 |
18 | +d8+2 | +2 | +3 | +2 | +3 | +2 | +4 |
19 | +d8+2 | +1 | +3 | +2 | +2 | +2 | +5 | Team Effort +2
20 | +d8+2 | +2 | +3 | +3 | +3 | +2 | +5 | Back to Back
21 | +d8+3 | +2 | +4 | +2 | +3 | +3 | +4 |
22 | +d8+3 | +1 | +3 | +3 | +3 | +2 | +4 | Inspire +3
23 | +d8+3 | +2 | +3 | +3 | +4 | +2 | +4 |
24 | +d8+3 | +2 | +4 | +3 | +3 | +2 | +5 |
25 | +d8+3 | +3 | +3 | +3 | +3 | +3 | +5 | Uncanny Flanking
26 | +d8+3 | +2 | +3 | +3 | +4 | +2 | +6 |
27 | +d8+3 | +3 | +3 | +4 | +3 | +2 | +5 | Team Effort +3
28 | +d8+3 | +2 | +4 | +3 | +3 | +3 | +5 |
29 | +d8+3 | +2 | +4 | +3 | +4 | +2 | +6 | Inspire +4
30 | +d8+3 | +3 | +4 | +4 | +4 | +3 | +6 | Stand Together
Inspire - All adjacent allies have +2 Att and Def for the rest of Combat. Every 7 levels after 1st (8th, 15th, 22nd, 29th) Inspiration bonus increases by 4, up to +18 Att and Def at level 29.
Team Effort - Starting at 3rd level and every 8 levels after, then the Leader and one or more members of the group attempt to work together on an action, each member contributes +2 to the action's success (instead of just a +1). This is Passive.
Flanking - When the Leader is engaged in melee with an enemy with allies on the opposite side, bith the Leader and his allies gain +5 to Att and SpAtt that has a range of Melee. At Level 15 the bonus also works when Allies are to either side of the enemy, and the bonus is +10. At level 25 the Leader gives the bonus to his allies even if the Leader is 4 spaces away from the enemy, but allies still only get the bonus if they attack with melee. The bonus also improves to +15.
Helping Hand - 1/Encounter the Leader can restore an ally that has Fainted to 1/5 of their full health.
Back to Back - 1/Encounter, by gathering all the party into a close group, every member gains +15 their Def and SpDef , at -5 to their Att and SpAtt.
Stand Together - 1/Day the Leader can restore all the party to 2/3 their Health and cure all status effects and restore stat changes to normal. Allies with more than 2/3 their Health do not have their Health lowered.
Sneak
Sneak
Lv | Health | Att | Def | SpA | SpD | Spe | Per | Special
1 | 6 | +1 | +0 | +2 | +0 | +2 | +1 | Surprise Attack
2 | +d6 | +1 | +1 | +2 | +0 | +2 | +0 | Sneak
3 | +d6 | +0 | +1 | +1 | +0 | +2 | +1 |
4 | +d6 | +1 | +0 | +2 | +1 | +2 | +1 |
5 | +d6 | +1 | +1 | +2 | +1 | +3 | +1 | Dodger
6 | +d6 | +1 | +1 | +2 | +0 | +2 | +0 | Surprise Attack +1; Sneak +1
7 | +d6 | +2 | +1 | +3 | +1 | +3 | +0 |
8 | +d6 | +1 | +0 | +2 | +1 | +3 | +1 |
9 | +d6 | +1 | +1 | +2 | +1 | +2 | +1 |
10 | +d6 | +2 | +1 | +3 | +1 | +3 | +2 | Cheap Shot; Sneak +2
11 | +d6+1 | +1 | +1 | +3 | +0 | +3 | +1 | Surprise Attack +2
12 | +d6+1 | +2 | +2 | +2 | +1 | +2 | +1 |
13 | +d6+1 | +2 | +1 | +2 | +1 | +3 | +1 |
14 | +d6+1 | +1 | +2 | +3 | +2 | +3 | +2 | Sneak +3
15 | +d6+1 | +2 | +2 | +3 | +2 | +3 | +2 | Improved Dodger
16 | +d6+1 | +2 | +3 | +3 | +1 | +2 | +1 | Surprise Attack +3
17 | +d6+1 | +2 | +2 | +4 | +2 | +3 | +2 |
18 | +d6+1 | +3 | +2 | +3 | +1 | +3 | +2 | Sneak +4
19 | +d6+1 | +2 | +3 | +3 | +1 | +2 | +3 |
20 | +d6+1 | +3 | +2 | +4 | +2 | +4 | +3 | Blinding Strike
21 | +d6+3 | +2 | +2 | +3 | +2 | +3 | +2 | Surprise Attack +4
22 | +d6+3 | +2 | +3 | +2 | +3 | +4 | +2 | Sneak +5
23 | +d6+3 | +3 | +2 | +3 | +2 | +4 | +3 |
24 | +d6+3 | +3 | +2 | +3 | +2 | +4 | +3 |
25 | +d6+3 | +4 | +3 | +4 | +3 | +5 | +4 | Uncanny Dodger
26 | +d6+3 | +3 | +2 | +4 | +2 | +4 | +3 | Surprise Attack +5; Sneak +6
27 | +d6+3 | +3 | +2 | +5 | +3 | +4 | +4 |
28 | +d6+3 | +4 | +2 | +4 | +3 | +5 | +4 |
29 | +d6+3 | +3 | +3 | +5 | +2 | +4 | +3 |
30 | +d6+3 | +4 | +3 | +5 | +3 | +5 | +4 | Assassinate; Sneak +7
Surprise Attack - Attacking an enemy unaware of your presence allows you to do an extra 4 damage, with melee attacks only. Every 5 levels increases the damage by 4, doing up to 24 bonus damage. This is Passive.
Sneak - Starting at level 2, You can spend 1 turn becoming hidden from an enemy. You can remain hidden for 4 rounds or until you attack an enemy. Your Speed is 1/2 while Sneaking. Every 4 levels grants +1 to movement and +3 rounds you can remain hidden.
Dodger - Area attacks have a 50% of doing only half damage. At level 15 they have a 50% of doing no damage and 50% of doing half damage. At level 25 they have 75% of doing no damage and 25% of doing half damage.
Cheap Shot - 1/Encounter a target hit by a Surprise Attack flinches for 3 rounds.
Blinding Strike - 1/Encounter you can cause an enemy that is Confused or Poisoned and Blind them as well. A Blind target reduces the accuracy of all his attacks by 50%. Inly attacks that have an Accuracy of "Never Miss" will not be reduced.
Assassinate - 1/Day from Sneak you can perform a Suprise Attack that ignored all of the target's Defenses and causes the target to flinch on their turn.
Step 6:
This is the most important step to me. Detail what your pokemon looks like. Body structure, how many limbs it has, doe sit have paws? Talons? Fists? Does it have no arms at all? Can it fly, and how? What is its favorite environment? Personality? Likes and dislikes? All the fluff goes here. But it's actually important. If you describe your pokemon as having a thin form and large claws, then it can do all kinds of Scratch attacks, but Tackle is not a likely attack of its. Once you've stated your pokemon and described it, I tell you your 2 starting Moves. You get 1 move every couple of levels, usually you have options as to which move you want to learn, similar to DnD 4e.
Step 7:
Pick two moves from teh list at the bottom, or create your own move using one that already exists and making changes to it. All move selections will need to be approved before the character is finalized.
This is a world without Trainers, without pokeballs or pokegyms. There is no pokemart or pokecenter technically, instead replaced by the Market and the Clinic. When you are beaten in combat you faint. Your party can revive you if they have the means to do so, but if they can't then your character spends 2 days in the clinic. There's a small fee for the healing, but its not hihg.
The economy deals in Pokecoins. Character's do not start with any Pokecoins, but they do start with a couple of berries, and items are not hard to come by while adventuring. It's not a huge issue, as most things are rarely more than 100 pokecoins. Finding 7 coins off a defeated enemy is a lot. The rarest items, like stones, do cost as much as 1000 coins, but they have very good reasons for costing so much.
If you are interested, post here and I'll walk you through the steps to make a character. Creating the character is the hardest part because of the sheer number of options, but once you've made it, you get to enjoy playing a constantly growing pokemon of your own design.
This is like all of the starting moves. Basically if it was an attack I picked it if the site I was using said it was 40 dmg or less. This scale turned the damage from the site to a scale of only 1-10 dmg for most attacks.
Moves list:
Pound - Normal(Normal); 1 Target - Melee; 100% Acc; 10 Dmg
Karate Chop - Normal(Fighting); 1 Target - Melee; 95% Acc; 16 Dmg
Double Slap - Normal(Normal); 1 Target - Melee (Hit 1d4+1 Times); 85% Acc; 4 Dmg
Comet Punch - Normal(Normal); 1 Target - Melee (Hit 1d4+1 Times); 80% Acc; 6 Dmg
Pay Day - Normal(Normal); 1 Target - 3 Spaces; 96% Acc; 5 Dmg; 50% chance to drop 1d6 pokecoins
Scratch - Normal(Normal); 1 Target - Melee; 98% Acc; 5 Dmg
Bind - Normal(Normal); 1 Target - Melee; 75% Acc; 3 Dmg; Enemy takes 2 Dmg for 1d4+1 rounds
Double Kick - Normal(Fighting); 1 Target - Melee(Hit 1d4+1 Times); 95% Acc; 7 Dmg
Sand attack - Status(Ground); 4 Spaces Cone; 90% Acc; Acc of Target's Moves decreased by 10
Fury Attack - Normal(Normal); 1 Targets - Melee (Hit 1d4+1 Times); 88% Acc; 5 Dmg
Tackle - Normal(Normal); 1 Target - 2 Spaces; 95% Acc; 8 Dmg
Wrap - Normal(Normal); 1 Target - Melee; 85% Acc; 3 Dmg; Enemy takes 1 Dmg for 1d4+1 rounds
Poison Sting - Normal(Poison) - 1 Target - 6 Spaces; 100% Acc; 3 Dmg; 20% chance to poison
Twin Needle - Normal(Bug) - 1 Target - 2 Spaces (Hit 1d4+1 Times); 96% Acc; 6 Dmg
Pin Missle - Normal(Bug) - 1-3 Targets - 8 Spaces (Hit Each 1d4 Times); 88% Acc; 3 Dmg
Leer - Status(Normal); 1 Target - 8 Spaces; 92% Acc; Target -3 Def
Tail Whip - N/A(Normal); 1 Target - Melee; 96% Acc; Target -4 Def
Growl - Status(Normal); All Enemies in 4 Space; 98% Acc; Target -3 Att
Sing - Status(Normal); All Targets in 6 Spaces; 55% Acc; Targets affected with Sleep for 1d4+2 rounds
Supersonic - N/A(Normal); 1 Target - 5 Spaces; 60% Acc; Target is Confused for 1d4+1 rounds
Disable - Status(Normal); 1 Target - 4 Spaces; 55% Acc; Target's last move is Disabled
Acid - Special(Poison); 1 Target - 6 Spaces; 90% Acc; 9 Dmg; Target -2 Def
Ember - Special(Fire); 1 Target - 5 Spaces; 95% Acc; 8 Dmg; Target 10% Burn
Water Gun - Special(Water); 1 Target - 8 Spaces; 95% Acc; 9 Dmg
Peck - Normal(Flying); 1 Target - Melee; 95% Acc; 6 Dmg
Absorb - Special(Grass); 1 Target - 5 Spaces; 95% Acc; 5 Dmg; User restores 1/4 Dmg dealt
Leech Seed - Special(Grass); 1 Target - 4 Spaces; 90% Acc; At end of Enemy's Turn, it takes 3 dmg and User regains 3 Health
Growth - Status(Normal); Self; User gains +3 SpA
Poison Powder - Status(Poison); All Enemies in 4 Spaces; 75% Acc; Targets are Poisoned
Stun Spore - Status(Grass); All Enemies in 4 Spaces; 75% Acc; Targets are Paralyzed
Sleep Powder - Status(Grass); All Enemies in 4 Spaces; 75% Acc; Targets Sleep for 1d4+1 rounds
String Shot - Status(Bug); 1 Target - 7 Spaces; 95% Acc; Target -4 Spe
Fire Spin - Special(Fire); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; Enemy takes 3 dmg for 1d4 rounds
Thunder Shock - Special(Electric); 1 Target - 6 Spaces; 95% Acc; 7 Dmg; Target 15% Paralyzed
Meditate - Status(Psychic); Self; User gains +1 Att, +1 SpA, +1 Per
Quick Attack - Normal(Normal); 1 Target - 6 Spaces; 95% Acc; 7 Dmg
Harden - Status(Normal); Self; +3 Def
Withdraw - Status(Water); Self; +2 Def
Defense Curl - Status(Normal); Self; +4 Def
Focus Energy - Status(Normal); Self; Next attack 30% Crit (x3 Dmg)
Bide - Normal(Normal); 1 Target - 6 Spaces; If user takes any Dmg, user deals x2 Dmg to Target
Lick - Normal(Ghost); 1 Target - Melee; 95% Acc; 5 Dmg; Target 20% Paralyzed
Smog - Special(Poison); 1d4 Targets in 3 Spaces; 70% Acc; 4 Dmg; Target 15% Poisoned
Clamp - Normal(Water); 1 Target - Melee; 70% Acc; 7 Dmg; Enemy takes 3 Dmg for 1d4 rounds
Spike Cannon - Normal(Normal); 1 Target - 6 Spaces(Hit 1d4 Times); 92% Acc; 4 dmg
Constrict - Normal(Normal); 1 Target - Melee; 95% Acc; 2 Dmg; Target 10% -3 Spe
Barrage - Normal(Normal); 1 Target - 4 Spaces(Hit 1d4+1 Times); 85% Acc; 5 Dmg
Leech Life - Normal(Bug); 1 Target - 3 Spaces; 95%; 5 Dmg; User restores 1/4 Dmg dealt
Transform - Status(Normal); Self; Change types and stats to enemies, can only use the moves every 1d6 rounds. Do not gain any special abilities earned from Feats or Role
Bubble - Special(Water); 3 Spaces Cone; 100% Acc; 4 Dmg; Target -2 Spe
Splash - Status(Normal); Self; No affect
Fury Swipes - Normal(Normal); 1 Target - Melee(Hit 1d4+1 Times); 80% Acc; 3 Dmg
Sharpen - Status(Normal); Self; +4 Att
Triple Kick - Normal(Fight); 1 Target - Melee (Hit 3 times); 90% Acc; 6 Dmg
Thief - Normal(Dark); 1 Target - 2 Spaces; 95% Acc; 6 Dmg; 50% Steal item Target is carrying
Flail - Normal(Normal); 1 Target - Melee; 100% Acc; At 100% HP - 4 Dmg; at 75% - 7 Dmg; at 50% - 10 Dmg; at 25% - 14 Dmg; at 10% - 18 Dmg
Cotton Spore - Status(Grass); All Enemies in 4 Spaces; 85% Acc; Target(s) -4 Spe
Powder Snow - Special(Ice); 5 Spaces Cone; 95% Acc; 8 Dmg; Target 15% -2 Spe
Mach Punch - Normal(Fighting); 1 Target - 8 Spaces; 95% Acc; 9 Dmg
Scary Face - Status(Normal); All Enemies in 3 Spaces; 90% Acc; Target(s) -8 Spe
Mud-Slap - Special(Ground); 3 Spaces Cone; 95% Acc; 5 Dmg; 60% Acc of Target(s)' Moves decreased by 10
Foresight - Status(Normal); 1 Target - 8 Spaces; 100% Acc; Ignore target's resistances
Bone Rush - Normal(Ground); 1 Target - 5 Spaces; 80% Acc; 7 Dmg; 10% Target Flinches
Endure - Status(Normal); Self; Until next turn User's Health cannot go below 1; Successive use has only 65% working
Fury Cutter - Normal(Bug); 1 Target - 2 Spaces; 95% Acc; 3 Dmg; Consecutive successes Double the Dmg for this attack
Mean Look - Status(Normal); 1 Target - 8 spaces; 100% Acc; Target cannot Flee
Encore - Status(Normal); 1 Target - 6 Spaces; 95% Acc; Target must keep using the last move for 1d4+2 rounds
Pursuit - Normal(Dark); 1 Target - 8 Spaces; 100% Acc; 8 Dmg; If enemey is trying to Flee, deal x4 Dmg
Rapid Spin - Normal(Normal); 1 Target - 6 Spaces; 95% Acc; 5 Dmg; 2 Dmg to Enemies adjacent to Target
Sweet Scent - Status(Normal); All Enemies in 5 Spaces; 100% Acc; Moves Acc to hit Target(s) increased by 5
Twister - Special(Dragon); 1 Target - 8 Spaces; 100% Acc; 8 Dmg; 3 Dmg to Enemies adjacent to Target
Rock Smash - Normal(Fighting); 1 Target - Melee; 95% Acc; 5 Dmg; 60% Target -4 Def
Whirlpool - Special(Water); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; Enemy takes 1 Dmg for 1d4 rounds
Fake Out - Normal(Normal); 1 Target - Melee; 100% Acc; 8 Dmg; Target Flinches
Charge - Status(Electric); Self; +3 SpA
Helping Hand - Status(Normal); Self and 1 Ally in 2 Spaces; Switch places with Ally and they gain +2 Att and +1 Spe
Yawn - Status(Normal); 1 Target - 6 Spaces; 100% Acc; After Target's next Move, Target Sleeps for 1d4 rounds
Knock Off - Normal(Dark); 1 Target - Melee; 100% Acc; 4 Dmg; Knocks enemy back 1 Space and breaks Grappling attacks
Arm Thrust - Normal(Fighting); 1 Target - Melee(Hit 1d4 Times); 95% Acc; 3 Dmg
Mud Sport - Status(Ground); All in 8 Spaces; 100% Acc; All Electric attacks do 1/2 Dmg in area
Water Sport - Status(Water); All in 8 Spaces; 100% Acc; All Fire attacks do 1/2 Dmg in area
Ice Ball - Normal(Ice); 1 Target - 8 Spaces; 90% Acc; 6 Dmg; 5% Target is Frozen
Astonish - Normal(Ghost); 1 Target - 4 Spaces; 95% Acc; 5 Dmg; 40% Target Flinches
Sand Tomb - Normal(Ground); 1 Target - 5 Spaces; 70% Acc; 4 Dmg; 65% Target -5 Spe
Bullet Seed - Special(Grass); 1 Target - 6 Spaces(Hit 1d6+1 Times); 100%; 2 Dmg
Howl - Status(Normal); Self; +4 Att
Bulk Up - Status(Fighting); Self; +3 Att and +2 Def
Rock Blast - Normal(Rock); 3 Space Cone; 80% Acc; 5 Dmg
Bullet Punch - Normal(Steel); 1 Target - 3 Spaces; 95% Acc; 9 Dmg
Ice Shard - Normal(Ice); 1 Target - Melee; 95% Acc; 8 Dmg; 10% Target is Frozen
Shadow Sneak - Normal(Ghost); 1 Target - Melee; 110% Acc; 9 Dmg; Always does 9 Dmg, regardless of Defense
Calm Mind - Status(Psychic); Self; +2 Def and +2 SpD
Double Hit - Normal(Noraml); 1 Target - Melee(Hit 2 Times); 90% Acc; 6 Dmg
When you create your pokemon, Two of these attacks will be given to you. You pick which two you would like, but the GM makes the final decision on which two attacks you'll start with.