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    Pokemon20 is a pen and paper RPG based on microlite20, and enhanced with mechanics from

    other systems. The entire goal of this system if for a lite Pokemon RPG experience that runs

    smoothly and retains the flavor of the material. If you want a full sized system look elsewhere

    (PTU for example), but if you are with a group that might enjoy a small campaign set in the

    world of Pokemon this system should make the whole experience easier to manage. Pokemon

    information can be taken from Bulbapedia or similar Pokemon wikis and converted into PK20 in

    under a minute. Also trainers should have plenty of paths to choose from as the class/race

    system for PK20 is very open ended and homebrewing is encouraged.

    Page 2, and 3 makeup the printer friendly version of PK20. This page is an intro, and the rest of

    the pages are for clarification.

    TO DO LISTDM

    -Set up Homebrew changes (Affinity, Goals, Parents, and Pricing)

    -Set up the world

    -Set up some Pokemon that will be common in your campaign on index cards

    -Set up rivals, and bad guy factions

    -Have fun

    PLAYER

    -Pick a Parent/Goal set up

    -Set up a backstory for your character

    -Pick a starter Pokemon

    -Put all of that info on a Character Sheet that resembles the EXAMPLE TRAINER below

    -Put all of your Pokemon on index cards for ease of use

    -Include type advantages/disadvantages

    -Include HP, modifiers, and all possible moves at that Tier

    -Attempt to accomplish your goals, and have fun

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    PLAYER CHARACTERS

    HP- 40 + total STR.

    AC- 10 + DEX or STR mod + Armor/Parent Bonuses.

    ACC- 1d20 + DEX mod + Goal/Parent Bonuses vs. (PC Armor Class) or (reasonable DC).

    DMG- Fists 1d8 + STR mod, Weapon 1d12 + STR mod, Ranged Weapon 1d12 + DEX mod.

    STATS- STR/DEX/MIND// roll 4d6 and drop the lowest number.

    SKILLS- PHY/SUBT/KNOW/COMM// 0 + (bonuses) + purchased ranks// 10 skill pts at start

    CHECKS- relevant Skill + relevant Stat mod + 1d20 vs DC set by DM

    SPEED- 30ft per turn//20ft per turn when encumbered.

    INT- Initiative is based on roleplaying, whoever calls the move first goes first, and rolls decide

    the rest of the combat order (DEX mod bonus).

    GOALS- 3 Tiers// class system for this game// can be changed based on RP// Tier increase is RP

    based// T1 weak and covers the first 1/3rd of the campaign// T2 is good and lasts most of the

    game// T3 is amazing and only kicks in as the player nears the completion of their Goal.

    PARENTS- Governs starting items, affinity, starting PK, and NPC reactions to the PC.

    AFFINITY- Bonuses to a specific type of PK// cannot change.

    EXAMPLE PC

    Joe Stealzthings- T1 Rogue with Shady parents

    55HP no Magic/Psychic power

    -STR 15 -DEX 15 -MIND 12

    -PHY 2 -SUBT 11 -KNOW 0 -COMM 3

    -AC 12 -AB +2 -DMG 1d8+2-Starting items: 5 Pokeballs, 5 Potions, switchblade, and 200 PD

    -Starting Pokemon: T1 Ekans

    -Poison type affinity

    POKEMON

    CAPTURE MECHANICS- 20% cap rate on fainted wild PK with PKball// d20 PKball// 2d8

    Great ball// d12 Ultra ball// d10 Apricorn ball// Other ball stats listed below.

    TEAM- 3 PK at a time, and they can be swapped at any transfer computer.

    FAINT- Wild PK have 1d4 turns fainted before escaping// no stopping the escape.

    RESPECT- PK gain or lose respect in battle. +1 respect per battle won without fainting, and -1for every time the PK faints +/-3 are max ranks, and carry modifiers//Trades have -3 to start.

    HP- Base HP - 10 + (1d20)

    ACC- Roll off. Defender gets environment modifier + trainer bonus, and Attacker just has

    trainer bonus.

    DMG- base attack value + 1d8 per PK Tier.

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    EFFECTS- Homebrew. My HB is to have stat changes give stat Tier mods, and ACC changes to

    have set +/- effects that can stack. More info below.

    STATS- Highest stat gives a bonus, and lowest stat gives a weakness. These stack as the PK

    moves up in Tiers. Especially high or low stats can give higher modifiers (explained below)

    TYPE- Type advantages and disadvantages are the same as in the games.

    BREEDING- Only trained daycare people or Breeder PC can make this happen// Homebrew

    results// Possibly stuck at max respect, or can learn 5 moves. Something worthwhile but

    reasonable.

    TEAM BONUS- Monotype teams get a bonus// examples below.

    EXAMPLE POKEMON

    Pidgey #016 NORMAL/FLYING T1 46HP 56Speed

    T1 Speed Bonus and T1 Sp Def Weakness

    Gust- 20 + 1d6 Sp Flying

    Sand Attack- Target has a 25% miss chance the rest of the battle (stackable)

    ITEM

    CASH REWARD- (30PD for losers, 40-80PD for decent people, and 100PD for the rich/gym

    leaders) x combined Tiers of the trainers PK.

    ITEM COST- Same as the game.

    MISC. REWARDS- Homebrew. This will be their bread and butter.

    INVENTORY- Backpacks can hold a decent amount of stuff, but not everything. Homebrew.

    TM/HM- TM have limited uses, and HM can only be forgotten by the move deleter. But the

    game doesnt need to revolve around HM puzzles so the trainers may not need to use them as

    much or the trainers may need a lot. DM choice.

    ITEMS IN BATTLE- Use up the PKs turn.BATTLE

    RULES- Rules matter in gym, and most trainer battles

    STANDARD RULES- First trainer to have a PK faint loses, and hands over cash or some agreed

    upon item// Surrender is allowed.

    COMMANDS- Trainers can only control 1 combat PK at a time. Any more and they all suffer

    Confusion. Commands count as the Trainers turn which is why using an Item takes the PKs

    turn.

    WILD PK- Can attack in groups// DM sets encounter chances.

    OUTLAWS- They might gang up on a trainer, and if they win they may take everything// norules.

    CRITS- PK does max possible dmg// type advantage is the only way to do get 2x dmg.

    CHARACTER SHEETS

    The info needed is in the EXAMPLE TRAINER, and EXAMPLE POKEMON above.

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    Player Characters

    STATS

    There are 3 stats: Strength (STR), Dexterity (DEX)

    and Mind (MIND).Roll 4d6, drop lowest dice. Total remaining 3 dice

    and allocate to one of the stats. Repeat for remaining

    stats.

    Stat bonus = (STAT-10)/2, round down.

    SKILLS

    There are just 4 skills: Physical, Subterfuge,

    Knowledge and Communication. Roll higher than

    the given Difficulty Class to succeed.Skill rank = purchased level + any bonus due to your Goal or Parents.

    Skill roll = d20 + skill rank + whatever stat bonus

    is most applicable to the use + situation modifiers.

    Skill level purchase- Created characters get 10 skill points to allocate with a maximum of 5 to

    one skill

    Converted D20 Skills

    Appraise comm+MIND

    Balance phys+DEX

    Bluff comm+MIND

    Climb phys+DEX or STR, whichever is highest

    Concentration doesn't apply. GM's fiat applies

    Craft it's an out of game thing. No one /ever/

    crafts things in-game, so it's a redundant

    skill. Alternatively, know+DEX

    Decipher Script know+MIND or comm+MIND

    Diplomacy comm+MIND

    Disable Device subt+MIND or subt+DEX

    Disguise subt+MIND

    Escape Artist subt+DEX or subt+STR, depending on

    what you're escaping out of

    Forgery comm+DEX

    Gather Information comm+MIND

    Handle Animal comm+MIND or comm+STR if the animal

    is bigger than you

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    Heal know+MIND

    Hide subt+DEX

    Intimidate could be phys+STR, or subt+MIND or

    comm+STR. DM's choice

    Jump phys+STR (long jump) or phys+DEX (high

    jump)

    Knowledge know+MIND

    Listen subt+MIND

    Move Silently subt+DEX

    Open Lock subt+DEX

    Perform comm+MIND, though it could be DEX if

    you're juggling, or STR if you're a

    weightlifter

    Profession comm+MIND, usually

    Ride comm+DEX

    Search subt+MIND

    Sense Motive comm+MIND

    Sleight of Hand subt+DEX

    Speak Language doesn't apply. You either know the language

    or you don't. Alternatively, comm+MIND to

    understand subtle nuances

    Spellcraft MIND only

    Spot subt+MIND

    Survival phys+STR to survive, or subt+DEX or STRto hunt.

    Swim phys+STR

    Tumble phys+DEX

    Use Magic Device you can either use it, or you can't. GM fiat.

    Alternatively, MIND only

    Use Rope no used

    Saving Throws

    Fortitude = Physical + STR bonusReflex = Physical + DEX bonus

    Will = MIND total + Goal/Parent bonuses

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    HEALTH

    Player characters (PC) start with 40 HP + total STR (i.e. PC with 12 STR has 52 HP). Health is

    balanced against Pokemon HP levels so that if a person was ever to be attacked by a Pokemon it

    can be easily managed. At 0 HP a PC can crawl (half speed of walk), and whisper. If another

    attack hits after PC is at 0HP then they are unconscious. PC can also become unconscious from

    surprise attacks. PC can die at DM discretion. Status based attacks work the same on PC and

    Pokemon

    ATTACK

    PC attack Accuracy will generally be 1d20 + DEX mod + Goal/Parent Bonuses vs. (PC Armor

    Class) or (Reasonable DC against Pokemon/objects)

    PC Armor Class (AC) is 10 + DEX or STR mod + Armor/Parent Bonuses

    PC attack damage for: Fists 1d8 + STR mod, Weapon 1d12 + STR mod, Rock 1d6 + DEX or

    STR mod, Ranged Weapon 1d12 + DEX mod

    Initiative for PC should be based on Roleplaying. Whoever attacks first has 1st followed by

    DEX mod + 1d20 for the rest of the combatants.

    MOVEMENT

    PC have a standard walking speed outside of combat, and can move 30ft per turn in combat, or

    20ft per turn when encumbered.

    MAGIC/PSYCHIC POWERIf a PC has the right Goal/Parent combination they may have access to their own special moves.

    Since the source material is somewhat unclear as to the actual power humans with these abilities

    possess I will set up a guideline that can be houseruled.

    PC accuracy is 1d20 + MIND + Goal/Parent Bonuses vs. (PC Will Save) or (Reasonable DC

    against Pokemon/objects)

    Will save = MIND total + Goal/Parent bonuses

    Usage will generally be up to the DM, but common powers will include: Suggestion, Strike,Sense, Move and Hide.

    Suggestion- Increases the likelihood of a human thinking something

    Strike- 1d12 dmg to target and 1d8 dmg to self

    Sense- Allows player to know something about an object or area

    Move- Allows player to move something in the world

    Hide- Allows player to hide something from non-Magic/Psychic users

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    GOALS

    PC in Pokemon20 have Goals instead of classes. Goals should be selected by the player without

    knowledge of the mechanical benefits involved, but this is just a suggestion. Goals are set into

    three Tiers: NOVICE (1), INTERMEDIATE (2), and EXPERT (3). Advancement in the Tiers

    should be connected to the player completing tasks relevant to their Goal. Hopefully this will

    encourage RP, and the PCs mindset mattering in a mechanically pleasing way.

    Novice- Early game Tier with decent bonuses. Expected to last 1/3rd of the campaign

    Inter.- Mid game Tier with solid bonuses. Expected to last the majority of the campaign

    Expert- End game Tier with amazing bonuses. Only reached near Goal completion to

    help the player master their Goal.

    Example: Joe is a Collector at Tier 1. He has filled his Pokedex with a number of quality finds,

    and continues towards his goal. Later he catches a rare/powerful Pokemon, and the DM awards

    him with a rank up to Collector Tier 2. Later, Joe has been T2 for awhile, and is tracking down a

    legendary Pokemon. Joes diligence raises him to T3 sometime before the final battle and the

    final bonuses allow him to pull off something incredible to end the campaign on.

    I will list some example Goals, and possible Tier bonuses to help with homebrewing. Tier

    rewards stack when reasonable. I will underline the Goals I think have stacking Tiers

    Collector- Wants to find and catch/research the rarest Pokemon

    T1- +1d2 to capture range. T2- +1d3 to capture range T3- +2d3 to capture range

    Social Butterfly- Wants to have tons of friends

    T1- +3 to all social rolls T2- +6 to all social rolls T3- People automatically like the PC

    Explorer- Wants to travel the worldT1- +3 to all outdoorsy rolls T2- +6 to all outdoorsy rolls T3- +10 to all outdoorsy rolls

    Breeder- Wants to raise the best Pokemon

    T1- Can Breed Pokemon T2- Can choose the Nature of baby PK

    T3- Baby PK from this PC can have 2 Best Stat Bonuses

    Ace Trainer- Wants to be the best trainer in the world

    T1- Always respected by PK T2- PK get 1 extra round after reaching 0 HP

    T3- Can switch Pokemon as a free action

    Rogue- Wants to run a criminal empire or become rich through bad behavior

    T1- +3 to subt rolls T2- +6 to subt rolls T3- Police only bother you if caught red handed

    PARENTS

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    Since most trainers will be in the 10-14 yr old range, the type of parents a player has will be very

    important. Parents replace Race bonuses in Pokemon20. Parents affect starting pokemon,

    starting equipment, Stat/Skill Bonuses, and Magic/Psychic powers.

    This should also be designed by the DM, but to assist in homebrewing I will include some rough

    Parent outlines.

    Rich- Upper Class of a medium sized town, but not influential outside of that town.

    -Starting items: 5 Pokeballs, 5 Potions, and 1,000 Pokedollars(PD)

    -Starting Pokemon: Vulpix, Marill, and Cleffa

    -Normal type affinity, and +1 to KNOW, and COMM

    Tough- Martial artists, or some other very hardy family who train in fighting

    -Starting items: 3 Pokeballs, 3 Potions, weapon and 500 PD

    -Starting Pokemon: Mankey, Machop, Geodude

    -Fighting type affinity, and +3 to PHY

    Shady- Rogues, and cheats.

    -Starting items: 5 Pokeballs, 5 Potions, weapon and 200 PD

    -Starting Pokemon: Zubat, Rattata, Ekans

    -Poison type affinity, and +3 to SUBT

    The idea is to balance starting items, strength of Pokemon selection, type affinity, Stat/Skill

    bonuses, and possible RP uses. Keep the starting Pokemon choices to 3, and you can generally

    use any Pokemon with total stats lower than 320, but 2 Pokemon of the same type max. Oneaffinity per trainer. Also try not to spoil them with items.

    AFFINITIES

    Type affinities come from a PCs Parents, and helps the trainer in a number of ways. This is also

    the reason that gym leaders are monotype trainers. If a trainer has a monotype team that matches

    their affinity they get a special bonus (dual type Pokemon count for either type).

    Affinity Bonuses:

    +1 to capture range with any type of ball+status effects from moves of that type have a 25% chance of lasting twice as long

    +can teach the Pokemon special moves

    +the PC is naturally resistant to attacks from their affinity type

    +Pokemon start off Respecting a trainer with an affinity towards their type

    +Trainers with the same affinity respect each other (at least somewhat)

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    Special bonuses for monotype teams:

    +3 Accuracy for Normal, and 1 free action Potion per battle

    Fire, Fighting, Flying, Grass and Rock get +1 Tier of the Attack stat bonus on top of other stat

    bonuses

    Every attack has a chance to poison for Poison

    Dark Cloud move makes Dark/Ghost types camouflaged for 3 rounds

    Flood move gives Water types 30pts of DR against Fire, and Electric for 2 rounds

    Ground types all know the move Dig and Trainers have Tunnel sense (map of the cave)

    Psychic teams grant Psychic Powers to the Trainer

    Dragon teams grant Magic Powers to the Trainer

    Every attack has a chance to freeze for Ice

    Steel teams get +1 Tier of the Defense stat bonus on top of other stat bonuses

    Bug teams get +1 Tier of the Speed stat bonus on top of other stat bonuses

    These of course are a guideline, and should be tweaked as necessary. But the goal here is to

    make gym leaders badasses, and so that people have to make an actual choice between

    mixed/monotype teams.

    EXAMPLE TRAINER

    Joe Stealzthings- T1 Rogue with Shady parents

    55HP no Magic/Psychic power

    -STR 15 -DEX 15 -MIND 12

    -PHY 2 -SUBT 11 -KNOW 0 -COMM 3

    -AC 12 -AB +2 -DMG 1d12+2-Starting items: 5 Pokeballs, 5 Potions, switchblade, and 200 PD

    -Starting Pokemon: T1 Ekans

    -Poison type affinity

    Joe gets his HP from his STR + 40, and rolled for all of his Stats. He bought 5 SUBT, 2 PHY,

    and 3 COMM. He also received SUBT bonuses from his Goal/Parent choices. His AC is 10 +

    his DEX mod, and his Attack bonus (accuracy) is +2 because that is his DEX mod.

    In terms of RP the player should direct themselves at the end goal that they selected. Changing

    Goals should be a very serious, and difficult project. If the player wishes to play an indecisive

    trainer then give them a Goal cooldown time, and lock them at Tier 1 (settling on a single Goal

    can eventually get them to T2).

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    CAPTURE MECHANICSMy capture mechanics are connected to the overall philosophy of the project. I want small teams

    of Pokemon that the player feels like they earned through battle preparation, and proper resource

    allocation. I also wanted it to be simple, and to not always rely on the d20 for variety's sake.

    The more powerful the ball the more expensive it is, and the best available balls to use are theApricorn balls (which also take the most effort to acquire).

    The DM rules when a Pokemon is considered weakened. When a wild Pokemon faints the

    trainer has 1d4 chances to capture it, but after that the Pokemon wakes up and automatically

    escapes.

    Standard Pokeballs use 1d20 for their roll. The DC is based on the targets health and status.

    DC 20 for healthy PK

    DC 19 for weakened or status conditionDC 18 for weakened and status condition

    DC 17 for PK who have fainted (20%)

    Great balls use 2d8 for their roll. The DC is based on the targets health and status.

    DC 16 for healthy PK

    DC 15 for weakened or status condition

    DC 14 for weakened and status condition

    DC 13 for PK who have fainted (24%)

    Ultra balls use 1d12 for their roll. The DC is based on the targets health and status.

    DC 12 for healthy PK

    DC 11 for weakened or status condition

    DC 10 for weakened and status condition

    DC 9 for PK who have fainted (33.2%)

    Special Apricorn balls use 1d10 for their roll. The DC is based on the targets health and status.

    DC 10 for healthy PK

    DC 9 for weakened or status condition

    DC 8 for weakened and status condition

    DC 7 for PK who have fainted (40%)

    The DM should research actual chances of finding a Pokemon on the Route their players are on

    or build their own random encounter list (or both).

    INCOME & ITEMS

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    Player Income is dependent on the battles they fight, industrious activities the PC is involved in

    and whatever wacky quest rewards you dream up. Here is the info used in the games for

    reference http://bulbapedia.bulbagarden.net/wiki/Prize_money(sparknotes version: 30PD for

    losers, 40-80PD for decent people, and 100PD for the rich/gym leaders). If you want their lives

    to be difficult then just multiply the base payout by the Tier of their highest level Pokemon. If

    you want it to be easier try multiplying the trainers base payout by the combined Tiers of their

    Pokemon. Keep in mind they will be getting lump sum income from other activities so low

    trainer rewards shouldnt cause too many problems.

    Items can be handled using Pokemon game values or be tweaked at the DMs discretion.

    Inventory size is also at the DMs discretion.

    POKEMONPokemon will be a huge part of the game so capturing the feel of the show/games is very

    important. It is also important that converting Pokemon into the system be fast, simple, and

    intuitive to make the DMs life easier. The campaign I am running is set in Gold/Silver so I used

    this link as a reference http://pokedream.com/pokedex/pokemon?display=johtoIf you play in an

    area without an internet connection then I suggest making up index cards with Pokemon you

    expect to run into. The system described below is meant to work with most Pokemon, but there

    are Pokemon with a unique stat makeup that is essential to their playstyle. I will list some and

    suggest adjustments for them after the standard Pokemon conversion guidelines. When a

    Pokemon has a single stat that is 105+ you are most likely dealing with a special Pokemon.

    POKEMON TIER SYSTEM

    To simplify Pokemon leveling I designed a Tier system. All Pokemon start at Tier 1 (T1) which

    is equivalent to level 10 in the games. Pokemon can have 4 attacks from anywhere on their

    move list below their Tier, and they can change up their move list by retraining for 8 hrs. Treat

    Pokemon Tier advancement almost like player leveling, and try not to make it too fast. A good

    way to judge your pace is by the Gym Leader levels from the game.

    STAT BONUSES AND WEAKNESSESPokemon have a lot of stat numbers that would make doing the math a nightmare, so to fix this

    issue I simplified the system. Each Pokemon gets a bonus for their highest stat, and a weakness

    for their lowest stat, and these changes stack as the Pokemons Tier increases.

    STAT BONUSES STAT WEAKNESSES

    ATTACK

    +5 Physical DMG per Tier -5 Physical DMG per Tier

    http://www.google.com/url?q=http%3A%2F%2Fpokedream.com%2Fpokedex%2Fpokemon%3Fdisplay%3Djohto&sa=D&sntz=1&usg=AFQjCNFCUhjZTIJ-10yovAe554sOHCMCPAhttp://www.google.com/url?q=http%3A%2F%2Fbulbapedia.bulbagarden.net%2Fwiki%2FPrize_money&sa=D&sntz=1&usg=AFQjCNHe-RG-wkjO6sPxIm1ozV6TQKjo6g
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    DEFENSE

    +5 Physical DR per Tier -5 Physical DR per Tier

    SPECIAL ATTACK

    +5 Special DMG per Tier -5 Special DMG per Tier

    SPECIAL DEFENSE

    +5 Special DR per Tier -5 Special DR per Tier

    SPEED (roll 1d6 per Tier at the start of the battle, and on the Pokemons 3rd turn)

    +bonus turn if any crit successes appear -lose next turn if any crit failures appear

    HP

    Take the base HP stat a Pokemon has listed, subtract 10, and add 1d20 to it. Add 2d4 per Tier,

    and a bonus 1d4 if the Pokemon is the type affinity of the trainer. Reroll the base HP when a

    Pokemon evolves, but do not add any accumulated d4 HP to it, resume adding d4 HP on the

    following rank ups. Also if HP is a Pokemons highest stat then it doesnt get a best Stat bonus

    until T3, and treat it like a T1 stat bonus.

    NATURE

    If you wish to include Natures I would suggest adding +/- 1 Tier of any listed stat change, and

    leaving it at that. And I would not have the Nature stat change come into effect until at least T3.

    http://bulbapedia.bulbagarden.net/wiki/Nature

    ATTACKS

    listed dmg, and add 1d8 per Pokemon Tier. Type advantages are the same values as the game.

    http://pokemondb.net/type

    STATUS CONDITIONS

    Paralysis- 25% chance of missing a turn, and +1 Tier Speed Weakness

    Freeze- nonIce type Pokemon lose 2 turns, and Fire type lose 1 turn

    Burn- 10 DMG per turn, and +1 Tier Attack WeaknessPoison- 10 DMG per turn, and +1 Tier Defense Weakness

    Sleep- 1d3 lost turns

    Confusion- 1d4 turns of 50% chance to do 20 +1d6 per Tier physical DMG to self

    ACCURACY

    http://www.google.com/url?q=http%3A%2F%2Fpokemondb.net%2Ftype&sa=D&sntz=1&usg=AFQjCNE1spN8k9v1ox3EY04p4hSzd28lIwhttp://www.google.com/url?q=http%3A%2F%2Fbulbapedia.bulbagarden.net%2Fwiki%2FNature&sa=D&sntz=1&usg=AFQjCNHT6TCwTShtE6US_ie4QvnUtRDaqw
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    Accuracy is at the DMs discretion. Generally 1d20 + Environmental conditions vs. 1d20 +

    Trainer bonuses. The target always gets the Environmental conditions bonus to their score (in

    some crazy situations this may hurt them i.e. stuck under a branch). If you dont like Accuracy

    rolling then just have every attack hit unless some stat change attack or status condition change

    occurs. But in my tests this was not very fun.

    EXAMPLE

    Target Pokemon lost sight of the attacker last turn so -2 EC, and the attacking Pokemon is

    Normal with the affinity bonus of +3. (15-2) vs (11+3) means the attack was a success.

    INITIATIVE AND MOVEMENT

    Highest Speed wins Initiative, and Speed stat number is how many feet per turn a Pokemon can

    move

    SPECIAL POKEMON

    Pokemon with stats over 105 are special in some way. In the 105 to 120 range it is DMs choice

    on whether to give the Pokemon +1 Tier of the relevant stat bonus, but over 120 it seems like a

    given that the Pokemon should receive it. At 160+ I recommend +2 Tiers of the relevant stat

    bonus.

    EXAMPLE POKEMON

    Pidgey #016 NORMAL/FLYING T1 46HP 56Speed

    T1 Speed Bonus and T1 Sp Def WeaknessGust- 10 + 1d8 Sp Flying

    Sand Attack- Target has a 25% miss chance the rest of the battle (stackable)

    Steelix #208 STEEL/GROUND T3 70HP 30Speed

    T5 Def Bonus and T3 Speed Weakness

    Rock Throw- 25 + 3d6 Phy Rock

    Harden- +1 Def Bonus Tier per use on self

    Screech- -2 Def Weakness on Target

    Bind- 4 + 3d8 and for 1d4 turns the target cannot flee

    Steelix has 200 Def so it gets +2 Tier Def stat bonus

    TIPS

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    The DM should make sure to outline their Parent/Goal/Affinity/Monoteam info, and only

    distribute this info as needed to the players.

    Players should put their PC stats on an index card, and their PK stats on a different index card for

    ease of use. Also if it is a dual type PK make sure to have any big type

    advantages/disadvantages listed for ease of use.

    Think about PK like you would magic items in a fantasy system. They change up battle, and RP

    options greatly. This is why PK20 is designed around making capturing PK difficult.

    Having multiple PK out to pal around is ok, but directing multiple PK at a time should leave

    them confused or in some way diminished in effectiveness.

    Throw in some rivals connected to the players Parents. Rich parents may have an employees

    kid who hates them etc etc