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Burned: The target’s Defense Stat is lowered by 2 Combat Stages while they are Burned.

If the
Burned Target takes a Standard Action or is prevented from taking a Standard Action by an effect
Such as Sleep, they lose a Tick of Hit Points at the end of their turn.

Paralysis: A Paralyzed Target’s Initiative is halved. At the start of each turn make a Save Check with
DC 11. On a successful check the target may act normally, on a failed check the target can only take a Standard
or Shift Action that round but not both, is Vulnerable for 1 full round and cannot take Attacks Of Opportunity.

Poisoned: The target’s Special Defense Stat is lowered by 2 Combat Stages while they are Poisoned. If the
Poisoned Target takes a Standard Action or is prevented from taking a Standard Action by an effect such as
Sleep or Paralysis, they lose a Tick of Hit Points at the end of their turn.

Badly Poisoned: Same as Poisoned, but instead of losing a Tick, they instead lose 5 Hit Points. This amount
is doubled each consecutive round. (5, 10, 20, 40 Etc)

Frozen: The target may not act on their turn and becomes Vulnerable. At the end of each turn, the target may
make a DC 16 Save Check to become cured. This DC is lowered to 11 for Fire-Type Pokémon, and Ice-Type
Pokémon are immune to becoming Frozen. If a Frozen Target is hit by a Damaging Fire, Fighting, Rock, or Steel
Attack, they are cured of the Frozen Condition. Save Checks to cure this condition receive a +4 Bonus in Sunny
Weather, and a -2 Penalty in Hail.

Sleep: Sleeping Trainers and Pokemon become Vulnerable and cannot take actions except for Free or Swift
Actions that would cure Sleep. At the end of each turn they make a DC 16 Save Check to wake up. Each
Subsequent turn, the DC lowers by 2. (16 to 14, 12, 10 etc). Whenever a Sleeping Target takes Damage, loses
life from an Attack, or an ally uses a Standard Action to wake them up, they wake up. This does not include HP
Loss from passive sources such as Poison. Sleeping Targets cannot make Save Checks for curing other Status
Effects while sleeping.

Bad Sleep: Whenever the user makes a Save Check to save against Sleep, they lose two ticks of Hit Points.
Bad Sleep may only afflict Sleeping targets; if the target is cured of Sleep, they are also cured of Bad Sleep.

Confused: Confused targets cannot take Attacks of Opportunity. If a Confused target makes an Attack (even
attacks without rolls), roll 1d2. On 1, after the attack is resolved, the Confused Pokémon loses Hit Points equal to
half their Attack Stat if the Move was Physical, half or their Special Attack Stat if the Move was Special, or two
Ticks of Hit Points if the Move was a Status Move. The target is cured of Confusion with a Save of 16+ made at
end of turn.

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

Disabled: When the user gains the Disabled Affliction, a specific Move is specified. The user cannot use that
Move as long as they remain Disabled. Pokémon or Trainers may have up to three instances of the Disabled
Condition, each specifying a different Move.
Boss Effect: The Boss can only have two Disabled moves at a time. Each time a Move is disabled, it becomes
cured at the end of the 3rd turn of the user that disabled it.

Enraged: While enraged, the target must use a Damaging Physical or Special Move or Struggle Attack. At the
end of each turn, roll a DC16 Save Check; if they succeed, they are cured of Rage.

Flinched: Flinch lasts for 1 full round. While Flinched, the target is Vulnerable. In addition, the target takes a -5
penalty to initiative for the rest of the Scene, or until recalled, which may stack. Effects that remove a target’s
Flinched Status will also remove the initiative penalty, and may be triggered to do so.
Infatuation: The creature that Infatuated the target becomes the target’s Crush. Infatuated targets take a -5
penalty on all Damage Rolls that do not include their Crush as a target. For determining Damage Rolls that do
include their Crush as a target, the Infatuated target’s Attack and Special Attack are halved. The target is cured of
Infatuation with a Save Check of 16+ made at end of turn.

Suppressed: Suppressed targets cannot use Moves with any Frequency other than “At-Will”. Suppression
always lasts 1 full round, unless a Move or Ability specifies otherwise.

Vortex: While in a Vortex, the user is Slowed, Trapped, and loses a Tick of Hit Points at the beginning of each
turn. At the end of each turn, the user may roll 1d20 to end all of these effects; during the first turn, they must roll
a 20 or higher to dispel the vortex. The DC is lowered by 6 each following turn, automatically wearing off on the
fifth turn (20, 14, 8, 2, Dispel).

Seeded: At the beginning of the user's turn, the user loses a Tick of Hit Points. Whoever inflicted Seeded on the
user then gains Hit Points equal to the amount the target lost. Grass Types and targets immune to Grass Attacks
are immune to Seeded.

Vulnerable: A Vulnerable Pokémon or Trainer cannot apply Evasion of any sort against attacks. Vulnerability
always lasts 1 full round, unless a Move or Ability specifies otherwise.

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