1d4-3 > 1d4-2 > 1d4-1 > 1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 1d12+1 > 1d12+2 > 1d12+3
1-5 > 6-15 > 16-25 > 26-40 > 41-70 > 71-100 > 101-130 > 131-150 > 151-180 > 181-220 > 221-255
HP=Vigour
Attack=Strength
Special Attack=Spirit
Speed=Agility
there are 5 ranks
every 5 exp you gain an advance
levels 1-20 = novice
21-40 = seasoned
41-60 = veteran
61-80 = heroic
81-100 = legendary
Armor: +1 > +1 > +2 > +2 > +3 > +3 > +4 > +4 > +5 > +5 > +6
Special Defense/Defense: 1-5 > 6-15 > 16-25 > 26-40 > 41-70 > 71-100 > 101-130 > 131-150 > 151-180 > 181-220 > 221-255
Moves:
to get when a pokemon gains a new special move use the closest advance(somewhat like normal math.)
For example if a pokemon were to get a move at level 12 you'd use the EXP 10 advance, on a number whose last digit ends in 3 roll 1d2, 1 means you round up, 2 means you round down.
for every 5 accuracy above 60 a pokemon gets a +1 to any attacks using that move.
Move Damage:
PK Attack: 10-20 > 21-40 > 41-60 > 61-80 > 81-100 > 101-120 > 121-140 > 141-160 > 161-180 > 181-200 > 201-220 > 221-240 > 241-250 |
SW Damage: SPIRIT+1 > SPIRIT+2 > SPIRIT+3 > SPIRIT+4 > SPIRIT+5 > SPIRIT+6 > SPIRIT+7 > SPIRIT+8 > SPIRIT+9 > SPIRIT+10 > SPIRIT+11 > SPIRIT+12 > SPIRIT+13 |
SW Damage: STR+1 > STR+2 > STR+3 > STR+4 > STR+5 > STR+6 > STR+7 > STR+8 > STR+9 > STR+10 > STR+11 > STR+12 > STR+13 |
(The stat a special move uses is dependant on the move itself, if they use special attack use spirit, if they don't, use Strength)
(It is permissable to have a pokemon merely knock its foes unconscious...if you still care for that trope <_<)
Special moves will still use the normal PP
All status effects are simple opposed stat checks.
Unless otherwise mentioned, all moves last until the end of the encounter
Any moves that don't have special abilities are more or less obvious, generally somewhat supernatural attacks are spirit checks against an average TN of 5.
Spray Moves:
1d4+1 attacks(ranged or otherwise depending on the move) that deal damage appropriate to the above conversion.
Sleep Attacks:
Opposed spirit check to determine if the target falls asleep and a vigour check every round to see if the pokemon awakens.
Suicidal Attacks:
Immediately causes the pokemon using it to take 4 wounds.
Status effect removal moves:
Spirit check against a TN 5 to remove the status effect.
Stat Increasing/Decreasing Moves:
They come in 3 flavors:
Weak = -1 to all stat checks with that stat / +1 to all stat checks with that stat
Moderate = Decreases the stat by one die. / Increases the stat by one die.
Strong = Decreases the stat by two dice. / Increases the stat by two dice.
Initiative fiddling moves:
Opposed Spirit checks allows the pokemon using the move to trade initiative draws with an opponent for the rest of the combat. EG if a pokemon uses it on a foe, the foe draws the pokemon's cards while the pokemon draws the foe's cards. It can also force two opponents to switch draws.
Pace Increasing/Decreasing Moves:
Three stages of them:
Weak = -1/+1 to pace.
Moderate = -3/+3 to pace.
Strong = -5/+5 to pace.
Regeneration:
The pokemon makes a spirit check against a TN 7, if it passes it begins to regenerate a wound every two rounds and auto-unshakes.
Stat swappers:
An opposed spirit check allows a pokemon to force two pokemon to swap stats(it can use itself for one target.) Also can be limited to only certain stats.
Trap moves:
An agility check TN allows a pokemon to set a trap using this move, taking effect on the other pokemon if they step on the afflicted square or if their owner tries to bring them back into their ball, can also hit the pokemon coming out instead of the pokemon going back into its ball.
Ground moves:
These moves are unable to hit flying opponents.
Ability influencing moves:
These moves replace the user's or target's ability with a new one, beneficial or not with a spirit check TN 5. Can also be used for removing an ability entirely which is a TN 7.
Anti-criticals:
Prevents an opponent/the user from acing any roll for X turns.
Move prevention moves:
Moves with this stop a list of moves from being used.
Catching a pokemon requires the pokemon to make a spirit check vs the pokeball's TN with wound modifiers applying as usual.
Pokeball-TN 3
Greatball- TN 5
Ultraball- TN 7
Masterball- TN 9001
Lureball-If the pokemon was hooked on a rod the TN is 6.
Moonball- If the pokemon can evolve with the moonstone the TN is 8.
Fastball-If the pokemon is one that flees from battle, the TN is 8.
Heavyball-For every 50 pounds over 200 kg the TN is increased by 1 from 3. If the pokemon is less than 100 kg then the TN is 2.
Loveball- If the player's pokemon and the opposing pokemon are of opposite genders the TN is 10.
Netball- If the pokemon is bug or water type, the TN is 6
Diveball-If battling underwater the TN is 7.
Repeatball-If the pokemon has been caught before, the TN is 6.
Timerball-For every turn that passes the TN increases by one, starting at 1.
Healball-TN 3 and heals caught pokemon.
Duskball-TN 8 in a dark area/at night.
Quickball-Starts at TN 10 and decreases by 2 every turn.
To control a pokemon you simply make a persuade check to have it act in battle, if you have the badge the TN is 3, if you do not the TN is equal to their spirit dietype.
Types work exactly how they do in standard pokemon.