================================================================= ]]]] ]]] ]]]]] ] ] ]]]]] ]]]]] ] ] ] ] ] ] ] ] ] ]]]] ] ] ] ]]] ]]]] ] ] ] ] ] ] ] ] ] ] ]]] ]]]]] ] ] ]]]]] ] [ [ [[[ [ [ [[[[[ [[[[[ [[[[[ [[[[ [[[[[ [[ [[ [ [ [[ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [[[[[ [ [[[[ [[[[ [[[[[ [ [ [ [ [ [[ [ [ [ [ [ [ [ [ [[[ [ [ [[[[[ [ [[[[[ [ [ [[[[[ POCKET MONSTERS The Pencil and Paper Role-Playing v0.6 (Beta Version) Written by Copyright (c) 1999 by Edo (hrzic@hawaii.edu) Edward T. Hrzic III Pokemon and Pocket Monsters are trademarks of Nintendo, CREATURES and Game Freak. Play Testing By: ================================================================= TABLE OF CONTENTS ----------------------------------------------------------------- 0.0 . . . . . . . . . INTRODUCTION History 1.0 . . . . . . . . . ANATOMY OF A POKEMON Main Statistics Derived Statistics 2.0 . . . . . . . . . THE COMBAT SYSTEM Attacking Status Ailments Attack Types Versus Pokemon Types 3.0 . . . . . . . . . EXPERIENCE Types of Experience How to Gain Experience Hot to Spend Experience 4.0 . . . . . . . . . POKEMON LISTING 5.0 . . . . . . . . . ATTACK LISTING 6.0 . . . . . . . . . ITEMS 7.0 . . . . . . . . . CREATING YOUR OWN LEGEND Game Master Trainers Creating a Trainer How a Trainer Gains Experience Determining Money Pokemon Balls Creating a Pokemon 8.0 . . . . . . . . . THE WORLD OF POKEMON Beginning the Game How to Create a Story 9.0 . . . . . . . . . CATCHING POKEMON How to Catch Pokemon Using Pokemon Balls A.0 . . . . . . . . . CHARACTER SHEETS Trainer Sheet Pokemon Sheet Z.0 . . . . . . . . . LAST WORDS ----------------------------------------------------------------- ----------| 0.0 INTRODUCTION |-------------------------------- ----------------------------------------------------------------- The Pocket Monsters (shortened to the word "Pokemon") RPG is a way to role-play the exploits of new trainers in the world of Pokemon. Players can create their own trainers, and raise their own Pokemon to be the best in the world. The game system itself is somewhat of an offspring of the "Dragon Ball Z Adventure Game" (by R. Talsorian Games), and share some of the mechanics of that system. However, there are more than a few changes to suit Pokemon. A word of note: the game does not DUPLICATE the Gameboy game. If it did, there would be no reason to create this RPG. Also, it does not seek to resemble the animated series, as that is a separate world of its own. This game deals with players who wish to create their own legends. What will you need to play the Pokemon RPG? You will need six- sided dice (the only type of dice used in this game), which you can find in your local hobby store, or raid your old Monopoly(tm) game for a few. You will also need paper, pencils, a few friends, and a wide imagination (sometimes you'll need to have a large imagination, in order to make up for the Trainers that don't have one). HISTORY v0.6: Third release of this file (Updated on: 99/??/??) o Added "Wrap" to Attack Listing (which was previously forgotten). o Added some text under the "Beginning the Game" heading in the "World of Pokemon" section. O Altered the "statistic modifier" attack to be based upon percentages. o Added Trainer and Pokemon Sheets ----------------------------------------------------------------- ----------| 1.0 ANATOMY OF A POKEMON |------------------------ ----------------------------------------------------------------- In this RPG, a Pokemon is divided into several statistics. MAIN STATISTICS A Pokemon has four main statistics, which are as follows: o ATTACK: The force of normal attacks used by a Pokemon o DEFENSE: The resistance against attacks inflicted on a Pokemon o SPEED: The quickness of a Pokemon o SPECIAL: The force of a special attack used by a Pokemon DERIVED STATISTICS Derived Statistics are values that depend on one or more of the main statistics of the Pokemon. o HP: Abbreviation for Hit Points. The amount of damage that a Pokemon can sustain before becoming defeated. o PP: Abbreviation for Power Points. The amount of "energy" that a Pokemon can use to supply its attacks. ----------------------------------------------------------------- ----------| 2.0 THE COMBAT SYSTEM |--------------------------- ----------------------------------------------------------------- The combat system of Pokemon is small and flowing, but can be hard to understand unless you pay attention. So, read along carefully. ATTACKING o STEP ONE: Choosing An Attack Each Trainer chooses their attacks and announces them at the same time. o STEP TWO: Determine Who Attacks First Each Trainer rolls a number of dice equal to the SPEED statistic of the Pokemon and rolls it. The one with the highest roll attacks first. OPTIONAL RULE: Instead of rolling die equal to the SPEED statistic, instead compare the values of the SPEED statistic. The Pokemon with the highest SPEED acts first. If there is a tie for SPEED, then roll SPEED as normal. o STEP THREE: Determine if you "Hit" The attacking Trainer rolls a number of dice equal to the ATTACK or SPECIAL statistic (depending on the type of attack) of the Pokemon, and rolls an additional 3 dice. - If the attack only affects your Pokemon, then you must either meet or exceed the Difficulty Value (DV) for the attack. The DV for such an attack is listed in the "Attacks Section" of this document. - If the attack affects the target in some way other than damage, then the opposing Trainer rolls a number of dice equal to the SPECIAL statistics of his or her Pokemon, plus 3 dice. If the attacker rolls greater than the target, then the target is affected by that attack. - If the attack simply does damage to the target, then the target's Trainer rolls dice equal to the SPEED statistic of his or her Pokemon, plus 3 dice. If the attacker rolls greater than the target, the target is then hit, and damage is done. If the attacker's roll is at least twice the target's roll, then a "Critical Hit" has been obtained. "Critical Hits" are described in the next step. o STEP FOUR: Doing Damage If the attacker hits the target, then damage is to be dealt. The attacker then rolls the Damage Rating (DR) of the attack used (the DRs for attacks are listed in the "Attacks Section" of this document). OPTIONAL RULE: Instead of rolling so many dice for damage, multiply the DR by 3, and that is the effective damage roll. At this point, if a Critical Hit was obtained in the previous step, then double the amount of damage that was rolled. Now the target is involved. The target rolls a number of dice equal to the DEFENSE statistic. Whatever that roll is, subtract it from the damage that is rolled. If the result is positive, it is subtracted from the target's HP. If the HP of the target has been reduced to 0 or less, the target has been defeated. OPTIONAL RULE: Instead of rolling so many dice for the DEFENSE statistic, simply multiply the DEFENSE by 3, and that is the amount to subtract from the damage roll. o STEP FIVE: The Next Turn It is then the next Trainer's turn to attack. Repeat at Step Three and Four above. When both Trainers have attacked, go back to Step Three to see who gets to attack first. STATUS AILMENTS During battles, some attacks of Pokemon can inflict a variety of status ailments on the target. Each have their own effects on the way that Pokemon act. o POISONED: If a Pokemon is Poisoned, after it has attacked during its turn, roll a die. The roll is the number of HP that the Pokemon loses. o PARALYZED: If a Pokemon is Paralyzed, it cannot attack at all. o BURNED: Burned has the same effect as being Poisoned. o FROZEN: Frozen has the same effect as being Paralyzed. o ASLEEP: The Pokemon cannot act. o CONFUSED: The Pokemon cannot figure out what to do. Whenever the Pokemon attacks, roll 2 dice. If the roll is 7 or better, the attack succeeds as normal. If not, the Pokemon accidentally hurts itself. Roll 1 die, and subtract that from the Pokemon's HP. All status ailments have a chance to heal themselves. After the Pokemon has finished acting, roll 2 dice. If the roll is 9 or better, the status ailment is eliminated. ATTACK TYPES AGAINST POKEMON TYPES Depending on the type of attack used and the defending Pokemon's type, the attack may have a greater, or lesser, effect. The chart below the modifications based upon the attacks used. TARGET'S TYPE 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 # - 2 # # + + + # # A 3 + # # + + # T 4 + # # - + # T 5 # + # # + # # + # A 6 # + # + + + C 7 + + # # # # + - K 8 + # # + # # 9 + + # + - # + T 10 # + + + # Y 11 + + # P 12 # + + # + # + # E 13 + # # + + 14 - - + 15 + 1 Normal 4 Electric 7 Fighting 10 Flying 13 Rock 2 Fire 5 Grass 8 Poison 11 Psychic 14 Ghost 3 Water 6 Ice 9 Ground 12 Bug 15 Dragon "+" indicates that the attack has a greater effect when used on that Pokemon type. Double the damage inflicted by that attack. (In the case that a Pokemon is weak against an attack AND a critical hit is obtained, the damage is only multiplied by 3, not 4) "#" indicates that the attack has a lesser effect when used on that Pokemon type. Damage is only two-thirds of the damage done (rounded up) "-" indicates that the attack has a much-lesser effect when used on that Pokemon type. Damage is only one-half of the damage done (rounded up) ----------------------------------------------------------------- ----------| 3.0 EXPERIENCE |---------------------------------- ----------------------------------------------------------------- "Experience is the best teacher." This is true even with Pokemon. Whenever a Pokemon fights in a battle, whether it wins or loses, it gains a value what is called Experience Points, which is abbreviated XP. XP are used to increase the statistics of the Pokemon, plus allow them to learn new attacks, and possibly evolve into more powerful Pokemon. TYPES OF EXPERIENCE There are two different type of XP: Total XP and Available XP. o TOTAL XP (abbreviated TXP): This is the total amount of XP that the Pokemon has ever acquired. This value is never reduced or "spent"; it is a measure of how powerful the Pokemon is. o AVAILABLE XP (abbreviated AXP): This is the XP that can be "spent" to increase a Pokemon's abilities. It does not have to be used, but can be saved to learn more difficult abilities. HOW TO EARN XP As stated above, a Pokemon can earn XP by taking part of battles, whether or not that the Pokemon wins. 1. Take the opponent's TXP and divided it by your own TXP. Round any values to the nearest number. 2a. If your Pokemon won the battle, multiply that value by 5 2b. If your Pokemon lost the battle, multiply that value by 2. 3. The result is the amount of XP that your Pokemon gets. HOW TO SPEND XP o INCREASING MAIN STATISTICS: In order to increase a main statistics, you must pay the new value in XP. You may only increase a main statistic by 1 in this way per Story. Remember to modify your Derived Statistics if you increase a relevant Main Statistic. A Pokemon's main statistics are limited by its Evolution. These limitations are shown below, under "Evolving". o INCREASING DERIVED STATISTICS: To increase either your HP or PP, pay XP equal to the amount that you wish to increase it by. You may only increase a single Derived Statistic by 5 in this way per Story. o LEARNING A NEW ATTACK: View the "Pokemon Listing" section. In that section, under each Pokemon, the attacks that it can learn are listed, along with an XP cost. This is the amount of XP that you need to spend in order to learn that attack. A Pokemon can only learn a maximum of four (4) attacks at any one time. If you wish for your Pokemon to learn a new attack, and it already has four, that new attack must replace one of the former ones. o EVOLVING: Certain Pokemon can evolve through the use of XP. For those that can, an XP cost is listed in the "Pokemon Listing" section. Spending that much XP will allow the Pokemon to evolve. But what are the benefits of evolving? After all, the XP cost to learn new attacks are lower for lower levels of evolution. Evolution benefits the main statistics of the Pokemon in the following ways: - A Pokemon's main statistics can each only reach a value of 15 if it has not evolved. - A Pokemon's main statistics can each only reach a value of 20 if it has evolved once. - A Pokemon's main statistics can each only reach a value of 25 if it has evolved twice. In addition, if you evolve a Pokemon, it gains either of the following, just for evolving: - 20 more HP and 10 more PP; or - 10 more HP and 20 more PP The Game Master should not arbitrarily allow a Pokemon to Evolve continuously (such as evolving one at the end of a story, then evolving again at the end of the next story). It should be a climactic moment when the Pokemon can evolve, or after a special set of circumstances. ----------------------------------------------------------------- ----------| 4.0 POKEMON LISTING |----------------------------- ----------------------------------------------------------------- The following list is a sample of some of the Pokemon that exist. The number of the Pokemon is listed, along with the Pokemon's type. "Evolution Costs" indicate the amount of XP that must be spent to evolve the Pokemon to that form. If a Pokemon has more than one evolution, it must evolve in order. Sometimes, a Pokemon cannot be evolved through the use of XP; an item may be required in order for it to do so. If it does evolve in that way, it still gets the HP/PP bonus as listed above in "Spending Experience". Following the "Evolution Costs" (if any), there is a list of attacks. The numbers listed indicate the amount of XP that must be spent in order for the Pokemon to learn that attack. Remember that a Pokemon can learn a maximum of four attacks. ================================================================= #001: BULBASAUR #002: IVYSAUR #003: VENUSAUR Pokemon Type: Grass Poison Evolution Costs: Ivysaur 16 Venusaur 32 Attack Bulbasaur Ivysaur Venusaur ----------------------------------------------------------------- Tackle Already known Growl Already known Leech Seed 7 9 11 Vine Whip 13 14 15 Poison Powder 20 22 24 Razor Leaf 27 30 33 Growth 34 38 43 Sleep Power 41 46 55 Solar Beam 48 54 65 #004: CHARMANDER #005: CHARMELEON #006: CHARIZARD Pokemon Type: Fire Evolution Costs: Charmeleon 16 Charizard 36 Attack Charmander Charmeleon Charizard ----------------------------------------------------------------- Scratch Already known Growl Already known Ember 9 10 11 Leer 15 16 17 Rage 22 24 26 Slash 30 33 36 Flamethrower 38 42 46 Fire Spin 46 56 55 #007: SQUIRTLE #008: WARTORTLE #009: BLASTOISE Pokemon Type: Water Evolution Costs: Wartortle 16 Blastoise 36 Attack Squirtle Wartortle Blastoise ----------------------------------------------------------------- Tackle Already known Tail Whip Already known Bubble 8 9 10 Water Gun 15 16 17 Bite 22 24 27 Withdraw 28 31 35 Skull Bash 35 39 42 Hydro Pump 42 47 52 #023: EKANS #024: ARBOK Pokemon Type: Poison Evolution Costs: Arbok 22 Attack Ekans Arbok ----------------------------------------------------------------- Wrap Already known Leer Already known Poison Sting 10 15 Bite 17 20 Glare 24 27 Screech 31 36 Acid 38 47 #025: PIKACHU #026: RAICHU Pokemon Type: Electric Evolution Costs: Raichu Cannot be Evolved through XP; a Thunder Stone must be used Attack Pikachu Raichu ----------------------------------------------------------------- Thundershock Already known Growl Already known Thunderwave 9 11 Quick Attack 16 Cannot be learned Swift 26 Cannot be learned Agility 33 Cannot be learned Thunder 43 Cannot be learned #035: CLEFAIRY #036: CLEFABLE Pokemon Type: Normal Evolution Costs: Clefable Cannot be evolved through XP; a Moon Stone must be used Attack Clefairy Clefable ----------------------------------------------------------------- Pound Already known Growl Already known Sing 13 14 Doubleslap 18 20 Minimize 24 27 Metronome 31 35 Defense Curl 29 Cannot be learned Light Screen 48 Cannot be learned #039: JIGGLYPUFF #040: WIGGLYTUFF Pokemon Type: Normal Evolution Costs: Wigglytuff Cannot be evolved through XP; a Moon Stone must be used Attack Jigglypuff Wigglytuff ----------------------------------------------------------------- Sing Already known Pound 9 17 Disable 14 21 Defense Curl 19 28 Doubleslap 24 35 Rest 29 Cannot be learned Body Slam 34 Cannot be learned Double-edge 39 Cannot be learned #052: MEOWTH #053: PERSIAN Pokemon Type: Normal Evolution Costs: Persian 28 Attack Meowth Persian ----------------------------------------------------------------- Scratch Already known Growl Already known Bite 12 15 Pay Day 17 20 Screech 24 32 Fury Swipes 33 37 Slash 44 51 #083: FARFETCH'D Pokemon Type: Normal Flying Attack Farfetch'd ----------------------------------------------------------------- Peck Already known Sand Attack Already known Leer 7 Fury Attack 15 Swords Dance 23 Agility 31 Slam 39 #106: HITMONCHAN Pokemon Type: Fighting Attack Hitmonchan ----------------------------------------------------------------- Comet Punch Already known Agility Already known Fire Punch 33 Ice Punch 38 Thunder Punch 43 Mega Punch 48 Counter 53 #109: KOFFING #110: WEEZING Pokemon Type: Poison Evolution Costs: Weezing 35 Attack Koffing Weezing ----------------------------------------------------------------- Tackle Already known Smog Already known Sludge 32 35 Smoke Screen 37 39 Self Destruct 40 43 Haze 45 49 Explosion 48 53 #120: STARYU #121: STARMIE Pokemon Type: Water Psychic (Starmie) Evolution Costs: Starmie Cannot be Evolved through XP; a Water Stone must be used Attack Staryu Starmie ----------------------------------------------------------------- Tackle Already known Water Gun 17 20 Harden 22 26 Recover 27 Cannot be learned Swift 32 Cannot be learned Minimize 37 Cannot be learned Light Screen 42 Cannot be learned Hydro Pump 47 Cannot be learned #150: MEWTWO Pokemon Type: Psychic Attack Mewtwo ----------------------------------------------------------------- Swift Already known Barrier Already known Psychic Already known Recover Already known Mist 75 Amnesia 81 #151: MEW Pokemon Type: Psychic Attack Mew ----------------------------------------------------------------- Pound Already known Transform Already known Mega Punch 20 Metronome 30 Psychic 40 ----------------------------------------------------------------- ----------| 5.0 ATTACK LISTING |------------------------------ ----------------------------------------------------------------- Here is a listing of the attacks that the above Pokemon have in their repertoire. Some values also accompany them: POWER POINTS: This is the number of PP that the Pokemon must have in order to use the attack. When the attack is used, subtract this much from the Pokemon's PP total ACCURACY: Whenever the Pokemon rolls to hit the target, add this much dice to that roll. More often than not, this will be a negative number, so it will lower the Pokemon's chance to hit the target. Not all attacks have this value. DR: This is the number that must be rolled for the Pokemon to successfully use the attack. Not all attacks have this value. EFFECT: Special effects, including the amount of damage, is listed here. Many of the attacks have a statistic+??% for damage. The ??% indicates the percentage of that statistic to add to the statistic. Make sure to round down. EXAMPLE: ATTACK+10% means to take 10% of ATTACK, and add it to ATTACK. So, if the ATTACK is 13, then 10% of it is 1, since we're rounding down. Now, we add that to ATTACK (which is 13) to get a total of 14. Remember to take the percentage of the CURRENT value, not the initial value that you started the battle with. Acid -- Poison Power Points: 15 Accuracy: +0 Effect: Damage of SPECIAL. Roll SPECIAL versus the target's SPECIAL to see if the target's DEFENSE is reduced by 1 for every 40 TXP that the user has acquired. Agility -- Psychic Power Points: 20 DV: 15 Effect: Increase the user's SPEED by 20%. Amnesia -- Psychic Power Points: 25 DV: 15 Effect: Increase the user's SPECIAL by 20%. Barrier -- Psychic Power Points: 20 DV: 15 Effect: Increase the user's DEFENSE by 20%. Bite -- Normal Power Points: 5 Accuracy: +0 Effect: Damage of ATTACK. Body Slam -- Normal Power Points: 15 Accuracy: -1 Effect: Damage of ATTACK+10%. There is a 1 in 6 chance that the target will be Paralyzed. Bubble -- Water Power Points: 10 Accuracy: +0 Effect: Damage of SPECIAL. Roll SPECIAL versus the target's SPECIAL to see if the target's SPEED is reduced by 10%. Comet Punch -- Normal Power Points: 20 Accuracy: -1 Effect: Damage of ATTACK+20%. If you roll to attack and you hit, continue to roll to hit (at a cumulative -1 Accuracy) until you miss, or you have hit five times (whichever comes first). EXAMPLE: On the first roll to hit, the Accuracy would be -1. For the second hit, the Accuracy would be -2. The third would be -3, etc. Counter -- Fighting Power Points: 20 DV: 15 Effect: If the user is damaged by an attack, the user does twice the damage done to the attacker. Defense Curl -- Normal Power Points: 5 DV: 10 Effect: Increase the user's DEFENSE by 10%. Disable -- Normal Power Points: 20 DV: 15 Effect: Roll SPECIAL versus the target's SPECIAL. If the user wins, the target is prevented from using a random attack. Double-Edge -- Normal Power Points: 20 Accuracy: +0 Effect: Damage of ATTACK+30%. This attack also does damage to the user equal to one-fourth of the damage done by the attack. Doubleslap -- Normal Power Points: 10 Accuracy: -1 Effect: Damage of ATTACK+10%. If you roll to attack and you hit, continue to roll to hit (at a cumulative -1 Accuracy) until you miss. Ember -- Fire Power Points: 10 Accuracy: +0 Effect: Damage of SPECIAL. There is a 1 in 6 chance that the target will be Burned. Explosion -- Normal Power Points: 30 Effect: The user is defeated, but does damage to the target equal to the amount of HP it has left. Fire Punch -- Fire Power Points: 15 Accuracy: -1 Effect: Damage of ATTACK+10%. There is a 1 in 6 chance that the target will be Burned. Fire Spin -- Fire Power Points: 25 Accuracy: -1 Effect: Damage of SPECIAL+10%. If you roll to attack and you hit, continue to roll to hit (at a cumulative -1 Accuracy) until you miss. Flamethrower -- Fire Power Points: 15 Accuracy: -1 Effect: Damage of SPECIAL+10%. There is a 1 in 6 chance that the target will be Burned. Fury Attack -- Normal Power Points: 15 Accuracy: +0 Effect: Damage of ATTACK. If you roll to attack and you hit, continue to roll to hit (at a cumulative -1 Accuracy) until you miss. Fury Swipes -- Normal Power Points: 20 Accuracy: -1 Effect: Damage of ATTACK+10%. If you roll to attack and you hit, continue to roll to hit (at a cumulative -1 Accuracy) until you miss. Glare -- Normal Power Points: 20 DV: 20 Effect: The target is Paralyzed. Growl -- Normal Power Points: 5 DV: 10 Effect: Roll SPECIAL versus the target's SPECIAL. If the user wins, the target's ATTACK is reduced by 10%. Growth -- Normal Power Points: 5 DV: 10 Effect: Increases the user's SPECIAL by 10%. Harden -- Normal Power Points: 5 DV: 10 Effect: Increases the user's DEFENSE by 10%. Haze -- Ice Power Points: 5 DV: 10 Effect: Removes all status ailments on each Pokemon in the battle. Hydro Pump -- Water Power Points: 30 Accuracy: -2 Effect: Damage of SPECIAL+30%. Ice Punch -- Ice Power Points: 15 Accuracy: -1 Effect: Damage of ATTACK+10%. There is a 1 in 6 chance that the target will be Frozen. Leech Seed -- Grass Power Points: 15 DV: 10 Effect: This attack does no damage. Instead, each turn, reduce the target's HP by 1 die, and restore the user's HP by that amount. Leer -- Normal Power Points: 15 DV: 15 Effect: Reduce the target's DEFENSE by 10%. Light Screen -- Psychic Power Points: 15 DV: 10 Effect: Reduces damage done to the user by non-Normal attacks by one-half (round up). Mega Punch -- Normal Power Points: 15 Accuracy: -1 Effect: Damage of ATTACK+20%. Metronome -- Normal Power Points: 25 DV: 15 Effect: Metronome is a different type of attack. It is hard to do a random attack from all of these listed, so another solution must be used. Metronome should be a "role-playing" attack. The Game Master should pick an appropriate attack for the situation from all listed. Minimize -- Normal Power Points: 15 DV: 15 Effect: Increase the user's SPEED when evading attacks by 10%. Mist -- Ice Power Points: 15 DV: 10 Effect: The user is immune to statistic decreasing attacks. Pay Day -- Normal Power Points: 15 Accuracy: -1 Effect: Damage of SPECIAL+10%. The Game Master may declare that you have found money after using the attack. Peck -- Flying Power Points: 5 Accuracy: +1 Effect: Damage of ATTACK-10%. Poison Powder -- Poison Power Points: 15 DV: 20 Effect: Poisons the target. Poison Sting -- Poison Power Points: 10 Accuracy: +1 Effect: Damage of SPECIAL-10%. There is a 1 in 6 chance that target will be Poisoned. Pound -- Normal Power Points: 5 Accuracy: +1 Effect: Damage of ATTACK-10%. Psychic -- Psychic Power Points: 20 Accuracy: -2 Effect: Damage of SPECIAL+20%. There is a 1 in 6 chance that the target' SPECIAL will be reduced by 10%. Quick Attack -- Normal Power Points: 10 Accuracy: +0 Effect: Damage of ATTACK. This attack is different in that the user will always get to attack first (don't roll SPEED to see who attacks first). In the case that both the attacker and target use this attack, roll SPEED as normal. Rage -- Normal Power Points: 15 Accuracy: -1 Effect: Damage of ATTACK. The user cannot use any other attacks until the battle is finished. If the user is damaged while using this attack, increase the user's ATTACK by 10% each time. Razor Leaf -- Grass Power Points: 15 Accuracy: +0 Effect: Damage of SPECIAL. When using his attack, if the user's to-hit roll is at least 1.5 times the target's roll, a Critical Hit is obtained. Recover -- Normal Power Points: 20 DV: 15 Effect: Restore one-half of the user's maximum HP. Rest -- Psychic Power Points: 15 DV: 10 Effect: For two turns, the user cannot attack. Restore one- half the user's maximum HP each turn. Sand Attack -- Normal Power Points: 15 Effect: Reduce the target's Accuracy by 1 for every 40 TXP that the user has acquired. Scratch -- Normal Power Points: 15 Accuracy: +0 Effect: Damage of ATTACK. Screech -- Normal Power Points: 10 DV: 15 Effect: Reduces the target's DEFENSE by 20%. Self Destruct -- Normal Power Points: 15 Effect: The user is defeated, but does damage to the target equal to half of the user's remaining HP (round up). Sing -- Normal Power Points: 15 DV: 20 Effect: Puts the target to Sleep. Skull Bash -- Normal Power Points: 15 Accuracy: -1 Effect: Damage of ATTACK+30%. The user does not roll to attack until the turn after this attack is used. Slash -- Normal Power Points: 15 Accuracy: -1 Effect: Damage of ATTACK+10%. When using his attack, if the user's to-hit roll is at least 1.5 times the target's roll, a Critical Hit is obtained. Sleep Powder -- Grass Power Points: 20 DV: 20 Effect: Puts the target to Sleep. Sludge -- Poison Power Points: 15 Accuracy: -1 Effect: Damage of SPECIAL+10%. There is a 1 in 6 chance that the target will be Poisoned. Smog -- Poison Power Points: 10 Accuracy: +0 Effect: Damage of SPECIAL. There is a 1 in 6 chance that the target will be Poisoned. Smoke Screen -- Normal Power Points: 10 Effect: Reduces the target's Accuracy by 1 for every 40 TXP that the user has acquired. Solar Beam -- Grass Power Points: 30 Accuracy: -1 Effect: Damage of SPECIAL+40% (round down). The user does not roll to attack until the turn after this attack is used. Swift -- Normal Power Points: 15 Accuracy: +1 Effect: Damage of SPECIAL. Swords Dance -- Normal Power Points: 10 DV: 10 Effect: Increases the user's ATTACK by 10%. Tackle -- Normal Power Points: 5 Accuracy: +0 Effect: Damage of ATTACK. Tail Whip -- Normal Power Points: 10 Effect: Reduces the target's DEFENSE by 10%. Thunder -- Electric Power Points: 25 Accuracy: -2 Effect: Damage of SPECIAL+20%. There is a 1 in 6 chance that the target will be Paralyzed. Thunder Punch -- Electric Power Points: 15 Accuracy: -1 Effect: Damage of ATTACK+10%. There is a 1 in 6 chance that the target will be Paralyzed. Thundershock -- Electric Power Points: 10 Accuracy: +0 Effect: Damage of SPECIAL. There is a 1 in 6 chance that the target will be Paralyzed. Thunderwave -- Electric Power Points: 20 DV: 20 Effect: Paralyzes the target. Transform -- Normal Power Points: 25 DV: 15 Effect: The user becomes the target Pokemon, including type, and attacks. Vine Whip -- Grass Power Points: 20 Accuracy: -2 Effect: Damage of ATTACK+20%. Water Gun -- Water Power Points: 10 Accuracy: +0 Effect: Damage of SPECIAL. Withdraw -- Normal Power Points: 5 DV: 10 Effect: Increases the user's DEFENSE by 10%. Wrap -- Normal Power Points: 5 Accuracy: -1 Effect: Damage of ATTACK. At the beginning of the target's subsequent turns, you roll ATTACK plus 3 dice against the target's ATTACK plus 3 dice. If the target rolls less than your roll, it cannot attack. If the target rolls higher, it has broken free from the Wrap. ----------------------------------------------------------------- ----------| 6.0 ITEMS |--------------------------------------- ----------------------------------------------------------------- The Pokemon RPG wouldn't be complete without items. No money costs are listed with the items, as they are up to the decision of the Game Master. STORE ITEMS These types of items can be purchased in a variety of stores that Trainers come across. The costs of these items depend upon the location of the store, and what value the Game Master determines is appropriate to purchase them. o Potion This item restores 2 dice worth of HP o Super Potion This item restores 4 dice worth of HP o Hyper Potion This item restores 6 dice worth of HP o Max Potion This item completely restores all of a Pokemon's HP o Ether This item restores 3 dice worth of PP o Elixir This item restores 5 dice worth of PP o Max Elixir This item completely restores all of a Pokemon's PP o Antidote This item cures the "Poison" status ailment o Burn Heal This item cures the "Burned" status ailment o Ice Heal This item cures the "Frozen" status ailment o Awakening This item cures the "Sleep" status ailment o Paralyze Heal This item cures the "Paralyze" status ailment o Full Heal This item cures all status ailments STATISTIC MODIFIERS Statistic modifiers increase a Pokemon's statistics. In the Gameboy game, these items automatically increase a Pokemon's statistics. In this RPG, they are worth a certain amount of XP if you use them to increase statistics. For example, the "Protein" item is worth 1 XP when used to increase a Pokemon's Attack statistic. Let's say that your Pokemon currently has an ATTACK statistic of 6, and you wish to increase it to 7. Normally, this would cost 7 XP. However, if you use a Protein when increasing this attribute, it's worth 1 XP, so you will only need to spend 6 XP from the Pokemon to increase the attribute. Multiple items of this sort can be used to increase an attribute, but cannot reduce the cost to increase the attribute by more than half (rounding up). So, if you wished to use more Proteins to increase your Pokemon's ATTACK statistic from 6 to 7, you could only use a maximum of 4 Proteins. o Protein This item is worth 1 XP to be used to increase a Pokemon's ATTACK statistic. o Iron This item is worth 1 XP to be used to increase a Pokemon's DEFENSE statistic. o Carbos This item is worth 1 XP to be used to increase a Pokemon's SPEED statistic. o Calcium This item is worth 1 XP to be used to increase a Pokemon's SPECIAL statistic. RARE ITEMS These items are not generally available in a typical store that the Trainers may encounter. Thus, they should only encounter these items very infrequently. o HP Up This item, when used, will permanently increase the Pokemon's HP by 10. o PP Up This item, when used, will permanently increase the Pokemon's PP by 10. o Rare Candy Given to a Pokemon to eat. When it is eaten, it gives the Pokemon 5 free XP. o Thunder Stone Generally doesn't do anything, but can be used to evolve certain Pokemon. o Water Stone Generally doesn't do anything, but can be used to evolve certain Pokemon. o Moon Stone Generally doesn't do anything, but can be used to evolve certain Pokemon. ----------------------------------------------------------------- ----------| 7.0 CREATING YOUR OWN LEGEND |-------------------- ----------------------------------------------------------------- Here's the time to create your own saga within the Pokemon series. Catch Pokemon, train them, battle with them, and become your own Pokemon Master! GAME MASTER The Game Master is a neutral "player" in the game that controls the events that happen during play. He (or she) will choose what the characters will say when the players encounter them, and develop the world for the players to explore. TRAINERS In this game, personas that players become in this game are called "Trainers", also called TCs (Trainer Characters). Other people that the Game Master controls are called NTCs (Non-Trainer Characters). It's the job of the Game Master to design the world that the Trainers explore, and the characters that they encounter. CREATING A TRAINER This is the simplest part of the game. To do so, think up a name for your character. After you do, think of some "background" for your character. Some things to think of to help flesh-out your character are as follows: o Is the Trainer male or female? o How old is the Trainer? o Does the Trainer have a favorite color? o Does the Trainer have a favorite food? o How does the Trainer feel about other people? o How does the Trainer feel about Pokemon? o How does the Trainer treat Pokemon? o Does the Trainer have another job other than raising Pokemon? o Why did the Trainer begin training Pokemon? o Where is the Trainer from? TRAINER EXAMPLE: We'll be creating a Trainer as an example. Her name is Jaimie. She's a fifteen year-old that likes gyoza (an oriental appetizer), is scatterbrained, and loves Pokemon. There is only one statistic that the Trainer has: Experience (XP). This is very similar to the XP that Pokemon gain. It is gained in conjunction with a Pokemon's XP. Without XP, a Trainer won't be able to control his or her Pokemon well. HOW A TRAINER GAINS EXPERIENCE Initially, a Trainer is given 10 XP. However, a Trainers gains XP similar to how Pokemon gain experience. 1. Take the opponent's TXP and divided it by your own TXP. Round any values to the nearest number. 2. Multiply that value by 2. 3. The result is the amount of XP that the Trainer gains. TRAINER EXAMPLE: Since Jaimie is just starting out, she currently has 10 XP. But what is the reason behind a Trainer gaining XP? If a Pokemon is much more experienced than the Trainer, it will not follow orders correctly. A Trainer can only control a Pokemon that has TXP up to 10 times it's the Trainer's XP. TRAINER EXAMPLE: At a later point in her Training career, Jaimie has 54 XP. She can control Pokemon that have up to 540 TXP. Pokemon with TXP greater than that value may not pay any heed to her. An uncontrolled Pokemon will not listen to a character, may end up taking a nap right in the middle of a match, and may use attacks that the Trainer may not wish it to use. DETERMINING MONEY A Trainer should also start with a meager amount of money. Generally, you should allow them to roll 2 dice. Take the highest roll of the two. If you roll two sixes, keep BOTH dice by adding them up. In any case, multiply that value by 10. This is the amount of money that the Pokemon has. TRAINER EXAMPLE: Jaimie rolls two dice, and gets a 2 and a 5. She takes the 5 (the highest roll), and multiplies it by 10. She has 50 money. POKEMON BALLS Each Trainer begins with six Poke Balls. One of them is already in use with the Pokemon that the Trainer has chosen, which leave five available for catching Pokemon. TRAINER EXAMPLE: Jaimie is given six Poke Balls. Since she is going to be given a Pokemon, she has to use one to hold that Pokemon. She now has five more left to catch Pokemon with. CREATING A POKEMON A Trainer's Pokemon also needs to be created. The Game Master should give you the option to choose a starting Pokemon from a set amount (much like Professor Oak gives the player the choice between Bulbasaur, Charmander and Squirtle in the Gameboy game). After given the choice, you must decide on the abilities that the Pokemon has. You have a TWENTY (20) points to distribute between the ATTACK, DEFENSE, SPEED and SPECIAL main statistics of the Pokemon. At the beginning, a Pokemon that is created in this way cannot have an attribute that is higher than 10 initially. To determine the derived statistics of the Pokemon: o HP is the sum of the ATTACK and DEFENSE main statistics, multiplied by 5. (ATTACK + DEFENSE) x 5 o PP is the SPECIAL main statistic multiplied by 10. (SPECIAL) x 10 Now take a look in the "Pokemon Listing" section. The Pokemon that you have chosen will have one or more attacks that it already knows. Make note of those attacks. And now you have a Pokemon. Note that initial Trainers will rarely ever have more than one Pokemon when they begin training. TRAINER EXAMPLE: The Game Master gives Jaimie the choice between a Bulbasaur, Charmander and a Squirtle. She doesn't want to have any of those Pokemon, so after a lot of begging and pleading, the Game Master allows her to have a Meowth. She now has 20 points to divide between ATTACK, DEFENSE, SPEED and SPECIAL. Looking at the Pokemon Listing, she sees that many of Meowth's attacks don't need the SPECIAL statistic, so she won't put many points in it. She wants Meowth to be quick and be able to do some good damage. Here's where she puts her points: ATTACK 6 DEFENSE 5 SPEED 5 SPECIAL 4 Now she calculates her derived statistics: HP 55 PP 40 And Meowth starts with two attacks, Scratch and Growl. So, in all, here's what Meowth looks like: Meowth Jaime ------------------------------------------------------- ATTACK 6 HP 55 TXP 0 DEFENSE 5 PP 40 AXP 0 SPEED 5 SPECIAL 4 Pokemon Type Normal ------------------------------------------------------- Scratch +0 Damage: ATTACK Growl DV:15 Reduce target's ATTACK by 10% Jaimie is ready to start her journey to become a Pokemon Master! ----------------------------------------------------------------- ----------| 8.0 THE WORLD OF POKEMON |------------------------ ----------------------------------------------------------------- This section is generally reserved for the Game Master. If you are a Trainer in Pokemon, and not the Game Master, you may not need to read this section. BEGINNING THE GAME The first thing that you will need to do is get a group of players together. After all, you can't play by yourself! Once they have created their Trainers, you will want to give them a choice of different Pokemon to begin with. If you are having trouble deciding, then give them the same option as the Gameboy game: Bulbasaur, Charmander and Squirtle. If a Trainer pesters you enough, you may even offer them a Pikachu, being the most popular of the Pokemon. Every set of Trainers needs a mentor, a sort of "guide" that can give them advice when a situation warrants it. In the Gameboy game and in the animated series, this mentor is Professor Oak (or for those who are purists of the Japanese names, Professor Orchid). This is the person that should give the Trainers the access to their first Pokemon, and start them on their Pokemon journey. Note that you should NOT let them have access to powerful Pokemon at the beginning, like Mewtwo or Mew. Mewtwo's and Mew's statistics are included in this game for flavor. Both of those Pokemon make a better backdrop for a story, rather than a playable Pokemon. Let them create their statistics for the Pokemon, and you'll be ready to begin. HOW TO CREATE A STORY During each gathering of your players, you shook seek to tell a story, much like the animated series tries to do every episode. The best thing for you to do is set an overall goal for the characters to accomplish. Some examples for you to consider are: Story Example #1: Various Pokemon are disappearing from a local town. The Trainers come across this town while traveling, and seek to find out the cause. Story Example #2: A group of wild Pokemon are terrorizing a town. It's the Trainer's job to stop them. Story Example #3: The Trainers become trapped in a cave while taking a tour of it. They must find their way out. Those are just three possible Stories that you can think of. Be creative in your thoughts. Look through books, magazine, the newspaper, and even television to get ideas for making Stories. For the Story, remember three steps: Introduction, Body, and Conclusion. o In the Introduction, the Trainers should be introduced to the Plot, and the major characters that will be taking part in it. o In the Body, the Trainers should be knee-deep into the Story, and trying to find a solution to it. o In the Conclusion, the Trainers should have found the solution, and attempt to solve it. What you should avoid doing is including characters from either the Gameboy game or the animated series. This is supposed to be YOUR own legend, so make your own! Create memorable characters and situations worthy of the Pokemon world! An exception to this could be the Gym Leaders. They are the same in the Gameboy game, and could be incorporated into the RPG. In addition, Team Rocket is also part of the Gameboy game. Though you should exclude the Team Rocket characters from the series, Team Rocket and their Pokemon make an excellent set of villains for any Story. ADDITIONAL EXPERIENCE Experience doesn't simply come from battles. Experience also comes from learning new things, helping others, and even finding out more about oneself. Thus, you may wish to give the Trainers and/or Pokemon additional XP based upon extra things that they have done. This is appropriate, as not even Story will have a battle in it. The following are a few examples of XP that can be awarded: PARTICIPATION: Each Trainer should get 5 XP for participating in the Story. Each Pokemon that did something during the Story should receive 2 XP. ENTERTAINMENT: If a Trainer did exceptionally well to entertain the players in the Story, he should get a bonus of 1 XP. If the Game Master was also thoroughly entertained, give the Trainer an extra 1 XP. PLAYING IN CHARACTER: If a player got into the role of his or her Trainer, then give that player an extra 1 XP. ----------------------------------------------------------------- ----------| 9.0 CATCHING POKEMON |---------------------------- ----------------------------------------------------------------- Sometimes, one Pokemon is not enough for a Trainer. This is often a necessity, since having only one Pokemon limits what the Trainer can do, and if a Pokemon is strong against his own type of Pokemon, it can't do anything. In addition, as a Pokemon gains more experience than its Trainer, it won't follow its Trainer's orders. Thus, as a Trainer spreads its training over several different Pokemon, the Trainer will learn more, and its Pokemon will respect it more. Pokemon that currently have a Trainer cannot be caught. Only those Pokemon that are in the "wild" can be caught (hence they are called "Wild Pokemon"). To catch a Pokemon, the Trainer must have some sort of Pokemon Ball available. If the Trainer does, he or she may attempt to catch a Pokemon. HOW TO CATCH POKEMON o STEP ONE: Battle the Wild Pokemon Battle the Wild Pokemon until you feel that its HP has been reduced sufficiently enough. You can only catch a Pokemon if its HP is above 0. If reduced to 0 or less HP, the Pokemon will run away, and cannot be caught. o STEP TWO: Use the Pokemon Ball Then, throw a Pokemon Ball! Each type of Pokemon Ball (listed below) has a Catch Rating (CR). Roll a number of dice equal to the CR. Then the Game Master will roll a die for each 5 HP that the Pokemon has remaining. There are also certain situations that will increase your chance to capture Pokemon. - ASLEEP or PARALYZED or FROZEN: If the target is Asleep, Paralyzed or Frozen, roll 2 extra dice. - POISONED or BURNED or CONFUSED: If the target is Poisoned, Frozen or Confused, roll 1 extra die. o STEP THREE: Compare the Rolls If your capture roll is greater than the Game Master's roll, you have caught the Pokemon, and it is added to your collection. If not, the Game Master may allow you to try again. You might actually frighten off the Pokemon, so be careful! USING POKEMON BALLS Several different Pokemon Balls have been created to allow Trainers to catch Pokemon with ease. The Pokemon Balls are listed from most common to least common, and each with their Capture Rating (CR). o Poke Ball Also known as a "Monster Ball". The most common type of Pokemon Ball, and all starting Trainers have them. CR: 3 o Great Ball A better version of the Poke Ball, using increase capturing technology. It has a better chance of capturing than the Poke Ball. CR: 6 o Ultra Ball Currently, the best Poke Ball available to Trainers, and uses superior capturing and storage technology. It has an even greater chance to capture Pokemon. CR: 10 o Master Ball An extremely experimental Pokemon Ball. Some say that it is a rumor, and does not exist at all. Others say differently. CR: None. The Master Ball AUTOMATICALLY captures the target, no matter what its current HP is. ----------------------------------------------------------------- ----------| A.0 CHARACTER SHEETS |---------------------------- ----------------------------------------------------------------- Here are two character sheets for the Trainers and Pokemon. Print these out so that each Trainer may have at least one Trainer Sheet, and a few Pokemon Sheets. 8<8<8<8 CUT HERE <8<8<8<8<8< CUT HERE 8<8<8<8<8 CUT HERE <8<8<8<8 TRAINER SHEET Name ________________________ Player ___________________________ XP __________ Money __________ Current Pokemon Original Trainer 1. _______________________ ____________________ 2. _______________________ ____________________ 3. _______________________ ____________________ 4. _______________________ ____________________ 5. _______________________ ____________________ 6. _______________________ ____________________ 8<8<8<8 CUT HERE <8<8<8<8<8< CUT HERE 8<8<8<8<8 CUT HERE <8<8<8<8 POKEMON SHEET Name _________________________ Trainer _________________________ ATTACK _____ HP _____ Total XP _____ DEFENSE _____ PP _____ Available XP _____ SPEED _____ SPECIAL _____ Pokemon Type ____________ Attack Name PP Accuracy/DV Effect __________________ ___ ___________ _________________________ __________________ ___ ___________ _________________________ __________________ ___ ___________ _________________________ __________________ ___ ___________ _________________________ 8<8<8<8 CUT HERE <8<8<8<8<8< CUT HERE 8<8<8<8<8 CUT HERE <8<8<8<8 ----------------------------------------------------------------- ----------| Z.0 LAST WORDS |---------------------------------- ----------------------------------------------------------------- So, how is it? This is only the Beta Version of the Pokemon RPG system. As such, there are MANY bugs and errors floating throughout this document. Not every Pokemon was included in the Pokemon Listing section, and for good reason. Only a few were included to show examples of the system. If the popularity of the Pokemon RPG increases, more Pokemon will be added. If you have anything to suggest, please contact me at the above address. Tell me what you think! Play the game! Tell me what the bugs are, and get your names listed as play testers in future versions of this document! ----------------------------------------------------------------- Fin. (99/??/??)