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DM Gengar
2016-01-27, 12:20 AM
OK SO, let's get this out of the way. This is a fusion of two of my favorite things in the world and I while I certainly enjoy playing both separate I have bridged the gap between playing both. It's butchered D&D and it borrows mechanics from several places but in the end it's Pokemon running around in a medieval land.

Starting from the a very rough collection of mechanical concepts the first draft (.5) had some weird stuff and was taking too long to create. So thinking about game design itself I remembered that a simple system is a happy system. I play a previous draft with some friends online (we just started and they are slow to reply).

Design Goals:
1) Make it use Pokemon game info.
2) Make it so it's easy to learn.
3) Base if on D&D but no specific edition.
4) Character creation should take 10 minutes or less.
5) Classes branch out without getting complicated.

Audience:
1) Pokemon Fans
2) D&D Fans who like Pokemon

Now I want to know if I met these design goals. I value D&D player's criticism because that's part of my audience.

Questions that help you help me:
1) Are there obvious balance flaws? (Aside from Pokemon Species being as unbalance as a boulder compared to a pebble.)
2) What Edition of D&D is this most like, in terms of strengths, mechanics, and flaws?
3) Anything I missed that needs to be there?

INDEX of 1.5
-Characters Sheet 001.
-Ability Scores & Combat Changes 002.
-Levels, EXP, and Evolution 003.
-Moves and Uses per Day 004.
-Classes 005.
-Type 006.
Next Post
-Skills 007.
-Items 008.
-Abilities 009.
-Features 010.
-Status Conditions 011.
-Mapping and Movement 012.
-Rolls and Calculations 013.
-Example Characters 014.



Name:
Species:
Level:
Class:
Skills:

HP:
Strength: (Mod)
Dexterity: (Mod)
Phy Toughness: (Mod)
Magic Toughness: (Mod)
Smarts: (Mod)
Wisdom: (Mod)
Charisma: (Mod)
Quickness:

Moves:
Ability:
Features:

Money:
Weapons:
Armor:
Other Items:

-Guide-

--P1 On the Surface
Name: A character's name should never just be their species name.
Species: What kind of pokemon are you? There are random pokemon generators if you just wanna roll.
Level: Pokemon have levels from 0 to 100. Divided this into 5 and you get 20 tiers which are comparable to your typical levels of D&D.
Class: There's Stat Progression, Skills, and Class Powers to think about.
Skills: Reading on what you class offered, you may have just a small handful or too many to think about all at once.

--P2 Stats
HP: (Base Stat Bonus + Class Level Bonus + 2d4)
-Unlike typical D&D, HP progress is also based on the pokemon's species where D&D races didn't always contribute something.)

Strength: (Base Stat Attack Bonus + Class Level Bonus + 1d4)
-Applied whenever you attempt a melee attack or involve your muscles in a skill.

Dexterity: (Class Level Bonus + 2d4)
-Applied whenever you attempt a ranged attack or involve your accuracy in a skill.

Physical Toughness: (Base Stat Defense Bonus + Class Level Bonus + 1d4)
-Applied whenever you take non magic damage.

Magical Toughness: (Base Stat Special Defense Bonus + Class Level Bonus + 1d4)
-Applied whenever you take magic damage.

Smarts: (Base Stat Special Attack Bonus + Class Level Bonus + 1d4)
-Applied when you attempt a magic attack melee or ranged or utilize your memory.

Wisdom: (Class Level Bonus + 2d4)
-Applied when you utilize your common sense or instincts.

Charisma: (Class Level Bonus + 2d4)
-Applied when you appearance and communication skills come into play.

Quickness: (Base Stat Speed Bonus)
-Applied on intuition rolls only.

Very much unlike normal D&D the modifier added to a skill is not based on a static stat, instead on how the skill is used. Here's and example. A character is stuck in the dark and wants to find the light switch. He rolls for Perception because he has the skill but adds his Dexterity Mod because he decided to use his hands to find his way around the room to coordinate. An argument can be made for wisdom as common sense should guide him but really it's about using your skills cleverly to get a better result.

Base Stat Bonuses and Class Level Bonuses can be found in another tab.

--P3
Moves are considered Magic. Any one particular move is a spell which can be sealed into a scroll by those with the skill and used later by those who can read them. Each class will determine what types of spells a character can remember and use; however, race will come into play as not all can learn enough moves to fit a particular class. They are separated into three categories: Physical, Special, and Status which is the standard variation found in the pokemon games. Pokemon that know Egg Moves are considered half-breed pokemon with traits of the father found in their appearance and magic. Any character starting with 3 or less Moves may take an Egg move. This information can be found on pokemon sites like bulbapedia. (There will be examples at the end.)

Abilities are basically racial bonuses. For those of you familiar with pokemon you already know that abilities just don't translate into D&D. Therefore this part is handled case by case where the DM will create it. This will be based on how the ability works in pokemon.

Features are unique per person. This is inspired by 5e D&D where you gain an advantage for doing something; however, instead of a re-roll power you simply get a plat +1 bonus when certain character related conditions are met. It should not be too specific but it should have to do with a primary character trait.

Example: Born to Rule: This character was born to rule over a kingdom and gets a +1 on rolls when his background would help him such as recalling information about the kingdom, use diplomacy with another kingdom, and fight to protect his kingdom.

--P4
Money. This realm uses the Standard 100 copper = 10 silver = 1 gold ratios. It's up the DM to create prices of goods and services; however, the general idea is that copper, silver, gold is equivalent to standard, good, and great quality. Every character begins with 1 Copper, 1 Silver, and 1 Gold. These should not be used at the start of the game for character creation.

Weapons. Every character starts with a standard weapon.
Armor. Every character starts with a standard armor.

Other items: A character may start with various items in their possession but none of them should provide bonuses during combat or for skills.

-------------------------


Every Pokemon posses base stats. We utilize these during character creation more than any other time in the game. So knowing how to access these numbers is essential at the beginning. First you have to know what kind of pokemon you want. Essentially this is the moment when you choose a race in D&D.

You can use randompokemon .com to get a random one. (Ask you DM about Legendaries as well as starting Levels as many pokemon do not evolve until a certain level or condition has been met.)

Once you know what pokemon you want then you go to a wiki site that contains that information. Personally I used Bulbapedia because it contains a LOT of information about the pokemon and it very organized in structure.

Once you have your Base Stat information you turn this into your Base Stat Bonuses. There are 6 Stats that utilize a base stat bonus. HP, Strength, Physical Toughness, Magical Toughness, Smarts, and Quickness.

For HP it's a simple calculation. For every 10 HP base stat it's +1. Here's a chart for you in case you get confused.
BASE HP / HP BONUS
1-10: (+1)
11-20: (+2)
21-30: (+3)
Etc

For those of you who already know about pokemon base stats, there's clearly good HP pokemon and bad HP pokemon because not everyone is equal and the distribution is very very high.

HP was easy, now we have Strength, Physical Toughness, Magical Toughness, and Smarts.
BASE STAT / Stat BONUS
0-10: (-3)
11-20: (-2)
21-30: (-1)
31-40: (+0)
41-50: (+1)
51-60: (+2)
61-70: (+3)
71-80: (+4)
81-90: (+5)
91-100: (+6)
101-110: (+7)
111-120: (+8)
121-130: (+9)
131-140: (+10)
141-150: (+11)
151-160: (+12)
161-170: (+13)
171-180: (+14)
181-190: (+15)
191-200: (+16)
201-210: (+17)
211-220: (+18)
221-230: (+19)

Just like before, there are pokemon who clearly have the upper hand due to their species. The common ones that even non-pokemon fans hear about like Mewtwo are much, much more powerful than any others. Make sure your DM is ok with the pokemon you choose because high stats can seem unfair to other players.

Now that last one, Quickness is calculated differently than HP or the other stats. It's a bonus to intuition rolls that determine the order of character turns.
Base Speed / Mod Bonus
5-25: (+0)
26-50: (+1)
51-100: (+2)
101-150: (+3)
151-200: (+4)
There's really no need to go any higher than 200.

The only other time you need to utilize base stats is when a pokemon evolves as that's essentially creating a new - yet similar - character who is improved from the previous version.

Now that you have your stats you need to determine your mods. Essentially when you got to use a skill or attack or whatever you need to add a stat to the roll. The Mod is what determines what is added based on the stat being used. This takes directly from D&D so it's not something new to D&D players. You will notice that many pokemon begin exceptionally weak! This is normal. DO NOT WORRY! For advancement is quick!

Stat : Mod
1: (-5)
2-3: (-4)
4-5: (-3)
6-7: (-2)
8-9: (-1)
10-11: (+0)
12-13: (+1)
14–15: (+2)
16–17: (+3)
18–19: (+4)
20–21: (+5)
22–23: (+6)
24–25: (+7)
30–31: (+10)
32–33: (+11)
34–35: (+12)
36–37: (+13)
38–39: (+14)
40–41: (+15)
42–43: (+16)
44–45: (+17)

In Combat Changes are rampant in pokemon. Increases and Decreases to stats are so common in fact that this will likely become a frequently used section.

-Increases-
Attack: the Strength Mod is increased by 1.
Defense: the Physical Toughness Mod is increased by 1.
Special Attack: The Smart Mod is increased by 1.
Special Defense: The Magic Toughness Mod is increased by 1.
Speed: The character's original result for initiative is increased by 1. (Wins in case of tie)
Evasion: If a character targets a character with increase Evasion then the Attacker has -1 on their 1d20 rolls against this target.
Accuracy: The character gets +1 on all 1d20 rolls.

-Decreases-
Attack: the Strength Mod is decreased by 1.
Defense: the Physical Toughness Mod is decreased by 1.
Special Attack: The Smart Mod is decreased by 1.
Special Defense: The Magic Toughness Mod is decreased by 1.
Speed: The character's original result for initiative is decreased by 1. (Wins in case of tie)
Evasion: If a character targets a character with decreased Evasion then the Attacker has +1 on their 1d20 rolls against this target.
Accuracy: The character takes -1 on all 1d20 rolls.

It is important to note that a character can only have 6 Stages increased or 6 stages decreased of any stat. The above lists will help convert the effects of stat changes from pokemon moves into combat quickly. It is usually a good idea to create an indicator of increases or decreases as many pokemon utilize stat changing moves. These changes only last until the end of the encounter.

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EXP allows a character to Level Up. A pokemon may learn a new move, progress in stats, gain a new class power or evolve. So leveling up clearly is what separates the weak characters from the strong.

EXP is earned three different ways.
A) Defeating Opponents in Battle
B) Score a 20 or more during a Skill Check
C) Drink a Potion of Empowerment

We'll begin with what's new to D&D players. B!
Characters gain +1 EXP when they get a score of 20 or more on a skill check. This isn't during battle at all, only for skill checks. Only 1 EXP may seem so little but for new characters it's actually a lot. Over the course of a Campaign it really adds up!

Next we have C.
A Potion of Empowerment is the official name but potion masters across the land will always call it something different. The recipe always seems to make itself scarce just after it's been created. It makes these potions extremely rare to find in finalized form! Due to this, Potions of Empowerment may have side effects for their trade of quick progression.

1d20 is used to determine the side effects.
1. The character reverts to a pokemon egg and hatches in 3 days at level 1. (New character)
2. The character takes -1 on all Modifiers for 1d3 days.
3. The character cannot use moves for 1d3 days.
4. The character becomes Mute for 1d3 days.
5. The character becomes blind for 1d3 days.
6. The character becomes Def for 1d3 days.
7. No Side Effects

And back the the front we're at A!
They average party level is used to determine EXP earned. It's a bit of a formula that involves the number of combatants.

First we figure out what the average party level is compared to the foe's average party level.

5 or less you begin with 1 EXP.
3 to 4 lower you being with 2 EXP.
1 to 2 lower you begin with 3 EXP.
Same level you begin with 4 EXP.
1 to 2 higher you begin with 5 EXP.
3 to 4 higher you begin with 6 EXP.
5 or higher you begin with 7 EXP.

Now you divide the amount by the people in your party then take that times the number of enemies in their party. Always round to the nearest whole number but always give at least 1 EXP.

So Let's say there's five people in your party and you won against 5 foes. You were all the same level so you start with 4 EXP. Divide that by 5 and you get less than 1 but we're going to round it to 1 because of the rule. Next we take this times the number of enemies which was 5. Now everyone in your party gets 5 EXP.

What do characters need to get to the next level? Here's another formula!
(((Level x 4)/3)+3) Round to the Nearest Whole!

Lv : EXP needed to go up.
1: 4.
2: 6.-
3: 7.
4: 8.
5: 10.-
6: 11.
7: 12.
8: 14.-
9: 15.
10: 16.
11: 18.-
12: 19.
13: 20.
14: 22.-
15: 23.
16: 24.
17: 26.-
18: 27.
19: 28.
20: 30.-
21: 31.
22: 32.
23: 34.-
24: 35.
25: 36.
26: 38.-
27: 39.
28: 40.
29: 42.-
30: 43.
31: 44.
32: 46.-
33: 47.
34: 48.
35: 50.-
36: 51.
37: 52.
38: 54.-
39: 55.
40: 56.
41: 58.-
42: 59.
43: 60.
44: 62.-
45: 63.
46: 64.
47: 66.-
48: 67.
49: 68.
50: 70.-
51: 71.
52: 72.
53: 74.-
54: 75.
55: 76.
56: 78.-
57: 79.
58: 80.
59: 82.-
60: 83.
61: 84.
62: 86.-
63: 87.
64: 88.
65: 90.-
ETC.

And now Evolution!

Evolution by leveling up works as it does in the games. But other than that, the special requirements are a little more tricky in the game.

Standing in the way of many pokemon evolution is trade. For Trade Evolutions the character needs to have traveled 5 kilometers then evolves.

Another issue is Happiness. To keep things simple when a character earns a point of EXP or travels 1/2 Kilometer then happiness increases by 5. A character needs 50 Happiness to evolve via happiness. Evolution by Affection requires the character's player to have rested 8 hours each night for a full week without skipping a night.

Evolution stones, special locations, and weather are controlled by the GM and so the GM should be mindful of giving these to characters as eventually everyone should evolve if possible.

-------------------------



Some information was explained on the limit to the number of moves that a character can know.

However learning a move can be done in a number of ways.
A) By Level up. When a character levels up you check their species information to see if they gain any moves at that level.

B) Breeding. When a character is hatched and the father or mother carried an egg move then the child too has an egg move. An Egg move shows off in the character's appearance especially if the father was from a difference species. Example: an Eevee who's father was a Pikachu who passed down Wish will have visual traits from the father such as yellowed fur, red patches on its cheeks, etc.

C) Teacher, a character has a certain number of moves they can learn be tutored. Any other character who already knows that move can teach it to the character.

D) TM Scrolls (Temporary Magic), the character is able to absorb the magic from scroll by forgetting another move to take it on. Let it be known that it requires a move be lost as an exchange of magic. (Normally TM Scrolls are one shots)

E) HM Scrolls (High Magic), the character is able to absorb the magic from the scroll by forgetting another move to take it on. Let it be known that it requires a move be lost as an exchange of magic. (Normally HM Scrolls are not one shots. But are extremely expensive and hard to make.)

If a character would learn a move but is considered to have a full move set then they can forget a move to add on the new one. Here's this to help you keep track of it all.

Support
-Cleric: 6 Status, 3 Special, 1 Physical.
-Bard: 6 Status, 2 Special, 2 Physical.

Brawler:
-Fighter: 3 Status, 1 Special, 6 Physical.
-Monk: 3 Status, 2 Special, 4 Physical.
-Paladin: 3 Status, 3 Special, 3 Physical.

Skill:
-Ranger: 5 Status, 2 Special, 3 Physical
-Rogue: 5 Status, 1 Special, 4 Physical
-Druid: 5 Status, 3 Special, 2 Physical

Magic:
-Sorcerer: 5 Status, 4 Special, 1 Physical
-Wizard: 5 Status, 5 Special

Now we are at uses per day.

Pokemon moves have something called PP which stands for Power Points which determines how many times it could be used before the pokemon couldn't use it until rested. This number becomes the number of time per day that the move can be used. The character must sleep for 8 or more hours to fully recover PP of their moves.

-------------------------


There are 4 Categories of classes. In the last tab you had a peek at them but here's the full explanation.

Support
-Cleric
-Bard
Brawler
-Fighter
-Monk
-Paladin
Skill
-Ranger
-Rogue
-Druid
Magic
-Sorcerer
-Wizard

Cleric
Stat Progress
HP: +1 Every three levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every three levels starting at level one.
Physical Toughness: +1 Every five levels starting at level one.
Magic Toughness: +1 Every five levels starting at level one.
Smarts: +1 Every four levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every three levels starting at level one.

Level 5 Class Power: Channel Affinity
Up to five times a day the character can use 5 PP from another move and add it to one their other moves that is the same type as the character. A character can give 1 PP from a move of their type to another character of the same type.

Level 20 Class Power: Divine Artifact Affinity
Once per day the character may choose an item in their possession. Who ever holds this item that day shall have +1 Damage reduction from attacks made by characters with the opposite alignment as the character who made the divine artifact.

Level 35 Class Power: Dominion Affinity
The character chooses an Dominion to follow and gains a ritual that can be performed.
-White Magic Arts: Revival Ritual: the character takes 3 turns to cast this ritual, this revives a recently killed character to 1 HP, plus any HP that the cleric would like to tribute, This tributed HP can only be healed by 8 hours resting.
-Black Magic Arts: Necromancy Ritual: the character takes 3 turns to cast this ritual, this sacrifices HP from the character to animate a corpse as an undead creature with the tributed HP. This creature will follow any command until it is dismissed or vanquished. The character cannot heal that HP while the creature is 'alive.'
-Red War Arts: Empowering Ritual: the character takes 3 turns to cast this ritual, then determines up to 4 moves that cannot be used during this encounter. The character gains a bonus to Strength Mod equal the number of moves that are prohibited from use.
-Green War Arts: Barrier Ritual: the character takes 3 turns to cast this ritual, then determines up to 4 moves that cannot be used during this encounter. The character creates a small, self-serving dome barrier that absorbs damage both physical and magical in origin.

Level 50 Class Power: Aura Affinity
Ten rounds per day a character can share type(s) with any one character within 10 squares. It overwrites their type(s).

Level 65 Class Power: Ritual Affinity 2.
Twice per day a character may utilize a ritual which they may choose one to learn from the previous list.

Level 80 Class Power: Aura Affinity 2.
Twenty rounds per day a character can share type(s) with up to three characters within 10 Squares. It overwrites their type(s).

Level 95 Class Power: Channel Affinity 2.
Up to five times a day the character can use 15 PP from another move and add it to one their other moves that is the same type as the character. A character can give 1 PP from a move of their type to another character of the same type.

Cleric Skills: Diplomacy, Perception, Care For/Heal+, Knowledge (Book), and Profession.

Bard
HP: +1 Every three levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every four levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every four levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every three levels starting at level one.

Level 5 Class Power: Skill Gain
Choose one skill the character does not have and gain it, the character may take another Knowledge (Street).

Level 20 Class Power: Move Emulation
Once Per day the character can spend 5 PP from one known move to emulate 1 move seen during the encounter.

Level 35 Class Power: Jack of All Trades
The character can copy one of the following:
-Copy one Level 5 or 20 Class Power seen in use from another character.
-Copy one Skill seen in use from another character, adding it to their own.
-Copy one Ability seen in use from another character, able to choose which will be used in an encounter.
-Copy one Move from another character and learn it if there's enough room in the moveset, if not then a move can be forgotten to fit in the copied move.

Level 50 Class Power: Influential Performance
Once per day if the character uses their perform skill then it can be treated as having a roll of 20.

Level 65 Class Power: Jack of Trades 2
The character can copy again from the Class Power list above.

Level 80 Class Power: Influence Performance +
Twice per day if the character uses their perform skill then it can be treated as having a roll of 20.

Level 95 Class Power: Skill gain 2
Choose one skill, the character can gain it if not already owning it. If already owning the skill then add +. (A skill with + can be re-rolled once per day)

Class Skills: Diplomacy, Perception, Survival, Knowledge (Street)+, and Profession+

Fighter
HP: +1 Every level starting at level one.
Strength: +1 Every three levels starting at level one.
Dexterity: +1 Every four levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every five levels starting at level one.
Charisma: +1 Every four levels starting at level one.

Level 5 Class Power: Weapon+
Weapons used by this character do +1 Damage.

Level 20 Class Power: Armor+
Armor used by this character take +1 Damage.

Level 35 Class Power: Inner Self
Choose one of the following as the closest representation of the character.
-Barbarian: this character is neutral evil, anything evil they do has +1 Success and +1 Damage.
-Simple Man: this character is neutral good, anything good thing they do has +1 Success and +1 Damage.
-Drunkard: this character is chaotic neutral, anything they do in a drunken state has +1 Success and +1 Damage.
-Disciplined Man: this character is lawful neutral, anything they do to follow their own core rules has +1 Success and +1 Damage.

Level 50 Class Power: Realization
Once per day this character can use their Inner Self bonus out of alignment.

Level 65 Class Power: Strengthened Self
This character has +2 success and damage on their actions following their alignment.

Level 80 Class Power: Realization 2
Twice per day this character can use their Inner Self bonus out of alignment.

Level 95 Class Power: One with the Weapon
This character chooses 1 weapon and gets +2 Success and Damage when using it.

Class Skills: Perception, Maneuver, and Intimidate+

Monk
HP: +1 Every two levels starting at level one.
Strength: +1 Every three levels starting at level one.
Dexterity: +1 Every three levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every four levels starting at level one.
Charisma: +1 Every five levels starting at level one.

Level 5 Class Bonus: Unarmed Attack
This character's unarmed attacks deal +1 Damage.

Level 20 Class Bonus: Shielded Defense
This character while not wearing armor takes -1 Damage.

Level 35 Class Bonus: Inner Sacrifice
The character chooses one of the following sacrifices and gains +1 on all 1d20 rolls while abiding to the sacrifice. Failing a sacrifice will cause a -1 for 1d3 days.
-Soul, the character must sacrifice time: 1 hour each day spent on meditation (-1 Kilometer to travel).
-Body, the character must sacrifice food: may only each 1 meal each day (-5 HP).
-Mind, the character must sacrifice emotion: may not express emotion (-5 Charisma mod).

Level 50 Class Bonus: Raw Technique
This character creates a special technique that is used as a move of one of the following types: Fighting, Normal or Dark. It does not take up a move slot. The Move Power is negatively coordinated with PP.

Move Power/PP
40-70: 15
71-90: 10
91-100: 5
101 - Up: 0.

Level 65 Class Bonus: True Sacrifice
The character takes on another sacrifice but their bonus increases to +2 on all 1d20 rolls. Failing one of them causes a -2 for 1d3 days.

Level 80 Class Bonus: Refined Technique
The character selects another type for that move that they posses. When the move is used it will utilize the type that is more effective. Increase the move power by 10.

Level 95 Class Bonus: Unarmed Attack+
This character's unarmed attacks deal +2 Damage.

Class Skills: Perception, Maneuver+, and Intimidate

Paladin
HP: +1 Every level starting at level one.
Strength: +1 Every three levels starting at level one.
Dexterity: +1 Every five levels starting at level one.
Physical Toughness: +1 Every three levels starting at level one.
Magic Toughness: +1 Every three levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every five levels starting at level one.
Charisma: +1 Every four levels starting at level one.

Level 5 Class Bonus: Soldier
When in the company of another Paladin from the same military troop this character gets +1 on all 1d20 rolls.

Level 20 Class Bonus: Trained Tactics
Can use Trained Tactics as a feature granting +1 success on anything related to tactical planning and execution.

Level 35 Class Bonus: Military Training
The character chooses a department of military to follow. Disobeying orders causes a -1 on all 1d20 rolls.
-Ground Troop: The character gets +1 Success and while following orders from allies.
-Platoon Leader: The character gives a +1 Success on following an order to all soldiers given the order.
-Bonded Rider: The character gets a mount ally from the military they are partners controlled by 1 player.
-Lone Knight: The character has +1 Success while separated from allies but -1 when forced to do something jointly.

Level 50 Class Bonus: Chosen Weapon
The character chooses a particular weapon. They get +1 Success and Damage while using that type of weapon.

Level 65 Class Bonus: Advanced Training
The character's Military Training bonus is doubled.

Level 80 Class Bonus: Custom Weapon
The character gets a specially crafted weapon. They get +2 success and damage while using that specific weapon.

Level 95 Class Bonus: Commander
The character can issue orders to Paladins of lower rank, Citizens of their Kingdom, and anyone place in their charge. If Diplomacy is necessary then it can be re-rolled once per day.

Class Skills: Diplomacy, Perception, and Maneuver

Ranger
HP: +1 Every two levels starting at level one.
Strength: +1 Every four levels starting at level one.
Dexterity: +1 Every three levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every five levels starting at level one.

Level 5 Class Bonus: Untamed
This character gets +1 Success when in the wilderness.

Level 20 Class Bonus: The Companion
This character gets a bonded ally whom the same player controls.

Level 35 Class Bonus: Desire's Apprentice
The Character Chooses one of the following paths.
-The Feral Hunter, when fighting Feral this character gets +1 Success on avoiding Feralism.
-The Assassin, this character gets +1 Success when targeting Leaders and Bosses.
-The Bounty Hunter, this character gets +1 Success when handling a captured target.

Level 50 Class Bonus: The Tracker
Once per day this character can declare a target and gets +1 Success while tracking that target.

Level 65 Class Bonus: Nature's Master
The character gets double the bonus from Desire's Apprentice.

Level 80 Class Bonus: Tamed Nature
Once per day this character can declare a location and gets +1 Success while tracking a target in this location.

Level 95 Class Bonus: Uncontrolled
This character's Untamed bonus is doubled.

Class Skills: Perception+, Survival, Bluff, Navigate, and Knowledge (Street)

Rogue
HP: +1 Every two levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every three levels starting at level one.
Physical Toughness: +1 Every five levels starting at level one.
Magic Toughness: +1 Every five levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every three levels starting at level one.

Level 5 Class Bonus: Quick Hands
This character can use Bluff at +1 Success if working with their hands.

Level 20 Class Bonus: Quick Feet
This character can use Bluff at +1 Success if attempting to escape in a crowd.

Level 35 Class Bonus: Master of Risks
This character chooses 1 path.
-Gambler: the character gains Gambling as a Profession and rolls 1d20 for gold instead of success.
-Performer: the character gains Perform as a Profession and rolls 1d20 for gold instead of success.
-Thief: the character gains Escape Bindings as Knowledge (Street) in addition to other skills.
-Infiltrator: the character can use Bluff at +1 Success if disguised.

Level 50 Class Bonus: One of the Many
This character can roll 1d4 to add difficulty of anyone searching for them in a crowded place.

Level 65 Class Bonus: Risks Paid in Full
When this character scores a 15 or higher on a Profession, Knowledge (Street), or Bluff skill check then they gain 1 Silver if the check involved deception to steal money.

Level 80 Class Bonus: Crowd Control
This character can roll 1d20 to add difficulty of anyone searching for them in a crowded place.

Level 95 Class Bonus: Blurred Out
When this character scores a 10 or higher on a Profession, Knowledge (Street), or Bluff skill check then they gain 1 Silver if the check involved deception to steal money.

Class Skills: Perception+, Survival, Maneuver, Bluff+, Navigate, Knowledge (Street)

Druid
HP: +1 Every level starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every four levels starting at level one.
Physical Toughness: +1 Every three levels starting at level one.
Magic Toughness: +1 Every three levels starting at level one.
Smarts: +1 Every five levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every five levels starting at level one.

Level 5 Class Bonus: Mystic Watchmen
This character's Knowledge (Street) automatically includes events happening in the wilderness.

Level 20 Class Bonus: Ritual Cleansing
This character can cleanse Feralism from characters by performing an 8 hour ritual and rolling 1d20 where 10 or lower represents a failed attempt.

Level 35 Class Bonus: Keeper of Order
This character chooses one Order to follow and gains particular benefits.
-Earth, +1 Success for Grass, Ground, Rock, and Steel Type moves.
-Stars, +1 Success for Psychic, Electric, Fairy, and Ice Type moves.
-Moon, +1 Success for Dark, Ghost, Water, and Poison Type moves.
-Sun, +1 Success for Fire, Dragon, Flying, and Bug Type moves.

Level 50 Class Bonus: Bonded Companion
This character gains a companion played by the same player.

Level 65 Class Bonus: Order Master
The Keeper of Order Bonus is doubled.

Level 80 Class Bonus: Bonded Form
This character can change species for ten rounds and utilize 1 move of appropriate level from that species per transformation.

Level 95 Class Bonus: Mystic Protector
The character does not have to roll for Knowledge (Street) if it involves an even happening in the wilderness.

Class Skills: Perception, Survival+, Care For/Heal, Navigate+, Knowledge (Street)

Sorcerer
HP: +1 Every three levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every five levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every three levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every three levels starting at level one.

Level 5 Class Bonus: Magic Bond
This character chooses a Move they know or will know from their move set. It gains 5 PP. Every five levels the selected move can be re-chosen,

Level 20 Class Bonus: Spell Empowering
This character's chosen Move has +1 Success and Damage.

Level 35 Class Bonus: Bloodlines
This character has a path forged by lineage. It gives them certain powers.
-Summoner, the character can use Spellcraft to summon servants. Success determines what's summoned.
-Illusionist, the character can use Spellcraft for the same purpose as the bluff skill.
-Oracle, the character can use Spellcraft to see into the future. Success determines details.
-Psion, the character can use Spelllcraft for the same purpose as the maneuver skill.

Level 50 Class Bonus: Tied to another Plane
This character chooses 1 elemental plane (the pokemon types) and can replace their type for five rounds a day with that chosen type.

Level 65 Class Bonus: Affliction
The powers of the bloodline increase as a +2 to Spellcraft rolls involving their special use in Bloodlines. However the character gains an affliction such as being Blind, Mute, etc.

Level 80 Class Bonus: Plane Bond
This character can slip through another plan once per day, moving up to five squares though obstacles.

Level 95 Class Bonus: Magic Resonance
Once per day this character's chosen move can be used as if the roll was 20.

Class Skills: Spellcraft+, Knowledge (Book), and Profession

Wizard
HP: +1 Every two levels starting at level one.
Strength: +1 Every five levels starting at level one.
Dexterity: +1 Every five levels starting at level one.
Physical Toughness: +1 Every four levels starting at level one.
Magic Toughness: +1 Every four levels starting at level one.
Smarts: +1 Every three levels starting at level one.
Wisdom: +1 Every three levels starting at level one.
Charisma: +1 Every four levels starting at level one.

Level 5 Class Bonus: Mystical Fascination
This character can learn Moves from their move set early by seeing them in person and performing a spellcraft check. Success determines if the move is learned and how well. This can only be done once per day.

Level 20 Class Bonus: Spell Resistance
This character gains +1 Magic Toughness for five rounds per day.

Level 35 Class Bonus: Study Interest
This character studies a certain magical items, granting them knowledge of how to create them.
-Scroll Writing, this character can use Knowledge (Book) to write Scrolls.
-Potion Brewing, this character can use Knowledge (Book) to brew potions.
-Wand Whittling, this character can use Knowledge (Book) to whittle wands.
-Trinket Crafting, this character can use Knowledge (Book) to craft trinkets.

Level 50 Class Bonus: Prepared for Anything
This character gets +1 Success when using any of their created items.

Level 65 Class Bonus: Unparalleled Knowledge
This character can choose a second Study Interest.

Level 80 Class Bonus: Seen it All
Characters that target this character using any items that this character could craft will do so at -1 Success.

Level 95 Class Bonus: Wondrous Item
This character creates a wondrous item with a +4 bonus.

Class Skills: Spellcraft, Knowledge (Book)+, and Profession

-------------------------


There exist 18 types which are essentially the elements of this realm. Types interact with each other like tic tac toe where one element may do double damage to another or take half damage or be immune. Pokemon fans know types very well but non fans don't!

Some species have 2 types such as Water/Ice or Grass/Poison. In these instances it's possible for a pokemon to take 4 times more damage from certain types or 4 times less damage.

It should be noted that items like weapons, armor, and every day objects relate to pokemon types based on their materials. Metal is obviously Steel Type, Wooden objects are Grass Type, the list goes on.

Pokemon have their listed strengths and weaknesses on their information pages to make it easier for players to keep track.

-------------------------

DM Gengar
2016-01-27, 12:21 AM
The Classes already explain which skills are earned so this tab's purpose is to inform the players about what the skills can be used for in the game.

Bluff is a skill of deception use to fool someone into believing a lie or a disguise.
Example: Jerry used Bluff against the Guard to fool him into thinking that Jerry was the Warden's Assistant. He rolled a 18 which the DM determined was high enough to fool the guard. Now Jerry is free to walk through the door to the prison.

Diplomacy is a skill of getting someone to understand and take weight to what you are saying.
Example: Tom use Diplomacy with the Guard to explain why Tom should be allowed to go visit his imprisoned uncle. He rolled a 15 which the DM determined was not enough. The guard reject's Tom's request and sends him off.

Care For/Heal is a skill of getting someone's injuries treated. It's not capable of restoring HP on its own; instead, it allows characters to make fatal founds non fatal, cure ailments, etc.
Example: Bill was gravely injured and was going to die soon of blood loss. Tina tried to use this skill to treat the blood loss. She rolled a 2 which the DM determined was no enough to stop the blood loss. Bill's blood loss continued, Bill was killed by Tina's incompetence.

Intimidate is the skill of persuading an enemy into submission.
Example: Jared wanted to scare the Guard to get him to run away. He rolled a 20 which the DM determined was enough for the Guard to piss his pants and go running home.

Knowledge (Street) is a skill that can represent an aspect of people, events, and locations that are known locally or regionally. Typically the common ways of the land. Another way this skill can be used is for escaping bad situations through clever understanding of bindings. Please specify the knowledge that this skill covers when you take it.
Example: Sean was a Rogue who was just caught by the Guards. He was thrown in prison and stuck inside a locked cell. Thankfully he had Knowledge (Street) "Escaping Prisons" as a skill. He attempted to open the lock with a pick from his pocket. He rolled a 1 which the GM determined was not enough. Now the lock is broken and cannot be opened even with a key.

Knowledge (Book) is a skill that can represent an aspect of knowledge, concepts, and abstract lore that are lesser known to people yet noteworthy to the campaign. Another way this skill can be used is for crafting things. (Non magical things.) Please specify the knowledge that this skill covers when you take it.
Example: George found a long wooden branch on the ground next to him. Since he had recently injured himself trying to do a sick flip he needed a bit more assistance. He took out a knife and tried to carve a staff. He rolled a 10 which the DM determined was good enough. Now George can walk again at full speed.

Maneuver is a skill of movement and handling one self in a difficult situation. Climbing, swimming, flying with wings or running a marathon this is your guy! Depending on what type of maneuvering you're trying to do, a difference modifier is added. Strength, when moving your own weight is an issue; Dexterity, when your accuracy matters more than your muscle; Toughness, when the terrain would hurt to walk through; Smarts, when you had to memorize a pattern or code to get through an obstacle; Wisdom, when nothing else makes sense; or Charisma , when your the quality of your looks means you can go down the cat walk without being pelted by vegetables.

Navigate is a skill of travel and understanding where one's going. Often maps are used as an aid but a master can travel the land with ease. Navigate may alternatively cover a more situational location that it itself difficult to navigate such as a maze or jungle. The GM may ask for specification or site instances where even high navigation would not justify certain behavior.
Example: Norman needed to figure out how to escape the prison. He tried to navigate using a map. His roll was a 15 which the DM determined was enough to get him to a vent that lead to the roof.

Perception is a skill that can be used to search but also has to do with being alert to your surroundings. Perception is important for making sure that you aren't jumped in a moment's notice.
Example: Cassy had to find her glasses that just fell off her face. She reached down for them and rolled a 20 which the DM determined was enough. Cassy found her glasses but also a pretty piece of jewelry just under a layer of dust.

Profession is a skill that allows you to earn an income, craft/appraise items, and be an expert in the field. You choose what the profession is then try to find ways to use it in the RP.
Example: the party's Bard sang for a living. Each night at the tavern he would perform in front of people. He rolled a 12 last night which the DM determined was enough to get him 6 copper pieces from the greedy patrons.

Spellcraft is a skill that deals with using magical objects or places such as TM scrolls, Ley-Lines, HTML, etc.
Example: Luise was a thinking about doing a ritual that summoned a demon from the underworld. He found an infernal scroll in his local library. That same night he read the instructions and performed the ritual. He rolled a 1 which the DM determined was not enough. No Luise is stuck in the underworld.

Survival is a skill that allows you to sustain yourself in any given location by finding vital resources.
Example: Jack was alone in the forest and ran out of food. He needed to find something to eat. He rolled a 9 which the DM determined was enough to find a bush of blue berries.

The "+" next to a Skill listed in each class means that the skill can be re-rolled if a skill roll lands 10 or lower. But the re-roll can only be done once a day!

To gain a skill a character needs only to forgo stat increases the next time they level up. Another requirement is that the character must be taught the skill by another character who possesses it.
Example: Jane wanted to learn Spellcraft from Jose. Next time she would level up she would have to ignore the stat increases. After doing that Jose was able to teach Jane the mysterious ways of Spellcraft.

-------------------------


Classes don't give any proficiencies for weapons or armor, nor do they impose any restrictions. Items are meant to be simple to understand and used by characters.

There are 6 Categories of items that have to do with Quality.

Terrible! This item's bonus is -1 because it doesn't properly function.
Standard. This item's bonus is +0 because it does its job.
Great. This item's bonus is +1 because it does a good job.
Rare. This item's bonus is +2 because it's something you don't often find.
Unique. This item's bonus is +3 because it's one of a kind in terms of quality.
Legendary. This item's bonus is +4 because it shouldn't even exist!

Every character begins with 1 set of Standard Armor and a Standard weapon if they want. Remember that the material provides a type advantage. A character can choose to use the type of their armor in place of their types when taking a hit. It's very simple for a weapon to be used for it's type as it's used like a move.

Starting Weapons and Armor are limited to these Types:
Steel: Metal.
Grass: Wood.
Normal: Cloth/Hide
Rock: Bones/Rocks

Starting items should never have any drawbacks or any bonuses. Instead they simply serve as another means of fighting. Later in the game the DM may introduce magical items. Wands in particular are common.

Type Wands can be used to create a projectile of magic.
Status Wands can be used to inflict ailments.
Spell Wands can be used to do miscellaneous things.

Drawbacks are a simple 1 for 1 deal where it causes -1 to something but adds +1 to the quality. The DM introduces items with drawbacks later often around the time when weapons and armor aren't as important for characters.

-------------------------


Because Abilities do no directly translate into D&D it is up to the DM to create them for players. Often this will mimic Abilities very closely but with some minor differences. When confused it's better to keep the translation simple instead of trying to translate a complex mechanic.

The DM holds the right to fine tune Abilities during the campaign if they become overpowering and prove unbalanced.

The Players should contact their DM when making characters to obtain their abilities. The player is limited to the abilities of their character's species. Pokemon posses 1 ability at a time and normally do not switch them. Each species has up to three abilities but that comes down to researching them.

-------------------------


Features are unique per person. This is inspired by 5e D&D where you gain an advantage for doing something; however, instead of a re-roll power you simply get a plat +1 bonus when certain character related conditions are met. It should not be too specific but it should have to do with a primary character trait.

Example: Born to Rule: This character was born to rule over a kingdom and gets a +1 on rolls when his background would help him such as recalling information about the kingdom, use diplomacy with another kingdom, and fight to protect his kingdom.

Every 25 levels (starting at level 5) characters obtain a feature.

-------------------------


Control+F is your friend.

The Big 5:
Burning: Lasts 5 turns. Deals 1 damage each turn unless put out.
Freeze: Can't move affect area for 7 turns.
Paralysis: Lasts 5 turns. Flip a coin each turn, if it lands on tails you can only move 3 spaces or perform a single action this turn.
Poison: Lasts until cured. Deals 1 damage when you try to move. (Toxic becomes this)
Sleep: Can't move body for 3 turns.

Others:
Confusion: Lasts 3 turns. Flip a coin each turn, if it lands on tails you deal 1 damage to yourself if you try to attack.
Curse: If used by a ghost then half the ghost's HP is lowered. An affected target loses 4 HP every turn that the user is focusing the curse (preventing them from doing anything else).
Embargo: Lasts 3 turns. The target cannot use any items unless they are wearing them.
Encore: Lasts 2 turns. The target will perform the same move again, this time with minus 1 accuracy under the context that it will be expected to happen.
Flinch: Lasts 1 turn. Target can't act!
Heal Block: Lasts 3 turns. The target cannot be healed.
Identified: Lasts 3 turns. The target cannot be affected by moves to which its normally immune. Neutral resistance.
Infatuation: Lasts 3 turns. The target falls in love with the user. Flip a coin each turn, if its tails the target will refuse to act unless to help the user.
Nightmare: Lasts until the target awakens. The target takes 4 damage each turn.
Trapped (Physical): The target cannot move and takes damage until freed. Lasts 3 turns, and deals 1 damage each turn unless the partially trapped status is nullified in context.
Perish Song: Anyone who listens will faint in 3 turns. Can be prevented by fainting the user before the song is completed. The User must continue to chant.
Seeded: Lasts 5 turns. The target loses 1 HP at the end of their turn then the User gains 1 HP at that time.
Levitation: Lasts 3 turns, floor based attacks do not apply and the targets cannot move. Essentially the targets are floating and have evasion dropped by 1 until this ends.
Torment: Lasts 3 turns, the target cannot use the same action twice.
Trapped (Special): Lasts until the user is defeated. Target cannot escape by fleeing.

Aqua Ring: Lasts 3 turns, gain 1 HP each turn. If it is raining or the user is standing in a source of water this is increased to 2 HP.
Braced: Lasts this turn: the user will have at least 1 HP after a foe attacks them.
Center of Attention: The user gains the undivided attention of all foes and NPCs, and is the main target of their attacks for the turn.
Defense Curl: The user is balled up, if they use Roll Out or Ice ball on the next turn then those attacks gain +1 damage if they hit.
Glowing: The user is charging this turn and cannot act.
Rooting: The user cannot be levitated or moved. Each turn the user gains 1 HP. This lasts for 3 turns.
Minimized: The user takes 1 HP damage if physically attacked, this lasts 3 turns. Evasion reverts at the end of this.
Protected: The user takes no damage from the next attack the hits them, this lasts until the user's next turn.
Recharging: The user cannot act this turn.
Semi-Invulnerable: Flying high, the user goes high into the air, only long range attacks can strike the user if they reach high enough. Digging: the user cannot be hit this turn unless by a ground penetrating attack this turn. Diving: the user cannot be attacked unless by a water penetrating attack this turn. Disappeared: the user cannot be hit this turn unless by another special force.
Substitute: The user spends 5 HP to create a dummy that can take up to 7HP damage. The user can only make 1 but can carry it around. It absorbs damage until destroyed.
Aimed: The user's next damage dealing move will hit without fail: unless the target becomes semi invulnerable under the correct conditions.

-------------------------


So the map is made up of 1 meter squares. Small pokemon can occupy that space together, three at a time. Medium can only fit two. Large can only fit one to a square. Only Encounters require the grid to be used so you won't see them often.

We give every pokemon 3 squares of movement plus their Quickness.

Now we have Moves themselves.

Melee Moves require the user be next to the target.
Ranged Moves can reach 5 squares away.
No Damaging Area of effect Moves & Abilities reach 10 squares away.

If you need something more attuned then the GM can provide a unique attack pattern for a move.

-------------------------


Damage
1. Move Power's Damage plus the attacker's Strength or Smarts Mod.
2. Then minus any armor bonus the target has.
3. Then minus the harmed person's appropriate Toughness. (Not the mod)
4. See if Types apply (4x, 2x, x1, /2, /4 or immune).
5. Round to the nearest whole number but no less than 1.
6. Then that amount is taken from the harmed person's HP.

MOVE POWER / Damage
1-10: 1
11-20: 2
21-30: 3
There's an easy pattern!

In Combat:
Move Accuracy Rolls, the 1d20 to determine if you hit something.
1. We subtract a Move's percent chance of hitting from 100%. This is the chance of missing.
(100% minus Pound's 100% hitting chance = 0% to miss)

2. Use a 20 Sided Die, each number representing 5%.
(Lets say an 8 is rolled, that is 40%.)

3. Subtract 1 (5%) from the roll for each stage of lowered accuracy.
(Lets say you got hit by sand attack once so that's minus 1. 7 = 35%)

4. Subtract any armor bonus of the person you're trying to hit.
(Lets say they had a +1 armor bonus so that's another minus 1. 6 = 30%)

5. Add 1 (5%) to the roll for each stage of increased accuracy.
(Lets say you didn't use any so we keep it at 6 [30%].)

6. Add any weapon bonus from a weapon you might be using.
(Lets say you got a Punching Glove that gives you +1 weapon bonus. 7 = 35%.)

7. Compare the miss chance to the roll as a percent.
(7 =35% and that's higher than the 0% chance to miss)

8. If the result was equal or higher than the miss chance then it's a hit! If not then it's a miss!
(It's a hit!)

In Combat:
Non-Move Accuracy Rolls: The chance to miss is 5% unless otherwise stated.

Non Combat:
To Use a Skill
1. The Game Master will tell you to roll. He won't say what number you need to succeed but the context of the situation should provide you some understanding.
2. ROLL THAT 20 SIDED DIE.
3. Add the appropriate mod, there's many available to you to choose from depending on how you use the skill. Like if you tried to intimidate someone by lifting a massive bolder, you would add the Strength Mod.
4. After the roll the DM will tell the player what happened from the roll. It can be good or bad!

Usually the more absurd the action the harder it is to do!

Need some quick class level bonus calculations?

Every Two Levels:
Lv1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,31...
Every Three Levels:
Lv1, 4, 7, 10, 13, 16, 19, 22, 25, 28, 31
Every Four Levels:
Lv1, 5, 9, 13, 17, 21, 25, 29, 33
Every Five Levels:
Lv1, 6, 11, 16, 21, 26, 31

-------------------------


Name: Sinfer
Species: Riolu - Father was Pangoro. Sinfer has his father's toothy grin, black and white fur (instead of black and blue), and always seems to have a leaf in his mouth.
Level: 5
Class: Fighter [Weapon+]
Skills: Perception, Maneuver, and Intimidate+

HP: 17
[+4 BSB +5 CL +4,4]

Strength: 9 (-1)
[+4 BSB +2 CL +3]

Dexterity: 6 (-2)
[+2 CL +1,3]

Phy Toughness: 3 (-4)
[+0 BSB +2 CL +1]

Magic Toughness: 3 (-4)
[+0 BSB +2 CL +1]

Smarts: 4 (-3)
[+0 BSB +1 CL +3]

Wisdom: 6 (-2)
[+1 CL +3,2]

Charisma: 9 (-1)
[+2 CL +3,4]

Quickness: +2

Moves: [Foresight, Endure], [Quick Attack, Sky Uppercut]
Ability: Inner Focus, this pokemon does not Flinch.
Features: Son of the famous criminal Pangoro. Sinfer gets +1 when intimidating because of his family legacy.

Money: 1 Gold, 1 Silver, 1 Copper
Weapons: Big Bone +0 (Rock)
Armor: Leather Hide +0 (Normal)
Other Items:
----------------------------------------

Name: Meena
Species: Ponyta
Level: 25
Class: Paladin (Soldier, Trained Tactics)
Skills: Diplomacy, Perception, and Maneuver

HP: 39
[+5 BSB +25 CL +4,4]

Strength: 18 (+4)
[+5 BSB +9 CL +4]

Dexterity: 12 (+1)
[+5 CL +4,3]

Phy Toughness: 15 (+2)
[+2 BSB +9 CL +4]

Magic Toughness: 14 (+2)
[+3 BSB +9 CL +2]

Smarts: 9 (-1)
[+3 BSB +5 CL +1]

Wisdom: 12 (+1)
[+5 CL +4,3]

Charisma: 12 (+1)
[+7 CL +2,3]

Quickness: +2

Moves: [Growl, Tail Whip], [Flame Wheel, Stomp, Flame Charge], [Ember, Fire Spin].
Ability: Flash Fire. Immune to Fire Type Moves, if hit by any then during the encounter this character's fire type moves get their Move Power multiplied by 1.5 before converting into damage.
Features: High Stamina, this character gets +1 when carrying another character or wearing armor during a maneuver.

Money: 30 Gold, 9 Silver, 7 Copper
Weapons: Steel Hooves +1 (Steel)
Armor: Steel Armor +2 (Steel) -1 Maneuver Success
Other Items: Rank 12 Badge of the Shavori Kingdom.

Bruno Carvalho
2016-01-27, 04:30 AM
The pokémon tabletop games started exactly as your idea, with the creation of PTA (Pokémon Tabletop Adventures) and its many similarities to D&D. Eventually, the game direction changed, and with PTU ( Pokémon Tabletop United) they moved away from the D&D chassis. However, I find that the two games may be a good place to inspire you. You can find them at this blog: http://pokemontabletop.com/ and at this forum: http://forums.pokemontabletop.com/site/

I hope I helped (and, btw, this is not "YOUR PROJECT SUX AND YOU SHOULD PLAY PTA/PTU". I'm just pointing a place where the OP can look for inspiration and gain time instead of redoing everything from scratch. Even if he only learn from PTA and PTU's mistakes he can surely better his own project)

DM Gengar
2016-01-27, 11:13 AM
Thank you! This is pretty much what I needed in my life about two week ago!

~Corvus~
2016-01-29, 11:55 PM
hasn't PTU been around for several years??

tsj
2016-01-30, 03:54 AM
It seems to me that the best way to get Pokémon in to D&D would be to expand D&D with:

- Pokémon monsters
- Rules for poke balls
- New new Pokémon related professions
- Other Pokémon D20 rules as needed

From what I know of Pokémon, all the involved people are commoners in D&D terms.

Some additional things that could help
https://duckduckgo.com/?q=pokemon+d20&iax=1&ia=images

Milo v3
2016-01-30, 05:53 AM
hasn't PTU been around for several years??

Yeah. There are posts in the PTU forum from 2012.

~Corvus~
2016-01-30, 07:25 AM
It seems to me that the best way to get Pokémon in to D&D...

Some additional things that could help
https://duckduckgo.com/?q=pokemon+d20&iax=1&ia=images

Not as relevant here, as we're discussing playing AS the Pokémon.

tsj
2016-01-30, 10:33 AM
Not as relevant here, as we're discussing playing AS the Pokémon.

Ahh okay, but still, a d20 (pokemon) monster broken down to 20 levels should still work ...
Especially if the monster allows you to
transform into the various forms that evolved
Pokémons assume.

Philemonite
2016-01-30, 11:16 AM
Ahh okay, but still, a d20 (pokemon) monster broken down to 20 levels should still work ...
Especially if the monster allows you to
transform into the various forms that evolved
Pokémons assume.

True, but I'm assuming Gengar didn't make this because he couldn't find a Pokemon tabletop, but because he wanted to do one of his own. And it is rather interesting, I am loving some of the ideas.

DM Gengar
2016-01-30, 10:38 PM
:D people replying! yay!


True, but I'm assuming Gengar didn't make this because he couldn't find a Pokemon tabletop, but because he wanted to do one of his own. And it is rather interesting, I am loving some of the ideas.

Well actually I was trying to find Pokemon Table where the game was playing as the pokemon in a D&D setting instead of D&D mechanics in a pokemon setting.

<3 And thanks for the compliment.

~Corvus~
2016-01-30, 11:27 PM
True, but I'm assuming Gengar didn't make this because he couldn't find a Pokemon tabletop, but because he wanted to do one of his own. And it is rather interesting, I am loving some of the ideas.

Exactly my sentiments

tsj
2016-02-01, 12:11 PM
Exactly my sentiments

Ah yes okay :) well I agree that this new pokemon system has a lot of interesting stuff :)

I especially like the skill system and the evolution system

Rune Knight
2016-12-24, 12:21 AM
Really interesting here. If you're still keeping up with this, you might want to look over things like Leech Seed, Rooted, and Aqua Ring. They seem to drop off in usefulness as you level.

On another note, I did see some comments about how people seem to be looking for playable Pokémon races for D&D. I've currently got about a dozen that I think are ready for critique, and I plan on making more.