================================================================= POCKET MONSTERS The Pencil and Paper Role-Playing SOURCEBOOK #1 v0.1 (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. (Remember: in order to use this file effectively, make sure you have the latest copy of the rule book!) ================================================================= TABLE OF CONTENTS ----------------------------------------------------------------- 0.0 . . . . . . . . . INTRODUCTION 1.0 . . . . . . . . . NEW TRAINER RULES Learning Abilities How To Get Starting XP? 2.0 . . . . . . . . . NEW ITEMS 3.0 . . . . . . . . . TOURNAMENT AND GYM LEADER BATTLES Tournaments Gym Leader Battles More Than Eight Badges? The Effects of Gym Badges 4.0 . . . . . . . . . POKEMON LISTING 5.0 . . . . . . . . . ATTACK LISTING 6.0 . . . . . . . . . NEW TRAINER CHARACTER SHEET ----------------------------------------------------------------- ----------| 0.0 INTRODUCTION |-------------------------------- ----------------------------------------------------------------- Welcome to the first sourcebook of Edo's "Pocket Monsters" pencil and paper Role-Playing game! Inside, you will find additional rules for Trainers, a listing of at least twenty additional Pokemon that were not in the basic rule book (such as both Nido evolution sets, the Abra sets and the Eevee evolutions), and new attacks for use with the new Pokemon. ----------------------------------------------------------------- ----------| 1.0 NEW TRAINER RULES |--------------------------- ----------------------------------------------------------------- Within the basic rule book, all Trainers are created equal. The only things that set them apart are the experience points, and the Pokemon that they use. Not anymore. Now you can add various "skills" and "abilities" that Trainers may use, and may further define what the Trainers are. Note that these rules are 100% OPTIONAL. The GM is free to eliminate the use of these rules if he or she sees fit. LEARNING ABILITIES Learning (or purchasing) abilities for Trainers is similar to evolving and purchasing extra attacks for Pokemon. Each type of ability has a "cost" to it. However, for a Trainer to learn abilities, he or she must spend the XP that has been acquired. Those XP are PERMANENTLY lost! So, it's beneficial to limit the abilities that a Trainer has, as it will decrease their chances to control their Pokemon correctly. o SKILLS Cost: 2 Skills are a special area of expertise that the Trainer has knowledge about. For example, the character of Brock in the animated series has knowledge of Pokemon Care. Thus, the skill would be "Pokemon Care". It's up to the player and the GM to decide exactly what is covered in such a skill. Whenever the Trainers come across something that the Trainer may have knowledge about, the GM could ask the Trainer to make a "Skill Roll" for that area. The GM then secretly assigns a number, called the "Target Number". This numbers is the total that must be rolled for the Trainer to succeed in using that skill. For every 10 XP that the Trainer has acquired, the player rolls one die, and adds them together. The GM then compares that roll with the Target Number. If the roll is greater than the Target Number, the Trainer succeeds. Trainers who don't have a skill in a particular area get to roll dice, but only get to roll a die for every 20 XP that they have acquired (a minimum of one die). In this case, some Trainers won't be able to succeed in that situation. o PSYCHIC LINK Cost: 10 A Psychic Link is demonstrated in the two animated series episodes when Ash and company encounter Sabrina and her Abra/Kadabra. A Psychic Link is a bond in which both the Trainer and the Pokemon in question are joined telepathically to enhance their effectiveness in Pokemon battles. For every 20 XP that the Trainer has (to a minimum of 1), the Trainer can enhance the one of the statistics (ATTACK, DEFENSE, SPEED or SPECIAL) by that amount. Before Initiative is rolled for participants in a battle, the player announces which statistic is going to be modified. The player may change to another statistic the next time that Initiative is rolled. The GM should not allow this ability to be given to any Trainer. Only those Trainers that have some sort of background that relates to Psychic powers should be able to choose it, and the linked Pokemon can ONLY be a Psychic Pokemon. The drawback is that the Trainer and the Pokemon can feel each other's pain and emotions. If something happens to the Pokemon, the Trainer may not be able to function correctly, and vice versa. If the Trainer wishes to be linked with several Pokemon, he or she must purchase a link separately for each Pokemon. o PARTNER LINK Cost: 8 A Partner Link is very similar to the Psychic Link, as listed above. However, this link is not Psychic, but rather a matter of partnership. The Trainer and the Pokemon in question have battled together, developed their abilities together, and spent some much time together that they are "in tune" with each other. This means that they are alike in their thinking, as they can determine what the other is planning to do. The effect of Partner Link is the same the effects of Psychic Link, yet the modifiers are effectively lower. The Pokemon will only get a bonus of 1 for every 35 XP that the Trainer has. The GM should only allow this ability to be chosen when the campaign has been running for a certain time, and the Trainer has spent time with his or her Pokemon to a great extent. If the Trainer wishes to be linked with several Pokemon, he or she must purchase a link separately for each Pokemon. o LUCK Cost: 10 The Trainer is lucky. So lucky, in fact, that Fate seems to bend to his or her wishes. For every 25 XP that the Trainer has accumulated, the Trainer can re-roll any one of his or her dice per gaming session (minimum of one die). However, a single die cannot be re-rolled more than once in this way. This ability is very powerful, and the GM should use discretion as whether or not a die can be re-rolled. o FAME Cost: 5 Some Trainers have done so well that they are already known by the public in various ways. Perhaps it's the Trainer's skill, his or her honor, or maybe even the costumes that the Trainer dresses in during matches! (Does the name Imakuni? ring a bell?) In any case, there are some times in which opponents and other people may have heard about a Trainer with the Fame ability. In that case, the GM rolls one die for every 10 battles that the Trainer has won. If the roll is sufficiently high enough, the GM may elect to have the person know who the Trainer is. (How do you think that rival Trainers ask for a Pokemon Trainer named Ash, from Pallet Town all of the time in the animated series? Fame!) Fame is not always a good thing; it may be ALSO be a hindrance. For example, a rival Trainer may have heard which Pokemon that a famous Trainer uses, and which attacks are used. He or she could then alter his battle tactics to defeat the Trainer. Also, people could follow the Trainer around, causing problems. This ability cannot be purchased until the Trainer has sufficient XP and battles under his or her belt. o MONEY Cost: 5 A Trainer with the Money ability is well-off, or is a member of a family that is well-off. Multiply the starting money by 100 instead of 10. In addition, every month, the Trainer may also call upon some of his or her resources. If the Trainer decides to, roll THREE dice and take the highest TWO. Multiply that value by 100 and that's how much money the Trainer receives. o POKEMON SPEECH Cost: 2 The Trainer can understand the language of a certain Pokemon species, and can speak that language! The player must select which species that the Trainer can speak the language of. Pokemon can always understand humans and other Pokemon. Generally, Pokemon are AMAZED for a human to be able to speak their language, and sometimes may actually may become VERY attached to a Trainer than can speak with them. o ATTRACTIVE Cost: 2 The Trainer is attractive by most standards. This ability has no other effect other than a role-playing modifier. People are more inclined to do things for an attractive person. If the GM agrees, you may purchase this ability multiple times in order to be even more attractive. o MEMBER Cost: 2 The Trainer is a member of some sort of organization that may be able to lend assistance at certain points. The most prevalent example of this would be Team Rocket. HOW TO GET STARTING XP? Some abilities can be purchased when the Trainer is created. If the player wishes to do so, he or she can ask the GM to "lend" the Trainer a number of XP to pay for the abilities. The GM may not have to give out all of the points that are asked for. However, the points need to be "paid" back; it's a sort of credit. Each time that the Trainer gains XP, a small portion of it is used to pay back the XP that was borrowed. Usually it is in the neighborhood of 1 or 2 points, depending on how much XP was received. ----------------------------------------------------------------- ----------| 2.0 NEW ITEMS |----------------------------------- ----------------------------------------------------------------- The following is a very small selection of new items to include in the Pokemon RPG. o Full Restore This item completely restores a Pokemon's HP, and cures all status ailments o Revive This item revives a fainted Pokemon, and restores half of its HP o Max Revive This item revives a fainted Pokemon, and completely restores its HP o Fishing Rod Fishing rods can sometimes be used to catch Pokemon. o Bicycle Bicycles can be used to get around quickly. Not everyone can afford them, since they're generally expensive. o Fire Stone Generally doesn't do anything, but can be used to evolve certain Pokemon ----------------------------------------------------------------- ----------| 3.0 TOURNAMENT AND GYM LEADER BATTLES |----------- ----------------------------------------------------------------- Sooner or later, on the Trainers' journeys to become Pokemon masters, they are going to encounter Gym Leaders, and they are going to enroll in tournaments to further gain fame and experience. Such battles have extra combat stipulations to them, and alter the way that a Trainer may fight. TOURNAMENTS Generally, tournaments are single-elimination (meaning that, if you lose once, you are ejected from the tournament). Most tournaments don't allow the use of many Pokemon. On average, not more than three Pokemon are allowed to be used in a tournament by each Trainer. Stipulations are based upon the decision of the committee that heads the tournament. GYM LEADER BATTLES Gym Leader battles are similar to tournaments, in that a certain number of Pokemon are used. The Gym Leader decides how many Pokemon are used. MORE THAN EIGHT BADGES? In the Gameboy game, there are only a total of eight badges that the player can attain: Boulder, Cascade, Thunder, Rainbow, Marsh, Soul, Volcano and Earth. However, for the sake of role-playing purposes, we can also look at the animated series. In the episode where Ash battles Blaine for the Volcano Badge, Brock makes the statement "There are other gyms out there". In addition, we can look at the episode in which Ash succeeds in acquiring the Earth Badge. Gary appears near the beginning of that episode, with a total of TEN badges. This means that there are more gyms out there, and the GM is free to create his own set of gyms! Also take a look at "Pokemon Card GB" (the Gameboy version of the card game). There are several "clubs" in that game: Battle Club, Stone Club, Aqua Club, Fire Club, Green Club, Elec Club, Esper Club and Science Club. You are encouraged to create your own, unique names! THE EFFECTS GYM BADGES In the Gameboy game, whenever the player acquires a Gym Badge, it invokes certain bonuses to the Trainer, such as increasing the Attack, Defense, Speed or Special of the Trainer's Pokemon. For the Gameboy game, the following badges provide these abilities to a Trainer. If the badge increases a Pokemon's abilities, DON'T increase it on the character sheet! Simply modify the Pokemon's statistic by that amount when using the statistic. Instead, make a small notation next to the badge, informing you of the amount of increase. Boulder Each Pokemon's ATTACK statistic increases by 10% (round down) Cascade The Trainer can control Pokemon up to 11 times his or her XP, instead of 10. Thunder Each Pokemon's SPEED statistic increases by 10% (round down) Rainbow The Trainer can control Pokemon up to 12 times his or her XP, instead of 10. Marsh The Trainer can control Pokemon up to 13 times his or her XP, instead of 10. Soul Each Pokemon's DEFENSE increases by 10% (round down) Volcano Each Pokemon's SPECIAL increases by 10% (round down) Earth The Trainer can control Pokemon up to 15 times his or her XP, instead of 10. In creating your own badges for use in your games, use the above badges as a basis, and modify them. Here are some abilities for you to consider when designing your own: o Increase the Pokemon's statistics by 10% or more o Increase the Pokemon's HP by 10% or more o Increase the Pokemon's PP by 10% or more o Increase the effects of using a certain type of attack (like Water, Poison, Bug, etc.) o Increase the effects of attacking and being attacked by a certain Pokemon type (like Fire, Water, Dragon, etc.) ----------------------------------------------------------------- ----------| 4.0 POKEMON LISTING |----------------------------- ----------------------------------------------------------------- #010: CATERPIE #011: METAPOD #012: BUTTERFREE Pokemon Type: Bug Evolution Costs: Metapod 7 Butterfree 10 Attack Caterpie Metapod Butterfree ----------------------------------------------------------------- Tackle Already known String Shot Already known Harden Cannot be learned Already known 9 Confusion Cannot be learned Cannot be learned 12 Poison Powder Cannot be learned Cannot be learned 15 Stun Spore Cannot be learned Cannot be learned 16 Sleep Powder Cannot be learned Cannot be learned 17 Supersonic Cannot be learned Cannot be learned 21 Whirlwind Cannot be learned Cannot be learned 26 Psybeam Cannot be learned Cannot be learned 32 #019: RATTATA #020: RATICATE Pokemon Type: Normal Evolution Costs: Raticate 7 Attack Rattata Raticate ----------------------------------------------------------------- Tackle Already known Tail Whip Already known Quick Attack 7 10 Hyper Fang 14 15 Focus Energy 23 27 Super Fang 34 41 #029: NIDORAN (F) #030: NIDORINA #031: NIDOQUEEN Pokemon Type: Poison Ground (Nidoqueen) Evolution Costs: Nidorina 16 Nidoqueen Cannot be evolved through XP; a Moon Stone must be used Attack Nidoran (F) Nidorina Nidoqueen ----------------------------------------------------------------- Growl Already known Tackle Already known Scratch 8 10 15 Poison Sting 14 16 20 Tail Whip 21 23 26 Bite 29 32 37 Fury Swipes 36 41 48 Double Kick 43 50 59 Body Slam Cannot be learned Cannot be learned 23 #032: NIDORAN (M) #033: NIDORINO #034: NIDOKING Pokemon Type: Poison Ground (Nidoking) Evolution Costs: Nidorino 16 Nidoking Cannot be evolved through XP; a Moon Stone must be used Attack Nidoran (M) Nidorino Nidoking ----------------------------------------------------------------- Leer Already known Tackle Already known Horn Attack 8 10 15 Poison Sting 14 16 20 Focus Energy 21 23 26 Fury Attack 29 32 37 Horn Drill 36 41 48 Double Kick 43 50 59 Thrash Cannot be learned Cannot be learned 23 #056: MANKEY #057: PRIMEAPE Pokemon Type: Fighting Evolution Costs: Primeape 28 Attack Mankey Primeape ----------------------------------------------------------------- Scratch Already known Leer Already known Karate Chop 15 17 Fury Attack 21 23 Focus Energy 27 30 Seismic Toss 33 37 Thrash 39 46 #063: ABRA #064: KADABRA #065: ALAKAZAM Pokemon Type: Psychic Evolution Costs: Kadabra 16 Alakazam Attack Abra Kadabra Alakazam ----------------------------------------------------------------- Teleport Already known Confusion Cannot be learned Already known Disable Cannot be learned 20 20 Psybeam Cannot be learned 27 27 Recover Cannot be learned 31 31 Psychic Cannot be learned 38 38 Reflect Cannot be learned 42 42 #095: ONIX Pokemon Type: Rock Ground Attack Onix ----------------------------------------------------------------- Tackle Already known Screech Already known Bind 15 Rock Throw 19 Rage 25 Slam 33 Harden 43 #115: KANGASKHAN Pokemon Type: Normal Attack Kangaskhan ----------------------------------------------------------------- Punch Already known Rage Already known Bite 26 Tail Whip 31 Mega Punch 36 Leer 41 Dizzy Punch 46 #113: EEVEE Pokemon Type: Normal Evolution Costs: Vaporeon Cannot be Evolved through XP; a Water Stone must be used Jolteon Cannot be Evolved through XP; a Thunder Stone must be used Flareon Cannot be Evolved through XP; a Fire Stone must be used Attack Eevee ----------------------------------------------------------------- Tackle Already known Sand Attack Already known Quick Attack 27 Tail Whip 31 Bite 37 Take Down 45 #114: VAPOREON #115: JOLTEON #116: FLAREON Pokemon Type: Water (Vaporeon) Electric (Jolteon) Fire (Flareon) Attack Vaporeon Jolteon Flareon ----------------------------------------------------------------- Quick Attack 27 27 27 Tail Whip 37 37 37 Water Gun 31 Cannot be learned Can't lrn Bite 40 Cannot be learned Can't lrn Acid Armor 42 Cannot be learned Can't lrn Haze 44 Cannot be learned Can't lrn Mist 48 Cannot be learned Can't lrn Hydro Pump 54 Cannot be learned Can't lrn Thundershock Cannot be learned 31 Can't lrn Thunder Wave Cannot be learned 40 Can't lrn Double Kick Cannot be learned 42 Can't lrn Agility Cannot be learned 44 Can't lrn Pin Missile Cannot be learned 48 Can't lrn Thunder Cannot be learned 54 Can't lrn Ember Cannot be learned Cannot be learned 31 Leer Cannot be learned Cannot be learned 42 Fire Spin Cannot be learned Cannot be learned 44 Rage Cannot be learned Cannot be learned 48 Flamethrower Cannot be learned Cannot be learned 54 ----------------------------------------------------------------- ----------| 5.0 ATTACK LISTING |------------------------------ ----------------------------------------------------------------- The following attacks are unique to the Pokemon features in this sourcebook. For attacks not listed here, please consult the main rule book. Acid Armor -- Poison Power Points: 15 DV: 15 Effect: Increases the user's DEFENSE by 10%. Bind -- Normal Power Points: 10 Accuracy: -2 Effect: Damage of ATTACK+10%. 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 Bind. Confusion -- Psychic Power Points: 20 Accuracy: -1 Effect: Damage of SPECIAL. There is a 1 in 6 chance that the target will be Confused. Disable -- Normal Power Points: 20 Effect: Roll SPECIAL versus the target's SPECIAL. If you win, negate the use of one of the target's attacks (chosen at random). Dizzy Punch -- Normal Power Points: 20 Effect: Damage of ATTACK+20%. Double Kick -- Fighting Power Points: 15 Accuracy: -1 Effect: Damage of ATTACK+10%. If you roll to attack and hit, make one additional roll to hit at an additional -1 Accuracy. Focus Energy -- Normal Power Points: 15 DV: 20 Effect: When using attacks, if the user's to-hit roll is at least 1.5 times the target's roll, a Critical Hit is obtained. Horn Attack -- Normal Power Points: 10 Accuracy: -1 Effect: Damage of ATTACK+20%. Horn Drill -- Normal Power Points: 30 Effect: Instead of rolling to hit, roll three dice. If all of the dice are the same number, the target is defeated. Hyper Fang -- Normal Power Points: 15 Accuracy: -2 Effect: Damage of ATTACK+30%. Karate Chop -- Normal Power Points: 15 Accuracy: +0 Effect: Damage of ATTACK+20%. 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. Pin Missile -- Bug 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). Psybeam -- Psychic Power Points: 20 Accuracy: -1 Effect: Damage of SPECIAL+20%. There is a 1 in 6 chance that the target will be Confused. Punch -- Normal Power Points: 5 Accuracy: +0 Effect: Damage of ATTACK+10%. Reflect -- Psychic Power Points: 20 DV: 20 Effect: Damage done to the user by non-SPECIAL attacks is reduced by one-half (round down). Rock Throw Power Points: 15 Accuracy: -1 Effect: Damage of ATTACK+20%. Seismic Toss Power Points: 25 Accuracy: -2 Effect: Damage for this attack is one die for every 10 TXP that the user has acquired. String Shot Power Points: 5 Accuracy: +0 Effect: Damage of SPECIAL. There is a 1 in 6 chance that the target's SPEED will be reduced by 10%. Stun Spore Power Points: 15 Effect: Paralyzes the target. Super Fang Power Points: 20 Accuracy: -2 Effect: Reduces the target to half of its current HP. Supersonic Power Points: 15 Effect: Confuses the target. Take Down Power Points: 15 Accuracy: -1 Effect: Damage of ATTACK+20%. This attack also does damage to the user equal to one-fourth of the damage done by the attack. Thrash Power Points: 10 Accuracy: +0 Effect: Damage of ATTACK+20%. The user confuses itself. Whirlwind Power Points: 10 Accuracy: -1 Effect: Damage of SPECIAL+10%. If the target is a wild Pokemon, it is "blown away" (disappears). ----------------------------------------------------------------- ----------| 6.0 NEW TRAINER CHARACTER SHEET |------------------- ----------------------------------------------------------------- This new Trainer character sheet reflects the new rules, with space for abilities and badges. 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. _______________________ ____________________ Abilities Badges ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) ____________________ (____) Items and Other Notes: _____________________________________________________________ _____________________________________________________________ _____________________________________________________________ _____________________________________________________________ 8<8<8<8 CUT HERE <8<8<8<8<8< CUT HERE 8<8<8<8<8 CUT HERE <8<8<8<8 ----------------------------------------------------------------- Fin. (99/11/??)