You are on page 1of 108

Kogeki

Trainer Name: Forum Name: Spiritmon XP: [1] 12 Attributes [2] Social Attributes [3] Skills [4]
Kurayami
HP [5] Will [6] Money [7] Filler Spot Filler Spot Filler Spot Held Item Health [8] Fight Survival Knowledge Contest
8/8 10 $32,010 3 [9] 3 3 3 2
Strength Tough [11] Specialties [12]
Moves [10]
3 3 Brawl 2 [13] Alert 3 Crafts 0 Allure 0
Name of Move Type Damage Roll [14] Effect Accuracy Roll Add. Notes [15] Description [16] Special [17] Cute [18] Channel N/A [19] Athletics 0 Lore 2 Empathy 2
Strike Typeless Strength Dexterity Contact N/A N/A Evasion 2 Nature 0 Medicine 2 Etiquette 1
+1 Fight
Brawl Dexterity Cool [20] Weapons [21] 3 Stealth 3 Science 1 0 Intimidate 0

Knockdown Typeless Strength Reduce the target's Strength Contact Throw [22] 2 Science 2 0 Perform 0
Accuracy by 1 until 4 4
+0 they spend an action Fight
to stand up. Brawl Clash [25] 0 Science 3 0
Defense [23] Beauty [24]

Evade Typeless N/A Subtract successes Dexterity


from the accuracy of 3 3
the attack you're Fight
evading equal to the Evade
number of successes
this maneuver's
accuracy roll scores. Insight [26] Intelligence [27]

Grapple Typeless N/A Pins the target. If the Strength Contact


target has higher
Fight 3 3
Strength and/or
Dexterity than the Brawl
user, they break free
automatically. Initiative [28] Level [29]

Additional Moves Stabilize, Cover, Ambush 10 N/A


Background Infomation, Surprises, Etc..

For Humans, Species can be replaced with Forum Member, and Abilty to Disobedience can be retrofited to be want you want. Moves can just be the basic combat manuevers for them, or any 'special' techniques/talents they might have/get

Pokemon #6 [30] Species: Monferno Nickname: Hazel XP: [31] 12 Attributes [32] Social Attributes Skills [33]
HP [34] Will [35] Ability [36] Happiness [37] Loyalty [38] Disobedience [39] Held Item Health [40] Fight Survival Knowledge Contest
7/7 9 Blaze 2 2 0 Charcoal 3 [41] 3 3 0 3
Strength Tough [43] Specialties [44]
Moves [42]
3 3 Brawl 3 [45] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [46] Special Cute [47] Channel 2 Athletics 0 Lore 0 Empathy 0
2 2 Evasion 3 Nature 0 Medicine 0 Etiquette 0

Dexterity Cool [48] Weapons N/A [49] Stealth Science 1 0 Intimidate 3

Throw 0 Science 2 0 Perform 0


3 3

Defense [50] Beauty [51] Clash [52] 0 Science 3 0

3 3

Insight [53] Smart [54]

3 4

Initiative [55] Level [56]

Additional Moves Mach Punch, Scratch, Leer, Ember, Taunt, Fury Swipes, Flame Wheel, Nasty Plot, Slack Off, Ice Ball 9 45
Gender: Female
Surprises: Knows Ice Ball and is immune to damage from Hail
Nature: Lax

Pokemon #2 [57] Species: Dramsama Nickname: Izanami XP: [58] 22 Attributes [59] Social Attributes [60] Skills [61]
HP [62] Will [63] Ability [64] Happiness [65] Loyalty [66] Disobedience [67] Held Item Health [68] Fight Survival Knowledge Contest
8 of 8 6 Illusion 4 5 4 Dramsamasite 4 of 7 [69] 3 3 0 3
Strength Tough [71] Specialties [72]
Moves [70] 1 of 3 1 Brawl 3 [73] Alert 3 Crafts 0 Allure 3
Name of Move Damage and Effects Accuracy Add. Notes [74] Special Cute [75] Channel 3 Athletics 0 Lore 0 Empathy 0
3 of 6 4 Evasion 1 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [76] Weapons N/A [77] Stealth 0 Science 1 0 Intimidate 3
3 of 6 3 Throw 0 Science 2 0 Perform 0
Defense [78] Beauty [79] Clash [80] 0 Science 3 0
3 of 5 3
Insight [81] Smart [82]
3 of 4 3
Initiative [83] Level [84]
Additional Moves Hypnosis, Nightmare, Dream Eater, Psywave, Night Shade, Peck, Light Screen, Reflect, Telekinesis,
Hidden Power, Recover, Focus Blast 9 40
Total Will Points: 8

Pokemon #3 [85] Species: Antarki Nickname: Izanagi XP: [86] 10 Attributes [87] Social Attributes [88] Skills [89]
HP [90] Will [91] Ability [92] Happiness [93] Loyalty [94] Disobedience [95] Held Item Health [96] Fight Survival Knowledge Contest
7/7 8 Prankster 4 5 4 Fire Gem 3 of 5 [97] 3 3 0 4
Strength Tough [99] Specialties [100]
Moves [98] 2 of 4 2 Brawl 2 [101] Alert 3 Crafts 0 Allure 3
Name of Move Damage and Effects Accuracy Add. Notes [102] Special Cute [103] Channel 3 Athletics 0 Lore 0 Empathy 0
3 of 7 3 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [104] Weapons N/A [105] Stealth 0 Science 1 0 Intimidate 3
3 of 6 4 Throw 0 Science 2 0 Perform 0
Defense [106] Beauty [107] Clash [108] 0 Science 3 0
3 of 5 3
Insight [109] Smart [110]
3 of 5 3
Initiative [111] Level [112]
Additional Moves Hypnosis, Nightmare, Dream Eater, Psywave, Night Shade, Peck, Hidden Power, Calm Mind, Dazzling
Gleam, Hidden Power(Fire), Shadow Ball 9 34
Able to change between Illuminate and Prankster
Will total: 8

Frynai Base Stats [113]


Daikatuna Base Stats [114]
Pokemon #4 [115] Species: Ninjask Nickname: Hime-No-Hachi XP: [116] 13 Attributes [117]Social Attributes [118] Skills [119]
HP [120] Will [121] Ability [122] Happiness [123] Loyalty [124] Disobedience [125] Held Item Health [126] Fight Survival Knowledge Contest
8 of 8 7 Speed Boost 3 5 4 Quick Claw 4 of 4 [127] 3 3 0 2
Strength Tough [129] Specialties [130]
Moves [128]
3 of 5 3 Brawl 3 [131] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [132] Special Cute [133] Channel 3 Athletics 0 Lore 0 Empathy 0
3 of 4 4 Evasion 2 Nature 2 Medicine 0 Etiquette 0
Dexterity Cool [134] Weapons N/A [135] Stealth 0 Science 1 0 Intimidate 0
4 of 8 4 Throw 0 Science 2 0 Perform 2
Defense [136] Beauty [137] Clash [138] 0 Science 3 0
3 of 4 4
Insight [139] Smart [140]
2 of 4 2
Initiative [141] Level [142]
Additional Moves Double Team, Screech, Fury Cutter, Bug Bite, Scratch, Harden, Absorb, Sand Attack, Night Slash, Final
10 46
Gambit, Roost, Air Cutter, Leech Life, Giga Drain, Swords Dance
Total Will: 8

Cocaran Base Stats [143]


Cocancer Base Stats [144]

Pokemon #5 [145] Species: Heracross Nickname: XP: [146] 5 Attributes [147] Social Attributes Skills [148]
HP [149] Will [150] Ability [151] Happiness [152] Loyalty [153] Disobedience [154] Held Item Health [155] Fight Survival Knowledge Contest
3/8 7 Guts 3 3 2 Kings Rock 3 [156] 4 3 0 3
Strength Tough [158] Specialties [159]
Moves [157]
4* 5* Brawl 4 [160] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [161] Special Cute [162] Channel 3 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [163] Weapons N/A [164] Stealth 0 Science 1 0 Intimidate 3
3 3 Throw 0 Science 2 0 Perform 0
Defense [165] Beauty [166] Clash [167] 0 Science 3 0
3 3
Insight [168] Smart [169]
3 3
Initiative [170] Level [171]
Additional Moves Arm Thrust, Bullet Seed, Night Slash, Tackle, Leer, Horn Attack, Endure, Brick Break, Aerial Ace, Chip
Away, Fury Attack, Pin Missle, Counter, Feint, Flail.
9 39
Total Will Points: 7
+1 strengh
Shiny (they're dark purple!) and +1 Strength! (Same deal as with Sneasel's Surprise). Know Guts and Swarm. Male. This Heracross is extra Strong and Tough, so it gets a total +2 bonus to its Tough SA, giving them a curent Tough score of 5*.

Masking Base Stats [172]


Dramsama Base Stats [173]

Pokemon #6 [174] Species: Detla Corphish Nickname: XP: [175] 0 Attributes [176]Social Attributes [177] Skills [178]
HP [179] Will [180] Ability [181] Happiness [182] Loyalty [183] Disobedience [184] Held Item Health [185] Fight Survival Knowledge Contest
7/7 8 Tough Claws 1 1 1 Splash Plate 4 [186] 4 4 0 0
Strength Tough [188] Specialties [189]
Moves [187] 3 3 Brawl 4 [190] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [191] Special Cute [192] Channel 0 Athletics 0 Lore 0 Empathy 0
2 2 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [193] Weapons N/A [194] Stealth 0 Science 1 0 Intimidate 0
3 4 Throw 0 Science 2 0 Perform 0
Defense [195] Beauty [196] Clash [197] 0 Science 3 0
3 4
Insight [198] Smart [199]
3 3
Initiative [200] Level [201]
Additional Moves Bubble, Harden, Vice Grip, Double Hit, Mach Punch, Power-Up Punch, Crabhammer ? 50
Total Will: 8.
Abilities: Tough Claws, Hyper Cutter and Shell Armor
Male

Antarki Base Stats [202]


Pokemon #1 [203] Species: Greninja Nickname: Gama-no-senin XP: [204] 16 Attributes [205]Social Attributes [206] Skills [207]
HP [208] Will [209] Ability [210] Happiness [211] Loyalty [212] Disobedience [213] Held Item Health [214] Fight Survival Knowledge Contest
8/8 8 Protean 4 5 5 Kings Rock 3 of 4 [215] 3 4 0 3
Strength Tough [217] Specialties [218]
Moves [216] 3 of 6 3 Brawl 3 [219] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [220] Special Cute [221] Channel 3 Athletics 0 Lore 0 Empathy 0
Water Shuriken Special+1. Priority. Successive Dex+Fight+Channel 3 of 6 3 Evasion 2 Nature 0 Medicine 0 Etiquette 0
Action Weapons N/A [223] Stealth 2 Science 1 0 Intimidate 0
Dexterity Cool [222]
Night Slash STR+3. Lethal. Hight Critical Dex+Fight+Brawl 3 of 7 3 Throw 0 Science 2 0 Perform 3
Defense [224] Beauty [225] Clash [226] 0 Science 3 0
Ice Punch STR+3. D1 to freeze the foe Dex+Fight+Brawl 2 of 4 3
Insight [227] Smart [228]
Gunk Shot STR+5. D3 to poison Dex+Fight+Brawl-2 Accuracy 3 of 5 4
Initiative [229] Level [230]
Additional Moves Pound, Growl, Quick Attack, Bubble, Mat Block, Role Play, Haze, Water Shuriken, Night Slash, Surf,
Toxic Spikes, Ice Punch, Gunk Shot, Hidden Power, Camouflage, Aerial Ace 10 44
Can change Ability once per day between Torrent and Protean.

[231] [232] [233] [234] [235]


[236] [237] [238] [239] [240] [241] [242]
[243]
[245] [246]
[244] [247]
[248] [249]

[250] [251]

[252] [253] [254]

[255] [256]

[257] [258]

Pokemon #3 [259] Species: Gastly Nickname: Hades XP: [260] 0 Attributes [261]Social Attributes [262] Skills [263]
HP [264] Will [265] Ability [266] Happiness [267] Loyalty [268] Disobedience [269] Held Item Health [270] Fight Survival Knowledge Contest
6/6 7 Levitate 2 2 2 2 [271] 2 2 0 3
Strength Tough [273] Specialties [274]
Moves [272]
2 3 Brawl 2 [275] Alert 2 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [276] Special Cute [277] Channel 2 Athletics 0 Lore 0 Empathy 0
3 3 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [278] Weapons N/A [279] Stealth 2 Science 1 0 Intimidate 3
3 3 Throw 0 Science 2 0 Perform 0
Defense [280] Beauty [281] Clash [282] 0 Science 3 0
2 2
Insight [283] Smart [284]
2 2
Initiative [285] Level [286]
Additional Moves Hypnosis, Mean Look, Lick, Night Shade, Spite, Curse, Confuse Ray, Sucker Punch, Payback 7 31
Gender: Male
Nature: Adamant

Pokemon #4 [287] Species: Cleffa Nickname: XP: [288] 1 Attributes [289] Social Attributes Skills [290]
HP [291] Will [292] Ability [293] Happiness [294] Loyalty [295] Disobedience [296] Held Item Health [297] Fight Survival Knowledge Contest
6/6 6 Magic Guard 2 2 0 3 [298] 2 2 0 3
Strength Tough [300] Specialties [301]
Moves [299]
2 2 Brawl 0 [302] Alert 0 Crafts 0 Allure 2
Name of Move Damage and Effects Accuracy Add. Notes [303] Special Cute [304] Channel 2 Athletics 0 Lore 0 Empathy 0
2 3 Evasion 0 Nature 0 Medicine 0 Etiquette 2
Dexterity Cool [305] Weapons N/A [306] Stealth 0 Science 1 0 Intimidate 0
2 2 Throw 0 Science 2 0 Perform 2
Defense [307] Beauty [308] Clash [309] 0 Science 3 0
3 3
Insight [310] Smart [311]
3 3
Initiative [312] Level [313]
Additional Moves Pound, Charm, Wish, Heal Pulse, Stored Power, Encore, Sing, Sweet Kiss, Copycat, Magical Leaf 4 30
Female. Know Cute Charm and Magic Guard. +1 Contest (this Surprise also increases the cap on the Skill's corresponding Specialties by 1, but does not affect Cleffa's Level)
Total Will: 6

Pokemon #2 [314] Species: Pochyena Nickname: Ed XP: [315] 16 Attributes [316] Social Attributes Skills [317]
HP [318] Will [319] Ability [320] Happiness [321] Loyalty [322] Disobedience [323] Held Item Health [324] Fight Survival Knowledge Contest
4/4 7 Quick Feet 4 3 2 Exp. Share 1 [325] 1 2 0 0
Strength Tough [327] Specialties [328]
Moves [326]
2 2 Brawl 1 [329] Alert 0 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [330] Special Cute [331] Channel 0 Athletics 0 Lore 0 Empathy 0
1 2 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [332] Weapons N/A [333] Stealth 0 Science 1 0 Intimidate 0
2 2 Throw 0 Science 2 0 Perform 0
Defense [334] Beauty [335] Clash [336] 0 Science 3 0
1 1
Insight [337] Smart [338]
1 1
Initiative [339] Level [340]
Additional Moves ? 6
Moves: Tackle, Howl, Fire Fang, Ice Fang, Thunder Fang, Play Rough. Current Ability: Run Away
Other Abilities: Quick Feet

Pokemon #1 [341] Species: Mightyena Nickname: Shenzi XP: [342] 3 Attributes [343] Social Attributes Skills [344]
HP [345] Will [346] Ability [347] Happiness [348] Loyalty [349] Disobedience [350] Held Item Health [351] Fight Survival Knowledge Contest
9/9 9 Intimidate 3 2 0 Charcoal 5 [352] 3 4 0 3
Strength Tough [354] Specialties [355]
Moves [353]
4 5 Brawl 3 [356] Alert 4 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [357] Special Cute [358] Channel 2 Athletics 0 Lore 0 Empathy 0
2 2 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [359] Weapons N/A [360] Stealth 4 Science 1 0 Intimidate 3
4 4 Throw 0 Science 2 0 Perform 0
Defense [361] Beauty [362] Clash [363] 0 Science 3 0
3 5
Insight [364] Smart [365]
3 3
Initiative [366] Level [367]
Additional Moves 12 66
Moves: Snarl, Fire Fang, Thunder Fang, Ice Fang, Crunch, Thief, Tackle, Howl, Sand Attack, Bite, Play Rough, Scary Face, Assurance. Female.
Disobedience: 0 (if her pup isn't in the party at the same time as her, this is 4 instead. This restriction will be lifted once her pup has evolved and can take care of itself).
Current Ability: Intimidate
Other Abilities: Quick Feet
SURPRISE: +1 Brawl

Pokemon [368] Species: Ursaring Nickname: XP: [369] 0 Attributes [370]Social Attributes [371] Skills [372]
HP [373] Will [374] Ability [375] Happiness [376] Loyalty [377] Disobedience [378] Held Item Health [379] Fight Survival Knowledge Contest
12/12 10 Guts 2 1 4 5 [380] 4 5 0 3
Strength Tough [382] Specialties [383]
Moves [381]
7 8 Brawl 3 [384] Alert 2 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [385] Special Cute [386] Channel 2 Athletics 0 Lore 0 Empathy 0
4 4 Evasion 0 Nature 3 Medicine 0 Etiquette 0
Dexterity Cool [387] Weapons N/A [388] Stealth 0 Science 1 0 Intimidate 3
3 3 Throw 0 Science 2 0 Perform 0
Defense [389] Beauty [390] Clash [391] 3 Science 3 0
4 5
Insight [392] Smart [393]
4 4
Initiative [394] Level [395]
Additional Moves Baby-Doll Eyes, Covet, Fake Tears, Fling, Lick, Scratch, Hammer Arm, Leer, Thrash, Rest, Snore,
Sleep Talk, Feint Attack, Fury Swipes, Slash, Scary Face 10 100
Female.
Abilities: Quick Feet and Guts
Surprises: +1 HP

Pokemon #4 [396] Species: Larvitar Nickname: XP: [397] 2 Attributes [398] Social Attributes Skills [399]
HP [400] Will [401] Ability [402] Happiness [403] Loyalty [404] Disobedience [405] Held Item Health [406] Fight Survival Knowledge Contest
5/5 6 Guts 2 2 2 2 [407] 3 3 0 3
Strength Tough [409] Specialties [410]
Moves [408]
3 3 Brawl 2 [411] Alert 0 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [412] Special Cute [413] Channel 3 Athletics 0 Lore 0 Empathy 0
2 2 Evasion 0 Nature 2 Medicine 0 Etiquette 0
Dexterity Cool [414] Weapons N/A [415] Stealth 2 Science 1 0 Intimidate 3
1 1 Throw 0 Science 2 0 Perform 0
Defense [416] Beauty [417] Clash [418] 0 Science 3 0
3 3
Insight [419] Smart [420]
2 3
Initiative [421] Level [422]
Additional Moves Bite, Leer, Rock Slide, Stealth Rock, Sandstorm, Screech. ? 28
Can use Guts as a ability. Male

Pokemon #5 [423] Species: Daikatuna Nickname: Susano'o XP: [424] 20 Attributes [425]Social Attributes [426] Skills [427]
HP [428] Will [429] Ability [430] Happiness [431] Loyalty [432] Disobedience [433] Held Item Health [434] Fight Survival Knowledge Contest
8/8 8 Sheer Force 5 5 3 Life Orb 3 of 5 [435] 3 3 0 3
Strength Tough [437] Specialties [438]
Moves [436]
3 of 6 4 Brawl 3 [439] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [440] Special Cute [441] Channel 3 Athletics 0 Lore 0 Empathy 0
3 of 4 3 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [442] Weapons N/A [443] Stealth 3 Science 1 0 Intimidate 0
3 of 6 3 Throw 0 Science 2 0 Perform 2
Defense [444] Beauty [445] Clash [446] 2 Science 3 0
3 of 5 3
Insight [447] Smart [448]
3 of 4 3
Initiative [449] Level [450]
Additional Moves Tackle, Growl, Aqua Jet, Iron Head, Swords Dance, Slash, Night Slash, Waterfall, Dive, Quick Attack,
9 43
Water Gun, Hidden Power, Iron Defense, Snatch
Able to use Sheer Force, Swift Swim, and Inner Focus
Pokemon #4 [451] Species: Kirlia Nickname: XP: [452] 24 Attributes [453] Social Attributes Skills [454]
HP [455] Will [456] Ability [457] Happiness [458] Loyalty [459] Disobedience [460] Held Item Health [461] Fight Survival Knowledge Contest
7/7 6 Trace 2 2 2 3 [462] 2 2 0 2
Strength Tough [464] Specialties [465]
Moves [463]
1 1 Brawl 0 [466] Alert 2 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [467] Special Cute [468] Channel 2 Athletics 0 Lore 0 Empathy 0
3 3 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [469] Weapons N/A [470] Stealth 4 Science 1 0 Intimidate 2
2 2 Throw 0 Science 2 0 Perform 0
Defense [471] Beauty [472] Clash [473] 0 Science 3 0
2 4
Insight [474] Smart [475]
2 2
Initiative [476] Level [477]
Additional Moves Growl, Confusion, Double Team, Teleport, Disarming Voice, Lucky Chant, Magical Leaf, Heal Pulse,
? 31
Misty Terrain
Female. Know Synchronize and Trace.

Pokemon #6 [478] Species: Snopatch Nickname: XP: [479] 0 Attributes [480]Social Attributes [481] Skills [482]
HP [483] Will [484] Ability [485] Happiness [486] Loyalty [487] Disobedience [488] Held Item Health [489] Fight Survival Knowledge Contest
6/6 6 Solid Rock 2 2 0 Exp. Share 3 [490] 3 3 0 1
Strength Tough [492] Specialties [493]
Moves [491]
3 3 Brawl 3 [494] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [495] Special Cute [496] Channel 2 Athletics 0 Lore 0 Empathy 0
2 3 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [497] Weapons N/A [498] Stealth 0 Science 1 0 Intimidate 0
3 3 Throw 0 Science 2 0 Perform 0
Defense [499] Beauty [500] Clash [501] 0 Science 3 0
3 3
Insight [502] Smart [503]
3 3
Initiative [504] Level [505]
Additional Moves Rollout, Growl, Odor Sleuth, Ice Shard, Defense Curl, Stomp, Icicle Spear 9 30
Abilities: Solid Rock and Snow Cloak
Gender: Female
Snopach stat caps
Str: 5
Special: 4
Dex: 4
Health: 5
Defense: 5
Insight: 4

Pokemon #2 [506] Species: Staravia Nickname: XP: [507] 0 Attributes [508]Social Attributes [509] Skills [510]
HP [511] Will [512] Ability [513] Happiness [514] Loyalty [515] Disobedience [516] Held Item Health [517] Fight Survival Knowledge Contest
8/8 7 Reckless 0 0 2 4 [518] 4 3 0 1
Strength Tough [520] Specialties [521]
Moves [519]
3 3 Brawl 4 [522] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [523] Special Cute [524] Channel 3 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 3 Medicine 0 Etiquette 0
Dexterity Cool [525] Weapons N/A [526] Stealth 0 Science 1 0 Intimidate 0
3 4 Throw 0 Science 2 0 Perform 0
Defense [527] Beauty [528] Clash [529] 3 Science 3 0
3 4
Insight [530] Smart [531]
3 3
Initiative [532] Level [533]
Additional Moves Growl, Tackle, Wing Attack, Endeavor, Aerial Ace, Take Down and Submission. 9 31
Abilities: Reckless and Intimidate. Shiny. Know Submission.

Pokemon #2 [534] Species: Alpico Nickname: XP: [535] 0 Attributes [536]Social Attributes [537] Skills [538]
HP [539] Will [540] Ability [541] Happiness [542] Loyalty [543] Disobedience [544] Held Item Health [545] Fight Survival Knowledge Contest
7/7 10 Technian 0 0 2 3 [546] 3 2 0 0
Strength Tough [548] Specialties [549]
Moves [547]
2 2 Brawl 0 [550] Alert 2 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [551] Special Cute [552] Channel 3 Athletics 0 Lore 0 Empathy 0
4 5 Evasion 3 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [553] Weapons N/A [554] Stealth 0 Science 1 0 Intimidate 0
5 5 Throw 0 Science 2 0 Perform 0
Defense [555] Beauty [556] Clash [557] 0 Science 3 0
3 3
Insight [558] Smart [559]
3 3
Initiative [560] Level [561]
Additional Moves Ice Shard, Fairy Wind, Ice Wind, Powder Snow, Charm, Growl, Aurora Beam, Cotton Guard, Baton
Pass, Fake Out, Frost Breath 9 53
Abilities: Technian and Competitive
Surprise: Has Sniper has secondary ability, regardless of the other ability.

Pokemon #14 [562] Species: Gyarados Nickname: XP: [563] 0 Attributes [564] Social Attributes Skills [565]
HP [566] Will [567] Ability [568] Happiness [569] Loyalty [570] Disobedience [571] Held Item Health [572] Fight Survival Knowledge Contest
25/25 12 Intimidate 1 0 5 4 [573] 4 3 0 3
Strength Tough [575] Specialties [576]
Moves [574]
4 5 Brawl 4 [577] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [578] Special Cute [579] Channel 3 Athletics 0 Lore 0 Empathy 0
3 3 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [580] Weapons N/A [581] Stealth 0 Science 1 0 Intimidate 3
4 4 Throw 0 Science 2 0 Perform 1
Defense [582] Beauty [583] Clash [584] 3 Science 3 0
3 4
Insight [585] Smart [586]
3 3
Initiative [587] Level [588]
Additional Moves Splash, Bite, Thrash, Twister, Dragon Dance, Dragon Rage, Ice Fang, Crunch, Scary Face, Aqua Tail,
10 70
Hyper Beam, Hurricane, Flail, Screech, Aqua Jet,
SURPRISE!: Rerolls all (1) results in its damage rolls once each! (shame it didn't get to use it, because I thought it was a pretty cool idea!)
Total Will: 12

Pokemon #6 [589] Species: Monferno Nickname: Hazel XP: [590] 12 Attributes [591] Social Attributes Skills [592]
HP [593] Will [594] Ability [595] Happiness [596] Loyalty [597] Disobedience [598] Held Item Health [599] Fight Survival Knowledge Contest
7/7 9 Blaze 2 2 0 Charcoal 3 [600] 3 3 0 3
Strength Tough [602] Specialties [603]
Moves [601]
3 3 Brawl 3 [604] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [605] Special Cute [606] Channel 2 Athletics 0 Lore 0 Empathy 0
2 2 Evasion 3 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [607] Weapons N/A [608] Stealth Science 1 0 Intimidate 3
3 3 Throw 0 Science 2 0 Perform 0
Defense [609] Beauty [610] Clash [611] 0 Science 3 0
3 3
Insight [612] Smart [613]
3 4
Initiative [614] Level [615]
Additional Moves Mach Punch, Scratch, Leer, Ember, Taunt, Fury Swipes, Flame Wheel, Nasty Plot, Slack Off, Ice Ball 9 45
Gender: Female
Surprises: Knows Ice Ball and is immune to damage from Hail
Nature: Lax

Pokemon #16 [616] Species: Kabutops Nickname: XP: [617] 0 Attributes [618] Social Attributes Skills [619]
HP [620] Will [621] Ability [622] Happiness [623] Loyalty [624] Disobedience [625] Held Item Health [626] Fight Survival Knowledge Contest
10/10 8 Battle Armor 1 1 3 6 [627] 3 4 0 0
Strength Tough [629] Specialties [630]
Moves [628]
4 5 Brawl 3 [631] Alert 4 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [632] Special Cute [633] Channel 3 Athletics 0 Lore 0 Empathy 0
3 3 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [634] Weapons N/A [635] Stealth 0 Science 1 0 Intimidate 0
3 3 Throw 0 Science 2 0 Perform 0
Defense [636] Beauty [637] Clash [638] 0 Science 3 0
4 6
Insight [639] Smart [640]
4 4
Initiative [641] Level [642]
Additional Moves Night Slash, Feint, Scratch, Harden, Absorb, Leer, Slash, Leech Life, Rock Throw, Aqua Jet, Rock
11 50
Slide, Muddy Water*
Abilties: Battle Armor and Swift Swim. Female

Pokemon #16 [643] Species: Kabuto Nickname: XP: [644] 0 Attributes [645] Social Attributes Skills [646]
HP [647] Will [648] Ability [649] Happiness [650] Loyalty [651] Disobedience [652] Held Item Health [653] Fight Survival Knowledge Contest
6/6 7 Battle Armor 0 0 0 3 [654] 3 4 0 0
Strength Tough [656] Specialties [657]
Moves [655]
3 3 Brawl 3 [658] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [659] Special Cute [660] Channel 3 Athletics 0 Lore 0 Empathy 0
3 4 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [661] Weapons N/A [662] Stealth 0 Science 1 0 Intimidate 0
2 2 Throw 0 Science 2 0 Perform 0
Defense [663] Beauty [664] Clash [665] 0 Science 3 0
3 3
Insight [666] Smart [667]
3 3
Initiative [668] Level [669]
Additional Moves Scratch, Harden, Rock Throw, Aqua Jet, Leech Life, Absorb ? 20
Current Ability: Battle Armor
Other Abilities: Swift Swim
Female

Pokemon #16 [670] Species: Kabuto Nickname: XP: [671] 0 Attributes [672] Social Attributes Skills [673]
HP [674] Will [675] Ability [676] Happiness [677] Loyalty [678] Disobedience [679] Held Item Health [680] Fight Survival Knowledge Contest
6/6 7 Battle Armor 0 0 0 3 [681] 3 4 0 0
Strength Tough [683] Specialties [684]
Moves [682]
3 3 Brawl 3 [685] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [686] Special Cute [687] Channel 3 Athletics 0 Lore 0 Empathy 0
3 3 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [688] Weapons N/A [689] Stealth 0 Science 1 0 Intimidate 0
2 3 Throw 0 Science 2 0 Perform 0
Defense [690] Beauty [691] Clash [692] 0 Science 3 0
3 4
Insight [693] Smart [694]
3 3
Initiative [695] Level [696]
Additional Moves Scratch, Harden, Rock Throw, Aqua Jet, Leech Life, Absorb ? 20
Current Ability: Battle Armor
Other Abilities: Swift Swim
Female

Pokemon #16 [697] Species: Kabuto Nickname: XP: [698] 0 Attributes [699] Social Attributes Skills [700]
HP [701] Will [702] Ability [703] Happiness [704] Loyalty [705] Disobedience [706] Held Item Health [707] Fight Survival Knowledge Contest
6/6 7 Battle Armor 0 0 0 3 [708] 3 4 0 0
Strength Tough [710] Specialties [711]
Moves [709]
3 3 Brawl 3 [712] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [713] Special Cute [714] Channel 3 Athletics 0 Lore 0 Empathy 0
3 3 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [715] Weapons N/A [716] Stealth 0 Science 1 0 Intimidate 0
2 3 Throw 0 Science 2 0 Perform 0
Defense [717] Beauty [718] Clash [719] 0 Science 3 0
3 3
Insight [720] Smart [721]
3 3
Initiative [722] Level [723]
Additional Moves Scratch, Harden, Rock Throw, Aqua Jet, Leech Life, Absorb ? 20
Current Ability: Battle Armor
Other Abilities: Swift Swim
Male

Pokemon #16 [724] Species: Kabuto Nickname: XP: [725] 0 Attributes [726] Social Attributes Skills [727]
HP [728] Will [729] Ability [730] Happiness [731] Loyalty [732] Disobedience [733] Held Item Health [734] Fight Survival Knowledge Contest
6/6 7 Battle Armor 0 0 0 3 [735] 3 4 0 0
Strength Tough [737] Specialties [738]
Moves [736]
3 3 Brawl 3 [739] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [740] Special Cute [741] Channel 3 Athletics 0 Lore 0 Empathy 0
3 3 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [742] Weapons N/A [743] Stealth 0 Science 1 0 Intimidate 0
2 2 Throw 0 Science 2 0 Perform 0
Defense [744] Beauty [745] Clash [746] 0 Science 3 0
3 3
Insight [747] Smart [748]
3 4
Initiative [749] Level [750]
Additional Moves Scratch, Harden, Rock Throw, Aqua Jet, Leech Life, Absorb ? 20
Current Ability: Battle Armor
Other Abilities: Swift Swim
Male

Pokemon #16 [751] Species: Kabuto Nickname: XP: [752] 0 Attributes [753] Social Attributes Skills [754]
HP [755] Will [756] Ability [757] Happiness [758] Loyalty [759] Disobedience [760] Held Item Health [761] Fight Survival Knowledge Contest
6/6 7 Battle Armor 0 0 0 3 [762] 3 4 0 0
Strength Tough [764] Specialties [765]
Moves [763]
3 4 Brawl 3 [766] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [767] Special Cute [768] Channel 3 Athletics 0 Lore 0 Empathy 0
3 3 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [769] Weapons N/A [770] Stealth 0 Science 1 0 Intimidate 0
2 2 Throw 0 Science 2 0 Perform 0
Defense [771] Beauty [772] Clash [773] 0 Science 3 0
3 3
Insight [774] Smart [775]
3 3
Initiative [776] Level [777]
Additional Moves Scratch, Harden, Rock Throw, Aqua Jet, Leech Life, Absorb ? 20
Current Ability: Battle Armor
Other Abilities: Swift Swim
Male

Pokemon #6 [778] Species: Cocancer Nickname: Aspidochelone XP: [779] 3 Attributes [780]Social Attributes [781] Skills [782]
HP [783] Will [784] Ability [785] Happiness [786] Loyalty [787] Disobedience [788] Held Item Health [789] Fight Survival Knowledge Contest
15/15 8 Harvest 3 3 0 Sitrus Berry 3 of 7 [790] 3 3 0 1
Strength Tough [792] Specialties [793]
Moves [791] 3 of 6 3 Brawl 3 [794] Alert 3 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [795] Special Cute [796] Channel 3 Athletics 0 Lore 0 Empathy 0
3 of 3 3 Evasion 0 Nature 3 Medicine 0 Etiquette 0
Dexterity Cool [797] Weapons N/A [798] Stealth 0 Science 1 0 Intimidate 0
3 of 4 3 Throw 0 Science 2 0 Perform 0
Defense [799] Beauty [800] Clash [801] 3 Science 3 0
3 of 7 4
Insight [802] Smart [803]
3 of 6 3
Initiative [804] Level [805]
Additional Moves Sandstorm, Sunny Day, Tackle, Withdraw, Sand Attack, Absorb, Rain Dance, Giga Drain, Stone Edge,
Mega Drain, Earthquake 9 34
Able to change between Sand Veil, Chlorophyll, and Harvest.

Pokemon #16 [806] Species: Nickname: XP: [807] 0 Attributes [808] Social Attributes Skills [809]
HP [810] Will [811] Ability [812] Happiness [813] Loyalty [814] Disobedience [815] Held Item Health [816] Fight Survival Knowledge Contest
?/? ? ? ? ? ? 1 [817] 0 0 0 0
Strength Tough [819] Specialties [820]
Moves [818]
1 1 Brawl 0 [821] Alert 0 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [822] Special Cute [823] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [824] Weapons N/A [825] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [826] Beauty [827] Clash [828] 0 Science 3 0
1 1
Insight [829] Smart [830]
1 1
Initiative [831] Level [832]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #16 [833] Species: Nickname: XP: [834] 0 Attributes [835] Social Attributes Skills [836]
HP [837] Will [838] Ability [839] Happiness [840] Loyalty [841] Disobedience [842] Held Item Health [843] Fight Survival Knowledge Contest
?/? ? ? ? ? ? 1 [844] 0 0 0 0
Strength Tough [846] Specialties [847]
Moves [845]
1 1 Brawl 0 [848] Alert 0 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [849] Special Cute [850] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [851] Weapons N/A [852] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [853] Beauty [854] Clash [855] 0 Science 3 0
1 1
Insight [856] Smart [857]
1 1
Initiative [858] Level [859]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #16 [860] Species: Nickname: XP: [861] 0 Attributes [862] Social Attributes Skills [863]
HP [864] Will [865] Ability [866] Happiness [867] Loyalty [868] Disobedience [869] Held Item Health [870] Fight Survival Knowledge Contest
?/? ? ? ? ? ? 1 [871] 0 0 0 0
Strength Tough [873] Specialties [874]
Moves [872]
1 1 Brawl 0 [875] Alert 0 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [876] Special Cute [877] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [878] Weapons N/A [879] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [880] Beauty [881] Clash [882] 0 Science 3 0
1 1
Insight [883] Smart [884]
1 1
Initiative [885] Level [886]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #16 [887] Species: Nickname: XP: [888] 0 Attributes [889] Social Attributes Skills [890]
HP [891] Will [892] Ability [893] Happiness [894] Loyalty [895] Disobedience [896] Held Item Health [897] Fight Survival Knowledge Contest
?/? ? ? ? ? ? 1 [898] 0 0 0 0
Strength Tough [900] Specialties [901]
Moves [899]
1 1 Brawl 0 [902] Alert 0 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [903] Special Cute [904] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [905] Weapons N/A [906] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [907] Beauty [908] Clash [909] 0 Science 3 0
1 1
Insight [910] Smart [911]
1 1
Initiative [912] Level [913]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #16 [914] Species: Nickname: XP: [915] 0 Attributes [916] Social Attributes Skills [917]
HP [918] Will [919] Ability [920] Happiness [921] Loyalty [922] Disobedience [923] Held Item Health [924] Fight Survival Knowledge Contest
?/? ? ? ? ? ? 1 [925] 0 0 0 0
Strength Tough [927] Specialties [928]
Moves [926]
1 1 Brawl 0 [929] Alert 0 Crafts 0 Allure 0
Name of Move Damage and Effects Accuracy Add. Notes [930] Special Cute [931] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [932] Weapons N/A [933] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [934] Beauty [935] Clash [936] 0 Science 3 0
1 1
Insight [937] Smart [938]
1 1
Initiative [939] Level [940]
Additional Moves ? 1
Background Infomation, Surprises, Etc..
Item [941] Quantity Cost per each Effect [942] Held By ___ Notes
owned [943]

Healing Items Used on ___


today
Potion [944] 15 $200 Heal 4 HP. Single use. Can heal 1 lethal damage instead.
Super Potion 9 $700 Heal 6 HP. Single use. Can heal 2 lethal damage instead.
Hyper Potion 2 $1,200 Heal 8 HP. Single use. Can heal 4 lethal damage instead.
Max Potion [945] 3 $2,500 Heal all HP. Single use. Unaffected by halved potion effectiveness.
Full Restore [946] $3,000 Heal all HP and status. Single use. Unaffected by halved potion effectiveness.
Antidote $100 Heal poison. Single use.
Awakening $250 Heal sleep. Single use.
Burn heal $250 Heal burn. Single use.
Ice heal $250 Heal freeze. Single use.
Paralyz heal $200 Heal paralysis. Single use.
Full heal 10 $600 Heals all status conditions. Single use.
Revive 7 $1,500 Unfaint at half HP. Single use.
Max Revive 1 Unknown Unfaint at full HP. Single use.

Pokemon
Repellant
Repel 3 $400 Repels weak pokemon for 1 day
Super Repel $700 Repels medium pokemon for 1 day
Max Repel $900 Repels strong pokemon for 1 day
Poke Doll, etc $1,000 Ends a single wild encounter instantly.
Pepper Spray $50 Single charge of pepper spray. May enrage larger mons.

Pokeballs
Pokeball 7 $200 Seal Strength 2
Great Ball 17 $600 Seal Strength 4
Ultra Ball 2 $1,200 Seal Strength 6
Net Ball $1,000 Seal Strength 2. Seal Strength 8 instead if used on a Water or Bug type.
Dive Ball $1,000 Seal Strength 2. Seal Strength 8 when used to catch a pokemon while it's
underwater.
Dusk Ball 6 $1,000 Seal Strength 2. Seal Strength 8 when used to catch pokemon at night or in a
naturally dark location like a cave.
Quick Ball 2 $1,000 Seal Strength 2. Seal Strength 8 when used to catch a pokemon in the first
round of battle.
Luxury Ball 1 $1,000 Seal Strength 2. Makes it easier to raise the captured pokemon's Happiness
(and maybe Loyalty as well).
Timer Ball $1,000 Seal Strength 2. Seal Strength increases at GM discretion the longer a battle
goes on, capping at 8.
Premier Ball Buy 10 of any Seal Strength 2. Buy 10, get one free! Usually used to commemorate a very
type of pokeball special event of some kind.
Repeat Ball $1,000 Seal Strength 2. Seal Strength 8 if used to capture a pokemon species the
trainer has owned previously.
Nest Ball $1,000 Seal Strength 2. Seal Strength can also be 4, 6, or 8 at Gm discretion if used to
capture weaker pokemon.
Heal Ball $300 Seal Strength 2. Fully heals a pokemon upon capturing it.

Food
UltraSnax $300 High performance food. Add 1 die to the consumer's next training roll. Very effective
and helpful in
befriending wild
pokemon.
Dry Food ~10 $10 You always have a reasonable amount of this with you.
Gourmet Food $50 Only good for one meal Also somewhat
helpful for
befriending wild
pokemon, but
only truly
effective at it
when used in
large quantities.
[947]
Canned Food ~10 Trivial You always have enough of this for the shorter legs of the journey. It's not
overly tasty, but it is filling at least.

Key Items
Portable PC 1 Priceless Access your PC from anywhere! But only outside of battle

Berries and
Apricorns
Oran Berry $175 A berry that restores 1 HP when consumed. Can be used as a held item as
well as a trainer used one.
Lum Berry Unknown A berry that heals all status conditions when consumed, much like a Full Heal!
A rare and valuable find!
Ranc Berry $400 Pokemon LOVE this berry. Feeding it to them increases their happiness by a
massive amount!
Cheri Berry 3 $400 A berry that cures paralysis when consumed.
Chesto Berry $400 A berry that cures sleep when consumed.
Pecha Berry $400 A berry that cures poison when consumed.
Rawst Berry $400 A berry that cures burns when consumed.
Watmel 3 Same as Bluk
Aspear Berry $400 A berry that cures freeze when consumed.
Bluk Berry 3 Used to make Pokeblock/Poffins
Persim Berry $400 A berry that cures confusion when consumed.
Sitrus Berry 1 $600 A berry that restores either 3 HP or 1 Lethal Damage when consumed. Almost
as rare as Lum Berries.
Occa Berry 3 Reduce Supper Effective Fire moves -1
Lepa Berries 3 50-50 chance of restoring 1 Will Point when consumed

Battle Items
Daikatunite 1 Mega Daikatuna get bonus on STR, Defense and Insight
Dramsamasite 1
Life Orb 1
Kings Rock 1
Leftlovers 1
Shell Bell 1
Quick Claw 1
Grip Claw ? A Grip Claw increases the duration of the effects of binding moves such
as Wrap and Fire Spin from 4 to 6 Rounds. A decently powerful effect in
1 the right hands, though a difficult one to master the usage of.
Amulet Coin 1 Double Money gained in battles
Everstone 1 Stop a Pokemon from evolve.
Fire Gems 1 It add 3D6 power to fire. Consume item.
Charcoal 1 Increase Fire Type moves Power to +1
Destiny Knot When the pokemon holding it becomes infatuated, so does the
1 pokemon that infatuated the holder. However, this consumes the item.
Light Clay 1 Increase time of Barrier moves
Exp. Share 1 A pokemon holding this item gains half of the experience of battle.
Splash Plate 1 Add +1 Water Damage to Water Moves
Brightpolder 1 $10,000 -1 of accuracy of attacks against the user
TM52-Focus Blast 1 Special+3. -3 Accuracy. 1D6 to reduce foe Accuracy.
TM72-Avalanche Priceless STR+4. Low priority+4. If user receives damage this round, add 2
1 damage to the damage pool

Misc.
Shurikens $0 Power 1, Strength based, ranged, Lethal damage (they're basically a ranged
? Strike)
Kunais $0 Power 2, Strength based, contact, Lethal damage (more powerful than a strike,
1 but just as close ranged). They can be concealed as well with a Stealth check.
Katana $0 Power 3, Strength based, contact, Lethal damage (most powerful weapon, but
still close ranged and it can't be concealed, so carrying it around in public might
not be a good idea. Might also be awkward to wield with only one hand,
2 depending on the situation)
Escape Rope 3 $550 Use to escape cavern places
Big Nugget 2 $0
$0
$0
$0
Move Name Type Power Effect Total Damage Accuracy Rolls Additional Notes Description Contact Lethal Damage Sound Based Ranged [949] Learned By
Rolls [948]

General Moves
[950]
Evade Typeless N/A Attempt to N/A Dexterity Each success The user N/A N/A N/A N/A Everyone
dodge an Fight subtracts one from attempts to pull
incoming attack Evasion the attack's final off a maneuver
accuracy result. to avoid an
Evade occurs if the attack! If
total accuracy is successful, the
reduced to 0 attack misses!
Clash Typeless N/A Attempt to Strength/Special It has to make sense The user strikes Varies No No Varies
lessen the blow Fight for the moves to at the same
of an enemy Clash Clash for the action time as their
attack by to be effective. enemy,
striking it with attempting to
one of your own interfere with an
attack that was
being used on
them.
Strike Typeless 1 N/A Strength Dexterity The user hits Yes No No No Everyone
+1 Fight the opponent as
Brawl hard as they
can! The strike
doesn't have
much force
behind it, but
every little bit of
damage counts,
right?
Grapple Typeless N/A Pins the N/A Dexterity Target breaks free if The user pins Yes N/A No No Everyone
opponent Fight their Strength and/or the opponent
Brawl Dexterity is higher down with sheer
than the user's strength,
making it
difficult for them
to avoid attacks.
Knockdown Typeless 0 Knocks the Strength Dexterity Target can spend an The user Maybe N/A No No Everyone
opponent over Fight action to stand up. sweeps the
Brawl opponent off
Actions used while their feet,
knocked over have a disrupting their
-1 accuracy penalty. actions!
Ambush Typeless N/A Grants a free N/A Dexterity Target rolls Insight + The user N/A N/A Maybe N/A Everyone
action against Survival Survival + Alert. The attempts to
an Stealth Ambush fails if they sneak up on an
unsuspecting roll higher than the unsuspecting
target. user foe and get a
preemptive
attack in!
Cover Typeless N/A The user hides N/A N/A How effective cover The user hides N/A N/A N/A N/A Everyone
behind an is is subject to GM behind a
object or discretion. Cover character or
character. May may also be lost if an object, using it
protect the user object takes too to hide from
from ranged much damage. The ranged strikes.
attacks, but the user can do the
object or inverse and act as
character acting cover instead of
as cover is taking cover as well
more likely to
get hit.
Stabilize Typeless N/A Keeps the N/A Dexterity Is very important if The user does Yes N/A N/A N/A Everyone
target from Knowledge any lethal damage is basic medicinal
accruing lethal Medicine taken, nobody has a checks on the
damage -3 large amount of target to
healing items, and prevent bad
there are no wounds from
pokemon centers getting worse.
nearby. [951]
Initiative N/A N/A Determines turn Dexterity N/A Not a move. How quickly did N/A N/A N/A N/A Everyone
order in Survival Dexterity and you react?
encounters Survival are flat Let's find out...
values added to the
initial roll, not extra
rolls like in most
other cases. In the
event of a tie, the
pokemon with the
higher Dexterity goes
first. If that also ties,
then the pokemon
with the higher base
speed in the games
goes first. If that's
also a tie, then the
turn order is random
every turn. Is shared
between trainer and
pokemon.
Consecutive N/A N/A Make multiple N/A Subtract Not a move itself. The user N/A N/A N/A N/A Everyone
Actions moves in the accuracy dice Additional actions attacks with
same turn, one equal to the still resolve in the blow after blow,
after another! number of same turn order if caring more
actions you're multple characters about keeping
taking for the first use them in the up the pressure
attack, subtract same turn, with the rather than
one more die for sole exception of ensuring their
the next, two using multi-action attack hits!
more for the moves (like Fury
third, etc. Up to Attack)
5 actions may be
performed per
round.
Move Name Type Power Effect Total Damage Accuracy Rolls Additional Notes Description Contact Lethal Damage Sound Based Ranged [949] Learned By
Rolls [948]
Switch N/A N/A Call back one N/A N/A Trainer only. Costs The trainer calls N/A N/A N/A Yes Everyone
Pokemon pokemon and an action to use. their pokemon
send out The newly sent out back to their
another! pokemon will side or recalls
typically need about them to their
6 seconds to get its pokeball, then
bearings after the sends another
sudden change in one onto the
environment if it was battlefield in
in a pokeball. Can their place.
only be used a
maximum of two
times per round. If
the opponent did not
switch at the same
time as the user,
they have a chance
to change orders to
react to the newly
sent out pokemon,
but not switch
pokemon themselves
to regain the
advantage.
Holding Back N/A N/A Order your N/A N/A Trainer only. Not a The user N/A N/A N/A N/A Everyone
pokemon to not move, but an order purposely limits
deal as much issued before the their power,
damage! dice are rolled. dealing less
Moves will either do damage than
half damage they would have
(rounded down otherwise.
typically, but you can
round up in official
League trainer
battles instead) or
will do no lethal
damage.

This order can also


be used to make
Burn 2 and 3
inflciting moves inflict
Burn 1 instead by
purposely not setting
as much of the target
on fire. However,
only moves that are
not held back at all
can inflict Burn 2 and
3.
Willpower N/A N/A Ignore your pain N/A N/A Ignores pain The user Everyone
or strike with penalizations for the powers through
unnatural whole round or adds the pain with all
accuracy! an automatic their willpower,
success to a roll at and makes a
the cost of a will last ditch effort
point. The user will to fight back!
become tired after It's incredibly
using all of their will exhausting,
in an action. If the though.
final will point is
spent willingly, the
character will faint. If
it's lost unwillingly,
then the character
will be exceedingly
tired until they rest,
and may only use
Struggle if they
continue to
participate in
combat.
Struggle Typeless 2 Recoil. Strength Dexterity Can only be used by The user Yes No No No Everyone
+2 Fight characters with no refuses to give
Brawl Will left. The up, even though
situation has to be they're already
incredibly desperate exhausted from
for them to be able to having to fight
use this move and for so long.
avoid fainting from They'll continue
the lack of Will. to fight as long
as they remain
standing, no
matter how
dangerous the
situation!

Statuses and
Effects
Burned 1 Fire N/A 1 Damage at N/A Vitality Every success Part of you is on N/A No N/A N/A N/A
the end of the -2 reduces one point of fire! Quick, put
round damage. Part of the it out!
Dexterity + target's body is on
Survival fire. Fire types are
immune. 5 total
successes from
Extinguish checks
will put out the flame.
Others can help
outside of battle.
Burned 2 Fire N/A 2 points of N/A Vitality Every success Half of you is on N/A Yes N/A N/A N/A
lethal damage -4 reduces one point of fire! Quick,
at the end of the damage. Half of the stop, drop, and
round Dexterity + target's body is on roll, before it
Survival fire. Fire types are gets really bad!
immune. 5 total
successes from
Extinguish checks
will put out the flame.
Others can help
outside of battle.
Move Name Type Power Effect Total Damage Accuracy Rolls Additional Notes Description Contact Lethal Damage Sound Based Ranged [949] Learned By
Rolls [948]
Burned 3 Fire N/A 3 points of N/A Vitality Every success You're N/A Yes N/A N/A N/A
lethal damage -6 reduces one point of completely
at the end of the damage. The target engulfed in
round Dexterity + is completely flame!
Survival engulfed in flames. AAAAAHHHH!!
Fire types are Someone get a
immune. 5 total fire extinguisher
successes from or a water
Extinguish checks pokemon!
will put out the flame.
Others can help
outside of battle.
Poisoned Poison N/A 1 damage at the N/A Vitality Does not wear off on You feel N/A No N/A N/A N/A
end of the -2 its own, and nauseous, and
round continues to inflict take continual
damage every hour damage if you
outside of battle, can't resist the
even if the user effects. If it isn't
faints. Poison and cleansed, it
Steel types are could kill you
immune. Every eventually.
success rolled
reduces one point of
damage.
Badly Poisoned Poison N/A 1 damage at the N/A Vitality -(2 Does not wear off on You feel N/A No N/A N/A N/A
end of the *number of turns its own, and incredibly
round badly poisoned) continues to inflict nauseous, and
damage every hour find it harder
outside of battle, and harder to
even if the user resist the
faints. Poison and effects of the
Steel types are poison as time
immune. Every passes. If it
success rolled isn't cleansed, it
reduces one point of will kill you
damage. eventually.
Sleeping N/A N/A The afflicted N/A Insight Lasts 5 minutes. You doze off! N/A N/A N/A N/A N/A
character is Can only roll Wake Yaaawwwnnn...
taking an Up check if in battle zzzzz...you'll
impromptu nap. or under stress (can wake up in a
make the check few minutes if
every time you left alone, but
attempt to take a might wake up
turn). 5 successes faster if there's
and the target wakes a lot of noise or
up. if you're getting
struck.
Grass types are
immune to this status
instead of being
immune to Powder
based moves in the
Core Book's rules.
Frozen Solid Ice N/A The afflicted N/A Strength Ice Block has 5 HP You're N/A N/A N/A N/A N/A
character is and 2 Defense. completely
encased in a Target can be enclosed in a
block of ice and broken free with a block of ice!
unable to move Strength check or by Quick, melt or
using a super break it! This
effective move on could be really
the ice. Melts in a bad if that's not
few hours, but can done quickly!
have repurcussions if
waiting is chosen
over breaking free.
Ice types are
immune.

The target can use


Burn Up, Flame
Wheel, Flare Blitz,
Sacred Fire, Fusion
Flare, Scald, and
Steam Eruption to
instantly thaw
themselves out
without any
additional help (and
still attack in the
process).
Paralyzed Electric N/A Dexterity -2 N/A N/A The target moves at You find it N/A N/A N/A N/A N/A
half speed or can't difficult to move
move at all. Lasts 24 around. You
hours if not treated. want to move,
Electric types are but it's just...
immune. Can so...hard...
reduce the target's
Dexterity to 0.
Disabled N/A N/A Can't use a N/A N/A Lasts anywhere from Uh...what move N/A N/A N/A N/A N/A
particular move. a few rounds to a was I trying to
scene. use, again?
Flinched N/A N/A The afflicted N/A N/A Effect is YELP! N/A N/A N/A N/A N/A
character loses instantaneous and
their next cannot stack with
action. itself.

In the case of a
multi-action attack
like Fury Swipes,
only the first hit is
flinched.
Move Name Type Power Effect Total Damage Accuracy Rolls Additional Notes Description Contact Lethal Damage Sound Based Ranged [949] Learned By
Rolls [948]
Confused N/A N/A The character N/A Insight Lasts either 5 turns Up is down, left N/A No N/A N/A N/A
takes 1 point of -2 or until the pokemon is right, hit
damage (or is switched out. yourself instead
hurts of the enemy!
themselves in Wait, no, that's
some other way not right...
at GM
discretion) if
their insight
check and/or
their move fail.
Missing attacks,
getting stuck in
weird situations,
and more might
also occur
instead at GM
discretion.
In Love N/A N/A The character N/A Insight Insight check for My dear, I N/A N/A N/A N/A N/A
refuses to make every action. 2+ would never
any agressive successes, and the take up arms
actions against action is unhindered. against you!
the foe or its Lasts for a scene or ...Wait, who are
allies. until the pokemon is you, again?
switched out.
Genderless and
Same Gender
pokemon are
immune.
Shield N/A N/A Depends on the N/A N/A Attempting to use The pokemon is N/A N/A N/A N/A N/A
Shield move multiple Shield protected from
used. The moves in the same harm in some
effects they round inflicts a -2 way, be it
have in accuracy penalty for perfect evasion
common are every successful or an
listed in the shield move used impenetrable
Additional previously in the shield.
Notes in this round. The Shield
row. effect only lasts
through the next
attack from every foe
(multiple actions
from a single foe will
be unhindered after
the first move unless
another Shield move
is used)
Charge N/A N/A The move N/A N/A Charges might be The pokemon N/A N/A N/A N/A N/A
requires one able to be held has to take a
action to without using the little time to
prepare the move? Might take a charge the
attack, and one toll on the user move they're
action to use though, depending using. The
the move itself on the move... results are often
after the charge devestating.
is successful.
Recharge N/A N/A The move N/A N/A The pokemon N/A N/A N/A N/A N/A
exhausts the has to take a
user, preventing time out to
them from recover from
taking their next using an
action. extremely
powerful attack.
Recoil N/A N/A The move rolls N/A N/A The user N/A N/A N/A N/A N/A
a number of attacks
damage dice recklessly,
(which ignore putting itself in
defense) as much danger
against the user as the
equal to the opponent.
number of
damage dealt
(disregarding
Type (dis)
advantage
modifiers) to the
foe with the
move.
Rampage N/A N/A The move can N/A N/A The user loses N/A N/A N/A N/A N/A
be used up to 3 control entirely,
times in the attacking
same round everything
with a single around them.
use of the move They're usually
and multiple left wondering
actions, but the what happened
target of each after the
hit and how damage has
many times it been done.
hits (determined
by a coin flip/die
roll as
appropriate) is
random and the
attack confuses
the user
afterwards. The
user can't
evade while
using it, either.
Blocked N/A N/A The target is N/A N/A Ghost types may be The target is N/A N/A N/A N/A N/A
prevented from immune to this effect restrained or
switching and by default at GM blocked in some
fleeing from the discretion. way, and is
battle entirely unable to switch
until the effect out nor run from
ends or the the the battle as
user switches long as the user
out or flees can sustain the
themselves. move that's
trapping them.
Move Name Type Power Effect Total Damage Accuracy Rolls Additional Notes Description Contact Lethal Damage Sound Based Ranged [949] Learned By
Rolls [948]
Basic Heal N/A N/A Roll dice equal N/A N/A 3 per day per move A small heal N/A N/A N/A N/A N/A
to half the are a free usage. A that will recover
pokemon's HP. 4th can be usd if a up to half the
Recover HP Loyalty -2 Roll is user's HP.
equal to the passed (can spend a
number of will point to
successes. automatically pass
May heal lethal the check).
damage instead
at GM's
discretion.
Complete Heal N/A N/A Roll dice equal N/A N/A 3 per day per move A large heal N/A N/A N/A N/A N/A
to the are a free usage. A that could
pokemon's 4th can be used if a potentially
maximum HP. Loyalty -2 Roll is restore the
Recover HP passed (can spend a user's health
equal to the will point to entirely.
number of automatically pass
successes. the check).
May heal lethal
damage instead
at GM's
discretion.
Fixed Heal N/A N/A Heals a set N/A N/A A heal that's N/A N/A N/A N/A N/A
amount of guaranteed to
damage, but restore a certain
cannot heal amount of HP.
lethal damage
unless
otherwise
specified or with
GM discretion.
Critical Hit! Same type as 2 Adds two dice An additional +2 Whenever a Some moves, items, The pokemon N/A Maybe N/A N/A N/A
the affected to the move's to the affected damaging and abilities can skillfully landed
move. damage pool. move's damage move's accuracy reduce the number their blow in
pool. roll scores 5 or of successes such a way that
more successes required to score a it does more
Crit or make scoring damage than
Crits impossible. normal! Yowch!
Rain Water N/A - Water attacks N/A N/A The N/A N/A N/A N/A
get 1 extra precipitation
damage die makes the
- Fire attacks ground and air
get 1 less wet. Skilled
damage die trainers can
- All moves that utilize the
become a weather to
complete heal make the battle
in sunny into a perfect
weather restore storm.
1 HP instead of
their normal
effect
Sun Fire N/A - Fire attacks N/A The sunlight is
get 1 extra ridiculously
damage die bright, making
- Water attacks everything a
get one less little dryer and
damage die hotter. Skilled
- No pokemon trainers can
can be inflicted utilize the
with Frozen weather to get
the most out of
both plants and
fire.
Sandstorm Rock 1 - All non-Rock, N/A Pokemon in the A huge quantity
Ground, and middle of the semi- of sand is being
Steel pokemon invulnerable charge blown around
take 1 damage move (except Fly, by the wind.
at the end of Bounce, and Sky Rock types
each round Drop) are exempt particularly
- All Rock types from taking the enjoy the
gain 2 Sp. damage. weather
Defense condtion, while
- All moves that Steel and
become a Ground types
complete heal are merely
in sunny tolerant of it.
weather restore
1 HP instead of
their normal
effect
Hail Ice 1 - All non-Ice N/A The weather does The air
types take 1 not raise Ice types' becomes chilly
damage at the Defense in the as balls of solid
end of each games. Pokemon in ice rain from
round. the middle of the above! Ice
- All Ice types semi-invulnerable types love this
gain 2 Defense charge move (except weather.
- All moves that Fly, Bounce, and Sky
become a Drop) are exempt
complete heal from taking the
in sunny damage.
weather restore
1 HP instead of
their normal
effect
Thunderstorm Electric 1 - All non- Might do more or The air
Electric and less damage to becomes
Ground targets that are charged with
pokemon take 1 either weak to or electricity as a
damage at the resist Electric type massive
end of each damage at GM thunderhead
round (or every discretion. Pokemon forms above the
odd numbered in the middle of using battlefield. Only
round?). a semi-invulnerable one evolution
- All pokemon Charge move like line can
receive one Dig are exempt from possibly be
extra damage taking the damage. responsible for
die when using such a feat...
Electric attacks well, unless a
Smeargle or
Ratsy is behind
it for some
weird reason.
Move Name Type Power Effect Total Damage Accuracy Rolls Additional Notes Description Contact Lethal Damage Sound Based Ranged [949] Learned By
Rolls [948]
Nuclear Fallout Nuclear 1 - All non- Might do more or The air is
Nuclear and less damage to suddenly filled
Steel pokemon targets that are with toxic
take 1 damage either weak to or particles that
at the end of resist Nuclear type emit a large
each round (or damage at GM amount of
every odd discretion. Pokemon radiation.
numbered in the middle of using Nuclear types
round?) a semi-invulnerable thrive in this
- All Nuclear Charge move like kind of
types take 1 Dig are exempt from environment,
less damage taking the damage. and little else
from Super can survive in it,
Effective moves but only two
evolution lines
are capable of
summoning
such a
devastating
weather...well,
unless a
Smeargle or
Ratsy is behind
it for some
weird reason.
Electric Terrain Electric N/A All grounded N/A The ground
pokemon becomes
receive 1 extra covered in
damage die electricity that
when using jolts all that are
Electric attacks in contact with
and cannot fall it, stimulating
asleep, nor be their nerves and
affected by making it
Yawn. impossible to
fall asleep.
Grassy Terrain Grass 1 All grounded N/A Bulldoze, The ground is
pokemon Earthquake, and coated in a
receive 1 extra Magnitude also have layer of grass
damage die reduced damage and dirt that
when using pools at GM both oozes a
Grass attacks discretion. strong, natural
and heal 1 HP aura and makes
at the end of the ground
every round. more stable.
Misty Terrain Fairy N/A All grounded N/A The ground
pokemon becomes
receive less covered in a
damage from protective mist
Dragon attacks that dragons
(Dragon moves are completely
won't add their repulsed by.
Power to their
damage pools)
and cannot
have new status
conditions
inflicted on
them.
Psychic Terrain Psychic N/A All grounded N/A The ground
pokemon becomes
receive 1 extra covered in a
damage die weird energy
when using that makes all in
Psychic attacks contact with it
and are immune hyper aware of
to moves with what's going on
increased around them.
priority.
Sticky Terrain Poison N/A All grounded Similar to Psychic The ground
pokemon Terrain in effect, but becomes
become unable it targets the users of covered in a
to use their the priority moves super sticky
Priority moves instead of the substance that
targets. makes it
impossible for
Might need all in contact
additional buffing to with it to move
bring it in line with with any kind of
the rest of the super speed.
Terrain moves.

Special Moves [952]


Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Pound None Contact Greninja Nope Dex+Fight+Brawl STR+2
Water Priority. Successive Action Range Greninja Nope Dex+Fight+Channel STR+1
Shuriken
Growl Reduce Foe STR in 1 stage Range Greninja Nope Tough/Cute+Contest+Perform N/A
Bubble Hit all foes. 1D6 to reduce foe Dex. Range Greninja Nope Dex+Fight+Channel Special+2
Quick Attack Priority. Double the Pokemon movement speed. Contact Greninja Nope Dex+Fight+Brawl Power+2
Mat Block Shield. Reduce 3 Dice damage from the foe. Only works User and allies Greninja Nope Dex+Fight+Brawl N/A
in the first Round the pokemon is out in battle (same as
Fake Out)
Role Play Copy Target Ability User and foe Greninja Nope Smart+Contest+Perform N/A
Night Slash Lethal. Hight Critical Contact Greninja Yes Dex+Fight+Brawl STR+3
Haze Remove all increased and decrease stats from users Battlefield Greninja Nope Special+Fight+Channel N/A
and foes.
Surf Area Attack. Battlefield Greninja Nope Dex+Fight+Channel Special+3
Toxic Spikes When oponent entry the field, it become poisoned. Roll Battlefield Greninja None Dex+Fight+Channel N/A
1 Dice to become badly poisoned instead. Hazard

Nightmare Only works with sleep foes. Cause 1 Damage. Cause 1 Range Antarki None Insight+Contest+Intimidate N/A
Damage each end of round.
Dream Eater User Restore HP equal to half of the damage done. Range Antarki None Special+Fight+Channel Special+4
Target must be sleep.
Psywave Add 1 Dice damage for every 10 Levels of the user. Range Antarki None Dex+Fight+Channel N/A
Ignore foes defenses.
Hypnosis Make Target Sleep Range Antarki None Insight+Allure+Contest-4 N/A
Accuracy
Peck None Contact Antarki None Dex+Fight+Brawl Strengh+2
Night Shade Add 1 Dice damage for every 10 Levels of the user. Antarki None Special+Fight+Channel N/A
Ignore foes defenses.
Shadow Ball D1 to reduce foe special Defense Range Antarki Dex+Fight+Channel Special+3
Hidden Power After damage has been dealt, Sunny Day comes into Range Antarki None Special+Fight+Channel Special+4
(Fire) effect for 4 Rounds. This move is also affected by
Prankster.
Dazzling Hit all foes Range Antarki None Special+Fight+Channel Special+3
Gleam

Fury Cutter Successive Actions Contact Ninjask None Dex+Fight+Brawl-1 Accuracy STR+1
Bug Bite If Target Pokemon hold a berry, user will eat it Contact Ninjask None Dex+Fight+Brawl STR+2
Scratch None Contact Ninjask None Dex+Fight+Brawl STR+2
Harden Increase User defense in 1 stage Status Ninjask None Vit+Survival+Nature N/A
Absorb Half of the damage become heal Range Ninjask None Dex+Fight+Channel Special+1
Sand Attack Reduce foe Accuracy Status Ninjask None Dex+Fight+Channel N/A
Night Slash Lethal. Hight Critical Contact Ninjask Yes Dex+Fight+Brawl STR+3
Final Gambit Ignore foes defenses. User faint after use Contact Ninjask None Dex+Fight+Channel Remained foe HP+4
Double Team Increase user evasion in 2 stages Self Ninjask None Dex+Fight+Evasion N/A
Screech Reduce foe Defense in 2 Stages. Sound Based Range Ninjask None Tough+Fight+Channel N/A
Roost Basic Heal. User become vulnerable to Ground type Heal Ninjask None Special+Survival+Nature N/A
moves
Swords Dance Increase User STR in 2 stages Bonus Ninjask None Dex+Contest+Perform None

Tackle None Contact Daikatuna None Dex+Fight+Brawl STR+2


Growl Reduce foe STR. Sound Based Range Daikatuna None Tough/Cute+Contest+Perform N/A
Aqua Jet Priority move Contact Daikatuna None Dex+Fight+Brawl STR+2
Iron Head D3 chance to flinch the foes Contact Daikatuna None Dex+Fight+Brawl STR+3
Swords Dance Increase User STR in 2 stages Bonus Daikatuna None Dex+Contest+Perform None
Night Slash Lethal. Hight Critical Contact Daikatuna Yes Dex+Fight+Brawl STR+3
Waterfall D3 chance to flinch the foes Contact Daikatuna None Dex+Fight+Brawl STR+3
Dive Charge Move. User become out of range. Contact Daikatuna Nope Dex+Fight+Brawl STR+2
Quick Attack Priority. Double the Pokemon movement speed. Contact Daikatuna Nope Dex+Fight+Brawl Power+2
Water Gun None Range Daikatuna None Dex+Fight+Channel Special+2
Slash High Critical. Lethal Contact Daikatuna None Dex+Fight+Brawl Strengh+3

Sandstorm Sandstorm is activated for 4 Turns Battlefield Cocancer Nope Special+Survival+Nature None
Sunny Day Sunny Day activated for 4 turns Battlefield Cocancer Nope Special+Survival+Nature None
Tackle None Contact Cocancer Nope Dex+Fight+Brawl STR+2
Withdraw Increase user defense Self Cocancer Nope Dex+Fight+Channel None
Absorb Half the damage become heal Range Cocancer None Dex+Fight+Channel Special+1

Hypnosis Put target to sleep Status/Range Dramsama None Insight+Contest+Allure-4 None


Accuracy
Dream Eater Only work on sleep targets. Half of the damage become Range Dramsama None Special+Fight+Channel Special+4
heal
Nightmare Work only on sleep targets. Deal 1 Damage to the foe. Range Dramsama None Insight+Contest+Intimidate 1 Damage
Deal 1 Damage at the beggining of each round
Psywave Add 1 Dice damage for every 10 Levels of the user. Range Dramsama None Dex+Fight+Channel N/A
Ignore foes defenses.
Night Shade Add 1 Dice damage for every 10 Levels of the user. Range Dramsama None Special+Fight+Channel N/A
Ignore foes defenses.
Peck None Contact Dramsama None Dex+Fight+Brawl STR+2
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Recover Basic Heal. May heal Lethal Damage Self Dramsama None Special+Fight+Channel None
Focus Blast 1 Dice chance to reduce foe Sp. Defense Range Dramsama None Dex+Fight+Channel-3Acc Special+5

Ice Punch 1 Dice Chance to freeze Contact Greninja Nope Dex+Fight+Brawl STR+3
Gunk Shot D3 chance to poison foe Range Grenina Nope Dex+Fight+Channel-2 STR+5
Hidden Power Hit all foes. Grants +1 Dex, Special, and Strength if the move Contact/Spread Greninja None Dex+Survival+Stealth STR+1*/STR+3*
(Dark) KOes at least one target. If you succeed on a Stealth check to Move
ambush an unaware target(s), this move hits all successfully
ambushed targets automatically if it's the move you wish to
ambush them with, using the Stealth check as the move's
accuracy roll. If you successfully Ambush ALL of your
targets, this move gets +2 Power for the duration of the battle.
Protean also turns Greninja into a Dark type when this move is
used.
Camouflage User change its type to whatever terrain its on User Greninja None Smart+Survival+Stealth None
Aerial Ace Never Fail Close Greninja None Dex+Fight+Brawl STR+2

Giga Drain Half the damage become heal Range Ninjask None Dex+Fight+Channel Special+3
Air Cutter Hight Critical. Target all foe in range Range Ninjask None Dex+Fight+Channel Special+2
Leech Life Half the damage become heal Contact Ninjask None Dex+Fight+Brawl STR+3

Snatch Erase any decrease or increase stats the foe has and Status Daikatuna None Smart+Survival+Stealth None
place them in the user instead
Hidden Power Increase user critical rate by 1 stage, reducing the Range/Hit all foes Daikatuna None Special+Fight+Channel Special+4
(Water) number of success he needs to crit by 1 (this can be
negated by Sheer Force). Spread move.
Iron Defense Increase 2 Stages in Defense Buff Daikatuna None Vitality+Fight+Channel None

Rain Dance Rain Weater is active for 4 Rounds Battlefield Cocancer None Special+Survival+Nature None
Stone Edge Ranged. Hight Critical. Lethal. Range Cocancer None Dex+Fight+Channel-2 accuracy Strengh+4
Giga Drain Half the damage become heal Range Cocancer None Dex+Fight+Channel Special+3
Mega Drain Half the damage become heal Range Cocancer None Dex+Fight+Channel Special+2

Light Screen User and allies will receive 1 Less Damage from special User and allies Dramsama None Special+Fight+Channel None
attacks
Reflect User and allies will receive 1 Less Damage from User and allies Dramsama None Special+Fight+Channel None
physical attacks
Telekinesis All attacks will receive "Never Fail" effect. Target will be Range Dramsama None Dex+Fight+Channel None
immune to Ground moves
Hidden Power Can cause Infatuation on a Pokemon of the opposite Range Dramsama None Cute+Contest+Allure Special+3
(Ghost) Gender.

Calm Mind Increase user Sp. Attack and Sp. Defense by 1 stage User Antarki None Insight+Fight+Channel None
each

Bite Larvitar None


Leer Larvitar None
Rock Slide Larvitar None
Stealth Rock Larvitar Nope
Sandstorm Sandstorm is activated for 4 Turns Battlefield Larvitar Nope Special+Survival+Nature None
Screech Larvitar
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
Move Effects Range/Contact Learn By Lethal Damage Accuracy Damage
"I was returning to Oreburgh from Hearthome. Everything seemed normal for the first hour. And then all of a sudden, a
%@!# blue steelix burst out of one of the walls, collapsing the ceiling and blocking the path. I thought I was screwed out
of getting through the tunnel at first, but I was able to dig through the rubble with the help of my Rhydon's Drill Run. The
path wasn't the same on the other side, though, and, embarrassingly, I got %@$# lost for what felt like maybe two hours.
Right up until I got attacked by a %@$ massive Rampardos, that is. Fortunately, Rhydon was able to scare it off, but I
was definitely wishing I'd figured out how to evolve it into that super awesome Steel type Rhyperior I've heard some super
powerful trainer from Kanto has. I could have probably KOed and captured that dino as proof if I had, instead of it %@$#
getting away. I think it's still in there, but nobody else as seen it since I have. Nobody %@$# believes my story, and it
doesn't help that it apparently only took me 10 %@$# minutes to get through the tunnel from start to finish. I don't even
understand how that %@$# happened, all I know is that it apparently took me less time to get through the tunnel than it
should have, even though it felt like I was in there for maybe around %@$# 4 hours or so. There. That's my story.
Happy now? And any other questions? I'm quite busy right now, if you couldn't tell. I'm going to go get that proof I need
as soon as I figure out how to %@$# evolve my Rhydon into a Steel type..."
Kogeki finds the following in the snow and in the wagon itself:
- a bunch of soggy envelopes that look like they contain letters, though none of them seem to have anything noteworthy about them
- a package containing 10 Great Balls, 2 Max Potions, and 1 Max Revive. The label on it is ruined and impossible to read.
- a TM for Focus Blast
- another package with an unreadable label containing a Charcoal, two Fire Gems, three Occa Berries, three Cheri Berries, three Bluk Berries, three Watmel Berries, a Destiny
Knot, and an Everstone with a note attached to it that says: For your breeding project. Maybe we'll finally be able to breed a _____________ with these items. The missing part of
the message is smudged and unreadable from moisture that had seeped into the box. The berries seem to be fine despite the cold, damp conditions, however.
Name Effect Notes Pokemon with
this ability
Pokemon Mega Evolve Boost in stats Mega Ability
Daikatuna STR, Insigh and Defense +1 Sheer Force
Dramsama Special + 2 and Dexterity +1 Bad Dreams
Bad Dreams
- Sleep inflicting moves can affect pokemon that would normally be immune to them (including PD pokemon), but a normally immune target may not
necessarily fall fully asleep. This effect applies to all Sleep moves that are used as long as the Bad Dreams user is on the battlefield. If the Bad Dreams
user leaves the battlefield, then any sleeping pokemon that are normally immune to sleep wake up immediately.
- Waking up from the Sleep status condition requires 7 collective successes from Insight checks instead of 5.
- Every time a pokemon attempts to Wake Up, they take 1 damage if they fail to do so.
- Pokemon take 1 damage when they fall asleep.
- Pokemon take 1 damage if they are Asleep at the end of the Round.
- This ability's effects apply to both enemies and allies of the Bad Dreams user.
Icicle Badge
Ace Trainer Alexis
[1] Trainers start with 115 exp to level stuff up initially in this test game

[2] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

You have 5 points to distribute between these stats as you see fit at no cost.

[3] Social Attributes increase by 1 whenever their corresponding Attribute increases by 1.

[4] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. (minimum 6)

New skills cost a minimum of 6 exp to learn instead of 8.

[5] How many Health Points the character has.


Max HP = Base + Health

Humans have 5 Base HP.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[6] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[7] You start with $20,000 to purchase your starting supplies.

[8] Cost to increase: 10x time current score (10 minimum)

[9] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book. (Ex: A
ditto would have 2 Health and 2 Defense to start with)

[10] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[11] Corresponds with Strength

[12] Start at 0 each.

A Specialty's value cannot exceed the value of its corresponding Skill.

[13] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.


[14] If a Status/Condition Altering Move, it has 0 Power by default

[15] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

[16] What you think the Move would look like in action, and a summation of its Effects.

[17] Humans are unable to use Special by default

[18] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[19] Humans are normally unable to directly use Channel based skills by default.

[20] Corresponds with Dexterity

[21] Humans can wield weapons of varying kinds to defend themselves if they don't have access to their
pokemon for some reason.

However, said weapons will usually be melee weapons of some kind in the Pokemon universe. (and
sometimes they'll have to be improvised)

[22] While this skill seems insignificant, it matters a lot if you're throwing a pokeball!

Certain ranged weapons might also use this skill.

[23] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[24] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[25] Page 53 of the 1.2 rulebook.

[26] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[27] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[28] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[29] Page 70 of the 1.2 Rulebook

Humans do not normally have levels.

[30] Pokedex page 83 (B/W Corebook)

[31] Starts at 0 by default or determined by GM

[32] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.
[32] pg. 66 (B/W Corebook)
Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[33] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[34] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[35] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[36] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[37] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[38] Starts at 2. Apply the pain penalization from the battle where you caught them

[39] Default found in Pokedex or assigned by GM

[40] Cost to increase: 10x time current score (10 minimum)

[41] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book. (Ex:
A ditto would have 2 Health and 2 Defense to start with)

[42] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[43] Corresponds with Strength

[44] Start at 0 each.

[45] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.


[45] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[46] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[47] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[48] Corresponds with Dexterity

[49] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[50] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[51] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[52] Page 53 of the 1.2 rulebook.

[53] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[54] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[55] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[56] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[57] Pokedex page 83 (B/W Corebook)

[58] Pokemon get 230 exp to spend on leveling stuff up initially in this test game

[59] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.
[60] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[61] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[62] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[63] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[64] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[65] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[66] Starts at 2. Apply the pain penalization from the battle where you caught them

[67] Default found in Pokedex or assigned by GM

[68] Cost to increase: 10x time current score (10 minimum)

[69] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book. (Ex:
A ditto would have 2 Health and 2 Defense to start with)

[70] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[71] Corresponds with Strength

[72] Start at 0 each.

[73] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.


[74] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[75] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[76] Corresponds with Dexterity

[77] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[78] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[79] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[80] Page 53 of the 1.2 rulebook.

[81] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[82] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[83] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[84] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[85] Pokedex page 83 (B/W Corebook)

[86] Pokemon get 230 exp to spend on leveling stuff up initially in this test game

[87] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[88] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.
[88] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[89] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[90] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[91] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[92] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[93] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[94] Starts at 2. Apply the pain penalization from the battle where you caught them

[95] Default found in Pokedex or assigned by GM

[96] Cost to increase: 10x time current score (10 minimum)

[97] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book. (Ex:
A ditto would have 2 Health and 2 Defense to start with)

[98] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[99] Corresponds with Strength

[100] Start at 0 each.

[101] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.


[102] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[103] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[104] Corresponds with Dexterity

[105] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[106] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[107] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[108] Page 53 of the 1.2 rulebook.

[109] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[110] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[111] Initiative = DEX + Survival + Alert Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[112] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[113] Base HP: 3


Strength: 2
Defense: 1
Special: 1
Insight: 1
Dexterity: 2

[114] Base HP: 5


Strength: 3 (cap 6)
Defense: 2 (cap 5)
Special: 2 (cap 4)
Insight: 2 (cap 4)
Dexterity: 3 (cap 6)
[114] Base HP: 5
Strength: 3 (cap 6)
Defense: 2 (cap 5)
Special: 2 (cap 4)
Insight: 2 (cap 4)
Dexterity: 3 (cap 6)

[115] Pokedex page 83 (B/W Corebook)

[116] Pokemon get 230 exp to spend on leveling stuff up initially in this test game

[117] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[118] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[119] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[120] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[121] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[122] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[123] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[124] Starts at 2. Apply the pain penalization from the battle where you caught them

[125] Default found in Pokedex or assigned by GM

[126] Cost to increase: 10x time current score (10 minimum)

[127] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[128] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type
[128] Total Damage of Moves
- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[129] Corresponds with Strength

[130] Start at 0 each.

[131] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[132] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[133] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[134] Corresponds with Dexterity

[135] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[136] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[137] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[138] Page 53 of the 1.2 rulebook.

[139] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[140] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[141] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[142] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)
All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[143] Base HP: 3


Strength: 2
Defense: 2
Special: 1
Insight: 2
Dexterity: 2

[144] Base HP: 12


Strength: 3 (max 6)
Defense: 3 (max 7)
Special: 1 (max 3)
Insight: 3 (max 6)
Dexterity: 2 (max 4)

[145] Pokedex page 83 (B/W Corebook)

[146] Starts at 0 by default or determined by GM

[147] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[148] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[149] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[150] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[151] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[152] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[153] Starts at 2. Apply the pain penalization from the battle where you caught them
[153] Starts at 2. Apply the pain penalization from the battle where you caught them

[154] Default found in Pokedex or assigned by GM

[155] Cost to increase: 10x time current score (10 minimum)

[156] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[157] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[158] Corresponds with Strength

[159] Start at 0 each.

[160] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[161] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[162] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[163] Corresponds with Dexterity

[164] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[165] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[166] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[167] Page 53 of the 1.2 rulebook.

[168] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[169] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.
[170] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)
In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[171] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[172] Base HP: 3


Strength: 1
Defense: 2
Special: 2
Insight: 2
Dexterity: 2

[173] Base HP: 4


Strength: 1 (max 3)
Defense: 2 (max 5)
Special: 3 (max 6)
Insight: 2 (max 4)
Dexterity: 3 (max 6)

[174] Pokedex page 83 (B/W Corebook)

[175] Starts at 0 by default or determined by GM

[176] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[177] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[178] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[179] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[180] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.
[180] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[181] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[182] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[183] Starts at 2. Apply the pain penalization from the battle where you caught them

[184] Default found in Pokedex or assigned by GM

[185] Cost to increase: 10x time current score (10 minimum)

[186] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[187] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[188] Corresponds with Strength

[189] Start at 0 each.

[190] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[191] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[192] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[193] Corresponds with Dexterity

[194] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.
[194] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[195] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[196] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[197] Page 53 of the 1.2 rulebook.

[198] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[199] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[200] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[201] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[202] Base HP: 4


Strength: 2 (max 4)
Defense: 2 (max 5)
Special: 3 (max 7)
Insight: 2 (max 5)
Dexterity: 3 (max 6)

[203] Pokedex page 83 (B/W Corebook)

[204] Pokemon get 230 exp to spend on leveling stuff up initially in this test game

[205] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[206] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[207] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[208] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.
[208] How many Health Points the Pokémon has.
Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[209] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[210] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[211] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[212] Starts at 2. Apply the pain penalization from the battle where you caught them

[213] Default found in Pokedex or assigned by GM

[214] Cost to increase: 10x time current score (10 minimum)

[215] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[216] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[217] Corresponds with Strength

[218] Start at 0 each.

[219] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[220] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[221] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.
[221] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[222] Corresponds with Dexterity

[223] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[224] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[225] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[226] Page 53 of the 1.2 rulebook.

[227] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[228] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[229] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[230] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[231] Pokedex page 83 (B/W Corebook)

[232] Pokemon get 230 exp to spend on leveling stuff up initially in this test game

[233] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[234] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[235] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[236] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.
[236] How many Health Points the Pokémon has.
Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[237] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[238] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[239] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[240] Starts at 2. Apply the pain penalization from the battle where you caught them

[241] Default found in Pokedex or assigned by GM

[242] Cost to increase: 10x time current score (10 minimum)

[243] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[244] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[245] Corresponds with Strength

[246] Start at 0 each.

[247] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[248] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[249] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.
[249] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[250] Corresponds with Dexterity

[251] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[252] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[253] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[254] Page 53 of the 1.2 rulebook.

[255] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[256] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[257] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[258] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[259] Pokedex page 83 (B/W Corebook)

[260] Starts at 0 by default or determined by GM

[261] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[262] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[263] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[264] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.
[264] How many Health Points the Pokémon has.
Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[265] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[266] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[267] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[268] Starts at 2. Apply the pain penalization from the battle where you caught them

[269] Default found in Pokedex or assigned by GM

[270] Cost to increase: 10x time current score (10 minimum)

[271] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[272] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[273] Corresponds with Strength

[274] Start at 0 each.

[275] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[276] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[277] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.
[277] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[278] Corresponds with Dexterity

[279] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[280] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[281] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[282] Page 53 of the 1.2 rulebook.

[283] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[284] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[285] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[286] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[287] Pokedex page 83 (B/W Corebook)

[288] Starts at 0 by default or determined by GM

[289] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[290] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[291] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.
Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[292] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[293] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[294] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[295] Starts at 2. Apply the pain penalization from the battle where you caught them

[296] Default found in Pokedex or assigned by GM

[297] Cost to increase: 10x time current score (10 minimum)

[298] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[299] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[300] Corresponds with Strength

[301] Start at 0 each.

[302] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[303] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[304] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.
[305] Corresponds with Dexterity

[306] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[307] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[308] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[309] Page 53 of the 1.2 rulebook.

[310] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[311] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[312] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[313] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[314] Pokedex page 83 (B/W Corebook)

[315] Starts at 0 by default or determined by GM

[316] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[317] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[318] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[319] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.
[319] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[320] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[321] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[322] Starts at 2. Apply the pain penalization from the battle where you caught them

[323] Default found in Pokedex or assigned by GM

[324] Cost to increase: 10x time current score (10 minimum)

[325] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[326] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[327] Corresponds with Strength

[328] Start at 0 each.

[329] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[330] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[331] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[332] Corresponds with Dexterity

[333] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.
[333] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[334] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[335] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[336] Page 53 of the 1.2 rulebook.

[337] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[338] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[339] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[340] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[341] Pokedex page 83 (B/W Corebook)

[342] Starts at 0 by default or determined by GM

[343] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[344] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[345] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[346] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.
[346] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[347] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[348] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[349] Starts at 2. Apply the pain penalization from the battle where you caught them

[350] Default found in Pokedex or assigned by GM

[351] Cost to increase: 10x time current score (10 minimum)

[352] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[353] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[354] Corresponds with Strength

[355] Start at 0 each.

[356] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[357] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[358] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[359] Corresponds with Dexterity

[360] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[361] Vitality has been split into Health and Defense. The two stats must now be increased separately.
[362] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[363] Page 53 of the 1.2 rulebook.

[364] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[365] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[366] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[367] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[368] Pokedex page 83 (B/W Corebook)

[369] Starts at 0 by default or determined by GM

[370] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[371] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[372] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[373] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[374] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.
[375] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[376] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[377] Starts at 2. Apply the pain penalization from the battle where you caught them

[378] Default found in Pokedex or assigned by GM

[379] Cost to increase: 10x time current score (10 minimum)

[380] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[381] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[382] Corresponds with Strength

[383] Start at 0 each.

[384] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[385] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[386] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[387] Corresponds with Dexterity

[388] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[389] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[390] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.
[390] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[391] Page 53 of the 1.2 rulebook.

[392] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[393] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[394] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[395] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[396] Pokedex page 83 (B/W Corebook)

[397] Starts at 0 by default or determined by GM

[398] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[399] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[400] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[401] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[402] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.
[402] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[403] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[404] Starts at 2. Apply the pain penalization from the battle where you caught them

[405] Default found in Pokedex or assigned by GM

[406] Cost to increase: 10x time current score (10 minimum)

[407] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[408] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[409] Corresponds with Strength

[410] Start at 0 each.

[411] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[412] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[413] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[414] Corresponds with Dexterity

[415] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[416] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[417] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[418] Page 53 of the 1.2 rulebook.


[419] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[420] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[421] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[422] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[423] Pokedex page 83 (B/W Corebook)

[424] Pokemon get 230 exp to spend on leveling stuff up initially in this test game

[425] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[426] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[427] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[428] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[429] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[430] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.
[431] Page 30.
Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[432] Starts at 2. Apply the pain penalization from the battle where you caught them

[433] Default found in Pokedex or assigned by GM

[434] Cost to increase: 10x time current score (10 minimum)

[435] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[436] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[437] Corresponds with Strength

[438] Start at 0 each.

[439] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[440] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[441] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[442] Corresponds with Dexterity

[443] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[444] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[445] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[446] Page 53 of the 1.2 rulebook.

[447] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.


[448] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[449] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[450] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[451] Pokedex page 83 (B/W Corebook)

[452] Starts at 0 by default or determined by GM

[453] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[454] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[455] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[456] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[457] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[458] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.
[459] Starts at 2. Apply the pain penalization from the battle where you caught them

[460] Default found in Pokedex or assigned by GM

[461] Cost to increase: 10x time current score (10 minimum)

[462] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[463] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[464] Corresponds with Strength

[465] Start at 0 each.

[466] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[467] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[468] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[469] Corresponds with Dexterity

[470] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[471] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[472] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[473] Page 53 of the 1.2 rulebook.

[474] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[475] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.
[475] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[476] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[477] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[478] Pokedex page 83 (B/W Corebook)

[479] Starts at 0 by default or determined by GM

[480] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[481] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[482] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[483] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[484] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[485] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[486] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.
[487] Starts at 2. Apply the pain penalization from the battle where you caught them

[488] Default found in Pokedex or assigned by GM

[489] Cost to increase: 10x time current score (10 minimum)

[490] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[491] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[492] Corresponds with Strength

[493] Start at 0 each.

[494] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[495] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[496] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[497] Corresponds with Dexterity

[498] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[499] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[500] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[501] Page 53 of the 1.2 rulebook.

[502] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[503] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.
[503] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[504] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[505] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[506] Pokedex page 83 (B/W Corebook)

[507] Starts at 0 by default or determined by GM

[508] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[509] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[510] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[511] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[512] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[513] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[514] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.
[515] Starts at 2. Apply the pain penalization from the battle where you caught them

[516] Default found in Pokedex or assigned by GM

[517] Cost to increase: 10x time current score (10 minimum)

[518] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[519] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[520] Corresponds with Strength

[521] Start at 0 each.

[522] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[523] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[524] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[525] Corresponds with Dexterity

[526] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[527] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[528] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[529] Page 53 of the 1.2 rulebook.

[530] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[531] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.
[531] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[532] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[533] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[534] Pokedex page 83 (B/W Corebook)

[535] Starts at 0 by default or determined by GM

[536] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[537] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[538] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[539] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[540] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[541] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[542] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.
[543] Starts at 2. Apply the pain penalization from the battle where you caught them

[544] Default found in Pokedex or assigned by GM

[545] Cost to increase: 10x time current score (10 minimum)

[546] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[547] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[548] Corresponds with Strength

[549] Start at 0 each.

[550] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[551] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[552] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[553] Corresponds with Dexterity

[554] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[555] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[556] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[557] Page 53 of the 1.2 rulebook.

[558] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[559] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.
[559] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[560] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[561] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[562] Pokedex page 83 (B/W Corebook)

[563] Starts at 0 by default or determined by GM

[564] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[565] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[566] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[567] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[568] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[569] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[570] Starts at 2. Apply the pain penalization from the battle where you caught them
[571] Default found in Pokedex or assigned by GM

[572] Cost to increase: 10x time current score (10 minimum)

[573] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[574] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[575] Corresponds with Strength

[576] Start at 0 each.

[577] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[578] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[579] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[580] Corresponds with Dexterity

[581] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[582] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[583] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[584] Page 53 of the 1.2 rulebook.

[585] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[586] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[587] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.
[587] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)
In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[588] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[589] Pokedex page 83 (B/W Corebook)

[590] Starts at 0 by default or determined by GM

[591] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[592] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[593] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[594] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[595] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[596] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[597] Starts at 2. Apply the pain penalization from the battle where you caught them

[598] Default found in Pokedex or assigned by GM

[599] Cost to increase: 10x time current score (10 minimum)


[600] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[601] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[602] Corresponds with Strength

[603] Start at 0 each.

[604] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[605] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[606] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[607] Corresponds with Dexterity

[608] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[609] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[610] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[611] Page 53 of the 1.2 rulebook.

[612] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[613] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[614] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[615] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
[615] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[616] Pokedex page 83 (B/W Corebook)

[617] Starts at 0 by default or determined by GM

[618] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[619] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[620] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[621] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[622] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[623] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[624] Starts at 2. Apply the pain penalization from the battle where you caught them

[625] Default found in Pokedex or assigned by GM

[626] Cost to increase: 10x time current score (10 minimum)

[627] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)
[628] Total Damage of Moves
- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[629] Corresponds with Strength

[630] Start at 0 each.

[631] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[632] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[633] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[634] Corresponds with Dexterity

[635] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[636] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[637] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[638] Page 53 of the 1.2 rulebook.

[639] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[640] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[641] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[642] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)
[642] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[643] Pokedex page 83 (B/W Corebook)

[644] Starts at 0 by default or determined by GM

[645] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[646] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[647] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[648] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[649] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[650] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[651] Starts at 2. Apply the pain penalization from the battle where you caught them

[652] Default found in Pokedex or assigned by GM

[653] Cost to increase: 10x time current score (10 minimum)

[654] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[655] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type
[655] Total Damage of Moves
- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[656] Corresponds with Strength

[657] Start at 0 each.

[658] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[659] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[660] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[661] Corresponds with Dexterity

[662] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[663] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[664] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[665] Page 53 of the 1.2 rulebook.

[666] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[667] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[668] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[669] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)
[670] Pokedex page 83 (B/W Corebook)

[671] Starts at 0 by default or determined by GM

[672] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[673] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[674] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[675] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[676] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[677] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[678] Starts at 2. Apply the pain penalization from the battle where you caught them

[679] Default found in Pokedex or assigned by GM

[680] Cost to increase: 10x time current score (10 minimum)

[681] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[682] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type
[683] Corresponds with Strength

[684] Start at 0 each.

[685] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[686] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[687] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[688] Corresponds with Dexterity

[689] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[690] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[691] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[692] Page 53 of the 1.2 rulebook.

[693] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[694] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[695] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[696] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[697] Pokedex page 83 (B/W Corebook)

[698] Starts at 0 by default or determined by GM


[698] Starts at 0 by default or determined by GM

[699] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[700] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[701] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[702] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[703] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[704] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[705] Starts at 2. Apply the pain penalization from the battle where you caught them

[706] Default found in Pokedex or assigned by GM

[707] Cost to increase: 10x time current score (10 minimum)

[708] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[709] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[710] Corresponds with Strength

[711] Start at 0 each.


[711] Start at 0 each.

[712] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[713] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[714] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[715] Corresponds with Dexterity

[716] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[717] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[718] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[719] Page 53 of the 1.2 rulebook.

[720] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[721] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[722] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[723] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[724] Pokedex page 83 (B/W Corebook)

[725] Starts at 0 by default or determined by GM

[726] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.
[726] pg. 66 (B/W Corebook)
Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[727] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[728] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[729] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[730] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[731] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[732] Starts at 2. Apply the pain penalization from the battle where you caught them

[733] Default found in Pokedex or assigned by GM

[734] Cost to increase: 10x time current score (10 minimum)

[735] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[736] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[737] Corresponds with Strength

[738] Start at 0 each.

[739] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.


[739] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[740] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[741] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[742] Corresponds with Dexterity

[743] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[744] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[745] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[746] Page 53 of the 1.2 rulebook.

[747] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[748] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[749] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[750] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[751] Pokedex page 83 (B/W Corebook)

[752] Starts at 0 by default or determined by GM

[753] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.
[753] pg. 66 (B/W Corebook)
Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[754] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[755] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[756] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[757] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[758] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[759] Starts at 2. Apply the pain penalization from the battle where you caught them

[760] Default found in Pokedex or assigned by GM

[761] Cost to increase: 10x time current score (10 minimum)

[762] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[763] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[764] Corresponds with Strength

[765] Start at 0 each.

[766] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.


[767] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[768] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[769] Corresponds with Dexterity

[770] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[771] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[772] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[773] Page 53 of the 1.2 rulebook.

[774] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[775] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[776] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[777] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[778] Pokedex page 83 (B/W Corebook)

[779] Pokemon get 230 exp to spend on leveling stuff up initially in this test game

[780] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[781] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.
[781] Pokemon get a bonus 1 point in a single Social Attribute according to their personality at GM
discretion.

[782] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[783] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[784] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[785] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[786] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[787] Starts at 2. Apply the pain penalization from the battle where you caught them

[788] Default found in Pokedex or assigned by GM

[789] Cost to increase: 10x time current score (10 minimum)

[790] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[791] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[792] Corresponds with Strength

[793] Start at 0 each.

[794] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.


[795] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[796] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[797] Corresponds with Dexterity

[798] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[799] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[800] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[801] Page 53 of the 1.2 rulebook.

[802] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[803] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[804] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[805] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[806] Pokedex page 83 (B/W Corebook)

[807] Starts at 0 by default or determined by GM

[808] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[809] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.
[809] One of your skills starts at 0, one is 1, one is 2, and one is 3.
pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[810] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[811] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[812] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[813] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[814] Starts at 2. Apply the pain penalization from the battle where you caught them

[815] Default found in Pokedex or assigned by GM

[816] Cost to increase: 10x time current score (10 minimum)

[817] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[818] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[819] Corresponds with Strength

[820] Start at 0 each.

[821] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[822] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it
[822] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[823] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[824] Corresponds with Dexterity

[825] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[826] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[827] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[828] Page 53 of the 1.2 rulebook.

[829] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[830] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[831] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[832] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[833] Pokedex page 83 (B/W Corebook)

[834] Starts at 0 by default or determined by GM

[835] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[836] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.
[837] How many Health Points the Pokémon has.
Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[838] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[839] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[840] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[841] Starts at 2. Apply the pain penalization from the battle where you caught them

[842] Default found in Pokedex or assigned by GM

[843] Cost to increase: 10x time current score (10 minimum)

[844] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[845] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[846] Corresponds with Strength

[847] Start at 0 each.

[848] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[849] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[850] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[851] Corresponds with Dexterity

[852] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[853] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[854] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[855] Page 53 of the 1.2 rulebook.

[856] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[857] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[858] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[859] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[860] Pokedex page 83 (B/W Corebook)

[861] Starts at 0 by default or determined by GM

[862] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[863] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[864] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.
[864] How many Health Points the Pokémon has.
Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[865] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[866] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[867] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[868] Starts at 2. Apply the pain penalization from the battle where you caught them

[869] Default found in Pokedex or assigned by GM

[870] Cost to increase: 10x time current score (10 minimum)

[871] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[872] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[873] Corresponds with Strength

[874] Start at 0 each.

[875] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[876] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[877] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.
[877] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[878] Corresponds with Dexterity

[879] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[880] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[881] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[882] Page 53 of the 1.2 rulebook.

[883] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[884] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[885] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[886] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[887] Pokedex page 83 (B/W Corebook)

[888] Starts at 0 by default or determined by GM

[889] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[890] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[891] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.
Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[892] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[893] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[894] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[895] Starts at 2. Apply the pain penalization from the battle where you caught them

[896] Default found in Pokedex or assigned by GM

[897] Cost to increase: 10x time current score (10 minimum)

[898] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[899] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[900] Corresponds with Strength

[901] Start at 0 each.

[902] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[903] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[904] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.
[905] Corresponds with Dexterity

[906] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[907] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[908] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[909] Page 53 of the 1.2 rulebook.

[910] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[911] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[912] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[913] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[914] Pokedex page 83 (B/W Corebook)

[915] Starts at 0 by default or determined by GM

[916] pg. 66 (B/W Corebook)


Health and Split Defenses are homebrew additions. Max HP, Defense, and Sp. Defense were originally
determined by a single stat (Vitality)

Pokemon have starting Attributes equivalent to their Base values in the core book.

[917] One of your skills starts at 0, one is 1, one is 2, and one is 3.


pg 66 (B/W Corebook)
Cost to increase: 8x times current score. New skills cost a minimum of 6 exp to learn.

[918] How many Health Points the Pokémon has.


Max HP = Base + Health

Base HP is usually determined by the Pokemon's height.

After taking 2 or more damage, apply a -1 Pain penalty. At half HP or less, apply a -2 Pain penalty. At 1
HP, apply a -3 Pain penalty.

[919] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.
[919] Current willpower of the character. Starts at 5 in this game. Maximum is 10. Can be spent to add
successes to most rolls, ignore Pain, or use healing moves. Some attacks also use this value for their
Accuracy roll.

Additional Will Points can be purchased for exp equivalent to 3x the current Will score. They can also be
awarded by the GM.

[920] Ability of the Pokémon; refer to Ability Tab or Make a Note for what each Ability does.

Pokemon can only use one Ability at a time, but may choose which Ability they use each day. Hidden
Abilities and Abilities the pokemon cannot normally have must be unlocked before they can be picked.

[921] Page 30.


Starts at 0 if you caught them while unconscious. Starts at 1 if you captured them with a pokeball (not
unconscious). Starts at 2 if they agree to follow you.

[922] Starts at 2. Apply the pain penalization from the battle where you caught them

[923] Default found in Pokedex or assigned by GM

[924] Cost to increase: 10x time current score (10 minimum)

[925] Base Value for both Health and Defense is equivalent to the pokemon's initial Vitality in the book.
(Ex: A ditto would have 2 Health and 2 Defense to start with)

[926] Total Damage of Moves


- Add +1 die for STAB if it applies
- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[927] Corresponds with Strength

[928] Start at 0 each.

[929] New specialties cost 6x current level. Minimum 6.

You start the game with all specialties at 0.

[930] Any Traits/Mechanics of the Move that do not fall into the Effect heading (Ranged, Contact, Lethal,
etc..)

- Contact moves require the user to be next to their target.


- Semi range moves can be used on the target from a short distance away
- Ranged moves can be used on the target from a long distance away
- Battlefield range moves can affect a large part of the battlefield, if not all of it

[931] Corresponds with Special.

Humans do not have this Social Attribute according to the book since they aren't as sweet and peculiar as
most pokemon.

[932] Corresponds with Dexterity

[933] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.
[933] Only select pokemon like Marowak are usually able to wield things similar to weapons like a human
can.

[934] Vitality has been split into Health and Defense. The two stats must now be increased separately.

[935] Corresponds with Vitality in the base rules, so it can correspond to either Health or Defense in this
game.

[936] Page 53 of the 1.2 rulebook.

[937] Covers both Knowledge/Expertise/Diplomacy Rolls, and determines S.Defense.

[938] Corresponds with Insight.

A slight difference between humans and pokemon. As most pokemon see the world a little differently from
humans, they use Smart instead of Intelligence.

[939] Initiative = DEX + Survival + Alert + Items/Special Conditions (If any)


In case of ties, the Pokémon/Chara. with high base DEX goes first. If both Pokémon/Charas have = DEX,
then the one with higher Speed in the Base Games goes first.

[940] Page 70 of the 1.2 Rulebook

All Pokemon start at Level 1 in their most basic form. Every time they grow, they gain levels according to
this chart:
- Every time they learn a new move that didn't cost 0 exp, they gain 1 level
- every time they gain a point in an Attribute or Skill (but not Specialties), they gain levels equal to the level
of the point they just gained (ex: increasing their Strength from 2 to 3 increases their Level by 3)

[941] Items page 73

[942] I've tried to make them more like the games

[943] Which pokemon or character is holding that particular item, if applicable.

[944] Every subsequent potion you use on the same Pokemon in the course of a single day is halved in
effectiveness

[945] Stops all subsequent HP healing for the day.

[946] Stops all subsequent HP healing for the day.

[947] Even just 1 gourmet food helps though. The GM will reroll (1) results. It takes 3 to add an additional
die.

[948] - Add +1 die for STAB if it applies


- Add +1 damage for weakness if it applies
- Add +2 damage for weakness if it applies to both defending types
- Apply -1 or -2 damage if the opponent resists the attacking type.
- All damage is 0 if the opponent is immune to the attacking type

[949] Primarily, I'm basing this on whether a move has Line of Sight range or not in the Pokemon Mystery
Dungeon series, with a smattering of common sense and Room AOEs being factored in as well.
[950] Everyone can use these moves, even humans.

[951] If the first check fails, further checks can be made, but they might not be as effective as a successful
first attempt. (The target will take 1 Lethal damage every 8 hours instead of every 1 hour, for example)

[952] Only pokemon can typically use these moves.

You might also like