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Pocket Monster of The Week - v1.5-2

This document provides rules for a tabletop roleplaying game called Pocket Monster of the Week that combines elements of Powered by the Apocalypse systems with the Pokémon universe to create a narrative-focused game where players take on the role of Pokémon trainers. The document outlines core mechanics such as character stats, Pokémon stats, combat and healing rules, and basic moves that trainers can take during gameplay. It also discusses the role of the game's narrator in facilitating the story and collaborative storytelling between players.

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0% found this document useful (0 votes)
227 views16 pages

Pocket Monster of The Week - v1.5-2

This document provides rules for a tabletop roleplaying game called Pocket Monster of the Week that combines elements of Powered by the Apocalypse systems with the Pokémon universe to create a narrative-focused game where players take on the role of Pokémon trainers. The document outlines core mechanics such as character stats, Pokémon stats, combat and healing rules, and basic moves that trainers can take during gameplay. It also discusses the role of the game's narrator in facilitating the story and collaborative storytelling between players.

Uploaded by

N
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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0

PMotW v1.5(FanVersion)

Pocket Monster of the Week uses a combination of


various Powered by the Apocalypse systems in order HELP OR HINDER 9
to create a compelling narrative game system which
KICK SOME (FROSSL)ASS 9
serves an ‘Anime Style’ crunch-light Pokémon
Adventure. You will better understand this hack if POKÉMON BATTLING 10
you are already familiar with Monster of the Week,
which can be bought at: LISTEN TO ME! 10
https://www.evilhat.com/home/monster-of-the-week/.
MANIPULATE SOMEONE 10

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

GEAR AND SHOPPING 6

USING ITEMS 7

BASIC MOVES 8

ACT UNDER PRESSURE 8

BEHIND THE SUBSTITUTE 8

BONDING TIME 8

CATCH THAT POKÉMON 8

CHECK THIS OUT 9

CREATE AN ADVANTAGE 9

1
PMotW v1.5(FanVersion)

BASIC SYSTEM NARRATOR’S ROLE


All dice rolls are 2d6 plus a possible STAT score:- It is the Narrator’s job to keep narrative from stalling.
● A 10+ means you succeeded in what you The Narrator in Pocket Monster of the Week is there
were attempting to achieve, usually with to react to the actions of the Players, provide
some small bonus. appropriate rewards and consequences for these
● A 7-9 means you succeeded, but only actions and, most importantly, collaborate with all
partially, the move or Narrator will tell you the players to continue to move the narrative
what cost your success comes at, and/or forward.
make a move in response to your action.
● A 6- is a failure, and the Narrator is free to WHAT IS A NARRATIVE?
make a potentially hard move of their own. The narrative is a series of events, driven by the
You also gain an Experience Point. action of the players that are taken in order to
achieve specific or overarching goals.
BONUSES AND HOLDS
Sometimes a move will give you a bonus to future For example Tara has created the character Orange
dice rolls: you get to take the bonus FORWARD or who is a 10 year-old Ace Trainer who has one
ONGOING. Sometimes a move will give you a HOLD. dream… to be the Pokémon Champion. That’s the
● Forward: If you get +1 forward, you get +1 narrative.
on your very next roll only. For example,
another Trainer can give you a bonus of +1 It’s Orange’s journey from rookie trainer to most
forward as the result of a move. The next powerful trainer in the region. The actions that
thing that happens is that you charge in to Orange takes and the obstacles that Orange must
attack someone. You get +1 on your KICK overcome are all designed to help Orange take
SOME (FROSSL)ASS roll. If you had decided another step towards their goal.
to USE POKÉPOWERS instead, to cast a
protect spell, then you would have gained To follow a traditional Pokémon narrative, in order to
the +1 on that roll. Once you have used the become the Pokémon Champion, Orange must first
bonus, it's gone. train up their starter Pokémon, add to their Pokémon
● Ongoing: If you get +1 ongoing, you get +1 team, collect all 8 Pokémon Gym badges and then
to every roll you make until the situation no take on the Elite 4 before a final showdown with the
longer applies. For example, if you READ A sitting Pokémon Champion.
BAD SITUATION, you might be awarded +1
ongoing while using an escape route you This does not mean you have to rigidly jump from
spotted. You get +1 on all rolls while gym to gym. Part of every champion’s story is the
escaping via that route, but nothing more journey, the bits in between. Orange didn’t get a gym
once you have escaped. You also get no badge or catch any new Pokémon when saving the
bonus if you don't try to escape that way. Powerplant from an out of control Electrode, but
● Hold: When a move asks you to hold, this what they could have gained was: vital experience,
means you can pick items from the list the Powerplant owner who can give them a tip about
below that. For example, if you roll a 10+, a the gym leader of the town, or they deepened their
move might ask you to hold 2. You get to connection with one of their Pokémon.
pick 2 questions or actions from the list.
Generally. hold is spent in the moment you As long as relationships develop, goals (large or
get it, but you can ask your Narrator if you small) are achieved, the player tastes success or
can wait until something changes to use failure, it’s a narrative .
your hold.
Simple!

2
PMotW v1.5(FanVersion)

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.

3
PMotW v1.5(FanVersion)

HARM CAPACITY TRAINER RECOVERY


A Trainer's Harm Capacity is 7, unless they have a ● 0 harm wounds are considered healed right
move or bonus to increase it beyond that. A away.
Pokémon’s Harm Capacity is determined by its HP, ● 1-3 harm wounds improve when you
DEF, and SP. DEF combined. To read more about this, receive first aid, and later when you rest.
go to the POKÉMON STATS section. Heal 1 when you do.
● Unstable wounds require first aid to
HARM become stable. While unstable, they may
Whenever you or your Pokémon suffer harm, the get worse. 4+ harm wounds require a
Narrator will tell you what effect it has. Injury healing move, time in an infirmary or
severity depends on how much harm has been Pokémon Centre or magical healing.
suffered: At the end of the arc, if there is no chance to rest,
● 0-harm wounds have only minor, short term heal 1 harm. If there is plenty of time, heal all harm.
effects.
● 4-7 harm wounds are serious and unstable. LEVELING UP
They will get worse unless treated. Mark the Experience Points (XP) are earned by your trainer
“Unstable” box. whenever they fail a roll. When you accumulate 5 XP,
● 8-harm or more will kill a normal human, you and a Pokémon of your choosing level up! Take
including a hunter. an Improvement from your Trainer Playbook, and
Armour reduces the harm suffered by the number of from your chosen Pokémon’s playbook. You should
points it is rated for. generally take improvements during downtime (so
not in the middle of a heated battle or verbal
ARMOUR confrontation!) however, the narrator may allow an
Armour is any kind of protective layering or magical exception to this if the scene especially calls for it.
defense you or your Pokémon might have up that
protects them from taking a certain amount of harm. At the end of each session, the Narrator will ask the
It does not affect your Harm Capacity. following questions:
● Did we conclude the current arc?
For example: ● Did we save a person or Pokémon from an
Theo has +1 Armour from a magic ring. Theo has untimely fate?
been hurt by an enemy and takes 2 Harm. Hold on! ● Did we learn something new and important
Theo’s magic ring grants them +1 Armour, and so about the world?
that 2 Harm is reduced to 1 Harm instead. ● Did we learn something new and important
about one of the Trainers?
Or If you get one or two “Yes” answers, mark one
experience. If you get three or four, mark two.
Meditite uses it’s move Light Screen to boost its
defense, and gains +1 Armour for the duration. It’s FAINTING
enemy deals 1 Harm to it, but because Meditite has A Pokémon faints when it’s harm capacity is reduced
+1 Armour from Light Screen, that 1 Harm is reduced to or below 0. This will typically leave the Pokémon
to 0, and Meditite takes no damage this turn! unconcious and incapacitated. Usually, a fainted
Pokémon is returned to their Pokéball as soon as
they fall unconscious and are unlikely to suffer
further harm. However, if a Pokémon does continue
to suffer harm after it has fainted, the Narrator may
be forced to narrate a serious injury the Pokémon
sustains, or, if the tone of your game suits it, even
death.

4
PMotW v1.5(FanVersion)

TRAINER PLAYBOOKS POKÉMON STATS


Accompanying this rulebook are several TRAINER Combat is very important in the world of Pokémon
PLAYBOOKS from which you will select what kind of and often your success or failure in the narrative will
Trainer you want to play on your Pokémon journey! hinge on a successful battle!
These Playbooks contain all the Moves and
Improvements specially available to your Trainer. For that reason we have decided to include a
Example Trainer Playbooks include Ace Trainer, modicum representation of Pokémon stats in the
Breeder, Pokémon Ranger, Nurse, and many others! game, despite trying to keep the overall system light
Irrespective of playbook, choose a Trainer Specialty on numbers and crunch. In our experience, we learnt
from below and add it to your Playbook’s STARTING that abandoning what made individual Pokémon
MOVES: special entirely led to a world that no longer felt like
● Normal: Normal-type pokémon you catch Pokémon, so we have come up with what we feel is
get +1 Harm Capacity. an appropriate compromise.
● Fighting: You and your Pokémon deal +1
Harm. A Pokémon’s stats for Pocket Monster of the Week
● Flying: +1 to READ A BAD SITUATION. can be calculated using the following formula: Look
● Poison: Your Pokémons’ poison status effect up a Pokémon’s base stats, either on
causes +1 Harm more than usual. https://bulbapedia.bulbagarden.net/ or equivalent.
● Ground: Any ground type moves deal +1 Using these Base Stats, apply the following and find
harm. modifiers for each stat:
● Rock: Any rock-type moves deal +1 harm.
● Bug: Bug Pokémon that join you have +1 Over 250: +8
LOYALTY. 220-249: +7
● Ghost: Any Ghost or Dark type Pokémon 190-219: +6
you have deal+1 harm. 160-189: +5
● Steel: Your toughness gives you and your 130-159: +4
Pokémon 1-armour. 100-129: +3
● Fire: Your Pokémons’ burn status condition 75-99: +2
deals +1 Harm more than usual. 40-74: +1
● Water: Your Pokémon deal +1 harm while in 20-39: 0
water. 0-19: -1
● Grass: +1 to PROTECT SOMEONE
● Electric: Your Pokémon are more likely to Add Defence, Special Defence + HP modifiers
cause paralysis. You have double the usual together for the Pokémon’s Total Harm Capacity. If
chance to cause paralysis. this ends up as 0, the Harm Capacity is 1.
● Psychic: +1 to USE POKÉPOWERS.
● Ice: Your Ice Pokémon may cause the Frozen Attack or Special Attack modifiers are added to your
condition. Roll d4, freeze if you roll a 4. 2D6 roll whenever you use KICK SOME (FROSSL)ASS
● Dragon: Your Pokémons’ attacks all ignore with that Pokémon. If you are using a Physical Move,
1-armour. use the Attack modifier, if it is a Special Move, use
● Dark: You can use MANIPULATE SOMEONE Special Attack.
on pokémon.
● Fairy: When you HELP OR HINDER, target Speed determines who gets to declare their actions
gains additional +/-1. first in a scene/battle. If tied, look up which original
stat is higher.

5
PMotW v1.5(FanVersion)

LOYALTY
Every Pokémon you catch has a LOYALTY track, which
can grow or erode over time.

WARY [_] [_] [_] [_] [_] [_] [_] TRUSTING

However many points you have marked on the scale


is your bonus during LISTEN TO ME rolls. A freshly
caught Pokémon starts at 1 LOYALTY, so the tracker
would look like this;

Example:
WARY [X] [_] [_] [_] [_] [_] [_] TRUSTING

As the Pokémon gains more trust with you, mark a


box every time you gain a loyalty point. Conversely,
when you lose a loyalty point, erase a box.

You gain LOYALTY either through bonuses,


improvements, BONDING TIME or through the story.
You can lose LOYALTY by rolling a miss during LISTEN
TO ME rolls, or at the Narrators discretion (if your
Pokémon takes a large hit because the trainer was
acting recklessly, the Narrator may also impede a
loss of LOYALTY as a further consequence).

If your Pokémon loses all of it’s loyalty points and


becomes WARY, it may turn against you or try to run
away.

6
PMotW v1.5(FanVersion)

GEAR AND SHOPPING Nest Ball - 800P - +2 when attempting to


The Pokémon Trainer will need many items on their catch Pokémon below half their Harm
journey, though supplies may vary as that journey Capacity.
unfolds. Decide with your Narrator whether
harm-healing items and berries work on people as Paralyse Heal - 100P - Cures paralysis
well as Pokémon! Burn Heal - 100P - Cures burns
Antidote - 100P - Cures poison
If these things have monetary value, you can keep Awakening - 100P - Wakes a Pokémon up
track of how much money you have or keep it vague Iceheal - 100P - Thaws a Pokémon with the
and ask the Narrator whether your character could frozen condition
afford them or if they are available during downtime. Full Heal - 400P - Heals any status condition
Every Trainer starts with 500 Pokédollars (P) to spend
on items, unless stated otherwise in your playbook. USING ITEMS
As in the core Pokémon games, Pokémon can hold
Be aware that the Narrator may separate you from items such as X-boosters, booster items and berries
certain items as a hard or soft move during play. and use them during battle as a free action during a
KICK SOME (FROSSL)ASS roll.
Here are some example items; note that these may
not be available at every Pokémart but might be Likewise, they cannot use complex items like potions
found lying around or unlocked after a certain point. or status condition healers. You can choose to forego
your Pokémon’s KICK SOME (FROSSL)ASS move in
Potion - 200P - Heals 2 harm battle to use a healing item on them.
Super Potion - 400P - Heals 4 harm
Hyper Potion - 600P - Heals 6 harm
Max Potion - 1200P - Heals all harm
Full Restore - 2000P - Heals all harm and
cures any status effects.
Revive - 800P - Brings a fainted Pokémon
back to half their harm capacity.
Max Revive - 1600P - Brings a fainted
Pokémon back to their full harm capacity.

Pokeball - 200P - Just a regular ole’


Pokeball! No bonuses, but pretty cheap.
Great Ball - 400P - +1 to CATCH THAT
Pokémon!
Ultra Ball - 600P - +2 to CATCH THAT
Pokémon!
Luxury Ball - 800P - Gain +1 LOYALTY
immediately on successful capture.
Net Ball - 800P - +2 when attempting to
catch WATER or BUG-type Pokémon.
Heal Ball - 800P - Pokémon heals completely
upon successful capture.
Dive Ball - 800P - +2 when attempting to
catch WATER Pokémon.

7
PMotW v1.5(FanVersion)

BASIC MOVES BONDING TIME


● ACT UNDER PRESSURE If you spend some quality time with your Pokémon
● BEHIND THE SUBSTITUTE instead of working on the current mystery you can
● BONDING TIME roll +Charm. On 10+, hold 2. On 7-9, hold 1. Spend
● CATCH THAT POKÉMON your hold to:
● CHECK THIS OUT ● Mark one mark on your loyalty track.
● CREATE AN ADVANTAGE ● Discover a secret you didn't previously know
● HELP OR HINDER about your Pokémon.
● KICK SOME (FROSSL)ASS ● Receive a Berry from your Pokémon.
● POKÉMON BATTLE ● Take +1 forward.
● LISTEN TO ME!
● MANIPULATE SOMEONE CATCH THAT POKÉMON
● PROTECT SOMEONE When you try to catch a Pokémon with a pokeball,
● READ A BAD SITUATION follow the following steps. Roll 2d6, then:
● USE POKÉPOWERS! ● Add +1 each if:
● WHITE OUT ○ The target Pokémon is below half
its total harm capacity.
ACT UNDER PRESSURE ○ The target Pokémon has a negative
This covers trying to do something under conditions condition or effect on it.
of particular stress or danger. Examples of acting ○ The target Pokémon was caught by
under pressure are: staying on task while a surprise or unable to react.
Mismagius screams at you; barricading a door before ● Subtract -1 each if:
the Raticates catch up; resisting the mental ○ The target Pokémon is at full
domination of a Kadabra; fighting on when you're health.
badly injured. When you act under pressure, roll ○ The target Pokémon has a positive
+Cool. On a 10+ you do what you set out to. On a 7-9 condition or effect on it.
the Narrator is going to give you a worse outcome, ○ The target Pokémon is somehow
hard choice, or price to pay. On a miss, things go to shielded or protected.
hell. ○ The target Pokémon is hiding or in
cover.
BEHIND THE SUBSTITUTE ○ The target Pokémon is legendary or
When you or your Pokémon focus on a conversation, mythical.
interaction, person, or Pokémon to determine what ○ For each Evolution Stage above 1.
they are feeling, either by talking to them or ● Add any benefit from the Pokeball you are
observing them, roll +Charm, on a 10 +, ask 2. On a using (if any);
7-9, ask 1. On a 6-, the Narrator or targeted Player ● Add any bonus from your Trainer Playbook
will ask you a question. Either way, the question that apply;
must be answered truthfully and honestly.
● Is your character telling the truth? On a 10+, you catch that Pokémon! Ask the Narrator
● What’s your character really feeling? for the Pokémon’s stats. On a 7-9, you almost had it!
● What does your character intend to do? You can recover the Pokeball that you used, if you
● What does your character wish I’d do? can get to it. On a 6-, you didn’t have a chance, and
● How could I get your character to __? your Pokeball is busted! Mark it off your inventory.

8
PMotW v1.5(FanVersion)

CHECK THIS OUT HELP OR HINDER


When you or your Pokémon check your surroundings When you or your Pokémon aid or interfere with
for anything interesting, dangerous, or out of place, another trainer or Pokémon, roll +Cool. On a 10+,
roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1. you give that person or Pokémon a +2/-2 on their
One hold can be spent to ask the Narrator one of the roll. On a 7-9, you give them a +1/-1 but open
following questions: yourself up to possible danger. On a 6-, you open
● What happened here recently? yourself up to danger.
● What is about to happen?
● What Pokémon is nearby? KICK SOME (FROSSL)ASS
● What should I be on the lookout for? This is used when you are fighting something that's
● What here is useful or valuable to me? fighting you back, whether that’s a human or a
● Who/What is really in control here? Pokémon, and during Pokémon Battles. When your
● What here is not what it appears to be? Trainer gets into a fight, roll +Tough. On 10+ deal
your harm to the enemy and avoid their attack. On a
CREATE AN ADVANTAGE 7 - 9 you and the Pokémon/Person you are engaged
When you are looking to Create An Advantage, roll with both deal your harm to each other. On a 6- , you
+Cool. On a 10+ hold 2. On a 7-9 hold 1. On a 6 or do not deal your harm, but your opponent does deal
below you invite the narrator to deal harm to your THEIR harm to you.
character, or put them in a similarly bad spot. Spend If the person or Pokémon you are trying to deal harm
hold one for one from the following list: to is surprised, incapacited or otherwise unable to
● Take +1 forward, or give +1 forward to fight back, don’t use KICK SOME FROSSL(ASS, just
another Trainer/Pokémon. deal your harm.
● You heal one harm When you are rolling for your Pokémon, use your
● You inflict +1 extra harm next time you Pokémon’s SP ATK as a bonus if using a SPECIAL
harm an enemy move, or ATK if using a PHYSICAL move.
● You force your foe where you want them
● You suffer one less harm the next time you NOTE : Every Pokémon move is either Special or
take harm Physical. If you are not sure which yours is, look up
Example Advantage Flavouring: that specific move on Bulbapedia or a similar site as
● Paralyzed. Great! You’ve incapacitated the there is no rule as to which moves are determined as
previously rampaging Tauros in place. Special or Physical.
(Forced Them Where You Want Them)
● Burned. Nice, you’ll definitely deal more
harm next time you attack this poor charred
Clefairy (Inflict +1 Harm Next Time You harm
An Enemy).
● Poisoned. The intoxicated Breloom looks
woozy, it’s bound to hit you less hard next
time you trade blows (You suffer one less
harm the next time you take harm).

9
PMotW v1.5(FanVersion)

POKÉMON BATTLING In total, Beedrill deals 7 Harm to Pidgey and takes


After rolling KICK SOME (FROSSL)ASS, the amount of nothing in return. Ouch!
harm a Pokémon deals is calculated as follows:-
A Pokémon rolls a single D4 to create their harm Pidgey’s Harm Capacity is 2, and so the Beedrill’s
base, then:- Harm is more than enough to knock it out.
● Subtract or Add any Harm from any
previously rolled CREATE AN ADVANTAGE I hope Jason has a back up plan!
moves.
Add +1 Harm:- LISTEN TO ME!
● for each evolution stage your Pokémon is at When you tell your Pokémon to do something
( +1 at Stage 1, +2 at Stage 2, +3 at Stage 3) against their nature, or that might abuse the bond
● for every evolution stage your Pokémon is you have with them, roll +Loyalty.
above the one targeted.
● if using a Super Effective Move Type (+2 if This move can also be triggered when you do
doubly effective). something in the story that might warrant loss of
Subtract -1 Harm:- trust from your Pokémon, like acting against them or
● for every evolution stage your Pokémon is ignoring them for too long.
below the one being targeted.
● if your Pokémon is using an Ineffective ● On 10+, your action has no effect beyond
Move Type (-2 If Doubly Ineffective) the exchange of some angry words or
○ Note : Type Immunity does not exist in yapping.
PMOTW, use Doubly Ineffective in its place).
● On 7-9 choose one of the bond abuse
options below.
Example encounter:
● On a miss, the Narrator may choose two of
Jason wants his Pidgey to attack a wild Beedrill.
the bond abuse options below, or
something worse.
Jason has triggered a KICK SOME (FROSSL)ASS roll.
Jason will roll 2D6 + Pidgey’s SP ATK modifier because
Bond abuse options:
he is using GUST, a Special move.
● Erase a box on the Loyalty track.
● You may not use this Pokémon for your next
Pidgey’s SP ATK is +0, making this a flat 2D6 roll.
battle or contest.

Jason rolls a 2 and a 3; a total of 5 makes Pidgey’s


MANIPULATE SOMEONE
GUST a total miss, and opens it up to a direct attack
This move is used to get people to do what you
from Beedrill.
want, but you need to give them a reason to do it
first. What counts as a reason will depend on your
Jason’s Pidgey does not get to deal any damage- and
relationship with the person. Maybe you've given
because of this total miss, now the Beedrill responds
them a reason to trust you, or you offer them a
directly with a nasty looking POISON STING!
reward to do it, or maybe you have real (or faked)
authority. Once you have given the target a reason,
Beedrill’s harm is calculated like this:
tell them what you want them to do and roll
The GM rolls Beedrill’s base d4 of Harm and rolls a 2.
+Charm. If you get 10+, then they'll do it as long as
Additionally:-
you reward them as promised. On a 7-9, they'll do it,
● Beedrill is a 3rd Stage Evolution +3
but only if you do something for them right now to
● Beedrill is 2 stages above Pidgey +2
show that you mean it. On a miss, your approach is
● Beedrill is not using a super effective move
completely wrong: you offend or anger the target.
+0

10
PMotW v1.5(FanVersion)

Against a player character: On a 10+ they mark


experience and get +1 forward if they do what you
ask. On a 7-9, they mark experience if they do what
you ask. On a miss, it's up to that trainer to decide
how badly you offend or annoy them. They mark
experience if they do not do what you asked.

11
PMotW v1.5(FanVersion)

PROTECT SOMEONE does not expose you to danger, unwanted attention,


When you prevent harm to another character, roll or side-effects. If there's a glitch that might change:-
+Tough. On a 7+, you protect them okay, but you’ll ● Inflict harm (1-harm, ignore-armour, magic,
suffer some or all of the harm they were going to obvious).
get. On a 10+ choose an extra: ● Enchant a weapon. It gets +1 harm and
● You suffer little harm (-1 harm). +magic tag
● All impending danger is now focused on ● Do one thing that is beyond human
you. limitations.
● You inflict harm on the enemy. ● Bar a place or portal to a specific person or
● You hold the enemy back. a type of Pokémon or spirit.
Advanced: on a 12+ both you and the character you ● Trap a specific person, Pokémon, or spirit.
are protecting are unharmed and out of danger. If ● Evict a spirit or curse from a person,
you were protecting a bystander, they also become Pokémon, object, or place it inhabits.
your ally. ● Summon a dangerous being into the world.
● Communicate with a Pokémon or spirit that
you do not share a language with.
READ A BAD SITUATION
● Observe another place or time.
When you look around and read a bad situation, roll
● Heal 1-harm from an injury, or cure a status
+Sharp. On a 10+ hold 3, and on a 7-9, hold 1. One
effect.
hold can be spent to ask the Narrator one of the
Glitches:-
following questions:
● The effect is weakened.
● What’s my best way in?
● The effect is of short duration.
● What’s my best way out?
● You take 1-harm, ignore-armour.
● Are there any dangers we haven’t noticed?
● The Poképower draws immediate,
● What’s the biggest threat?
unwelcome attention.
● What’s most vulnerable to me?
● It has a problematic side effect.
● What’s the best way to protect the victims?
The Narrator may require one or more of the
following:-
If you act on the answers, you get +1 ongoing while
● The Poképower requires weird materials.
the information is relevant.
● The Poképower will take 10 seconds, 30
seconds, or 1 minute to cast.
Advanced: On a 12+ you may ask the Narrator any
● The Poképower requires ritual chanting and
question you want about the situation, not just the
gestures.
listed ones.
● The Poképower requires you to draw arcane
symbols.
USE POKÉPOWERS! ● You need one or two people to help cast the
Poképowers are an umbrella term for all forms of Poképower.
magical or spiritual powers in the Pokémon world. ● You need to refer to a magic tome for the
When you use your Poképowers, say what you're details.
trying to achieve and how you do itl, then roll
+Weird. If you get a 10+, the magic works without USE BIG POKÉPOWERS!!
issues: choose your effect. On a 7-9, it works Use this when you want more than the USE
imperfectly: choose your effect and a glitch. The POKÉPOWERS effects. Tell the Narrator what you
Narrator will decide what effect the glitch has. On a want to do. The Narrator may require:
miss, you lose control of the magic. This never ends ● You need to spend a lot of time (days or
well. weeks) researching a ritual.
By default the Poképower has one of the effects
listed below, lasts for around thirty minutes, and

12
PMotW v1.5(FanVersion)

● You need to experiment with the


Poképower – there will be lots of failures
before you get it right.
● You need some rare and weird ingredients
and supplies.
● The Poképower will take a long time (hours
or days) to cast.
● You need a lot of people (2, 3, 7, 13, or
more) to help.
● The Poképower needs to be cast at a
particular place and/or time.
● You need to USE POKÉPOWERS as part of
the ritual, perhaps to summon a Mythical
Pokémon, communicate with something, or
bar the portal you opened.
● It will have a specific side-effect or danger.

If you meet the requirements, then the magic takes


effect.

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.

13
PMotW v1.5(FanVersion)

CHANGELOG; have access to one, or have the time to go


● Rearranged sections. to one due to the current arc);
● Pokemon improvements moved to sheets. ● Removed +3 limit on CATCH THAT Pokémon
● Edited down intro pages for readability. (Reasoning, succeeding only on 10+ is a high
● Minor fluff editing to STATS, added bar, players will feel more rewarded if they
corresponding moves. can easily catch weak Pokémon as high level
● Alphabetised Moves, added basic MOTW trainers);
moves. ● Removed the initial paragraph under Harm
● Added Harm Capacity and armour and Damage Dealing due to changes to how
clarifications, as well as harm and recovery Loyalty works, also changed “damage” to
sections. “harm” to unify both terms into one.
● Changed EXPERIENCE POINTS section to Changed name to Pokémon Battling. Edited
LEVELLING UP section battle example to remove references to
● Changed Trainer Type to Trainer Specialty. conversion of base stats to modifiers as may
● Added Use Poképowers move for magic confuse readers.
users/psychics/pokepowered general use. ● Added Loyalty section;
Amended MotW Use Magic to better fit the ● Edited Pokémon Stats to be up to date with
Pokémon universe. recent discussions.
● Edited down Create an Advantage for ● Expanded Gear and Shopping, edited to
readability and removed reference to keep in line with Harm terminology,
adding a Pokémon’s stat when rolling. removed roll for purchase rules. Also
● Changed Check a Place Out to Check This changed small $ amounts to larger

😎
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

14
PMotW v1.5(FanVersion)

likely to cause paralysis. Ice changed to


Pokémon have ¼ chance of freezing on
touch. Dragon type changed to ignore
1-Armour.
● Added holds to bonuses and holds.

15

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