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Official Battle Rules and Contest Rules

First up is the Contest Rules. I am going for two version here. The Anime Version and the Game Version. I will explain the Game Version first.

Contest Overview Contests Overview: The Game Version

A contest generally exists out of three stages- The introduction stage, during which a trainer presents himself and his pokemon, the appeal stage which forms the main brunt of the contest and we'll go into later. Following this is the final point tally which decides the winner. The final goal in a contest is to gather as much appeal points as possible- With those having attained the greatest total in the end being declared winner.


Prior to beginning a contest, one should tally the bonuses he will be getting in the contest. This mostly relates to bonuses gained from poffins and stats, but bonuses may also come from certain pieces of equipment.

Contest dice are gained through two methods - Poffins and combat stages. Up to three contest dice can be used with a move of the same contest type during the contest stage, each contest dice granting +1d6 to the roll. Note that while a physical move can be either cool or tough, you may NOT for example use it as a cool move and add tough dice! The move must be of the corresponding type.

Poffins each raise one Contest Stat by +1 Dice. Additional Poffins past the maximum of 6 have no effect.

Combat stages
For every 10 points in a matching combat stat, a pokemon has +1 contest dice in the correlating contest stat.

Type bindings
The type bindings are as following. Also note that each of the contest types correlates to a social skill- These are used by the trainers during the contest.

Cute - Speed - Charm
Beauty - SATT - Intuition
Smart - SDEF - Guile
Tough - DEF - Intimidate
Cool - ATT - Command

Contest stats
The contest stat of a move is determined by the kind of attack- Physical attacks may be either cool or tough. Special attacks may be either beauty or smart. Finally, status moves are always cute.

Each contest stat has an opposing and a aligning stat, with the exception of cute which aligns with both physical and special attacks. When using an opposite action in an action, a fumble point is added- The order of the contest stats is:


So for an example- As Smart is next to Tough, and a physical move could be used as a tough move, physical moves can be used in a smart contest without penalty (but no bonus either)- However, as it does not align with cute, using status moves would gain a fumble point.

Contest effects
The contest effect is determined by the type of the move- Check the contest chart to see which effects are bound to which elements. Each round, when utilizing a move, you may choose one of the effects.

Introduction stage

During the introduction stage, the trainer introduces himself and his pokemon- He makes a social skill check to generate Trainer Points, hereafter referred to as TP. TP is used during the appeal stages for extra effects.

If you choose to roll the skill correlating to the contest type, add 1 TP. If you roll an opposing skill, deduct 1 TP from the final amount of TP gained. Roll the appropriate check, and divide the result by 5, rounding UP. The result is the amount of TP you gain.

Appeal stage

The appeal stage holds the main brunt of the contest. A contest exists out of a number of rounds, which should be at least equal to the amount of participants, but preferably more. The order the participants take (Very important, as some move effects differ based on your position in this order!) first round is based on the rolls during the introduction stage, the highest results going first. The following rounds are determined by the current amount of appeal points- Once again, the highest amount beginning first and going down.

Trainer action
Prior to the pokemon taking an action, the trainer may opt to use TP for various effects. He may roll any of the contest-related skills for these effects- When rolling the matching contest skill, he may roll an additional +1d6. If he rolls an opposing skill, -1d6. Each trainer action may be applied only once per contest, unless stated otherwise.

With each trainer-action related roll, you may add any number of TP to that roll, where each point of TP will give +1d6 in that specific roll.

2 TP: Fighing for the spotlight: A trainer must declare his intent to use fighting for the spotlight before the round start. These should be declared at the same time before a round starts. If only one person wishes to gain the spotlight, his pokemon gets the center of attention that turn with no issue. If multiple trainers wish to fight for the spotlight, they must make contesting contest rolls- Only the trainers pokemon with the highest roll gains the center of attention. The other contestants lose neither TP or the chance to fight for the spotlight, but may use no other Trainer action that turn.
1 TP: Supportive act: Roll Xd6, where X is equal to your contest-related skill. Add the resulting dice to your pokemons appeal roll as if it had used it. Apply any additional effect the move might have.
1 TP: Saving the show: Roll a contest skill check, and divide the result by 5, rounding down. Remove the result from your fumble points. You cannot remove more fumble points than you have.
(The idea here is that coordinator would be given features that could give additional methods to use during the trainers turn)

Pokemon action
For the pokemons action, select one of the moves out of the pokemons movelist- Choose which type of contest you wish to use based on type of attack, and the effect as one of the elements bound effects. Roll the amount of dice as mentioned by the effect, and perform any additional action that needs to happen. If you want to apply contest dice, now is the time.

Then you gain the following:
Every roll of 1 gains 0 appeal points.
Every roll of 2 to 5 gains 1 appeal point.
Every roll of 6 gains 2 appeal points.

This changes while in the spotlight however, which can be attained by fighting for the spotlight. The gained appeal points are then as follows:
Every roll of 1 gains 1 fumble point.
Every roll of 2 gains 0 appeal points.
Every roll of 3 gains 1 appeal point.
Every roll of 4 or 5 gains 2 appeal points.
Every roll of 6 gains 3 appeal points.

Additionally, the type of move determines some additional effects. If you roll the corresponding contest type, you gain 1 appeal point and the judges voltage rises with 1. If you roll an opposing contest type, you gain 1 fumble point and the voltage is lowered with 1. Rolling an aligning contest type does nothing special.

Repeating a move also incurs a penalty. If repeating a move, even if of a different contest type, the user gains 1 fumble point and voltage is lowered by one.

The judges max voltage is usually 5, starting with 0 current voltage and is changed with the use of moves, and some effects target this voltage level as well. If a move raises the current voltage to or above max voltage, this move may roll an additional +5d6- The voltage is then reset to 0.

Final point tally
When the final round is over, or someone has gained X amount of appeal points depending on the contest type, the amount of fumble points are deducted from the appeal points. The trainer and pokemon with the highest amount of appeal points at that time wins!

Contest Chart "Contest chart"

Type matches
Bug: unsettling, desperation
Dark: tease, sabotage
Dragon: seen nothing yet, catching up
Fairy: special attention, saving grace
Fire: special attention, distraction
Fighting: incentives, good show
Flying: distraction, excitement
Electric: seen nothing yet, excitement
Ghost: unsettling, gamble
Grass: saving grace, safe option
Ground: get ready, desperation
Ice: tease, insentives
Normal: reliable, steady preformace
Posion: sabotage, gamble
Psychic: good show, get ready
Rock: reliable, mirror act
Steel: steady preformace, catching up
Water: safe option, mirror act

Catching up: 1d6 - Roll an additional +2d6 for each spot you are removed from first place.

Desperation: 5d6 – All results of 1 grant you +1 Fumble, and all results of 6 grant you +1 more Appeal Point. This stacks with being at the Center of Attention.

Distraction: 3d6 - The voltage meter may not be increased by the following participants.

Excitement: 3d6 - This move gains an additional voltage. Can trigger voltage to max out at 5.

Gamble: xd6 - all result of 6 gain + 1 appeal, x is result of 1d5 + 1.

Get ready: 1d6 – Double the number of Dice from your Move next round. Bonus Dice from Contest Stats and Voltage are not doubled.

Good show: 4d8 - Rolls of 7 or 8 count as if they were 6.

Incentives: 3d6 – If this Move matches the current contest Type, gain an appeal point.

Mirror act: xd6 - x is equal to the amount of dice the effect of the previous move had.

Reliable: 3d6 - this move may be repeated without penalty.

Sabotage: 3d6 – All dice rolled this round do not give points; instead they give all competitors in front of the user that many fumble points.

Safe option: 4d6 - Rolls of 6 during this round only grant 1 Point, but you cannot gain Fumble Points from rolling a 1.

Saving grace: 2d6 – You lose 1 Fumble Point and cannot gain other fumble points this round.

Seen nothing yet: Xd6 – All voltage is lost. For each point of Voltage lost this way, roll +2d6.

Special attention: 6d6 - All following participants gain +1 appeal.

Steady performance: 5d6 - No special effect.

Tease: 4d6 - All results of 5 or 6 gain only 1 point, but all results of 6 ALSO are able to be distributed as fumble points however you desire.

Unsettling: 4d6 – Each adjacent competitor (Right before or behind you- Last does not loop to first place) gains 1 fumble point.

Now for the Anime Version

Contest OverviewContest Overview: Anime Version

The Anime Version of contest is a combination of Skills, Poffin bonus dices, battle and RPing.

In short your pokemon starts with the Performance Stage, in which you toss out either one or two pokemon to make a performance.

You do this using their Skills plus Move Dice (using a 1d20 for appeal) plus Bonus Dices from the specific Contest Attribute you want to use, Cute, Tough, Beauty, Smart or Cool, along with Poffin Bonus dices. You roll all of these together, the higher the roll the better the performance is. Simple right? Well it also involves a bit of planning. Your pokemon needs to have trained for the performance and appearance is important, so grooming it, feeding it well and exercising it is very important.

Example Performance/Appeal Move: Squirtle: Acrobatics 2d6 + Rapid Spin Combo 1d20 + Smart 2d6 bonus + 1d6 poffin bonus. Total roll result= 34. Roleplaying act is great plus 34 Appeal equals: Great Success.

If you are using two or more pokemon for your appeal, if the contest allows or demands it, you roll a separate roll for each pokemon, the closer the result to one another the better in synch they are.

Also combining moves is an advanced Edge, custom made, that Requires level 20+ Pokemon and a level 20+ Trainer with Coordinator skills.

Roleplaying how you and your pokemon preform these actions are the biggest plus in your post, the dice rolls are for the chance of failure and success. But the way you rp your pokemon performing the higher the chances are for your appeal to reach the Judges.

The short explanation is, high roll good, low roll bad. Equal rolls are the best if you are using more then one pokemon but try to aim high. But RP is more important in the whole scheme.

Stage Battles

Then comes the Stage Battles, where your pokemon faces of against other pokemon. This is similar to a regular battle except that you use your move's Constant stat against your opponent.

Each contest stat has an opposing and a aligning stat, with the exception of cute which aligns with both physical and special attacks.


So for an example- Cute has no weakness but no strength either, while Smart is weak to Tough, Tough is weak to Cool and cool is weak to Beauty, which in turn is weak to Smart. If the move you pick is either the same or a non-aligned move then your opponent it is resolved like a regular battle move and neither of your Appeal is affected. If the move is the weakness of your opponents you deal a total of 10% damage to his Appeal, which starts with a total of 100%. If your move is weak to your opponent the opposite happens to you. It doesn't matter if you damage your opponent while he misses, the effects are the same-

You can use Skills in combat for a form of mid performance in battle to gain appeal while lowering your opponents. But it takes a full action to do this so it leaves you open for attack. IF the Element Type of the move you uses is super effective to your opponent it doubles the Appeal Damage to your opponent. If it is weaker the appeal damage isn't lowered. But if your opponent is immune to the move you use you take 5% appeal damage from the blunder.

Combining Moves, done by rolling 1d20 for each pokemon attacking, with more then 1 element type deal 4 times appeal damage in combat no matter the resistance of your opponent.

Stage Battles are limited to a max of 20 Turns then it ends, if it's a draw then there's either a vote from the Judges or the Crowd, or a sudden death Appeal Show where you make one last appeal to the crowd and the judges, though this time next to your opponent's pokemon, battling is forbidden in that part of the judging.

And there you have it.

Battle Rules
Pokemon League Battle Rules

There are two major contexts in which combat occurs in PTU, and believe it or not, this is actually very important to how you treat combat mechanics and the way certain parts of combat work. The fist major context is, of course, in League Sanctioned Pokémon battles or casual battles that follow League rules and regulations. In such battles, it is usually not kosher for Trainers to directly interfere, such as by attacking their opponent’s Pokémon or using supernatural powers to influence the tide of battle.

The other major context comprises all other “full contact” fights where League rules and regulations don’t apply, including encounters with wild Pokémon, fights against unscrupulous criminals, and other battles in which Trainers would directly participate and even be targets of attack.

Both Initiative and Switching Pokémon work slightly differently depending on the type of combat in order to reflect the Trainer’s differing role in the conflict. Switching Pokémon is slightly more difficult in League Battles to prevent Trainers from simply switching all the time in an official match to gain advantage, for example. Both types of combat are likely to show up in most campaign types, and GMs should be careful to warn players if one type of combat will be much more prevalent than the other.

For example, in an average Pokémon campaign, the Ace Trainers and Commanders will have their chance to shine in Gym Challenges and tournaments, but Martial Artists will be better able to stand their ground when a criminal Team attacks or when wild Pokémon are rampaging. However, in a region in which there’s very little criminal activity and even the wild Pokémon are relatively tame, Trainers specializing in full contact fights won’t feel as useful.

In each round of combat, players get to take two turns: one for their Trainer, and one for a Pokémon. Even if their Trainer is knocked out or incapacitated, they still get their Pokémon’s turn and vice versa.


Combat in Pokémon Tabletop United takes place in a sequence of 10 second rounds where combatants take turns acting in order of their Initiative values. In most situations, a Pokémon or Trainer’s Initiative is simply their Speed Stat, though Items, Features, Moves, and other effects may modify this.

During Tournament matches and other League Battles where the Trainer doesn’t participate directly in the fighting, all Trainers should take their turns, fist, before any Pokémon act. In League Battles only, Trainers declare their actions in order from lowest to highest speed, and then the actions take place and resolve from highest to lowest speed. This allows quicker Trainers to react to their opponent’s switches and tactics.

Following that, all Pokémon then act in order from highest to lowest speed. In “full contact” matches, wild encounters, and other situations where Trainers are directly involved in the fight, all participants simply go in order from highest to lowest speed.

Ties in Initiative should be settled with a d20 roll off Combatants can choose to hold their action until a specified lower Initiative value once per round. Some effects in PTU last for “one full round.” This simply means that they last until the same Initiative Count next round.

Action Types

During each round of combat, each participant may takeone Standard Action, one Shift Action, and one Swift Action on their turn in any order. In addition, they may take any number of Free Actions, though actions with a Trigger can only be activated once per Trigger.

As an important note, no matter what Action Type is listed in this section, generally Trainers do not have to spend actions at the very beginning of Combat to draw a weapon or send out their fist Pokémon for the fight. It’s just tedious and doesn’t add anything to the game, and in fights against other Trainers it just becomes an action tax that both sides have to pay. Th exception, of course, is ambushes and otherwise getting caught of guard.

Standard Actions: Moves and many Features require a Standard Action during your turn to activate and use.

Examples of what you can do with a Standard Action:
» Using a Move
» Using a Struggle Attack
» Retrieving and using an Item from a backpack or similar on a target
» Thowing a Poké Ball to Capture a wild Pokémon
» Drawing a Weapon, or switching from one Weapon to another.
» Using the Pokédex to identify a Pokémon

Using the Pokedex is an important part of any trainer’s life. In The Making of Legends a trainer gain 1 XP for scanning a Pokemon for the first time, if they scan 10 new individuals of the Pokemon they gain 5 xp and if they scan an unique specimen, aka a shiny pokemon, they gain 5xp.

When someone uses their Pokedex on a Pokemon, they gain access to the Pokemon’s entry in the Pokedex. For a more deeper knowledge of the pokemon you need to do a deeper scan, scanning 10 new different individuals of the same kind.

» You may give up a Standard Action to take another Swift Action
» You may give up a Standard Action to take another Shift Action, but this cannot be used for Movement if you have already used your regular Shift Action for Movement. However, it may be used to activate Features or effects that require a Shif Action.
» Use Combat Maneuvers.

Shift Actions: Th Shift Action is the most straightforward action during a Pokémon or Trainer’s turn; it’s simply used for movement most of the time. Trainers may hand other Trainers a small item they have on hand as part of a Shift Action, as long as the ally is adjacent at either the beginning or end of the shift A

Trainer can also sacrifice their Shift Action to perform certain other actions:
» Returning a Pokémon, or sending out a Pokémon
» Returning a Fainted Pokémon and sending out a replacement Pokémon

Free Actions: Many features can be activated as Free Actions. Features with Triggers are often Free Actions. You can activate as many Free Actions as you like, or when they are triggered.

Swift Action: Trainers have exactly one Swift Action a round, and it can only be used on their turn. Many Features are Swift Actions.

Extended Action: Extended Actions take at least a few minutes to complete, depending on the task. If unspecified, assume at least a few minutes with concentration adequate to the task. Simply, these actions cannot be performed in the middle of combat.

Full Action: Some Features are Full Actions. Full Actions take both your Standard Action and Shift Action for a turn. The [U]Take a Breather[/U, Coup de Grâce, and Intercept Actions are all Full Actions.

Priority Actions: If the user has not already acted this turn, an action with the Priority keyword may be declared to act immediately; the user takes their full turn, ignoring initiative. This counts as their turn for the round. A priority action may not be declared during someone else’s turn; it must be declared between turns.
Priority also comes in Priority (Limited) and Priority (Advanced) varieties. Th Priority (Limited) keyword is like Priority except the user may not take their full turn; they may only take the action that itself has Priority and
take the rest of their turn on their own Initiative Count.

For example, Orders are Priority (Limited), meaning the user only uses their Standard Action and does not take a full turn. Priority (Advanced) actions don’t require that the user hasn’t acted that turn; if they have, they simply
give up their turn on the following round.

Interrupt Actions:
Interrupt Moves may be declared in the middle of another combatant’s turn to allow the user to take an action. Thy work similarly to Priority (Advanced, Limited) effects in that they only allow you to take the action that has Interrupt and not a full turn.

Commanding Pokémon

Basically, when a Pokémon’s initiative in combat comes up, simply let the player decide what the Pokémon does. You do not need to announce your Pokémon’s action during your Trainer Turn.

Pokémon can do the following with a Standard Action:
» Use a Move or Struggle Attack
» Use Combat Maneuvers
» Activate an effct that requires a Shift Action. This cannot be used for Movement.
» Use Abilities, Capabilities, or make Skill Checks requiring Standard Actions
» Recall themselves into a Poké Ball for a Switch
» Pick up Held Items
Additionally, Pokémon may drop most Held Items using a Shift Action, though this varies.

Pokémon Switching

Trainers can, of course, Switch their Pokémon in battle, which returns their current active Pokémon into its Poké Ball and sends out another Pokémon to take its place. Ths is oftn done as one action but can also be broken up into separate Recall and Release actions.

A full Pokémon Switch requires a Standard Action and can be initiated by either the Trainer or their Pokémon on their respective Initiative Counts. A Trainer cannot Switch or Recall their Pokémon if their active Pokémon is out of range of their Poké Ball’s recall beam – 8 meters. During a League Battle, Trainers are generally considered to always be in Switching range. Trainers may Switch out Fainted Pokémon as a Shif Action.

Whenever a Trainer Switches Pokémon during a League Battle they cannot command the Pokémon that was Released as part of the Switch for the remainder of the Round unless the Switch was forced by a Move such as Roar or if they were Recalling and replacing a Fainted Pokémon. Interrupts may still be used but consume the next Round’s Pokémon turn as usual.

Recall and Release actions can also be taken individually by a Trainer as Shift Actions. Recalling and then Releasing by using two Shift Actions in one Round still counts as a Switch, even if they are declared as separate actions, and you may not do this to Recall and then Release the same Pokémon in one round.

A Trainer may also spend a Standard Action to Recall two Pokémon or Release two Pokémon at once. If a player has a Pokémon turn available, a Pokémon may act during the round it was released. If the Pokémon’s Initiative Count has already passed, then this means they may act immediately.


Pokémon Tabletop United uses a square combat grid. However, it is a simple matter to treat distances and movement abstractly if you don’t wish to use a map.

A combatant’s footprint on a grid is determined by their Size. Small and Medium combatants take up a 1x1 meter square. Large is 2x2, Huge is 3x3, and Gigantic is 4x4, but you may choose to use other shapes for Pokémon that have different body shapes such as serpents. As a rough guideline, create the new shape to be roughly the same number of total squares as the default shape.

For example, a Steelix (Gigantic) might be 8x2 meters, twisting into different shapes as it moves on the map. An Aerodactyl (Huge) is probably 2x4 due to its wide wingspan.

Movement is done with Shift Actions in combat. You can move a number of squares with a single Shift Action equal to the value of your relevant Movement Capability.

When using multiple different Movement Capabilities in one turn, such as using Overland on a beach and then Swim in the water, average the Capabilities and use that value. For example, if a Pokémon has Overland 7 and Swim 5, they can shift a maximum of 6 meters on a turn that they use both Capabilities. You may not split up a Shift Action. That is, you cannot move a few squares, take a Standard Action, and then continue moving.

Using Jump Capabilities consumes distance from the main Capability used to Shift such as Overland., or can be used as a whole Shift Action by itself. Diagonal movement is simple. The fist square you move diagonally in a turn counts as 1 meter. The second counts as 2 meters. The third counts as 1 meter again.

And so on and so forth.

Two combatants are Adjacent to one another if any squares they occupy touch each other, even if only the corners touch, as with diagonal squares. Cardinally Adjacent, however, does not count diagonal squares. There are two Conditions that affect movement. Stuck means you cannot Shift at all, though you may still use your Shift Action for other effects such as activating Features. Slowed means your movement speed is halved.


Not all terrain is created equal. The type of terrain you’re moving over will determine which Movement Capability you use to Shift as well as having additional affects on your Movement.

Basic Terrain Type affects which Movement Capability you use to Shift

» Regular Terrain: Regular Terrain is dirt, short grass, cement, smooth rock, indoor building etc. Basically anything that’s easy to walk on. Shift as normal on regular terrain!

» Earth Terrain: Earth Terrain is underground terrain that has no existing tunnel that you are trying to Shift through. You may only Shift through Earth Terrain if you have a Burrow Capability.

» Underwater: Underwater Terrain is any water that a Pokémon or Trainer can be submerged in. You may not move through Underwater Terrain during battle if you do not have a Swim Capability. In addition to the various types of Basic Terrain, there are special types of terrain that further modify your movement. All of the following types of terrain also have a Basic Terrain Type.

» Slow Terrain: Slow Terrain is anywhere with enough debris or brush around so that Trainers and Pokémon are significantly slowed down. Some examples of Slow Terrain are uneven earth, mud, or deep snow or water (that’s not deep enough to count as ‘underwater’). Even ice may count as Slow Terrain due to the need to move carefully and slowly. When Shifting through Slow Terrain, Trainers and their Pokémon treat every square meter as two square meters instead.

» Rough Terrain: Most Rough Terrain is also Slow Terrain, but not always. When targeting through Rough Terrain, you take a -2 penalty to Accuracy Rolls. Spaces occupied by other Trainers or Pokémon are considered Rough Terrain. Certain types of Rough Terrain may be ignored by certain Pokémon, based on their capabilities. Rough terrain includes tall grass, shrubs, rocks, or anything else that might obscure attacks. Squares occupied by enemies always count as Rough Terrain.

» Blocking Terrain: Straightforwardly, this is Terrain that cannot be Shifted or Targeted through, such as walls and other large obstructions.

Combat Stats

Four Derived Combat Stats are derived from these six: Hit Points, Physical Evasion, Special Evasion, and Speed Evasion.

Basic Stats

HP: The HP Stat directly affects the amount of Hit Points a Pokémon or Trainer has.

Attack: The Attack stat is added to the damage roll of any Physical Damage dealt.

Defense: The Defense Stat is used to avoid and resist Physical attacks. Whenever a Pokémon or Trainer takes Physical Damage, they fist subtract their Defense before subtracting from their Hit Points. Additionally, for every 5 points a Pokémon or Trainer has in Defense, they gain +1 Physical Evasion, up to a maximum of +6 at 30 Defense.

Special Attack: Th Special Attack stat is added to the damage roll of any Special Damage dealt.

Special Defense: The Special Defense Stat is used to avoid and resist Special attacks. Whenever a Pokémon or Trainer takes Special Damage, they fist subtract their Special Defense before subtracting from their Hit Points. Additionally, for every 5 points a Pokémon or Trainer has in Special Defense, they gain +1 Special Evasion, up to a maximum of +6 at 30 Special Defense.

Speed: Th Speed Stat is used to determine turn order during combat. Additionally for every 5 points a Pokémon or Trainer has in Speed, they gain +1 Speed Evasion, up to a maximum of +6 at 30 Speed.

Derived Stats

Hit Points: While your HP Stat inflences your Hit Points, they are separate numbers. If a Pokémon or Trainer has 0 Hit Points or less, they are unable to carry out any actions and are unconscious. Hit Points are calculated differently for Pokémon and Trainers.

Pokémon Hit Points = Pokémon’s Level + (HP stat x3) + 10

Trainer Hit Points = Trainer’s Level x2 + (HP stat x3) + 10

Accuracy: A Pokémon’s or Trainer’s Accuracy is normally 0. However, like Stats, Accuracy can be affcted by Combat Stages. Instead of a multiplier, Accuracy’s Combat Stages apply directly; Accuracy at -2 simply modifis all Accuracy Rolls by -2, for example. Like Combat Stages, Accuracy also has limits at -6 and +6. Any time Combat Stages would be cleared, Accuracy Stages are cleared as well.

Evasion: Trainers and Pokémon have three different sets of Evasion. Physical Evasion, Special Evasion, and Speed Evasion. Evasion helps Pokémon avoid being hit by moves. When being targeted by a move that has an Accuracy Check, a Pokémon adds their Evasion score to the Move’s Accuracy Check, if they are conscious.

Physical Evasion can only modify the accuracy rolls of Moves that target the Defense Stat; similarly, Special Evasion can modify the rolls of attacks that target the Special Defense Stat. Speed Evasion may be applied to any Move with an accuracy check, but you may only add one of your three evasions to any one check.

Raising your Defense, Special Defense, and Speed Combat Stages can give you additional evasion from the artifiially increased defense score. However, you can never gain more than +6 Evasion from Stats. Besides these base values for evasion, Moves and effects can raise or lower Evasion.

These extra Changes in Evasion apply to all types of Evasion, and stack on top. Any time Combat Stages would be cleared, these bonuses to Evasion are cleared as well. Much like Combat Stages; it has a minimum of -6 and a max of +6. Negative Evasion can erase Evasion from other sources, but does not increase the Accuracy of an enemy’s Moves. No matter from which sources you receive Evasion, you may only raise a Move’s Accuracy Check by a max of +9.

Combat Stages

Many Moves alter Stats by raising or lowering “Combat Stages”, making them more formidable or less threatening respectively. Only Attack, Defense, Special Attack, Special Defense, and Speed may have Combat Stages. HP and Hit Points never have Combat Stages.

Moves and effcts may change Combat Stages any number of times, but they may never be raised higher than +6 or lower than -6. For every Combat Stage above 0, a Stat is raised by 20%, rounded down. For every Combat Stage below 0, a Stat is lowered by 10%, rounded down.

This means that if a Stat has raised 6 Combat Stages; its affected stat should be 220% of its original value. If a stat has been lowered 6 Combat Stages, its affected stat should be 40% of its original value. Consult the chart on the right to see the multiplier for any given Combat Stage. To derive the correct value for a given Stat, simply multiply the Stat by the multiplier next to the corresponding combat stage.

One easy way to apply Combat Stages for Defense, Special Defense, and Speed is to simply remember that Stat Evasion is also equal to 20% of a Stat. This means each positive Combat Stage is equal to the Evasion you gain from that Stat, at least until you reach the point where you would have more Evasion than the cap. Combat Stages remain until the Pokémon or Trainer is switched out, or until the end of the encounter.

Speed Combat Stages and Movement Combat Stages in the Speed Stat are special; they affect the movement capabilities of the Trainer or Pokémon. Quite simply, you gain a bonus or penalty to all Movement Speeds equal to half your current Speed Combat Stage value rounded down; if you are at Speed CS +6, you gain +3 to all Movement Speeds, for example. Being at a negative Combat Stage reduces your movement equally, but may never reduce it below 2.

Combat Stage Multiplier

-6 x 0.4
-5 x 0.5
-4 x 0.6
-3 x 0.7
-2 x 0.8
-1 x 0.9
0 x 1
+1 x 1.2
+2 x 1.4
+3 x 1.6
+4 x 1.8
+5 x 2
+6 x 2.2

Whenever you attempt to make an attack, you must make an Accuracy Roll, and to hit, this roll must meet or exceed the Accuracy Check.

An Accuracy Roll is always simply 1d20, but is modified by the user’s Accuracy and by certain Moves and other effects. Note that modifirs to Accuracy Rolls do not affect effects from Moves that occur upon specific dice results, or that increase Critical Hit range. For example, if you use Flamethrower with an Accuracy Bonus of +4 and roll a 16 on d20 before adding 4, this would neither be a Critical Hit, nor inflct a Burn.

Note that a roll of 1 is always a miss, even if Accuracy modifiers would cause the total roll to hit. Similarly, a roll of 20 is always a hit. An Accuracy Check is the number an Accuracy Roll needs to meet or exceed to hit. It’s determined fist taking the Move’s base AC and adding the target’s Evasion.

For example, if using Earthquake, which has an Accuracy Check of 2, against an opponent with a Physical Evasion of +4, you would need to roll a 6 or higher on your Accuracy Roll to hit the target.

A target can willingly choose to be hit by a Move that would hit when their Evasion is not applied – the user of the Move must still meet the Move’s base AC.

Dealing Damage

When an attack hits, you apply any effects of the attack to the target, including damage.

When rolling Damage, check the attack’s Damage Base. This number serves as a guide for an attack’s strength, which translates to a specifi amount of damage. Many effects, such as Same Type Attack Bonus or STAB for short may alter the Damage Base of Moves.

After applying all modifirs that alter Damage Base, see the corresponding Actual Damage in the Damage Charts on the following page. Ths is the roll (or number) to which you add your Attack or Special Attack Stat. After you have added your appropriate Attack Stat to the Actual Damage of the attack, add any additional modifirs that may apply. The target then subtracts the appropriate Defense Stat.

Physical Attacks have Defense subtracted from them; Special Attacks have Special Defense subtracted from them. If the target has Damage Reduction, that is subtracted as well. An attack will always do a minimum of 1 damage, even if Defense Stats would reduce it to 0.

After defenses and damage reduction have been applied, apply Type Weaknesses or Resistances. A SuperEffctive hit will deal x1.5 damage. A Doubly Super Effective hit will deal x2 damage. Rare Triply-Effective Hits will deal x3 damage.

A Resisted Hit deals 1/2 damage; a doubly Resisted hit deals 1/4th damage. A rare triply-Resisted hit deals 1/8th damage.

Same Type Attack Bonus

If a Pokémon uses a damaging Move with which it shares a Type, the Damage Base of the Move is increased by +2. This is referred to as ‘STAB’ for short.

Hit Point Loss

Effects that say “loses Hit Points” or that set Hit Points to a certain value instead of “deals damage” do not have Defensive Stats applied to these Hit Point changes nor cause Injuries from Massive Damage.

Critical Hits

On an Accuracy Roll of 20, a damaging attack is a Critical Hit. A Critical Hit adds the Damage Dice Roll a second time to the total damage dealt, but does not add Stats a second time; for example, a DB6 Move Crit would be 4d6+16+Stat, or 30+Stat going by set damage.

Some Moves or effects may cause increased critical ranges, making Critical Hits possible on Accuracy Rolls lower than 20. Some effects may also increase Critical Hit range; if an effct increases Critical Hit Range by 4 for example, on most moves this would indicate a Critical Hit on accuracy rolls of 16-20.
Note that increased Critical Hit ranges are not counted as an effect, and do not trigger Serene Grace or Sheer Force.


If an attack deals enough damage, it might cause an Injury! Generally, this happens when an attack deals Massive Damage, or damage equal to or greater than 50% of a target’s maximum Hit Points, or when a target is reduced to a certain Hit Point Marker: 50% of their maximum Hit Points, 0%, -50%, -100%, and every -50% thereafter.

Tick of Hit Points: Some effects use this term. A Tick of Hit Points is equal to 1/10th of someone’s maximum Hit Points. A Tick Value is what that amount is.

Damage Formula

Putting this all together, the process for calculating damage is as follows:
  • 1. Find initial Damage Base
  • 2. Apply Five/Double-Strike
  • 3. Add Damage Base modifirs (ex: STAB) for final Damage Base
  • 4. Modify damage roll for Critical Hit if applicable
  • 5. Roll damage or use set damage
  • 6. Add relevant attack stat and other bonuses
  • 7. Subtract relevant defense stat and damage reduction
  • 8. Apply weakness and resistance multipliers.
  • 9. Subtract final damage from target’s Hit Points and check for Injuries or KO.

Rolled Damage & Base Damage

(Couldn't find the chart images, use the PDF for it, the page is 237)

Type Effectiveness

Ths is the Type Effctiveness chart! Whenever a Move of one of the Types on the left targets a Pokémon, find its Type on the right to check for Type Effectiveness. Multiply the damage dealt, aftr defenses are applied, by the number shown above.

Note that Type Effctiveness does not generally affect Status Moves; only Physical and Special Moves are affected. Confuse Ray, for example, despite being Ghost type, is perfectly able to hit Normal Types.

Moves like Sonic Boom or Counter, on the other hand, despite having non-standard Damage, are affected by Immunity, though not by resistance.

Unlike Pokémon, Trainers do not have a Type, and thus all attacks by default do Neutral damage to them.

Type-Effctiveness is a bit more complicated if the defender has two types:
» If both Types are neutral, the attack of course is simply neutral
» If both Types are resistant, the attack is doubly resisted and does 1/4th damage
» If both Types are weak, the attack is doubly supereffctive and does x2 damage.
» If one Type is weak and one is resistant, the attack is neutral.
» If either Type is Immune, the attack does 0 damage.

» In cases where Pokémon gain more than two Types, attacks may be triply resisted or triply supereffctive. Triply resisted attacks do 1/8th damage, and triply super-effctive attacks do x3 damage.

Be sure to note that allied effcts from Moves can ignore Immunity and effcts that tell you to ignore all effects from a Type of Move. For example, Aromatherapy can affect allies even if those allies have Sap Sipper, and Aromatherapy does not trigger the Attack Combat Stage Boost on those allies.

In addition to the Type Effctiveness for damaging attacks, several Types have their own quirks that are important in battle as well!
» Electric Types are immune to Paralysis
» Fire Types are immune to Burn
» Ghost Types cannot be Stuck or Trapped
» Grass Types are immune to the effcts of all Moves with the Powder Keyword
» Ice Types are immune to being Frozen
» Poison and Steel Types are immune to Poison

Struggle Attacks

Struggle Attacks are weak and usually untrained attacks made in desperation by Trainers or Pokémon. Struggle Attacks may be used by Pokémon and Trainers alike as a Standard Action.

Trainers without any Combat features often make these attacks if they try to hit something; Pokémon do so more rarely, but may do so if they wish to attack without seriously hurting the target, or are unable to use any Moves due to Suppression, Disable, or similar effects.

Struggle Attacks have an AC of 4 and a Damage Base of 4, are Melee-Ranged, Physical, and Normal Type. They may be further modifid by Capabilities. When Trainers use Struggle Attacks, these may be modifid by Weapons the trainers are wielding. Never apply STAB to Struggle Attacks. Struggle Attacks do not count as Moves, and effcts that alter Moves do not apply to them. Additionally, if a Trainer or Pokémon has a Combat Skill Rank of Expert or higher, Struggle Attacks instead have an AC of 3 and a Damage Base of 5.

Struggle Attack Modifying Capabilities

Firestarter: The user’s struggle Attacks may be Fire-Typed if they wish. Thy may also add their Special Attack instead of their Attack and have the attack deal Special Damage, if they wish. Multiple Fire-Type Moves grant Firestarter.

Fountain: The user’s struggle Attacks may be Water-Typed if they wish. Thy may also add their Special Attack instead of their Attack and have the attack deal Special Damage, if they wish. Multiple Water-Type Moves grant Fountain.

Freezer: The user’s struggle Attacks may be Ice-Typed if they wish. Thy may also add their Special Attack instead of their Attack and have the attack deal Special Damage, if they wish. Multiple Ice-Type Moves grant Freezer.

Guster: The user’s struggle Attacks may be Flying-Typed if they wish. Thy may also add their Special Attack instead of their Attack and have the attack deal Special Damage, if they wish. Multiple Flying-Type Moves grant Guster.

Materializer: The user’s struggle Attacks may be Rock-Typed if they wish. Thy may also add their Special Attack instead of their Attack and have the attack deal Special Damage, if they wish. Multiple Rock-Type Moves grant Materializer.

Telekinetic: Telekinetic Pokémon and Trainers can move objects with their mind. Thy can lif things with Telekinesis as if they were using a Power Capability equal to their Focus Rank. When liftng Staggering Weights with Telekinesis, they roll Focus instead of Athletics, and the DC is 10 instead of 4. Thy can target objects up to 8 meters away. Count the combined weight of all objects when determining whether they can lif all of them. Using this Capability to lif the user’s Drag Weight or greater leaves discoverable psychic residue. Additionally, the user may use Struggle Attacks at a range of X, where X is the user’s Focus Rank.
These Struggle Attacks deal Normal-Type Damage as usual, but the user may add their Special Attack instead of their Attack and have the attack deal Special Damage, if they wish. Th user may perform the Disarm, Trip, and Push Maneuvers at the range of your Telekinetic Capability and using the Focus Skill for all opposed rolls. When the Push Maneuver is used this way, the user does not repeat the Push but instead Pushes the target a number of meters equal to half their Focus Rank. If a Pokémon learns the Move Psychic or Telekinesis and does not have the Telekinetic Capability, they gain Telekinetic.

Zapper: The user’s struggle Attacks may be Electric-Typed if they wish. Thy may also add their Special Attack instead of their Attack and have the attack deal Special Damage, if they wish. Multiple Electric-Type Moves grant Zapper.

Combat Maneuvers

Sometimes, the best option in a fiht isn’t just to hit the other side as hard as you can. You can gain a tactical advantage on the fild of battle by relieving an opponent of their weapon, momentarily tripping them, or even simply pushing them in a direction. Pokémon and Trainers can use all Combat Maneuvers, unless otherwise noted.

The Combat Maneuvers are below:

Attack of OpportunityManeuver: Attack of Opportunity
Action: Free
Trigger: See Below
Effect: You may make a Struggle Attack against the triggering foe as an Interrupt. You may use Attack of Opportunity only once per round. Attacks of Opportunity cannot be made by Sleeping, Flinched, or Paralyzed targets.

Attacks of Opportunity can be triggered in multiple ways:
» An adjacent foe uses a Push, Grapple, Disarm, Trip, or Dirty Trick Maneuver that does not target you.
» An adjacent foe stands up.
» An adjacent foe uses a Ranged Attack that does not target someone adjacent to it.
» An adjacent foe uses a Standard Action to pick up or retrieve an item.
» An adjacent foe Shift out of a Square adjacent to you.

DisengageManeuver: Disengage
Action: Shift
Effect: You may Shif 1 Meter. Shiftng this way does not provoke an Attack of Opportunity.

DisarmManeuver: Disarm
Action: Standard
AC: 6
Class: Status
Range: Melee, 1 Target
Effect: You and the target each make opposed Combat or Stealth Checks. If you win, the target’s Held Item (Main Hand or OffHand for humans) falls to the ground.

Dirty TrickManeuver: Dirty Trick
Action: Standard
AC: 2
Class: Status
Range: Melee, 1 Target
Effect: You may perform any of the Dirty Tricks listed below. You may use each trick only once each Scene per target.


You and the target make Opposed Athletics Checks. If you win, the target is Slowed and takes a -2 penalty to all Skill Checks for one full round.


You and the target make Opposed Stealth Checks. If you win, the target is Blinded for one full round.

Low Blow

You and the target make Opposed Acrobatics Checks. If you win, the target is
Vulnerable and has their Initiative set to 0 until the end of your next turn.

ManipulateManeuver: Manipulate
Action: Standard
AC: 2
Class: Status
Range: 6, 1 Target
Effect: You may perform any of the Manipulations listed below. You may use each Manipulation only once each Scene per target. Manipulate can only be performed by Trainers.

Bon Mot

Make a Guile Check, opposed by the target’s Guile or Focus. If you win, the target is Enraged and cannot spend AP for one full round. The target does not gain a Save Check against this effect.


Make a Charm Check, opposed by the target’s Charm or Focus. If you win, the target is Infatuated with you for one full round. The target automatically fails their Save Check.


Make an Intimidate Check, opposed by the target’s Intimidate or Focus. If you win, the target loses all Temporary Hit Points and can only use At-Will Frequency Moves for one full round.

PushManeuver: Push
Action: Standard
AC: 4
Class: Status
Range: Melee, 1 Target
Effect: You and the target each make opposed Combat or Athletics Checks. If you win, the target is Pushed back 1 Meter directly away from you. If you have Movement remaining this round, you may then Move into the newly occupied Space, and Push the target again. This continues until you choose to stop, or have no Movement remaining for the round. Push may only be used against a target whose weight is no heavier than your Heavy Lifting rating.

SprintManeuver: Sprint
Action: Standard
Class: Status
Range: Self
Effect: Increase your Movement Speeds by 50% for the rest of your turn.

TripManeuver: Trip
Action: Standard
AC: 6
Class: Status
Range: Melee, 1 Target
Effect: You and the target each make opposed Combat or Acrobatics Checks. If you win, the target is knocked over and Tripped.

Intercept MeleeManeuver: Intercept Melee
Action: Full Action, Interrupt
Class: Status
Trigger: An ally within Movement range is hit by an
adjacent foe.
Effect: You must make an Acrobatics or Athletics Check, with a DC equal to three times the number of meters they have to move to reach the triggering Ally; If you succeed, you Push the triggering Ally 1 Meter away from you, and Shif to occupy their space, and are hit by the triggering attack. On Failure to make the Check, the user still Shift a number of meters equal a third of their check result.

Note: If the target that was Intercepted was hit by an Area of Effect Move, and the 1 meter push does not remove them from the Area of Effct, the Intercept has no effect since they are still in the area of the attack – it would cause the Interceptor to be hit by the Move however.

Intercept RangeManeuver: Intercept Ranged
Action: Full Action, Interrupt
Class: Status
Trigger: A Ranged X-Target attack passes within your
Movement Range.
Effect: Select a Square within your Movement Range that lies directly between the source of the attack and the target of the attack. Make an Acrobatics or Athletics Check; you may Shif a number of Meters equal to half the result towards the chosen square. If you succeed, you take the attack instead of its intended target. If you fail, you still Shift a number of Meters equal to half the result.

Special: Pokemon must have a Loyalty of 3 or greater to make Intercept Melee and Intercept Range Maneuvers, and may only Intercept attacks against their Trainer. At Loyalty 6, Pokemon may Intercept for any Ally.

Additional Rules
» Pokémon and Trainers may only Intercept against Priority and Interrupt Moves if they are faster than the user of those Moves.
» Moves that cannot miss (such as Aura Sphere or Swift cannot be Intercepted.
» Pokémon and Trainers cannot attempt Intercepts if they are Asleep, Confused, Enraged, Frozen, Stuck, Paralyzed, or otherwise unable to move.
» Intercepts may not be used to move the Intercepting Pokémon or Trainer OUT of the way of an attack. They will always be hit, regardless.

GrappleManeuver: Grapple
Action: Standard
AC: 4
Class: Status
Range: Melee, 1 Target

Effect:You and the target each make opposed Combat or Athletics Checks. If you win, you and the target
each become Grappled, and you gain Dominance in the Grapple.

Pokémon and Trainers that are Grappled
» Are Vulnerable
» Cannot take Shift Actions, or any actions that would cause them to Shift
» Gain a -6 penalty to Accuracy Rolls if targeting anyone outside of the Grapple.
» Additionally, Grapple has other effcts on whether the target has or doesn’t have Dominance. If a target begins their turn as a part of a Grapple but with no Dominance, they may choose to contest the Grapple as a Full Action.
If they do, all participants make opposed Combat or Athletics Check. Whoever wins then may choose to either continue the Grapple and gain Dominance, or to end the Grapple. If a target has the Phasing or Teleporter Capability, they may also use those to escape from a Grapple on their turn with no check required.

If a target begins their turn as part of a Grapple and has Dominance, they may take one of the following actions as a Full Action.
» End the Grapple.
» Secure: They gain a +3 Bonus to the next opposed check they make in the Grapple.
» Attack: They may automatically hit with an Unarmed Struggle Attack.
» Move: They Shift dragging the other person in the grapple with them. The user’s Movement Capability is lowered by the other grappler’s Weight Class.

Improvised Attacks

You aren’t limited to Moves and simple Struggle Attacks in a battle. Often times, you will attempt a maneuver that isn’t strictly outlined by the rules, such as using a rock as an improvised throwing weapon or attempting to push a nearly-felled tree onto an opponent.

The general rule here is that if the maneuver isn’t very limited by resources or the environment and is easily replicable, then it should have a lesser effct than any well-defied counterparts in Moves or Weapons. A penalty to AC and Damage Base is often appropriate, and for non-damaging attacks, a reduction in the attack’s effect.

For example, it’s easy for any Trainer to grab a handful of dirt or sand while in the outdoors or even from a prepared bag to throw in an opponent’s face without knowing the Move Sand Attack. Rather than Sand Attack’s effct, your GM might treat this as an AC 5 attack that reduces a foe’s Accuracy by -2 until the end of their next turn.

In the case of improvised attacks with common implements that have a Type association such as throwing a rock or snowball, you would nonetheless treat them as Normal Type attacks in most cases because it otherwise becomes far too easy to gain Type coverage. A thrown rock does Normal Type damage for the same reason that Geodude can do Normal Damage with a Tackle Move. It takes a certain oomph behind an attack to give it a Type.

On the other hand, if you’re trying to hit someone with a torch to deal Fire Type damage with your Struggle Attack, your GM could rule you can do so – but only once before the torch breaks from the impact.

More elaborate improvised attacks may warrant a Typing or even emulating an effct similar to many Moves. For example, if you push a boulder on a mountain in a way that it unleashes a landslide on your foes, your GM might rule that as a Rock Slide attack and let you roll as if using the Move. A GM might require Skill Checks to be made to pull of some of these trickier maneuvers. and base the attacking stat’s value of of these Skills. For example, a Survival Check to trigger the landslide and then Survival Rank times three for Attack Stat. Given that this kind of situation is likely rare, hard to repeat in the same battle, and diffilt to deliberately set up, it’s a good idea to reward players for taking advantage of the environment in this manner.

Environmental Attack Effects

Attacks and Moves aren’t just techniques to injure living targets. They’ll often have effects on the target’s possessions or may be useful for manipulating the environment.

For example, a powerful Water or Electric Type attack could soak a Trainer’s electronics or short-circuit them if they aren’t properly protected. For most common devices like cell phones, they might be rendered inoperable until repaired or at least until the end of the Scene, but when it comes to specialty items such as Capture Stylers, Snag Machines, and Class-related items, special shielding or waterproofig may allow them to be used again in as quickly as three rounds. A Blizzard Move that freezes a Trainer may ice their Potions and render them useless until thawed, or a Flamethrower might burn up Herbs and Apricorns a Trainer carelessly lef in their pockets before wandering into battle.

GMs should take note not to overuse this idea to punish Trainers. Generally, Trainers should be assumed to have a holster or small pack that can hold a small handful of consumables like Potions which is protected from most external harm. Nonetheless, it’s a good idea for Trainers to set down their backpacks full of valuables before they get into a fight to avoid having anything destroyed as collateral damage.

Attacks and Moves don’t have to target Pokémon or Trainers either. A Trainer might order their Charizard to use a Flamethrower attack in the woods to start a forest fie, a Conkeldurr might bash down a door with a Superpower, or a Pikachu may zap a server cluster with a Thunder Shock to destroy it. These effects don’t have to be intentional either. A GM should take into account the logical effcts of Moves on the environment, even if a player has forgotten when they order Torkoal to use Overheat in a paper factory.

Other Actions in Combat

Take a Breather

Trainers and Pokémon can Take a Breather and temporarily remove themselves from the heat of combat to recover from Confusion and other Volatile Status Affltions, though they still must pass any Save Checks to be able to take this action and do so. Taking a Breather is a Full Action and requires a Pokémon or Trainer to use their Shif Action to move as far away from enemies as possible, using their highest available Movement Capability. They then become Tripped and are Vulnerable until the end of their next turn.

When a Trainer or Pokémon Takes a Breather, they set their Combat Stages back to their default level, lose all Temporary Hit Points, and are cured of all Volatile Status effcts and the Slow and Stuck conditions. To be cured of Cursed in this way, the source of the Curse must either be Knocked Out or no longer within 12 meters at the end of the Shift triggered by Take a Breather.

When a Trainer or Pokémon is unable to choose to Take a Breather themselves, such as when they are inflicted with the Rage Status Affltion or when someone doesn’t want to take a chance on passing a Confusion Save Check, they may be calmed and assisted by a Trainer to attempt to Take a Breather.

This is a Full Action by both the assisting Trainer and their target (as an Interrupt for the target), and the assisting Trainer must be able to Shif to the target they intend to help. They then make a Command Check with a DC of 12. Upon success, both the assisting Trainer and their target must Shift as far away from enemies as possible, using the lower of the two’s maximum movement for a single Shift, they then both become Tripped and are treated as having 0 Evasion until the end of their next turn. The Trainer that has been assisted then gains all the effects of Taking a Breather. Upon a failure, nothing happens, and the assisted Trainer is not cured of their Status Afflictions.

Precision Skill Checks

Skills can be used during combat just like any other time, but it is signifiantly more diffilt to perform precise and careful actions while under attack.

When a Trainer or Pokémon performs such a Skill Check aftr having been attacked, successfully or not, in either the current or the previous round of combat, they must make a Focus Check in addition to their normal Skill Check. Ths Focus Check has a DC of 16. Failure imposes a -1 penalty to their normal Skill Check, and for each increment of 4 by which the Trainer or Pokémon fails, they take an additional -1 penalty.

If the Trainer or Pokémon was successfully hit by a damaging attack in the current or previous round, they automatically take a -2 penalty to their normal Skill Check on top of the penalties imposed by the Focus Check. And if they were Injured in the current or previous rounds, they take an additional -2 penalty to their check per Injury gained in that time.

It is important to note that this doesn’t apply to most Skill Checks to activate Features, Moves, Abilities, Capabilities, or to perform Combat Maneuvers. Apply these rules only when a Trainer or Pokémon performs very delicate tasks in the middle of battle such as a Stealth Check to pick a lock, a Technology Education Check to precisely mix a batch of volatile chemicals, or a Survival Check to carefully harvest the fragile parts of a rare flower.

Status Afflictions

Many Moves and effcts inflct Status Affltions on their victims. Thre are two main kinds of Status Afflictions; Persistent and Volatile. Thre are also other conditions which are technically not Status Affltions and cannot be cured as such. Many Status Affltions allow Save Checks which allow the user to end or mitigate the effect. Save Checks are always 1d20. Unlike the video games, there is no limit to the number of Status Afflictions that a single target can have.

Persistent Afflictions

Persistent Affltions are retained even if the Pokémon is recalled into its Poké Ball. Sleeping Pokémon will naturally awaken given time, and Frozen Pokémon can be thawed as an Extended Action aftr combat. Burned, Paralyzed, and Poisoned Pokémon must be treated with items or at a Pokémon Center to be cured, however. All Persistent Status conditions are cured if the target is Fainted.

Burned: The target’s Defense Stat is lowered by 2 Combat Stages for the duration of the Burn. Fire-Type Pokémon are immune to becoming Burned. If a Burned Target takes a Standard Action or is prevented from taking a Standard Action by an effect such as Sleep, Flinch, or Paralysis, they lose a Tick of Hit Points at the end of that turn.

Frozen: The target may not act on their turn and receives no bonuses from Evasion. At the end of each turn, the target may make a DC 16 Save Check to become cured. This DC is lowered to 11 for Fire-Type Pokémon, and Ice-Type Pokémon are immune to becoming Frozen. If a Frozen Target is hit by a Damaging Fire, Fighting, Rock, or Steel Attack, they are cured of the Frozen Condition. Save Checks to cure this condition receive a +4 Bonus in Sunny Weather, and a -2 Penalty in Hail.

Paralysis: Tht Target’s Speed Stat is lowered by 4 Combat Stages. At the beginning of each turn the target is paralyzed, they must roll a DC 5 Save Check. If they succeed, they may act normally; if they do not, they cannot take any Standard, Shift or Swift Actions. Electric Type Pokémon are immune to Paralysis.

Poisoned: The target’s Special Defense Value is lowered by 2 Combat Stages for the duration of the poison. Poison and Steel-Type Pokémon are immune to becoming Poisoned. If a Poisoned Target takes a Standard Action or is prevented from taking a Standard Action by an effect such as Sleep, Flinch, or Paralysis, they lose a Tick of Hit Points at the end of that turn. When Badly Poisoned, the afflicted instead loses 5 Hit Points; this amount is doubled each consecutive round (10, 20, 40, etc).

Note: A Tick of Hit Points is equal to
1/10th of a Pokémon or Trainer’s Maximum Hit Points.

Volatile Afflictions

Volatile Affltions are cured completely at the end of the encounter, and from Pokémon by recalling them into their Poké Balls. When Pokémon are Fainted, they are automatically cured of all Volatile Status Afflictions. Bad Sleep: Whenever the user makes a Save Check to save against Sleep, they lose two ticks of Hit Points. Bad Sleep may only afflict Sleeping targets; if the target is cured of Sleep, they are also cured of Bad Sleep.

Confused: At the beginning of their turn, a confused target must roll a Save Check.

» On a roll of 1-8, the confused target hits itself using a Typeless Physical Struggle Attack as a Standard Action and may take no other actions this turn. This attack automatically hits, and deals damage as if it’s resisted 1 Step.
» On a roll of 9-15, the target may act normally.
» On a roll of 16 or higher, the target is cured of confusion.

Cursed: If a Cursed Target takes a Standard Action, they lose two ticks of Hit Points at the end of that turn.

Disabled: When the user gains the Disabled Affliction, a specifi Move is specifid. Th user cannot use that Move as long as they remain Disabled. Pokémon or Trainers may have multiple instances of the Disabled Condition, each specifying a different Move.

Rage: While enraged, the target must use a Damaging Physical or Special Move or Struggle Attack. At the end of each turn, roll a DC15 Save Check; if they succeed, they are cured of Rage.

Flinch: You may not take actions during your next turn that round. Th Flinched Status does not carry over onto the next round.

Infatuation: At the beginning of each turn you are infatuated, roll a Save Check.

» On a result of 1-10, you may not target the Pokémon or Trainer that you are Infatuated towards with a
Move or Attack, but may otherwise Shift and use actions normally.
» On 11-18 you may use a Move and Shift without restriction.
» On a roll of 19 or higher, you are cured of the Infatuation.

Sleep: Sleeping Trainers and Pokémon receive no bonuses from Evasion, and cannot take actions except for Free and Swif Actions that would cure Sleep (ex: activating the Shed Skin Ability). At the end of the sleeper’s turns, they may make a DC 16 Save Check to wake up. Whenever a Sleeping Pokémon takes Damage or loses life from an Attack, they wake up.
This does not include loss of life from passive sources such as Poison or Burns, but active attacks and effects that cause Hit Point loss (such as being hit by the Press Feature, or Super Fang) would wake up their target. Sleeping targets cannot make Save Checks to be cured of Rage, Infatuation, or Confusion, but they also cannot hurt themselves in Confusion. Pokémon and Trainers may wake an adjacent ally as a Standard Action.

Suppressed: While Suppressed, Pokémon and Trainers cannot benefi from PP Ups, and have the frequency of their Moves lowered; At-Will Moves become EOT, and EOT and Scene x2 Moves become Scene.

Temporary Hit Points: Some effects grant Temporary Hit Points. Temporary Hit Points are not “healed” away by effects that cure Status Conditions, but it is lost if the user is recalled in a Poké Ball, and disappears on its own after 5 minutes while outside of combat. Temporary Hit Points are “bonus” health that stacks on top of “real” Hit Points - so you can benefit from gaining it even if you are already at full health.

However, Temporary Hit Points are always lost first from damage or any other effcts. Damage carries over directly to real Hit Points once the Temporary Hit Points are lost. Furthermore, Temporary Hit Points do not stack with other Temporary Hit Points – only the highest value applies.

For example, if you have 10 Temporary Hit Points, and then gain 8 Temporary Hit Points - nothing happens. If the next turn you were then to gain 15 Temporary Hit Points, your Temporary Hit Points would go up to 15 since that is the highest value.

Temporary Hit Points also do not stack with “Real” Hit Points for the purposes of determining percentages of Hit Points. If a Pokémon has exactly 1 real Hit Point and has 50 Temporary Hit Points, they would use the Moves and effcts as if they have 1 Hit Point, not 51.

Other Afflictions

These effects are listed here for reference, but they do not count as true “Status Affltions”. Moves, items, features, and other effects that heal Status Afflictions cannot fix these effects.

Fainted: A Pokémon or Trainer that is at 0 Hit Points or lower is Fainted, or Knocked Out. A Fainted Pokémon or Trainer is unconscious due to injuries or other effects, and cannot use any Actions, Abilities, or Features unless the Feature or Ability specifially says otherwise.
The “Fainted” Condition is removed only by specific items such as Revive, or by being brought up to a positive Hit Point count by healing Features or Moves such as Wish or Heal Pulse. Potions and other healing items may still bring a Pokémon above 0 Hit Points, but it remains Fainted for another 10 minutes. When a Pokémon becomes Fainted, they are automatically cured of all Persistent and Volatile Status Conditions.

Blindness: Blindness represents the target’s vision becoming obscured. A Blinded Pokémon or Trainer receives a -6 penalty to Accuracy Rolls, and must make an Acrobatics Check with a DC of 10 when travelling over Rough or Slow Terrain or become Tripped. Blindness is caused by several effcts. Ths is in perpetual effect in deep darkness, unless the target has Blindsense or Darkvision. Pokémon or Trainers with Blindsense cannot be Blinded.

Total Blindness: Total Blindness is more than just obscured vision; it’s total and complete sightlessness, such as experienced in a completely dark cave or building interior. Total Blindness has the same disadvantages as Blindness, and more. Totally Blinded Pokémon or Trainers have no awareness of the map, and must declare any shift as distance relative to them.
Totally Blinded targets receive a -10 total Penalty to Accuracy Rolls, and cannot use Moves with Priority or as Interrupts. When making a Shift action, they must declare if they are moving Slowly or Quickly; moving Slowly restricts Movement as if Slowed. Moving Quickly has no Movement Penalty, but if the user attempts to Shift into Blocking Terrain, Rough Terrain, or Slow Terrain, they become Tripped. Pokémon or Trainers with Blindesense cannot be Totally Blinded.

Slowed: A Pokémon that is Slowed has its Movement halved (minimum 1). This condition may be removed by switching, or at the end of a Scene as an Extended Action.

Stuck: A Pokémon or Trainer that is Stuck cannot make a Shift Action to move and cannot apply their Speed Evasion to attacks. This condition may be removed by switching, or at the end of an Scene as an Extended Action. Ghost Type Pokémon are immune to the Stuck Condition.

Trapped: A Pokémon or Trainer that is Trapped cannot be recalled. Ghost Type Pokémon are immune to the Trapped Condition.

Tripped: A Pokémon or Trainer has been Tripped needs to spend a Shift Action getting up before they can take further actions.

Vulnerable: A Vulnerable Pokémon or Trainer cannot apply Evasion of any sort against attacks.

Miscellaneous Rules

These rules may come into play out of combat as well, but they’re most likely to show up in battles, depending on the environment. Suffcation and drowning are real threats when a fiht takes place on the high seas, and pushing an opponent of a clif or tall building is an easy way to end a fight early.


After 1 minute (or 6 rounds), every round a Pokémon or Trainer goes without air, they start to suffocate. Take 1 Injury per round suffcating. Thse injuries can’t be healed by anything except breathing; once the target can breathe again, they are healed of these injuries. Pokémon or Trainers with the Gilled capability do not suffocate from being in water.

Falling Damage

Taking a fall can be nasty for trainers and Pokémon. Damage is taken as if it was a Typeless Physical Attack, with a Damage Base dependent on the distance of the fall and the weight class of the poor victim.

Weight Class 1 & 2: +1 DB per meter fallen,maximum DB 20.
Weight Class 3 to 6: +2 DB per meter fallen,maximum DB 28.

Also consider the following rules:

» In addition to the damage, trainers and Pokémon that fall 4 or more meters take 1 injury for every 2 meters fallen. Pokémon with natural Sky Speeds take 1 Injury for every 3 meters instead, as their bodies have evolved to take potential crashes better.

» Falling on a yielding surface may let you ignore anywhere from 1 to 6 meters of falling, to your GM’s discretion; 1 would be soft grass, 3 might be a stack of mattresses, 6 would be deep water. Other surfaces may increase the falling damage; falling onto rocky terrain may increase the falling distance by +1.
Some surfaces may even be volatile; falling onto a tree from above may increase the falling damage by +1d6, depending on whether you get cut up by a tree branch or not. Deciding on an appropriate modifier depending on the surface will be up to your GM.

» If a Pokémon or Trainer intentionally jumps rather than falling, they may ignore a number of meters equal to their High Jump value. Ths includes any bonuses from Acrobatics Checks or running starts; this means Pokémon or trainers can’t be hurt by their own jumps (well, unless a surface says differently of course…)
» When falling, Trainers and Pokémon may make an Acrobatics Check with a DC of 12; if the fall was unintentional, the DC is instead 20. Upon success, they may ignore one additional Meter when calculating Fall damage.

For example, 2 trainers fall from a high rooftop. The building is 5 stories tall, or about 15 meters high. Both are Weight Class 3, both have 40/40 Hit Points, and a defence of 5. Thy both fail their acrobatics checks.

One is lucky and lands on an awning 5 meters down; their GM decides the bouncy awning lets this trainer ignore the fist 2 meters of falling. They take damage for falling 3 meters, thus the damage is Damage Base 6, or 2d6+8. Thy roll, getting a fairly average roll of 14, and thus taking 9 damage. But the poor trainer isn’t done falling; he falls of the awning, the rest of the 10 meters onto a pile of garbage.

The GM decides that, again, the pile of garbage lets him ignore 2 meters. So he takes damage for falling 8 meters – or 26 feet. That’s a Damage Base of 16, or 5d10+20. He rolls, getting an above-average roll of 56. He takes the 51 damage, leaving him at -20. He gains 1 Injury from Massive Damage, and 3 Injuries from Hit Point Markers (50%, 0, -50%). Since he fell more than 4 meters during that last stretch, he gains 4 more injuries. He’s lef at -20 Hit Points and with 8 Injuries – he’s definitely going to need medical attention.

The other trainer is less lucky and falls the entire 15 meters straight down onto the parking lot below. He thus takes a whopping Damage Base 28 attack; he rolls the 8d12+80, and comes out to 140 damage. Even with his defense, the 135 damage puts the trainer at -95 Hit Points, which is under -200% of his Hit Points. And with 14 injuries, this unlucky trainer is very dead either way.

Gaining Injuries

Even the toughest Pokémon or Trainer will become injured if they take heavy hits. In the course of battle, your Pokémon are likely to gain Injuries. There are two ways of gaining injuries; Massive Damage and passing certain Hit Point Markers.

Massive Damage is any single attack or damage source that does damage equal to 50% or more of their Max Hit Points. Whenever a Pokémon or trainer suffers Massive Damage, they gain 1 Injury. Massive Damage Injuries are never gained from Moves that cause you to “Set” or “lose” Hit Points, such as a Pain Split or Endeavour. The Hit Point Markers are 50% of maximum Hit Points, 0%, -50%, -100%, and every -50% lower thereafter.

Whenever a Pokémon or Trainer reaches one of these Hit Point values, they take 1 Injury. For example, a Pokémon or Trainer that goes from Max Hit Points to -150% Hit Points aftr receiving a single attack would gain 6 Injuries (1 for Massive Damage, and 5 for Hit Point Markers).

Dealing with Injuries

For each Injury a Pokémon or Trainer has, their Maximum Hit Points are reduced by 1/10th. For example, a Pokémon with 3 injuries and 50 Max Hit Points could only heal up to 35 Hit Points, or 7/10ths of their maximum.

The artifiial Max Hit Point number is not considered when potentially acquiring new injuries, or when dealing with any other effcts such as Poison that consider fractional damage, or when dealing with Hit Point Markers. All Effcts that normally go of the Pokémon’s Max Hit Points still use the real maximum. See the ‘Resting’ section (page 252) for details on removing injuries.

Normal healing does not remove injuries; if a Pokémon is brought down to 50% Hit Points and is healed by, for example, a Heal Pulse, the injury is not removed.

If they’re then brought down to 50% again, they gain another Injury for passing the 50% Hit Points Marker again. Using Healing to push Pokémon or Trainers past their limits can thus be potentially dangerous, as it gives multiple opportunities to gain Injuries.

Heavily Injured

Whenever a Trainer or Pokémon has 5 or more injuries, they are considered Heavily Injured. Whenever a Heavily Injured Trainer or Pokémon takes a Standard Action during combat, or takes Damage from an attack, they lose Hit Points equal to the number of Injuries they currently have. Only the foolish and desperate fight when Heavily Injured.

Injuries limit how far healing can carry any single combatant in one fiht and thus also force you to use more of your team instead of relying on one Pokémon in every fight. Thy’re not meant to be huge hassles, but they help create a sense of tension and risk.


Pushing Pokémon or Trainers to their limits can result in even worse than Injuries – death. If a Pokémon or Trainer has 10 injuries, or goes down to either -50 Hit Points or -200% Hit Points, whichever is lower (in that -80 Hit Points is lower than -50 Hit Points), during a non-friendly match, they die.

Generally Pokémon can hold back when instructed to, or when competing in “friendly” or at least sportsmanlike matches such as during League events or Gym Matches – in situations like this, simply pay no heed to the -50/- 200% damage rule.

Injuries are a different issue – the 10 Injuries Rule always applies. However, it is difficult for a Pokémon that is perfectly healthy to reach 10 Injuries in a single match, so by taking proper care of your Pokémon, this can be avoided.

Coup de Grâce

Any Pokémon or Trainer can attempt a Coup de Grâce against a Fainted or otherwise completely helpless target as a Full Action. Simply, the Pokémon or Trainer makes any Attack or Move they could normally make as a Standard Action, but this attack must target only the target of the Coup de Grâce.

If the Coup de Grâce hits, the attack is automatically a Critical Hit that deals +5 bonus damage (multiply this damage as part of the critical hit; this will normally make it +10, but Pokémon or Trainers with Sniper would add +15), ignoring any immunities to Critical Hits.

Please note: Coup de Grâce rules do not work against Trainers or Pokémon simply due to Status Conditions such as Sleep or Paralysis; they must be either KO’d, or properly bound and made helpless.


Sleep and extended rests can help restore the Hit Points of wounded Pokémon and Trainers. “Rest” is described as any period of time during which a trainer or Pokémon does not engage in rigorous physical or mental activity. What activities precisely are and aren’t “rest” is up to your GM’s discretion; usually rest means sleep, or at least sitting down for a while. Meals can often count as “rest” time. Traveling for extended periods of time almost never counts as “Rest”.

For the fist 8 hours of rest each day, Pokémon and Trainers that spend a continuous half hour resting heal 1/16th of their Maximum Hit Points. You may continue to rest further after this time, but Hit Points will not be regained. Also, a Trainer or Pokémon is unable to restore Hit Points through rest if the individual has 5 or more injuries. Once the individual has 4 or fewer injuries (usually by seeking medical attention), he or she may once again restore Hit Points by resting.

If a Pokémon or Trainer has an Injury, they can naturally heal from a single Injury if they go 24 hours without gaining any new injuries. Trainers can also remove Injuries as an Extended Action by Draining 2 AP. Ths is subject to the limitations on healing Injuries each day. Extended Rests are rests that are at least 4 continuous hours long. Extended rests completely remove Persistent Status Conditions, and restore a Trainer’s Drained AP. Daily-Frequency Moves are also regained during an Extended Rest, if the Move hasn’t been used since the previous day.

Pokémon Centers

Pokémon Centers use expensive and advanced machinery to heal Pokémon. In a mere hour, Pokémon Centers can heal a Trainers and Pokémon back to full health, heal all Status Conditions, and restore the Frequency of Daily-Frequency Moves. Injuries however, may delay the time spent healing a Pokémon Center. For each Injury on the Trainer or Pokémon, Healing takes an additional 30 minutes. If the Trainer or Pokémon has fie or more Injuries, it takes one additional hour per Injury instead. Pokémon Centers can remove a maximum of 3 Injuries per day; Injuries cured through natural healing, Bandages, or Features ARE NOT COUNTED toward this total.
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