Combat Resolution
- Select a Prepared Move
- Roll Initiative
- Movement: In order of lowest to highest, no diagonals
- Chase: Remaining move can be spent to follow the precise path (up to remaining move) of a unit that started its turn in your threatened space and left, from lowest to highest
- Facing: Rotate to any desired facing, in order of lowest to highest
- Shift: If, having move half squares or less AND an enemy move through your threatened space, you may move a single square (lowest to highest)
- Resolution: Reveal and resolve prepared move or at-will move, from highest to lowest
- Recovery: Make saving throws to end status effects (4+ on d6, typically)
Type
- Every Pokemon will have a type. A number will have two types, listed in order of Primary/Secondary. The Primary type is for defenses, which determines whether a move uses its Normal/Super Effective/Not Very Effective line. Secondary type is for offense, and determines whether the Pokemon benefits from STAB when using any particular move.
Aside from the default stats of the Pokemon below, the following are derived from their experience and training.
- Level A very important number. A trainer cannot control a Pokemon of higher level than their own. Aside from determining attack/defense results & HP, it also determines what can be trained and unlocked from their movelists.
Combat Power A trainer can manage up to their Leadership Value in CP worth of Pokemon. A Pokemon's CP is equal to their Base Cost + (Level * Level).
Movement 3 + Speed, number of squares (orthogonal only) that can be moved during the movement phase of combat
HP 2*(Level + Bigness)
Move Slots Every Pokemon has these slots, which are filled with available options selected from the movelist, as restricted by both level and available slots. It's typical, especially at low levels, to not have every slot filled. Switching out is a matter of downtime.- 1 Threat Slot
- 4 At-Will Move Slots
- 5 Prepared Move Slots
- 5 Utility Move Slots
- 1 Continuous Power Slot
Ash Rat
Type Normal Base Cost 10
Movelists Furious Monster, Spooky
Continuous Power Rattled (+1 Speed when hit by Bug, Ghost, or Dark damaging moves)
Base Stats Meanness 1 Willpower 0 Allure 0 Intelligence 0 Domination 2 Speed 1 Bigness 1 Hardness 0 Cuteness 0
Wild Notes For testing purposes, a wild krenshar will have only Double-Slap and Scary Face in its at-will and prepared slots, respectively.
Sample Moves
Type Fire Base Cost 10
Movelists Mouse, Body Inferno
Continuous Power White Smoke (Immune to stat penalties from enemy moves)
Base Stats Meanness 1 Willpower 1 Allure 1 Intelligence 1 Domination 1 Speed 1 Bigness 1 Hardness 1 Cuteness 1
Testing Notes This is your starter Pokemon. It will start off having been trained to use the following...
- At-Will Slots: Tackle, Fire Punch
Prepared Slots: Tail Whip, Fire Spin
Every move will follow a template.
- Attack Pattern
- Green squares are always hit
Red squares will be hit unless accuracy is reduced
Blue squares will be hit only if accuracy is improved
Slot Type
Attack Stat used
Defense Stat used
Effect
Super Effective Effect when move type is super effective against target
Normal Usual effect
Not Very Effective Effect when move type is not very effective against target - Green squares are always hit
Stat Modifiers No move can increase or decrease a target Pokemon's stats if they are five or more levels higher than the Pokemon. While stat modifiers stack, the maximum a stat can be changed is +/-5. All stat modifiers, both positive and negative, are cleared when a Pokemon is called back into its ball.
Status Effects At the end of every round, roll a d6 for each status effect (with no listed duration) on a Pokemon. On a 4+, the status effect will end. [Other durations to be decided later]
Accuracy Any effect that increases accuracy will cancel out an effect that reduces accuracy. Having multiple effects that increase and/or reduce accuracy will cancel each other one-for-one until there is only one type remaining. A move receives no additional bonus from multiple increases to accuracy, nor does it receive any additional penalty from multiple decreases; other than serving as a form of ablative armor against the other. Like stat modifiers, all changes to accuracy are cleared when a Pokemon is called back into its ball.
Damage When effect does damage, you make the following comparison.
- Base Damage = Move Effect + Level + Attack Stat
Soak = Level + Defense Stat
Final Damage = Base Damage - Soak
- Double Slap