Académique Documents
Professionnel Documents
Culture Documents
Making a Character
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The
second
step
is
to
choose
your
skills.
No
matter
your
age,
just
about
everyone
shares
the
same
common
pool
of
five
skills.
They
consist
of
Livelihood,
Gut
Instinct,
Fitness,
Outdoors,
and
Social.
The
first
thing
youll
want
to
do
is
flip
ahead
to
the
Skills
section
to
learn
more
about
what
each
of
these
mean.
Then
youll
choose
one
of
them
to
get
a
+6
bonus,
one
of
them
to
get
a
+4
bonus,
two
that
get
a
pair
of
+2
boosts,
and
one
that
stays
at
+0.
These
improve
over
time,
but
very
slowly,
and
youll
want
to
make
sure
youre
happy
with
your
choices
before
moving
on.
Pokmon
Culture
Pokmon
journeys
are
often
seen
as
rites
of
adulthood,
where
young
trainers
will
learn
to
fend
for
themselves
while
confronting
situations
that
inevitably
require
mental
and
physical
fortitude.
It
teaches
life
lessons
(yknow,
like
kindness
and
fairness)
the
hard
way,
and
helps
instill
values
like
humility
and
bravery
even
in
the
face
of
constant
adversity.
In
turn,
most
regions
operate
under
a
simple
idea
with
complex
ramifications
that
the
strength
of
ones
Pokmon
determines
the
strength
of
ones
character.
Just
think
about
that
for
a
second.
A
trainer
who
proves
themselves
in
battle
also
proves
that
their
journey
turned
them
into
a
wise,
appreciative
and
motivated
individual.
As
these
qualities
are
inherently
tied
to
being
a
good
leader,
many
regions
have
taken
this
idea
a
step
further
and
replaced
the
idea
of
a
government
completely.
Such
regions
are
run
by
a
distinguished
Pokmon
League,
or
an
oligarchy
composed
of
elite
trainers.
Sometimes
the
regional
Champion
even
has
the
final
say
in
any
given
situation.
In
short,
the
person
with
the
best
monsters
can
become
president.
You
play
hard,
and
you
play
to
win.
You've
got
a
go-getter
attitude
and
a
whole
lot
of
force
to
back
it
up.
In
a
battle,
you're
great
at
changing
your
style
on
the
fly
to
win
with
unusual
techniques,
or
overcoming
the
odds
with
sheer
force
of
will,
but
you
often
sacrifice
defense
for
offense.
You're
the
best
and
you
KNOW
it,
and
people
often
mistake
self-confidence
with
arrogance.
them
orders.
When
you
spend
your
turn
to
use
an
item
such
as
a
potion
or
a
pokball,
or
otherwise
cant
command
your
companions,
theyll
automatically
use
one
move
of
the
GMs
choice.
The
smarter
the
Pokmon,
the
more
likely
their
choice
of
move
will
be
a
strategic
pick.
[Trader]:
Youve
got
a
keen
eye
and
know
how
to
pick
out
real
contenders
among
hundreds
of
possibilities.
Pokmon
traded
to
you
are
never
Troublesome,
and
they
get
a
+4
bonus
to
their
INT
roll
at
the
end
of
the
first
battle
the
two
of
you
overcome
together.
[Stunt]:
Strategy
is
for
people
that
dont
have
style.
Once
per
Pokmon
per
battle,
you
may
describe
an
elaborate
combat
maneuverer
ricocheting
a
seed
off
a
nearby
wall
or,
for
example
-
before
the
attack
roll
is
made.
During
your
Pokmons
next
attack
roll,
your
opponent
cannot
end
any
negative
effects
or
take
half
damage
by
spending
successful
Defensive
Dice
they
can
only
use
their
successes
to
counter
yours.
[Day Care]: You can look after one Pokmon that doesn't
There's
so
much
more
to
life
than
just
seeing
Pokmon
beat
the
tar
out
of
one
another.
By
treating
Pokmon
with
kindness
and
the
respect
they
deserve,
you
can
turn
friendship
into
deep,
lasting
bonds.
[Heal
Ball]:
You
own
a
book
full
of
special
stickers
which
you
happily
attach
to
everyones
Pokballs.
After
you
or
an
ally
catch
a
Pokmon,
the
newly-acquired
pokmon
is
immediately
healed
to
full
health.
opposing
Pokmon,
you
may
declare
that
your
move
had
the
'False
Swipe'
keyword
and
instead
leaves
them
at
1
hit
point.
Be
Gentle
can
only
be
used
once
per
battle.
It's
all
about
hard
work.
While
other
trainers
might
play
fast
and
loose
with
strategies
or
risk
it
all
on
wild
gambits,
you're
a
slow-
and-steady
customer
who
knows
that
real
winners
keep
their
nose
to
the
grindstone
and
never
stop
trying.
When
others
are
down
for
the
count,
you've
just
started
to
get
warmed
up.
how
extreme,
and
carry
around
basic
survival
and
along
with
things
like
a
good
umbrella
and
a
sleeping
bag.
All
friendly
pokmon
(both
yours
and
your
allies')
are
immune
to
the
negative
effects
of
naturally-occurring
weather,
or
weather
effects
caused
by
your
pokmon.
Your
parents
always
told
you
to
slow
down
when
you
were
a
kid,
insisting
you
take
the
time
to
stop
and
smell
the
Sunflora.
And
it's
not
that
you're
impatient,
you
just
hate
wasting
time!
There's
no
sense
messing
around
doing
things
the
long
way
when
there's
a
faster
solution
at
hand.
Your
spur-of-the-moment
strategies
will
leave
your
opponents
dazed
and
confused.
[Think
Fast!]:
Once
per
battle
you
may
give
any
move
the
Interrupt
keyword
and
perform
it
immediately.
[Switch
Out!]:
All
of
your
Pokmon
gain
the
Run
Away
ability
in
addition
to
their
regular
ability,
allowing
you
to
escape
combat
or
swap
them
out
regardless
of
circumstance.
Unburden
ability,
which
reads;
'When
not
holding
any
item,
this
Pokmon
gains
a
+4
bonus
to
their
EVA
score.'
This
can
be
taken
multiple
times,
choosing
different
Pokmon
each
time.
[Gotta
Catch
'Em
First]:
During
your
first
turn
of
each
battle,
you
may
attempt
to
catch
a
wild
Pokmon
regardless
of
how
many
hit
points
they
have
-
you
don't
have
to
follow
the
'must
be
at
50%
or
less
HP'
rule.
Such
Pokmon
are
always
treated
as
being
at
half
health
even
if
they're
still
in
perfect
fighting
form.
That's
the
thing
the
others
don't
understand
-
its
brains
that
makes
a
great
trainer,
not
brawn
or
kindness
or
speed.
Type
advantages
and
disadvantages,
coverage
and
percentages,
that's
your
game.
There's
nothing
that
the
world
can't
throw
at
you
that
you
haven't
already
prepared
a
counter-plan
for,
and
your
team
will
be
strengthened
with
all
the
knowledge
you
bring.
The
following
abilities
are
available
to
any
of
the
main
characters,
regardless
of
what
other
Trainer
type
they've
chosen.
[Rich
Kid]:
You
can
purchase
Valuable
items
without
rolling,
the
same
way
other
characters
can
buy
Cheap
items
without
risk.
If
your
newly-created
character
starts
with
this
perk,
you
can
choose
Valuable
items
instead
of
Cheap
ones
when
picking
your
3
pieces
of
starter
gear.
use
your
Gut
Instinct
skill
to
not
only
get
a
sense
of
whether
someone
is
telling
the
truth
or
not,
or
if
they're
generally
friendly
towards
you,
but
actually
read
surface
thoughts.
Such
skill
checks
are
almost
always
hard
and
require
a
total
roll
of
18
or
better.
[The
Bigger
They
Are]:
You
know
how
to
win
fights
with
under-evolved
pokmon
against
even
the
most
dangerous
of
opponents.
When
using
a
Pokmon
that
could
evolve
(but
hasn't)
against
an
opponent
that
has
evolved
at
least
once,
your
pokmon
gains
an
additional
Defense
Dice.
Skills
While
Pokmon
have
stats
and
Trainers
dont,
skills
are
exclusive
to
humans.
The
five
different
skills
dictate
everything
from
how
quickly
you
can
run
to
how
renowned
you
are
as
a
Pokmon
Connoisseur.
To
use
a
skill,
roll
a
d20
and
add
whatever
bonus
your
character
has.
The
GM
will
tell
you
the
difficulty
from
the
three
options
below.
The five core skills all trainers have access to are as follows:
The
number
of
points
you
have
in
the
Livelihood
skill
also
relates
to
how
much
money
you
have
tucked
away
after
all,
its
a
measure
of
success
in
your
chosen
job!
You
roll
your
Livelihood
skill
when
youre
trying
to
obtain
items
between
adventures
and
routes.
Maybe
youre
a
gangster
who
has
a
side
gig
robbing
museums
when
youre
not
denouncing
the
evils
of
truth
and
love,
or
maybe
you
dont
have
a
single
point
in
this
skill
and
instead
rely
on
an
allowance
from
your
parents
or
a
government
grant
given
to
travelling
trainers.
Make
sure
you
talk
to
your
GM
and
explain
exactly
what
your
Livelihood
skill
refers
to.
With
options
ranging
from
paranormal
researcher
to
artist,
travelling
salesman
to
rock
star,
librarian
to
battle
gambler,
your
specific
set
of
skills
and
knowledges
could
be
just
about
anything!
Social:
Your
social
skill
determines
how
easily
you
can
handle
yourself
and
how
often
you
get
your
way.
Youd
roll
this
skill
to
lie,
persuade,
ask
around
for
information,
or
just
be
the
center
of
attention
thanks
to
your
winning
personality.
A
character
without
any
points
of
Social
might
be
incredibly
shy
or
a
loud
braggart
that
people
find
obnoxious,
or
they
might
simply
prefer
the
company
of
Pokmon
to
people.
Catching Pokmon
been
with
you
for
a
significant
period
of
time.
If
you
don't
like
the
new
result
you
can
always
choose
to
stick
with
the
previous
nature.
Earning TIPs
Evolving Pokmon
Add
a
d6
to
any
dice
roll.
The
TIP
must
be
spend
prior
to
the
roll
being
made
-
you
can't
see
that
you
'missed
by
one'
and
adjust
the
roll
afterwards.
It
might
be
used
to
add
an
extra
Defense
Dice
or
to
improve
a
roll
when
trying
to
catch
a
wild
Pokmon,
or
even
to
improve
a
skill
check
when
you
know
you
just
gotta
succeed.
Players
should
only
get
an
extra
TIP
every
two
or
three
game
sessions
or
so
it
shouldnt
be
a
constant
thing.
Most
major
cities
have
a
trading
terminal
where
the
young
and
old
alike
gather
to
find
new
homes
for
their
Pokmon.
While
specialty
breeders
show
up
with
entire
litters
of
young
Pokmon
and
famous
trainers
are
keeping
an
eye
out
for
the
best
of
the
best,
mostly
these
terminals
are
filled
with
people
looking
to
trade
for
something
exotic
or
new
to
add
to
their
collections.
Accuracy
This
is
determined
by
that
d20
we
just
mentioned,
plus
any
bonuses
or
penalties
to
the
roll
you
might
have.
If
your
accuracy
results
in
a
number
thats
equal
to
or
greater
than
your
targets
Evasion
(which
is
just
his
SPD
score
plus
any
extra
bonuses
it
might
have),
the
attack
hits.
Right
on!
If
you
roll
too
low,
the
attack
misses
and
your
turn
is
over.
Battle
Offense Dice
Defense
Dice
When
your
Pokmon
is
the
target
of
an
aggressive
action
you
also
get
to
roll
one
a
pair
of
six-sided
dice.
You
get
a
bonus
dice
if
your
Pokmon
has
a
resistance
to
the
type
of
move
that
would
be
used,
and
you
can
acquire
more
through
moves,
perks
and
abilities.
Just
like
with
an
Offense
dice,
nothing
generally
happens
if
they
land
on
five
or
less
but
a
result
of
6
counts
as
a
success.
A
success
on
a
Defense
Dice
cancels
out
a
success
on
an
Offense
Dice
rolled
by
your
opponent
(if
any)
and,
if
you
have
any
6s
left
over,
you
can
Resist
damage,
halving
the
total
amount
of
damage
that
gets
dealt
by
the
attack!
End
the
effects
of
a
status
effect
or
hazard
currently
affecting
you.
If
you're
afflicted
by
a
status
effect
-
like
frozen
Dormant
in
a
big
block
of
ice,
for
example
-
you
still
roll
Defense
Dice
every
single
round,
even
if
your
opponent
chooses
not
to
attack
you.
Status Effects
Teamwork Attacks
Difficult Terrain
Trainer Advancement
Weather
Effects
Troublesome
Although
most
wild
Pokmon
generally
work
well
with
their
new
trainers,
some
particularly
unruly
and
vicious
specimens
can
be
downright
frustrating!
They
are
considered
to
be
Troublesome.
A
Pokmon
might
be
troublesome
after
being
traded
away
by
a
trainer
who
loved
them,
due
to
unhappiness
about
being
caught,
or
simply
the
feeling
that
their
current
owner
is
an
unfit
trainer
which
might
be
caused
by
fear,
disrespect,
or
arrogance.
Ultimately,
how
long
a
Pokmon
stays
troublesome
boils
down
to
roleplaying
and
GM
discretion.
Troublesome
pokmon
flat-out
refuse
to
listen
to
their
trainer,
and
are
treated
as
always
being
Rattled
in
combat
-
they
50%
chance
each
round
to
either
laze
around
doing
nothing
or
use
a
move
chosen
by
the
GM.
Nature
Items
When
you
make
a
new
trainer
you
choose
three
Cheap
Items
your
character
possesses.
After
the
end
of
each
adventure,
the
heroes
have
the
opportunity
to
dip
into
their
savings
to
replenish
their
supplies
when
theyre
in
an
urban
area.
The
GM
has
the
final
say
on
when
this
is
appropriate.
You
can
pick
a
Cheap
item
without
needing
to
roll,
but
getting
a
Valuable
or
Expensive
item
takes
a
Livelihood
skill
check
a
Tricky
skill
check
(12
or
better)
is
required
for
Valuable
items,
and
a
Hard
check
(18+)
is
necessary
for
Expensive
ones.
If
you
dont
roll
high
enough
to
get
your
pre-selected
category
of
item,
you
walk
away
with
nothing.
This
shopping
expedition
varies
drastically
from
character
to
character.
A
ranger
might
never
set
food
inside
a
town,
instead
using
their
outdoors
know-how
to
pick
up
all
the
ingredients
they'd
need
to
make
Pokmon
Food
or
a
Max
Repel.
A
gangster
might
make
a
phone
call
to
his
boss
and
pick
up
a
care
package
at
a
discreet
location
a
few
hours
later.
Every
item
can
only
be
used
once
unless
it
is
marked
as
either
a
(Special)
or
(Held
Item).
Special
items
generally
provide
non-combat
benefits
to
a
trainer
and
can
be
used
over
and
over,
and
Held
Items
must
be
given
to
a
Pokmon
to
carry
before
they
can
gain
the
listed
effects.
A
Pokmon
can
only
hold
one
item
at
a
time.
This
list
is
by
no
means
complete
theres
all
sorts
of
interesting
items
out
in
the
world
just
waiting
to
be
discovered.
If
you
have
a
suggestion
for
an
item
and
its
function
to
help
flesh-out
this
otherwise-unfinished
section,
such
as
a
bicycle,
pokdoll,
music
instrument,
fossil-hunting
kit,
or
just
about
anything
else,
please
suggest
it
to
the
GM!
Cheap
Items
Name
Type
Balloon
Held
Berry
Held
Leftovers
Held
Usable
Old
Rod
Special
Potion
Usable
Pokball
Usable
Pokmon
Food
Usable
Repel
Usable
Scarf
Held
Town Map
Special
Effect
Before
rolling
Defense
Dice,
a
Pokmon
holding
a
balloon
can
choose
to
gain
an
automatic
success
on
their
roll.
They
may
only
spend
Defense
Dice
to
reduce
the
damage
from
an
attack
or
cancel
out
an
opponents
success.
After
the
balloon
is
used
in
this
way,
it
pops,
floats
away,
or
is
otherwise
destroyed.
A
Pokmon
will
automatically
eat
this
when
their
health
would
be
reduced
to
0
or
less
from
an
attack,
and
leaving
them
with
5
HP
instead.
Can
only
be
used
once.
Attacks
that
are
made
against
a
Pokmon
holding
leftovers
roll
one
additional
Offense
Dice,
but
the
Pokmon
regains
3
hit
points
at
the
start
of
your
turn.
Usually
delivered
by
a
specially-trained
Pokmon,
Mail
can
be
sent
containing
letters
or
even
items!
to
anyone
in
the
world,
even
if
you
dont
know
where
they
are.
Although
commonly
used
as
a
fishing
rod,
in
reality
this
item
is
little
more
than
a
lure
and
bait
attached
to
a
long
string
and
works
equally
well
on
dry
land.
Using
an
Old
Rod
during
or
just
prior
to
a
wild
battle
takes
an
easy
Outdoors
skill
check.
If
you
succeed,
one
additional
Pokmon
joins
the
current/upcoming
battle
and
fights
against
you!
The
Pokmon
must
be
unevolved
and
of
a
species
already
present
in
the
fight.
This
increases
the
overall
difficulty
of
the
battle
but
grants
the
trainers
more
Pokmon
to
potentially
capture.
Only
one
extra
Pokmon
can
be
added
to
a
fight
in
this
fashion.
Using
this
restores
10
hit
points
to
one
of
your
Pokmon.
Use
this
to
catch
a
wild
Pokmon
as
an
action
on
your
turn.
You
can
only
use
one
each
round!
Made
from
a
flavoured
blend
of
berries
and
other
healthy
ingredients,
using
Pokmon
Food
allows
all
of
the
Pokmon
in
the
party
to
completely
regain
all
their
health
after
a
good
nights
sleep,
when
otherwise
theyd
need
to
be
healed
at
a
Pokmon
Center
in
a
major
city.
It
can
also
be
scattered
during
battle
with
a
Trainer
action
to
make
wild
Pokmon
easier
to
capture,
granting
a
+4
bonus
on
catching
rolls.
This
secondary
bonus
does
not
consume
the
itemhowever,
it
is
only
effective
when
the
characters
are
first
setting
out
on
their
journey,
and
are
encountering
docile
Pokmon
used
to
human
contact!
This
foul-smelling
chemical
concoction
keeps
wild
Pokmon
away!
Using
it
in
battle
as
a
trainer
action
lets
you
choose
one
un-evolved
Pokmon
in
the
fight.
That
Pokmon
must
either
run
away
to
escape
the
horrible
smell
or
lose
one
Defensive
Dice
until
the
battle
ends.
Before
rolling
Offense
Dice,
a
Pokmon
wearing
a
scarf
can
choose
to
gain
an
automatic
success
on
their
roll.
They
may
only
spend
Offense
Dice
to
cause
an
effect
or
cancel
out
an
opponents
success.
After
the
scarf
is
used
in
this
way,
it
becomes
frayed
and
is
destroyed.
You
can
consult
the
Town
Map
to
learn
the
details
of
any
town
you
visit,
ranging
from
local
landmarks
and
tourist
attractions
to
the
gyms
speciality.
Valuable
Items
Name
Type
Ether
Usable
Good
Rod
Special
Great Ball
Usable
Herbal Remedy
Usable
Lemonade
Usable
Pokdex
Special
Silph Scope
Special
Super Potion
Usable
Super Repel
Usable
Name
Type
Effect
Using
an
Ether
allows
your
currently-active
Pokmon
to
use
all
of
the
Superior
and
Signature
moves
it
knows
twice
in
a
single
fight
instead
of
just
once.
Using
a
Good
Rod
during
or
just
before
battle
takes
a
tricky
Outdoors
skill
check.
A
success
means
that
one
additional
Pokmon
joins
the
fight
against
you!
The
Pokmon
must
be
unevolved
and
of
a
species
indigenous
to
the
area,
but
not
necessarily
already
present
in
the
battle.
Only
one
extra
Pokmon
can
be
added
to
a
fight
in
this
fashion.
As
a
standard
Pokball,
but
grants
a
+2
bonus
to
your
d20
catching
roll.
Using
a
Herbal
Remedy
automatically
removes
one
negative
status
effect
of
your
choice
from
a
Pokmon.
Real
winners
drink
lemonade!
There's
enough
of
this
delicious
thirst-quencher
to
go
around,
and
it
grants
a
+2
bonus
to
every
character's
skill
checks
til
the
end
of
the
adventure!
By
scanning
a
Pokmon
with
this
common
trainer
tool,
you
can
learn
basic
facts
about
the
species
by
accessing
a
global
database.
In
turn,
this
passively
helps
feed
information
about
its
location
and
activities
back
to
the
database.
A
trainer
who
owns
a
Silph
Scope
can
attack
Ghost-type
Pokmon
as
though
they
didnt
have
an
immunity
to
Normal
attacks.
Applying
a
Super
Potion
restores
25
hit
points
to
one
of
your
Pokmon.
Using
a
Super
Repel
in
battle
as
a
trainer
action
helps
turn
a
difficult
encounter
in
your
favour.
Choose
one
enemy
Pokmon
-
that
creature
must
either
flee
from
the
fight
or
lose
one
Defensive
Dice
until
combat
ends.
Expensive Items
Evo. Stone
Usable
Hyper Potion
Usable
Max Repel
Usable
PlusPower
Usable
Revival Herb
Usable
Scanner
Special
Special
Ball
Usable
Super
Rod
Special
Vitamins
Usable
Name
Fossil
Type
Usable
Master Ball
Usable
Rare Candy
Usable
T.M.
Usable
Effect
Certain
Pokmon
must
absorb
the
energy
from
an
Evolution
Stone
in
order
to
trigger
evolution.
This
item
fully
restores
the
hit
points
of
one
Pokmon
when
used.
Spraying
this
as
a
trainer
action
in
battle
allows
you
to
select
one
Pokmon
and
cause
it
to
make
a
tough
decision
either
run
away,
or
roll
two
fewer
Defensive
Dice
until
combat
ends
and
it
can
wash
the
stuff
off.
Until
your
Pokmon
is
knocked
out
or
called
back,
they
roll
either
one
extra
Offense
Dice
or
one
extra
Defense
Dice
your
choice.
Using
this
as
a
trainer
action
allows
you
to
wake
up
a
fainted
or
knocked-out
Pokmon,
granting
it
10
hp.
Using
this
on
a
trainer
provides
a
complete
list
of
all
his
registered
information
real
name,
age,
hometown,
and
so
on.
This
might
even
include
things
like
battling
style
or
most-commonly-used
Pokmon
if
the
individual
is
a
notable
trainer.
As
a
standard
Pokball,
but
grants
a
+4
bonus
to
your
d20
catching
roll
when
certain
criteria
is
met.
For
example,
a
Net
Ball
might
grant
a
+4
bonus
to
catch
Water
and
Bug-type
Pokmon,
while
a
Dusk
ball
would
grant
the
bonus
at
night
or
when
used
deep
in
a
cave.
Using
this
item
takes
a
hard
skill
check,
but
a
success
means
that
one
additional
Pokmon
joins
the
battle
(as
always,
already
aggressive
towards
you
and
your
friends).
The
Pokmon
lured
out
can
be
just
about
anything.
Only
one
extra
Pokmon
can
be
added
to
a
fight
in
this
fashion.
These
multivitamins
can
permanently
increase
one
of
your
Pokmons
attributes
(such
as
RES
or
INT)
by
1
point.
A
Pokmon
cant
ever
gain
the
benefits
of
more
than
2
vitamins.
Priceless
Items
Effect
Not
only
do
these
relics
from
the
distant
past
teach
us
about
the
lives
of
prehistoric
pokmon,
they
also
contain
trace
amounts
of
DNA
that
could
be
used
to
recreate
ancient
species
in
a
proper
scientific
laboratory!
These
rare
'fossil
pokmon'
are
always
partially
Rock-type
and
start
with
the
superior
move
'Ancient
Power.'
When
you
use
a
Master
Ball
to
try
and
catch
a
wild
Pokmon,
it
automatically
succeeds
if
the
target
is
below
50%
health.
No
d20
roll
is
necessary,
even
for
legendary
Pokmon.
Feeding
this
delicious
(and
nearly
impossible-to-manufacture)
snack
to
a
pokmon
permanently
increases
their
maximum
health
by
10.
Each
Technical
Machine
or
TM
for
short
has
been
imprinted
with
information
about
one
specific
Move.
To
use
a
TM
the
player
needs
only
to
choose
a
Pokmon
they
own,
and
the
GM
must
agree
that
the
move
actually
makes
sense
for
that
Pokmon.
For
example,
a
whale-like
creature
wouldnt
be
able
to
learn
Double
Kick
or
Fly.
TMs
that
teach
superior
moves
are
much
more
difficult
to
teach
to
your
average
Pokmon.
Pokmon Stats
Each
Pokmon
has
four
main
stats,
usually
ranging
from
2-10.
The
power
stat
(PWR)
is
a
Pokmons
strength,
and
denotes
how
much
damage
they
can
dish
out
with
their
physical
attacks.
Most
moves
deal
damage
equal
to
the
users
PWR
stat.
Resolve
(RES)
helps
determine
how
tough
and
hardy
your
Pokmon
is,
increasing
their
hit
points
dramatically.
Pokmon
start
with
10
hit
points,
plus
5
hit
points
for
each
point
of
Resolve
they
possess.
This
total
value
is
called
their
'maximum
HP'
-
they
can't
ever
gain
more
HP
than
this
from
healing
effects.
When
a
Pokmon
runs
out
of
hit
points,
they
faint!
Speed
(SPD)
is
how
fast
and
evasive
your
Pokmon
is.
The
creature
with
the
highest
speed
stat
goes
first
in
a
fight,
and
you
need
to
roll
higher
than
your
opponent's
SPD
on
the
d20
accuracy
roll
in
order
for
the
attack
to
hit.
A
higher
Intelligence
(INT)
score
helps
your
Pokmon
evolve
faster
and
learn
more
powerful
moves.
At
the
end
of
each
combat,
you
roll
your
Smarts
score
plus
a
d20
to
try
to
get
15
or
better
-
doing
so
permanently
nets
you
a
superior
move
instead
of
a
regular
one.
The
first
thing
that
youll
notice
is
that
theres
no
universal
guide
to
what
stats
each
species
of
Pokmon
has
each
GM
gets
to
make
that
judgement
call
when
they
introduce
a
new
species
into
their
games,
whether
canon
or
something
theyve
invented
themselves.
However,
there
are
some
very
specific
rules
about
how
many
points
a
species
gets
to
distribute.
Pokmon
with
a
three-stage
evolutionary
chain
(like
Charmander,
Charmeleon,
and
Charizard)
have
the
following
numbers
of
points
allocated
to
their
stats;
First
Evolution:
14,
with
no
stat
naturally
occurring
above
7.
Second
Evolution:
18,
with
no
stat
naturally
occurring
above
8.
Final
Evolution:
22,
with
no
stat
naturally
occurring
above
9.
Starters
gain
an
additional
+1
stat
in
their
final
evolutionary
form.
Pokmon
with
a
two-stage
line
(such
as
Pikachu
to
Raichu)
gain
the
following;
First
Evolution:
16,
with
no
stat
naturally
occurring
above
8
Final
Evolution:
20,
with
no
stat
naturally
occurring
above
9
Pokmon
who
do
not
evolve
at
all
(such
as
Snorlax)
are
built
on
20
points,
with
no
stat
naturally
occurring
above
8.
Some
Pokmon
are
Late
Bloomers
(such
as
Magikarp),
meaning
they
suffer
a
-1
or
-2
point
penalty
to
all
of
their
non-final
evolutions
in
order
to
add
that
collected
value
as
a
bonus
to
their
final
stage.
Abilities
Learning Moves
When
combat
ends,
the
Pokmon
who
did
the
bulk
of
the
work
for
each
trainer
gets
a
new
move.
Roll
a
d20
while
your
GM
decides
on
a
couple
of
appropriate
options
that
make
sense
for
your
companion,
and
add
your
Pokmons
INT
stat
to
the
result.
Getting
a
total
of
15
or
better
means
your
Pokmon
can
choose
from
one
or
two
superior
moves
the
GM
offers,
and
rolling
anything
less
means
that
you
can
choose
from
a
minimum
of
two
standard
moves
instead.
GMs
may
choose
to
rule
that
encounters
that
werent
a
challenge
to
the
Pokmon
and
their
trainer
dont
grant
a
new
move,
but
these
situations
should
be
extremely
rare
in
most
cases.
A
Pokmon
can
only
ever
remember
a
maximum
of
6
moves
at
a
time,
and
at
least
two
one
of
them
have
to
be
standard
moves.
If
a
Pokmon
ever
learns
a
seventh
move,
they
simultaneously
lose
access
to
one
of
their
older
moves.
Standard Moves
With
familiar
names
like
Tackle
and
Absorb,
standard
moves
are
built
with
5
points.
You
can
use
them
as
many
times
in
a
fight
as
you
want,
and
they
generally
stay
useful
throughout
a
Pokmons
entire
battling
career.
Superior Moves
Signature Moves
Not
all
the
elemental
types
are
created
equally.
When
building
new
Pokmon
with
unusual
type
combinations,
use
the
list
below
to
help
determine
at
a
glance
where
their
strengths
and
weaknesses
lie.
Words
marked
in
red
refer
to
immunities
instead
of
just
resistances;
moves
of
that
type
have
no
effect
whatsoever
against
the
defender.
Type
+1
Offense
Dice
vs:
+1
Resistance
Dice
vs:
Bug
Dark,
Grass,
Psychic
Fighting,
Grass,
Ground
Dark
Ghost,
Psychic
Dark,
Ghost,
Psychic
Dragon
Dragon
Electric,
Fire,
Grass,
Water
Electric
Flying,
Water
Electric,
Flying,
Steel
Fighting
Normal,
Rock,
Steel,
Bug,
Dark,
Rock
Ice,
Dark
Fire
Bug,
Grass,
Ice,
Steel
Bug,
Fire,
Grass,
Ice,
Steel
Flying
Bug,
Fighting,
Grass
Bug,
Fighting,
Grass,
Ground
Ghost
Ghost,
Psychic
Bug,
Poison,
Fighting,
Normal
Grass
Ground,
Rock,
Water
Electric,
Grass,
Ground,
Water
Ground
Electric,
Fire,
Poison,
Poison,
Rock,
Electric
Rock,
Steel
Ice
Dragon,
Flying,
Grass,
Ice
Ground
Normal
None
Ghost
Poison
Grass
Bug,
Fighting,
Poison,
Grass
Psychic
Fighting,
Poison
Fighting,
Psychic
Rock
Bug,
Fire,
Flying,
Ice
Normal,
Fire,
Flying,
Poison
Bug,
Dark,
Dragon,
Steel
Ice,
Rock
Flying,
Ghost,
Grass,
Ice,
Normal,
Psychic,
Rock,
Steel,
Poison
Water
Fire,
Ground,
Rock
Fire,
Ice,
Steel,
Water
Move
Keywords
Keyword
Cost
Attack
Special
Attack
3
4
Utility
Variable Type
Accurate
Delay
1
1
False
Swipe
Area
1
2
Blinding
Damage Bonus
Drain
Heal Block
Interrupt
Re-Roll
Status Effect
Switchout
Unrestrained
Weakening
Break Ability
Item Lock
Protection
Stat Up!
Trap
Vulnerability
Escape
Powerful
Hazard
4
5
Effect
The
attack
deals
physical
damage
equal
to
the
user's
PWR
stat.
The
attack
deals
special
damage
equal
to
the
user's
PWR,
RES,
SPD
or
INT
attribute,
chosen
when
the
move
is
created.
The
move
deals
no
direct
damage,
but
you
are
always
treated
as
automatically
rolling
one
success
on
your
Offense
Dice
against
each
target.
Enhancements
The
move's
Type
is
determined
by
conditions
neither
the
pokmon
or
the
trainer
can
control.
For
example,
a
move
that
is
normally
Water
type
could
transform
into
an
Ice
move
during
hailing
weather.
The
attack
gains
a
+2
bonus
to
the
accuracy
roll.
The
effects
of
the
move
-
damage,
status
effects,
and
so
on
-
don't
occur
right
away.
Instead
they
take
place
at
the
end
of
the
target's
next
turn.
The
attack
always
leaves
the
target
at
a
minimum
of
1
hit
point.
It
cannot
cause
an
enemy
to
faint.
The
move
can
hit
two
different
targets.
If
you
take
this
keyword
twice
you
can
hit
three
targets
instead,
and
so
on.
Roll
against
each
target
separately
when
making
your
attack.
You
can
spend
a
success
on
an
Offense
Dice
to
reduce
your
target's
accuracy
score
by
2
points.
This
lasts
until
the
target
faints,
switches
out,
or
removes
the
penalty
via
a
success
on
a
Defense
Dice.
The
attack
deals
an
additional
2
points
of
damage
when
a
certain
condition
is
met
-
in
specific
types
of
weather,
when
the
user
is
fighting
in
their
natural
environment
(such
as
underwater)
and
so
on.
This
cannot
be
combined
with
Limited.
After
the
damage-dealing
attack
harms
the
target,
the
user
regains
hit
points
equal
to
half
the
total
mount
dealt.
You
can
spend
a
success
on
an
Offense
Dice
to
prevent
your
opponent
from
gaining
any
hit
points
until
the
target
faints,
switches
out,
or
removes
the
penalty
via
a
success
on
a
Defense
Dice.
You
may
use
a
move
with
the
Interrupt
keyword
at
any
time,
even
when
it
isn't
your
turn.
You
must
skip
the
next
turn.
A
move
with
the
interrupt
keyword
may
only
be
used
once
per
battle,
and
you
can
only
use
one
move
with
the
Interrupt
keyword
each
round.
Can't
be
combined
with
Switchout
or
Recharge.
If
the
attack
misses
you
may
reroll
the
d20
accuracy
dice.
If
you
choose
to
do
so,
the
attack
may
not
be
used
again
for
the
remainder
of
the
battle.
You
can
spend
a
success
on
an
Offense
Dice
to
apply
either
the
Dormant,
Rattling,
or
Ongoing
Damage
status
effect,
selected
when
the
move
is
created.
Status
effects
lasts
until
the
target
faints
or
removes
the
penalty
via
a
success
on
a
Defense
Dice.
At
the
end
of
the
user's
turn
they
may
retreat
back
to
their
side
of
the
field
or
return
to
their
pokball.
The
trainer
is
then
given
a
free
action
which
they
must
use
to
switch
in
a
different
Pokmon.
This
move
can
be
used
normally
when
the
user
is
afflicted
a
negative
status
effect
that
would
otherwise
prevent
them
from
acting.
You
can
spend
a
success
on
an
Offense
Dice
to
reduce
one
of
your
opponent's
attributes
by
2
points.
This
lasts
until
the
target
faints,
switches
out,
or
removes
the
penalty
via
a
success
on
a
Defense
Dice.
You
can
spend
a
success
on
an
Offense
Dice
to
remove
your
target's
ability,
or
change
his
or
your
ability
into
a
different
pre-determined
one.
This
lasts
until
the
target
removes
the
penalty
via
a
success
on
a
Defense
Dice.
You
can
spend
a
success
on
an
Offense
Dice
to
prevent
your
opponent
from
using
or
benefitting
from
any
held
item.
If
this
keyword
is
taken
twice,
the
item
can
be
destroyed
instead,
or
the
user
may
steal
the
held
item
(provided
the
user
currently
isn't
holding
anything).
The
target
or
user
gains
a
resistance
to
one
pre-selected
Type,
such
as
Water
or
Fire.
This
replaces
any
immunity
or
weakness
they
might
have
already
had.
This
protection
lasts
until
the
target
faints
or
an
opponent
removes
the
benefit
by
spending
a
success
on
an
Offense
Dice.
Choose
one
attribute
when
the
move
is
created.
When
used,
the
target
or
user
of
the
move
gains
a
+2
bonus
to
that
attribute
until
they
faint
or
get
switched
out.
You
can
spend
a
success
on
an
Offense
Dice
to
prevent
your
opponent
from
switching
out
or
running
away.
This
lasts
until
the
target
removes
the
penalty
via
a
success
on
a
Defense
Dice.
You
can
spend
a
success
on
an
Offense
Dice
to
give
your
opponent
a
weakness
to
one
pre-selected
Type,
such
as
Electric
or
Normal.
This
replaces
any
immunity
or
resistance
they
might
have
already
had.
This
vulnerability
lasts
until
the
target
faints
or
removes
the
penalty
via
a
success
on
a
Defense
Dice.
The
user
removes
themself
from
immediate
danger
by
digging
under
the
ground,
flying
into
the
air,
phasing
into
an
alternate
dimension,
teleporting
out
of
sight,
and
so
on.
They
gain
a
+6
bonus
to
their
evasion
score
until
they
use
a
move
without
the
Escape
keyword.
The
move
deals
triple
damage
on
a
critical
effect
instead
of
double
damage.
You
can
spend
a
success
on
an
Offense
Dice
to
create
a
Hazard
that
lasts
until
a
certain
condition
is
met.
A
hazard
deals
damage
up
to
a
maximum
of
once
to
each
Pokmon
on
the
field
each
round
whenever
they
perform
a
pre-specific
condition.
The
hazard
might
deal
damage
when
a
Pokmon
switches
in,
attacks
the
user,
or
even
attacks
at
all.
Hazards
deals
damage
equal
to
the
user's
SRT
or
PWR
score,
and
deals
an
extra
2
damage
if
the
target
is
weak
to
the
hazard's
Type.
HP Restore
Never
Miss
Nullify
5
5
Type Change
Copycat
Weather
Effect
Wall
6
7
7
Fang
New
Ability
Rule
Change
8
8
Damage Penalty
Inaccurate
Limited
Recoil
Backlash
Split-Second
Recharge
The
target
or
user
of
this
move
regains
half
of
their
maximum
hit
points,
or
3
hit
points
every
turn.
This
move
may
not
be
used
again
for
the
remainder
of
the
adventure.
The
move
can
never
miss
regardless
of
the
accuracy
roll.
This
cannot
be
combined
with
Inaccurate.
Choose
a
keyword,
such
as
Item
Lock
or
Attack.
Until
combat
ends,
you
may
cause
one
move
with
the
pre-specified
keyword
to
automatically
miss
as
though
it
rolled
a
1
on
the
accuracy
check.
The
user
or
target
of
this
move
changes
all
of
their
current
Types
to
any
other
single
Type.
In
some
rare
cases
Type
Change
might
be
random,
or
base
the
decision
on
other
factors
such
as
the
local
environment
or
the
type
of
the
last
move
that
was
used
before
this
one.
Copycat
has
all
the
same
keywords
and
effects
as
any
move
that
was
used
in
the
previous
round.
The
Pokmon
creates
a
weather
effect
until
combat
ends.
The
move
creates
a
protective
barrier.
Choose
either
the
Attack
or
Special
Attack
keyword
-
whenever
the
Pokmon
with
your
protective
wall
is
struck
by
one
of
those
moves
they
gain
an
additional
Defensive
Dice.
The
Wall
effect
lasts
until
the
user
faints
or
is
switched
out.
The
target
has
their
total
hit
points
reduced
by
half.
This
may
never
reduce
a
Pokmon
to
zero
hit
points.
The
target
gains
access
to
an
additional
pre-selected
ability
until
combat
ends.
A
fundamental
aspect
of
the
battle
is
altered,
such
as
both
Pokmon
being
reduced
to
0
hit
points
if
one
is,
or
the
Pokmon
with
the
lower
SPD
attribute
goes
first
each
round.
The
Rule
Change
keyword
is
almost
always
exclusive
to
moves
created
by
the
GM,
and
may
not
be
applied
to
signature
moves
without
explicit
permission.
Drawbacks
The
move
only
deals
normal
damage
when
a
certain
type
of
condition
is
met
-
in
specific
types
of
weather,
against
a
certain
type,
species
or
gender
of
enemy,
and
so
on.
In
other
situations
it
deals
2
fewer
points
of
damage.
Cannot
be
combined
with
Limited
or
Damage
Bonus.
The
move
-
which
must
require
an
attack
roll
to
hit
-
suffers
a
-2
penalty
to
the
accuracy
roll.
This
keyword
can
be
added
multiple
times
but
cannot
be
combined
with
Never
Miss.
The
move
can
only
be
used
under
specific
circumstances
that
are
determined
when
the
move
is
created;
it
can
only
be
used
when
the
user
or
target
is
at
full
health,
afflicted
by
a
specific
status
effect,
and
so
on.
After
the
damage-dealing
attack
harms
the
target,
the
user
takes
damage
equal
to
half
the
total
mount
dealt.
The
move
has
a
50%
chance
to
inflict
the
user
or
the
friendly
targeted
pokmon
with
a
negative
status
effect.
Any
status
effects,
hazards,
rule
changes
and
other
non-damaging
effects
caused
by
the
move
only
last
for
one
round.
Split
Second
doesn't
provide
a
point
refund
if
it
is
used
to
reduce
the
duration
of
a
negative
effect
on
a
friendly
pokmon.
The
user
loses
their
next
turn.
This
keyword
can't
be
combined
with
Interrupt
or
Switchout.