12-31-2023, 06:36 AM
(This post was last modified: 01-07-2024, 03:26 AM by Lord Windos.)
RULE AND MECHANICS FOR THIS CAMPAIGN
NEW -> https://pokemonuranium.co/forum/showthre...8#pid10498
The above is a link to the general ruleset used by Iron during his campaign. It's not entirely up to date, and I will be diverging a LOT from it (obvivously), but he did a good job of explaining the basics and it can serve as a quick reminder if things ever get too confusing.
(Reserved)
=====
RULES
1. General Dice Mechanics.
All significant actions require a Roll to preform, typically composed of the following Stats: Attribute + Skill + Specialty. Exceptions to this will be noted when they come up if it's a Custom Move or a Reworked one. Good RP , Plans, and/or certain Items and Pokemon/Their Moves can decrease or increase the overall Dice Pool. A Success is a (4),(5), or (6) in a Dice Pool, while (3) or lower are Failures; pairs of (1)s also remove 1 Success per pair in ALL types of Dice Pools.
The more Success the Action has, the better the outcome in the vast majority of cases; in my campaign it's possible to get Negative Success on a Roll , which results in a Action backfiring spectacularly.
Fortune can affect these Rolls; misses or Action Failure will automatically trigger a Fortune Roll, while a Successful Roll can trigger a Fortune Roll up to 50% of the time. Whether Fortune results improve or worsens an outcome will vary. Status, conditions, Abilities, or other circumstances can also trigger Fortune Rolls during Non-Combat Actions.
For Combat Actions, things are different: Unless otherwise stated by me or a Move lists a specific Attribute in its Role in the Corebook, all Moves shall follow this general Accuracy Scheme
- SPE will be the Attribute in all Special Moves
- DEX will be the Attribute used in all Physical Moves
- STR will be used in a few Moves, but it shall be used as a Check in Clash Rolls, Grapples, and for determining what you can pick up and throw
- INS has a number of mechanical difference from the Corebook in Combat that will be explained in a future section
- Fight will be the Skill used in all Moves
- Specialties will vary, but they will typically be Brawl for Phys Moves and Channel for Special Moves
- Some Moves will have negative Accuracy Modifiers, so subtracted them from the Final Roll; similarly, all Pokemon have Pain Mechanics, which dedect further dice from the Accuracy Roll based on how much Pain they are in. Lastly, certain Status , conditions, and optional Move modifiers can increase or decrease Accuracy Dice Pools
EX: Quick Attack would have a Accuracy Pool of DEX + Fight + Brawl; if at - 2 Pain, subtract 2 Dice from that Pool
- If a Move Misses, it has a baseline 25% chance of triggering a Fortune Roll; this goes up the more the user Misses, until a F.R. is trigger (which then resets). Critical Hits follow this general scheme too. Different Status and situations can prompt a Fortune Roll in combat even if the prior conditions are not met, however.
2. Multiple Actions / Will Rules in Combat / Number of Pokemon you can Command
In PokeRole, a Human or Pokemon can do up to 5 Actions per Round of Combat. However, doing so inflicts an Action Cost to your Rolls, which is as follows:
- 2 Actions: - 2 Dice on the First Action Roll, and - 4 on the Second Action
- 3 Actions: - 6 on the Third Roll
- 4 Actions: - 8 on the Forth Roll
- 5 Actions: - 10 on the Fifth Roll
Commiting to a Single Action per Round, however, shall give that Action + 2 Accuracy Dice. Will Points can add + 1 Success to a Roll or Remove all Pain Modifiers from a Pokemon for a single Round; if a Move would have 0 Accuracy Dice in it, even a Will Point won't make it hit, and the Move will Fail (Fortune Rules apply as if it were a Miss) unless a special Mechanic is in play.
Conditional Will Point usage is when you can set a condition to use a Will Point for Move(s), but in exchange you can't use Conditional Actions for the Mon during that Round
Some Moves cost Will to perform, or have additional effects if Will is used in tandem with the Move; cost is 1 Will default, unless description of the Move says otherwise.
Your PC can control/be able to clearly order a Max of 2 Pokemon while they are out and in combat; any more and things tend to get....chaotic for everyone involved. Higher Empathy and Good Bonding can possibly circumvent this restriction with specific Mons, as can giving your Pokemon specific sets of instructions to follow upon being Released into a Battle, but their will be disadvantages for going over the 2 Cap.
3. Death/Statuses
- You and your Pokemon can Die in this Game, either by taking Lethal Damage equal or greater than your Max Health, doing something that would automatically get you killed (like drinking HF Acid), or taking Damage greater than or equal to your Max HP while Fainted (Damage taken while Fainted is Lethal), or some esoteric effects.
-Max Revives and Revival Herbs can Cure Death ‘Status’ , but only within the Encounter that the Death happened, only if the body isn’t utterly beyond repair, and typically the Revived will have a permenant debuff on them; In addition, the Potion Effectiveness does not occur until after a 2nd Potion Item is used, and is reset upon a Pokemon Fainting/Dying and being Revived
-Anything Poisonous is instead Badly Poisonous, and anything Badly Poisonous is instead Super Badly Poisonous (Same as BP, only it deals 2 Damage that scales to even more depending on the size/Base HP of the Target). Anything Super Badly Poisonous……pray to whatever Legend your character holds dear they survive such a Deadly Toxin, or get ready to make another character/build up a new Pokemon.
-Confusion works as follows: -2 Accuracy, Take 1 Damage Upon Missing with an Attack, lasts 1 full Round upon infliction, then Roll Insight – 2 per Action to Snap Out [3 Successes Needed the follow Round (or Switch them out immediately to cure it). Bad Confusion gives a – 4 Accuracy modifier, and doesn’t go away ever until the Pokemon is switched out, which requires either a successful Insight Roll (any amt of Successes) with a – 4 Penalty on it, or a successful Quick Recall Roll (DEX + Survival + Alert – 3; 3 Successes needed Total) in order to actually recall them without issue. Finally, there is a new third tier of Confusion that rare but incredibly debilitating and possibly deadly – Terrible Delusion, which has all the affects of Bad Confusion plus inflicting Temporarily Insanity (Random Kind) and Warped Perception (Sees reality and/or things in it differently; how so varies wildly) , and its considered a permanent Status alas Poison (It does not go away until Cured, which requires a Full Heal, A Lum Berry, or 3 Persim Berries ) . In addition, all tiers of Confusion negatively affect a Pokemon’s Special Attribute, with Confusion adding a – 1 modifier to its score, Bad Confusion – 2, and Terrible Delusion – 3 (by default)
*Do note that the Insanity and Warped Perception can have properties or effects that can be exploited to be good or even great for a Pokemon’s usefulness, and that it can alter how it interacts with world and its people in different but better ways than before, so it may not necessarily be a bad idea to keep a Pokemon inflicted with a Terrible Delusion depending on the situation.
-All Existing Status beyond the Burn line, Poison line, and In Love/Affection have an new upper and semi-Rare tier of worse effect on a Pokemon. Disable has Cripple (Pokemon can’t use ANY of its Primary Actions listed in a given Round, and for 3 Rounds afterwards unless switched), Curse has Malignant Curse (It Adds Recoil to Successful Attack Moves, Missed Attacks instead deal damage to the user, and Chance Effects / Effects on Non-Damaging Moves have a high chance of rebounding on the user instead / helping the foe out; Is unaffected by Lucky Chant and requires a Wish or serious shaman work to undo it), Paralysis has Total Paralysis (-4 DEX, 50% of Failing to Use Any Move), and Sleep has Deep Slumber (Need 7 Successes to Wake up, Wake Up Roll only happens at the beginning and end of a Round, and if the Target does awaken they lose the Action they wake up at) . The tiers of Burn have a negative effect on a Pokemon’s STR Attribute, with Burn 1 adding a – 1 modifer to its score, and so on.
-Pokemon can only be inflicted with 1 Hard Status Effect at a time (as Defined by the Corebook), and upper tiers of a given Status will override/replace its lower tiers. The sole exceptions is the Poison Status – Higher Tiers stack with its lower tiers to devastating effect, and any Pokemon already suffering it can be inflicted with another different Status, but not vice versa (EX: If a Pokemon is Burned, it can’t be Poisoned, but if Poisoned first it can then be Burned)- and the Confusion Status Line (Higher Tiers of it override the lower tiers, but any other of one kind of Status can still be applied to a Confused Pokemon, and vice versa). Additionally, a higher Tier of Status can override and replace a different Status of a lower Tier if it would be successfully inflicted on a Target (Burn 1 can be practically and mechanically ignored and dispelled by a Pokemon too Deep in Slumber to perceive it, and being Crippled does more to stop a Pokemon in its tracks than Paralysis, for example)
-Fainted Pokemon can have any number of Status inflicted onto them (Even Sleep and Confusion) in Order to help Catch it, but don’t expect very much Loyalty or Happiness out of a critter treated that way unless its EXTREMELY masochistic or seeking severe penance for whatever sins it has committed.
-Wish / Lucky Chant / Curse is a LOT more Random and/or Powerful and Exhausting to use in Sutalör by most Pokemon, depending on the Pokemon
4. HP / Healing / Pain
HP is calculated based on the following formula:
Base HP + Pokemon's Highest Capped Defense Attribute Value + Your PC's Alt. Defense Attribute to Their 'Main' one
EX: If a Pokemon has 3 VIT (Cap 6) and 2 INS (Cap 4), they would add + 3 HP to their Total; if their PC has + 3 INS, then + 3 HP would be added to that Pokemon's Total
Note: Pokemon has to level their own 'Higher Capped' Defense Attribute
Healing: The Standard Healing Items have the following amounts they heal (HP)
- Potion: 4
- Super Potion: 8
- Hyper Potion: 10
- Max and Full Restore: All
- Oran Berry: 2
- Sitrus: 4 or 2 Lethal Damage
- Personality Berries: 6 or 3 Lethal Damage; Pokemon must like the flavor of the Berry or they become Confused
Custom Healing Items that exist will have their own value they heal
Revives and Max Revives unFaint a Pokemon at 1/2 or Max HP, respectfull; other kinds of Revive Items heal varying amounts of HP
Ethers and Leppa Berries restore 1 Will, Exilers restore 3 total (can be shared), Max Ether give 5, and Max Elixirs give 7
Certain kinds of Healing Items only work outside of battle, but do not count towards any Healing Caps
Healing Moves, Held Items, and Abilities do NOT cost Will in my games; instead, they work as follows
Moves that Absorb HP will always heal the user at least 1 HP; for every 2 Damage they deal, heal 1 HP with that Pokemon
Moves that restore HP without attacking have 3 Uses per Combat; using them after that will either have no effect or force a Fortune Roll
Moves like Ingrain / Aqua Ring work as they described, with no upper limit to their uses
Items and Abilities that heal do so as their Description states they do
Lethal Damage reduces Max HP of the Mons in my games, and still triggers Pain Penalties; every 1 Lethal Damage takes 2 points of Healing to remove it, but it does NOT restore the missing HP in the process.
EX: Zubat gets Slashes for 4 Lethal Damage, now has 1/1 HP (Max HP 5, - 3 Pain, 4 Lethal Damage), and you use a Super Potion to heal it (8 HP Heal) = 1/5 HP Zubat (-3 Pain, no Lethal Damage)
Pain is accumulated as a Pokemon loses HP or does things that would caused Pain; for Combat purposes, these are the Pain Thresholds
- (-1) Pain = Pokemon losing 2 HP, or 4 HP for Pokemon with 20 or more HP
- (-2) Pain = Pokemon at 1/2 or less HP of their Total HP
- (-3) Pain = Pokemon is at 1 HP, or 1/4 HP for Pokemon with 20 or more HP
4. Special Rules (General)
Plot Device is a special 'tag' in my games - essentially, anything that is PD breaks the Rules of the game in the Rulebooks or the Modded Rules I use, and give whatever has a PD quality some rather exotic or unique effects found nowhere else. You'll know them when you'll see them!
Fortune - see in Character Creation and thorough Rules; generally I start rolling this when I think is appropriate, or you are trying to do something with your PC that provokes the World at large to testing your PC's Fortune...
Buffs and Debuffs can break past Attribute Caps; for example, if a Mon with a Cap of 3 STR got a Swords Dance boost, they'd functionally have 5 STR! Inversely, a Stat getting dropped past 1 will have various consequences....
Buffs fall generally fall into 3 different categories: Move, Item, and Ability. You can effectively have up to 3 different Buffs targeting the same Attribute, but only if they're in different categories, and you can't typically stack the same buff over and over; you can having differing buffs within the same category without them overriding or negating each other
EX 1: Mon has Swords Dance (Move Buff, + 2 STR), Muscle Band (+1 STR), and Defiant Boost (+2 STR, Ability) = that Pokemon has a bonus of + 5 to their STR, but using Swords Dance again will not increase their STR further; That very same Pokemon can have a Amensia Buff (+2 INS) while also having a Swords Dance Buff, however.
You can make Move Lethal by adding a - 4 Accuracy Modifer to them; if a move is already Lethal, then you can make them Extra Lethal, adding + 2 Damage Dice to their Damage Pools. Alternatively, you can make (most) Moves Non-Lethal with no cost whatsoever.
Pseudoes have their own Special Rules and Mechanics, as described in Character Creation
Mega Evo, Z-Moves, and Tera Transformation all have their special mechanics that will be revealed as PCs gain access to them
If you, for some reason, ever want to try and Steal things from People or Pokemon, their are mechanics in place for that outside of Stealth Rolls
Moves and Abilities can get modded to be better/different than what they were like in base PokeRole or in the games; they work as their descriptions state
Tough, Beauty, Cool, Smart, and Cute are merely cosmetic in this campaign and do not count in Attack Rolls (Sub with DEX or SPE in those Moves), unless you're trying to do something Performative or WANT to use them (In which case you have to keep track of them and run by me whenever you want to use them for something)
Abilities that Double Attribute Bonuses do not, generally, actually double the Attribute itself - for example, Huge Power doubling a STR of 5 would only give that Mon a + 10 STR bonus to their Rolls. This is important because actually doubling the value could prevent leveling up an Attribute entirely if the total would meet or exceed the Mon's Stat Cap!
INS factors into Initiative now:
INS also determines whether you can do Conditional Actions:
STR affects Clashing:
SPE determines the total amount of Targets you can hit with Spread Moves, how many allies you can affect with Buff Moves, damage of SPE Moves, and has various interactions in general (chief among them enabling a Mon or Human to peform Magic)
(More to come later....)
5. Special Rules: Magic!
(Coming Soon....)
6. Player Vs Player
(Coming Eventually...)
7. Surprises!
(Comming Soon...)
8. Special Types
Nuclear and Shadow Types exist in my games - what that exactly means will remain a Mystery until one of you actually gets one. Nuclear Types are exclusive to Tandor Region selection at Tier 1 for Starters, while Shadow Pokemon....well, you know why they're hard to get. Owning a Nuclear Type without the right paperwork is serious grounds for arrest and/or getting a death order called on your PC's bums, due to how much of an exponential menace they can be. Shadow Types are not technically illegal to own, but having one would raise several uncomfortable questions from MANY whenever one would be discovered. Normal Shadow Mons are undetectable outside of those that can see Aura/when they use Shadow Moves, while Nuclear Types are READILY apparent in what they are.
Other Types can also exist, and certain Moves/Abilities may fundamentally alter or add Type Interactions for a specific Pokemon
Their is also ??? or Typeless Types, but the former is exceptionally rare outside of Curse and PD Moves, and the later is reserved for Moves, Items, or Abilities that cause a Mon to become temporarily Typeless.
NEW -> https://pokemonuranium.co/forum/showthre...8#pid10498
The above is a link to the general ruleset used by Iron during his campaign. It's not entirely up to date, and I will be diverging a LOT from it (obvivously), but he did a good job of explaining the basics and it can serve as a quick reminder if things ever get too confusing.
(Reserved)
=====
RULES
1. General Dice Mechanics.
All significant actions require a Roll to preform, typically composed of the following Stats: Attribute + Skill + Specialty. Exceptions to this will be noted when they come up if it's a Custom Move or a Reworked one. Good RP , Plans, and/or certain Items and Pokemon/Their Moves can decrease or increase the overall Dice Pool. A Success is a (4),(5), or (6) in a Dice Pool, while (3) or lower are Failures; pairs of (1)s also remove 1 Success per pair in ALL types of Dice Pools.
The more Success the Action has, the better the outcome in the vast majority of cases; in my campaign it's possible to get Negative Success on a Roll , which results in a Action backfiring spectacularly.
Fortune can affect these Rolls; misses or Action Failure will automatically trigger a Fortune Roll, while a Successful Roll can trigger a Fortune Roll up to 50% of the time. Whether Fortune results improve or worsens an outcome will vary. Status, conditions, Abilities, or other circumstances can also trigger Fortune Rolls during Non-Combat Actions.
For Combat Actions, things are different: Unless otherwise stated by me or a Move lists a specific Attribute in its Role in the Corebook, all Moves shall follow this general Accuracy Scheme
- SPE will be the Attribute in all Special Moves
- DEX will be the Attribute used in all Physical Moves
- STR will be used in a few Moves, but it shall be used as a Check in Clash Rolls, Grapples, and for determining what you can pick up and throw
- INS has a number of mechanical difference from the Corebook in Combat that will be explained in a future section
- Fight will be the Skill used in all Moves
- Specialties will vary, but they will typically be Brawl for Phys Moves and Channel for Special Moves
- Some Moves will have negative Accuracy Modifiers, so subtracted them from the Final Roll; similarly, all Pokemon have Pain Mechanics, which dedect further dice from the Accuracy Roll based on how much Pain they are in. Lastly, certain Status , conditions, and optional Move modifiers can increase or decrease Accuracy Dice Pools
EX: Quick Attack would have a Accuracy Pool of DEX + Fight + Brawl; if at - 2 Pain, subtract 2 Dice from that Pool
- If a Move Misses, it has a baseline 25% chance of triggering a Fortune Roll; this goes up the more the user Misses, until a F.R. is trigger (which then resets). Critical Hits follow this general scheme too. Different Status and situations can prompt a Fortune Roll in combat even if the prior conditions are not met, however.
2. Multiple Actions / Will Rules in Combat / Number of Pokemon you can Command
In PokeRole, a Human or Pokemon can do up to 5 Actions per Round of Combat. However, doing so inflicts an Action Cost to your Rolls, which is as follows:
- 2 Actions: - 2 Dice on the First Action Roll, and - 4 on the Second Action
- 3 Actions: - 6 on the Third Roll
- 4 Actions: - 8 on the Forth Roll
- 5 Actions: - 10 on the Fifth Roll
Commiting to a Single Action per Round, however, shall give that Action + 2 Accuracy Dice. Will Points can add + 1 Success to a Roll or Remove all Pain Modifiers from a Pokemon for a single Round; if a Move would have 0 Accuracy Dice in it, even a Will Point won't make it hit, and the Move will Fail (Fortune Rules apply as if it were a Miss) unless a special Mechanic is in play.
Conditional Will Point usage is when you can set a condition to use a Will Point for Move(s), but in exchange you can't use Conditional Actions for the Mon during that Round
Some Moves cost Will to perform, or have additional effects if Will is used in tandem with the Move; cost is 1 Will default, unless description of the Move says otherwise.
Your PC can control/be able to clearly order a Max of 2 Pokemon while they are out and in combat; any more and things tend to get....chaotic for everyone involved. Higher Empathy and Good Bonding can possibly circumvent this restriction with specific Mons, as can giving your Pokemon specific sets of instructions to follow upon being Released into a Battle, but their will be disadvantages for going over the 2 Cap.
3. Death/Statuses
- You and your Pokemon can Die in this Game, either by taking Lethal Damage equal or greater than your Max Health, doing something that would automatically get you killed (like drinking HF Acid), or taking Damage greater than or equal to your Max HP while Fainted (Damage taken while Fainted is Lethal), or some esoteric effects.
-Max Revives and Revival Herbs can Cure Death ‘Status’ , but only within the Encounter that the Death happened, only if the body isn’t utterly beyond repair, and typically the Revived will have a permenant debuff on them; In addition, the Potion Effectiveness does not occur until after a 2nd Potion Item is used, and is reset upon a Pokemon Fainting/Dying and being Revived
-Anything Poisonous is instead Badly Poisonous, and anything Badly Poisonous is instead Super Badly Poisonous (Same as BP, only it deals 2 Damage that scales to even more depending on the size/Base HP of the Target). Anything Super Badly Poisonous……pray to whatever Legend your character holds dear they survive such a Deadly Toxin, or get ready to make another character/build up a new Pokemon.
-Confusion works as follows: -2 Accuracy, Take 1 Damage Upon Missing with an Attack, lasts 1 full Round upon infliction, then Roll Insight – 2 per Action to Snap Out [3 Successes Needed the follow Round (or Switch them out immediately to cure it). Bad Confusion gives a – 4 Accuracy modifier, and doesn’t go away ever until the Pokemon is switched out, which requires either a successful Insight Roll (any amt of Successes) with a – 4 Penalty on it, or a successful Quick Recall Roll (DEX + Survival + Alert – 3; 3 Successes needed Total) in order to actually recall them without issue. Finally, there is a new third tier of Confusion that rare but incredibly debilitating and possibly deadly – Terrible Delusion, which has all the affects of Bad Confusion plus inflicting Temporarily Insanity (Random Kind) and Warped Perception (Sees reality and/or things in it differently; how so varies wildly) , and its considered a permanent Status alas Poison (It does not go away until Cured, which requires a Full Heal, A Lum Berry, or 3 Persim Berries ) . In addition, all tiers of Confusion negatively affect a Pokemon’s Special Attribute, with Confusion adding a – 1 modifier to its score, Bad Confusion – 2, and Terrible Delusion – 3 (by default)
*Do note that the Insanity and Warped Perception can have properties or effects that can be exploited to be good or even great for a Pokemon’s usefulness, and that it can alter how it interacts with world and its people in different but better ways than before, so it may not necessarily be a bad idea to keep a Pokemon inflicted with a Terrible Delusion depending on the situation.
-All Existing Status beyond the Burn line, Poison line, and In Love/Affection have an new upper and semi-Rare tier of worse effect on a Pokemon. Disable has Cripple (Pokemon can’t use ANY of its Primary Actions listed in a given Round, and for 3 Rounds afterwards unless switched), Curse has Malignant Curse (It Adds Recoil to Successful Attack Moves, Missed Attacks instead deal damage to the user, and Chance Effects / Effects on Non-Damaging Moves have a high chance of rebounding on the user instead / helping the foe out; Is unaffected by Lucky Chant and requires a Wish or serious shaman work to undo it), Paralysis has Total Paralysis (-4 DEX, 50% of Failing to Use Any Move), and Sleep has Deep Slumber (Need 7 Successes to Wake up, Wake Up Roll only happens at the beginning and end of a Round, and if the Target does awaken they lose the Action they wake up at) . The tiers of Burn have a negative effect on a Pokemon’s STR Attribute, with Burn 1 adding a – 1 modifer to its score, and so on.
-Pokemon can only be inflicted with 1 Hard Status Effect at a time (as Defined by the Corebook), and upper tiers of a given Status will override/replace its lower tiers. The sole exceptions is the Poison Status – Higher Tiers stack with its lower tiers to devastating effect, and any Pokemon already suffering it can be inflicted with another different Status, but not vice versa (EX: If a Pokemon is Burned, it can’t be Poisoned, but if Poisoned first it can then be Burned)- and the Confusion Status Line (Higher Tiers of it override the lower tiers, but any other of one kind of Status can still be applied to a Confused Pokemon, and vice versa). Additionally, a higher Tier of Status can override and replace a different Status of a lower Tier if it would be successfully inflicted on a Target (Burn 1 can be practically and mechanically ignored and dispelled by a Pokemon too Deep in Slumber to perceive it, and being Crippled does more to stop a Pokemon in its tracks than Paralysis, for example)
-Fainted Pokemon can have any number of Status inflicted onto them (Even Sleep and Confusion) in Order to help Catch it, but don’t expect very much Loyalty or Happiness out of a critter treated that way unless its EXTREMELY masochistic or seeking severe penance for whatever sins it has committed.
-Wish / Lucky Chant / Curse is a LOT more Random and/or Powerful and Exhausting to use in Sutalör by most Pokemon, depending on the Pokemon
4. HP / Healing / Pain
HP is calculated based on the following formula:
Base HP + Pokemon's Highest Capped Defense Attribute Value + Your PC's Alt. Defense Attribute to Their 'Main' one
EX: If a Pokemon has 3 VIT (Cap 6) and 2 INS (Cap 4), they would add + 3 HP to their Total; if their PC has + 3 INS, then + 3 HP would be added to that Pokemon's Total
Note: Pokemon has to level their own 'Higher Capped' Defense Attribute
Healing: The Standard Healing Items have the following amounts they heal (HP)
- Potion: 4
- Super Potion: 8
- Hyper Potion: 10
- Max and Full Restore: All
- Oran Berry: 2
- Sitrus: 4 or 2 Lethal Damage
- Personality Berries: 6 or 3 Lethal Damage; Pokemon must like the flavor of the Berry or they become Confused
Custom Healing Items that exist will have their own value they heal
Revives and Max Revives unFaint a Pokemon at 1/2 or Max HP, respectfull; other kinds of Revive Items heal varying amounts of HP
Ethers and Leppa Berries restore 1 Will, Exilers restore 3 total (can be shared), Max Ether give 5, and Max Elixirs give 7
Certain kinds of Healing Items only work outside of battle, but do not count towards any Healing Caps
Healing Moves, Held Items, and Abilities do NOT cost Will in my games; instead, they work as follows
Moves that Absorb HP will always heal the user at least 1 HP; for every 2 Damage they deal, heal 1 HP with that Pokemon
Moves that restore HP without attacking have 3 Uses per Combat; using them after that will either have no effect or force a Fortune Roll
Moves like Ingrain / Aqua Ring work as they described, with no upper limit to their uses
Items and Abilities that heal do so as their Description states they do
Lethal Damage reduces Max HP of the Mons in my games, and still triggers Pain Penalties; every 1 Lethal Damage takes 2 points of Healing to remove it, but it does NOT restore the missing HP in the process.
EX: Zubat gets Slashes for 4 Lethal Damage, now has 1/1 HP (Max HP 5, - 3 Pain, 4 Lethal Damage), and you use a Super Potion to heal it (8 HP Heal) = 1/5 HP Zubat (-3 Pain, no Lethal Damage)
Pain is accumulated as a Pokemon loses HP or does things that would caused Pain; for Combat purposes, these are the Pain Thresholds
- (-1) Pain = Pokemon losing 2 HP, or 4 HP for Pokemon with 20 or more HP
- (-2) Pain = Pokemon at 1/2 or less HP of their Total HP
- (-3) Pain = Pokemon is at 1 HP, or 1/4 HP for Pokemon with 20 or more HP
4. Special Rules (General)
Plot Device is a special 'tag' in my games - essentially, anything that is PD breaks the Rules of the game in the Rulebooks or the Modded Rules I use, and give whatever has a PD quality some rather exotic or unique effects found nowhere else. You'll know them when you'll see them!
Fortune - see in Character Creation and thorough Rules; generally I start rolling this when I think is appropriate, or you are trying to do something with your PC that provokes the World at large to testing your PC's Fortune...
Buffs and Debuffs can break past Attribute Caps; for example, if a Mon with a Cap of 3 STR got a Swords Dance boost, they'd functionally have 5 STR! Inversely, a Stat getting dropped past 1 will have various consequences....
Buffs fall generally fall into 3 different categories: Move, Item, and Ability. You can effectively have up to 3 different Buffs targeting the same Attribute, but only if they're in different categories, and you can't typically stack the same buff over and over; you can having differing buffs within the same category without them overriding or negating each other
EX 1: Mon has Swords Dance (Move Buff, + 2 STR), Muscle Band (+1 STR), and Defiant Boost (+2 STR, Ability) = that Pokemon has a bonus of + 5 to their STR, but using Swords Dance again will not increase their STR further; That very same Pokemon can have a Amensia Buff (+2 INS) while also having a Swords Dance Buff, however.
You can make Move Lethal by adding a - 4 Accuracy Modifer to them; if a move is already Lethal, then you can make them Extra Lethal, adding + 2 Damage Dice to their Damage Pools. Alternatively, you can make (most) Moves Non-Lethal with no cost whatsoever.
Pseudoes have their own Special Rules and Mechanics, as described in Character Creation
Mega Evo, Z-Moves, and Tera Transformation all have their special mechanics that will be revealed as PCs gain access to them
If you, for some reason, ever want to try and Steal things from People or Pokemon, their are mechanics in place for that outside of Stealth Rolls
Moves and Abilities can get modded to be better/different than what they were like in base PokeRole or in the games; they work as their descriptions state
Tough, Beauty, Cool, Smart, and Cute are merely cosmetic in this campaign and do not count in Attack Rolls (Sub with DEX or SPE in those Moves), unless you're trying to do something Performative or WANT to use them (In which case you have to keep track of them and run by me whenever you want to use them for something)
Abilities that Double Attribute Bonuses do not, generally, actually double the Attribute itself - for example, Huge Power doubling a STR of 5 would only give that Mon a + 10 STR bonus to their Rolls. This is important because actually doubling the value could prevent leveling up an Attribute entirely if the total would meet or exceed the Mon's Stat Cap!
INS factors into Initiative now:
INS also determines whether you can do Conditional Actions:
STR affects Clashing:
SPE determines the total amount of Targets you can hit with Spread Moves, how many allies you can affect with Buff Moves, damage of SPE Moves, and has various interactions in general (chief among them enabling a Mon or Human to peform Magic)
(More to come later....)
5. Special Rules: Magic!
(Coming Soon....)
6. Player Vs Player
(Coming Eventually...)
7. Surprises!
(Comming Soon...)
8. Special Types
Nuclear and Shadow Types exist in my games - what that exactly means will remain a Mystery until one of you actually gets one. Nuclear Types are exclusive to Tandor Region selection at Tier 1 for Starters, while Shadow Pokemon....well, you know why they're hard to get. Owning a Nuclear Type without the right paperwork is serious grounds for arrest and/or getting a death order called on your PC's bums, due to how much of an exponential menace they can be. Shadow Types are not technically illegal to own, but having one would raise several uncomfortable questions from MANY whenever one would be discovered. Normal Shadow Mons are undetectable outside of those that can see Aura/when they use Shadow Moves, while Nuclear Types are READILY apparent in what they are.
Other Types can also exist, and certain Moves/Abilities may fundamentally alter or add Type Interactions for a specific Pokemon
Their is also ??? or Typeless Types, but the former is exceptionally rare outside of Curse and PD Moves, and the later is reserved for Moves, Items, or Abilities that cause a Mon to become temporarily Typeless.
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
Phantom is my OTP~
Online ID: 000650
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
Phantom is my OTP~
Online ID: 000650


Rough Rues