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Pokémon Tales

n
A collaborative storytelling game set in
the Pokémon universe

[1]
Index

1. Introduction
2. Safety
3. Region
4. Trainer
5. Pokémon
a. Battles
b. Contests
6. Locale
a. Themes
7. Town
8. Weather
9. Methods of Play
10. Resources
11. Future Support
12. Acknowledgement

[2]
Introduction
Welcome to Pokémon Tales. This is a story-focused game which utilizes a modified version
of the No Dice, No Masters system created by Avery Alder and Benjamin Rosenbaum.

The goal of this game is to enable players to collaboratively tell a wide variety of stories
within the world of Pokémon. It is designed to work with any number of players and with or
without a dedicated Game Master, Guide, Storyteller, etc.

In this game you can play any character in the Pokémon universe you would like, from
something as simple as a local farmer to a future Pokémon master! Each of these roles have
the same potential to play a major part in the story and shape the narrative going forward.

This game was designed to do things I felt no other Pokémon tabletop option was doing in
the way I was looking for. Due to this, there also may be things that this game does not do
because another game already did it quite well. Feel free to borrow elements from those games
to make this game better suited to the experience you’re looking for and in return feel free
to borrow elements of this game to use with those games.

At the end of the day, I just hope this game helps you tell great stories about Pokémon
and the humans who live alongside them.

[3]
Organization

This book is intended to be easy to reference when needed. The titles in the Index are
all linked to their respective chapters. In addition, at the end of each chapter are 3 Pokémon
which also act as links. The leftmost Pokémon will take you back to the Index, the center
Pokémon will take you back to the start of your current chapter, and the rightmost Pokémon
will take you to the Resources section at the back of the book.

Throughout this book are sheets which are used to represent different elements of
the game when playing. They appear at the end of the chapter that references them and are
explained in detail in that chapter. These sheets will also be available in a separate
document.

Needed to Play

When playing in person multiple copies of the sheets should be printed for use at the
table. When playing virtually you may create your own versions of them or use the versions I
have already made for playrole.com, which will be available alongside this game.

When playing in person you will also want something to represent tokens as they are
a core component of this game. I recommend something like poker chips, coins, or candy. Candy
is particularly fun since you can eat them whenever you spend a Token.

8- 9-0
[4]
Safety
With any sort of unscripted storytelling there is always the potential to encounter an
area of discomfort or harm for someone involved in the game. To address this, I recommend
utilizing the tools/narrative techniques of Content Ratings, Cut to Commercial, and Retcon.

Content Ratings: At the start of a session everyone involved in the game should agree upon
the level of adult content possible in the game using your preferred local media rating
system. This is also a great time for everyone to anonymously submit any topics or themes
they would prefer not to be featured at all or any they are okay with being mentioned but
would not like to see dwelled upon.

Cut to Commercial: At any point anyone involved in the game can request a Cut to Commercial,
this can be done verbally or with an established non-verbal cue (tapping a card, knocking on
the table, hand gesture, etc.). When this is done the current scene immediately ends. Ask if
anyone would like to take a brief break. When everyone is ready, resume the story in the next
scene with any missing details from the previous scene glossed over as needed.

Retcon: If anyone involved in the game feels discomfort with how something occurred in a
prior scene, they can request a retcon of that moment, they then describe how they would
like the scene to have differed. Assuming the change does not cause discomfort or harm to
anyone else involved in the game, the story now reflects their change.

b-d- f

[5]
Region

The first thing you should do when starting a new game of Pokémon Tales is create your
Region. This helps all the players start to agree on the tone for the game and plants seeds
for ideas to build on later.

For each section on the Region Sheet (p. 7-10) choose one answer or create your own
that explains how that theme manifests in your Region.

After you have selected at least one option for every theme and have a better mental
picture of your Region, pick a name, and add a brief description.

y-u- i
[6]
Region
Name: ___________________________________________________________________________________________________________________

Description:____________________________________________________________________________________________________________
______________________________________________________________________________________________________________________________

Technology
Choose one or describe your own…
• This region has highly advanced technology and science plays a major part in its
culture

• While there may be a few pioneering researchers or innovative corporations, this


region's technology is on par with most others

• This region has prioritized things other than scientific development and often has
their own natural or mystical answers to the more technology-based solutions found
in other regions
______________________________________________________________________________________________________________
______________________________________________________________________________________________________________
______________________________________________________________________________________________________________

Mythology
Choose one or describe your own…
• This region's Legendary Pokémon are very entangled in their culture and are
possibly quite active, even regular Pokémon are actively tied into local
mythology and folklore

• This region features rumors, myths, and possibly occasional sightings of


Legendary Pokémon from the luckiest or most well-travelled trainers

• This region has no Legendary Pokémon and Pokémon are treated simply as animals
______________________________________________________________________________________________________________
______________________________________________________________________________________________________________
______________________________________________________________________________________________________________

[7]
Crime
Choose one or describe your own…

• This region's evil team has grand ambitions. If they succeed, they could radically
alter the status quo of the region possibly even the world

• This region's evil team is all about accumulating money and power. Instead of
seeking to overthrow society or the current status quo, they prefer to profit
from it

• This region's “evil” team is focused on one thing, chaos. From collections of
misfits to sports hooligans, this evil team is a nuisance, but rarely a threat
______________________________________________________________________________________________________________
______________________________________________________________________________________________________________
______________________________________________________________________________________________________________

Business
Choose one or describe your own…

• This region has at least one, possibly multiple corporations that have obtained
significant power and exhibit a significant amount of influence upon it

• This region may have large corporations that have significant influence or
power, but they do not try and influence the region as a whole and are usually
limited to affecting the town they are in

• This region does not have a significant corporation presence and is not
particularly focused on business in general
______________________________________________________________________________________________________________
______________________________________________________________________________________________________________
______________________________________________________________________________________________________________

[8]
Travel
Choose one or describe your own…

• Thanks to a highly functioning public transit system utilizing technology or


Pokémon it is relatively easy to get to most places in this region

• While this region still mostly requires travel from town to town along the routes,
the path has been carved out in most places and is not overly dangerous if you
don't wander off

• This region is massive, and in some places still a little wild, travel is long,
dangerous, and not for the faint of heart
_________________________________________________________________________________________________________________________
_________________________________________________________________________________________________________________________
_________________________________________________________________________________________________________________________

Catching
Choose one or describe your own…

• This region truly believes in "Gotta Catch 'Em All." Trainers are challenged to try
and catch every Pokémon and there is a robust Pokémon storage and transfer
system

• Trainers still catch Pokémon in this region, but usually just enough for their
team and maybe a few others. Convenient Pokémon storage may be available, or
the Trainers may be forced to solve that problem on their own

• The concept of "catching Pokémon" is unheard of or even possibly offensive in


this region. Any partnerships with Pokémon are formed through emotional bonds
and it is rare for someone to have more than one Pokémon partner
_________________________________________________________________________________________________________________________
_________________________________________________________________________________________________________________________
_________________________________________________________________________________________________________________________

[9]
Battles
Choose one or describe your own…

• Battles and the Pokémon League play a major cultural or ritualistic role in this
region

• Battles are common and the Pokémon League exists in one form or another in this
region

• This region generally frowns on battling and any that occur are typically
restricted to unofficial arenas or between law enforcement and criminals, if
they happen at all
_________________________________________________________________________________________________________________________
_________________________________________________________________________________________________________________________
_________________________________________________________________________________________________________________________

Contests
Choose one or describe your own…

• Pokémon Contests are a major focus of the region and hold a similar cultural
place as Gyms and the Pokémon League in other regions

• Pokémon Contests may occur at various towns in the region and a skilled
competitor could make quite a name for themselves if they so choose

• Pokémon Contests were either never a focus in this region or have long since
fallen out of the spotlight due to a shift in the culture of the region
_________________________________________________________________________________________________________________________
_________________________________________________________________________________________________________________________
_________________________________________________________________________________________________________________________

[10]
Trainer
After you have created your Region, each player should create their own Trainer using
the Trainer sheet (p. 15).

Games with a Guide: Any player can choose to take more of guiding role similar to the GM,
Storyteller, etc. role in other games instead of having their own trainer. This approach will
be discussed more in the Methods of Play section.

Trainer Class and XP: Trainers typically start at 0 XP and their Trainer Class is simply a
descriptor giving some clue into their occupation, hobbies, personality, etc.

Examples: Hiker, Lass, Ace Trainer, etc.

Possessions: Anything the Trainer might have that helps us form a picture of who they are.
These can be physical items, clothing they are wearing, physical/emotional traits, etc. It is
ok to add or claim possessions not originally listed on your character sheet as the game goes
on. You can also list Pokémon partners here.

Examples: Half-filled Pokédex, raging temper, strong arms, waterproof tent, etc.

Dream: What you’re seeking on your journey. It’s often why you are travelling in the first
place, and progress towards it is how you advance your character.

Examples: Become a Pokémon Master, create a new Pokémon cuisine, get away from home, etc.

[11]
Actions: Actions are how you and your character primarily impact the world and shape the
narrative.

Actions utilize tokens and will usually either require spending a token or will allow you to
gain a token. This is marked in the text by (-1T) and (+1T) respectively.

There are both Trainer actions (marked by a T:), which are done by the character as part
of the story, and Player actions (marked by a P:), which are done by the player themselves as
part of the process of telling the story.

Several Actions refer to a Problem, Challenge, or Crisis. These terms refer to the severity
of the issue and therefore how many tokens they would take to resolve through distinct
Actions. A Problem can be resolved with a single Action, a Challenge would require two distinct
Actions (both requiring a Token), and a Crisis would require three distinct Actions. A Problem
can worsen into a Challenge and a Challenge into a Crisis.

Examples: While wandering through the forest, Joey and Tristan stumble into a nest filled with
angry Beedrill. Initially this is simply a Problem and could be resolved through a singular Action.

Joey could spend a Token to have his Pokémon distract the Beedrill while they got away or use a
repel he had in his Possessions to keep the Beedrill away while they pushed through.

However, Joey’s Player decides Joey’s fear of bugs takes over instead, and he chooses to
make the Problem worse by having Joey freeze up in terror. Now, the Problem becomes a
Challenge as Tristan will have to both get Joey to safety and deal with the angry Beedrill
through two separate Actions each costing a Token.

[12]
Actions that require spending a token are typically moments where you or your character
are taking the spotlight and enacting your will upon the world or the story.

Examples: One of Joey’s possessions is strong muscles, so Joey’s Player spends one token
(-1T) and describes Joey stepping up and shoving a large boulder out of their path.
Tristan does not have any possessions that indicate him being particularly strong and no
history of athletic feats, but he does have a Machop. Tristan’s Player spends 1 token (-1T) to
have Machop move the boulder instead.
After describing Joey moving the boulder, Joey’s Player decides the boulder was hiding a cave
which would be perfect for the pair to take shelter and camp in. They spend a token (-1T) and
describe the cave opening that had been hidden by the boulder.

Actions that allow you to gain a token are typically moments where you or your character
are taking the back seat in the narrative. These can be things like allowing your character’s
flaws to introduce or escalate problems, elevating another character instead of your own,
or adding a narrative detail that doesn’t directly benefit your characters.

Examples: Joey is known to act impulsively, so Joey’s Player decides it would be more
interesting if Joey shoved the boulder, but it turned out to be an angry Graveller. This is a
much worse problem than a boulder in the path, so Joey’s Player gains 1 token (+1T).
Inspired by Joey’s Player introducing the cave, Tristan’s player takes a moment to describe a
faint dewy mist flowing out from the cave opening that felt refreshing in the day’s heat as it
began to brush over the group. Tristan’s Player gains 1 token (+1T)

[13]
Connections: The answers to the questions asked in this section can reveal dark secrets
and deep bonds or simply fresh relationships and minor squabbles. Both are fine as the goal
is simply to establish connections between the characters.

Example: Joey chose to travel with Tristan because Tristan saved him from a wild Pokémon and
Joey has sworn to pay Tristan back no matter what it takes.
Tristan is considering traveling with Joey no longer because Joey snores quite loudly and it
wakes Tristan up at night.

Solo Play: If you are playing by yourself then answer either one of the Connection questions
for any NPC that is travelling with you as though they had asked them of you.

Bonds: Bonds are similar to Actions, but they specifically involve interacting with other
Players and Trainers.

Examples: Joey knows Tristan is better with technology than him so when his Pokédex starts
to act up after a battle with an Electric type, he asks Tristan to take a look at it rather than
trying to solve it himself. Joey’s Player gains 1 token (+1T).
Tristan’s Player thinks that after their last run in with Team Rocket Tristan might start to
have some suspicions about Joey’s vague past from before they met. Tristan’s player spends a
token (-1T) and sets a scene where Tristan and Joey are walking through the wilderness and
Tristan begins to question Joey about his past.

XP: At the end of a session if you made progress towards your dream gain 1 XP, if it was a
primary focus of the session gain 2 XP. XP can always be spent as a substitute for tokens.
Additional options for spending XP will be discussed in the Pokémon section.

Q- W- E
[14]
Trainer
Name: ___________________________________________________________________ Pronouns: _________________________________
Trainer Class: ______________________________________________________ XP: __________________________________________
Possessions:____________________________________________________________________________________________________________
______________________________________________________________________________________________________________________________

Dream:_____________________________________________________________________________________________________________________

Actions
• T: Resolve a problem or a portion of a challenge or crisis using something you
possess or have access to such as skills, knowledge, items, your Pokémon, etc. (-1T)

• T: Create or worsen a problem, challenge, or crisis by being true to yourself (+1T)

• P: Define something about the world that is advantageous to your characters (-1T)

• P: Describe a moment that adds detail or depth to the world or characters (+1T)

Connections
Ask each other trainer one of the following…
• Why did I choose to travel with you?

• Why am I considering traveling with you no longer?


______________________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________________

Bonds
• T: Ask another Trainer to take on a problem, challenge, or crisis on your behalf that
they are better suited to handle (+1T)

• T: Confront another Trainer about something that’s been bothering you (-1T)

[15]
Pokémon
Any starting Pokémon or Pokémon the trainers acquire throughout their adventure
can be tracked using the Pokémon sheet (p. 20).

Nature: This can be selected from the Natures list in the Contests section or simply use any
appropriate adjective to describe the Pokémon’s personality.

Role: This starts blank and will be detailed in the Advancement section.

Type: These can come from your preferred Pokédex or be determined on the spot for any
previously undiscovered Pokémon or Regional Variants.

Battle Mechanics

Abilities: Abilities are ways of describing what a Pokémon can do on its turn during a Battle.
These may occur in a variety of ways depending on a Pokémon’s type, capabilities, and moves.

For inspiration you can reference a Pokémon’s move list in your preferred Pokédex or
simply describe what makes sense based on their type, form, and the situation.

If a Pokémon spends their turn doing something that does not fall into any of these
categories, it can still have a narrative effect.

Trainer Pokémon use their Trainer’s tokens.

[16]
Attack can represent any attempt to harm the opposing Pokémon. The attacking Pokémon
may be using a particular move, their environment, or whatever is available to them. When a
Pokémon Attacks they inflict 1 Harm on their foe and spend 1 token. (-1T)

Examples: Rattata uses Quick Attack and disappears in a flash before slamming into Machop.
Machop grabs a large piece of the crumbled wall and hurls it at Rattata.

Growl can represent any attempt to inhibit a foe’s ability to inflict harm or enhance the
Pokémon or an ally’s ability to resist it. When a Pokémon Growls they shift their foe’s
Effective Scale one stage to the right.

Examples: Rattata uses Sand Attack and knocks sand into Machop’s eyes impacting its ability to
see and shifting Machop from Effective to Neutral.
Machop grabs some large pieces of rubble and place them between it and Rattata, giving Machop
cover and shifting Rattata from Neutral to Resistant.

Leer can represent any attempt to inhibit the foe’s ability to avoid harm or enhance the
Pokémon or an ally’s ability to inflict it. When a Pokémon Leers they shift their or an ally’s
Effective Scale one stage to the left.

Examples: Rattata uses the rubble to hide, preparing to launch a surprise attack on Machop.
Rattata shifts from Resistant to Neutral.
Machop uses Bulk Up and flexes, raising its strength and shifting from Neutral to Effective.

Rest can represent any attempt to catch their breath or build up power for a future attack.
When a Pokémon Rests they gain 1 token. (+1T)

Examples: Rattata takes a moment while hidden to catch its breath and lick its wounds.
Machop closes its eyes and uses Focus Energy to prepare for a powerful attack next turn.

Switch can represent any Pokémon taking over for another in the battle.
Examples: Rattata’s Trainer calls it back to its poké ball and send out a Pidgey.

[17]
Health Scale: Health Scale represents a Pokémon’s physical well-being. All Pokémon start at
the Healthy stage unless they are injured from a previous battle. For each harm a Pokémon
takes they shift their Health Scale one stage to the right. When a Pokémon’s Health Scale
reaches the Fainted stage, they are unconscious and unable to battle until they are treated
(usually at a Pokémon Center).

Focus: Focus represents a Pokémon’s strength, skill, and bond with their trainer. All Trainer
Pokémon start with 1 Focus. A Pokémon can spend a point of Focus to ignore all harm from a
foe’s attack or to treat their own Effective Scale as Neutral for one Attack they make.
Focus resets back to the Pokémon’s max value at the end of a battle.

Effective Scale: Effective Scale is a Pokémon’s strategic positioning in the battle. This is
determined by type match ups and altered by the effects of Pokémon abilities. Effective
Scale always starts at Neutral when a Pokémon first enters a battle, then each of the
Pokémon’s types are compared against the types of every opposing Pokémon involved in the
battle.

• Any time one of the Pokémon’s types is super-effective against an opposing


Pokémon’s type the Pokémon’s Effective Scale shifts one stage to the left.

• Any time one of the Pokémon’s types is not very effective against an opposing
Pokémon’s type the Pokémon’s Effective Scale shifts one stage to the right.

• If one of the opposing Pokémon’s types is immune to either of the Pokémon’s types,
the Pokémon’s Effective Scale shifts two stages to the right.

For every stage to the left of Neutral a Pokémon is on their Effective Scale they do an
additional harm when they Attack.

For every stage to the right of Neutral a Pokémon is on their Effective Scale it costs
them an additional token to Attack.

[18]
Battle Flow

Battle Order: To determine the order Pokémon follow in a battle each Pokémon should either
spend a token to go first (-1T), gain a token by choosing to go last (+1T), or do neither. This
will create three initiative categories, First, Neutral, and Last. If there are multiple Pokémon
in the same category whichever has the least tokens goes first.

Battle Formats: Pokémon battles can take many forms beyond the standard 1v1 depending
on the amount and variety of Pokémon on each side. Some suggestions for handling these
battle types are provided below.

• ? v 1: When multiple allied Pokémon are battling one opponent, the solo Pokémon can
use Abilities additional times for each point of unspent Focus.

• ? v 1!: When multiple allied Pokémon are battling multiples of the same species of
Pokémon, the group of same species Pokémon can be treated as a singular Pokémon
with increased difficulty to match the size of the group.

• ? v ?: The larger the groups on each side of a battle get the longer the battle can
take, in most cases try to keep multi-trainer battles to double or triple battles or
split off into multiple individual battles and shift between them.

Resolution: The battle ends when all Pokémon on one side have fainted or chosen to flee.
The winners all gain 1 token. (+1T)

Spectators: Trainers not directly involved in a battle can always Describe a moment that
adds detail or depth to the world or characters (+1T) to describe a moment in the battle. If
they want to more directly affect the battle they can also spend a token to Describe a
feature or occurrence in the battlefield that aids or inconveniences one of the combatants
(-1T) and shift the affected combatant’s Effective Scale one stage as if being affected
by Growl or Leer.

[19]
Pokémon
Nickname: ____________________________________________ Species: _________________________________________________

Nature: _______________________________________________ Role: ______________________________________________________

Type: __________________________________________________ Type: _____________________________________________________

Battles
Abilities:
• Attack: Inflict 1 Harm (-1T)
• Growl: Decrease opponent's Effectiveness
• Leer: Increase own or ally’s Effectiveness
• Rest: Gain 1 token (+1T)
• Switch: Replace this Pokémon with another

Health Scale:
Healthy Weakened Critical Fainted

Focus
OOOOO
Effective Scale:

Super Effective Effective Neutral Resistant Super Resistant

• Getting Started: Either Pokémon can spend 1 token to go first or gain 1 token by
choosing to go last (Tie goes to whoever has the least tokens)
• On Your Turn: Use one of your Abilities
• Resistant: Token cost increases for every step right of Neutral on Effective Scale
• Effective: Harm increases for every step left of Neutral on Effective Scale
• Focus: A point of Focus can be spent to ignore all harm for one turn or to disregard
the Effective Scale for 1 Attack
• Reward: Gain 1 token at the end of a successful battle and regain spent Focus
[20]
g

Contests

The Contests sheet (p. 26) can be used in addition to or instead of the traditional
Pokémon sheet depending on the emphasis of your game. Contests work similarly to battles
so the format and some of the information of this section will seem very similar to the
previous section.

Nature: This can be selected from the Natures list in the Category/Nature table below or
simply use any appropriate adjective to describe the Pokémon’s personality. Natures are
more impactful in Pokémon Contests as will be discussed in the Momentum section.

Role: This starts blank and will be detailed in the Advancement section.

Category: This is based off the Pokémon’s Nature and can be determined using the following
table. The impact of this will be discussed in the Momentum section.

Category Nature

Cool Lonely, Brave, Adamant, Naughty

Beautiful Modest, Mild, Quiet, Rash

Cute Timid, Hasty, Jolly, Naive

Clever Calm, Gentle, Sassy, Careful

Tough Bold, Relaxed, Impish, Lax

Trainer’s Choice Hardy, Docile, Serious, Bashful, Quirky, (Any Other)

[21]
Contest Mechanics

Abilities: Abilities are ways of describing what a Pokémon can do on its turn during a
Contest. These may occur in a variety of ways depending on a Pokémon’s type, capabilities,
and move set.

For inspiration you can reference a Pokémon’s move list in your preferred Pokédex or
simply describe what makes sense based on their type, form, and the situation.

If a Pokémon spends their turn doing something that does not fall into any of these
categories it can still have a narrative effect.

Trainer Pokémon use their Trainer’s tokens.

h
Perform can represent any attempt to impress the contest judges. The performing Pokémon
may be using a move, their environment, or whatever is available to them. When a Pokémon
Performs they gain 1 Heart and spend 1 token. (-1T)

Examples: Clefairy uses Cosmic Power to begin to glow and sparkle impressing the judges.
Jigglypuff inhales and begins to float through the air surprising the judges with its cuteness.

Sabotage can represent any attempt to damage the foes’ standing with the judges. When a
Pokémon Sabotages they shift their foe’s Momentum one stage to the right.

Examples: Clefairy uses Encore to cause Jigglypuff to extend its performance a bit too long
irritating the judges and shifting Jigglypuff from Hostile to Very Hostile.
Jigglypuff uses its foot to trip Clefairy during its performance shifting Clefairy from Very
Excited to Excited.

[22]
Flaunt can represent any attempt to improve the Pokémon’s own standing with the judges.
When a Pokémon Flaunts they shift their Momentum one stage to the left.

Examples: Clefairy stops to straighten its ribbon increasing its cuteness and shifting from
Hostile to Indifferent.
Jigglypuff uses Charm as it stares at the judges with wide sparkling eyes shifting from Very
Hostile to Hostile.

Pose can represent any attempt to catch their breath by striking a Pose in place. When a
Pokémon Poses they gain 1 token. (+1T)

Examples: Clefairy uses Moonlight to illuminate itself as it strikes an adorable bow and takes a
second to rest.
Jigglypuff rolls over onto its head in a cute pose as it also recovers before its next
performance.

Hearts: Hearts represents a Pokémon’s success in the contest. When any Pokémon in the
contest reaches 5 hearts, they have won the contest and it ends immediately.

Focus: Focus represents a Pokémon’s training, skill, and bond with their trainer. All Trainer
Pokémon start with 1 Focus. A Pokémon can spend a point of Focus to use 2 different abilities
during its turn or to disregard Momentum for 1 performance. Focus resets back to the
Pokémon’s max value at the end of the contest.

[23]
Primary Category Neutral Category Opposed Category

Cool Beautiful and Tough Clever and Cute

Beautiful Cool and Cute Clever and Tough

Cute Beautiful and Clever Cool and Tough

Clever Cute and Tough Beautiful and Cool

Tough Clever and Cool Beautiful and Cute

Momentum: Momentum represents the judges’ current perception of the Pokémon during a
contest. This is determined initially by comparing the Pokémon and the Contest’s category
using the preceding chart and then altered by the effects of Pokémon abilities. Momentum
always starts at Neutral when a Pokémon first enters a Contest, then their Category is
compared against the Category of the Contest they are competing in.

• If the Pokémon’s Category matches the Contest Category the Pokémon’s Momentum
shifts one stage to the left.

• If the Pokémon’s Category is a neutral Category for the Contest Category the
Pokémon’s Momentum doesn’t shift.

• If the Pokémon’s Category is an opposed Category for the Contest Category the
Pokémon’s Momentum shifts one stage to the right.

For every stage to the left of Neutral a Pokémon’s Momentum is they gain an additional
Heart when they Perform.

For every stage to the right of Neutral a Pokémon’s Momentum is it costs them an
additional token to Perform.

[24]
z

Contest Flow

Contest Order: To determine the order Pokémon follow in a Contest each Pokémon should
either spend a token to go first (-1T), gain a token by choosing to go last (+1T), or do
neither. This will create three initiative categories, First, Neutral, and Last. If there are
multiple Pokémon in the same category whichever has the least tokens goes first.

Contest Types: Pokémon Contests typically have two styles, regular Contests and Super
Contests. The main difference deals with their Category.

• Contests: Regular Contests have one Category for the entirety of the Contest,
determined and announced before any Pokémon are entered.

• Super Contests: Super Contests switch Categories each round after every Pokémon
has taken their turn, and the starting Category is not revealed until the first round.
When the Category switches, it is compared against each Pokémon’s Category and
their Momentum is adjusted based upon the rules described previously.

Spectators: Trainers not directly involved in a Contest can always Describe a moment that
adds detail or depth to the world or characters (+1T) to describe a moment in the contest.
If they want to more directly affect the contest they can also spend a token to Describe
a feature or occurrence on the contest stage that aids or inconveniences one of the
contestants (-1T) and shift the affected contestant’s Momentum one stage as if being
affected by Sabotage or Flaunt.

[25]
Pokémon
Nickname: ______________________________________________ Species: _______________________________________________

Nature: _________________________________________________ Role: ____________________________________________________

Category: ______________________________________________________________________________________________________________

Contests
Abilities:
• Perform: Gain 1 Heart (-1T)
• Sabotage: Decrease opponent's momentum
• Flaunt: Increase own momentum
• Pose: Gain 1 token (+1T)

Hearts

♡♡♡♡♡
Focus
OOOOO
Momentum:

Very Excited Excited Indifferent Hostile Very Hostile

• Getting Started: Pokémon can spend 1 token to go first or gain 1 token by choosing
to go last (Tie goes to whoever has the least tokens)
• On Your Turn: Use one of your Abilities
• Hostile: Token cost increases for every step right of indifferent on Momentum scale
• Excited: Hearts gained increase for every step left of indifferent on Momentum
scale
• Focus: A point of Focus can be spent to use 2 different abilities during your turn or
to disregard Momentum for 1 performance
• Winner: Whoever gains 5 hearts first wins the Contest
[26]
Non-Player Pokémon

Generating Pokémon: To determine starting tokens and Focus for non-player Pokémon
assign each Pokémon a difficulty based on perceived challenge/rarity and then assign a mix
of Focus and tokens adding up to the corresponding number.
▪ Easy/Common: 2
▪ Challenging/Uncommon: 4
▪ Dangerous/Rare: 6
▪ Deadly/Very Rare: 8
▪ Legendary: 10

Faster aggressive Pokémon often have more tokens, while slower armored Pokémon often have
more Focus. If it fits, you can also assign the Pokémon a Role (see the Advancement section).

Catching Pokémon: A Pokémon that joins a trainer voluntarily can simply join as part of the
story. For Pokémon being caught in battle they must be at Weakened or Critical on their
Health Scale and have no remaining Focus. A Trainer battling them can then spend a token
(-1T) to capture them in a poké ball.

Advancement

As a trainer and their Pokémon travel together and build up experience and familiarity the
Pokémon get stronger and more skilled. By spending XP, a Trainer can have their Pokémon
reflect this improvement in several ways.

[27]
Max Focus: A trainer can have a Pokémon increase their max Focus by 1 by spending XP equal
to the Pokémon’s new max Focus. A Pokémon can have a maximum of 5 Focus.

Role: A trainer can spend 2 XP to have a Pokémon take on a Role to become more skilled at a
particular Battle or Contest action. A Pokémon can only have one Role and can only change
it after evolving or with a significant amount of retraining.

• Strike: Attack and Perform cost 1 less token

• Sabotage: Growl and Sabotage shift a single foe’s Effective Scale/Momentum by 2


or all foes’ Effective Scale/Momentum by 1

• Boost: Leer and Flaunt shift this Pokémon or a single ally’s Effective
Scale/Momentum by 2 or this Pokémon and all allies Effective Scale/Momentum by 1

• Recover: Rest and Pose cause you to gain 2 tokens

Evolution: In a particularly dramatic or appropriate narrative moment a strong enough


Pokémon can evolve to its next form. If you need a guideline for around when this should
happen, I recommend when Max Focus is equal to or higher than 2 for second stage evolutions
and 3 for third stage evolutions.

v
Alternative Options

You can play Pokémon Tales without the Battles and Contests rules using the Actions
section from the Trainer sheet to include resolution for any Pokémon Battles or Contests.
If you use this method, you do not need to use the Pokémon sheet to track each Pokémon
and can use the Trainer sheet instead. You might also use this method to resolve certain
specific Battles or Contests you don’t want to devote as much time to in a particular
session.

P- A-S
[28]
Locale
Locales are used whenever the characters enter a new location that is not a Town
(Towns have their own section). They can represent routes, rivers, forests, mountains,
caves, buildings, etc. and are tracked using the Locale sheet (p. 32).

Theme: Themes help define what makes a particular Locale unique. Each Locale can have up to
3 Themes picked from the options listed on the Themes sheets (p.33-34). Each Theme includes
a modification to the Locale, new option(s) that can be done while traveling through the
Locale, or additional Frames usable in the Locale.

Environment: Environments are simply the setting of the Locale, things like a forest, swamp,
corporate HQ, games corner, volcano, etc.

Description: Once the Locale sheet is filled out, it is helpful to provide a brief description
based on some of the most noteworthy elements of the Environment, Themes, Native Types,
and Observed Species you have decided upon.

Native Types: The Native Types of a Locale are the types of Pokémon commonly found there.
This provides a focused group to pull from when introducing new Pokémon and helps provide
additional detail to the Locale. Imagine how those particular types of Pokémon impact and
shape the Environment.

Observed Species: Observed Species are the Pokémon who are known to appear in this Locale.
Decide a few of these when you first create the Locale and add any additionally encountered
Pokémon to the list as you play.

[29]
Progress: Progress is what determines when the characters have made it through a Locale.
It is accrued while traveling in a Locale by using Frames (which will be covered next) and spent
to exit the Locale any way other than how it was entered.

When setting up a new Locale set a Progress cost required to exit it. This is typically
5 for areas that are small or easy to travel through and 10 for areas that are larger or more
difficult to travel through, but it can be set to whatever best fits the amount of time you
would like to dedicate to this location.

Once more Progress has been accrued then the cost to exit the Locale, you can spend
Progress from the tracker equal to the exit cost and the characters head to their next
destination.

Any Progress remaining when the characters exit a Locale stays with it until the
characters next visit, potentially allowing for a quicker return trip through a Locale due to
familiarity from their time spent there previously.

Frames: Frames are used to help inspire and shape the story in a Locale. Whenever you need
to introduce a new scene or shake up an existing scene you can use a Frame from either the
Locale sheet or from a Theme assigned to the Locale to introduce or define a new element in
the story.

Whenever any Frame is used mark 1 Progress. Additionally, if there are any token
shifts involved with that Frame whoever utilized the Frame pays the cost/gains the benefit.

After a Frame is utilized, the story returns to being driven by narration and Trainer
Actions in reaction to whatever was introduced by the Frame.

[30]
Camp: Camping offers a chance for the Trainers and Pokémon to rest and recuperate. It
also works as a way for the Players to regain tokens.

At any point while traveling through a Locale the Players can spend 2 Progress to
have the characters set up camp. While camping any of the options listed under the Camp
section on the Locale sheet can be done as many times as they like.

Locale Flow

When visiting a new Locale, fill out the Locale sheet then utilize a Frame to introduce
the initial scene.

Describe how the characters react or use any relevant Trainer Actions. When the
scene either needs to be shaken up or is resolved and a new scene needs to be initiated,
utilize another Frame.

This process continues with Progress accumulating with each Frame use until the
characters need to spend Progress to Camp or attain enough Progress to exit the Locale.

While Frames are great inspiration, try not to let them inhibit your storytelling. If
you have an idea for a scene, use it and determine what Frame it fits afterwards or make up
a new one for it if none apply.

j-k- l
[31]
Locale
Locale Name: ____________________________________________________________________________________________________________
Theme: ____________________________________________________ Theme: _____________________________________________________
Theme: ____________________________________________________ Environment: ____________________________________________
Description:_____________________________________________________________________________________________________________
______________________________________________________________________________________________________________________________

Native Types
Type 1: ___________________________________________________ Type 2: ____________________________________________________
Observed Species:
______________________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________________

Progress
OOOOOOOOOO
Frames
• You encounter Pokémon native to this Locale. How do they feel about you? (Cautious
+0T, Friendly -1T, Hostile +1T)
• You encounter someone else, why are they here and how do they feel about you?
(Neutral +0T, Friendly -1T, Hostile +1T)
• You are stunned by nature's beauty or mankind's ingenuity. What do you see?
• Your path is blocked, describe how (+1T)
• You find something unexpected and dangerous, describe what (+1T)
• You find something unexpected but useful, describe what (-1T)

Camp
Spend 2 progress to make camp, while camping you can...
• Describe how you bond with your Pokémon (+1T)
• Describe how you bond with your fellow Trainers (+1T)
• Shift a Pokémon’s Health Scale 1 stage toward Healthy (-1T)
• Enjoy a peaceful night to yourself
[32]
Themes
Diverse Ecosystem
Add at least one Observed Species from a type not matching the Native Type(s) of this
Locale.

Rare Pokémon
Determine the rare Pokémon found here and add it to Observed Species.

Frames

• You share a local rumor or superstition regarding the Pokémon, what is it?
• You think you catch a glimpse of the Pokémon in the distance but are unsure, what
do you see?
• You hear the cry of the Pokémon, what does it sound like?

After using at least two of the Rare Pokémon Frames to set up scenes you may encounter
the rare Pokémon either by itself or with another native Pokémon.

Filled with Trainers


After using the "You encounter someone else..." Frame to set up scenes involving battles
with other trainers at least 2 times, you may encounter the top trainer in this Locale. If
you defeat them, you gain 1 XP.

Overrun by Criminals
After using Frames to set up scenes involving the criminal group active in this area or
their scheme at least 2 times, you may have an opportunity to ruin their plans. If you
succeed, they are no longer present in this Locale and every Trainer involved gains 1 XP.

[33]
Mazelike
Why is it easy to get lost?
• Something obscures your vision.
• The path through has too many branches.
• Something moves you against your will.
• Something else (Describe on Locale sheet)

Actions

• You take a wrong turn and erase 1 progress, describe how you got lost (All players
+1T)

Haunted
Treat Ghost type as an additional Native Type for this Locale.

Add an Observed Species from the Ghost type.

After using Haunted Frames to set up scenes at least 2 times, you may discover the source
of the haunting. If resolved, Ghost is no longer a Native Type and Haunted Frames are
unavailable, but every Trainer involved gains 1 XP.

Frames

• You see something ripped straight from your nightmares, describe it.
• You are challenged by a possessed Trainer. (+1T)
• An inanimate object behaves in a way that seems impossible, describe it.
• You see the ghostly image of someone you have known (alive or dead), describe who it
is and how their spirit feels about you. (Neutral +0T, Friendly -1T, Hostile +1T)
• You share a scary story that has uncanny similarities to the current situation, tell
the table how it ends.
• You hear a voice calling out to you, but you're not sure from which direction, what
does it say?

[34]
Town
Towns represent a reprieve from the wilderness. Unlike Locales, they usually have no
limits on exiting them, and Trainers have the opportunity to heal and resupply. Towns are
tracked using the Town sheet (p. 37).

Size: Size helps us identify the scale of the Town and how many Unique Locations it has.

Style: Style helps us get a feel for the appearance of the Town and the type of features it
may have or be missing.

Unique Behavior: Every Town should have some sort of practice, behavior, event, expression,
etc. that is unique to it. This may be obvious to outsiders or secret, and may never come up
in your story, but it adds depth to the Town.

Unique Locations: Every Town should have a few places that are unique to it and help give it
character. For a tiny Town there should be at least 1, for an average Town at least 2, and
for a large Town at least 3. Take ideas from the list on the Town sheet or create your own.

Town Fixtures: Every Town should have a Pokémon Center and Poké Mart, except for in extreme
cases.

The Pokémon Center will restore any Pokémon’s Health Scale back to Healthy. It also
usually contains rooms where traveling trainers stay.

The Poké Mart allows the Trainers to resupply. Do not worry about the cost of
anything they purchase or tracking specific items unless it adds to the narrative, the cost
will come from the tokens they may spend to use the item as part of an Action.
[35]
Native Types: The Native Types of a Town are the types of Pokémon commonly found there.
This provides a focused group to pull from when introducing new Pokémon and helps provide
additional detail to the Town. Imagine what type of Pokémon the Town would attract.

Observed Species: Observed Species are the Pokémon who are known to appear in this Town.
Decide a few of these when you first create the Town and add any additionally encountered
Pokémon to the list as you play.

Progress: Unlike Locales, Progress is not usually required to exit Towns, but it is still used
in other ways. If the Town has a Pokémon Gym, 3 Progress must be spent to challenge the Gym
Leader. If the Town does not have a Pokémon Gym or the Trainers are not interested in
challenging the Gym Leader currently, 3 Progress can also be spent to give all Trainers 1 XP.

Instead of using Frames, Progress is obtained in Towns through completion of Town


Events. Unlike Frames, Town Events are not focused on setting up a new scene but on what
you have accomplished in previous scenes.

As you are describing what the Trainers do while in Town some Town Events may be
completed naturally, while others you may need to introduce opportunities to accomplish
within the story. Some of these opportunities may even lead the Trainers back out into
neighboring Locales or to a Locale located within the Town.

Locales in Town

Some specific areas inside of a Town that deserve their own dedicated focus may be
best represented by treating them as an explorable Locale. Some examples might be a games
corner Overrun by Criminals, a Haunted temple full of ghosts and possessed trainers, a well
containing a Rare Pokémon, or a Pokémon Gym Filled with Trainers.

D-F- G
[36]
Town
Name: ______________________________________________________________________________________________________________________
Size: Tiny, Average, or Large Style: Rural or Industrial
Unique Behavior, Ritual, Holiday, Etc.:
______________________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________________

Unique Locations (Pick 1-3):


• Pokémon Gym, Pokémon Lab, Specialty Mart, Museum, Games Corner, Corporate HQ,
Temple, Graveyard, Something else unique to the town
Town Fixtures:
• A basic Pokémon Center and Poké Mart are assumed to be in every town unless
explicitly stated otherwise.

Native Types
Type 1: ___________________________________________________ Type 2: ___________________________________________________
Observed Species:
______________________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________________

Progress
OOOOOOOOOO
Town Events (Accrue 1 Progress for every Town Event you complete, spend 3 progress to
challenge the gym leader, if town contains a Gym, or have all Trainers gain 1 XP):
• Encounter a Pokémon native to this town
• Battle a gym trainer or rival trainer
• Solve a problem afflicting the town or nearby area
• Perform a favor for someone in town
• Participate in a town ritual, festival, or contest
• Have a scene with another character that deepens or adds detail to your
relationship
[37]
Weather
Weather is the last major component of this game. It begins at Temperate and can be
shifted to fit the narrative or to obtain tokens. It is tracked using the hex flower on the
Weather sheet (p. 39).

The flower has a central Temperate hex, a middle ring, and an outer ring. When the
Weather shifts it’s either ring to ring and usually a token is involved or within a ring with no
token involvement.

Actions: Anyone playing the game can make a Weather action at any point and describe how
it impacts the narrative. This offers an easy option for someone needing a quick token,
especially in dire circumstances.

Locales: Beyond the narrative impacts, the major impact the Weather has on the game is by
increasing progress requirements in Locales. Whenever the Weather is within the outer ring
of the hex flower, which represents extreme Weather, you must spend an additional point of
Progress to exit a Locale or to make camp.

Towns: When in Towns it only costs a single token to reset the Weather to Temperate as the
Trainers could wait out the Weather.

Feel free to tie the Weather into other Actions, Abilities, Frames, etc. A player could
describe how a Thunderstorm causes their character to become scared creating a Problem, a
fire Pokémon could Leer utilizing the Dry Heat, or a fallen tree from Roaring Winds could block
the group’s path.

H- J-K
[38]
Current Weather: ________________________________

Actions
At any time…
• The weather creates a problem, challenge, or crisis, describe how (+1T)
• Shift the weather to an adjacent hex that is within the same ring and describe how
it changes
• Shift the weather to an adjacent hex that is outward 1 ring and describe how it
changes (+1T)
• Shift the weather to an adjacent hex that is inward 1 ring and describe how it
changes (-1T)

Travel
Locales…
• Extreme weather (outer ring) increases all Locale progress requirements by +1
Towns…
• In towns you can shift the weather back to Temperate by spending 1 token.

[39]
Methods of Play
This game is intended to support a wide variety of styles of play. If everyone at the
table is having fun, then you are playing it correctly.

Still there are some common structures the game tends to take and what follows are
some tips on handling those methods of play.

Solo Play

Solo Play might be a single player telling their own story with a Trainer created solely
for those sessions, or it might be a side story for an existing Trainer.

When you are the only one telling the story, don’t forget to give yourself tokens for
adding additional pieces of detail to the scene. This can sometimes be overlooked when you
aren’t playing with others who can point it out.

The tools in the Resources section can be even more useful when there is only one
player, as they can help spark inspiration and provide ideas to build on.

[40]
Group Play without a Guide

Group Play without a Guide involves everyone at the table playing their own character
and sharing collective responsibility of the narrative.

It is important to keep in mind when playing in this style that no player should carry
an undue amount of the burden in terms of representing NPCs or setting up scenes. Be mindful
of each other and be sure to give everyone time to play their own character as well as the
world.

Group Play with a Guide

When one player in a group takes on the role of the Guide, they elect to forgo playing
their own character to prioritize playing the world and steering the story. This style of play
can be particularly useful when an experienced player is introducing new players to the game.

When using this play style keep in mind that non-Guide players can still shape the
narrative, and in fact often should be doing it. The Guide is there to provide a face for the
world and to help the other players translate their ideas into the framework of the game,
rather than fully steer the story. If you’re interested in a more Guide directed experience,
you may be more interested in Fully Guided Play.

As the Guide in this style, work to draw ideas out of the other players, giving
opportunities to those who may not naturally be inclined to take control of the story.
Sometimes you might even suggest a particular Frame but let another player dictate how it
is implemented with them gaining or losing the token tied to it.

[41]
R

Fully Guided Play

Fully Guided Play is when the Guide is usually the only one who utilizes Locale Frames.
This is similar to the Game Master role in other roleplaying games, where the narrative is
directed primarily by one player who sets the scenes and describes the world.

When playing in this style, the non-Guide players can sometimes feel a little light on
Tokens due to not gaining them from interacting with Locale Frames. To offset this, when
the Guide uses Frames that would allow you to gain a Token the non-Guide players should all
gain a Token instead. The Guide is not required to spend or gain tokens when utilizing Frames.

The players should also be reminded to utilize all their Trainer actions, including
adding detail to scenes or defining advantageous elements within them.

Playing a Single Session Game

When playing a Single Session Game with characters you may not use again, there are
a few recommended modifications to help things flow optimally.

First, the narrative trumps rules, don’t be afraid to bend or break whatever rules
necessary to help tell the best story in the limited time you have available to you.

[42]
Second, consider starting your characters off with some initial XP that they can
spend before or throughout the session. 5 tends to be a pretty good number. In addition to
converting it to Tokens, improving their Pokémon’s Focus, or adding a Role to their Pokémon,
another use for this XP could be spending 1 XP per additional Pokémon they would like their
Trainer to start with.

If using this method with new players, I recommend having them save 2 XP until their
first battle and then explaining how they can upgrade their Focus or add a Role at that time.
This is easier than frontloading the explanation of those mechanics at the start of the
session.

Finally, I would recommend still filling out the Region sheet despite what your
instincts might tell you. This can be a very efficient way to identify one to two focuses you
really want to emphasize in this session.

Playing a Long-Term Game

While this method of play is more traditional, in games that are not Fully Guided you
may encounter some complications due to Pokémon Tales improvisational and collaborative
nature. These can be easily handled through one reminder and one trick.

The reminder is that it’s always ok to retcon or adjust the narrative as new things
come to light. With any sort of collaborative storytelling new additions may modify, enhance,
or invalidate previous statements and that is ok if everyone is still enjoying the story.

The trick is when describing your Region initially, identify some key points for the
Region tied to a Locale or Town. Things like evil team headquarters, prominent gym leaders,

[43]
legendary Pokémon’s home, etc. Make note of these and if you have any ideas about the Town
or Locales in which they are located, grab the appropriate sheet, and add the details you
have in mind.

As the story progresses and you have more ideas about these places, add more details
to their sheets. Keep in mind that anytime you introduce a new Town or Locale it could be this
place you have been building in the background.

Building a Story

There is always the chance that while you enjoy the way Pokémon Tales uses elements
like the Region sheet, Locales, Weather, etc. you have another base Pokémon tabletop
roleplaying game system you would rather use for character building and conflict resolution.

The sheets can absolutely be used to set up Regions, Locales, and Towns for other
games. In fact, you can also use the token spend mechanic to help plan out a session in
advance. Simply reverse the costs, gaining a Token becomes spending and vice versa. This
creates a process for planning a session where you are forced to balance introducing
positive elements for your players to earn the tokens that you’ll spend to send threats and
obstacles their way.

If you want to use this approach but want a more challenging session for your
players, simply give yourself a set number of starting tokens to spend so you don’t have to
introduce as many positive elements to build up your tokens.

v- o - p
[44]
Resources
If you’re seeking inspiration or in a hurry and need a quickly generated Trainer, Locale, or
even Region the following tools might help.

If you need a quick Locale, the Location Generator at The World of Pokémon is incredibly
quick and provides you plenty of detail fill out the Locale sheet.

https://theworldofpokemon.com/locationGenerator.html

If you want to instead generate an entire region, The World of Pokémon also features a
fantastic Region Generator.

https://theworldofpokemon.com/randomRegionGenerator.html

[45]
Finally, for quickly generating trainers, you can use following chart containing trainer
class options, starting possessions, and potential partner Pokémon.

Trainer Class Possession Pokémon

Ace Trainer Badge Holder Evolved Pokémon

Athlete Athletic Gear Based on sport

Chef Cooking Gear Kitchen Pokémon

Criminal Disguise Dark or Poison

Detective Notepad Canine Pokémon

Gambler Deck of Cards Meowth

Hiker Walking Stick Cave Pokémon

Medic First Aid Kit Healing Pokémon

Performer Equipment Based on performance

Rancher Poké Treats Livestock Pokémon

Ranger Rope Rideable Pokémon

Reporter Camera Flying and Electric

Ruin Maniac Old Map Ancient Pokémon

Sailor Telescope Water or Fighting

Scientist Laptop Inorganic Pokémon

Socialite Absurd Wealth Pet-like Pokémon

Type Specialist Based on Type Based on Type

Worker Tools of the trade Based on profession

3-4- 5
[46]
Future Support

I have a lot of ideas for potential follow up content for this game if there is enough
interest or I get motivated enough to do it anyway.

I’ve kicked around the idea of a choose your own adventure style quick start guide
to help teach the rules. It would take you through character creation, your first Locale,
and end at your first Town.

I also have a mini region named Dawn Valley already created that is all set up to be
made into a hex crawl adventure with 12 Locales and 1 Town each with multiple suggested
Frames.

I even have a few ideas for stand-alone adventures and optional mechanics that
might pop up as one-off expansions.

If you enjoy the game and are interested in this content, please comment on/rate
the game at https://iron-echo-games.itch.io/pokemon-tales or reach out to me on twitter
@IronEchoGames. The more people I know are interested in additional content the more
inclined I will be to direct my focus towards completing it.

- Marshall

e-r- t
[47]
Acknowledgements
I would like to make clear that this project was made unofficially and purely for fan use. It
has no connection to Nintendo or the Pokémon company. It is intended for recreational use
and will always be free to download with no intentions to make any profit from it.

I’d also like to thank The World of Pokémon (theworldofpokemon.com) for creating incredible
Location Generators and Region Generators which I referenced in Resources.

The HPS Doodle Tiles used in the Hex Map are used with permission given by Nate Treme of
Highland Paranormal Society.

Fonts: Power Red and Blue Intl, Pokemon GB, Pokemon Hollow, POKPIX 1&2

Appreciation

Finally, I want to thank some of those responsible for helping this project come together.

Thank you to Robert & Lauren who have tried every iteration of this system and were
supportive every step of the way.

And thank you to Moss Powers (@mossdaggar) who has been probably the biggest advocate
for this game, there were plenty of times I might have quit if not for your reassurance.

N
[48]

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