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Pokemon for Beginners - an Introduction
In this series we'll look at the colored Poke-world through the lenses of (Pokemon Tabletop United)PTU - a game system that's complex enough to allow for rich roleplay and tactical challenges. The books that describe the system can be downloaded freely at pokemontabletop-dot-com. There is more going on there, so please go directly to their Google document, and follow the download links within. To begin with, the "Core" book - from the "Core Rulebook"/ "PTU 1.05" package - will be enough reading material; so you can ignore the other references. All the materials taken into account for this presentation are listed below, under 'Links, Files & Nicknames'. Good! Now that we're all set, let's start our journey of discovery! The Pokemon world is a place for the innocent in us, a place where the child and the teenager are free to be playful and lighthearted. Although much of the game experience revolves around fighting, beyond that Pokemon stands out through making possible - in our imagination - the communion with nature. World & Interactions The Pokemon - variate forms of life, which some call monsters - are sought out by the player characters (the Trainers). Captured or drawn to their side by means of persuasion, the Pokemon are then trained to improve combat-wise (or with a view to non-violent Contest performance) - prior to joining their owners/ companions at facing different challenges. Growing in power and in the strength of their bond with the Trainers, the magical beings end up being the heroes of human world - evil org busters, tournament champs, and the (Player Characters)PCs' best friends. Take some time to look through pages 10 and 11 of the (Pokemon Tabletop United 1.05 Core.pdf)Core book. Some world elements that stand out are: Pokemon working alongside humans, the Centers - which provide healing, the shops - which sell Poke related goods (like the Balls used to catch and store the beasties), the Professors - who often guide a Trainer's first steps, the League - which runs all legal fighting, the battling being a widely televised sport, the Gyms network - where Trainers can prove their strength - before joining the League's Tournament, the International Police and the Pokemon Rangers - that fight against the Teams' criminal enterprises, the Battle Frontiers - and other far and exotic locations - for those Trainers who have achieve the most in their native regions. Take a look at page 442 of the Core book for other locations of interest. And to complete the picture of life in the Poke-world, keep an eye out - as we move along - for references to research, crafting, fishing and harvesting, digging for artifacts, Pokemon breeding, playing with Pokemon, and following them in their adventures. For different approaches to a world where Pokemons and humans exist and strive side by side, see pages 437 and 441 of the Core book, as well as the first chapter of "Game of Throhs" and "Do Porygon Dream of Mareep(?)". Regardless of genre and setting, the interaction with Pokemon, and the reliance on them in overcoming obstacles, set these games apart in the RP world. More than blind forces of nature which humans can guide to meet their goals, the Pokemon can stand for a deeper connection with life - one of wisdom and individual freedom. Character Definition - Attributes Both Trainers and Pokemon are defined through Stats, Capabilities, Skills, Edges, Moves, and Abilities. Additionally, the Trainers take on Features - most of which are organized into Classes. The Stats, Capabilities, and Skills refer to general means of interaction with the world, while the other characteristics are either of special application or (the majority of them) geared toward combat. The Stats and some Capabilities are quantifiers of physical and non-physical properties, while most of the latter describe special qualities. The Skills represent fields of general endeavor - development in which provides the characters with the knowledge and functionality needed to perform various actions successfully. Many Edges and Features have Rank in a particular Skill as prerequisite, and they form the gateway to Moves and Abilities - or directly to actions of comparable effect. That is mainly the domain of Features, as most Edges are oriented towards improving and specializing the Skills. - Trainer Approach The Classes are like professions - grouping a number of Features of common focus. A Trainer may have up to four Classes, the choice of which determines the play style - the Trainer's approach to dealing with challenges, and - in general - to interacting with the world. Together with the Skills and Stats emphasized, and with the Edges and General (Class independent) Features built on, this approach is called Archetype - the self-idea a Trainer grows into. The approach can be generally described as direct - through attacking or sending the Pokemon to attack, or indirect - through different ways of offering support to direct fighters. Then, the approach can be matched to one of five categories, which the Core book calls Roles: the direct Trainer Combat and Active Pokemon Support, and the indirect Passive Pokemon Support, Travel & Investigation, and Crafting. Trainer Combat Classes focus on the Trainer's participation in Battle, alongside their Pokemon. Active Pokemon Support Classes focus on commanding the Pokemon to do things - more and better. Passive Pokemon Support Classes focus on preparing the Pokemon for Battle (or Contests). Travel & Investigation Classes focus on almost all other aspects of the game except Crafting. This last category is the source of Food and Items which can be used in and outside of fights. Take a look at page 66 of the Core book for a more detailed explanation. - Pokemon Particularities Unlike Trainers, the Pokemon have different Capabilities depending on their species. They also have Elemental Types, which influence their interaction with the world: damage resistances and vulnerabilities, Moves nature, likes and dislikes, personality. And they have access to fewer Abilities and Moves - but not through a framework of Features (or Classes) -- they are just species and character Level dependent. Each Pokemon species has a list of Abilities and a few lists of Moves that Level Up choices are made from. Some Moves require special devices to be learned, and have a Tutor Points cost. Poke Edges cost Points too. - Means of Action Skills-related general actions - some of which may be enabled by Capabilities or Edges, and the actions made possible by Features, Moves, and Abilities are the means to overcome obstacles. Features and Moves sometimes have an Action Points cost, and - like Abilities - they are limited, in combat, by the available window of action opportunity: Many Abilities require a trigger to become active/ enabled, while the Features and Moves constitute options left at a character's initiative. - Personality A character's personality can be related to their means of expression - some of which have their roots in the character's Background. Physical qualities, and - in the case of Pokemon - also their Elemental Nature are other contributing factors. On this web page you can find some hints to dealing with Pokemon personality. This take on the subject is based on the six Basic Stats, which are described in the Core book at page 15 - but their names are suggestive enough for you to understand the hints without having to go through Stats details at this time. Besides individual aspects, many species have some bit of lore about them which can be linked to personality. You can read about it at sites such as this one. Otherwise, there is no mechanism by which personality has a direct influence on the game's course. Whatever weaknesses and exaggerations can be related to personality traits - they are left to be dealt with freely, within the contexts of Trainer-Pokemon and Trainer-Trainers team cooperative relationships. Relationships & Combat - Pokemon & Trainers First, a Pokemon's company has to be obtained. This happens of their own accord - if friendly, by charming them, or by dominating them in combat - not without a display of fair-play however. A fight ends with throwing a Poke Ball at them, to make the capture - and the Poke Ball then serves to store that individual Pokemon, in energy form. The Pokemon's behavior towards the Trainer and towards society, in general, is determined by their Loyalty. The Pokemon are intelligent beings with feelings and personality. A good relationship with them is the key to success - as well as to gaining most of the satisfaction this game can offer. They have needs, likes and dislikes, and they bond stronger - the more quality time they spend with their Trainer. One can go on a quest even just for the sake of this relationship. Then, the Pokemon can be relied on in battle, and some can even be ridden. - Combat Trainers and Pokemon take their turn during each combat round, based on their Initiative - a variable primarily determined by the Speed Stat. In the Pokemons' turns, their Trainer decides what they do. It's possible to Switch Pokemon, changing the active ones during the fight - according to your strategy. The actions a character can perform are limited to a combination of relative time-frame units - which are named "Actions". Some are used to attack or defend - others to move, some are usually available - while others become so in certain situations (triggers) or as additional opportunities, thanks to certain Features, Moves, and Abilities. Movement (locomotion) potential is influenced by the by the terrain's quality. In PTU, movement cannot usually be split - so it takes places either before or after action. The attacks are aimed at lowering adverse Stats - in particular the Hit Points (which stand for endurance), or at disabling them through negative conditions - called Afflictions. Flanking and Maneuvers are other ways of changing the circumstances in your group's favor. The Elemental Type of certain Moves and the Weather conditions also matter in the balance of forces. Defense is taken into account automatically at each attempt to strike, through the Accuracy Roll required to hit and through the reduction of damage. But it can also be the focus of one's actions - taken, for example, to avoid damage of a certain Elemental Type, to remove unfavorable Weather, or to prevent certain Afflictions. In the following Parts, we will go into more detail of these and of character definition. The following sections are of interest throughout the series. Within the Parts, reference is made to specific notation by using its title, and short names or acronyms are used to indicate the downloaded files. Structure & Notation Here, we'll anticipate a bit the following Parts' content by going through some common methods of organizing the books' material. At first reading, you can just skip to the "File Pages" subsection below. - The Five Roles
- The (1)-(7) Categories The primary way to differentiate between the effects of various means of action is by assigning them to one of seven main categories (and derived categories):
(5.1), (5.2), ... (5.7), and (6.1), (6.2), ... (6.7) are used with the same meaning as in this table, except "user" becomes "target" or "Pokemon", respectively. - Frequency This represents the number of times a Move or Ability can be used in a day's time:
* A scene is a story interval defined in time and space by some development or activity. A usual fight does not last more than one Scene. * A day is the relative time interval between two Extended or complete Rests. * Special are those situations where the frequency (or duration, for a pseudo-static effect) depends on a character's action or some other trigger. If you have read through the previous version of the series, please note that this notation has changed: Static now stands before At-Will in order of efficiency, and Daily x3 was given a letter of its own. "Errata 3" introduced Scene x3 and Daily x5. Daily x4 was added by me just to fill the gap there. - Skill Ranks These are usually used for requirements.
Please note that "A" and "E" are also used for Frequency, but the different context or a table header will help you tell the difference. - File Pages File pages are often indicated with "(p. N)"; where N is the page number. This is usually the case where a more specific indication is not necessary. When the source file is not indicated, it usually is the pdf of the Core book. In other cases, the book file can be determined from the context. Please note that section and subsection titles use words beginning with a capital letter. However, that is also a way to refer to game system terms. These are indistinguishable from non-terms inside of titles. Links, Files & Nicknames This is the front entrance to pokemontabletop-dot-com. The Google document can be accessed by clicking on "Downloads and Resources" (under "Downloads and Links"), and then on "Download PTU 1.05 here". The "Core Rulebook"/ "PTU 1.05" package contains five main files and a number of excerpts from one of them. The five files contain: - the Core book ("Pokemon Tabletop United 1.05 Core.pdf"), which will be called "Core" in this series; - the Pokemon reference ("Pokedex 1.05.pdf"), which will be called "Pokedex"; - the Fantasy supplement ("Game of Throhs.pdf"), which will be called "GoT" for short; - the Sci-Fi supplement ("Do Porygon Dream of Mareep.pdf"), which will be called "DPDoM"; - the Deities supplement ("Blessed and the Damned.pdf"), not covered in this presentation. Other materials taken into account in this presentation are those of the three "Errata": - Errata 1, with "PTU May 2015 Playtest Packet.pdf", which will be simply called "Errata 1"; - Errata 2, with "PTU September 2015 Playtest Packet.pdf", which will be simply called "Errata 2"; - Errata 3, with "February 2016 Playtest Packet", which will be simply called "Errata 3"; - and with a new version of the Pokemon reference ("Pokedex_Playtest105Plus"), here called "Pokedex+". Other materials available are those related to Generations 7 and 8, and Pokemon Legends: Arceus. Currently, this series only has the Pokemon from those sources taken into account - in Part 8. I named the changes to Abilities brought about by Generation 7, but did not add the new Abilities, Moves, or Capabilities in the Parts concerned with them; until this can be done, please refer to the respective pdf files for details. The presentation also contains a couple of references to this site. Besides the useful information, it can serve to connect as to the video games' world and atmosphere. For that, you might want to peek at this other site, as well. Or this one. Or the official Pokemon site - where you can watch a few episodes of the anime as well. And here is a link to the Pokemon games at RPGX -- plenty of play examples and some other resources there, too! This is the end of the Introduction. The following Parts heard you are reading, and can't wait for you to reach them! updates This is a part of the series' second version. Some content was removed, or found a better place elsewhere in the series. Some new content was added. Corrections and Improvements: (first update)- added paragraph under "Personality" (third one there, currently); (second update)- added link to the official Pokemon site; - mentioned the inclusion of Generations 7, 8, and Pokemon Legends material;
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RPGX explorers, try the Maps: the list of Ongoing RPGX Games,
Selected Threads from General Discussion, the Organized Index for Gaming Advice, or that for Questions and Site Discussions. Last edited by writelite; Jul 8th, 2023 at 06:46 AM. Reason: managed to mistake anime for manga (don't ask...) |
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Beyond the Introduction - Character Definition Details, Part 1
Part 1: Basic Elements (1/2)
In this and the following part, we look at the common elements of character definition, side by side with other basic elements of the system. Action & Movement - Divisions of Time The Day and the Scene are important time frames - although approximately or relatively defined. As mentioned in the Introduction, a Day is the time between two Extended Rests (p. 252), and the Scene is the time during which a short term activity or separate event takes place (p. 221). Outside of combat, a shorter duration than Scene is that of the Extended Action (p. 221). It represents the time needed to perform a short, yet complex action - or one that requires special attention and application of knowledge. The shorter time intervals for action are those of: the Standard Action, the Shift Action, the Swift Action, and the Free Action; this also being the descending order of their duration. A Standard Action's time is no more than a couple of seconds. These are the durations suitable for combat events (p. 227). - The Kinds of Movement The six kinds of Movement are: Overland Movement, Swimming, Burrowing, Flying, Levitating, and Teleportation (p. 223). Overland Movement applies to locomotion across a surface, including such that are predominantly vertical (walls). Flying is also called Sky Movement. A few effects temporarily influence gravity itself, with consequences to all kinds of movement; you may want to check out "DPDoM" (p. 21 - 23). - Terrain The main kinds of terrain are: easy to cross, difficult to cross or hindering action, and impossible to cross or act on/ through. Easy to cross terrain is called Regular. Difficult terrain can reduce one's Movement Speed - when it's called Slow, or it can reduce one's Accuracy - when it's called Rough. Impossible terrain represents impenetrable obstacles, and it's called Blocking (p. 231). Another classification of terrain is according to the medium of locomotion: ground surface and walls, underground, water surface, underwater, and air. Should a game include elemental planes, it would be possible to add other kinds of terrain to this enumeration. Terrain is further differentiated according to characteristic vegetation and other particularities of various biomes: Arctic, Beach, Cave, Desert, Forest, Fresh Water, Grassland, Marsh/ Wetlands, Mountain, Ocean, Rain Forest, Taiga, Tundra, and Urban. Nine of these biomes are listed with reference to Survival abilities at page 150. There, the Forest includes Rain Forest and Taiga, Wetlands (or Grassland or Forest or Mountain) can include Fresh Water, Ocean includes Beach, and Tundra includes Arctic. Harm & Healing - Elemental Types There are eighteen Elemental Types in PTU: Bug, Dark, Dragon, Electric, Fairy, Fighting, Fire, Flying, Ghost, Grass, Ground, Ice, Normal, Poison, Psychic, Rock, Steel, and Water. The Pokemon have one or two Types each, and the Moves' damage is distinguishable by Type. Certain Types of damage are more effective against certain Types of beings than others. See the paragraph beginning with "After defenses and damage reduction have been applied (...)", on the second column of page 236, and the two paragraphs following - the last ending in "(...) match up against each other". Then, following the direction in that last paragraph, take a look at pages 238 and 239 too. Note that the Trainers don't have Type - so all Moves do Neutral (that is - Elemental Type independent) damage to them. To the eighteen we could add the pseudo-Type Sonic - which is rather an additional quality some Moves have. - Weather & Hazards Extreme weather can cause Elemental damage, as well as hinder or enhance the actions of certain Pokemon - based on their Elemental Type. Some effects like smoke or darkness limit everyone's visibility, regardless of Element. You can read about Hail, Rainy Weather, Sandstorms, and Sunny Weather at pages 341 and 342. Weather phenomena but also the magical power of certain Moves can cause Hazards to appear. These are either areas of terrain that damage those who pass through there, or damaging changes in the atmosphere - biological, chemical, or electromagnetic. - The Kinds of Damage Besides Elemental Type, damage can also be of Physical, Special, or Status kind. Instead of "kind" the system uses the word "Class". The latter two are non-Physical. Status is a kind of damage against which there is no normal defense; and by normal I mean the defense taken into account automatically - which was mentioned in the Introduction. - Conditions Negative conditions are of five kinds: (a) loss of the ability to act, or delays to it; (b) reductions and limitations in Stats, Capabilities, Skills, Moves, and Abilities; (c) Afflictions; (d) Injuries; and (e) Death. They are often the result of combat attacks. The opposites of (a) and (b) above can be called positive conditions. --- Afflictions (p. 246 - 249) The Persistent Status Afflictions are: Burned, Frozen, Paralyzed, and Poisoned. Burned and Poisoned make possible a loss of Hit Points each turn. Frozen and Paralyzed restrict action. These Afflictions endure after the fight's end. The Volatile Status Afflictions are: Bad Sleep, Confused, Cursed, Disabled, Rage, Flinch, Infatuation, Sleep, and Suppressed. Bad Sleep and Cursed make possible a loss of Hit Points each turn. The other conditions limit the action options. The Volatile Afflictions end with the fight. Afflictions are also called these negative conditions: Fainted (or Knocked Out), Blindness (partial), Total Blindness, Slowed, Stuck, Trapped, Tripped (or Knocked Over), and Vulnerable. The afflictions Fainted, Slowed, Stuck, and Trip restrict action. The combination of Blindness and Rough Terrain can cause the condition Tripped. Blindness incurs a great penalty on Accuracy Rolls - unless special sensory faculties (like the Darkvision Capability) can counteract it. A Trapped Pokemon cannot be Recalled to his Poke Ball. A Vulnerable character cannot evade. These Afflictions also endure after the fight's end. Knocked Out or bound characters are helpless (p. 251). One way to Knock Out characters is with "Execute" Moves (p. 339). "Errata 3" (p. 2) adds the condition Vulnerable to the effects of Blinded, Fainted, Frozen, Sleeping, and Tripped. Changes were made to how Confused, Flinched, Infatuated, Paralyzed, and Suppressed work. The general idea is the same: limitation to the capacity to act, attack, or defend. Other cases of partial or total loss of control over one's actions, as the result of Manipulation, can also be mentioned among Afflictions (see Skills below, or Maneuvers in the next Part). --- Injuries & Death (p. 250 - 251) Injuries are a condition caused when one attack does damage equal to 50% or more of the Hit Points Maximum. Every 50% lost an Injury is uncured, thus at (Markers): 50%, 0% (when the character becomes helpless), -50%, -100%, -150%, and -200% (when death occurs). An additional Injury is applied at the 50% Marker, when Massive Damage is said to have occurred. Another source of Injuries are conditions like Suffocating or Falling from great height (see page 249). Five or more Injuries cause one to lose Hit Points each time they act or take additional damage when being hit. Besides the -200% Marker, death is said to occur also when having suffered a total of 10 Injuries, or at -50 Hit Points. Injuries correspond to physical wounds that can be treated relatively quickly (Core page 250). It takes a Bandage or Poultice to heal them (and time and rest). Hit Points, on the other hand, are more like fatigue - which makes sense to be treated with Refreshments, outside of battle. - Rest & Recovery In and out of combat, it is possible to self-heal or heal another. --- During Combat One way to do this is through Restorative Items, which can be used on the other character, or passed/ thrown to them (see Part 2 - Items, and Part 3 - Turn and Actions). Some of these items can worsen a Pokemon's disposition. Restorative Items and Pokemon boosting Items can cause the beneficiary to lose the Standard and Shift Action in their next turn (p. 276). "Errata 1" (p. 11) introduces new limitations to Herbal Restoratives. Some Afflictions allow one to perform a Save Check each combat turn - in the attempt to get rid of them. The Checks are 1d20 Rolls matched to a certain DC - different for each kind of Affliction. Alternatively, a Magic Flute - designed to remove a particular Affliction - can be used (p. 302). Volatile Afflictions are cured completely at the end of each combat encounter. Another way, for Pokemon, is to be Recalled to their Poke Balls (p. 247). If a character Faints, the effect of all Afflictions on them is removed (p. 248). Healing can also be done through Features, Moves, and Abilities. Temporary Hit Points can be granted by some effects. During combat, it is possible to Take a Breather - which is a Full Action designed to cure negative conditions: Combat Stages are reset, Volatile Status effects (see Afflictions) are removed, as are the conditions Slow and Stuck. Additionally, one can get rid of Curses in this way too, provided certain conditions are met. If one is prevented to perform this action by Rage or Confusion (see Afflictions), a Trainer can calm and assist them with the action. Negative side-effects of the action are becoming Tripped and Vulnerable (see Afflictions) until the end of the next turn (p. 245). --- Out of Combat Outside of combat, the First Aid Kit can be used, Bandages and Poultices can be applied, Snacks and Refreshments can be consumed (see Items in Part 2). Cleanse Tags can be used to remove some Afflictions (p. 302). A character who is asleep will eventually awake. Frozen Pokemon can be thawed. Burned, Paralyzed, and Poisoned characters can also be treated at a Pokemon Center (p. 246). Hit Points can be recovered also through Sleep and Extended Rest; an Extended Rest lasts 4 hours. For recovery to take place, the character cannot be Injured (p. 252). Extended Rest circumstance counts as (implies) Camp being set up ("Errata 2", p. 7). The Extended Rest also removes Persistent Volatile Conditions and restores Drained AP. Additionally, it restores Daily-Frequency Moves that have not been used in the last 24 hours. If only intermittent Rest is possible, then one can still recover a sixteenth of the Hit Points Maximum during a continuous half hour of Rest. An Extended Rest is needed in order to heal any more through "resting". One can heal from one Injury every Day when they are afflicted by more Injuries. Alternatively to waiting a whole Day, one can spend AP (Draining them). At a Pokemon Center, both Trainers and Pokemon can be brought back to full health, cured of all Status Afflictions, with their Daily Moves restored. That takes one hour, prolonged with a half hour for each Injury they have. No more than tree Injuries per Day can be healed from sources external to the patient's body - including the character's own Moves. updates This is a part of the series' second version. Some content was removed, or found a better place elsewhere in the series. Some new content was added. Corrections and Improvements: (first update)- added a paragraph under Injuries and Death; -
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RPGX explorers, try the Maps: the list of Ongoing RPGX Games,
Selected Threads from General Discussion, the Organized Index for Gaming Advice, or that for Questions and Site Discussions. Last edited by writelite; Aug 9th, 2023 at 02:44 AM. Reason: small addition (mentioned in updates); previously: v2 |
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Beyond the Introduction - Character Definition Details, Part 2
Part 2: Basic Elements (2/2)
In this and the previous part, we look at the common elements of character definition, side by side with other basic elements of the system. Character Definition - Stats & Capabilities The Stats are divided into Basic, Derived, and others - which are in fact Capabilities. --- Basic The Basic Stats are (p. 15, 234): HP, Attack, Special Attack, Defense, Special Defense, and Speed. HP doesn't mean Hit Points, but rather 'vitality' or 'resilience'. Hit Points are derived from it. Attack and Defense would well be preceded by the word 'Physical' because that is the kind of damage they refer to. Obviously, Special Attack and Defense refer to Special damage. The way Attack and Defense work is by adding to and taking from the damage, respectively. They do not influence the foe's chance to hit. Speed determines one's turn in combat and also has a defensive role - as we will see next, under Derived Stats. During combat, the Basic Stats can be influenced directly, or through the mediation of Combat Stages (p. 235). --- Derived The Derived Stats are (p. 16, 234): Hit Points, Physical Evasion, Special Evasion, Speed Evasion, and Initiative (p. 227). Hit Points obviously represent one's endurance. Their Maximum value is based on HP. One Tick of Hit Points is a tenth of the Maximum value. Temporary Hit Points stack on top of normal Hit Points, being the first lost when damage occurs (p. 247). The three types of Evasion are derived from Defense, Special Defense, and Speed, respectively. They are taken into account when calculating a foe's chance to hit the character - by lowering it. Attack based hits can be evaded using Physical or Speed Evasion, at choice. And for Special Attack, the Special or Speed Evasion is applied. Initiative gives one's turn in combat. It is based on Speed. --- Capabilities-Stats (p. 16, 222 - 223) The Capabilities-Stats are: - Accuracy (p. 234); - Action Points (AP; p. 221) and Tutor Points; - Power, High Jump, Long Jump, and Throwing Range; - Overland Movement (Speed), Swimming Movement (Speed), Borrow Movement (Speed), Sky Movement (Speed), Levitate Movement (Speed), and Teleporting; - Size and Weight. Accuracy determines one's chance to hit their opponent. It defaults to 0, being based on dice roll at each application. Evasion, presented above, reduces the chance to hit. Accuracy too can be modified by Combat Stages. Some Features cost Action Points to use; these are regained at the end of each Scene. The Tutor Points are spent by Pokemon to learn Moves; a Tutor Point can only be used once. Power refers to physical strength. Based on Power are defined the: Heavy Lifting Limit, Staggering Weight Limit, and Drag Weight Limit. There is no carrying capacity in PTU, as items don't have weight. High Jump, measured in meters, indicates the height one can reach while jumping. Long Jump indicates the horizontal distance one can cross in one leap. Throwing Range indicates how far one can throw a hand held item - a Poke Ball, a weapon, a consumable passed to an ally. Having Sky Speed defined means that the character can perform that kind of Movement. This is true for all kinds of Movement. Every character has Overland and Swimming Speed. The Capabilities from Power to Swimming depend on one's Ranks in the physical Skills (Acrobatics, Athletics, Combat, possibly Survival; see last section of this Part). They could also be called "derived" but that word is reserved for resulting from the Basic Stats. Size determines the space one can move through, and how exposed they are to attacks from more than one foe. Weight is important when crossing feeble structures, with regard to the potential of being lifted, and for the amount of damage received when falling. There are Classes of Weight, used instead of the pounds value - for convenience (p. 342). --- Other Capabilities It's possible for Trainers to gain a few other Capabilities through Edges, Features, and Abilities. However, most other Capabilities appear in Pokemon definition (see below). - Skills The Skills can be said to characterize either the Body, the Mind, or the Spirit (p. 33); though the latter is implicitly present in the former two - philosophically speaking. The Psyche would be a better name, considering the meanings of the Spirit Skills. --- Body Skills (p. 35 - 40) The Body Skills cover physical capacity and presence, and also wilderness ability and knowledge. They are: Acrobatics, Athletics, Combat, Intimidate, Stealth, and Survival. Acrobatics is related to dexterity. Athletics is related to physical strength and constitution. Combat covers aggressive actions. Intimidate relates to attempts at scaring others into submission. Stealth covers hiding, but also relates to combat tricks - and escaping them, as well as to escaping bondage of any kind. These four Body Skills are of primary importance to Trainers who become exposed during fights - by choice or necessity. The last one, Survival, relates to means of handling situations in the wild - outside of combat. --- Mind Skills (p. 41 - 47) The Mind Skills cover all other branches of knowledge, the power of observation, and the ability to lie convincingly. They are: General Education, Medicine Education, Occult Education, Pokemon Education, Technology Education, Guile, and Perception. The five domains of Education - along with Survival - are meant to cover all the possible knowledge about the world. They are better understood the more one delves into the study of interactions. Knowledge of all domains can have an indirect influence on the course of a fight - mostly in the practical way of handling domain specific items. Guile is about fooling others. Perception is about picking up hard to notice physical details - or details of ideas. --- Spirit Skills (p. 48 - 51) The Spirit Skills cover charisma, Intuition, and concentration. They are: Charm, Command, Focus, and Intuition. Along with Intimidate and Guile, Charm is a means of influencing the mind of opponents - through glamour in this case; the three Skills are also applied when dealing with unruly or undecided Pokemon. Focus is related to resisting such influences - and also to performing actions covered by any other Skill in extreme circumstances. Intuition helps gleaning into hidden secrets and connecting the dots in complicated situations. Skill Ranks are important also as prerequisites for Trainer Edges and Features. You can increase those important to your Trainer through Edges, when new ones become available - at Level Up. - Pokemon Specifics A Pokedex description (p. 197) includes: Species, Elemental Types (one or two); Egg Group, Hatch Rate, Evolution order; Habitat, Diet; Gender; Size, Height, Weight; Base Stats, Capabilities, Skills; Abilities (List), and Moves (Lists). Additionally, Pokemon are characterized by Personality (see the reference from Introduction - before this Part), by a Nature (p. 199), by Tutor Points (p. 202), by Edges obtained (p. 204), by Loyalty towards the Trainer (p. 210 - 212), and by Disposition (p. 215). --- The Pokedex Descriptors The Species denotes the Pokemon itself - with all its characteristics considered. The Elemental Types have already been mentioned. The Egg Group and Hatch Rate are of interest only with regard to Breeding: Pokemon are born out of Eggs. Eggs are laid by mature Pokemon (p. 213, 298) or can be recovered from Fossils - using Reanimation Machines (p. 216, 298). Also see Pokedex, page 10. Evolution order simply indicates the Levels at which they transform, gaining access to new capacities (p. 202). Evolution requires the Pokemon's wish to evolve (Pokedex page 8), but it can also be triggered by contact with Elemental Stones and Evolutionary Keepsakes (p. 298). In the case of some Pokemon, Mega Evolution is also possible (p. 206, 295, 470). The Habitat tells us where in the wild they can be found. Diet determines what kind of food they can be fed; additionally, each Pokemon's individual Nature makes them prefer a certain taste (p. 200). Gender matters only with regard to romantic attraction; it is of relevance in Breeding and as a Manipulation effect. Size, Height, and Weight matter in the same way as for Trainers. The Basic Stats are the same as those of Trainers; their formula is also built on the values of Base Stats. A Pokemon's individual Nature determines one of their Basic Stat to rise, while another is lowered (p. 199). Pokemon have Skills just like Trainers, though usually mentioned are only the following ones: Acrobatics, Athletics, Combat, Focus, Perception, and Stealth. The Capabilities they have in common with Trainers are (Movement Speeds, High Jump, Long Jump, and Power -- but they also have other (Natural or Special) Capabilities, which Trainers can't usually access. Unlike the case with Trainers, the common Capabilities are independent of their Skills - being connected with their species, and their current evolutionary stage. They can temporarily gain new Capabilities through (Trainer) Features (p. 200). The Special Capabilities are described at pages 303-309. "Errata 3" (p. 14) adds three more. Below, you'll find them organized according to effect: 1. body aspect, shape, and size: Alluring, Bloom, Blender, Glow, Inflatable, Shapeshifter, Shrinkable, Weathershape 2. mobility: Amorphous, Keystone Warp, Mountable X, Naturewalk, Phasing, Threaded, Wired, Wallclimber 3. senses: Blindsense, Darkvision, Tracker, Tremorsense, X-Ray Vision 4. mind powers: Aura Reader, Aura Pulse, Dream Reader, Mindlock, Premonition, Telekinetic, Telepath 5. other body properties: Chilled, Dead Silent, Form(e) Change, Gilled, Heater, Invisibility, Living Weapon, Magnetic, Marsupial, Reach, Shadow Meld, Soulless, Stealth, Wielder 6. attack type: Firestarter, Fountain, Freezer, Guster, Materializer, Zapper (but given there are 18 Elemental Types - not including Sonic and other Types we can find mentioned at some Moves and Abilities - this enumeration is incomplete) 7. produce resource: Fortune, Gardener, Gather Unown, Heart Gift, Herb Growth, HoneyGather, Leaf Crafter, Milk Collection, Mushroom Harvest, Pearl Creation, Planter 8. cause phenomenon: Dream Mist, Juicer, Groundshaper, Illusionist, Letter Press, Sprouter 9. Trainer relationship: Pack Mon, Volatile Bomb 10. evolution: Delta Evolution, Egg Warmer, Split Evolution, Underdog "Do Porygon Dream of Mareep?" introduces Pokebots (p. 52-55). Like Trainers (in a Sci-Fi game), they too can be improved with Cybernetic Augmentations (p. 56-59) and participate in Cyberworld Hacking (p. 70-72). Items Essential for the interaction with Pokemon are the Poke Balls. The Pokedex can be useful as a means of obtaining Pokemon information or as phones (p. 271 - 273). - Food & Medicine There are various kinds of consumables, usually taken or applied to improve Stats or remove Afflictions. These are generally categorized as food or medicine. A food subcategory called Snacks serves to prepare the characters for fights by granting them a Digestion Buff ("Errata 1", p. 11, changes their name to Food Buffs). Snacks include Berries, Black Sludge, Candy Bars, Honey, Leftovers, Mental-, Power-, and White Herbs (p. 278, 281). Another subcategory of food, called Refreshments, can restore Hit Points (p. 279). That is also the effect of Bandages, Poultices (p. 277), and Restoratives (p. 276). X-Items improve the stats of Pokemon (p. 276). Some are Repulsive Medicines that can lower the Pokemon's Loyalty to the Trainer. There is also Baby Food, which helps Pokemon develop faster (p. 279). And other Pokemon-only consumables are the Vitamins, a limited number of which can be used throughout their life time (p. 299). "Errata 1" (p. 11) changes the name of Repulsive Medicines to Herbal Restoratives, sets a limit to the number of daily uses, and describes additional effects of their continued use. Restoratives, X-Items, and Herbs can be used during combat (p. 281), while the others have to be used outside of combat (by taking an Extended Action); the Vitamins are probably the only exception to this rule. - Crafting, Travel & Study Some consumables - Scrap, or Harvested Items like the Apricorns - are used to craft things, with the help of a Crafting Kit and other Items (p. 280 - 281, 284 - 285). Errata 1 (p. 6) introduces Mechanical Scrap, which are used in Gadgeteer, Engineer, and Upgrader Research Fields crafting. Then there are travel items - which improve one's conditions in the wild. They include the Collection Jar, used to gather certain resources (also see page 302), the Bait and Fishing Lure one can attract wild Pokemon with, and the First Aid Kit (p. 274 - 275). "Errata 1" (p. 7 - 10) introduces Books. By spending AP, one can gain a temporary boost from their study. "Errata 2" (p. 7) replaces the Caretaker's Manual with the Combat Medic's Primer. - Equipment And there are weapons, which can use one or both Hand slots - and increase damage or allow new Moves (Core p. 286, 292; GoT p. 44, 45; DPDoM p. 41, 49 - 50). Pokemon with the Living Weapon Capability can be wielded as Weapons (Core p. 305; GoT p. 34). Additionally, there are consumables (Combat Items) like Caltrops, Dream Mists, Pester Balls, and Smoke Balls for hindering the opponents. Cleanse Tags are harmful to Ghost Types (p. 302). "Errata 1" (p. 6) introduces more weapons/ combat gear: Cap Cannons (and Ammo) - replacing Glue Cannons and Weighted Nets. There also are items of clothing, armor, and gadgets - for the Feet, Body, Head, and Accessory slots (p. 293 - 295). These pieces of Equipment can improve the wearer's Skills, grant Damage Reduction (as if they increased Defense) or Evasion, bestow Capabilities (like Darkvision, Naturewalk, Underwater Breathing). "Errata 2" (p. 4) removes Heavy Shields and makes slight changes to how Shields and Armor work. Pokemon can wield a single Held Item, normally, and there are some Items designed specifically for them (p. 296 - 301) - though a number of these can also be used by Trainers (p. 296 - 297). The second chapters of "Game of Throhs" and "Do Porygon Dream of Mareep?" introduce additional gear. updates This is a part of the series' second version. Some content was removed, or found a better place elsewhere in the series. Some new content was added. Corrections and Improvements: (first update)- added "or 'resilience'" under Basic (Stats); -
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Beyond the Introduction - Character Definition Details, Part 3
Part 3: Interactions
Here we look at more game mechanics - the application of the basic elements from Part 1. The most attention is given to combat - or the confrontational aspect of PTU, which involves most of the game's complexity. It's the last bit of knowledge needed to understand the advanced elements of character definition. Skill Checks Skill Checks are necessary when trying to perform an action in strenuous conditions or when not having sufficient knowledge or experience to be sure of the action's success (p. 219). - General Mechanic Skill Checks are performed by rolling a number of dice corresponding to the Skill Rank (p. 33), applying modifiers, and then comparing to the task's Difficulty rating - called DC (p. 34). Succeeding or failing by a considerable Margin can occasion additional gains or losses, respectively (p. 220). - Combat Checks Applying Skills in battle implies an additional level of difficulty, and can thus require an additional Focus Check to determine success. Damage received further increases the difficulty (p. 245). - Cooperative Actions For dealing with complex tasks, the solving of which can extend over a longer period of time, periodic Checks are employed. As the solution is approached more and more, the DC can decrease. There are two ways to deal with a task that one character cannot handle alone: One is the Team Skill Check, when a few characters unite their Rolls. The DC is then increased to balance the chances. Another way is the Assisted Skill Check, when one character can give to another a small bonus to their Check (p. 220). - Competitive Actions An Opposed Skill Check replaces the DC when two characters match their abilities, trying to succeed against each other (p. 220). Please note that these are different than the Save Checks performed against Afflictions. Pokemon - Obtaining To capture Pokemon, one has to defeat them in Combat (without seriously Injuring them) or to befriend them. In the first case, the fight ends as the Trainer throws a Poke Ball at the Pokemon - which then draws them inside, as energy; the throw is a AC 6 Status Attack limited by the Trainer's Throwing Range (Core p. 271, DPDoM p. 46). The more advanced the Pokemon and less advanced the Trainer - the lower the chance to capture it; the type of Poke Ball used also influences the chances (p. 272-273). "Errata 2" (p. 8) introduces a new mechanic for capturing Pokemon with the Poke Balls. In the second case (befriending), they enter of their own will in the Poke Ball. But first their Disposition might have to be improved - like with a Charm attempt (p. 214, 215). A Bait can be used to lure or distract Pokemon (p. 274). Pokemon are born out of Eggs. Eggs are laid by mature Pokemon (p. 213, 298) or can be recovered from Fossils - using Reanimation Machines (p. 216, 298). Some Pokemon can also be found by fishing (p. 217). - Loyalty A Pokemon's Loyalty determines their behavior towards the Trainer, including obedience to their commands and dedication in combat. There are 6 levels of Loyalty, the lowest of which make Command Checks necessary in order to command the Pokemon. Taking care of the Pokemon' needs and treating them with respect and care causes their Loyalty to rise, in time; food is an important care factor (p. 278-283). And with it, their trust in the Trainer, dedication to their well-being, and - otherwise - a general interest in their life (p. 210-212, 224). Repeated administration of Repulsive Medicine decreases Loyalty (p. 276). - Dreams "Do Porygon Dream of Mareep?" introduces the Pokemon Dream World, and allows the Trainers to influence the dreams of their Pokemon (with Dream Machines; see pages 73-74 of the supplement). - Training Training Pokemon is a way to prepare them for combat (or contests). After one hour of Training, Features with the [Training] tag can be applied, Poke-Edges and Moves can be taught (with permanent effect), or some abilities can be temporarily activated or improved. Training is also a way to increase the Pokemon' experience. The number of Pokemon that can be trained at one time is the same as the number of Pokemon one is usually allowed to travel with (p. 202-203). [Training] Features can be used outside or during combat - to all Pokemon at a time (p. 58). - Commanding During a Pokemon's turn, in combat, their Trainer decides their actions (p. 228). There are [Orders] Features, which are Priority (Limited) - working like Interrupts, and can be applied to only one Pokemon at a time. During fights, one can decide to use [Training] Features as [Orders] Features. And there are [Stratagem] Features - applied separately to different Pokemon, and lasting the whole battle (p. 58). Recalling an active Pokemon to their Ball and Releasing another are important actions in combat. The Pokemon that has just been Released cannot act in that round, thus being able only to tempt the adversaries with a different target than the Trainer (p. 229 - 230). - Riding Pokemon with the Mountable Capability can carry their Trainer in combat - when the latter's Movement capacity becomes that of the former. Mounting and staying mounted depend on Acrobatics and Athletics checks. Size, Weight, and Power are factors to consider (p. 218). Combat - Turn & Actions --- Turn Combat is organized into rounds, during which every character (Trainer or Pokemon) acts in their turn - determined by Initiative; though there are ways to act outside of this order (see holding action, Priority and Interrupt Actions). The time between a character's two regular (Initiative determined) turns is equal to a (full) round (p. 227 - 229). Pokemon have their own turn, separate from their Trainer, and usually there is only one Pokemon in play - by Trainer, at any one time (p. 226, 228). During the Pokemon's turn, the Trainer Commands their action; that can require a Command check (as mentioned above, in the Pokemon section). --- Actions ----- Available Actions During their turn, a character can perform one Standard Action, one* Shift Action, one* Swift Action, and as many Free Actions are possible (* see exceptions below). Free Actions can also be taken out of turn. A Full Action can be performed in the time of the Standard and Shift Actions. All these are mainly time-frame related limitations: The Full Action takes more than the Standard Action to perform, the latter takes more than the Shift Action, that one takes more than the Swift Action, which takes more than a Free Action - in principle. Exhaust Moves can deprive one of their Standard and Shift Action capacity (p. 339). The same impediment is caused by being healed with Items by another character; if that is accepted (see Part 1). Equipping an item on a Pokemon makes them lose their turn (p. 286). A character can hold their action, delaying their turn at will (p. 227). There are Set-Up Moves that require a second turn to come into effect (p. 341). ----- Use of the Standard Action opportunity The Standard Action can be spent: (a) on a Feature (including [Orders] to Pokemon), (b) on a Move, (c) on a Struggle Attack (default attack), (d) on a Combat Maneuver, (e) on increasing speed during the Shift Action following (p. 223), (f) on switching Pokemon (Recall a non-Faint one and Release another), (g) on Recalling or Releasing two Pokemon at a time, or (h) to draw or switch weapons (p. 286), (i) take out and use an item on a target - including Restoratives and X-Items (p. 276), (j) equip an Item on a Pokemon (p. 286), (k) mount a Pokemon (if possible; p. 218), (l) throw a Poke Ball, or (m) identify a Pokemon using the Pokedex. The Standard Action can be spent on a Feature, Move, or Ability which requires a Shift or Swift Action. Pokemon can use the Standard Action to Recall themselves. ----- Use of the Shift, Swift, and Free Actions The Shift Action can be spent: (a) on moving from one place to another (according to Movement Speed, influenced by Terrain Type), (b) on Recalling the active (non-Faint) Pokemon, (c) on Releasing a new Pokemon into play, (d) on Switching a Fainted Pokemon (Recall and Release), (e) on consuming a Mushroom or a Held Item (p. 281), (f) on passing a Held Item to an adjacent Trainer - or throwing it with a "Fling" Move (p. 340), (g) or on dropping a Held Item. A second Shift Action can be taken instead of the Standard Action, but not for extra movement -- all movement is done as part of one Action. There are, however, exceptions to this rule - one being the case with the Push Maneuver (p. 242). I have not found it written anywhere, but - since it takes the Shift Action to consume an Item - the same Action is probably suitable for trading in the stored Digestion Buff (p. 278). Free and Swift actions can be spent on certain Moves and applied Abilities. An Expert Acrobat or Athlete can mount a compatible Pokemon as a Free Action - as part of their Shift (instead of using the Standard Action; see page 218). Type Gems are said to be consumed using the Free Action (Core page 297). ----- Priority and Interrupt Actions Priority Actions can be performed in between the turns of any two characters. Priority (normal) means one can ignore their Initiative and Act before the next turn starts, taking their full turn then - which includes the Priority Action. Priority (Limited) means that one can only take the Priority Action when they wish (in between turns) - and the rest of their turn according to their Initiative order. Priority (normal) and Priority (Limited) Actions require that the character did not already act that turn. The Priority (Advanced) ones don't impose that limitation, effectively allowing one to take their next round's turn in the current round. Interrupt Actions are performed during another character's turn. They are a part of your turn's potential of Actions; you perform the rest of them in your turn. See "Interrupt", "Reaction", and "Shield" Moves (p. 340 - 341). - Movement and Positioning --- Speed In their turn, the characters can cover a distance up to the Movement Speed appropriate for the terrain they cross. Movement cannot be split, and is usually performed with the Shift Action - before or after the Standard Action (when available). Some Afflictions and Terrain conditions influence the capacity to move from place to place. For example, Stuck characters cannot move, and Slowed characters can only move up to half their normal speed (see Part 1 for more). As mentioned at point (e) for the Standard Action, it can be used to perform a Sprint - thereby increasing movement during the Shift Action following by 50% (p. 223). Sprint is a Combat Maneuver (p. 242). --- Size When playing on a grid, a character's Size determines the number of squares taken up - each square being 1 by 1 meters wide; usual characters are Small and Medium in size and take up just one square. This matters in the context of Flanking - when Adjacent adversaries reduce one's capacity to Evade attacks. One cannot normally travel through the squares of adverse character; although I expect that a great difference in Size allows bypassing this limitation. Pass Moves make passing through a foe's square possible, regardless of the difference in Size, as long as one ends on an empty tile (see page 340). Height might also matter in small spaces, like those found in Cave systems. - Attacks and Damage --- Attack Action To attack, the Standard Action is usually spent, but some Moves and Abilities make use of other kinds of Actions. Some attacks depend on a Trigger (p. 341). --- Attack Range The attack range can be: Self, Melee, "Ranged" (one target), or Field. The latter category includes all Area of Effect attacks, which can vary in shape and distance from attacker: Blast, Cone, or Line; and Burst, Cardinally Adjacent, or Ranged (p. 338, 343-345). --- Struggle Attacks The Struggle Attack is a character's default attack, which they can perform without resorting to Features, Moves, or Abilities. The Elemental Type of the Struggle Attack can be determined by certain Capabilities; which also allow the Attack to be Special, instead of Physical (p. 240). --- Chance to Hit The Accuracy Roll is a 1d20, modified by the character's Accuracy Stat and Combat Stages; additional modifiers are possible, depending on the influences in effect. Targeting into Rough Terrain reduces the Accuracy of the attack. Groundsource Moves ignore this limitation and they also ignore Blocking Terrain. All Weapons increase the Accuracy threshold (AC) of one's attacks - including the Struggle Attacks. The Weapon's AC, along with the equipped Weapon's range, are also applicable in the case of Moves that become usable, through Features, "as Weapon attacks". Simple and Fine Weapons also have Moves associated, which can be used with the Standard Action - as long as the Trainer's Combat Skill is high enough. The Roll is matched against an Accuracy threshold value - which is determined from the target's Evasion and the Move's base Accuracy rating (AC). Speed Evasion can be applied instead of Physical or Special Evasion. Modifiers from Abilities, Edges, Features, and Moves disregard the kind of Evasion. "Smite" attacks cannot be completely stopped - when they fail to hit, they still do some damage (p. 341). --- Critical Hit Situation An Accuracy Roll of 20 (before modifiers are applied; just the dice value) is a Critical Hit. 20 corresponds to a Critical Hit Range of 1. There are effects that increase the Range (p. 236). A Coup de Grace attack that hits is automatically a Critical Hit. It can only be performed against helpless opponents - which are found at 0% Hit Points or below, and it takes a Full Action (p. 251). --- Damage Dealt Each Move (or Attack Feature or Ability) has a Damage Base which is not directly used in calculations, but has associated a fixed number or a dice roll formula - one of which gives the Actual Damage (p. 237). At Critical Hit, the Actual Damage is doubled; the Coup de Grace adds to the Actual Damage before it is doubled. Additional modifiers are possible, depending on the influences in effect. One such modifier is STAB (Same Type Attack Bonus) which results from attacker and Attack having the same Elemental Type (p. 236). All Weapons increase the Damage Base of attacks - including Struggle Attacks. The Weapon's Damage Base boosts, are also applicable in the case of Moves that become usable, through Features, "as Weapon attacks". Simple and Fine Weapons also have Moves associated, which can be used for the Standard Action - as long as the Trainer's Combat Skill is high enough. To the Actual Damage, the Attack Stat or Special Attack Stat is added - depending on whether the move is a physical attack or not. There are also Status Attacks that are neither physical nor special (p. 338, p. 241 - 243). There are "Double Strike" and "Five Strike" Moves (p. 339, 340). --- Damage Received Damage received is first deducted from Defense or Special Defense, unless it came by means of a Status Attack. If the target has Damage Reduction, the Damage is further decreased according to its value. Then Resistance & Vulnerability are taken into account, according to the Elemental Types of the target and attack used. Resistance to a Type reduces the damage to 50%. Vulnerability to a Type raises the damage to 200%. However, hit effectiveness can vary beyond these percentages, and there is also immunity (p. 236 - 239). Not only Damage Type matters versus a target's Elemental Type -- see for example "Powder" Moves at page 341. After this stage, the damage is deducted from Temporary Hit Points, and lastly from regular Hit Points. --- Other Damage Mechanisms Some Attacks cause the target to lose a Tick of Hit Points directly - bypassing the damage reduction process. One's Attacks can also hurt allies caught in the damage area. "Friendly" Moves avoid this effect. Recoil Moves also damage the attacker (p. 341). Some Attacks can also influence the environment or be directly aimed at it (p. 244). "Do Porygon Dream of Mareep?" introduces Digital Battle (DPDoM p. 71). - Combat Maneuvers Combat Maneuvers are Attacks that have other effects than damage. Many of them are based on success at an Opposed Check. Each takes a certain type of Action to perform (like Free, Standard). The Attack of Opportunity can interrupt an other's turn. The Disengage Maneuver can give one distance from a foe without provoking an Attack of Opportunity. One can attempt to Disarm another. Dirty Trick and Manipulate Maneuver can be employed to reduce another's combat capacity. One can Push an opponent, even repeatedly in their turn; and there are also "Push" Moves (p. 341). One can attempt to Trip another, causing them to become Tripped. Melee and Ranged attacks can be Intercepted. A successful Grapple both restricts movement and reduces a foe's ability to attack and defend. See the Combat examples at pages: 230, 233, 253 - 260. Contests Contests take place in Contest Halls (p. 261). There are different types of Contests (p. 263, 269-270). Usual Contests have two stages: the Introductory Stage and the Performance Stage. There are five disciplines or evaluation criteria: Beauty, Cool, Cute, Smart, and Tough (p. 262). Only one Pokemon per Trainer participates. The Pokemon try to impress the audience with their Moves; some Moves were designed mostly with Contests in view (p. 262). The Winner of the Contest is the Pokemon gaining the most Appeal Points (p. 264). During the Introductory Stage, the Trainer advertises their Pokemon in order to gain a starting boost - in the form of Stat Dice and Appeal Points. Held Items (p. 296, 297) and Grooming (p. 44, 298) can increase the number of Stat Dice. The total number of Contest Stat Dice results based on a roll made for each Pokemon's Skill of choice (p. 263). The evaluation criteria are called Contest Stats, and - for a Pokemon - their values are those of: Special Attack, Attack, Speed, Special Defense, and Defense (in the same order). Each Contest Stat is more frequently associated with certain Elemental Types. Poffins are consumables that can temporarily raise the Stats; and can be administered before the Contest (p. 261, 284). During the Performance Stage, the Pokemon are lined up on the stage, in front of the audience. The order is given by the number of Contest Stat Dice obtained in the Introductory stage (p. 265). Each Pokemon has a turn - during every round (as in Combat) - when they can perform one Move. The Appeal of the Move is determined by rolling the corresponding Stat Dice; accordingly, positive Appeal Points or negative Fumble Points are gained. Every Pokemon gets to be the center of attention once, during the Contest, and then they can gain and lose more Appeal. There is also a measure of the public's continued interest in the Pokemon, quantified as Voltage. That gives additional Dice to the current Move. Voltage is gained based on the Contest Effect of the Move used (p. 264, 266). See the example Contest at pages 267-268. updates This is a part of the series' second version. Some content was removed, or found a better place elsewhere in the series. Some new content was added. Corrections and Improvements: (first update)- added note about Type Gems under "Use of the Shift, Swift, and Free Actions"; -
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RPGX explorers, try the Maps: the list of Ongoing RPGX Games,
Selected Threads from General Discussion, the Organized Index for Gaming Advice, or that for Questions and Site Discussions. Last edited by writelite; Aug 9th, 2023 at 03:36 AM. Reason: note about Type Gems (mentioned in updates); previously: v2 |
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Beyond the Introduction - Character Definition Details, Part 4
Part 4: Advanced Elements - Moves
The first section describes the general characteristics of Moves, briefly, and points out the notation used in the rest of this Part. The next sections present the Moves in a simplified way: Moves (2/4) follows the order from the Core book, and gives a short description of the effect - together to the general category the effect belongs to. Moves (3/4) orders the Moves by efficiency, and gives effect subcategories - something in between the categories and short descriptions. Moves (4/4) groups the Moves by damage only. Moves (1/4) - General Characteristics The general characteristics of Moves are described at pages 337 - 345 of the Core book. --- Pages 337 - 338 The general characteristics are: Name, Type, Frequency, Accuracy Check (AC), Damage Base, Class, Range (and more), Effect, Contest Type, Contest Effect, and Special. Type is the Elemental Type mentioned in Part 1. Frequency was mentioned in the Introduction -- it shows how often the Move can be used in a day. The Accuracy rating and the Damage Base were presented in Part 3. Class covers the Physical, Special, and Status kinds of damage - which were mentioned in Part 1. See Range below. Effect describes the Move's effect. Special appears when the Move (temporarily) grants a Capability. Range represents distance to targets - or the spacial pattern of the effect. Next to it, the Number of Targets is given. You will find its page 338 description continuing at pages 343 - 345. Also next to Range are given a number of Keywords, which point to certain common effects. See next segment (Pages 339 - 342). Besides the Keywords, the kind of Action taken (other than Interrupt or Priority; or Standard - which is the default for Moves) may be specified. In this Part I have left out the Contest Type and Contest Effect, to save space and allow the reader to focus on the complexity of combat. --- Pages 339 - 342 These are the characteristics called Move Keywords, found by the Range label - in a Move's description.
- Changes to Core Content "Errata 2" (p. 4) changes three Moves: Defense Curl, Hold Hands, and Withdraw. Please note that, currently, the new Moves from Generations 7, 8, and Pokemon Legends: Arceus are not included in the tables. - Structure & Notation The Move characteristics mentioned here were: Frequency, Set Damage, base Accuracy threshold (AC), and Effect. Note that Frequency and AC serve as requirements for the Moves. There are also restrictions mentioned under Effect or Range - which I have not always mentioned (e.g. Dash, Set-Up). The other characteristics I did not include were: attack type (called "Class"; referring to the Attack Stat used), Range, and number of Targets. While they too are important in Move use planning, they're not necessary for gaining an understanding about each Elemental Type's means. Also omitted, but important in combat, was detail (in Effects) about the Action type that a Move can be used with. Most Moves take the Standard Action to use. I counted 39 (out of 612*) Moves the description of which mentioned other Actions (and for some, as the action needed to get rid of the Move's effect). The (1)-(7) Categories and Frequency Notations were used (please see the Introduction to the series). Please be aware that many Moves and Abilities may be intended for Pokemon without this being specified. So the limited uses of (6) (and subcategory symbols) should not prevent you from thinking in terms of Pokemon being the "user" or "target". The "user", "ally", "foe", "target", and "Pokemon" terms were also employed in this form where, grammatically, the possessive was normally required; similarly for the plurals. This choice helped speed up the writing of this large Part. The reader will understand that "target Attack", for example, refers to the "target's Attack", not a "targeted Attack" Stat. "p." is an abbreviation for page. All indicated pages are from the Core book. "Crit" stands for Critical Hit. Moves changed by the Errata were marked with blue, Italic font. Moves (2/4) - Bug, Dark, Dragon, Electric, Fairy, and Fighting Moves --- Bug Moves balanced (2), (3), (4), and (5); versatile
--- Dark Moves (4), (5-), and (7) predominate; cunning
--- Dragon Moves (4) and (5) predominate; strong
--- Electric Moves emphasis on (5-), some (4); paralyzing
--- Fairy Moves balanced (3), (5); charming
--- Fighting Moves mainly (4) and (5), some (3); physical
- Fire, Flying, Ghost, Grass, Ground, and Ice Moves --- Fire Moves (4) with few exceptions; burner
--- Flying Moves special (2), mostly (4) and (5), few (1) and (3); aerial
--- Ghost Moves some (2), mostly (4) and (5-); disruptive
--- Grass Moves much (3), some (5-), attacking hurts user; enduring
--- Ground Moves mostly (4) and (5-); persistent
--- Ice Moves (4) and (5-) mainly; disabling
- Normal, Poison, Psychic, Rock, Steel, and Water Moves --- Normal Moves (1)-(7); generalist
--- Poison Moves mainly (4) and (5-); poisoner
--- Psychic Moves some (2), (4), and (5+), mainly (3) and (5-); supernatural
--- Rock Moves mainly (4) and (5-); primal
--- Steel Moves some (3), mostly (4) and (5-), many Stat changers; basic
--- Water Moves (2), (3), and (5-), some (4); guerrilla
Moves (3/4) - Preamble The Moves are organized here according to (1)-(7) category*, and then ordered thus: first in ascending order of Frequency, second in ascending order of AC, third in descending order of Damage, and fourth in alphabetical order. * Category (7)'items' was cumulated with (2)'capabilities', (5)'others', and (6)'Pokemon'. Please remember than many effects categorized as (5) can also belong under (6). Also, some (6) category Moves can also apply to Trainers. Some category (5+) Moves also influence the user. The few (1)-(4) Moves that lower the user's attributes were not given separate category. Move details were not repeated here - being replaced each with a suggestive word. Where more than one word was appropriate, I used only the one indicating what seemed like the more important effect. The tables are meant to be read from top to bottom first, and then from left to right. The Moves are placed in approximate* order of efficiency (* disregarding other details than the sorting criteria). This section should be of greater use to GMs, who may want to have greater control over what kind of Pokemon can be found and over the difficulty of combat encounters. There may even be interest in changing one Move for another, or in designing a whole list of them - as part of a new species of Pokemon. The resulting order should display the Moves from the most efficient down to the less efficient, approximately. Please be on the lookout for exceptions. - The Moves --- no category (1)-(7)
--- category (1)
--- category (2)
--- category (3) ----- group 1
----- group 2
--- category (4) ----- group 1
----- group 2
----- group 3
--- category (5-) ----- group 1
----- group 2
----- group 3
----- group 4
----- group 5
--- category (5e)
--- category (5p) ----- group 1
----- group 2
--- category (6)
Moves (4/4) - Preamble One of the main aspects to consider when designing challenges is the available Moves' damage to characters' Hit Points ratio. This does not grow linearly with Pokemon level up. Some Pokemon have earlier access to higher damage Moves, and the palette of Moves does not have equal damage base distribution. Then, the stats alone may not make a sufficient difference between Pokemon found at considerable level distance one from the other. Without interfering with Pokemon definition - which probably reflects the reality of the video games and the anime - the only way to compensate for system flaws is by judicious choice of NPC levels and numbers. The enumerations given in this section are meant to assist in that effort. The damage base range included is 4-15. The lower limit (4) is that of the Struggle Attack, Moves with an equal or lower damage base being normally chosen for other effects than direct harm. Above the higher limit (15) there are only three Moves in the documents before Generation 7: Explosion, Self-Destruct, and V-Create, so they can not be representative. - The Moves
--- Observations The moves can be grouped by damage into: 4 categories ... Bases 4-6 (average 13), 7-9 (avg. 19), 10-12 (avg. 27), 13-15 (avg. 40); 6 categories ... Bases 4-5 (average 12), 6-7 (avg. 16), 8-9 (avg. 20), 10-11 (avg. 25.5), 12-13 (avg. 32.5), 14-15 (avg. 42.5); 9 categories ... Bases 4-5 (average 12), 6-7 (avg. 16), 8-9 (avg. 20), 10 (24), 11 (almost 28), 12 (not far from 32), 13 (almost 36), 14 (40), 15 (a little more than 44). These groupings can then be correlated with Pokemon level ranges and Moves availability. Below they are grouped only with browsing convenience as the criteria. --- Damage Bases 4-7 Damage Base 4 Damage Base 5 Damage Base 6 Damage Base 7 --- Damage Bases 8-11 Damage Base 8 Damage Base 9 Damage Base 10 Damage Base 11 --- Damage Bases 12-15 Damage Base 12 Damage Base 13 Damage Base 14 Damage Base 15 updates
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Beyond the Introduction - Character Definition Details, Part 5
Part 5: Advanced Elements - Abilities
A similar approach to that for Moves is used: In (1/3) are mentioned the general characteristics of Abilities and the notation -- but the first section also serves to point out changes to the content. Sections (2/3) and (3/3) present the Abilities summarily, first following the order from the Core book - just with effect category and short description, then following an order of efficiency - a subcategory also being indicated. Abilities (1/3) - General Characteristics The general characteristics of Abilities are described at page 310. They are: Name, Frequency, Action Type, and Effect. Frequency is the same concept as for Moves; please see Notations in the Introduction for details. See Action Type below. Effect describes the Ability's effect. Action Type was described in Part 1. It usually takes the Swift Action or a Free Action to use a non-Static Ability. I found Full, Standard, and Shift Actions mentioned for only 28 Abilities (out of 365*). (* This number does not include Abilities from the Errata.) As in Part 4, for Moves, the Action required was not mentioned here either. The keywords for Abilities are: Connection, Defensive, Immune, Last Chance, and Pickup. Connection refers to a Move that the Ability is associated with. A mechanism of replacing another Move with the Connected Move might be triggered. Immune applies to the influence of Status Afflictions. Last Chance gives a bonus to damage when using attacks of a certain Elemental Type. Pickup makes it possible for the character to "find" usable items. - Changes to Core Content "Errata 1" (p. 11) changes one Ability (Gluttony). "Errata 2" (p. 9) changes one Ability (Sequence), and introduces two new Abilities. "Errata 3" brings about many more changes to Abilities: - see page 1 for some that are removed (and if they were replaced with something else); - see pages 3 to 11 for some that are changed; - and see pages 12 and 13 for some new Abilities. At page 6 of "SuMo References.pdf", from the Generation 7 pack, are mentioned changes to some Abilities: 'Accelerate', 'Frisk', 'Gale Wings', and 'Unaware'. Apparently 'Accelerate' was not included in my tables so it can count as a new Ability. The others were taken into account below. The new Abilities from Generations 7, 8, and Pokemon Legends were not included in these tables. Please refer to the respective pdf files. - Structure & Notation The (1)-(7) Category and Frequency Notations were used (please see the Introduction to the series). Abilities removed by the Errata were kept here but grayed out. Abilities changed by the Errata were marked with blue, Italic font. The new Abilities were entered in Bold font. Abilities (2/3) - A, B, C, D --- A
--- B
--- C
--- D
- E, F, G, H, I, J, K, L --- E, F
--- G, H
--- I, J
--- K, L
- M, N, O, P, Q, R --- M
--- N, O
--- P
--- Q, R
- S, T, U, V, W, Z --- S
--- T
--- U, V
--- W, Z
Abilities (3/3) - no category (1)-(7)
- category (1)
- category (2)
--- Illusion (L) is limited to one change of looks per round. - category (3)
- category (4)
- category (5-)
- category (5e)
- category (5+)
- category (6)
updates This is a part of the series' second version. Corrections and Improvements: (first update)- mentioned changes brought about by the files of Generation 7 and above; also included the changes to Abilities mentioned in Generation 7; -
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Beyond the Introduction - Character Definition Details, Part 6
Part 6: Trainer Builds
The Potential The rules for Trainer Advancement are found at page 19; and in another form at pages 20 - 21. Levels are gained based on accumulated Experience, or by "achieving a Milestone" - which can be related to preparation for the League Tournament. Unlike Pokemon, a Trainer's Every Level, a Trainer gains a Stat Point to invest - as the player wants, then either an Edge or a Feature - of choice, and lastly - at some Levels they get to choose between additional Stat Points, Edges, and Features ("milestones" is used here with a different meaning). The table below was built to help you make an idea of what is possible to achieve until Level 20; while Trainers can Level up to 50, one Level every ten points of Experience - unlike Pokemon. Skill Ranks are requirements for Edges and Features. In order to improve the Skills, one invests in Edges (although this is not all that Trainer Edges are good for). The goal is to develop within the structure of Classes - becoming capable of stronger or more varied effects. Most Edges only raise a Skill's Rank with one unit - e.g. from Pathetic to Untrained; but there are exceptions. Please note that I indicated an extra General Feature available at Level 5. In that I differed from the Progression Chart at following page, though - to my understanding - it is in accordance with the rules. - Structure & Notation The Skill Ranks Notation is used; please see the Introduction to the series. Additionally, the following notations are used only here: ^ stands for "up to", indicating the highest Rank any Skill can be raised to with the new Edges; AF indicates Any Feature (General or Class), GF indicates General Feature. Columns two to four indicate the highest Skill Rank possible for each Level. Column five indicates the limit for raising Ranks with Edges. Often you'll see two separate choices; e.g. 1 ^(N), 1 ^(A) means that one Edge can be invested in raising one Skill to Novice Rank, while another Edge can be invested in raising another or the same Skill to Adept Rank. - The Table
A Trainer begins with 1 Skill at Adept Rank, 1 at Novice, and 3 at Pathetic. At Level 1, the Trainer also has 4 Edges to invest, by which he can only raise Skills up to Novice Rank. That makes it possible to bring up to 4 Skills from Untrained up to Novice, or the 3 Pathetic Skills up to Untrained - and then one of the Untrained up to Novice. The Skill Ranks are prerequisites for Features, from which the Trainer gets to choose 4. Class entry Features require Novice Rank in one or several Skills, so the initial investment of Edges can allow you to take on up to 4 Classes (the limit; though it is not recommendable). The player can even start without any Class, but the usual is to take one Class on at the start - and the Edges investment is made with that purpose in mind. Beside those four Features to invest in, one extra Training Feature - free from meeting the Skill Rank prerequisite - is allowed. Every Class has one or more Features that do not have a Skill Rank prerequisite - instead, depending only on the Class entry Feature (and its Skill Rank requirement). The Class can have a Feature that requires Master Rank in a Skill (rarely two), but the Rank prerequisites more often found are Adept and Expert. We can see in the table above (*) that up to Level 6, a Trainer can reach Adept in up to 6 Skills, and by Level 12 - Expert Rank can be attained in 4 Skills, and Mastery in 1. By Level 14 or 16, one can attain the peak in two different Classes -- and there is Features capacity to match it: 6 Class Features possible by Level 6, while by Level 16 - a total of 11 Class Features can be invested in. But the peak is not necessary to be efficient -- by Class middle one is usually well enough equipped to face the world's challenges. Stats alone, then, decide what level of danger one can expose themselves to -- beside, of course, the available Pokemon capacity and the choices made during combat. The Options - Edges --- Changes to Core Content "Errata 2" (p. 7) introduces the Field Clinic Edge. --- Structure & Notation The Five Roles, (1)-(7) Categories, and Skill Ranks Notations are used; please refer to the Introduction for their meanings. With regard to the Roles, we can notice that TC is for Trainers getting involved directly in fights - next to their Pokemon; APS and PPS are for Trainers who rely on their Pokemon in fights; while Cr and TI are for out-of-fight contexts. Each Edge description contains: the minimum Skill Rank required - with the specific Skill*, other requirements, the function* of the Edge (what it does), the Move it makes possible - with its Elemental Type, and the (1)-(7) category. Trainer Abilities are not accessible through Edges; but only through Features. * For different requirements, a / indicates choice (alternative). The + symbol indicates two simultaneous requirements. * Unlike Features, Moves, and Abilities, the Edges have a passive, permanent influence on the character. To emphasize the difference, I used this word here - "function" - while for the active-choice, and temporary influence of the others I used the word "effect". Some Edges can be invested in multiple times. This is specified in the function description through the "(mT)" at the end. Changes brought by the Errata were marked with blue, Italic font. --- any Role ----- Core book (p. 52)
--- Trainer Combat (TC) ----- Core book (p. 54 - 55)
----- Do Porygon Dream of Mareep? (p. 76)
--- Active Pokemon Support (APS) ----- Core book (p. 56)
----- Do Porygon Dream of Mareep? (p. 76)
--- Passive Pokemon Support (PPS) ----- Core book (p. 53 - 54)
----- Do Porygon Dream of Mareep? (p. 76)
--- Travel & Investigation (TI) ----- Core book (p. 56) and Errata 2 (p. 7)
----- Do Porygon Dream of Mareep? (p. 76)
--- Crafting (Cr) ----- Core book (p. 53)
----- Do Porygon Dream of Mareep? (p. 76)
- Features --- General Characteristics ("General" is used here with another meaning than in the system's "General Features" syntagm; here it refers to categories of characteristics. ) The general characteristics of Features are described at page 57-58. - Prerequisites & Costs - The Trainer may be required to already have some Edges and some other Features. Then there may be an Action Points cost: X AP - when the Points refresh at the end of the Scene, Drain X AP - when an Extended Rest is required before the Points are replenished (but the Feature can be applied to all Pokemon during Training), and Bind X AP - when the Points used become available again through Unbinding them, using a Free Action. Crafting Features require Ingredients. - Other Limitations - Like Moves and Abilities, some Features have a Frequency of use; please see the Introduction for details. And Features too can require an "Action" time-frame (Standard, Swift, etc.) to have their effects enabled. Some Features can only be used when activated by a Trigger - which can be anything, really. - Effects Keywords (Tags) - Some Tags convey little necessary information - as the same could be deduced from their description: [Class] - which marks a Class entry Feature; [+Stat] - which indicates the Feature's effect on a Stat; [Weapon] - which means that a weapon is used with the Feature. [Orders], [Stratagem], and [Training] are dedicated to working with Pokemon (see "Game Contexts", "Pokemon", "Pokemon Interaction" below). Other tags show Features that can be taken more than once: [Branch] - which indicates that the Feature would serve a different function each time, within the same Class; [Ranked X] - which means that the Feature can be taken at different Ranks, if the prerequisites are met. "Errata 2" (p. 7) introduces the "Gift" Tag. It allows replacing a granted Edge or Feature if one already has it. --- Changes to Core Content "Errata 1" introduces the Backpacker Class (p. 2 - 4) and the Gadgeteer Research Field (p. 5 - 6), changes some General Research Features (p. 7) and makes other changes to the Classes: Capture Specialist, Chef, Hobbyist, Hunter, and Survivalist. "Errata 2" modifies the Cheerleader Class (p. 2 - 3) and the Gotta Catch 'Em All Feature (p. 6), introduces the Medic Class (p. 5 - 7), the General Feature Nurse (p. 7), and the "Gift" Tag (p. 7). "Errata 3" (p. 1) mentions that the Abilities removed (and not replaced) by that document (see Part 5) are still allowed for the Class Features that bestowed them. --- Structure & Notation All the Notations described in the Introduction are used. As a reminder - with regard to the Roles: TC is for Trainers getting involved directly in fights - next to their Pokemon; APS and PPS are for Trainers who rely on their Pokemon in fights; while Cr and TI are for out-of-fight contexts. For Classes, Role focus is also expressed numerically - as a fraction of the total of existing roles. For example, TC 3/5 means that the Class has a focus of 3 out of 5 on the Trainer Combat role. General Features descriptions contain: the minimum Skill Rank required - with the specific Skill*, other requirements, the effect of the Feature, the Move it makes possible - with its Elemental Type, the Ability it makes possible, and the (1)-(7) category. * For different requirements, a / indicates choice (alternative). The + symbol indicates two simultaneous requirements. (Whole) Class descriptions contain: the Skills that the Class Features are based on, the number of Moves it gives access to - with the Elemental Types, the number of Abilities it gives access to, and the predominant (1)-(7) categories. Class Features descriptions contain: the place in the hierarchy of the Class*, the Skill Rank requirements*, other requirements, the (1)-(7) categories it belongs to, and its effect*. * The hierarchy is indicated using (Cx), where "x" is number of Features from that Class that the Trainer must have already invested in. In some cases, that can be the same Feature taken multiple times - but at different Feature-Ranks. (C0) is a Class's entry Feature. * The Ranks only, because the Skills were mentioned in the description for the whole Class. When the Class depends on more than one Skill, often, the player gets to choose the Skill used for requirement. For different requirements, Ranks are mentioned one after the other - like (X) (Y) (Z). There are two possible uses: either when many Skills are required simultaneously, or when a Feature has ranks with independent Skill requirements; the two cases don't happen at the same time. For a number of Skills that the player can choose from, a single Rank indication (X) is used. When a Class has more than one Skill associated, (X) cannot tell you which Skill is required. * If the Feature makes possible a Move, that is written right at the beginning, thus: "Move: (...)". Similarly for Abilities. The notation is limited to these two system elements. If a Feature can be invested in multiple times, this is specified in the effect description through the "(mT)" at the end. If a Feature has ranks, this is indicated through "F. ranks". Please be aware that many Moves and Abilities may be intended for Pokemon without this being specified. So the limited uses of (6) (and subcategory symbols) should not prevent you from thinking in terms of Pokemon being the "user" or "target". "Crit" stands for Critical Hit. Changes brought by the Errata were marked with blue, Italic font. --- Trainer Combat (TC) ----- General Features ------- Core book and Errata
------- Game of Throhs
----- Class Features ------- TC 5/5 --------- Core book and Errata Hex Maniac -- Skills: Occult Education -- Moves: 6 from Fire, Ghost, Psychic -- Abilities: 1 -- (5-) (C0) - Hex Maniac (N) (5.2-) (5.3-) -- Ability: Cursed Body, or Omen (Ghost) (C1) - Hex Maniac Studies (-) (-) (E) (5-) -- Moves (2/F. rank): Confuse Ray, Curse, Hex, Spite (Ghost), Hypnosis (Psychic), Will-O-Wisp (Fire) (C2) - Diffuse Pain (-) (5-) -- choose second target for Move from Hex Maniac Studies (C2) - Malediction (E) (2) (5-) -- if foe missed: easier use of Move from Hex Maniac Studies (C4) - Grand Hex (M) (1) -- having used Hex: recover Hex (frequency) and used Move from Hex Maniac Studies Martial Artist -- Skills: Combat -- Moves: 6 from Fighting, Normal, Psychic -- Abilities: 1 -- (3) (4) (C0) - Martial Artist (N) (Basic Martial Arts Edge) (1) -- Ability: Guts, Inner Focus, Iron Fist, Limber, Reckless, or Technician (C1) - Martial Achievement (-) (1)-(4) -- Ability-like: depending on the Ability from Martial Artist (p. 162) (C1) - Martial Training (-) (E) (M) (1) (3) (4) (5-) -- Moves (2/F. rank): Acupressure, Comet Punch, Focus Energy (Normal), Arm Thrust, Brick Break, Circle Throw, Close Combat, Counter, Cross Chop, Double Kick, High Jump Kick, Jump Kick, Karate Chop, Low Kick, Low Sweep, Mach Punch, Quick Guard, Rolling Kick, Sky Uppercut, Storm Throw, Triple Kick, Vital Throw (Fighting), Power Trick (Psychic); based on chosen Ability (C1) - Second Strike (-) (2) (4) -- enables Rock Smash Move (Fighting) or Struggle Attack (C2) - My Kung Fu is Stronger (-) (4) -- enables Rock Smash Move (Fighting) in place of Struggle Attack Provocateur -- Skills: Charm, Guile, Intimidate -- Moves: 4 from Dark, Fairy, Normal -- Abilities: 0 -- (5-) (C0) - Provocateur (Confidence Artist, Intimidating Presence, or Charmer Edge) (5-) -- Moves (both): Sweet Kiss (Fairy), Taunt (Dark) (C1) - Push Buttons (-) (2) (5-) -- increases efficiency of Social Moves (manipulation) (C1) - Mixed Messages (A) (A) (5.1-) (5.2-) -- Moves (both): Lovely Kiss (Normal), Torment (Dark) (C1) - Powerful Motivator (A) (A) (5-) -- additional effects to Provocateur Moves and other Moves (p. 166) (C1) - Quick Wit (A) (1) -- enables Manipulate Maneuver or Social Move (C2) - Enchanting Gaze (E) (E) (5-) -- enhances Manipulate Maneuver (C2) - Play Them Like a Fiddle (E) (5-) -- additional effects to Provocateur Moves and other Moves (p. 167) Rogue -- Skills: Acrobatics, Athletics, Stealth -- Moves: 6 from Dark; Weapon based -- Abilities: 1 -- (2) (4) (5-) (C0) - Rogue (N) (N) (4) (5.7-) -- Moves (both): Feint Attack, Thief (Dark) (C1) - Cutthroat (-) (2) -- extends range of Rogue Moves, allows Disarm Maneuvers (C1) - Dark Fighting (A) (2) -- enables Dirty Trick Maneuver (C1) - Underhanded Tactics (E) (1) (4) (5.2-) (5.3-) -- Ability: Ambush, or Cruelty (C1) - Unexpected Attacks (A) (A) (1) (4) -- Moves (both): Pursuit, Sucker Punch (Dark) (C2) - Street Fighter (E)(E) (2) (4) -- Moves (both): Assurance, Payback (C3) - Scoundrel's Strike (-) (5.2-) (5.3-) (5.4-) -- target is hurt and weakened; effect based on chosen Rogue Ability Roughneck -- Skills: Intimidate -- Moves: 6 from Normal -- Abilities: 0 -- (3) (4) (5-) (C0) - Roughneck (N) (Intimidating Presence Edge) (5-) -- foe Combat Stat is lowered (C1) - Cruel Gaze (E) (4) (5-) -- Moves (both): Glare, Headbutt (Normal) (C1) - Menace (-) (5.1-) -- target becomes last in round to act, on Crit: is Flinched (p. 248) (C1) - Mettle (-) (3) (5.4-) -- resist damage one step further (p. 236), foe attacking Stat lowered (C1) - Malice (A) (4) (5.1-) (5.2-) -- Moves (both): Mean Look, Chip Away (Normal) (C2) - Fearsome Display (-) (3) (4) (5-) -- additional effects to Leer or a Roughneck Move (p. 171) (C3) - Tough as Nails (M) (3) -- Moves (both): Endure, Slack Off (Normal) Sage -- Skills: Occult Education -- Moves: 4 from Normal, Psychic -- Abilities: 1 -- (3) (5.3) (C0) - Sage (N) (5.3) -- target gains Damage Reduction (C1) - Lay on Hands (E) (5.3) -- Ability: Blessed Touch, or Healer (C1) - Mystic Defense (-) (3) (5.3) -- Moves (both): Light Screen (Psychic), Safeguard (Normal) (C1) - Sacred Shield (-) (5+) -- Moves (both): Reflect (Psychic), Lucky Chant (Normal) (C2) - Highly Responsive to Prayers (-) (1) (5+) -- enables Sage Feature when healing ally (C2) - Sage's Benediction (A) (5+) -- ally gains additional benefits from your Blessings (C3) - Divine Wind (M) (2) (5+) -- change type of Blessings Tumbler -- Skills: Acrobatics -- Moves: 4 from Flying, Normal -- Abilities: 2 -- (2) (3) (4) (C0) - Tumbler (Acrobat Edge) (2) (3) -- Ability: Run Away (C1) - Aerialist (-) (4) -- Moves (both): Aerial Ace (Flying), Splash (Normal) (C1) - Quick Gymnastics (-) (2) (3) -- shift farther, without provoking Attacks of Opportunity (p. 241) (C1) - Quick Reflexes (E) (3) -- Ability: Dodge (C2) - Death From Above (E) (2) (4) (5) -- Moves (both): Acrobatics, Bounce (Flying) (C2) - Flip Out (A) (3) (4) -- additional effects of Tumbler Moves (p. 173) (C5) - Burst of Speed (M) (1) -- take a second turn during the round --------- Game of Throhs Arcanist -- Skills: Occult Education -- Moves: Weapon based -- Abilities: 0 -- (1)-(4), (5-) (C0) - Arcanist (Arcane Training Feature) (4) (7) -- establish Soul Bound with Weapon: extra damage, telekinesis (C1) - Authentic Thaumaturgy (E) (1) (3) (4) (5-) -- increased Crit chance, Range, target Vulnerable (Core p. 248), no Intercept (p. 55) (C1) - Metamagic (A) (1) (3) (4) -- increased hit chance, Range, damage; or Damage Reduction (p. 55) (C1) - Recoup Energy (E) (2) -- the Move is not limited by Frequency or AP not spent (C1) - Soul Investment (M) (2) -- learn Moves from Weapon (C2) - Signature Manipulations (-) (1) (2) (3) (4) (5-) -- increased efficiency of Power Manipulation (p. 55) (C3) - Signature Manipulations (-) (1) (2) (3) (4) (5-) -- increased efficiency of Power Manipulation (p. 55) Berserker -- Skills: Combat, Intimidate -- Moves: 4 from Normal; Weapon based -- Abilities: 1 -- (3) (4) (C0) - Berserker (N) (N) (4) -- Moves (both): Rage, Flail (Normal); can use them as Weapon Attacks (C1) - Frenzy (A) (1) (2) (3) (4) -- if Enraged, can act with Priority, and increased efficiency (p. 49) (C1) - Lessons in Rage & Pain (A) (4) -- additional damage based on Intimidate and the number of Injuries (Core p. 250) (C1) - Power of Rage (-) (3) (4) -- Ability: Enduring Rage, or White Flame (C2) - Crash and Smash (E) (3-) (4) (5-) -- Moves (both): Double-Edge, Thrash (Normal); can use the as Weapon Attacks (C2) - Fight On and On (A) (3) -- don't Faint at 0 Hit Points, but at -50% of the Maximum (C2) - Push it to the Limit (E) (3) (4) -- extra damage; get Injured in exchange for Hit Points and removing one Affliction Druid -- Skills: General Education, Survival -- Moves: 6 from Grass, Normal -- Ability: 1 -- (2) (3) (4) (5) (C0) - Druid (N) (N) (Elemental Connection Edge) (3) (5.1-) (5.3) -- Ability: Aroma Veil, Effect Spore, or Life Force; Stat bonus (C1) - Green Path (-) (2) (3) -- immune to "Powder" Moves; gain the Naturewalk (Grassland, Forest) Capability (C1) - Nature's Embrace (-) (A) (E) (1)-(5) -- Moves (2/ F. rank): Aromatherapy, Cotton Spore, Energy Ball, Giga Drain, Ingrain, Leech Seed, Magical Leaf, Mega Drain, Petal Blizzard, Petal Dance, Power Whip, Razor Leap, Seed Bomb, Solar Beam, Spiky Shied, Spore, Stun Spore (Grass), Sweet Scent (Normal); based on chosen Ability (C2) - Druid's Call (-) (2) (3) (4) (5e) -- create obstacles; your Moves can originate from them (C4) - Overgrowth (-) (3) (5.3-) -- reduce target resistance to Grass (Core p. 236); they cannot heal Earth Shaker -- Skills: Focus, Intuition -- Moves: 6 from Ground -- Abilities: 1 -- (2) (3) (4) (5.3) (5-) (C0) - Earth Shaker (N) (N) (Elemental Connection Edge) (5-) -- Moves (2 of): Bulldoze, Mud Shot, or Sand-Attack (Ground) (C1) - Earth Mother's Blessing (A) (3) (5.2-) (5.3) -- Ability: Arena Trap, or Lightning Rod (C1) - Earthen Bond (-) (2) -- gain Capabilities: Tremorsense, Naturewalk (Cave, Desert, Mountain) (C1) - Ground Out (E) (4) (5.4-) -- Moves (2 of): Drill Run, Magnitude, or Mud Bomb (Ground) (C2) - Earth Mother's Blessing (M) (3) (5.2-) (5.3) -- Ability: Arena Trap, or Lightning Rod (C2) - Earth Shifter (-) (5.2-) -- cause Trip on damaging Ground Move hit (C2) - Tectonic Shift (M) (4) (5.1-) (5.3-) -- Moves (2 of): Earthquake, Earth Power, Sand Tomb (Ground) Fire Bringer -- Skills: Combat, Focus -- Moves: 6 from Fire -- Abilities: 1 -- (2) (3) (4) (5-) (C0) - Fire Bringer (N) (N) (Elemental Connection Edge) (1) (4) -- Moves (2 of): Flame Burst, Flame Wheel, Flame Charge, or Will-O-Wisp (Fire) (C1) - Burning Passion (E) (3) (4) -- Ability: Flash Fire, or Flame Body (C1) - Fiery Soul (-) (2) (3) -- gain Capabilities: Heater, immune to Burn (Core p. 246) (C1) - Fire Breather (E) (M) (4) (5e) (5.1-) -- Moves (2/ F. rank): Blaze Kick, Fiery Dance, Fire Punch, Fire Spin, Flamethrower, Flare Blitz, Heat Wave, Sunny Day (Fire) (C1) - Firebrand (A) (4) -- increased Crit chance for Fire Moves (C3) - Blazing Inferno (M) (5.3-) -- Burning attacks are more damaging, non-Burning attacks Burn Fortress -- Skills: Combat, Focus -- Moves: 2 from Normal, Steel; Weapon based -- Abilities: 2 -- (3) (5.3) (5.4-) (C0) - Fortress (N) (N) (5.4-) -- attack of marked targets against your allies is lowered (C1) - Guardian's Punishment (E) (4) (5.4-) -- greater damage, target damage capacity lowered (C1) - Slow or Steady (-) (3) (4) -- Ability: Analytic, or Battle Armor (C1) - Stalwart Bastion (-) (3) (5.3+) -- Damage Reduction, also to allies (C1) - Wall of Iron (A) (3) -- Moves (both): Iron Defense (Steel), Protect (Normal) (C2) - Shield Bearer (-) (2) (5.3+) -- easy Shield use, can protect adjacent ally (C2) - Unstoppable Will (E) (3) -- Ability: Discipline Glamour Weaver -- Skills: Charm, Occult Education -- Moves: 6 from Fairy -- Abilities: 1 -- (3) (4) (5.3) (5.4-) (C0) - Glamour Weaver (N) (N) (Elemental Connection Edge) (5-) -- Moves (both): Sweet Kiss, Disarming Voice (Fairy) (C1) - Enchanting Transformation (-) (3) (4) (5) -- Damage resistance against certain Types, improved Glamour Weaver Moves (p. 71) (C1) - Fey Law (-) (5.4-) -- foe attacks weakened (C1) - Passionato Harmony (E) (3) (4) -- Moves (both): Dazzling Gleam, Draining Kiss (Fairy) (C2) - Lucky Clover Grand Finale (M) (3) (5.3) (5.4-) -- Moves (both): Aromatic Mist, Moonblast (Fairy) (C3) - Magical Burst (-) (5.3) -- use Enchanting Transformation to cure allies (C4) - Glamour Mastery (-) (3) (4) -- Ability: Magic Bounce, or Magic Guard Herald of Pride -- Skills: Command, Intimidate -- Moves: 4 from Dragon; Weapon based -- Abilities: 1 -- (1) (3) (4) (5) (C0) - Herald of Pride (N) (N) (Elemental Connection Edge) (3) (4) -- ignore some Damage Reduction, use Class Skills to resist Disarm Maneuvers (C1) - Bare the Dragon's Claws (A) (4) (5.1-) (5.2) -- Moves (both): Dragon Claw, Dragon Tail (Dragon); can be used as Weapon Attacks (C1) - Channel the Dragon's Spirit (-) (2) (5-) -- make Weapon damage Dragon Type; on Crit: limit target options (C1) - Noblesse Oblige (-) (1) (5.2-) (5.4) -- Ability: Regal Challenge (C1) - Rouse the Dragon's Blood (E) (4) -- if Injured or Critically Hit: your next Herald of Pride Move is unstoppable (C1) - Sovereignty (E) (2) (3) -- bonus against Afflictions and some physical Maneuvers (Core p. 241) (C2) - Call the Dragon's Rage (M) (1-) (2-) (4) (5.1-) (5.2) -- Moves (both): Dragon Rush, Outrage (Dragon) Marksman -- Skills: Combat, Perception -- Moves: Weapon based -- Abilities: 1 -- (2) (4) (5-) (C0) - Marksman (N) (N) (4) -- Ability: Sniper (C1) - Aiming Down The Sights (-) (4) -- stronger Ranged attack (C1) - Clear Shot (E) (4) (5.3-) -- for unimpeded Ranged attack, increased Crit chance and target cannot Evade (C1) - Crippling Shot (E) (5.1-) (5.2-) -- lower chance and damage attack that Slows and Trips target (Core p. 248) (C1) - Dead-Eye Shot (M) (4) -- shoot at round end with increased chance to hit (C1) - Double Shot (A) (2) (4) -- two attacks with lowers chance to hit, same foe (C1) - Overwatch (A) (1) (4) -- free attack against target passing through watched area Miasmic -- Skills: Guile, Stealth -- Moves: 6 from Poison -- Abilities: 1 -- (2) (3) (5.3-) (C0) - Miasmic (N) (N) (Elemental Connection Edge) (5.1)(5.3)(5.4) -- Moves (both): Acid, Clear Smog (Poison) (C1) - Corrupt Blood (-) (3) -- immune to Poisoned (Core p. 246), resist Poison Type attacks one step further (Core p. 236) (C1) - Flexible Form (-) (2) (3) -- greater mobility, avoid Trip and Grapple (Core p. 242), no Massive Damage (Core p. 250) (C1) - Vile Body (A) (3) (4) (5.3-) -- Ability: Absorb Force, Poison Point, or Poison Touch (C2) - Miasma's Call (E) (2) (3) (5.3-) -- Moves (both): Acid Armor, Sludge Bomb (Poison) (C3) - Miasma Unleashed (M) (4) (5.3-) -- Moves (both): Sludge Wave, Toxic (Poison) (C3) - Miasmic Spray (M) (2) (3) (5-) -- additional effects for Miasmic Moves (p. 87) Skirmisher -- Skills: Acrobatics, Combat -- Moves: Weapon based -- Abilities: 1 -- (1) (2) (4) (C0) - Skirmisher (N) (N) (3) (4) -- Ability: Flutter, or Vanguard (C1) - Counter Stance (-) (2) (4) -- enables Attack of Opportunity against attacker who missed (C1) - Harrier (-) (5.2-) (5.3-) -- hit target is Flanked (Core p. 232), Slowed (Core p. 248) (C1) - Nimble Steps (-) (2) -- enables Disengage (C2) - Outmaneuver (-) (3-) (4) -- increased chance to hit, for Evasion reduced (C2) - Weapon Finesse (A) (1) -- free Disarm, Trip, or Push Maneuvers against hit target (C4) - Swift Strikes (M) (1) (4) -- use weapon attacks with Priority (Core p. 341) Steelheart -- Skills: Athletics, Focus -- Moves: 4 from Steel; Weapon based -- Abilities: 1 -- (3) (4) (5.3-) (C0) - Steelheart (N) (N) (Elemental Connection Edge) (4) (5.3-) -- can use Steelheart Skills instead of Combat (p. 91); target loses extra Hit Points (C1) - Champion of Steel (-) (3) (4) -- attack can be Steel Type; on Crit: increased user Defense (C1) - Impenetrable (E) (3) -- Ability: Bulletproof (C1) - Man of Steel (M) (3) (4) (5.4-) -- Moves (both): Meteor Mash, King's Shield (Steel); can be used as Weapon Attacks (C1) - Master of Arms (E) (2) (7) -- weapon telekinesis, can change weapon's Moves (C1) - Reactive Armour (A) (3) (5.3-) -- if Injured or Critically Hit: harm foes, gain Damage Reduction (C1) - Steel Wind (-) (4) -- Moves (both): Bullet Punch, Metal Claw (Steel); can be used as Weapon Attacks Stone Warrior -- Skills: Combat, Survival -- Moves: 6 from Rock -- Abilities: 2 -- (3) (4) (5.2-) (C0) - Stone Warrior (N) (N) (Elemental Connection Edge) (5.1-) (5.3) -- Moves (both): Rock Tomb, Wide Guard (Rock) (C1) - Shards of Stone (E) (4) (5e-) (5.1-) -- Moves (both): Rock Slide, Stealth Rock (Rock) (C1) - Stone Stance (-) (1) (3) (4) -- offensive at the cost of defensive, or vice-versa; or extra attack after Interrupt (C2) - Rock Power (A) (E) (3) (4) -- Ability (1/ F. rank): Rock head, Run Up, Sand Veil, Study (C2) - Stone Cold Finish (M) (3) (4) (5.2-) -- Moves (both): Head Smash, Stone Edge (Rock) (C2) - Stone Stance Mastery (M) (3) (4) -- can have two effects from Stone Stance on --------- Do Porygon Dream of Mareep? Glitch Bender -- Skills: Focus, Occult Education, Perception -- Moves: 4 from Dark, Normal -- Abilities: 1 -- (2) (5-) (C0) - Glitch Bender (N) (Glitched Existence Edge) (5.1-) (5.3-) -- Ability: Synchronize (C1) - Corrupt Reality (A) (5.2-) -- force foe re-roll (C1) - Glitch Shuffle (E) (1)-(5) -- Moves (both): Metronome (Normal), Topsy-Turvy (Dark) (C1) - I Am Error (-) (3) -- change Status Affliction (Core p. 246) with another (C1) - Null Error (-) (1)-(4) (5-) -- Moves (both): Disable (Normal), Snatch (Dark) (C2) - Code Injection (-) (5-) -- prevent Item use; Slow and limit to At-Will actions; make Blind and Vulnerable (Core p. 246) ------- TC 4/5 --------- Core book and Errata Athlete (PPS 1) -- Skills: Athletics -- Moves: 6 from Normal -- Abilities: 0 -- (1)-(6) (C0) - Athlete (N) (one of Athletic Prowess, Mounted Prowess, Power Boost, Stamina, or Swimmer Edges) (2) (3) (4) -- increase Stats of choice (C1) - Adrenaline Rush (E) (2) (3) (4) -- increase Stats, cure Afflictions (p. 246), gain Hit Points (C1) - Athletic Moves (-) (E) (M) (2)-(5) -- Moves (2/ F. rank): Bind, Block, Body Slam, Extreme Speed, Facade, Mega Kick, Retaliate, Slam, Strength, Take Down (Normal) (C1) - Training Regime (-) (2) (3) (4) -- additional bonuses based on chosen Stats (p. 155) (C2) - Coaching (-) (6.2) (6.4) -- bonus to Pokemon based on their Maneuver (p. 155) Aura Guardian (TI 1) -- Skills: Intuition -- Moves: 4 from Fighting -- Abilities: 1 -- (2)-(5) (C0) - Aura Guardian (Elemental Connection Edge) (3) (4) (5.1-) -- Moves (2 of): Detect, Vacuum Wave, Force Palm (Fighting) (C1) - Aura Mastery (E) (1)-(4) (5.3-) -- Moves (2 of): Aura Sphere, Drain Punch, Focus Blast, Focus Punch (Fighting) (C1) - Aura Reader (-) (2) (5) -- gain Capabilities Aura Reader and Aura Pulse (C1) - Sword of Body and Soul (A) (4) -- damaging Aura Guardian Move used: increased efficiency (C1) - The Power of Aura (-) (E) (4) (5.4) -- Ability: Aura Storm, or Scrappy (C2) - Ambient Aura (E) (2) (3) -- remove Volatile Affliction (p. 247), gain Damage Reduction (also ally), gain Blindsense Capability Ninja (Cr 1) -- Skills: Combat, Stealth -- Moves: 4 from Normal, Poison; Weapon based -- Abilities: 1 -- (2) (3) (4) (5.3-) (C0) - Ninja (N) (N) (3) (4) (5.3-) -- Moves (both): Double Team (Normal), Poison Powder (Poison) (C1) - Genjutsu (A) (2) -- hide behind Illusion (C1) - Ninja's Arsenal (-) (7) -- craft Antidote, Smoke Ball, Caltrops, Toxic Caltrops (C1) - Poison Weapons (A) (2) (4) -- attack or Move can be Poison Type; increased Crit chance (C1) - Weightless Step (E) (3) -- Ability: Infiltrator (C2) - Kinjutsu (M) (2) (3) (4) (5.3-) -- Moves (both): Substitute (Normal), Toxic (Poison) (C2) - Utility Drop (E) (1) (5e-) -- use Smoke Ball, Caltrops, or Toxic Caltrops: create Smoke, Spikes, or Toxic Spikes Telekinetic (TI 1) -- Skills: Focus -- Moves: 4 from Psychic; Weapon based -- Abilities: 1 -- (2) (5-) (C0) - Telekinetic (Elemental Connection Edge) (1) -- gain Telekinetic Capability (C1) - PK Alpha (-) (5e) (5.3-) -- Moves (both): Kinesis, Barrier (Psychic) (C1) - PK Combat (A) (2) -- control weapons and items with telekinesis (C1) - Power of the Mind (-) (2) (3) (5.4-) -- Ability: Interference, or Levitate (C2) - PK Omega (E) (5.2) (5.3-) -- Moves (both): Telekinesis, Psychic (Psychic) (C2) - Telekinetic Burst (E) (4) -- can Disarm, Trip, or Push (p. 248) with telekinesis (C3) - Psionic Overload (M) (5e) (5-) -- additional effects of Telekinetic Moves (p. 191) --------- Game of Throhs Apparition (TI 1) -- Skills: Intimidate, Occult Education -- Moves: 4 from Ghost; Weapon based -- Abilities: 1 -- (2) (4) (C0) - Apparition (N) (N) (Elemental Connection Edge) (4) -- user Apparition Skills instead of Combat (p. 77); Reach Capability (C1) - Shadow Arms (-) (4) -- Moves (both): Shadow Punch, Shadow Sneak (Ghost); can be used with weapons (C1) - Silent Assassin (A) (2) (4) -- attacks and Moves are Ghost Type; Dead Silent Capability (C1) - Too Spooky (-) (5.1-) -- Ability: Frighten, or Pressure (C2) - Haunted Wounds (M) (1) (4) -- extra attack at round end, resisted one step further (Core p. 236) (C2) - Shadow Form (E) (2) -- change to Ghost Type, immune to Cursed (Core p. 247) or gain Phasing Capability (C2) - Phantom Menace (E) (2) (4) -- Moves (both): Phantom Force, Shadow Claw (Ghost) Frost Touched (TI 1) -- Skills: Athletics, Survival -- Moves: 6 from Ice -- Abilities: 2 -- (3) (4) (5) (C0) - Frost Touched (N) (N) (Elemental Connection Edge) (1) (3) (4) (5) -- Moves (2 of): Haze, Ice Shard, Mist, or Powder Snow (Ice) (C1) - Frozen Domain (E) (3) (5e) -- turn terrain to ice - Trip chance (Core p. 242), Hail Weather for user, can melt (C1) - Glacial Defense (-) (3) (5e) -- Ability: Ice Shield, Winter's Kiss (C1) - The Cold Never Bothered Me Anyway (2) (3) -- gain Naturewalk (Tundra) Capability, immune to Frozen (p. 246), no harm from Hail (C1) - Winter is Coming (M) (5.1-) (5.2-) -- Ability: Frostbite (C1) - Winter's Herald (E) (M) (2) (4) (5.1-) -- Moves (2/ F. rank): Avalanche, Blizzard, Freeze-Dry, Frost Breath, Ice Beam, Ice Punch, Icicle Crash, Icicle Spear (Ice) Maelstrom (TI 1) -- Skills: Acrobatics, Athletics -- Moves: 6 from Water -- Abilities: 1 -- (2)-(5) (C0) - Maelstrom (N) (N) (Elemental Connection Edge) (2) (3) -- Gilled Capability, bonus to Swim, on miss all: gain Hit Points (C1) - Call the Current (-) (A) (E) (1) (3)-(5) (5-) -- Moves (2/ F. rank): Aqua Jet, Aqua Ring, Aqua Tail, Bubblebeam, Rain Dance, Surf, Water Pulse, Whirlpool (Water) (C2) - Hydro Jet (-) (4) -- increased capacity of Water Moves (C3) - Water's Shroud (-) (3) (4) (5.3-) -- Ability: Storm Drain, or Wash Away (C4) - Oceanic Feeling (M) (2) -- temporary use of Storm Drain or Wash Away, even if not learned Prism (TI 1) -- Skills: Charm, General Education -- Moves: 6 from Normal -- Abilities: 2 -- (3) (4) (5-) (C0) - Prism (N) (N) (Elemental Connection Edge) (5) (5.4-) -- Moves (both): Flash, Swift (Normal) (C1) - Blinding Brightness (-) (3) -- Ability: Illuminate (C1) - Lucent Mirage (-) (2) -- gain Illusionist Capability (C1) - Sparkle (E) (4) (5.1-) -- Moves (both): Tri-Attack, Weather Ball (Normal) (C2) - Luminous Aura (A) (3) (4) -- Ability: Starlight, or Sunglow (C2) - Rainbow Surge (M) (3) (4) -- Moves (both): Hyper Beam, Morning Sun (Normal) (C4) - Prismatic Alignment (M) (3) (4) (5-) -- additional effect for Prism Move (p. 85) Shade Caller (TI 1) -- Skills: Guile, Stealth -- Moves: 6 from Dark -- Abilities: 2 -- (2) (4) (5.4-) (C0) - Shade Caller (N) (N) (Elemental Connection Edge) (4) (5.4-) -- Moves (both): Feint Attack, Snarl (Dark) (C1) - Dark Soul (M) (4) (5.1-) (5.2-) -- Ability: Shadow Tag, or Super Luck (C1) - Living Shadow (-) (2) -- can originate Dark Moves from any adjacent square (C1) - Sharpen Shadows (E) (4) (5.1-) -- Moves (both): Dark Pulse, Night Slash (Dark) (C1) - Twisted Soul (-) (4) -- Ability: Twisted Power (C1) - World of Darkness (A) (2) (5.4-) -- user surrounded with Darkness, reducing adverse hit chance; Darkvision Capability (C2) - Heart of Darkness (M) (4) (5.4-) -- Moves (both): Night Daze, Punishment (Dark) Spark Master (TI 1) -- Skills: Acrobatics, Focus -- Moves: 6 from Electric -- Abilities: 2 -- (2) (4) (5-) (C0) - Spark Master (N) (N) (Elemental Connection Edge) (1) (2) (5.1-) -- Ability: Electrodash, or Static (C1) - Body of Lightning (M) (1) (3) -- Ability: Motor Drive, or Volt Absorb (C1) - Magnetize (A) (2) -- gain Magnetic Capability; can walk on metal surfaces with Overland (C1) - Storm Wizard (-) (E) (A) (4) (5-) -- Moves (2/ F. rank): Charge, Charge Beam, Discharge, Eerie Impulse, Shock Wave, Spark, Thunder, Thunder Punch, Thunder Wave, Thunderbolt, Volt Tackle (Electric) (C2) - Bottled Lightning (A) (1) (4) -- can hit foe from another foe that is Charged by Electric Move of user Swarmlord (TI 1) -- Skills: Command, Survival -- Moves: 6 from Bug -- Abilities: 2 -- (3) (4) (5-) (C0) - Swarmlord (N) (N) (Elemental Connection Edge) (3) (5-) -- Ability: Shield Dust, or Unnerve; Stat bonus (C1) - How to Shoot Web (-) (2) -- gain Threaded and Wallclimber Capabilities (C1) - Enhanced Embrace (-) (A) (E) (1) (3) (4) (5-) -- Moves (2/ F. rank): Attack Order, Bug Buzz, Defend Order, Fell Needle, Fury Cutter, Infestation, Mega Horn, Powder, Quiver Dance, Signal Beam, Steamroller, Spider Web, Sticky Web, Steamroller, Struggle Bug (Bug); depending on chosen Ability (C2) - Pheromone Markers (-) (4) -- increased chance to hit on foes damaged with Bug Moves (C3) - Broodlord (E) (4) -- Ability: Compound Eyes, or Tinted Lens; based on previous Ability choice ------- TC 3/5 --------- Core book and Errata Dancer (APS 1, PPS 1) -- Skills: Acrobatics, Athletics, Charm -- Moves: up to 8 created -- Abilities: 1 -- (1) (3) (5) (6) (C0) - Dancer (N) (3) -- Ability: Own Tempo, or Spinning Dance (C1) - Dance Form (-) (1) -- Moves (2 or more, based on number of Dancer Features): create or choose from Dragon Dance, Quiver Dance, and Swords Dance (Dance Moves boost Stats; see p. 157 for Contest use) (C1) - Dance Practice (-) (6.6) -- Pokemon spends Tutor Points to learn Ability: Own Tempo, or Spinning Dance (C2) - Beguiling Dance (-) (5-) -- your new Dance Moves can lower adverse Stats (see p. 157 for Contest effect) (C2) - Choreographer (A) (6.6) -- Pokemon spends Tutor Points to learn one of your Dance Moves (C2) - Passing Waltz (M) (5+) -- pass Dance Move Stats boost to ally (C2) - Power Pirouette (E) (1) (2) (5+) (5-) -- Confuse targets (p. 247), boost Stat, destroy Hazards, remove Leech Seed (p. 382), Trapped, and Stuck from self (p. 248) Hunter (APS 1, PPS 1) -- Skills: Survival, Stealth -- Moves: 0 -- Abilities: 1 -- (4) (5) (6) (C0) - Hunter (N) (N) (3) (5.4) -- Ability: Pack Hunt, or Teamwork (C1) - Finisher (A) (A) (4) (6.4) -- user and Pokemon, bonus damage against Afflicted targets (p. 159, 246) (C1) - Hunter's Reflexes (A) (4) (6.4) -- user and Pokemon, more Opportunity Attacks (p. 241); Pack Hunt and Teamwork triggered (C1) - Pack Tactics (-) (6.3) (6.4) -- Pokemon spends Tutor Points to learn Pack Hunt or Teamwork (C1) - Surprise! (A) (4) (5.3-) -- choose the better of two attacks, if both hit: target is Flinched (p. 247); AP discount when using Cap Cannons (Errata 1, p. 11) (C2) - Don't Look Away (A) (A) (5-) (6.5) -- your Attack of Opportunity causes Hit Points loss and Slowed Condition (p. 248) (C2) - Pack Master (E) (E) (4) (5+) (6.4) -- allies gain bonuses to Accuracy Checks and Damage Rolls Musician (APS 2) -- Skills: Charm, Focus -- Moves: 6 from Normal -- Abilities: 1 -- (2)-(6) (C0) - Musician (N) (N) (2) (3) (4) (5+) (6+) -- use Song, self and allies: bonus to Skills and Save Checks, Damage Reduction, Damage Rolls (C1) - Musical Ability (-) (3) -- Ability: Drown Out, or Soundproof (C1) - Moon Blues (A) (5-) -- Moves (both): Sing, Supersonic (Normal) (C2) - Cacophony (A) (5.3-) -- Moves (both): Screech, Metal Sound (Normal) (C3) - Noise Complaint (E) (5+) (5-) -- Moves (both): Uproar and Hyper Voice (Normal) (C4) - Voice Lessons (-) (1) (6.1) -- Pokemon "Sonic" Moves become Friendly (p. 340); see Contest effect (p. 164) (C4) - Power Chord (M) (4) -- extra damage based on Musician Skills Checks Warper (TI 2) -- Skills: Guile -- Moves: 6 from Psychic -- Abilities: 1 -- (2) (5) (7) (C0) - Warper (N) (Elemental Connection Edge) (1) -- Ability: Probability Control (C1) - Reality Bender (E) (5e) (7) -- influence outcome of binary event, find common item among belongings (C1) - Space Distortion (-) (2) -- Moves (both): Ally Switch, Teleport (Psychic) (C1) - Warping Ground (-) (5.2-) (5.7) -- Moves (both): Gravity, Trick (Psychic) (C2) - Farcast (E) (2) (5+) (6.2) -- extended teleporting functionality (C3) - Strange Energy (-) (3) (5.3-) -- Moves (both): Heal Block, Magic Coat (Psychic) (C3) - Warped Transmission (M) (5.3-) (5.4-) -- foes near teleporting destination: lower Evasion, no Opportunity Attacks --------- Game of Throhs Wind Runner (TI 2) -- Skills: Acrobatics, Perception -- Moves: 6 from Flying -- Abilities: 2 -- (2) (4) (5) (C0) - Wind Runner (N) (N) (Elemental Connection Edge) (2) -- Ability: Levitate (Levitate Movement Speed) (C1) - One With the Winds (A) (2) -- perceive the world through surrounding breeze (C1) - Raging Winds (-) (E) (M) (2) (4) (5) -- Moves (2/ F. rank): Aerial Ace, Air Cutter, Air Slash, Bounce, Brave Bird, Defog, Feather Dance, Gust, Hurricane, Mirror Move, Sky Attack, Tailwind (Flying) (C2) - Flight (A) (2) -- gain Sky Movement (C2) - Gale Speed (M) (1) -- Ability: Celebrate, or Gale Wings ------- TC 2/5 --------- Core book and Errata Backpacker -- see Travel & Investigation 3/5 Oracle -- see Travel & Investigation 3/5 Telepath -- see Travel & Investigation 3/5 ------- TC 1/5 --------- Core book and Errata Capture Specialist -- see Travel & Investigation 4/5 Hobbyist -- see Travel & Investigation 1/5 Researcher -- see Crafting 2/5 Rider -- see Active Pokemon Support 2/5 Survivalist -- see Travel & Investigation 2/5 --------- Game of Throhs Rune Master -- see Travel & Investigation 2/5 --- Active Pokemon Support (APS) ----- General Features ------- Core book and Errata
------- Game of Throhs, Do Porygon Dream of Mareep?
----- Class Features ------- APS 5/5 --------- Core book and Errata Commander (also called Mastermind, probably) -- Skills: Command -- Moves: (Pokemon) -- Abilities: 0 -- (5+) (6) Note: See Cheerleader explanations at page 95. Orders can potentially influence all allies, not only Pokemon.
(C0) - Commander (N) (6) -- gain Feature: Ravager, Marksman, Trickster, Guardian, or Precision Orders (C1) - Leadership (-) (6) -- can apply [Orders] Feature to other Pokemon than yours (C1) - Mobilize (-) (5+) (6.3) -- ally cannot provoke Attacks of Opportunity (C1) - Scheme Twist (M) (5+) -- target additional allies (Pokemon) with [Orders] Feature (C1) - Tip the Scales (E) (5+) -- [Orders] Feature gain area of effect Range (C2) - Battle Conductor (-) (5+) -- target additional allies (Pokemon) with [Orders] Feature (different Frequency than Scheme Twist) (C2) - Complex Orders (2 [Orders] Features) (2) -- can give additional [Order] to each targeted ally Juggler -- Skills: Acrobatics, Guile -- Moves: Pokemon, 1 -- Abilities: 0 -- (1) (6) (C0) - Juggler (N) (N) (Quick Switch Feature) (1) (6) -- lower Quick Switch AP cost, bonus Initiative to Pokemon after Release (C1) - Bounce Shot (-) (7) -- Poke Ball bounces from landing point, 3m in any direction (C1) - Emergency Release (E) (1) (6) -- can Release Pokemon as Interrupt (C1) - Juggling Show (-) (6) -- Contest effect (see p. 101) (C1) - Round Trip (A) (6) -- can switch Pokemon right after it performed a Move (C2) - Tag In (E) (6.2) -- next Released Pokemon has Baton Pass Move (Normal) effect applied (C3) - First Blood (M) (6.2) -- Pokemon can use a Move as Interrupt right upon Release ------- APS 4/5 --------- Core book and Errata Cheerleader (PPS 1) -- Skills: Charm -- Moves: 0 -- Abilities: Pokemon, 1 -- (5+) (6.3) (C0) - Cheerleader (N) (Inspired Training Feature) (5+) (6.3) -- Pokemon pays Tutor Points to gain Ability: Friend Guard (Errata 2, p. 3) [i][color=Royalblue](C1) - Cheers (-) (2-) (5.3+) -- targets are 'Cheered': Combat Stages cannot be lowered; AP cost based on number of targets (Errata 2, p. 3) (C1) - Moment of Action (-) (5.1) (6.1) -- grant temporary Action Points (C2) - Bring It On! (A) (5.2) (5.3) -- bonuses to 'Cheered' allies; one per Scene (Errata 2, p. 3) (C2) - Go, Fight, Win! (E) (5+) -- defensive bonuses or Temporary Hit Points; also: re-roll, Damage Reduction, Stat increase (C2) - Inspirational Support (A) (1) (5+) (6.3) -- enables 'Cheered' when Pokemon with Friend Guard targets ally (Errata 2, p. 3) (C5) - Keep Fighting (M) (5.3) (6.3) -- Pokemon or Trainer is kept from reaching 0 Hit Points and gains Hit Points (Errata 2, p. 3) "Errata 2, p.3" removed Cheer Brigade and Gleeful Interference. Duelist (PPS 1) -- Skills: Focus -- Moves: 0 -- Abilities: Pokemon, 1 -- (6.3) (6.4) (C0) - Duelist (N) (Focused Training Feature) (6.2) -- Tag foe, which allows Pokemon that hit them to gain Momentum (p. 96) (C1) - Expend Momentum (-) (6.2) -- Pokemon regains use of Move (Frequency wise), or can replace d20 roll with 11 (C1) - Effective Methods (-) (6.3) (6.4) -- Pokemon spends Tutor Points to gain Ability: Exploit, or Tolerance (C1) - Seize The Moment (M) (6.1) (6.3) (6.4) -- Pokemon spends Momentum on Interrupt against Tagged foe; higher damage, Pokemon gains Hit Points (C2) - Directed Focus (-) (6.2) -- [Order] Feature on Pokemon with Exploit or Tolerance gains Momentum (C2) - Duelist's Manual (E) (6.3) (6.4) (6.5) -- Momentum based enhancements: Tolerance and Exploit efficiency, target Vulnerable and last in round, Pokemon can ignore some Afflictions (p. 97, 246) to attack Tagged foe (C2) - Type Methodology (A) (6.3) (6.4) -- Pokemon with Exploit or Tolerance can spend Momentum for defensive or offensive advantages (p. 96) Stat Ace (PPS 1) -- Skills: Command, Focus -- Moves: Pokemon, 1 -- Abilities: Pokemon, 1 -- (6.2) (6.3) (6.4) (C0) - Stat Ace (N) (Ace Trainer or Style Expert Class) (6.1) (6.6) -- increase Chosen Stat of Pokemon (mT) (C1) - Stat Link (-) (6.1) -- increase Chosen Stat of Pokemon (by Combat Stages) (C1) - Stat Maneuver (A) (6.2) (6.3) (6.4) -- effect based on chosen Stat (p. 112) (C1) - Stat Training (-) (6.1) (6.2) (6.3) (6.4) -- Pokemon spends Tutor Point on Move, based on Chosen Stat; from: After You, Hidden Power, Rage, Swords Dance (Normal); Agility, Amnesia, Light Screen, Reflect (Psychic); Iron Defense (Steel); Nasty Plot (Dark) (C2) - Stat Mastery (-) (6.2) (6.3) (6.4) -- effect based on chosen Stat (p. 113) (C3) - Stat Stratagem (M) (6.1) (6.3) (6.4) -- Pokemon gains Ability based on chosen Stat; from: Battle Armor, Competitive, Defiant, Filter, Multiscale, Sheer Force, Speed Boost, Tinted Lens, Tolerance, Vanguard (C4) - Stat Embodiment (E) (6.2) (6.3) (6.4) -- effect based on chosen Stat (p. 113) Style Expert (PPS 1) -- Skills: Charm, Command, Guile, Intimidate, Intuition -- Moves: Pokemon, 2 -- Abilities: Pokemon, 1 -- (6) (C0) - Style Expert (-) (Coordinator Class) (6.1) -- bonus to Contest Stat (mT) (C3) - Style Flourish (-) (1) (6) -- re-roll dice (Contest); increase Stat by Stage (Combat) (C4) - Style Entrainment (-) (6.1) (6.3)-(6.5) -- Pokemon gains Ability based on Contest Stat; from: Analytic, Anticipation, Cute Charm, Cute Tears, Defiant, Gentle Vibe, Intimidate, Serene Grace, Sniper, Sturdy Beauty and Cool styles Beauty (C1) - Beautiful Ballet (N) (6.3) (6.5) -- Pokemon can use Move: Captivate (Normal), Mist (Ice); or Lovely Kiss, Mean Look (Normal) (C2) - Enticing Beauty (-) (6.5) -- Pokemon under effect of Alluring Capability; bonus to lure rolls (C2) - Fabulous Max (-) (6.2) (6.4) -- align Move with Contest Type; or increase Move Range (Combat) Cool (C1) - Cool Conduct (N) (6.3) (6.4) (6.6) -- Pokemon can use Moves: Focus Energy, Noble Roar; or Roar, Double Team (Normal) (C2) - Action Hero Stunt (-) (6.2) -- bonus to Skill Check (C2) - Rule of Cool (-) (6.2) (6.4) -- align Move with Contest Type; or increase Crit chance (Combat) Cute, Smart, and Tough styles Cute (C1) - Cute Cuddle (N) (6.2) (6.5) -- Pokemon can use Moves: Charm (Fairy), Block (Normal); or Teeter Dance, Attract (Normal) (C2) - Gleeful Steps (-) (6.2) -- align Move with Contest Type; or allow extra Movement (Combat) (C2) - Let's Be Friends! (-) (6.6) -- Pokemon can perform Charm Check for improving Disposition of Wild Pokemon Smart (C1) - Smart Scheme (N) (6.5) -- Pokemon can use Moves: Fake Tears (Dark), Calm Mind (Psychic); or Taunt, Flatter (Dark) (C2) - Calculated Assault (-) (5.4) (6.4) -- align Move with Contest Type; or increase allies Accuracy (Combat) (C2) - Learn From Your Mistakes (-) (6.1) -- re roll Skill Check with bonus Tough (C1) - Tough Tumble (N) (6.5-) -- Pokemon can use Moves: Scary Face (Normal), Spite (Ghost); or Glare, Bide (Normal) (C2) - Macho Charge (-) (5.2) (6.2) -- align Move with Contest Type; push targets away (Combat) (C2) - Endurance (-) (6.3) -- Pokemon can postpone suffocation, ignore some falling damage or Hit Points loss while Heavily Injured (p. 250) Trickster (PPS 1) -- Skills: Guile -- Moves: 0 -- Abilities: 0 -- (6.1) (6.4) (6.5) (C0) - Trickster (N) (6.1) (6.4) (6.5) -- enables Pokemon Maneuver, always hits (C1) - Bag of Tricks (-) (6.1) (6.3) (6.4) (6.5) -- various effects (p. 109) (C1) - Flourish (-) (6.3) (6.5) -- Pokemon ignores non-Stat Evasion; on Crit: additional harm (p. 108) (C1) - Stacked Deck (A) (5-) -- effect based on Affliction the target already suffers from (p. 108) (C3) - Encore Performance (E) (6.1) (6.2) (6.4) (6.5) -- doubles the effect of a previous action (p. 108) (C4) - Sleight (M) (6.2) (6.4) -- increased efficiency of Pokemon attack ------- APS 3/5 --------- Core book and Errata Channeler (TI 2) -- Skills: Intuition -- Moves: 0 -- Abilities: 0 -- (6.3) (6.4) (C0) - Channeler (Mystic Senses Edge) (6) -- commune with Pokemon (C1) - Shared Senses (-) (2) (6) -- remove channeling distance limit (C1) - Battle Synchronization (-) (6.3) (6.4) -- increases Pokemon Accuracy and Evasion towards target (C1) - Pain Dampening (E) (6.3) -- divide damage received by Pokemon to all channeled (C1) - Power Conduit (A) (6.6) -- trade between Pokemon: Combat Stages, Coat, use of Move by frequency (C1) - Spirit Boost (-) (6.1) (6.3) (6.4) -- boost Pokemon defenses, attack power, or Initiative (C2) - Smoothing Connection (M) (6.3) -- raise Hit Points of channeled Pokemon Coordinator (PPS 2) -- Skills: Charm, Command, Guile, Intimidate, Intuition -- Moves: 0 -- Abilities: 0 -- (6.1) (6.2) (C0) - Coordinator (Grace Edge) (N) (6.2) -- Pokemon can re-roll (C1) - Adaptable Performance (-) (6.2) -- mix the Contest Type and Effect from different Moves (C1) - Decisive Director (-) (6.1) -- add of subtract from Pokemon Initiative (C1) - Nuanced Performance (E) (6.2) -- Move Frequency not expended (C2) - Flexible Preparations (A) (6.1) -- move points from one Contest Stat to another (C2) - Innovation (-) (6.2) (6.6) -- Pokemon spends Tutor Point to learn an innovative Move (p. 84) (C2) - Reliable Performance (M) (6) -- use average values instead of rolls Taskmaster (PPS 2) -- Skills: Intimidate -- Moves: 0 -- Abilities: Pokemon, 1 -- (6.3) (6.4) (C0) - Taskmaster (N) (Brutal Training Edge) (6.3) -- Injure Pokemon, it becomes Hardened, with enhanced defenses (p. 105) (C1) - Pain Resistance (A) (6.3) -- Pokemon gains more Damage Reduction (C1) - Press On! (E) (6.1) (6.3) -- Hardened Pokemon endures below 0 HP, defenses and attack power are increased (C1) - Quick Healing (-) (6.3) -- Pokemon can remove Injuries and gain Hit Points (outside combat) (C1) - Savage Strike (-) (6.4) (6.5) -- Pokemon spends Tutor Points to gain Ability: Cruelty (C1) - Strike of the Whip (Press Feature) (1) (6.3) -- cure Pokemon or give it a free [Order] (p. 105) (C2) - Desperate Strike (E) (6.4) -- improved use of Cruelty for Pokemon (C5) - Deadly Gambit (M) (6.4) (6.6) -- attack on Pokemon is a Crit, and Pokemon replies with Crit ------- APS 2/5 --------- Core book and Errata Medic (TI 3) -- see Travel & Investigation 3/5 Rider (TC 1, PPS 2) -- Skills: Acrobatics, Athletics -- Moves: 0 -- Abilities: Pokemon, 1 -- (2)-(4) (6) (C0) - Rider (N) (Agility Training Feature) (Mounted Prowess Edge) (6.1) -- doubled bonuses from Agility Training (C1) - Ramming Speed (-) (6.4) -- Pokemon spends Tutor Points to learn Ability: Run Up (C1) - Ride as One (-) (2) (6.2) (6.4) -- rider and Mount: improve Speed Evasion, can act in the other's turn (C2) - Cavalier's Reprisal (E) (4) -- can make Struggle Attack against attacker of Mount (C2) - Conqueror's March (A) (6.4) -- Mount Moves gain "Pass" (p. 340) (C2) - Lean In (-) (3) (6.3) -- rider and Mount Resist attack one step further (p. 236) (C3) - Overrun (E) (6.4) (5+) -- Mount damage increased by Speed, target Damage Reduction increased by their Speed Musician -- see Trainer Combat 2/5 Survivalist -- see Travel & Investigation 2/5 Type Ace -- see Passive Pokemon Support 3/5 ------- APS 1/5 --------- Core book and Errata Ace Trainer -- see Passive Pokemon Support 4/5 Chronicler -- see Travel & Investigation 2/5 Dancer -- see Trainer Combat 3/5 Fashionista -- see Crafting 3/5 Hobbyist -- see Travel & Investigation 1/5 Hunter -- see Trainer Combat 3/5 --- Passive Pokemon Support (PPS) ----- General Features ------- Core book and Errata
----- Class Features ------- PPS 5/5 --------- Core book and Errata Enduring Soul -- Skills: Athletics, Focus -- Moves: 0 -- Abilities: Pokemon, 1 -- (6.3) (C0) - Enduring Soul (N) (N) (6.1) -- can increase Pokemon HP at Level Up, ignoring restriction (C1) - Awareness (-) (6.1) (6.3) -- boost to Save Checks for Pokemon with a defensive Ability (C1) - Not Yet! (E) (6.2) -- Fainting Pokemon (p. 248) makes one last Move, gaining Injury (C1) - Staying Power (-) (6.3) -- Pokemon can easier Take a Breather (p. 245) and can avoid Combat Stages reset (C2) - Resilience (E) (6.4) -- avoid getting Affliction and being Critically Hit (C2) - Shrug Off (-) (6.2) (6.3) -- Pokemon can get rid of Injury (C3) - Vim and Vigor (M) (6.3) (6.6) -- Pokemon spends Tutor Points on Ability: Vigor Mentor -- Skills: Charm, Intimidate, Intuition, Pokemon Education -- Moves: Pokemon, out of combat -- Abilities: 0 -- (6) (C0) - Mentor (N) (N) (6) -- Pokemon spends Tutor Point to learn Move on its Lists (C1) - Expand Horizons (-) (6.6) -- give Tutor Points to Pokemon (C1) - Guidance (-) (6.1) -- increase Pokemon base Move List Limit (C1) - Lessons (-) (6) -- different effects based on Tutor Skills (p. 89) (C1) - Move Tutor (E) (6) -- Pokemon spends Tutor Points to learn Move from its Tutor List (C2) - Egg Tutor (-) (6) -- Pokemon spends Tutor Points to learn Move from its Egg List (C2) - Lifelong Learning (M) (6.1) -- extend number of Moves from base List that can come from TM or Tutors ------- PPS 4/5 --------- Core book and Errata Ace Trainer (APS 1) -- Skills: Command -- Moves: Pokemon, 1 -- Abilities: 0 -- (6) (C0) - Ace Trainer (N) (6.1) -- temporary boost trained Pokemon Stat (C1) - Elite Trainer (-) (6) -- gain one of: Agility, Brutal, Focused, or Inspired Training Feature; can apply two to each Pokemon (C1) - Perseverance (-) (6.3) -- Pokemon avoids Injury (p. 250) (C1) - Top Percentage (E) (6.1) (6.6) -- Pokemon gains Tutor Point or Stats boost (C2) - Critical Moment (A) (6) -- bonuses from Pokemon [Training] are tripled (C2) - Signature Technique (E) (6.2) -- Pokemon spends Tutor Points to learn Move from base List; enhanced (p. 75) (C4) - Champ in the Making (M) (6.1) -- temporary boost second trained Pokemon Stat ------- PPS 3/5 --------- Core book and Errata Type Ace (APS 2) -- Skills: vary by Type -- Moves: Pokemon, 4-5 -- Abilities: Pokemon, 1 -- (6) (C0) - Type Ace (N) (N) (6.3) (6.4) (Edge: Elemental Connection) -- Pokemon spends Tutor Points to learn Ability: Last Chance, or Type Strategist - for chosen Type (mT) (C1) - Type Refresh (-) (6.2) -- Pokemon regains use of Move (by Frequency) (C3) - Move Sync (-) (6.6) -- Pokemon spends Tutor Point on Move in base List Bug and Dark Aces Bug Ace (C1) - Insectoid Utility (-) (6.3) (6.4) -- improved Capabilities: Threaded, Wallclimber, Naturewalk; Speed Evasion boost (C2) - Iterative Evolution (-) (A) (6.4) (5.3-) -- improved attacks: Accuracy, Damage, less resistance (p. 236) (C2) - Chitin Shield (-) (E) (6.3) -- attack on Pokemon misses; Pokemon becomes immune to attacker Move (C2) - Disruption Order (-) (M) (5.1-) (5.2-) (5.4-) -- Pokemon attack reduces Accuracy, Slows, and causes Flinched condition (p. 248) Dark Ace (C1) - Clever Ruse (-) (6.1) (6.3) (6.4) -- Pokemon that missed gains Evasion, can bypass Evasion, can easily Disengage (C2) - Sneak Attack (-) (A) (6.4) -- against Afflicted (p. 120) or unaware foes, boost to Accuracy and Damage (C2) - Devious (-) (E) (6.1) -- extra Dark Move after "Social" (manipulative) Move (C2) - Black-Out Strike (-) (M) (5.1-) (5.3-) -- target of Pokemon is Injured and falls Asleep (p. 248); or Faints Dragon, Electric, Fairy, and Fighting Aces Dragon Ace (C1) - Tyrant's Roar (-) (6.5) (5-) -- Slow targets (p. 248) and lower one Stat (C2) - Highlander (-) (A) (6.3) (6.4) -- Damage Reduction and Damage bonus* with Dragon (* against Dragon) (C2) - Unconquerable (-) (E) (6.3) -- cures Pokemon of some Afflictions (C2) - This Will Not Stand (-) (M) (6.2) (6.4) -- boosts some Stats of the Pokemon Electric Ace (C1) - Lockdown (-) (6.5) -- Paralyzed foe becomes Stuck instead (p. 246) (C2) - Overload (-) (A) (5.3-) -- target loses extra Hit Points (C2) - Shocking Speed (-) (E) (6.1) -- Pokemon can use Electric Move with Priority (p. 341) (C2) - Chain Lightning (-) (M) (6.4) -- Pokemon attack repeats starting from last target Fairy Ace (C1) - Fairy Lights (-) (6.2) (6.3) (6.4) -- Pokemon creates Lights for attack or defense (C2) - Arcane Favor (-) (A) (6.1) (5+) -- bonus to Pokemon and all allies rolls (C2) - Fey Trance (-) (E) (6.5) -- Pokemon target becomes infatuated with them (C2) - Fairy Rite (-) (M) (6.5) (6.6) -- transfer Hit Points to adjacent ally Fighting Ace (C1) - Close Quarters Mastery (-) (6.5) -- marked foes of Pokemon provoke Attack of Opportunity even when Disengaging (p. 241) (C2) - Brawler (-) (A) (6.4) -- extends Range of Struggle Attack (C2) - Face Me Whelp (-) (E) (6.5) -- mark foe attack power is lessened when adjacent to Pokemon (C2) - Smashing Punishment (-) (M) (6.4) -- Pokemon Attack of Opportunity hits with Fighting damage and is a Crit Fire, Flying, Ghost, and Grass Aces Fire Ace (C1) - Brightest Flame (-) (6.4) (5.3-) -- on Crit: target is Burned (p. 246); additional damage to Burned foes (C2) - Trail Blazer (-) (A) (6.5e-) -- create Fire Hazards (C2) - Incandescence (-) (E) (6.4) -- increased damage for Fire attacks; Feature now grants Twisted Power Ability (through an Edge...) further increasing the Pokemon's damage (Errata 2, p. 9) (C2) - Fan The Flames (-) (M) (6.4) -- increases Range of Fire attacks Flying Ace (C1) - Celerity (-) (6.1) (6.2-) -- increased Initiative, but Slowed (p. 248) shifting when Disenganging (C2) - Gale Strike (-) (A) (6.4) -- take the better of two Accuracy rolls (C2) - Zephyr Shield (-) (E) (6.2) (6.3) -- increased defenses, quicker Flying Move (C2) - Tornado Charge (-) (M) (6.1) -- additional Actions, possible to shift in between them Ghost Ace (C1) - Ghost Step (-) (6.2) -- teleport across two turns (C2) - Haunting Curse (-) (A) (6.5-) -- some actions (p. 124) give Curse Tokens which can be spent to weaken the target (C2) - Vampirism (-) (E) (6) (6.5-) -- drain Hit Points and Stat (C2) - Boo! (-) (M) (6.4) -- some actions (p. 124) enable an attack that cannot be Intercepted or avoided (p. 242) Grass Ace (C1) - Foiling Foliage (-) (6.2) -- increase Moves capacity (out of combat) (C2) - Sunlight Within (-) (A) (6.2) (6.6) -- can activate effects as if in Sunny Weather (p. 342) (C2) - Enduring Bloom (-) (E) (6) -- extra Hit Points and a Combat Stage to invest at choice (C2) - Cross-Pollinate (-) (M) (6.2) -- enables additional Move Ground, Ice, Normal, and Poison Aces Ground Ace (C1) - Mold the Earth (-) (6.5e-) -- can use Groundshaper Capability with Hazards; area of effect for Grass Moves (C2) - Desert Heart (-) (A) (6.2) (6.4) -- can activate effects as if in Sandstorm (p. 342) (C2) - Earthroil (-) (E) (6.2) -- increased Range of Ground Move, penalty to targets attack (C2) - Upheaval (-) (M) (6.4) -- Trip with bonus foe on Grounshaper changed square Ice Ace (C1) - Glacial Ice (-) (6.3) (6.6) -- Damage Reduction against dangerous Types (p. 125) (C2) - Polar Vortex (-) (A) (6.3) (6.6) -- can activate effects as if in Hail Weather (p. 342) (C2) - Arctic Zeal (-) (E) (6.3) (6.5) -- can use the Move: Mist (Ice) with extra effect - strengthen defenses, weaken adverse attack (C2) - Deep Cold (-) (M) (6.5-) -- target Frozen, with lowered Attacks and Speed Normal Ace (C1) - Extra Ordinary (-) (6.3) (6.4) -- Pokemon Ability: Last Chance, or Normal Strategist (C2) - Plainly Perfect (-) (A) (6.4) -- replace Normal Move roll with dice maximum (C2) - New Normal (-) (E) (6.4) -- uses highest damage base possible for the Move (C2) - Simple Improvements (-) (M) (6.2) (6.3) -- improved rolls, Hit Points gain Poison Ace (C1) - Potent Venom (-) (6.5) -- Poisoned (p. 246) foe loses Combat Stages in your Stat of choice; and more Hit Points (C2) - Debilitate (-) (A) (6.5) -- Poison Type attacks reduce foe Accuracy (C2) - Miasma (-) (E) (6.4) (6.5e) (5.3-) (5.4-) -- use Move Smokescreen (Normal) or Poison Gas (Poison) (C2) - Corrosive Blight (-) (M) (6.5-) -- Pokemon target against Blight Condition: lose Hit Points when hit Psychic, Rock, Steel, and Water Aces Psychic Ace (C1) - Psionic Sponge (-) (6.2) -- gain Psychic Move of ally until end of turn (C2) - Mindbreak (-) (A) (6.4) -- increases Range and damage of Psychic attacks against Afflicted target (p. 127) (C2) - Psychic Resonance (-) (E) (6.5-) -- can use Move: Encore (Normal) (C2) - Force of Will (-) (M) (6.2) -- immediately use another Psychic Move Rock Ace (C1) - Gravel Before Me (-) (6.5e) -- create Stealth Rock Hazard (p. 477) (C2) - Bigger and Boulder (-) (A) (6.5e) (6.5-) -- push back targets, make them Vulnerable (p. 248); create Stealth Rock Hazard (p. 477) (C2) - Tough as Schist (-) (E) (6.3) (6.6) -- gain Damage Reduction from Stealth Rock Hazards (C2) - Gneiss Aim (-) (M) (6.4) -- the Rock Move that misses, hits anyway (p. 341, Smite) Steel Ace (C1) - Polished Shine (-) (6.2) -- increases Range of Steel Moves (C2) - Iron Grit (-) (A) (6.3) -- increased Defense, Combat Stages cannot decreased (C2) - Assault Armor (-) (E) (6.4) -- can use Defense for the Damage Roll (C2) - True Steel (-) (M) (6.3) -- Pokemon gains Damage Reduction against attack; attack treated as of Steel Water Ace (C1) - Flood! (-) (6.4) -- increase Range of Water Move (C2) - Fishbowl Technique (-) (A) (6.2) (6.3) -- use effects as in Rainy Weather (p. 342) (C2) - Fountain of Life (-) (E) (6.3) (6.4-) -- reduced damage, increase Hit Points (C2) - Aqua Vortex (-) (M) (6.5) -- all targets are put in Vortex (p. 341), where their capacity to damage is lowered ------- PPS 2/5 --------- Core book and Errata Chronicler -- see Travel & Investigation 3/5 Coordinator -- see Active Pokemon Support 3/5 Rider -- see Active Pokemon Support 2/5 Taskmaster -- see Active Pokemon Support 3/5 ------- PPS 1/5 --------- Core book and Errata Athlete -- see Trainer Combat 4/5 Cheerleader -- see Active Pokemon Support 4/5 Dancer -- see Trainer Combat 3/5 Duelist -- see Active Pokemon Support 4/5 Fashionista -- see Crafting 3/5 Hobbyist -- see Travel & Investigation 1/5 Hunter -- see Trainer Combat 3/5 Researcher -- see Crafting 2/5 Stat Ace -- see Active Pokemon Support 4/5 Style Expert -- see Active Pokemon Support 4/5 Trickster -- see Active Pokemon Support 4/5 --------- Game of Throhs Rune Master -- see Travel & Investigation 2/5 --- Travel & Investigation (TI) ----- General Features ------- Core book and Errata 2 (p. 7)
"Errata 2" (p. 9) introduces limitations to the kind of Moves a Pokemon can learn with the Tutoring feature (also applied to Inheritance Moves; see Pokedex, p. 10). ----- Class Features ------- TI 5/5 ------- TI 4/5 --------- Core book and Errata Capture Specialist (TC 1) -- Skills: Acrobatics, Athletics, Guile, Perception, Stealth, Survival -- Moves: 0 -- Abilities: 0 -- (6) (C0) - Capture Specialist (N) (N) (1)-(7) -- gain two Capture Techniques (p. 79) (C1) - Advanced Capture Specialist (-) (A) (A) (6) -- gain two Capture Techniques (p. 79) (C1) - Advanced Capture Specialist (-) (E) (E) (6) -- gain two Capture Techniques (p. 79) (C1) - Advanced Capture Specialist (-) (E) (E) (E) (6) -- gain two Capture Techniques (p. 79) (C2) - Captured Momentum (A) (1) (6) (6.4) -- increased Accuracy for captured Pokemon, greater chance to capture next, extra Action Point for the round (C4) - Gotta Catch 'Em All (A) (6) -- improve rolls for capture attempts (Errata 2, p. 8) Tools of the Trade Technique gives Accuracy bonus to Cap Cannons (Errata 1, p. 11). ------- TI 3/5 --------- Core book and Errata Backpacker (TC 2) (Errata 1, p.3 - 4) -- Skills: Survival -- Moves: 2 from Dark, Normal -- Abilities: 1 -- (1)-(3) (C0) - Backpacker (Traveler Edge) (2) -- gain Edge: Skill Enhancement and for both Skills chosen gain, additionally, Edge: Skill Stunt (C1) - Equipment Savant (E) (1) -- easier equip Item or piece of Equipment; cannot use equipped Weapon to attack (C1) - Hero's Journey (-) (A) (E) (E) (1) (2) (3) -- Ability: Frisk, and other choices (see the Errata) (C1) - Item Mastery (-) (1)-(4) (7) -- Moves: Fling, Recycle Medic (APS 2) (Errata 2, p. 5 - 7) -- Skills: Medicine Ed. -- Moves: 0 -- Abilities: 0 -- (5.3) (C0) - Medic (N) (2) -- Trainer always has a First Aid Manual and a Combat Medic's Primer, and is more efficient with them (C1) - Front Line Healer (-) (5.3) -- Restoratives also give Damage Reduction (C1) - I'm a Doctor (-) (A) (5.3) -- gain Features (Nurse, First Aid Exercise) and Edges (Field Clinic, Medic Training) in 2 F. ranks (C1) - Medical Techniques (A) (5.3) -- Restoratives give (more) Hit Points (C2) - Proper Care (E) (Field Clinic Edge) (5.3) -- additional bonuses to Field Clinic use (see Errata) (C2) - Stay With Us! (M) (5.3) -- Shift to hit ally and apply healing Item, the effects of which are taken into account before the adverse ones Oracle (TC 2) -- Skills: Perception -- Moves: 0 -- Abilities: 2 -- (2) (3) (7) (C0) - Oracle (N) (7) -- Ability: Pickup (C1) - Divination (-) (2) -- have prophetic dream, or have vision about the target (C1) - Mark of Vision (-) (2) -- see through the eyes of a willing Trainer (C1) - Unveiled Sight (-) (2) -- see through Illusions (C2) - Prescience (M) (3) -- attack misses the user (C2) - Small Prophecies (A) (2) (5.2) -- re-roll, user or ally (C3) - Two-Second Preview (3) -- Ability: Instinct Telepath (TC 2) -- Skills: Focus, Intuition -- Moves: 4 from Normal, Psychic -- Abilities: 1; Pokemon, 1 -- (2) (5) (C0) - Telepath (N) (Elemental Connection and Iron Mind Edges) (2) -- temporary Capability: Telepathy (p. 308) (C1) - Honed Mind (-) (3) (4) -- Moves (both): Mind Reader (Normal), Calm Mind (Psychic) (C1) - Mental Assault (E) (5.1-) (5.3) -- Moves (both): Extrasensory, Psyshock (Psychic) (C1) - Telepathic Awareness (-) (1) (3)-(5) -- Ability: Gentle Vibe, or Telepathy (C2) - Suggestion (M) (5-) (6.6) -- plant thought in target mind (C2) - Thought Detection (-) (2) -- user becomes aware of the number of beings around them (C2) - Telepathic Warning (E) (5+) -- allies can shift to avoid attacks ------- TI 2/5 --------- Core book and Errata Channeler -- see Active Pokemon Support 3/5 Chronicler (APS 1, PPS 2) -- Skills: Perception -- Moves: Pokemon, 2 -- Abilities: 1; Pokemon, 2 -- (3) (5) (6) (C0) - Chronicler (N) (3) (4) (5) (6.3) -- place Record of Target in an Archive: bonus to Social Skills, Perception Checks, or Evasion; Ability: Keen Eye, or Perception (C1) - Archival Training (-) (1) (3) (5) (6.3) -- gain another Archive (of the three; p. 134) (C1) - Archive Tutor (E) (6.6) -- Pokemon spends Tutor Points to learn a Move from their Lists (C1) - Targeted Profiling (E) (6.4) -- Pokemon has Mold Breaker Ability effect and bonus to Accuracy against Recorded foes (C1) - Observation Party (A) (6.2) (6.3) (6.4) -- Pokemon bonus to Perception, and Ability: Keen Eye, or Perception (C4) - Cinematic Analysis (M) (2) (5+) (6.2) (6.6) -- different effects depending on Archive: user, ally, Pokemon (p. 135) Survivalist (TC 1, APS 2) -- Skills: Survival -- Moves: 1 from Dark, Ghost, Grass, Ground, Ice, Rock, Water; Pokemon too -- Abilities: 0 -- (2) (3) (5-) (6) (C0) - Survivalist (N) (2) -- gain Capability: Naturewalk and bonus to Skill Checks (p. 149) in terrain where three nights were spent (C1) - Natural Fighter (-) (5-) -- user and Pokemon can apply Move based on terrain (p. 149); possibly replaced by: allows Move Spikes instead of Fling when in Urban Terrain (Errata 1, p. 11) (C1) - Trapper (A) (5e-) (5-) -- set trap Hazard: Slow triggering foes; additional effect depending on terrain (p. 248) (C1) - Wilderness Guide (E) (5+) (6.2) (6.3) -- bonus to allies depending on terrain (p. 150) (C2) - Terrain Talent (-) (2) (3) -- gain Talents based on terrain (p. 151) (C4) - Terrain Talent (-) (2) (3) -- gain Talents based on terrain (p. 151) (C4) - Adaptive Geography (-) (2) (6.2) -- can act as in a different terrain (p. 150); Pokemon too Warper -- see Trainer Combat 3/5 --------- Game of Throhs Rune Master (TC 1, PPS 2) -- Skills: Occult Education -- Moves: 1 of Normal -- Abilities: 0 -- (2) (4)-(6) (C0) - Rune Master (N) (6) (7) -- gain Capability: Gather Unown (p. 304); Unown have Capability: Letter Press (C1) - Glyph (-) (2) (5) -- use Unown as Glyph (p. 51) (C1) - Hidden Power (-) (4) -- Move: Hidden Power (Normal); can be Physical or Special (C2) - Alarm Runes (-) (2) (5e) -- set Glyph Trigger, it will make it emit loud sound (C2) - Rewrite (-) (2) (6.2) (6.6) -- change Unown Letter; user or Pokemon with of Hidden Power can re-roll its Type (C2) - Sentry Runes (E) (4) (5) -- use Glyph as Unown with characteristics decided by the user, able to fight on their own (C2) - Words of Power (A) (4) -- Unown always have STAB on Hidden Power; change Range and Area of Effect of Hidden Power (C3) - Explosive Runes (A) (4) -- use Hidden Power to originate the attack from a Glyph Wind Runner -- see Trainer Combat 3/5 ------- TI 1/5 --------- Core book and Errata Aura Guardian -- see Trainer Combat 4/5 Hobbyist (TC 1, APS 1, PPS 1, Cr 1) -- Skills: General Education, Perception -- Moves: 0 (possible) -- Abilities: 0 (possible) -- (2) (C0) - Hobbyist (N) (N) (2) -- effects that grant a General Feature can also grant a Hobbyist Feature (C1) - Dilettante (-) (2) -- each rank, gain an Edge and a General Feature from list (p. 86); replace Skills needed with Hobbyist Skills (C1) - Dabbler (E) (2) -- if choosing Stats at Level Milestones, also choose and Edge; if choosing an Edge or Feature, also increase an Attack Stat (C1) - Look and Learn (E) (2) -- learn (meaning: replace with) two Features from the provided lists (p. 86) Can only take Edges that Rank Up a Skill (Errata 1, p. 11). Researcher -- see Crafting 2/5 Telekinetic -- see Trainer Combat 4/5 --------- Game of Throhs Apparition -- see Trainer Combat 4/5 Frost Touched -- see Trainer Combat 4/5 Maelstrom -- see Trainer Combat 4/5 Prism -- see Trainer Combat 4/5 Shade Caller -- see Trainer Combat 4/5 Spark Master -- see Trainer Combat 4/5 Swarmlord -- see Trainer Combat 4/5 --- Crafting (Cr) ----- General Features ------- Core book and Errata
------- Game of Throhs
----- Class Features ------- Cr 5/5 --------- Core book and Errata Chef -- Skills: Intuition -- Moves: 0 -- Abilities: Pokemon, 1 -- (6) (7) (C0) - Chef (N) (Basic Cooking Edge) (7) -- use Recipe (p. 132) to craft food (C1) - Accentuated Taste (A) (6.1) (6.2) (6.3) (6.4) -- different boosts from trading in Digestion Buff (p. 131); bonus only gained once per item (Errata 1, p. 11) (C1) - Culinary Appreciation (-) (6.6) -- Pokemon spends Tutor Points to learn Ability: Gluttony (C1) - Dietitian (E) (6.6) -- increase the number of Vitamins (p. 299) the Pokemon can benefit from (C1) - Hits the Spot (-) (6.3) -- user or Pokemon trade in Digestion Buff (p. 278) for Temporary Hit Points (C2) - Complex Aftertaste (-) (6.1) -- user or ally gains Digestion Buff (C4) - Dumplings (M) (7) -- mix Leftovers (p. 279), Preserves (p. 132), and-or a Snack into a different Snack (p. 132, 279); cannot remix Dumplings (Errata 1, p. 11) ------- Cr 4/5 ------- Cr 3/5 --------- Core book and Errata Fashionista (APS 1, PPS 1) -- Skills: Charm, Command, Guile, Intimidate, Intuition -- Moves: Pokemon, 1 -- Abilities: 0 -- (5+) (6) (7) (C0) - Fashionista (N) (N) (7) -- craft Recipe (p. 138) (C1) - Dashing Makeover (-) (5+) (6) -- Trainer or Pokemon gains effects of Item (C1) - Parfumier (E) (6.3) (6.5-) -- temporary use of Move: Sweet Scent (Normal) or Aromatic Mist (Fairy) for Pokemon (C1) - Style is Eternal (-) (5+) (6.7) -- Pokemon cannot be disarmed (C1) - Versatile Wardrobe (A) (A) (6.2) (6.7) -- Pokemon spends 2 Tutor Points to have storage for Held Items; can swap after (C2) - Accessorize (A) (7) -- wear and benefit from two Accessories at once (C2) - Dress to Impress (E) (E) (6.2) (6.7) -- Pokemon gains all effects from Versatile Wardrobe for one round ------- Cr 2/5 --------- Core book and Errata Researcher (TC 1, PPS 1, TI 1) -- Skills: Education Skills, Survival -- Moves: 1-3 from Normal, Grass, Poison; Pokemon, 1 -- Abilities: 1-2 -- (1)-(7) (C0) - Researcher (N) -- choose two Researcher Fields of Study, gain one Feature from them (mT) Apothecary, Artificer, and Botany fields (Core) Apothecary -- Skill: Medicine Ed. (C0) - Apothecary (N) (7) -- use an Apothecary Recipe (p. 141) (C0) - Patch Cure (A) (7) -- distill Restorative Item to get 3 Restorative Patches with same effect (C0) - Medicinal Blend (M) (7) -- fuse Restoratives or Patches into a new Item (C1) - Affliction Techniques (E) (5+) (6.3) -- boost to Stats of target cured with Restorative Item (Errata 2, p. 7) "Errata 2" (p. 7) removed Medical Techniques. Artificer -- Skill: Occult Ed. (C0) - Crystal Artificer (N) (Gem Lore Edge) (7) -- use a Crystal Artificier Recipe (p. 142) (C0) - Crystal Resonance (A) (Skill Stunt Edge - Dowsing context) (7) -- roll additional dice when Dowsing for Shards (C0) - Rainbow Light (E) (2) -- create Rainbow (p. 142, 341) (C0) - Fistful of Force (M) (4) -- destroy Shard to use the Move: Judgment (Normal) with increased damage Botany -- Skill: General Ed. / Survival (C0) - Top Tier Berries (-) (Green Thumb Edge) (7) -- can grow additional Berries and Herbs (p. 143) (C0) - Seed Bag (A) (Green Thumb Edge) (5.1-) (5.3-) (7) -- temporary use of Move: Poison Powder (Poison), Sleep Powder, or Stun Spore (Grass) from Grass-Type Pokemon (C1) - Herb Lore (-) (7) -- may create Energy Powder, Heal Powder, or Poultice Chemistry, Climatology (Core), Gadgeteer (Errata 1), and General fields (Core) Chemistry-- Skill: Technology Ed. (C0) - Chemist (-) (Repel Crafter Edge) (7) -- can use Chemistry Recipe (p. 144) (C1) - Chemical Warfare (A) (4) -- Pester Ball has Area of Effect (p. 302) (C1) - Caustic Chemistry (E) (5.3-) -- Pokemon hit with Pester Ball loses Hit Points (C1) - Playing God (E) (6) (7) -- create artificial Egg of Pokemon (p. 144 for options); choose enhancements for Pokemon (Stats, Moves) Climatology -- Skill: Survival (C0) - Climatology (N) (3) -- Ability: Overcoat (C1) - Climate Control (-) (2) -- keep two Weather Effects acting simultaneously (C1) - Weather Systems (E) (5e) (5.3-) (6) -- Pokemon spends Tutor Points to learn Move: Hail (Ice), Rain Dance (Water), Sandstorm (Rock), or Sunny Day (Fire) (Weather changing Moves) (C2) - Extreme Weather (M) (2-) (3-) (4-) (5-) (6-) -- additional Weather effects (p. 145) Gadgeteer (Errata 1, p. 5 - 6) -- Skill: Technology Ed. (C0) - Improvised Gadgets (N) (4) (7) -- create Item with Capability a friendly Pokemon has (Magnetic, Threaded, or Zapper); extra damage possible with Zapper (C1) - I Meant to Do That (A) (1) (5-) -- destroy Gadget for negative effects applied on foes (C1) - Capsule Science (E) (4) (5) (7) -- can craft Cap Cannon, Cap Ammo, and Wonder Launcher (C2) - Enhanced Capsules (M) (4) (5) -- create Item with Capability a friendly Pokemon has (Glow, Magnetic, Threaded, or Zapper); various effects (see Errata) General -- Skill: General Ed. (C0) - Breadth of Knowledge (N) (2) -- gain three Skill Edges, used to gain a Skill Edge with an Education Skill or with that as prerequisite (C1) - Bookworm (-) (2) -- can replace Action Points with Study Points to benefit from Books (Errata 1, p. 7) (C1) - Echoes of the Future (M) (2) (6.2) -- re-roll and keep the best result (C1) - Well Read (E) (2) -- with Skill required by Book at Novice or more, can replace higher Rank with that of General Ed. (Errata 1, p. 7) Occultism, Paleontology, and Caretaking fields (Core) Occultism -- Skill: Occult Ed. (C0) - Witch Hunter (N) (2) -- gain Feature: Psionic Sight (C1) - Mental Resistance (-) (3) -- gain Capability: Mindlock and 10 Damage Reduction against Special Psychic, Ghost, and Dark (C2) - Immutable Mind (E) (3) -- indirect influence part of Psychic, Ghost, or Dark attack fails (C1) - Psionic Analysis (M) (2) -- determine information about Trainer or Pokemon that left Psychic Residue somewhere Paleontology -- Skill: Pokemon Ed. (C0) - Fossil Restoration (N) (Paleontologist) (6.6) -- Fossil based newborn has an extra Ability for fewer Tutor Points (C1) - Ancient Heritage (-) (6.1) (6.3) (6.4) -- Fossil based Pokemon trades Tutor Points for Move: Ancient Power (Normal) (p. 146, 426) (C1) - Prehistoric Bond (E) (6.3) (6.4) -- beside revived Pokemon, make item from Fossil remnants; various bonuses (p. 146) (C2) - Genetic Memory (E) (6.6) -- Fossil Pokemon spends Tutor Points to learn Move from lists Pokemon Caretaking -- Skill: Pokemon Ed. (C0) - Pusher (N) (6.6) -- Pokemon gains Edges (p. 147) (C1) - This One’s Special, I Know It (-) (6.6) -- Pokemon is born with special qualities determined by the GM (C1) - Skill Trainer (-) (6.1) -- Pokemon Skill becomes Pushed - having bonus to Checks (C1) - Re-Balancing (M) (6.1) -- Pokemon trades Tutor Points for Stats increase --------- Do Porygon Dream of Mareep? Researcher (TC 1, PPS 1, TI 1) -- Skills: Education Skills, Survival -- Moves: 1-3 from Normal, Grass, Poison; Pokemon, 1 -- Abilities: 1-2 -- (1)-(7) Note: This is the same Researcher Class as in the Core book. I only repeated the Class entry Feature here for easier correspondence with the fields information.
(C0) - Researcher (N) -- choose two Researcher Fields of Study, gain one Feature from them (mT) Engineer, Jailbreaker, and Upgrader fields Engineer -- Skill: Technology Ed. (C0) - Engineer (-) (Pokebot Training Edge) (6.6) (7) -- can use Engineer Recipe (p. 80) (C1) - Robofighter (A) (2) -- can command Pokebot instead of Pokemon (C1) - Overclock (E) (6.3) -- Pokebot is cured of Persistent Afflictions, resets negative Combat Stages, gains HP, deals and takes additional damage based on Engineer Technology Education Rank (C1) - Experimental AI (M) (6) (6.6) -- increase complexity of Pokebots the Engineer can create and control (p. 81) Jailbreaker -- Skill: Technology Ed. (C0) - Jailbreaker (-) (7) -- can craft any Poke Ball Case (p. 82) (C1) - Poke Ball Mods (-) (7) -- can craft any Poke Ball Modification (p. 83) (C1) - Case Specialist (A) (5-) (7.2) -- hit Pokemon with Poke Ball and Case: additional effects (p. 82) (C1) - Fusion Cases (M) (7) -- combine two Poke Ball Cases into one Item Upgrader -- Skill: Medicine Ed., Technology Ed. (C0) - Upgrader (N) (N) (5+) (6.6) (7) -- use Augmentation Recipe (p. 84) (C1) - Emergency Reactivation (A) (2) (6.2) -- upon Augmentation Shock: only the Pokemon suffers it (C1) - Efficient Installation (E) (2) (6.2) -- both user and Pokemon: boost to Augmentation Capacity; Shock is less likely to occur (C1) - Experimental Designs (M) (3) (5+) (6.2) (6.6) (7) -- upgrade Augmentation with effect of choice (p. 84) ------- Cr 1/5 --------- Core book and Errata Hobbyist -- see Travel & Investigation 1 Ninja -- see Trainer Combat 3 NPC Design These are mainly data management ideas, which - naturally - would be of primary interest to GMs. But character Design can also be a way for players to get better acquainted with the system. Design Order (a) The starting point is the Trainer's Level. (b) Based on it, one can determine how many Edges and Features the Trainer has access to, how many Skills can be raised to what Ranks, and the potential progress into Classes. (c) Once the number of Classes is determined, one moves to choosing those Classes - which can also be done randomly. An important option here is to restrict the choice by grouping the Classes - so that only one Class from a group is taken. (d) Once the Classes are known, one looks at their prerequisites and begins building the NPC from them, Level by Level. The general order that readily suggests itself for quickest access to Class top is: (1) allocating Edges for raising the main and secondary Skills of the first Class, (2) allocating Features for implementing the first Class, (3) repeating the process for other Classes, and (4) ending with the few General Features imposed and the Edges that best complement the Class functions; some of these Edges may also be used to raise certain Skills above the Classes' required Ranks. (5) Stats would be distributed depending on how exposed the Trainer becomes during fights: A greater emphasis on HP, Defense, and Special Defense would be needed for Trainers that get in the way of fighting characters. When Features, Edges, and Moves increase the defenses - the two dedicated stats can be increased less. Then, investment in Attack or Special Attack depends on the damage "Class" of the available Moves: when "Special" Moves are not significant, Attack would be prefered - also considering Struggle Attacks. Access to Information Dealing with multiple sources of information at one time is unavoidable, not only because of the different reference materials available - but also because it is easier to go to a separate file for a sub-chapter of interest, like Moves for example. Such excerpts that I often refer to during NPC design exercises are: Abilities, Capabilities, Classes, Edges, General Features, Moves, and Skills. However, for NPC Design some information can be conveniently grouped into a spreadsheet file. The possibility to zoom out for a bird's eye view, to keep automatic account of the number of Edges invested in (for one thing), to pick values from a large table into a predetermined space (like the Edges and Features possible at a certain Level), and to keep everything ordered on rows and columns - all these greatly reduce the load on your mind. It is also worth mentioning that color is easily applicable to text in spreadsheets, and it can help us identify quicker what category an element belongs to - like the Features, Moves, and Abilities of a Class, or the nature of an Edge or General Feature (e.g. attack, defense, opportunities, Pokemon related). Working with Tables In my arrangement of spreadsheet panes, one is dedicated to point 'b' above (I), one to point 'c' (II), one to the prerequisites of each Class (III), a group of panes to Edges (IV), another group of panes to General Features (V), one pane lists the Skills - by Body, Mind, and Spirit category (VI), and one pane is taken by each NPC case (VII). - I In (I), I have a table with the information for all 50 Levels, a smaller table where I collect the information for the desired Level, and another area for different rules which have to be taken into account at character design. The big table includes information about: the total number of Edges, what Ranks can Skills be raised at; the number of Features that have to be General - and the number of Features that can belong to Classes; and the default distribution of available Features to each Class - which I take to be by completing one Class before moving to the next. The reminders which accompany the data are: at what Levels can Skills be raised to a certain Rank, that at Level 1 Skills cannot be raised with Edges from the Pathetic Rank, at what Levels are General Features imposed (though a more liberal approach could be adopted in their case), at what Levels the number of C/G Features and Skills possibly raised to Mastery allow reaching the top of a Class (13, 21,35, 49), that some Class Features have Edges or other Features as requirements, and that one of the four [Training] Features must be taken at level 1 - without having to meet the prerequisites. - II About (II) I cannot say much without limiting the reader's freedom of choice. There are different ways in which the Classes can be grouped, some of which are also suggested in the Core book. It also possible to differentiate between Gym Leaders and independent Trainers, the former being more tied to one place and its particularities (like Elemental Types), as well as to idea of challenge by combat. I simply group the elemental Classes of GoT separately - giving them a special, mystical place in the world, the psychic and other supernatural Classes in their own category, while the rest I divide based on their approach to combat: more tactical or more direct. The later category, in the case of Gym-independent NPCs also includes Classes related to Pokemon Training, Contests, travel, and anything else not related to combat. - IV and V Each group contains panes ordered according to the Five Roles Classification (the Rank increasing and Skill Boosts granting Features having a separate pane). The contents are those of the Edges and General Features sections found in this Part, under "The Options". Each group begins with a centralizing pane, where Edges - and General Features, respectively - are described only by the Skill Rank requirement and a sub-category, beside the Role. The sub-categories are: Skill Ranks, rolls, general (used only for the Instinctive Aptitude Edge), items; physical; intellectual, informative, Pokemon (related); opportunities; attack; weaken; defend and heal. (The punctuation indicates same or different color used for names of sub-categories and Edges or Features.) - VII This pane has a copy of the smaller table from (I), to which I added the rules for Ranks and General Features, and the Classes determined in (II). The area next to it groups the Skills - and I keep track there of their starting, current, and target Rank. And next to that I found room for different observations - about the combat style, about Skill requirements, about what I choose to emphasize through Edges and General Features (and other things). Below all these is a wide area which describes the choices made at each Level: Edges, General Features, and Class Features. Accompanying them are columns for Moves, Abilities, and Capabilities gained from Features. Under Edges, the names of those that raise Skill Ranks (like Adept Skills: Skill Name) are followed by the resulting Rank's letter (like A) between parentheses; this helps keeping track of the Ranks. It is also useful to specify the Ranks of Skills required by Class Features. For Moves, the frequency can be mentioned - as it is of interest in relation to some Features. I use color to distinguish one Class from another (Class name, Features, Moves and Abilities). In the Edges and General Features columns, the color code from panes (IV) and (V) is used. Once the tables are properly set up, it can take a beginner a little over one hour to put together a build with two Classes, and up to two hours for one with three Classes. Naturally, more time would be needed for associated Pokemon and combat strategy - especially when designing Gym Leaders in parallel with the space for the challenge. Theme, looks, and personality also require design time. Though bordering on the obvious and boring, these ideas and the tools that implement them are meant to help GMs keep things under control - both in the incipient stage of a game, and in the thick of the story, especially if much of the design is postponed. Everyone has their own methods, and what I described here can be another reference to compare against. updates This is a part of the series' second version. Corrections and Improvements: (first update)- corrected misinterpretation of Bonus as Rank increase in the descriptions of Categoric Inclination and Skill Enhancement, under "Edges", "any Role", "Core book"; - corrected in-table display of Edges information, under "Trainer Combat", "Core book"; - same for a few General Features, under "Trainter Combat", "Active Pokemon Support", and "Travel and Investigation"; - mentioned the Elemental Connection requirement for the Type Ace Class entry Feature; - (second update)- added NPC Design section; - added: "without having to meet the prerequisites", under "NPC Design", "Working with Tables", "I"; - added short paragraph about Stats, under "NPC Design", "Design Order"; -
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Selected Threads from General Discussion, the Organized Index for Gaming Advice, or that for Questions and Site Discussions. Last edited by writelite; Jul 24th, 2023 at 09:50 AM. Reason: NPC Design section |
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Beyond the Introduction - Character Definition Details, Part 7
Part 7: Pokemon Builds
Potential & Options At pages 198 - 201 are given the rules for setting up a Pokemon's build at starting Level. At pages 200, and 202 - 203 are given the rules for Leveling Up. At pages 204 - 205 are described the Poke Edges. Also see "DPDoM" (p. 76), and the changes mentioned in "Errata 2" (p. 9). At page 10 of the Pokedex are given some additional explanations about Moves. Please note that "SuMo References.pdf", from the Generation 7 pack, brings changes to the Fletchling evolutionary line (p. 6). - Generalities Unlike Trainers, Pokemon have direct access to Moves and Abilities as they Level Up; without a need for Edges or Features. But there are Poke Edges which improve the Pokemon in other ways. There are Lists with Abilities and Moves each species can learn, while the Poke Edges are the same for everyone. At Level 1, each Pokemon has one Ability. They gain a second one at level 20, and a third one at 40. The number of options in each List is very limited, but other Abilities can be imparted to them by Trainers, or gained through Poke Edges. And there is no limit to the number of Abilities they can learn. ("Errata 2", p. 9, replaces the Twisted Power Ability with others - a different one for each species.) The number of Moves they can learn is, however, limited to 6 (p. 200), and there are other limitations too (some of which are described below). The rules force us to plan ahead and restrict each Pokemon's options - until they Level Up enough to learn the desired Moves. By having many Pokemon and switching them as appropriate, the players can potential compensate for the downside. The 6-Move rule could be relaxed by allowing one Move to be forgotten - so that another is learned: either because the new Move is a superior version of the first - more suitable for the Pokemon's higher Level, or because the change can be explained through changes in personality, maybe. Another approach to the 6-Move rule is to make it, instead, about how many Moves can be used in between Extended Rests. For each species, there are four Lists with Moves to learn from (though all evolutionary stages of a species share one Egg List). The Moves in the Level Up List can be learned when the specified Level is reached. The Moves indicated in the TM/HM List can only be learned when the Pokemon reaches certain Levels - higher than those written for each Move (20 and every 10th Level after). The same Level thresholds exists for Egg Moves. Tutor Moves are independent of Level. As a Pokemon advances in Level, the number of Move options available to them becomes wider and wider. That is also because they gain additional Tutor Points - a cost of which is required for Moves from the TM/HM (second condition, here) and Tutor Lists. Poke Edge learning also has a Tutor Points cost. The amount required is two Points or, for some Edges, just one. And a Pokemon gains a new Tutor Point every five Levels, while starting with only one Point (at Level 1). Tutor Moves can only be learned through applied Trainer Features - add the end of a Training session. "Errata 2" introduces restrictions to this type of Moves, as well as to Egg Moves (Errata 2, p. 9; Pokedex, p. 10). Otherwise, Training is a way to gain temporary boosts to the Stats and Experience - which is needed to advance in Level. The other source of Experience, as for Trainers, is combat. Pokemon can reach double the Trainer's maximum Level, but the amount of XP they need from one Level to another increases as they advance. Besides the Ability and Moves options, new Levels bring more Stat Points to invest - one at each Level. The investment must follow a special rule for Pokemon: the resulting Stats must remain in the relative order from Level 1 (as found in the Pokedex). The Skills don't change with Leveling Up. But many species can Evolve to a higher Evolutionary Stage, which has some Skills at higher Ranks than the previous Stage. The available Moves and Abilities may change too. And the Stats are higher - because of higher new Base values. - Poke Edges The Edges are grouped as in the Core book and DPDoM. A different format than that from the previous Part was used. Poke Edges don't depend on Skill Ranks - but on Level, Capabilities (Cap. req.), and sometimes Abilities they must have (Other). Then, there is a cost of Tutor Points (TP) that had to be mentioned. Lastly, these Edges can give access to more than Moves - also Abilities and Capabilities being available through them; the Function column alone describes that. As before, (mT) stands for 'able to be taken many times'. Changes brought by the Errata were marked with blue, Italic font. --- Stat and Skill Edges ----- Core book and Errata
----- Do Porygon Dream of Mareep?
--- Ability and Move Edges ----- Core book and Errata
--- Capability Edges ----- Core book and Errata
----- Do Porygon Dream of Mareep?
- Capabilities Pokemon Capabilities are inborn, and they usually posses more than Trainers - at least the Special one which gives them improved mobility on terrain specific to their habitat (Naturewalk). Of the common Capabilities, it is interesting to note that all species have Overland and Swimming Movement possible. The Capabilities can broadly be divided into three categories: those with direct influence in combat, those with indirect influence, and those with a non-combat role or that concern the interaction between player and GM. The Capabilities with direct influence on combat are: Blender, Firestarter, Fountain, Freezer, Guster, Inflatable, Invisibility, Materializer, Phasing, Reach, Shadow Meld, Shrinkable, Soulless, Stealth, Telekinetic, Threaded, Wielder, and Zapper. Some of these Capabilities allow the Struggle Attack to be, at choice, of a certain Elemental Type (4): Firestarter - Fire; Fountain - Water; Freezer - Ice; Guster - Flying; Materializer - Rock; Zapper - Electric. There are others are related to attacks in different ways (4): Reach - increases the Range based on Size; Telekinetic - allows Ranged Attacks (which include the Disarm, Trip, and Push Maneuvers), which can also be Special; Wielder - gives a bonus to disarming the foe. Other Capabilities grant defensive bonuses (3) (5.4-): Blender - increases Melee and Ranged Evasion; Invisibility - imposes a higher Accuracy requirement to hit the Pokemon; Living Weapon - grants the wielder a bonus to Evasion (Doublade), the use of a Shield (Aegislash), the Weapon Move Double Swipe (Doublade), the Weapon Move Wounding Strike (Aegilash, Honedge), the Weapon Move Bleed! (Aegilash); Phasing - makes it impossible to target the Pokemon with Moves or attacks; Shadow Meld and Shrinkable - increase Evasion; Soulless - prevents Injuries and death; Stealth - causes Ranged Moves against the Pokemon to fail by Rough Terrain; Wielder - prevents being disarmed by Moves. And there are some that incur negative side effects (1-) (2-) (3-) (5.4-) : Inflatable - lowers Evasion; Invisibility - prevents the user's Moves; Living Weapon - gives a penalty to the wielder's rolls if the Pokemon Faints; Phasing - prevents Standard Actions and causes a loss of Hit Points each round; Shadow Meld and Shrinkable - prevent Standard Actions; Soulless - prevents the gain of Temporary Hit Points; The Capabilities with indirect influence on combat are: Alluring, Amorphous, Blindsense, Darkvision, Gilled, Groundshaper, Illusionist, Inflatable, Invisibility, Keystone Warp, Living Weapon, Marsupial, Mindlock, Naturewalk, Phasing, Shadow Meld, Shrinkable, Soulless, Threaded, Wallclimber, and Wielder. Some of these Capabilities enhance mobility (2): Amorphous - allows changing shape in order to fit through any space; Gilled - allows one to breathe underwater; Keystone Warp - allows Spiritomb to teleport between Keystones; Naturewalk - allows passage through corresponding Terrain as if it were of Basic type; Phasing - allows passage through Slow Terrain as it if were Basic, and also passage through Blocking Terrain; Shadow Meld - allows Gengar to move along with a Pokemon or Trainer shadow; Shrinkable - allows passage through smaller space; Threaded - allows the Pokemon to pull itself towards the target, along a thread; Wallclimber - allows traveling along vertical surfaces with Overland Movement. Other Capabilities can influence the mobility or position of others (5e) (5.2-): Groundshaper - allows changing the type of Terrain around; Inflatable - allows a Pokemon to become Blocking Terrain; Threaded - allows pulling a lighter target towards the Pokemon (after passing the Accuracy Check need to shoot the thread). Next to these can be mentioned two Capabilities which enable tricks (5.2-): Alluring - allows the Pokemon to act like a Bait; Illusionist - allows creating and manipulating Illusions; and "Errata 3" (p. 14) introduces Forme Change (2). Some capabilities enhance the senses (2): Aura Pulse and Telepath - allow a Pokemon to read thoughts; Blindsense - allows the Pokemon to perceive without eyes; Darkvision - allows the Pokemon to see in darkness; X-Ray Vision - allows the Pokemon to see through obstacles up to one foot thick. One is related to means of fighting (2): Wielder - allows a Pokemon to wield Melee weapons and use Weapon Moves up to Adept Rank; and "Errata 3" (p. 14) introduces another - Leaf Crafter (3)-(4) (7) - which is also suitable for next enumeration. And other Capabilities increase safety (3): Marsupial - the Baby Kangaskhan is protected by its mother; Mindlock - prevents the resetting of Combat Stages (though that can also work against the Pokemon - when the Stages are negative, or they suffer from Volatile Afflictions); Shadow Meld - gives Gengar a bonus to Stealth Checks. "Errata 3" (p. 14) introduces also introduces Gardener, a (5e) Capability. Two new Capabilities are introduced in the "SuMo References.pdf" file, from the Generation 7 pack: Viral Fusion and Zygarde Cells. Pokemon Examples At page 199 we have an example of Stat Points allocation at starting Level. At page 201 are given a few custom builds for somewhat higher Level Pokemon, with Skills being related to the Pokemon's personality. The Skill raises at Evolution time are comparable to those of existing Species at the second Evolutionary stage. At pages 207 - 209 are given a few sample alternative builds for the same species, the Venusaur, including Stat Points allocation, Ability and Moves choices - possible up to Level 30. Each build is presented as fit for a different approach/ role in combat. In the previous version of this series, I've chosen a number of Pokemon and shown here a limited number of details: their Ability and Level Up Moves options, and also a few other aspects of more immediate interest. Although "Errata 3" came with a new version of the Pokedex, the old characteristics should still be useful - in helping you to learn about Pokemon in general. The old selection is reproduced below. - Selected Pokemon --- Selection Criteria Initially I picked from the lists at pages 448 - 452 and 459. My intention was to focus on weaker species - up to the limits of a first Evolutionary Stage, but did not look at more than their Base Stats and Skills for judging strength. The Moves and Abilities they can have, and at what levels, are - of course - important, although the 6-Moves limitation makes it hard to plan for anything less than 50 or 60 Levels. As I advanced with the selection, it occurred to me that a greater variety of Pokemon can help the beginner more. And so I allowed different kinds of Pokemon, adding Parts 4 and 5 information about Moves and Abilities - so that the reader can quicker judge the relative strength of Pokemon by comparing them. The Level range I proposed we look at is 1-19, during which a Pokemon would have one of the Basic Abilities in their List (unless taught more than that) and at least 2 Moves, probably. --- Structure & Notation I did not go into Poke Edges or Tutor Moves variations, listing only the Level Up Moves. But you could use the Pokedex and the tables here in parallel and look into how you could enhance a few of the Pokemon. They would have 2 Tutor Points at Level 5, and then gain 1 more every 5 Levels - for a total possible of 5 at Level 20. Although I mentioned more than one Basic Ability - where available, that was just to show the Pokemon's options. From Capabilities, I only listed Movement Speeds and the positive Special traits. Of the Skills, which by default are - Acrobatics, Athletics, Combat, Focus, Perception, and Stealth - I only mentioned those different than Untrained (2d6). The (1)-(7) Categories and the Frequency Notations were used; please see the description in the Introduction, if needed. These were used in the description of Abilities and Moves, and the Moves are also presented with their Set Damage and AC requirement - as in Part 4. I used Def - for Defense, Atk - for Attack, Sp - for Special, Spd - for speed, and I used the shortened forms of some Skill names, as found in the Pokedex: Acro - for Acrobatics, Athl - for Athletics, and Percep - for Perception. --- Bellsprout, Charmander, Cleffa, Gothita, Horsea, Lillipup, and Lotad ----- Bellsprout (p. 129)
----- Charmander (p. 30)
----- Cleffa (p. 236)
----- Gothita (p. 191)
----- Horsea (p. 175)
----- Lillipup (p. 116)
----- Lotad (p. 135)
--- Mareep, Meowth, Nincada, Pichu, Piplup, Sandile, and Slakoth ----- Mareep (p. 150)
----- Meowth (p. 263)
----- Nincada (p. 290)
----- Pichu (p. 144)
----- Piplup (p. 57)
----- Sandile (p. 215)
----- Slakoth (p. 122)
--- Spheal, Stunky, Timburr, Turtwig, Vanillite, Vulpix, and Zubat ----- Spheal (p. 178)
----- Stunky (p. 339)
----- Timburr (p. 200)
----- Turtwig (p. 21)
----- Vanillite (p. 181)
----- Vulpix (p. 407)
----- Zubat (p. 104)
--- Notes We could look first at the order of the Base Stats, which is maintained during development, and can suggest the Pokemon's overall approach to combat - one of: defensive, aggressive, risky, and subtle/ indirect. The Skills' situation should match that observation. Then, we could look at the Ability and the number of Moves with Frequency A (At-Will), B (Every other Turn), and G (Static - or always in effect) - also with lower AC. Next: at the proportions of different categories of effect - mainly (3), (4), (5-), and (5+) - besides damage. And we can get a deeper understanding of the differences between two Pokemon by looking at details of category (5) Moves and Abilities - some of which can be found in Parts 5 and 6, respectively. Atop all this, of course are the Movement and Naturewalk Capabilities, which indicate where they excel in mobility. And their Elements matter - with regard to both their defense and the capacity to take down faster specific opponents. The book recommends that Level 1 Trainers should start with a Level 5 (or 10) Pokemon. So they would have Stats values higher than the Base ones, and access to a few Moves. With 2 (or 3) then Tutor Points available, they could even get an extra Move from the Tutor List - or an Edge. How fast the Pokemon grow is another aspect to consider: The Experience gained from fights could be divided depending on the degree involvement/ participation. So the Pokemon of TC Trainers could get less Experience than those of non-TC Trainers, and thus Level Up slower. You might also like, at this point, to review the combat demo (p. 253 - 260) - paying more attention to Pokemon details, this time. updates This is a part of the series' second version. Corrections and Improvements: (first update)- couple of notes about the changes brought about by Generation 7; -
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RPGX explorers, try the Maps: the list of Ongoing RPGX Games,
Selected Threads from General Discussion, the Organized Index for Gaming Advice, or that for Questions and Site Discussions. Last edited by writelite; Jul 8th, 2023 at 04:02 AM. Reason: tiny update, in accordance to the big Part 8 addition |
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Pokedex Index
Part 8: Pokemon Themes (completed) The tables here were designed to help players choose a starting Pokemon according to theme, and to help GMs populate their world. They could also be useful for finding Pokemon of certain Elemental Types, to serve as examples - when making changes to existing designs. Structure and Notation The first tables are only ordered alphabetically, by Pokemon name. They have the following columns: (a) the Name, (b) the evolutionary Stage, (c) the beast or object that Inspired their shape*, (d) the Elemental Types, (e) the Habitats, and (f) the Page in the Pokedex supplement. * Only after building the Index, I discovered this web page which explains the names of all Pokemon in the "Pokedex". Please refer to it for the more accurate interpretations. Additional information can be found in this encyclopedia as well as on the official Pokemon site. The evolutionary Stage is indicated using: O - for origin; E - for evolved, stage 2; F - for evolved, stage 3; P - for the first stage equivalent to an E (when the line has one or two stages); and L - for legendary. The players usually make their starting selection from among O-marked entries. In the "File" column, "Core+" indicates the Pokedex( or Pokedex+, while the three Errata are also considered covered). "Alola" indicates the Generation 7 Dex. "Galar" indicates the Generation 8 Dex. "Hisui" indicates the Pokemon Legends: Arceus Dex. ("Pokedex+" has the same Pokemon as "Pokedex"; the characteristics taken into account in this Index should not have changed... Before I can find the time to check, please be on the lookout for Elemental Type differences.) The second set of tables organize the Pokemon by the animals and other things that I saw them inspired from. The focus here is on differentiating between: (a) beings and things; (b) natural and supernatural; (c) sky, land, or water inhabitants; (d) small, medium, and large creatures - though with a view only to the source of inspiration, of course; and (e) place in the food chain. With regard to the latter criteria, please note that (land) omnivores where distributed to either bugs eaters, carnivores, herbivores, or non-flying birds. Also -- if a Pokemon was half-plant, half-animal (or a similar combination), a decision was made to distribute it to only one of the two possible categories. The Legendary Pokemon were not included. First Set of Tables - from A to ELEK --- from ABO to BASC
--- from BAST to CARK
--- from CARN to CORV
--- from COS to DIG
---- from DIT to ELEK
- from ELG to MAM --- from ELG to GAB
--- from GAL to GRIM
--- from GRO to IND
--- from INF to LAR
---- from LAT to MAM
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