Pocket Monster of The Week - v1.5-2
Pocket Monster of The Week - v1.5-2
PMotW v1.5(FanVersion)
PROTECT SOMEONE 11
BASIC SYSTEM 2
READ A BAD SITUATION 11
BONUSES AND HOLDS 2
USE POKÉPOWERS! 11
NARRATOR’S ROLE 2
WHITE OUT 12
WHAT IS A NARRATIVE? 2
CHANGELOG; 13
STATS 3
HARM CAPACITY 4
HARM 4
ARMOUR 4
TRAINER RECOVERY 4
LEVELING UP 4
FAINTING 4
TRAINER PLAYBOOKS 5
POKÉMON STATS 5
LOYALTY 6
USING ITEMS 7
BASIC MOVES 8
BONDING TIME 8
CREATE AN ADVANTAGE 9
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STATS
Your trainer will have a number of stats you will need COOL
to keep track of during play. They reflect your (Reflexive/Calm/Smooth)
characters capabilities and innate strengths within Things don’t always go to plan in the world of
the world, as well as their bonds with other people Pokémon, and Cool represents your ability to hold it
and Pokémon. They are as follows: together in the face of adversity, pain and danger.
Cool is directly tied to CREATE AN ADVANTAGE and
TOUGH ACT UNDER PRESSURE, as well as braving situations
(Enduring/Aggressive/Confident) where most people would run away or give up. High
Your ability to fight back against direct aggression, Cool will make you mentally and physically tough,
put yourself at an advantage, or land a blow on your able to resist temptations and be a pillar for your
opponent. Tough is directly tied with the KICK SOME friends and Pokémon.
(FROSSL)ASS and PROTECT SOMEONE moves.
CHARM
(Persuasive/Charismatic/Caring)
Your ability to understand and care for Pokémon and
other people can take many forms, from counselling
words to physical medicine. Charm is directly tied to
the BEHIND THE SUBSTITUTE, MANIPULATE
SOMEONE and BONDING TIME moves, as well as
physically tending to other people and Pokémon.
SHARP
(Inquisitive/Exploratory/Calculating)
Your ability to perceive hidden things in the world,
whether that is lost knowledge, a rare species of
Apricorn, or a Kecleon looking to disguise itself
amongst the undergrowth. Sharp is directly tied to
CHECK THIS OUT and READ A BAD SITUATION.
WEIRD
(Methodical/Mystical/Magical)
The world of Pokémon is full of unexplained
phenomena! The weird stat reflects your ability to
understand the incomprehensible. Trainers with high
Weird are able to perceive and accomplish tasks that
others would be unable to follow, both physically and
mentally. Be careful, opening yourself up to your
weird side may be unseemly to some and downright
dangerous to others. Weird is directly tied to the USE
POKEPOWERS! move.
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LOYALTY
Every Pokémon you catch has a LOYALTY track, which
can grow or erode over time.
Example:
WARY [X] [_] [_] [_] [_] [_] [_] TRUSTING
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WHITE OUT
When all the trainers in your party have lost all their
endurance and passed out, choose one person to roll
for the group, and roll +0. On a 10+, you decide how
you escape the situation and what you concede to
your opponent in order to do so. On a 7-9, choose
how you are defeated or captured. On a 6-, the
Narrator will describe how you are defeated or
captured, and what important thing went missing.
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😎
Out to make subject matter more general. denomination currency because it makes
● Removed paragraph from Kick Some me feel richer.
(Frossl)ass to improve readability. Removed ● Edited use items rule so Pokémon cannot
mentions of Physical/Special attacks as hold Potions, can only use berries. Also
special moves in respect of trainers would changed rule so Trainer can forego Kick
be Use Pokepowers, added extra paragraph Some (Frossl)ass in order to be healed by
to note difference between physical/special Trainer.
attacks for Pokémon. ● Expanded Trainer playbook section and
● Removed a sentence from Manipulate shifted it higher in the PDF
Someone to shorten section. ● Changed Tainer Type Bonuses; normal type
● Edited Catch that Pokémon to improve trainer gains +1 Harm Capacity to the
readability. Also removed mention of rolling Normal Types they catch; poison type
for caught Pokémon’s stats. trainers pokemon’s poison status effect
● Edited Help/Hinder to use COOL stat rather cause +1 more harm than usual; ground
than Bond/Loyalty as these are no longer type moves do +1 harm; ghost type trainer
functional. Also changed name from from +Weird to Pokémon rolls to +1 harm
Help/Hinder to Help or Hinder. Removed with ghost/dark Pokémon; Fire type trainers
hold 1 for -6. Also added consequence for Pokemon’s burn status condition does +1
rolling on 7-9, puts you at risk. harm more; electric types more likely to
● Edited Bonding Time so reference is only to cause paralysis; fighting type gives +1 harm
Berry rather than Potion (Berry) as Berries to both trainer and Pokémon; ice trainer ice
can have multiple effects. (Curing status type pokemon may freeze on contact, rock
conditions/confusion) receives +1 to rock type moves. Bug type
● Removed Pokémon Centre as a Basic move has increased base loyalty from bug
(Reasoning, Pokémon centers are limited to Pokémon. Steel gives both trainer and
towns and cities. Trainers may not always Pokémon +1 armour on top of harm
capacity. Electric changed so Pokémon more
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