----------------------------------------------------------------- EDO'S POKEMON TCG CREATION SYSTEM Current working version: v2.4 Last updated: 99/07/06 Written by Edo (hrzic@hawaii.edu) Copyright (c) 1999 by Edward T. Hrzic III Pokemon is a trademark/copyright of Nintendo, CREATURES, Game Freak. ----------------------------------------------------------------- ================================================================= I. WHAT IS IT? ================================================================= This is somewhat of a "system" that I have concocted from researching several different cards in the Pokemon TCG. Ever wanted to create that Alakazam with a Rain Dance, but for Psychic Energy instead? Now you can. Want to create your very own, totally original Pokemon? Here's your chance to try. Note that this system is NOT perfect. I have tried to extrapolate rules for the attacks. Some followed a set pattern; others did not. You may not be able to recreate an existing Pokemon perfectly. This also does not have EVERY attack and Power that is in the game. As I see more cards, and the way that they are done, I will add more to this file. ================================================================= II. HISTORY ================================================================= v2.4: Third release of this file: - Superficial Changes (grammar and minor errors) - Alphabetized Attacks and Powers within their own sections - Added/Chanegd the following Attacks: - Changed "Increased by Damage Counters v1.0" to "Modified by Damage Counters v1.0" - Added "Coin Confusion Attack" ================================================================= III. HOW TO USE THIS SYSTEM ================================================================= a. First, you must come up with an idea for the Pokemon. Is it based upon an existing Pokemon? If so, what is it? What type of attacks/powers does it have? For making new versions of existing Pokemon, you may wish to stay within the "theme" brackets of that Pokemon. For example, Mew is an "anti- evolution" Pokemon, thus you may want to make a new version that is also anti-evolution. What about evolution? Is it an evolved card, or just a basic Pokemon? b. Second, choose the type for the Pokemon within the original seven types: - Colorless - Fighting - Fire - Water - Grass - Lightning - Psychic Use caution -- your choice of type will also affect the Weakness and Resistance of your Pokemon. c. Third, generate the Weakness and Resistance of the Pokemon. This is partially determined by its type: - COLORLESS: Generally, Colorless Pokemon has a Resistance to Psychic, and a Weakness toward Fighting. If your Pokemon flies, it instead is weak against Lightning and Resistant toward Fighting. - FIGHTING: Does your Pokemon fight a lot? Knowing lots of martial arts? Then it has a Weakness to Psychic, and no Resistance. Otherwise, it has a Weakness to Grass and a Resistance to Lightning. If the Pokemon flies, then it instead has a Resistance to Fighting. - FIRE: As a rule, all Fire Pokemon has a Weakness to Water, and no Resistance. - WATER: Water Pokemon are hard to determine. If you are making a brand-new Pokemon, most Water Pokemon have a Weakness to Lightning, and a few have a Grass Weakness. If you are making a new version of an existing Pokemon, look it up. Water Pokemon have no Resistance, unless it's flying, which gives it a Fighting Resistance. - GRASS: Grass Pokemon are also hard to classify. If it is an insect, then it has a Weakness to Fire. Some also have a Weakness toward Lightning. Generally, there are no Resistances. However, if the Pokemon flies, it has a Resistance to Fighting. - LIGHTNING: Almost all Lightning Pokemon have a Weakness to Fighting. If the Pokemon flies, it has a Resistance to Fighting, and no Weakness. - PSYCHIC: Just about all Psychic Pokemon have a Weakness toward themselves, and no Resistance. If the Pokemon is gaslike or ghostlike, then it has a Resistance to Fighting, and no Weakness. d. Now, how many Hit Points does the Pokemon have? This number can be anywhere from 30 to 120. Be careful -- this HP number also affects the Retreat Cost of the Pokemon. Base HP Base Retreat ------------------------------- 30 HP 0 40 - 70 HP 1 80 - 120 HP 2 e. Now, it's time to select the Pokemon Powers and Attacks of the Pokemon. A Pokemon's set is one of the following: - One Attack - One Pokemon Power - Two Attacks - One Pokemon Power and one Attack Use the lists that are included in section IV. NOTE THAT THE MAXIMUM ENERGY COST THAT YOU CAN USE IN A PARTICULAR ATTACK IS -FOUR-. f. Finally, calculate the Retreat Cost for the Pokemon: - Take the Base Retreat from the HP table, and modify it by the Retreat Modifier found under the attacks section. No matter what, a Retreat Cost cannot be reduced below 0, nor can it be increased above 4. g. You're done! Other aesthetic information (such as weight, height, level, etc.) can be done by you without any help. h. If you need help, refer to section VI. This has a few examples to assist you. ================================================================= IV. POKEMON ATTACKS ================================================================= The following attacks have this general format: Name Name of the attack Damage The amount of damage that the attack can do. Some have "for each Energy". Choose an amount of Energy for the Energy cost of this attack. Additional Energy Not all attacks have this listing. It is an additional Energy requirement, above what you would choose (if it allows you to choose at all). Effect Some attacks have an additional effect. (Example) Sometimes an example of damage is given here. Retreat Modifier Modifies the Pokemon's Retreat Cost by this number at the end of the creation process. Pokemon TCG Comparison A named example of the attack in the Pokemon TCG. ----------| BASIC ATTACKS Attack Damage: 10 for each Energy in the cost (Example: C does 10 damage) Retreat Modifier: +0 Pokemon TCG Comparison: (Many) Accuracy Down Attack Damage: 10 for each Energy in the cost Effect: If the Defending Pokemon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, this attack does nothing. (Example: F does 10 damage) Retreat Modifier: +0 Pokemon TCG Comparison: Sand-attack All or Nothing Attack Damage: 20 for each colored Energy used in the attack Effect: Flip a coin. If tails, this attack does nothing. (Example: FFFF does 80 damage) Retreat Modifier: +0 Pokemon TCG Comparison: (Unknown) Attack Reducer Damage: 10 for each colorless used Effect: If the Defending Pokemon attacks this Pokemon during your opponent's next turn, any damage done by the attack is reduced by one-half this attack's damage (Rounding down) (Example: CCC does 30 damage, and reduces by 10) Retreat Modifier: +0 Pokemon TCG Comparison: Pounce Attack Storm Damage: 10 for each colored Energy used Effect: Flip a coin for of your opponent's Bench Pokemon. If heads, do half of this attack's damage to that Pokemon. After damage is done, this Pokemon does one-quarter of this attacks damage to itself for each tails. (Example: LLLL does 40 damage, 20 damage for heads, 10 damage for tails) Retreat Modifier: +0 Pokemon TCG Comparison: Thunderstorm Backfire Attack Damage: 15 for each colored Energy in the cost 10 for each colorless Energy in the cost (Round the final damage total up) Effect: Flip a coin. If tails, this Pokemon does half of the damage to itself (round down) (Example: LC does 30 damage, and possibly 10 to itself) Retreat Modifier: +0 Pokemon TCG Comparison: Thunder Jolt Bench Damage Attack Damage: (Special: 10 for each Energy used in the cost. X is normally 1, but add 1 more Energy to increased X by 1) Effect: Choose X of your opponent's Benched Pokemon. This attack does (damage) to that/those Pokemon (Example: FF does 20 damage to 1 Pokemon on the bench) Retreat Modifier: +0 Pokemon TCG Comparison: (Fossil Hitmonlee) Coin Attack v1.0 Damage: 10x damage for each Energy in the cost Effect: Flip 2 coins. This attack does the damage times the number of heads (Example: CC does 20x damage) Retreat Modifier: -1 Pokemon TCG Comparison: Fury Attack, Twineedle, Slam Coin Attack v2.0 Damage: 10x damage for each Energy in the cost Effect: Flip 3 coins. This attack does the damage times the number of heads (Example: WW does 20x damage) Retreat Modifier: +0 Pokemon TCG Comparison: Fury Swipes Coin Attack v3.0 Damage: 20x damage for each Energy in the cost Effect: Flip a coin for each Energy card attached to this Pokemon. This attack does the damage times the number of heads. (Example: C does 20x damage) Retreat Modifier: +0 Pokemon TCG Comparison: Big Eggsplosion Defender and Bench Damage Attack Damage: 10 damage for each Energy used in the attack Effect: Choose 1 of your opponent's Benched Pokemon. Do half the damage of this attack to that Pokemon. (Round down) (Example: LL: Does 20 damage, 10 to 1 on Bench Retreat Modifier: +0 Pokemon TCG Comparison: Spark Discard Energy to use Attack Damage: 20 for each colored Energy used in the cost 10 for each colorless Energy used in the cost Effect: You must discard 1 colored Energy card attached to this Pokemon in order to use this attack (Example: RC does 30 damage) Retreat Modifier: -1 Pokemon TCG Comparison: Ember, Flamethrower Double-Edged Attack Damage: 20 for each Energy in the cost Effect: This Pokemon does the same damage to itself (Example: CC does 40 damage to the Defending Pokemon, and 40 damage to itself.) Retreat Modifier: -1 Pokemon TCG Comparison: Double Edge Energy Destroyer Damage: 10 damage for each Energy used for the attack Effect: Choose 1 Energy card attached to the Defending Pokemon and discard it. (Example: WWCC: Does 40 damage) Retreat Modifier: +1 Pokemon TCG Comparison: Whirlpool, Hyper Beam Energy Smasher Damage: 25 for each colored Energy used in the cost (Round this damage up) Effect: Discard all Energy cards attached to this Pokemon (Example: LLLL: Does 100 damage) Retreat Modifier: +1 Pokemon TCG Comparison: Thunderbolt Half-HP Damage Attack Damage: ? Additional Energy: Three Colorless Effect: This attack does damage equal to half of the Defending Pokemon's remaining HP (round up). Retreat Modifier: +0 Pokemon TCG Comparison: Super Fang Ignore Resistance Damage: 10 for each Energy used in the attack Effect: This attack's damage ignores the Defending Pokemon's Resistance (Example: FF does 20 damage) Retreat Modifier: +0 Pokemon TCG Comparison: (Unknown) Ignore Resistance and Weakness Attack Damage: 10 plus 10 for each Energy used in the attack Effect: This attack's damage ignores the Defending Pokemon's Weakness and Resistance. (Example: LL does 30 damage) Retreat Modifier: +0 Pokemon TCG Comparison: Mindshock Modified by Bench v1.0 Damage: 10 for each Energy used in the cost (only one may be Colorless) Effect: This attack does (10 times the Energy used in the cost) for each of a chosen Pokemon name on your Bench. (Example: GG does 20 damage, plus 20 damage for each of a certain Pokemon) Retreat Modifier: +0 Pokemon TCG Comparison: Love-Love Attack Modified by Bench v2.0 Damage: 10 Additional Energy: Three colorless Effect: This attack does 10 more damage for each of your Benched Pokemon. Retreat Modifier: +0 Pokemon TCG Comparison: Do the Wave Modified by Damage Counters v1.0 Damage: 10 Additional Energy: Two colored Effect: This attack does 10 more damage for each damage counter on this Pokemon (Example: FF does 10 damage, increase by 10) Retreat Modifier: +0 Pokemon TCG Comparison: Rage Modified by Damage Counters v2.0 Damage: 10 for each Colored Energy Additional Energy: One Colorless Effect: This attack does 10 more damage for each damage counter on the Defending Pokemon. (Example: PC does 10 damage) Retreat Modifier: +1 Pokemon TCG Comparison: Meditate Non-Attack Damage Damage: None Effect: Flip a coin. If heads, choose 1 of your opponent's Pokemon, and do 10 damage to that Pokemon for each Energy used in this attack. (Example: CC does 20 damage) Retreat Modifier: +0 Pokemon TCG Comparison: (Unknown) One-Use Attack Damage: 30 for each Energy used Effect: Flip a coin. If tails, this attack does nothing. Either way, you can't use this attack again. (Example: C: Does 30 damage) Retreat Modifier: +1 Pokemon TCG Comparison: Leek Slap Powered Attack Damage: 15 for each colored Energy in the cost 10 for each colorless Energy in the cost (Round the final damage total up) (Example: FCC does 40 damage to the Defending Pokemon) Retreat Modifier: If the Pokemon has 30 HP, +0 If the Pokemon has > 30 HP, +1 Pokemon TCG Comparison: (Many) Pump-Up Attack Damage: 10+ for each Energy used in the cost, only one of the Energy may be colorless Effect: This attack does 10 more damage for each colored Energy attached to this Pokemon (but not used to pay for this attack's Energy cost). Extra colored Energy after the second doesn't count. (Example: WC does 20+ damage, plus 10 damage for each W) Retreat Modifier: +0 Pokemon TCG Comparison: Water Gun Quick Attack Damage: 10 damage Effect: Flip a coin. If heads, this attack does 10 more damage for each Energy used in the cost. (Example: CC: Does 10 damage, plus 20) Retreat Modifier: +1 Pokemon TCG Comparison: Quick Attack Reduced by Damage Counters v1.0 Damage: 20 damage for each colored Energy in the cost 10 damage for each colorless Energy in the cost Effect: This attack does 10 less damage for each damage counter on this Pokemon. (Example: FFC does 50 damage, and reduced by 10) Retreat Modifier: +0 Pokemon TCG Comparison: Karate Chop Reduced by Damage Counters v2.0 Damage: 20 damage for each Energy used in the cost Effect: If there are any damage counters on the Defending Pokemon, this attack does 15 less damage for each Energy used in this attack (Round this reduction down) (Example: CC does 40 damage, reduces by 30) Retreat Modifier: +0 Pokemon TCG Comparison: Gentle Punch Selfdestruct Damage: 20 for each Colored Energy used 10 for each Colorless Energy used Effect: Does 10 damage to each Pokemon on each player's Bench for each Colorless Energy in the cost (Example: LLCC: Does 80 damage, 20 to the bench) Retreat Modifier: +0 Pokemon TCG Comparison: Selfdestruct Swapping Attack Damage: 5 for each Colorless, plus 10 damage times the Pokemon's stage of Evolution (Round the final damage down) Effect: After damage is done, you opponent chooses 1 of his or her Benched Pokemon and switches it with the Defending Pokemon (Example: On a Stage 1 Pokemon, CC does 20 damage) Retreat Modifier: +0 Pokemon TCG Comparison: Whirlwind Synchro Attack Damage: 30 for each colored Energy 10 for each colorless Effect: The Defending Pokemon must have at least 1 of the same Energy cards attached to it. (Example: PC does 40 damage) Retreat Modifier: +0 Pokemon TCG Comparison: Synchro Wave ----------| STATUS AILMENT ATTACKS Coin Confusion Attack Damage: (10 times the amount of Energy used) - 10 Effect: Flip a coin. If heads, the Defending Pokemon is now Confused. Retreat Modifier: +0 Pokemon TCG Comparison: Confuse Ray Coin Paralyzing Attack Damage: 10 for each Energy used in the cost Effect: Flip a coin. If heads, the Defending Pokemon is now Paralyzed (Example: PP does 20 damage) Retreat Modifier: +0 Pokemon TCG Comparison: Psyshock, String Shot Coin Poison Attack Damage: 10 for each Energy used in the cost Effect: Flip a coin. If heads, the Defending Pokemon is now Poisoned (Example: GG does 20 damage) Retreat Modifier: +0 Pokemon TCG Comparison: Poison Sting, Poisonpowder Coin One or the Other Attack Damage: 5 for each Energy used in the cost (Round the final damage down) Effect: Flip a coin. If heads, do one status ailment. If tails, do a different status ailment. (Example: GG does 10 damage) Retreat Modifier: +0 Pokemon TCG Comparison: Foul Gas Unconditional Both Confusion Damage: 10 for each colored Energy used Effect: After damage is done, this Pokemon and the Defending Pokemon are now Confused (Example: GG does 20 damage) Retreat Modifier: +0 Pokemon TCG Comparison: Stink Unconditional Poison Damage: (10 times the amount of Energy used) - 10 Additional Energy: One colored Effect: The Defending Pokemon is now Poisoned. Retreat Modifier: +0 Pokemon TCG Comparison: Poisonpowder Unconditional Self-Confusion Damage: 20 for each Colored Energy used in the cost Effect: After damage is done, this Pokemon is now Confused. (Example: FF does 40 damage) Retreat Modifier: +0 Pokemon TCG Comparison: (Unknown) Unconditional Sleep Damage: (10 times the amount of Energy used) - 10 Additional Energy: One colored Effect: The Defending Pokemon is now Asleep. Retreat Modifier: +0 Pokemon TCG Comparison: Hypnosis, Lullaby ----------| DEFENSIVE ATTACKS Armor Attack Damage: None Effect: During your opponent's next turn, reduce the damage done to this Pokemon by attacks by 10 for each Energy used in this attack's Energy cost. (Example: CC reduces the damage by 20) Retreat Modifier: +0 Pokemon TCG Comparison: Minimize Block Attack Damage: None Additional Energy: One colored and one colorless Effect: Flip a coin. If heads, during your opponent's next turn, prevent all damage done to this Pokemon from attacks. Retreat Modifier: +0 Pokemon TCG Comparison: Scrunch Dodge Attack Damage: 10 for each Colored Energy used in the cost 5 for each Colorless Energy used in the cost (Round final damage up) Effect: Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Fearow. (Example: LCC does 20 damage) Retreat Modifier: +0 Pokemon TCG Comparison: Agility Harden Attack Damage: None Additional Energy: Two colored Effect: During your opponent's next turn, whenever 30 or less damage is done to this Pokemon, prevent that damage. Retreat Modifier: +1 Pokemon TCG Comparison: Harden Wall Attack Damage: None Additional Energy: One colored Effect: During your opponent's next turn, reduce all damage done to this Pokemon by attacks by half, rounding up. Retreat Modifier: +1 Pokemon TCG Comparison: Light Wall ----------| HEALING ATTACKS Draining Attack v1.0 Damage: 10 for each Energy used in the attack Effect: If this attack successfully damages the Defending Pokemon, remove half that amount of damage (rounding up) in damage counters on this Pokemon (Example: GGGG does 40 damage) Retreat Modifier: +0 Pokemon TCG Comparison: Leech Seed Draining Attack v2.0 Damage: 10 for each colored Energy Effect: Remove a number of damage counters from Venonat equal to the damage done to the Defending Pokemon. (Example: GC does 10 damage) Retreat Modifier: +0 Pokemon TCG Comparison: Leech Life Everyone Recovery Damage: None Effect: Each player removes 1 damage counter from their Active Pokemon for each Energy used in the cost (Example: C removes 1 damage counter) Retreat Modifier: +0 Pokemon TCG Comparison: (Erika's Jigglypuff) Healing Attack v1.0 Damage: None Effect: Remove 1 damage counter from this Pokemon for every colored Energy used in the cost (Example: W removes 1 damage counter) Retreat Modifier: +0 Pokemon TCG Comparison: (Unknown) Healing Attack v2.0 Damage: None Additional Energy: One colorless Effect: Flip a coin. If heads, remove 1 damage counter from this Pokemon. If this Pokemon has no damage counters on it, you cannot use this attack. Retreat Modifier: +0 Pokemon TCG Comparison: (Fossil Slowpoke) Healing Attack v3.0 Damage: None Additional Energy: One Colored Effect: Flip a coin. If heads, remove 4 damage counters from this Pokemon. Retreat Modifier: +0 Pokemon TCG Comparison: (Erika's Gloom) Recover Damage: None Additional Energy: Two colored Effect: Discard 1 Energy card attach to this Pokemon of this Pokemon's type in order to use this attack. Remove all damage counters from this Pokemon. Retreat Modifier: +1 Pokemon TCG Comparison: Recover ----------| SEARCH ATTACKS Call a Friend Damage: None Additional Energy: Two Colored Effect: Search your deck for a Pokemon of a particular name, and put it on your Bench. Shuffle your deck afterward. If your Bench is full, you cannot use this attack. Retreat Modifier: +0 Pokemon TCG Comparison: Sprout, Call Family Energy Search Damage: None Additional Energy: One Energy Effect: Search your deck for a Basic Energy card, show it to your opponent, and put it in your hand. Shuffle your deck afterward. Retreat Modifier: +0 Pokemon TCG Comparison: (Erika's Clefairy) Evolution Attack Damage: None Additional Energy: One Energy Effect: Search your deck for an Evolution card, and attach it to 1 of your own Pokemon that could be evolved by that card. Shuffle your deck afterward. Retreat Modifier: +0 Pokemon TCG Comparison: (Erika's Clefairy) Self-Evolution Damage: None Additional Energy: Three Colored Effect: Search your deck for the next stage of Evolution for this Pokemon, and attach it to this Pokemon. Shuffle your deck afterward. Retreat Modifier: +1 Pokemon TCG Comparison: (Team Rocket Magikarp) Trainer Search Damage: None Additional Energy: Two colored Effect: Flip a coin. If heads, search your deck for a Trainer card, show it to your opponent, then put it into your hand. Shuffle your deck afterward. Retreat Modifier: +0 Pokemon TCG Comparison: (Erika's Bulbasaur) ----------| CARD ATTACKS Card Drawer v1.0 Damage: None Additional Energy: One energy Effect: Draw 1 card Retreat Modifier: +1 Pokemon TCG Comparison: Send Kid Card Drawer v2.0 Damage: 5 for each Energy used (Round the final damage down) Effect: Flip a coin. If heads, draw 1 card. Retreat Modifier: +0 Pokemon TCG Comparison: Pay Day Card Drawer v3.0 Damage: None Additional Energy: One Energy Effect: Discard 1 Energy card attached to this Pokemon in order to use this attack. Draw 3 cards. Retreat Modifier: +0 Pokemon TCG Comparison: (Team Rocket Golduck) Card Exchange Damage: None Effect: Shuffle your hand into your deck, then draw 5 cards. Retreat Modifier: +0 Pokemon TCG Comparison: (Erika's Exeggutor) Card Manipulator Damage: None Additional Energy: One colored Effect: Look at the top 3 cards of your deck or your opponent's deck. Replace those cards in any order that you wish. Retreat Modifier: +0 Pokemon TCG Comparison: See the Future Deck Shuffler Damage: None Additional Energy: One colorless Effect: Shuffle your deck. Retreat Modifier: +0 Pokemon TCG Comparison: (Takeshi's Mankey) Energy Recover Damage: None Additional Energy: None Effect: Choose up to 2 Energy cards in your Discard pile for each colored Energy in this attack's Energy cost and attach them to this card. Retreat Modifier: +1 Pokemon TCG Comparison: (Promo Mewtwo) Trainer Recover Damage: None Effect: Discard 1 Energy card attached to this Pokemon in order to use this attack. Choose 1 Trainer card for every two colored Energy in this attack's cost in your discard pile and put it into your hand. Retreat Modifier: +1 Pokemon TCG Comparison: (Fossil Slowpoke) ----------| OTHER ATTACKS Attack Prevention Damage: None Additional Energy: One Energy Effect: Flip a coin. If heads, the Defending Pokemon cannot attack next turn. Retreat Modifier: +1 Pokemon TCG Comparison: Leer Copier Damage: Special Additional Energy: Three colorless for a Basic Pokemon One colorless for a Stage 1 or 2 Pokemon Effect: Choose 1 of the Defending Pokemon's attacks. This attack copies that attack except for its Energy cost and anything else required in order to use that attack, such as discarding Energy cards. Retreat Modifier: +1 Pokemon TCG Comparison: Metronome Devolution Attack Damage: None Additional Energy: Two colored Effect: Choose 1 of your own or your opponent's Evolved Pokemon. Return the topmost Evolution card on that Pokemon to its owner. Retreat Modifier: +0 Pokemon TCG Comparison: Devolution Beam Enhancement Attack Damage: Special Additional Energy: One colorless Effect: During your next turn, one of this Pokemon's attacks does twice as much damage. Retreat Modifier: +0 Pokemon TCG Comparison: Sword Dance Forgetful Damage: None Additional Energy: Two colored Effect: Choose 1 of the Defending Pokemon's attacks. That Pokemon cannot use that attack during your opponent's next turn. Retreat Modifier: +0 Pokemon TCG Comparison: Amnesia Lure Damage: None Additional Energy: Two colorless Effect: Choose 1 of your opponent's Benched Pokemon and switch it with his or her Active Pokemon. Retreat Modifier: +0 Pokemon TCG Comparison: Lure Mirror Attack Damage: Special Additional Energy: Three Colorless Effect: If this Pokemon was attacked last turn, do the final result of that attack on the Defending Pokemon. Retreat Modifier: +0 Pokemon TCG Comparison: Mirror Move Power Down Attack Damage: None Effect: If the Defending Pokemon attacks during your opponent's next turn, reduce that attack's damage by 10. Retreat Modifier: +0 Pokemon TCG Comparison: (Unknown) Retreat Damage: None Additional Energy: One colored Effect: Choose 1 of your own Benched Pokemon and switch it with this Pokemon. Retreat Modifier: +0 Pokemon TCG Comparison: (Unknown) ================================================================= V. POKEMON POWERS ================================================================= NOTE: Remember, unless a Pokemon Power states otherwise, the power can't be used if the Pokemon is Asleep, Confused or Paralyzed. ----------| ENERGY MANIPULATION POWERS Energy Dance Effect: As often as you like during your turn, you may attach 1 Energy of this Pokemon's type to 1 of your same type of Pokemon. Evolution Requirement: Stage 2 Pokemon TCG Comparison: Rain Dance Energyzap Effect: Any time during your turn, you may Knock Out this Pokemon and attach it to 1 of your other Pokemon. If you do, choose a type of Energy. This Pokemon is now an Energy card that provide 2 energy of that type. Evolution Requirement: Stage 1 Pokemon TCG Comparison: Buzzap Power Burn v1.0 Effect: As often as you like during your turn, you may turn all Energy attached to this Pokemon into Energy of this Pokemon's type until the end of the turn. Evolution Requirement: Stage 2 Pokemon TCG Comparison: Energy Burn Power Burn v2.0 Effect: As long as Energy cards are attached to this Pokemon, they provide (a chosen Energy type) instead of their normal type. Evolution Requirement: Basic Pokemon TCG Comparison: (Erika's Oddish) Power Trans Effect: As often as you like during your turn, you may move 1 Energy of this Pokemon's type to 1 of your other Pokemon. Evolution Requirement: Stage 2 Pokemon TCG Comparison: Energy Trans Receive Energy Effect: Once during your each of your turns, you may move 1 Energy of this Pokemon's type from 1 of your own Pokemon to this Pokemon. Evolution Requirement: Basic Pokemon TCG Comparison: (Team Rocket Charmander) ----------| CARD MANIPULATION POWERS Card Drawer Effect: Once during each of your turns, you may discard 1 card from your hand in order to draw 1 card. Evolution Requirement: Stage 1 Pokemon TCG Comparison: (Team Rock Kadabra) Card Viewer Effect: Once during each of your turns, you may look at one of the following cards: a random card from your opponent's hand, a Prize, or the top card of any deck. Afterward, return the card to its original place. Evolution Requirement: Basic Pokemon TCG Comparison: Peek Hand Viewer Effect: While this Pokemon is in play, your opponent must play with his or her hand face-up on the table. Evolution Requirement: Stage 1 Pokemon TCG Comparison: (Fossil Omayante) ----------| DEFENSIVE POWERS Damage Reduction v1.0 Effect: Any time that more than 20 damage is done to this Pokemon from an attack, that damage is reduced to 10. Evolution Requirement: Basic Pokemon TCG Comparison: Mysterious Barrier Damage Reduction v2.0 Effect: Any time that damage is done to this Pokemon from an attack, reduce that damage by half (rounding up). Evolution Requirement: Stage 1 Pokemon TCG Comparison: Kabuto Armor Damage Reduction v3.0 Effect: Any time that damage is done to this Pokemon from an attack, reduce that damage by 10. Evolution Requirement: Stage 1 Pokemon TCG Comparison: Shell Armor Special Barrier v1.0 Effect: Any time that more than 30 damage is done to this Pokemon from an attack, that damage is prevented. Evolution Requirement: Basic Pokemon TCG Comparison: Invisible Wall Special Barrier v2.0 Effect: Any time that damage is done to this Pokemon from an attack from an Evolved Pokemon, that damage is prevented. Evolution Requirement: Basic Pokemon TCG Comparison: Neutral Barrier Special Barrier v3.0 Effect: Any time that damage or an effect from an attack would affect this Pokemon, flip a coin. If heads, prevent all effects of that attack, including damage, done to this Pokemon. Evolution Requirement: Stage 1 Pokemon TCG Comparison: Transparency ----------| CANCELLATION POWERS Evolution Blocker Effect: While this Pokemon is in play, neither player can play Evolution cards. Evolution Requirement: Stage 1 Pokemon TCG Comparison: (Fossil Aerodactyl) Power Blocker Effect: While this Pokemon is in play, each Pokemon Power does nothing (except for this Power). Evolution Requirement: Stage 1 Pokemon TCG Comparison: (Fossil Muk) Trainer Blocker Effect: While this Pokemon is in play, neither player can play Trainer cards. Evolution Requirement: Stage 2 Pokemon TCG Comparison: (Unknown) ----------| OTHER POWERS Change Color Effect: As often as you like during your turn, you may change this Pokemon's type to any type of a Pokemon you have in play. Evolution Requirement: Stage 1 Pokemon TCG Comparison: Damage Movement v1.0 Effect: As often as you like during your turn, you may move 1 damage counter attached to 1 of your Pokemon and move it to a different Pokemon, as long as it does not Knock Out that Pokemon. Evolution Requirement: Stage 2 Pokemon TCG Comparison: Damage Swap Damage Movement v2.0 Effect: As often as you like during your turn, you may move 1 damage counter attached to 1 of your Pokemon and move it to this Pokemon as long as it does not Knock Out this Pokemon. Evolution Requirement: Stage 1 Pokemon TCG Comparison: Strange Behavior Damage Movement v3.0 Effect: Once during each of your turns, you may move 1 damage counter attached to 1 of your opponent's Pokemon to another of his or her Pokemon. Evolution Requirement: Stage 2 Pokemon TCG Comparison: Curse Evolution Search Effect: Once during each of your turns, you may search your deck for an Evolution card, show it to your opponent, then put it into your hand. Shuffle your deck afterward. Evolution Requirement: Stage 1 Pokemon TCG Comparison: Evolution Beam Ferocity Effect: While this Pokemon is Confused, damage done by this Pokemon is increased by half of this Pokemon's maximum HP (round this value down) Evolution Requirement: Stage 1 Pokemon TCG Requirement: Evil Primeape Final Attack Effect: You may use this power only when this Pokemon is Knocked Out by the Attacking Pokemon. Flip a coin. If heads, this power does 20 damage to the Attacking Pokemon for each (a chosen Energy type) card attached to this Pokemon. Evolution Requirement: Stage 1 Pokemon TCG Comparison: (Team Rocket Evil Gyrados) Healing Effect: Once during each of your turns, you may flip a coin. If heads, remove 1 damage counter from 1 of your own Pokemon. Evolution Requirement: Stage 2 Pokemon TCG Comparison: Immunity Effect: This Pokemon cannot be Asleep, Confused, Paralyzed or Poisoned. Evolution Requirement: Basic Pokemon TCG Comparison: Thick Skinned Luring Effect: Once per turn, you may flip a coin. If heads, choose 1 of your opponent's Benched Pokemon and switch it with his or her Active Pokemon. Evolution Requirement: Stage 2 Pokemon TCG Comparison: (Erika's Victreebell) Mimic Effect: When this Pokemon is your Active Pokemon, it acts as an exact copy of your opponent's Active Pokemon. All Energy attached to this Pokemon provides whichever Energy that you like. Evolution Requirement: Basic Pokemon TCG Comparison: (Fossil Ditto) Retaliate Effect: Whenever your opponent's attack damages this Pokemon (even if this Pokemon is Knocked Out), this power does 10 damage to the attacking Pokemon. (Don't apply Weakness and Resistance). Evolution Requirement: Stage 2 Pokemon TCG Comparison: Strikes Back Retreat Reducer Effect: You may only use this power when this Pokemon is on your Bench. Whenever your Active Pokemon retreats, that Pokemon's Retreat Cost is reduced by 1. Evolution Requirement: Stage 1 Pokemon TCG Comparison: (Jungle Dodrio) Retreat Swap Effect: You may only use this power when this Pokemon is on your Bench. Switch this Pokemon with your Active Pokemon. Evolution Requirement: Stage 2 Pokemon TCG Comparison: (Fossil Dragonite) Status Ailment Effect: (Choose a status ailment when this Pokemon is created) Once during each of your turns, you may flip a coin. If heads, your opponent's Active Pokemon is affected by the chosen status ailment. If tails, your Pokemon is affected by the chosen status ailment. Evolution Requirement: Stage 1 Pokemon TCG Comparison: (Some Team Rocket Pokemon) ================================================================= VI. POKEMON CREATION EXAMPLES ================================================================= Well, you really wouldn't be here unless you needed some help, now would you? Or perhaps you're just browsing. At any rate, here are some Pokemon creation examples. ----------| EXAMPLE ONE: EDO'S HITMONCHAN Edo's Hitmonchan will be our first example. It's already an existing Pokemon, so we will be working on its framework. Our history of this particular Pokemon is that it was part of Edo's Breeding Farm, back when he used to breed Mewtwos. One particularly savage Mewtwo bit off this Hitmonchan's left arm. So, this Hitmonchan only has one. Hitmonchan is a Fighting Pokemon -- that's already decided. Since Hitmonchan does a lot of Fighting, its Weakness is Psychic, and has not Resistance. Looking at the original Hitmonchan, 70 HP seems a little bit too much for this little scrapper. We'll just kick it down a notch (for you Emerel fans out there), and give her 60 HP. We want to give her more than one attack, but no Pokemon Power (she's not TOO special). So, two attacks it is. We still want a little fast damage. I'll pick a coin attack, Coin Attack v2.0. We'll just put 1 Fighting Energy in it, and call it "Illusion Combo". Our little Hitmonchan gets tougher as she charges up, so we'll give her a "Water Gun" like attack, called Pump-Up Attack. How about two Fighting and one Colorless? That sounds about good. Call it "Illusion Grander". Finally, we do her Retreat Cost. Her HP is 60, which means a Basic Retreat of 1. Neither of the attacks have a modifier (+0), so out Retreat is: 1 + 0 + 0 = 1. Well, that's about it. Here's our output. Edo's Hitmonchan Type: Basic Fighting Pokemon LV.20 HP 60 R: Illusion Combo: 10x Effect: Flip 3 coins. This attack does 10 damage times the number of heads. RRC: Illusion Grander: 30+ Effect: This attack does 10 more damage for each Fighting Energy attached to this Pokemon, but not used to pay for this attack's Energy Cost. Extra Fighting Energy after the second doesn't count. -C Retreat P Weakness ----------| EXAMPLE TWO: PRISSA Prissa will be out next Pokemon. Prissa? That's not an existing Pokemon. And you're right. It will be a brand-new Pokemon that I'll be creating. Our design will be inspired by the greater fan base of Pokemon -- children. So, this Pokemon will appear to look like a little girl in a Japanese student uniform. I'm thinking of a Psychic Pokemon. I'm also thinking of giving it a Pokemon Power similar to that of Erika's Miniryuu (Dratini). Since it's a Psychic Pokemon, and not ghostlike, it's going to have a Weakness to itself. We don't want to create a broken card, so we're going to give it a relatively low HP total -- say, 50 HP. This is because of the Pokemon Power I am thinking of. I wanted to give it a Pokemon Power, Damage Reduction v1.0. We're going to call it "Psychic Barrier". Our one attack will be Coin Attack v3.0. We'll only drop one Psychic Energy into it, and call it "Psibolt". Finally, we'll calculate our Retreat Value. Our Base Retreat is 1, and we add + 0 for our one attack. Pokemon Powers don't add to the Retreat Value. Thus, 1 + 0 = 1. Here's our output: Prissa Type: Basic Psychic Pokemon LV.29 HP 50 [Pokemon Power] Psychic Barrier Effect: Whenever 20 or more damage is done to this Pokemon, (after applying Weakness and Resistance), reduce that damage to 10. This power can't be used if Prissa is already Asleep, Confused or Paralyzed when the opponent attacks. P: Psibolt: 20x Effect: Flip a coin for each Energy card attached to this Pokemon. This attack does 20 damage times the number of heads. -C Retreat P Weakness ----------| EXAMPLE THREE: MEWTWO Here, we're going to make a broken card. Something that will do a LOT of damage in a short time. Well, it's a Mewtwo -- not much more needs to be said. It has a weakness to itself, and we're going to give it 70 HP (like the rest of them). Two attacks will be superb for what we're going to do. We'll take Energy Recover, and dump two Psychic Energy into it. Let's call it "Energy Absorption" (like the promo Mewtwos). The second attack will be Coin Attack v3.0 (like in the above example). This one will be called "Psycho Flash". We'll put four Psychic Energy into it. Our Retreat Cost will be 1 + 1 + 0 = 2. So, our output will be: Mewtwo Type: Basic Psychic Pokemon LV.58 HP 70 PP: Energy Absorption Effect: Choose up to 4 Psychic Energy cards in your discard pile, and attach them to this Pokemon. PPCC: Psycho Flash: 80x Effect: Flip a coin for each Energy attached to this Pokemon. This attack does 80 damage times the number of heads. -CC Retreat P Weakness No. 150 ----------------------------------------------------------------- Fin