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Trainer Name: Forum Name: XP: 000 [1] Attributes [2] Social Attributes [3] Skills [4]

HP [5] Will [6] Money [7] Filler Spot Filler Spot Filler Spot Held Item Health [8] Fight Survival Knowledge Contest
?/? ? $1.500 None 1 [9] 0 0 0 0
Strength Tough [11] Specialties [12]
Moves [10] 1 1 Brawl 0 [13] Alert 0 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 0 Empathy 0
Strike Typeless Strength Dex+Fight+Brawl Contact N/A N/A Evasion 0 Nature 0 Medicine 0 Etiquette 0
+1 Weapons [21] 0 Stealth 0 Science 1 0 Intimidate 0
Dexterity Cool [20]
Knockdown Typeless Strength Reduce the target's Accuracy by 1 until Dex+Fight+Brawl Contact 1 1 Throw [22] 0 Science 2 0 Perform 0
they spend an action to stand up.
+0 Clash [25] 0 Science 3 0
Defense [23] Beauty [24]
Evade Typeless N/A Subtract successes from the accuracy Dex+Fight+Evasion 1 1
of the attack you're evading equal to
the number of successes this
maneuver's accuracy roll scores. Insight [26] Intelligence [27]
Grapple Typeless N/A Pins the target. If the target has higher Dex+Fight+Brawl Contact 1 1
Strength and/or Dexterity than the
user, they break free automatically. Initiative [28] Level [29]
Additional Moves Stabilize, Cover, Ambush ? N/A
Background Infomation, Surprises, Etc..
Pokemon #1 [30] Species: XP: [31] Attributes [32] Social Attributes [33] Skills [34]
HP [35] Will [36] Ability [37] Happiness [38] Loyalty [39] Disobedience [40] Held Item Health [41] Fight Survival Knowledge Contest
1 [42] 0 0 0 0
Strength Tough [44] Specialties [45]
Moves [43] 1 1 Brawl 0 [46] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [47] Effect Accuracy Roll Add. Notes [48] Description [49] Special Cute [50] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [51] Weapons N/A [52] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [53] Beauty [54] Clash [55] 0 Science 3 0
1 1
Insight [56] Smart [57]
1 1
Initiative [58] Level [59]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #2 [60] Species: XP: [61] Attributes [62] Social Attributes [63] Skills [64]
HP [65] Will [66] Ability [67] Happiness [68] Loyalty [69] Disobedience [70] Held Item Health [71] Fight Survival Knowledge Contest
1 [72] 0 0 0 0
Strength Tough [74] Specialties [75]
Moves [73] 1 1 Brawl 0 [76] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [77] Effect Accuracy Roll Add. Notes [78] Description [79] Special Cute [80] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [81] Weapons N/A [82] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [83] Beauty [84] Clash [85] 0 Science 3 0
1 1
Insight [86] Smart [87]
1 1
Initiative [88] Level [89]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #3 [90] Species: XP: [91] Attributes [92] Social Attributes [93] Skills [94]
HP [95] Will [96] Ability [97] Happiness [98] Loyalty [99] Disobedience [100] Held Item Health [101] Fight Survival Knowledge Contest
1 [102] 0 0 0 0
Strength Tough [104] Specialties [105]
Moves [103] 1 1 Brawl 0 [106] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [107] Effect Accuracy Roll Add. Notes [108] Description [109] Special Cute [110] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [111] Weapons N/A [112] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [113] Beauty [114] Clash [115] 0 Science 3 0
1 1
Insight [116] Smart [117]
1 1
Initiative [118] Level [119]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #4 [120] Species: XP: [121] Attributes [122]Social Attributes [123] Skills [124]
HP [125] Will [126] Ability [127] Happiness [128] Loyalty [129] Disobedience [130] Held Item Health [131] Fight Survival Knowledge Contest
1 [132] 0 0 0 0
Strength Tough [134] Specialties [135]
Moves [133] 1 1 Brawl 0 [136] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [137] Effect Accuracy Roll Add. Notes [138] Description [139] Special Cute [140] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [141] Weapons N/A [142] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [143] Beauty [144] Clash [145] 0 Science 3 0
1 1
Insight [146] Smart [147]
1 1
Initiative [148] Level [149]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #5 [150] Species: XP: [151] Attributes [152]Social Attributes [153] Skills [154]
HP [155] Will [156] Ability [157] Happiness [158] Loyalty [159] Disobedience [160] Held Item Health [161] Fight Survival Knowledge Contest
1 [162] 0 0 0 0
Strength Tough [164] Specialties [165]
Moves [163] 1 1 Brawl 0 [166] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [167] Effect Accuracy Roll Add. Notes [168] Description [169] Special Cute [170] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [171] Weapons N/A [172] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [173] Beauty [174] Clash [175] 0 Science 3 0
1 1
Insight [176] Smart [177]
1 1
Initiative [178] Level [179]
Additional Moves ? 1
Background Infomation, Surprises, Etc..
Pokemon #6 [180] Species: XP: [181] Attributes [182]Social Attributes [183] Skills [184]
HP [185] Will [186] Ability [187] Happiness [188] Loyalty [189] Disobedience [190] Held Item Health [191] Fight Survival Knowledge Contest
1 [192] 0 0 0 0
Strength Tough [194] Specialties [195]
Moves [193] 1 1 Brawl 0 [196] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [197] Effect Accuracy Roll Add. Notes [198] Description [199] Special Cute [200] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [201] Weapons N/A [202] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [203] Beauty [204] Clash [205] 0 Science 3 0
1 1
Insight [206] Smart [207]
1 1
Initiative [208] Level [209]
Additional Moves ? 1
Background Infomation, Surprises, Etc..
Item [210] Quanity own Cost Effect [211] Held By ___ Notes
[212]

Healing Items
Potion [213] $200 Heal 4 HP.
Single use.
Can heal 1
lethal damage
instead.
Super Potion $700 Heal 6 HP.
Single use. Can
heal 2 lethal
damage
instead.
Hyper Potion $1.200 Heal 8 HP.
Single use.
Can heal 7
lethal damage
instead.
Max Potion [214] $2.500 Heal all HP.
Single use.
Unaffected by
halved potion
effectiveness.
Full Restore [215] $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 $600 Heals all status
conditions.
Single use.
Revive $1.500 Unfaint at half
HP. Single use.
Max Revive Unknown Unfaint at full
HP. Single use.

Pokemon
Repellant
Repel $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 $200 Seal Strength 2
Great Ball $600 Seal Strength 4
Ultra Ball $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 $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 $1.000 Seal Strength 2.
Seal Strength 8
when used to
catch a
pokemon in the
first round of
battle.
Luxury Ball $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.
type of pokeball Buy 10, get one
free! Usually
used to
commemorate a
very 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 Very effective
performance and helpful in
food. Add 1 die befriending wild
to the pokemon.
consumer's
next training
roll.
Dry Food ~10 $10 You always
have a
reasonable
amount of this
with you.
Gourmet Food $50 Only good for Also somewhat
one meal helpful for
befriending wild
pokemon, but
only truly
effective at it
when used in
large quantities.
[216]
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

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!
Ornamental $400 Various colors
Apricorn of Apricorn,
hollowed,
shaped, and
decorated to
look really nice!
Purely for
decorative
purposes.
Cheri Berry $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.
Aspear Berry $400 A berry that
cures freeze
when
consumed.
Persim Berry $400 A berry that
cures confusion
when
consumed.
Sitrus Berry $600 A berry that
restores either 3
HP or 1 Lethal
Damage when
consumed.
Almost as rare
as Lum Berries.

Battle Items

Misc.
Move Effects Range/Contact/Support Know by Lethal Damage Acurracy Damage
PC Box 1
Pokemon #1 [217] Species: XP: [218] Attributes [219]Social Attributes [220] Skills [221]
HP [222] Will [223] Ability [224] Happiness [225] Loyalty [226] Disobedience [227] Held Item Health [228] Fight Survival Knowledge Contest
1 [229] 0 0 0 0
Strength Tough [231] Specialties [232]
Moves [230] 1 1 Brawl 0 [233] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [234] Effect Accuracy Roll Add. Notes [235] Description [236] Special Cute [237] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [238] Weapons N/A [239] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [240] Beauty [241] Clash [242] 0 Science 3 0
1 1
Insight [243] Smart [244]
1 1
Initiative [245] Level [246]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #2 [247] Species: XP: [248] Attributes [249]Social Attributes [250] Skills [251]
HP [252] Will [253] Ability [254] Happiness [255] Loyalty [256] Disobedience [257] Held Item Health [258] Fight Survival Knowledge Contest
1 [259] 0 0 0 0
Strength Tough [261] Specialties [262]
Moves [260] 1 1 Brawl 0 [263] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [264] Effect Accuracy Roll Add. Notes [265] Description [266] Special Cute [267] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [268] Weapons N/A [269] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [270] Beauty [271] Clash [272] 0 Science 3 0
1 1
Insight [273] Smart [274]
1 1
Initiative [275] Level [276]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #3 [277] Species: XP: [278] Attributes [279]Social Attributes [280] Skills [281]
HP [282] Will [283] Ability [284] Happiness [285] Loyalty [286] Disobedience [287] Held Item Health [288] Fight Survival Knowledge Contest
1 [289] 0 0 0 0
Strength Tough [291] Specialties [292]
Moves [290] 1 1 Brawl 0 [293] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [294] Effect Accuracy Roll Add. Notes [295] Description [296] Special Cute [297] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [298] Weapons N/A [299] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [300] Beauty [301] Clash [302] 0 Science 3 0
1 1
Insight [303] Smart [304]
1 1
Initiative [305] Level [306]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #4 [307] Species: XP: [308] Attributes [309]Social Attributes [310] Skills [311]
HP [312] Will [313] Ability [314] Happiness [315] Loyalty [316] Disobedience [317] Held Item Health [318] Fight Survival Knowledge Contest
1 [319] 0 0 0 0
Strength Tough [321] Specialties [322]
Moves [320] 1 1 Brawl 0 [323] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [324] Effect Accuracy Roll Add. Notes [325] Description [326] Special Cute [327] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [328] Weapons N/A [329] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [330] Beauty [331] Clash [332] 0 Science 3 0
1 1
Insight [333] Smart [334]
1 1
Initiative [335] Level [336]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #5 [337] Species: XP: [338] Attributes [339]Social Attributes [340] Skills [341]
HP [342] Will [343] Ability [344] Happiness [345] Loyalty [346] Disobedience [347] Held Item Health [348] Fight Survival Knowledge Contest
1 [349] 0 0 0 0
Strength Tough [351] Specialties [352]
Moves [350] 1 1 Brawl 0 [353] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [354] Effect Accuracy Roll Add. Notes [355] Description [356] Special Cute [357] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [358] Weapons N/A [359] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [360] Beauty [361] Clash [362] 0 Science 3 0
1 1
Insight [363] Smart [364]
1 1
Initiative [365] Level [366]
Additional Moves ? 1
Background Infomation, Surprises, Etc..
Background Infomation, Surprises, Etc..

Pokemon #6 [367] Species: XP: [368] Attributes [369]Social Attributes [370] Skills [371]
HP [372] Will [373] Ability [374] Happiness [375] Loyalty [376] Disobedience [377] Held Item Health [378] Fight Survival Knowledge Contest
1 [379] 0 0 0 0
Strength Tough [381] Specialties [382]
Moves [380] 1 1 Brawl 0 [383] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [384] Effect Accuracy Roll Add. Notes [385] Description [386] Special Cute [387] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [388] Weapons N/A [389] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [390] Beauty [391] Clash [392] 0 Science 3 0
1 1
Insight [393] Smart [394]
1 1
Initiative [395] Level [396]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

PC Box 2
Pokemon #1 [397] Species: XP: [398] Attributes [399]Social Attributes [400] Skills [401]
HP [402] Will [403] Ability [404] Happiness [405] Loyalty [406] Disobedience [407] Held Item Health [408] Fight Survival Knowledge Contest
1 [409] 0 0 0 0
Strength Tough [411] Specialties [412]
Moves [410] 1 1 Brawl 0 [413] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [414] Effect Accuracy Roll Add. Notes [415] Description [416] Special Cute [417] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [418] Weapons N/A [419] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [420] Beauty [421] Clash [422] 0 Science 3 0
1 1
Insight [423] Smart [424]
1 1
Initiative [425] Level [426]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #2 [427] Species: XP: [428] Attributes [429]Social Attributes [430] Skills [431]
HP [432] Will [433] Ability [434] Happiness [435] Loyalty [436] Disobedience [437] Held Item Health [438] Fight Survival Knowledge Contest
1 [439] 0 0 0 0
Strength Tough [441] Specialties [442]
Moves [440] 1 1 Brawl 0 [443] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [444] Effect Accuracy Roll Add. Notes [445] Description [446] Special Cute [447] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [448] Weapons N/A [449] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [450] Beauty [451] Clash [452] 0 Science 3 0
1 1
Insight [453] Smart [454]
1 1
Initiative [455] Level [456]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #3 [457] Species: XP: [458] Attributes [459]Social Attributes [460] Skills [461]
HP [462] Will [463] Ability [464] Happiness [465] Loyalty [466] Disobedience [467] Held Item Health [468] Fight Survival Knowledge Contest
1 [469] 0 0 0 0
Strength Tough [471] Specialties [472]
Moves [470] 1 1 Brawl 0 [473] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [474] Effect Accuracy Roll Add. Notes [475] Description [476] Special Cute [477] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [478] Weapons N/A [479] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [480] Beauty [481] Clash [482] 0 Science 3 0
1 1
Insight [483] Smart [484]
1 1
Initiative [485] Level [486]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #4 [487] Species: XP: [488] Attributes [489]Social Attributes [490] Skills [491]
HP [492] Will [493] Ability [494] Happiness [495] Loyalty [496] Disobedience [497] Held Item Health [498] Fight Survival Knowledge Contest
1 [499] 0 0 0 0
Strength Tough [501] Specialties [502]
Moves [500] 1 1 Brawl 0 [503] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [504] Effect Accuracy Roll Add. Notes [505] Description [506] Special Cute [507] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [508] Weapons N/A [509] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [510] Beauty [511] Clash [512] 0 Science 3 0
1 1
Insight [513] Smart [514]
1 1
Initiative [515] Level [516]
Additional Moves ? 1
Background Infomation, Surprises, Etc..
Background Infomation, Surprises, Etc..

Pokemon #5 [517] Species: XP: [518] Attributes [519]Social Attributes [520] Skills [521]
HP [522] Will [523] Ability [524] Happiness [525] Loyalty [526] Disobedience [527] Held Item Health [528] Fight Survival Knowledge Contest
1 [529] 0 0 0 0
Strength Tough [531] Specialties [532]
Moves [530] 1 1 Brawl 0 [533] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [534] Effect Accuracy Roll Add. Notes [535] Description [536] Special Cute [537] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [538] Weapons N/A [539] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [540] Beauty [541] Clash [542] 0 Science 3 0
1 1
Insight [543] Smart [544]
1 1
Initiative [545] Level [546]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #6 [547] Species: XP: [548] Attributes [549]Social Attributes [550] Skills [551]
HP [552] Will [553] Ability [554] Happiness [555] Loyalty [556] Disobedience [557] Held Item Health [558] Fight Survival Knowledge Contest
1 [559] 0 0 0 0
Strength Tough [561] Specialties [562]
Moves [560] 1 1 Brawl 0 [563] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [564] Effect Accuracy Roll Add. Notes [565] Description [566] Special Cute [567] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [568] Weapons N/A [569] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [570] Beauty [571] Clash [572] 0 Science 3 0
1 1
Insight [573] Smart [574]
1 1
Initiative [575] Level [576]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

PC Box 3
Pokemon #1 [577] Species: XP: [578] Attributes [579]Social Attributes [580] Skills [581]
HP [582] Will [583] Ability [584] Happiness [585] Loyalty [586] Disobedience [587] Held Item Health [588] Fight Survival Knowledge Contest
1 [589] 0 0 0 0
Strength Tough [591] Specialties [592]
Moves [590] 1 1 Brawl 0 [593] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [594] Effect Accuracy Roll Add. Notes [595] Description [596] Special Cute [597] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [598] Weapons N/A [599] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [600] Beauty [601] Clash [602] 0 Science 3 0
1 1
Insight [603] Smart [604]
1 1
Initiative [605] Level [606]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #2 [607] Species: XP: [608] Attributes [609]Social Attributes [610] Skills [611]
HP [612] Will [613] Ability [614] Happiness [615] Loyalty [616] Disobedience [617] Held Item Health [618] Fight Survival Knowledge Contest
1 [619] 0 0 0 0
Strength Tough [621] Specialties [622]
Moves [620] 1 1 Brawl 0 [623] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [624] Effect Accuracy Roll Add. Notes [625] Description [626] Special Cute [627] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [628] Weapons N/A [629] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [630] Beauty [631] Clash [632] 0 Science 3 0
1 1
Insight [633] Smart [634]
1 1
Initiative [635] Level [636]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #3 [637] Species: XP: [638] Attributes [639]Social Attributes [640] Skills [641]
HP [642] Will [643] Ability [644] Happiness [645] Loyalty [646] Disobedience [647] Held Item Health [648] Fight Survival Knowledge Contest
1 [649] 0 0 0 0
Strength Tough [651] Specialties [652]
Moves [650] 1 1 Brawl 0 [653] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [654] Effect Accuracy Roll Add. Notes [655] Description [656] Special Cute [657] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [658] Weapons N/A [659] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [660] Beauty [661] Clash [662] 0 Science 3 0
1 1
Insight [663] Smart [664]
1 1
Initiative [665] Level [666]
Additional Moves ? 1
Background Infomation, Surprises, Etc..
Background Infomation, Surprises, Etc..

Pokemon #4 [667] Species: XP: [668] Attributes [669]Social Attributes [670] Skills [671]
HP [672] Will [673] Ability [674] Happiness [675] Loyalty [676] Disobedience [677] Held Item Health [678] Fight Survival Knowledge Contest
1 [679] 0 0 0 0
Strength Tough [681] Specialties [682]
Moves [680] 1 1 Brawl 0 [683] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [684] Effect Accuracy Roll Add. Notes [685] Description [686] Special Cute [687] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [688] Weapons N/A [689] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [690] Beauty [691] Clash [692] 0 Science 3 0
1 1
Insight [693] Smart [694]
1 1
Initiative [695] Level [696]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #5 [697] Species: XP: [698] Attributes [699]Social Attributes [700] Skills [701]
HP [702] Will [703] Ability [704] Happiness [705] Loyalty [706] Disobedience [707] Held Item Health [708] Fight Survival Knowledge Contest
1 [709] 0 0 0 0
Strength Tough [711] Specialties [712]
Moves [710] 1 1 Brawl 0 [713] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [714] Effect Accuracy Roll Add. Notes [715] Description [716] Special Cute [717] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [718] Weapons N/A [719] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [720] Beauty [721] Clash [722] 0 Science 3 0
1 1
Insight [723] Smart [724]
1 1
Initiative [725] Level [726]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #6 [727] Species: XP: [728] Attributes [729]Social Attributes [730] Skills [731]
HP [732] Will [733] Ability [734] Happiness [735] Loyalty [736] Disobedience [737] Held Item Health [738] Fight Survival Knowledge Contest
1 [739] 0 0 0 0
Strength Tough [741] Specialties [742]
Moves [740] 1 1 Brawl 0 [743] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [744] Effect Accuracy Roll Add. Notes [745] Description [746] Special Cute [747] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [748] Weapons N/A [749] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [750] Beauty [751] Clash [752] 0 Science 3 0
1 1
Insight [753] Smart [754]
1 1
Initiative [755] Level [756]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

PC Box 4
Pokemon #1 [757] Species: XP: [758] Attributes [759]Social Attributes [760] Skills [761]
HP [762] Will [763] Ability [764] Happiness [765] Loyalty [766] Disobedience [767] Held Item Health [768] Fight Survival Knowledge Contest
1 [769] 0 0 0 0
Strength Tough [771] Specialties [772]
Moves [770] 1 1 Brawl 0 [773] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [774] Effect Accuracy Roll Add. Notes [775] Description [776] Special Cute [777] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [778] Weapons N/A [779] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [780] Beauty [781] Clash [782] 0 Science 3 0
1 1
Insight [783] Smart [784]
1 1
Initiative [785] Level [786]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #2 [787] Species: XP: [788] Attributes [789]Social Attributes [790] Skills [791]
HP [792] Will [793] Ability [794] Happiness [795] Loyalty [796] Disobedience [797] Held Item Health [798] Fight Survival Knowledge Contest
1 [799] 0 0 0 0
Strength Tough [801] Specialties [802]
Moves [800] 1 1 Brawl 0 [803] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [804] Effect Accuracy Roll Add. Notes [805] Description [806] Special Cute [807] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [808] Weapons N/A [809] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [810] Beauty [811] Clash [812] 0 Science 3 0
1 1
Insight [813] Smart [814]
1 1
Initiative [815] Level [816]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #3 [817] Species: XP: [818] Attributes [819]Social Attributes [820] Skills [821]
HP [822] Will [823] Ability [824] Happiness [825] Loyalty [826] Disobedience [827] Held Item Health [828] Fight Survival Knowledge Contest
1 [829] 0 0 0 0
Strength Tough [831] Specialties [832]
Moves [830] 1 1 Brawl 0 [833] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [834] Effect Accuracy Roll Add. Notes [835] Description [836] Special Cute [837] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [838] Weapons N/A [839] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [840] Beauty [841] Clash [842] 0 Science 3 0
1 1
Insight [843] Smart [844]
1 1
Initiative [845] Level [846]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #4 [847] Species: XP: [848] Attributes [849]Social Attributes [850] Skills [851]
HP [852] Will [853] Ability [854] Happiness [855] Loyalty [856] Disobedience [857] Held Item Health [858] Fight Survival Knowledge Contest
1 [859] 0 0 0 0
Strength Tough [861] Specialties [862]
Moves [860] 1 1 Brawl 0 [863] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [864] Effect Accuracy Roll Add. Notes [865] Description [866] Special Cute [867] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [868] Weapons N/A [869] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [870] Beauty [871] Clash [872] 0 Science 3 0
1 1
Insight [873] Smart [874]
1 1
Initiative [875] Level [876]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #5 [877] Species: XP: [878] Attributes [879]Social Attributes [880] Skills [881]
HP [882] Will [883] Ability [884] Happiness [885] Loyalty [886] Disobedience [887] Held Item Health [888] Fight Survival Knowledge Contest
1 [889] 0 0 0 0
Strength Tough [891] Specialties [892]
Moves [890] 1 1 Brawl 0 [893] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [894] Effect Accuracy Roll Add. Notes [895] Description [896] Special Cute [897] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [898] Weapons N/A [899] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [900] Beauty [901] Clash [902] 0 Science 3 0
1 1
Insight [903] Smart [904]
1 1
Initiative [905] Level [906]
Additional Moves ? 1
Background Infomation, Surprises, Etc..

Pokemon #6 [907] Species: XP: [908] Attributes [909]Social Attributes [910] Skills [911]
HP [912] Will [913] Ability [914] Happiness [915] Loyalty [916] Disobedience [917] Held Item Health [918] Fight Survival Knowledge Contest
1 [919] 0 0 0 0
Strength Tough [921] Specialties [922]
Moves [920] 1 1 Brawl 0 [923] Alert 0 Crafts 0 Allure 0
Name of Move Type Damage Roll [924] Effect Accuracy Roll Add. Notes [925] Description [926] Special Cute [927] Channel 0 Athletics 0 Lore 0 Empathy 0
1 1 Evasion 0 Nature 0 Medicine 0 Etiquette 0
Dexterity Cool [928] Weapons N/A [929] Stealth 0 Science 1 0 Intimidate 0
1 1 Throw 0 Science 2 0 Perform 0
Defense [930] Beauty [931] Clash [932] 0 Science 3 0
1 1
Insight [933] Smart [934]
1 1
Initiative [935] Level [936]
Additional Moves ? 1
Background Infomation, Surprises, Etc..
[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] Pokemon get 230 exp to spend on leveling stuff up initially in this test game

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

[34] 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.

[35] 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.

[36] 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.

[37] 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.

[38] 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.

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

[40] Default found in Pokedex or assigned by GM

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

[42] 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)

[43] 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

[44] Corresponds with Strength

[45] Start at 0 each.

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

You start the game with all specialties at 0.


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

[48] 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

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

[50] 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.

[51] Corresponds with Dexterity

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

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

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

[55] Page 53 of the 1.2 rulebook.

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

[57] 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.

[58] 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.

[59] 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)

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

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

[62] 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.
[62] 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.

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

[64] 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.

[65] 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.

[66] 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.

[67] 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.

[68] 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.

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

[70] Default found in Pokedex or assigned by GM

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

[72] 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)

[73] 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

[74] Corresponds with Strength

[75] Start at 0 each.

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

You start the game with all specialties at 0.


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

[78] 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

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

[80] 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.

[81] Corresponds with Dexterity

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

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

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

[85] Page 53 of the 1.2 rulebook.

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

[87] 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.

[88] 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.

[89] 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)

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

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

[92] 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.
[92] 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.

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

[94] 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.

[95] 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.

[96] 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.

[97] 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.

[98] 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.

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

[100] Default found in Pokedex or assigned by GM

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

[102] 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)

[103] 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

[104] Corresponds with Strength

[105] Start at 0 each.

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

You start the game with all specialties at 0.


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

[108] 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

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

[110] 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.

[111] Corresponds with Dexterity

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

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

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

[115] Page 53 of the 1.2 rulebook.

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

[117] 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.

[118] 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.

[119] 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)

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

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

[122] 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.
[122] 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.

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

[124] 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.

[125] 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.

[126] 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.

[127] 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.

[128] 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.

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

[130] Default found in Pokedex or assigned by GM

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

[132] 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)

[133] 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

[134] Corresponds with Strength

[135] Start at 0 each.

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

You start the game with all specialties at 0.


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

[138] 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

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

[140] 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.

[141] Corresponds with Dexterity

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

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

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

[145] Page 53 of the 1.2 rulebook.

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

[147] 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.

[148] 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.

[149] 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)

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

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

[152] 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.
[152] 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.

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

[154] 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.

[155] 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.

[156] 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.

[157] 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.

[158] 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.

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

[160] Default found in Pokedex or assigned by GM

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

[162] 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)

[163] 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

[164] Corresponds with Strength

[165] Start at 0 each.

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

You start the game with all specialties at 0.


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

[168] 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

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

[170] 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.

[171] Corresponds with Dexterity

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

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

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

[175] Page 53 of the 1.2 rulebook.

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

[177] 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.

[178] 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.

[179] 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)

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

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

[182] 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.
[182] 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.

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

[184] 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.

[185] 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.

[186] 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.

[187] 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.

[188] 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.

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

[190] Default found in Pokedex or assigned by GM

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

[192] 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)

[193] 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

[194] Corresponds with Strength

[195] Start at 0 each.

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

You start the game with all specialties at 0.


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

[198] 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

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

[200] 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.

[201] Corresponds with Dexterity

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

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

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

[205] Page 53 of the 1.2 rulebook.

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

[207] 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.

[208] 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.

[209] 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)

[210] Items page 73

[211] What effect have

[212] If Pokemon is carrying

[213] Every subsequent potion you use on the same Pokemon in the course of a single day is halved in
effectiveness
[214] Stops all subsequent HP healing for the day.

[215] Stops all subsequent HP healing for the day.

[216] Even just 1 gourmet food helps though. The GM will reroll (1) results. It takes 3 to add an additional
die.

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

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

[219] 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.

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

[221] 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.

[222] 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.

[223] 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.

[224] 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.

[225] 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.

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

[227] Default found in Pokedex or assigned by GM

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

[229] 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)
[230] 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

[231] Corresponds with Strength

[232] Start at 0 each.

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

You start the game with all specialties at 0.

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

[235] 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

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

[237] 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.

[238] Corresponds with Dexterity

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

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

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

[242] Page 53 of the 1.2 rulebook.

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

[244] 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.

[245] 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.

[246] 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
[246] 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)

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

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

[249] 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.

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

[251] 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.

[252] 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.

[253] 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.

[254] 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.

[255] 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.

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

[257] Default found in Pokedex or assigned by GM

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

[259] 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)
[260] 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

[261] Corresponds with Strength

[262] Start at 0 each.

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

You start the game with all specialties at 0.

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

[265] 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

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

[267] 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.

[268] Corresponds with Dexterity

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

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

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

[272] Page 53 of the 1.2 rulebook.

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

[274] 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.

[275] 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.

[276] 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
[276] 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)

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

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

[279] 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.

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

[281] 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.

[282] 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.

[283] 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.

[284] 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.

[285] 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.

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

[287] Default found in Pokedex or assigned by GM

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

[289] 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)
[290] 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

[291] Corresponds with Strength

[292] Start at 0 each.

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

You start the game with all specialties at 0.

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

[295] 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

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

[297] 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.

[298] Corresponds with Dexterity

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

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

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

[302] Page 53 of the 1.2 rulebook.

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

[304] 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.

[305] 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.

[306] 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
[306] 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)

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

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

[309] 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.

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

[311] 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.

[312] 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.

[313] 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.

[314] 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.

[315] 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.

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

[317] Default found in Pokedex or assigned by GM

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

[319] 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)
[320] 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

[321] Corresponds with Strength

[322] Start at 0 each.

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

You start the game with all specialties at 0.

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

[325] 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

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

[327] 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.

[328] Corresponds with Dexterity

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

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

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

[332] Page 53 of the 1.2 rulebook.

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

[334] 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.

[335] 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.

[336] 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
[336] 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)

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

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

[339] 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.

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

[341] 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.

[342] 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.

[343] 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.

[344] 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.

[345] 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.

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

[347] Default found in Pokedex or assigned by GM

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

[349] 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)
[350] 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

[351] Corresponds with Strength

[352] Start at 0 each.

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

You start the game with all specialties at 0.

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

[355] 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

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

[357] 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.

[358] Corresponds with Dexterity

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

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

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

[362] Page 53 of the 1.2 rulebook.

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

[364] 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.

[365] 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.

[366] 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
[366] 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)

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

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

[369] 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.

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

[371] 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.

[372] 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.

[373] 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.

[374] 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.

[375] 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.

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

[377] Default found in Pokedex or assigned by GM

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

[379] 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)
[380] 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

[381] Corresponds with Strength

[382] Start at 0 each.

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

You start the game with all specialties at 0.

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

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

[387] 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.

[388] Corresponds with Dexterity

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

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

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

[392] Page 53 of the 1.2 rulebook.

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

[394] 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.

[395] 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.

[396] 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
[396] 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)

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

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

[399] 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.

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

[401] 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.

[402] 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.

[403] 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.

[404] 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.

[405] 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.

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

[407] Default found in Pokedex or assigned by GM

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

[409] 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)
[410] 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

[411] Corresponds with Strength

[412] Start at 0 each.

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

You start the game with all specialties at 0.

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

[415] 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

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

[417] 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.

[418] Corresponds with Dexterity

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

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

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

[422] Page 53 of the 1.2 rulebook.

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

[424] 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.

[425] 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.

[426] 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
[426] 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)

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

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

[429] 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.

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

[431] 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.

[432] 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.

[433] 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.

[434] 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.

[435] 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.

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

[437] Default found in Pokedex or assigned by GM

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

[439] 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)
[440] 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

[441] Corresponds with Strength

[442] Start at 0 each.

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

You start the game with all specialties at 0.

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

[445] 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

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

[447] 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.

[448] Corresponds with Dexterity

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

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

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

[452] Page 53 of the 1.2 rulebook.

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

[454] 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.

[455] 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.

[456] 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
[456] 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)

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

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

[459] 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.

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

[461] 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.

[462] 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.

[463] 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.

[464] 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.

[465] 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.

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

[467] Default found in Pokedex or assigned by GM

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

[469] 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)
[470] 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

[471] Corresponds with Strength

[472] Start at 0 each.

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

You start the game with all specialties at 0.

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

[475] 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

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

[477] 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.

[478] Corresponds with Dexterity

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

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

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

[482] Page 53 of the 1.2 rulebook.

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

[484] 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.

[485] 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.

[486] 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
[486] 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)

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

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

[489] 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.

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

[491] 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.

[492] 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.

[493] 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.

[494] 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.

[495] 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.

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

[497] Default found in Pokedex or assigned by GM

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

[499] 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)
[500] 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

[501] Corresponds with Strength

[502] Start at 0 each.

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

You start the game with all specialties at 0.

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

[505] 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

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

[507] 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.

[508] Corresponds with Dexterity

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

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

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

[512] Page 53 of the 1.2 rulebook.

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

[514] 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.

[515] 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.

[516] 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
[516] 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)

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

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

[519] 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.

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

[521] 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.

[522] 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.

[523] 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.

[524] 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.

[525] 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.

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

[527] Default found in Pokedex or assigned by GM

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

[529] 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)
[530] 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

[531] Corresponds with Strength

[532] Start at 0 each.

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

You start the game with all specialties at 0.

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

[535] 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

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

[537] 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.

[538] Corresponds with Dexterity

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

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

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

[542] Page 53 of the 1.2 rulebook.

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

[544] 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.

[545] 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.

[546] 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
[546] 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)

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

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

[549] 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.

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

[551] 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.

[552] 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.

[553] 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.

[554] 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.

[555] 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.

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

[557] Default found in Pokedex or assigned by GM

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

[559] 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)
[560] 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

[561] Corresponds with Strength

[562] Start at 0 each.

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

You start the game with all specialties at 0.

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

[565] 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

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

[567] 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.

[568] Corresponds with Dexterity

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

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

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

[572] Page 53 of the 1.2 rulebook.

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

[574] 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.

[575] 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.

[576] 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
[576] 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)

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

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

[579] 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.

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

[581] 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.

[582] 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.

[583] 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.

[584] 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.

[585] 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.

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

[587] Default found in Pokedex or assigned by GM

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

[589] 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)
[590] 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

[591] Corresponds with Strength

[592] Start at 0 each.

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

You start the game with all specialties at 0.

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

[595] 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

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

[597] 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.

[598] Corresponds with Dexterity

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

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

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

[602] Page 53 of the 1.2 rulebook.

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

[604] 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.

[605] 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.

[606] 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
[606] 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)

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

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

[609] 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.

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

[611] 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.

[612] 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.

[613] 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.

[614] 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.

[615] 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.

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

[617] Default found in Pokedex or assigned by GM

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

[619] 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)
[620] 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

[621] Corresponds with Strength

[622] Start at 0 each.

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

You start the game with all specialties at 0.

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

[625] 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

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

[627] 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.

[628] Corresponds with Dexterity

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

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

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

[632] Page 53 of the 1.2 rulebook.

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

[634] 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.

[635] 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.

[636] 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
[636] 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)

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

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

[639] 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.

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

[641] 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.

[642] 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.

[643] 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.

[644] 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.

[645] 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.

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

[647] Default found in Pokedex or assigned by GM

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

[649] 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)
[650] 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

[651] Corresponds with Strength

[652] Start at 0 each.

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

You start the game with all specialties at 0.

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

[655] 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

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

[657] 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.

[658] Corresponds with Dexterity

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

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

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

[662] Page 53 of the 1.2 rulebook.

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

[664] 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.

[665] 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.

[666] 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
[666] 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)

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

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

[669] 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.

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

[671] 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.

[672] 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.

[673] 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.

[674] 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.

[675] 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.

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

[677] Default found in Pokedex or assigned by GM

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

[679] 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)
[680] 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

[681] Corresponds with Strength

[682] Start at 0 each.

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

You start the game with all specialties at 0.

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

[685] 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

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

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

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

[701] 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.

[702] 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.

[703] 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.

[704] 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.

[705] 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.

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

[707] Default found in Pokedex or assigned by GM

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

[709] 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)
[710] 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

[711] Corresponds with Strength

[712] Start at 0 each.

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

You start the game with all specialties at 0.

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

[715] 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

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

[717] 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.

[718] Corresponds with Dexterity

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

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

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

[722] Page 53 of the 1.2 rulebook.

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

[724] 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.

[725] 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.

[726] 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
[726] 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)

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

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

[729] 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.

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

[731] 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.

[732] 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.

[733] 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.

[734] 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.

[735] 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.

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

[737] Default found in Pokedex or assigned by GM

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

[739] 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)
[740] 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

[741] Corresponds with Strength

[742] Start at 0 each.

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

You start the game with all specialties at 0.

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

[745] 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

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

[747] 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.

[748] Corresponds with Dexterity

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

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

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

[752] Page 53 of the 1.2 rulebook.

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

[754] 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.

[755] 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.

[756] 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
[756] 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)

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

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

[759] 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.

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

[761] 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.

[762] 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.

[763] 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.

[764] 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.

[765] 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.

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

[767] Default found in Pokedex or assigned by GM

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

[769] 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)
[770] 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

[771] Corresponds with Strength

[772] Start at 0 each.

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

You start the game with all specialties at 0.

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

[775] 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

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

[777] 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.

[778] Corresponds with Dexterity

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

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

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

[782] Page 53 of the 1.2 rulebook.

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

[784] 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.

[785] 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.

[786] 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
[786] 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)

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

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

[789] 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.

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

[791] 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.

[792] 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.

[793] 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.

[794] 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.

[795] 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.

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

[797] Default found in Pokedex or assigned by GM

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

[799] 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)
[800] 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

[801] Corresponds with Strength

[802] Start at 0 each.

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

You start the game with all specialties at 0.

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

[805] 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

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

[807] 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.

[808] Corresponds with Dexterity

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

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

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

[812] Page 53 of the 1.2 rulebook.

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

[814] 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.

[815] 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.

[816] 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
[816] 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)

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

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

[819] 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.

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

[821] 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.

[822] 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.

[823] 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.

[824] 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.

[825] 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.

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

[827] Default found in Pokedex or assigned by GM

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

[829] 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)
[830] 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

[831] Corresponds with Strength

[832] Start at 0 each.

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

You start the game with all specialties at 0.

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

[835] 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

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

[837] 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.

[838] Corresponds with Dexterity

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

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

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

[842] Page 53 of the 1.2 rulebook.

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

[844] 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.

[845] 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.

[846] 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
[846] 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)

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

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

[849] 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.

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

[851] 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.

[852] 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.

[853] 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.

[854] 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.

[855] 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.

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

[857] Default found in Pokedex or assigned by GM

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

[859] 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)
[860] 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

[861] Corresponds with Strength

[862] Start at 0 each.

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

You start the game with all specialties at 0.

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

[865] 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

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

[867] 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.

[868] Corresponds with Dexterity

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

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

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

[872] Page 53 of the 1.2 rulebook.

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

[874] 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.

[875] 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.

[876] 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
[876] 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)

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

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

[879] 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.

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

[881] 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.

[882] 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.

[883] 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.

[884] 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.

[885] 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.

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

[887] Default found in Pokedex or assigned by GM

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

[889] 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)
[890] 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

[891] Corresponds with Strength

[892] Start at 0 each.

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

You start the game with all specialties at 0.

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

[895] 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

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

[897] 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.

[898] Corresponds with Dexterity

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

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

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

[902] Page 53 of the 1.2 rulebook.

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

[904] 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.

[905] 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.

[906] 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
[906] 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)

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

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

[909] 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.

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

[911] 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.

[912] 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.

[913] 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.

[914] 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.

[915] 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.

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

[917] Default found in Pokedex or assigned by GM

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

[919] 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)
[920] 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

[921] Corresponds with Strength

[922] Start at 0 each.

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

You start the game with all specialties at 0.

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

[925] 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

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

[927] 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.

[928] Corresponds with Dexterity

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

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

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

[932] Page 53 of the 1.2 rulebook.

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

[934] 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.

[935] 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.

[936] 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
[936] 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)

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