Core System
Core System
Character Creation
First step to playing a game is making your character. While all Pokémon are available, refer to your Game Master about region, gimmick form, or legendary restrictions.
Use the character sheet below as a template for your desired Pokémon.
Your Pokémon
The [Descriptor] Pokémon
Moves
Move 1 Type, to Hit, Damage, PP, Description
Pokédex Entry
This Pokémon...
Stats
Rolling Stats
To determine your Pokémon's stats, roll 4d6 and subtract the lowest roll for each of the 4 stats. Allocate each numbers, these are your Stat Scores. Your Stat Score
determines your Stat Modifier. The maximum Stat Score is 20. The Score-to-Modifier ratio is as follows:
Attack
The Attack Stat on a Pokémon determines its offensive effectiveness. When using a Move, you roll 1d20 plus your Attack Modifier to determine whether you hit or not.
Upon hitting an opponent Pokémon or structure with a Move whose Type matches with the Type of your Pokémon, you add the Attack Modifier to the damage as well.
Defense
The Defense Stat on a Pokémon determines its ability to avoid or sustain damage. The higher your Defense Stat, the higher your Armor Class, which is the number
needed to be hit you with a Move.
Speed
The Speed Stat on a Pokémon determines its priority in combat, as well as its movement speed. The higher the Speed Stat, the earlier in a turn of combat that Pokémon
goes.
HP
The HP Stat on a Pokémon determines the amount of Hit Points available for that Pokémon.
Attributes
Proficiency
After rolling and allocating your Attack and Defense Stats, you may choose whether they are Proficient with Physical or Special Attack and Defense. You can make a
different choice for each Stat. Physical Stats work better when dealing with Moves categorized as "Physical" and vice verse with Special Stats.
Attack
When making a Move that matches your chosen Proficiency, you add 1d4 to the attack and damage rolls.
Defense
When targetted by a Move that matches your chosen Proficiency, you can add +2 to your Armor Class against that Move.
Ability
Each Pokémon has an innate Ability unique to their being. To find what Ability or Abilities your Pokémon possesses, consult the Pokémon Database.
Abilities
As of right now, Abilities are handled case-by-case. Consult your Game Master to create a fair and balanced implementation of your chosen Pokémon's
Abilitiy.
Moves
Each Pokémon has 4 available Moves. Two of your Pokémon's Moves have to match its Type(s). A Pokémon can only have one (1) Status Move. To find what Moves your
Pokémon can learn, consult the Pokémon Database.
Move Power
Power Damage
1-30 1d6
31-60 2d6
61-90 3d6
91-120 4d6
121-150 5d6
more than 151 6d6
When dealing Super Effective damage with a Move, the damage dice change to d8's. When dealing Not Very Effective damage with a Move, the damage dice change to
d4's.
Critical Hits
When attacking with a Move, rolling a 20 on your d20 is considered a Critical Hit, dealing the maximum damage possible.
Move Accuracy
A Move's Accuracy determines how likely it is to hit a target Pokémon or structure. The base Accuracy of a Move is 100. As it decreases, a penalty is applied to the attack
roll of that Move as shown here:
Accuracy Penalty
100 -0
90-99 -1
80-89 -2
Accuracy Penalty
70-79 -3
60-69 -4
less than 59 -5
Range
To target an opposing Pokémon or structure with a Physical Move, you must be within 5 ft. of the target. To target an opposing Pokémon or structure with a Special
Move, the range of the Move is the following:
Recoil
Some Moves deal damage to the user as well (such as Brave Bird). Moves that recoil deal half the damage dealt to the target back to the user.
Exhaustion
Some Moves reduce the user's Stats after use (such as Hammer Arm). When using a Move with such an effect, you receive a -1 penalty to the affected Stat until the end of
combat.
Some Moves require a turn to charge up before the Move can be made (such as Solar Beam or Hyper Beam). When using a Move like these, your Speed is reduced to zero
until the Charge Up or Cool Down period (which is one round of combat) is completed.
Every Move has a certain number of Power Points (or PP), which states how many times that Move can be used before needing to Rest.
Status Moves
Status Moves are Moves that deal no damage. Instead, they either strengthen you or weakens your opponents.
Status Moves
Like Abilities, Status Moves are handled case-by-case. Consult your Game Master to create a fair and balanced implementation of your desired Status Move.
The following are simply guidelines for handling Status Moves.
Stat Increases
Status Moves that increase your Stats add a +1 (for Moves that simply increase) or a +2 (for Moves that harshly increase) to the chosen moves. Special Attack and Special
Defense are considered Attack and Defense (respectively) when addressed in a Status Move's description.
Status Moves that target an opposing Pokémon (such as Stat Decreases) are not applied instantaneously. Instead, the target Pokémon must roll a "Saving Throw". On a
successful "save", the target Pokémon resists the effects of the Status Move. The number to beat is calculated as such:
Types
A Pokémon's Type(s) determine what it is strong and weak against. It also determines what Moves are available to your Pokémon. Consult the following image to know
what Type(s) are weak and strong against you.
Immunity
In some cases, some Types are completely immune to other Types. These are the case:
Nature
A Pokémon's Nature determines its personality, but also has practical applications, increasing one of your Stats by +2, while also decreasing another Stat by -1. Natures
that contain the same Stat in the Stat Increase and Stat Decrease columns cancel out, only raising the stated Stat by +1
Pokémon Battles
What's a Pokémon game without Pokémon Battles? This section handles the rules of combat.
Start of Battle
When a Pokémon Battle is commenced, the Turn Order determines the order of combating Pokémon. The Pokémon with the highest Speed Stat go first in the Turn
Order. If there is a tie, a dice roll is used instead. Highest roll wins the tie.
On Your Turn
Once your turn comes up in the Turn Order, you can:
Fainting
A Pokémon is removed from combat when they Faint. Pokémon Faint after being reduced to zero Hit Points. Once all the Pokémon in a team have Fainted, the battle
ends.
End of Battle
After a Pokémon Battle ends, the Pokémon on the winning team recieve EXP and a Second Wind
Experience Points
TBD
Second Wind
After a Pokémon Team wins a Battle, they are reinvigorated, allowing them to continue exploring. Non-Fainted Pokémon receive Hit Points equal to 3d8 + their HP
Modifier. Their Moves also restore a number of PP equal to their HP Modifier. Moves that have less than 10 PP do not receive this bonus. Fainted Pokémon are revived
and gain Hit Points equal to 2d8 + their HP Modifier.
Exploration
A key aspect of the Mystery Dungeon series is the exploration element, allowing the party to delve and uncover mysteries. You too will be exploring ruins, caves, and vast
forests in your adventures with your Poké-friends. It's important to know how to survive the outside world. Skills allow interaction with the world.
Skills
Skill Proficiencies
Every Pokémon has 2 Skill Proficiencies to choose from. When you are performing an action that would require a Skill you are Proficient in, you gain Advantage on that
skill check, which means you roll 2d20 and choose the highest roll.
Difficulty Class
When performing SKill Checks, the number to beat is known as the Difficulty Class of the check. Difficulty Classes (or DC's) range from Mundane to Difficult.
Difficulty DC
Mundane 1-4
Easy 5-8
Achievable 9-12
Complex 13-16
Difficult 17-20
Skill Table
The available Skills are as follows, as well as situation where such Skill might be useful:
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