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» [Pokémon RP] Ruleset
Etheriel
Posted: Sep 8 2009, 01:12 AM
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Tetris Champion!
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Chansey Champion!




Super Warrior
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user posted imagePLEASE POST IN THIS THREAD ONLY WITH RULES-RELATED QUESTIONS. ALL OTHER DISCUSSION OF THE RP SHOULD OCCUR ELSEWHERE. PM ME IF THERE IS ANY CONFUSION. THANK YOU.user posted image


Contents

1. Building a Pokémon
1-1. Experience Points
1-2. Die Type
1-2-1. Size
1-3. Weaknesses and Resistances
1-4. Hit Points
1-5. Statistics
1-5-1. Defense
1-5-2. Save
1-5-3. Agility
1-5-4. Move
1-5-4-1. Move Types
1-6. Attacks
1-6-1. Main, Secondary, and Encounter Attacks
1-6-2. Accuracy
1-6-3. Damage
1-6-4. Range
1-6-5. Targets
1-6-6. Effects
1-6-7. Other Characteristics
1-7. Powers
1-8. Traits
1-8-1. Status-Preventing Traits
1-9. Nature
1-10. Advancing and Evolving Pokémon

2. Pokémon Battles
2-1. Posting
2-2. The Trainer Phase
2-2-1. Commanding a Pokémon
2-3. The Pokémon Phase
2-3-1. Turns
2-3-2. Attacking
2-3-2-1. Interception
2-4. The Saving Phase

Appendix A: Starter Pokémon

Appendix B: Online Resources

Appendix C: Example Pokémon
C-1. Charmander
C-2. Charmeleon
C-3. Charizard
C-4. Budew
C-5. Roselia
C-6. Roserade
C-7. Aron
C-8. Lairon
C-9. Aggron

Appendix D: Example Battle

Changelog

2009 September 16 - Made some rules clarifications.

2009 September 14 - Fixed italicization. Added more Bulbapedia links. Also, sign-up thread posted.

2009 September 08 - Added Appendix D. Made some rules clarifications. Still needs formatting, proofreading, and some rules revisions.

2009 September 07 - Posted first version. Some formatting is missing. Probably needs proofreading and some rules revisions.
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Etheriel
Posted: Sep 8 2009, 01:13 AM
Quote Post
Tetris Champion!
X-Pipes Champion!
Chansey Champion!




Super Warrior
***

Group: Members
Posts: 68
Joined: 15-March 08
Member No.: 15
Reputation: 5 pts





1. Building a Pokémon
When choosing a Pokémon, take note of its type(s), ability, and learnable attacks using Bulbapedia or another online dex (see Appendix B: Online Resources). These aspects will directly affect how you build your Pokémon. However, building a Pokémon in this system is more art than science; the process is more one of interpretation than direct conversion.

1-1. Experience Points
A Pokémon is not rated by a "level" as it is in the video games. Instead, a Pokémon's power can be approximated instead the number of points from which it was built. Average Pokémon have between 10 and 50 points, but there is no limit to how many points a well-trained Pokémon might accumulate. Points can be spent to augment any aspect of the Pokémon.
While die type changes only when a Pokémon evolves, points are gained in the form of "experience" whenever a goal is accomplished, such as at the completion of a difficult battle.

1-2. Die Type
Whenever an action with uncertain outcome is taken during battle, a die roll occurs. For all rolls except damage rolls (which always use d4s), the character performing the action uses a die of their type.
  • 1d4 - Ordinary humans
  • 1d6 - Trainers, other extraordinary humans, and Pokémon who are two stages away from being fully evolved (ie Bulbasaur, all starter Pokémon)
  • 1d8 - Pokémon who are one stage away from being fully evolved (ie Ivysaur, Drifloon)
  • 1d10 - Pokémon who will not evolve further (ie Venusaur, Drifblim, Absol)
  • 1d12 - Legendary Pokémon
1-2-1. Size
Size is the space the Pokémon occupies on the battlefield, measured in squares per side. For example, a Size 1 Pokémon occupies a single square, whereas a Size 3 Pokémon occupies a 3x3 space for a total of 9 squares. A Pokémon with die type d6 cannot exceed Size 1, a Pokémon with die type d8 cannot exceed Size 2, a Pokémon with die type d10 cannot exceed Size 3, and a Pokémon with die size d12 cannot exceed Size 4. There are both benefits and drawbacks intrinsic to larger Pokémon. Increasing size does not cost experience points.

1-3. Weaknesses and Resistances
When building a Pokémon, first determine its Weaknesses and Resistances. These are based on the Pokémon's type; I won't go into the exact method of determining Weaknesses and Resistances here because this information is already printed in each Pokémon's entry in Bulbapedia or another online dex (see Appendix B: Online Resources). Along with die type, these are the only properties of a Pokémon derived directly from its species and are also the only aspects of the Pokémon which cannot be altered by spending points. Weaknesses and Resistances will only change if the type of the Pokémon changes.
Weaknesses and Resistances will modify your Pokémon's starting pool of experience points. Some Pokémon, like Beldum, have many Resistances and few Weaknesses; such a Pokémon will have fewer points to spend than one whose Weaknesses and Resistances are more balanced, as Wurmple's are. Others Pokémon, like Swinub, have many Weaknesses and few Resistances; such Pokémon may appear very powerful due to their extra points, but their Weaknesses may lead to a swingy overall performance.
For each type to which a Pokémon has a Double Weakness (x4 damage), gain 2 points. For each type to which a Pokémon has a Weakness (x2), gain 1 point. For each type to which a Pokémon has a Resistance (x1/2 damage), spend 1 point. For each type to which a Pokémon has a Double Resistance (x1/4 damage), spend 2 points. For each type to which a Pokémon is Immune (x0 damage), spend 3 points.
For example, Sableye has no Weaknesses, 1 Resistance, and 3 Immunities, thus starting with a deficit of 10 points. Pokémon with such good type combinations pay a clear price. Comparatively, Smoochum has 6 Weaknesses and 2 Resistances, giving her a starting advantage of 4 points.
If a Pokémon's Resistances are modified in the video games by an ability such as Levitate, Thick Fat, or Heatproof, you can choose whether to include this Resistance.
If a Pokémon's type changes due to evolution, recalculate the point cost of its Weaknesses and Resistances. For example, Shellder gains points upon evolving into Cloyster, whereas Riolu loses points upon evolving into Lucario. If the cause of a Pokémon's type change is temporary, such as by using a power like Camouflage or Conversion, do not recalculate.

1-4. Hit Points
Hit Points (or HP) is among the most important factors to which a Pokémon's experience points are allocated. Hit Points are reduced whenever a Pokémon takes damage. When HP is reduced to 0, the Pokémon faints, becoming unable to battle. A Pokémon with many HP can take more hits before being brought down.
Pokémon have a starting HP of 20. Each HP beyond 20 costs 1 experience point.

1-5. Statistics
In addition to Hit Points, there are several numeric values which all Pokémon have. These are collectively known as Statistics. Similar to HP, each has a baseline value from which it can be increased at the cost of experience points.

1-5-1. Defense
In battle, Defense is rolled against Accuracy to determine whether an attack hits and deals damage. A Pokémon with high Defense is able to evade most of its foes strikes.
Pokémon have a starting Defense of +0. Defense can be increased in increments of +1. Each such increase costs 1 experience point plus the number of previous increases. For example, increasing from the base of +0 to +1 costs only 1 point, but increasing from +1 to +2 costs 2 points.

1-5-2. Save
Save is rolled to end negative status effects. A Pokémon with high Save is less likely to be hindered by Sleep, Confusion, and other maladies.
Pokémon have a starting Save of +0. Save can be increased in increments of +1. Each such increase costs 1 experience point plus the number of previous increases. For example, increasing from the base of +0 to +1 costs only 1 point, but increasing from +1 to +2 costs 2 points.

1-5-3. Agility
Agility is rolled to determine the order in which Pokémon attack in battle as well as how many turns each Pokémon can take in a round. A Pokémon with high Agility can usually hit first and attack more frequently than slower Pokémon.
Pokémon have a starting Agility of +0. Agility can be increased in increments of +1. Each such increase costs 1 experience point plus the number of previous increases. For example, increasing from the base of +0 to +1 costs only 1 point, but increasing from +1 to +2 costs 2 points.

1-5-4. Move
Move is the distance in squares a Pokémon can traverse each round. A Pokémon with high Move can tread great distances in a single stride.
Pokémon have a starting Move of 4 squares. Move can be increased in increments of 1 square. Each such increase costs 1 experience point plus the number of previous increases. For example, increasing from the base of 4 squares to 5 squares costs only 1 point, but increasing from 5 squares to 6 squares costs 2 points.

1-5-4-1. Move Types
Optionally, an alternative Move Type can be applied to a Pokémon's Move at the cost of extra points. A Pokémon may have more than one Move Type.
  • Climb (1 pt) - The Pokémon can move vertically provided it maintains contact with a wall. Available to any Pokémon able to learn the attack Rock Climb.
  • Dig (2 pts) - The Pokémon can move through solid objects, including characters and walls, while moving, provided it maintains contact with the ground and ends its move in an unoccupied space. Available to any Pokémon able to learn the attack Dig.
  • Fly (2 pts) - The Pokémon does not need to maintain contact with the ground. In addition, the Pokémon does not fall and can move vertically while in the air. Available to any Pokémon able to learn the attack Fly and any Pokémon of the Flying type.
  • Levitate (1 pt) - The Pokémon does not need to maintain contact with the ground. In addition, the Pokémon does not take damage from falling. This Move Type does not enable the Pokémon to move vertically. Available to any Pokémon who can have the Levitate ability and any Pokémon able to learn the attack Magnet Rise.
  • Surf (1 pt) - The Pokémon can move across water as if it was solid ground. In addition, the Pokémon can move vertically in water. Available to any Pokémon able to learn the attack Surf and any Pokémon of the Water type.
  • Teleport (3 pts) - The Pokémon can move through solid objects, including characters and walls, while moving, provided it can see its destination at the start of the move and ends its move in an unoccupied space. Available to any Pokémon able to learn the attack Teleport.
1-6. Attacks
Attacks represent the bulk of actions taken by Pokémon in combat. A Pokémon typically knows three or four attacks. When making an attack, first choose an attack learnable by the Pokémon from its listing on Bulbapedia or another online dex (see Appendix B: Online Resources). If the chosen attack does not inflict damage or negative status on the opponent, see 2-7. Powers. Otherwise, note the attack's name and type, then continue.
In choosing attacks for Pokémon, focus primarily on attacks the Pokémon could learn by leveling as well as the Pokémon's possible "egg moves" (attacks learned through breeding). Attacks which the Pokémon is able to learn via TM, HM, or tutor are also available, but should not be prioritized. Attacks which do not exist or which the Pokémon is unable to learn in the video games are discouraged but might be allowable with GM permission; for example, a Lucario might be allowed to learn the move "Aura Storm" which exists only in Super Smash Bros. Brawl, or a Farfetch'd might be allowed to learn the move "Leek Slap" which only exists in the Pokémon Trading Card Game. Cases like these are exceptions rather than the rule, and are allowed because they are both evocative and appropriate to the Pokémon; selecting a Pokémon's attacks from a limited pool is a restriction which encourages both strategy and creativity, and it should not be forgotten entirely.
For example, Beldum is noted in both the games and anime for its very restrictive move pool. Beldum starts with the attack Take Down and is unable to learn moves through leveling, breeding, or TM. If building a Beldum, it would be difficult to ignore this datum; your first attack would almost definitely be Take Down. In Pokémon Platinum, Beldum was able to learn Iron Defense (see 2-7. Powers for more on inoffensive attacks), Iron Head, and Zen Headbutt. If you wanted to give your Beldum an attack in addition to Take Down, these three would be fine choices. Because these are the only four attacks available to Beldum in the video games, any others would require GM permission. In the TCG, Beldum is seen knowing Tackle; because this is such an innocuous attack, there would be no problem in allowing Beldum to learn it. However, Beldum is also seen in the TCG with attacks like Magnetic Lines and Metal Charge; because these attacks do not exist outside the TCG, they could require some deliberation, but if you explain to the GM why you chose the attack and describe it in a way which is evocative, it could lead to a much more interesting Pokémon than the usual Take Down-only Beldum.

1-6-1. Main, Secondary, and Encounter Attacks
Attacks are grouped into three categories: main, secondary, and encounter. These categories affect the point costs of attacks. A Pokémon must have exactly one main attack. The Pokémon's main attack is paid for in full. A Pokémon may have any number of secondary attacks. A secondary attack's point cost is halved (round the modified cost up), but the unmodified cost must not exceed the point value of the Pokémon's main attack. A Pokémon may have any number of encounter attacks. An encounter attack's point cost is reduced to one quarter (round the modified cost up), and there is no restriction on the unmodified cost. However, encounter attacks, unlike main and secondary attacks, can only be used once per battle. Thus, encounter attacks might be much more powerful than main and secondary attacks, but they are able to be used less frequently.

1-6-2. Accuracy
When attacking, Accuracy is rolled against Defense to determine whether it hits and deals damage. An attack with high Accuracy can be relied on to hit often.
Attacks have a starting Accuracy of +0. Accuracy can be increased in increments of +1. Each such increase costs 1 experience point plus the number of previous increases. For example, increasing from the base of +0 to +1 costs only 1 point, but increasing from +1 to +2 costs 2 points.

1-6-2. Damage
If the attack lands, Damage determines how much HP the target loses. Damage, rather than a static number, is represented as a pool of d4s. The damage is rolled each time the attack is used.
Attacks have a starting Damage of 1d4. Damage can be increased in increments of 1d4. Each such increase costs 1 experience point plus the number of previous increases. For example, increasing from the base of 1d4 to 2d4 costs only 1 point, but increasing from 2d4 to 3d4 costs 2 points.

1-6-3. Range
Range determines the distance in squares a target can be from the attacker for the attack to be usable. A Range of 1 square represents melee reach--a Range 1 attack can only be used against adjacent targets.
Attacks have a starting Range of 1 square. Each additional square costs 1 experience point.

1-6-4. Targets
Some Attacks can hit more than one opponent. When using such an attack, roll Accuracy against each target but roll Damage only once. An attack's number of targets is a maximum; the attack can be used with fewer than this number of targets.
The cost of an attack is multiplied by its number of targets. For example, an attack with 2 targets costs twice the experience points of an attack with only one, and an attack with 3 targets costs triple the experience points of an attack with only one. Apply this multiplier before any multipliers for being a secondary or encounter attack. An attack with a cost of less than 1 point cannot have multiple targets.

1-6-5. Effects
Some attacks carry other effects in addition to damage which trigger on a successful Accuracy roll. Whenever an attack inflicts a status effect on the target, make an Accuracy roll to determine the effect's volatility.
For protection against many of these effects, see 2-8-1. Status-Preventing Traits.
  • Charm (2 pts) - The target is inflicted with Charm status. Anyone inflicted with Charm status takes a -2 penalty on Accuracy rolls when attacking the Pokémon who charmed them.
  • Confusion (3 pts) - The target is inflicted with Confusion status. Whenever anyone inflicted with Confusion status attacks, flip a coin to determine whether the attack is retargetted to the attacker.
  • Disable (2 pts) - The target is inflicted with Disable status. Anyone inflicted with Disable status cannot use the attack or power last used before becoming disabled.
  • Flinching (2 pts) - The target's current initiative is reduced by 4.
  • Freeze (2 pts) - The target is inflicted with Freeze status. If the target's current initiative is greater than 1, it is reduced to 1. In addition, anyone inflicted with Freeze status starts each round with an initiative of 1.
  • Lower Accuracy (2 pts) - The target is inflicted with Lower Accuracy status. Anyone inflicted with Lower Accuracy status takes a -1 penalty on all Accuracy rolls.
  • Lower Defense (2 pts) - The target is inflicted with Lower Defense status. Anyone inflicted with Lower Defense status takes a -1 penalty on all Defense rolls.
  • Ongoing Damage (4 pts) - The target is inflicted with Ongoing Damage status. Anyone inflicted with Ongoing Damage status will take damage equal to 1/2 of the damage taken from inflicting attack each time they fail to save against it.
  • Paralysis (2 pts) - The target is inflicted with Paralysis status. Anyone inflicted with Paralysis status cannot move voluntarily.
  • Push (1 or more pts) - The target is moved away from the attacker. Push can be increased in increments of 1 square. Each such increase costs 1 experience point plus the number of previous increases. For example, increasing from the base of 0 squares to 1 square costs only 1 point, but increasing from 1 square to 2 squares costs 2 points.
  • Pull (1 or more pts) - The target is moved toward the attacker. Pull can be increased in increments of 1 square. Each such increase costs 1 experience point plus the number of previous increases. For example, increasing from the base of 0 squares to 1 square costs only 1 point, but increasing from 1 square to 2 squares costs 2 points.
  • Sleep (4 pts) - The target is inflicted with Sleep status. Anyone inflicted with Sleep status cannot move or take any actions on their turn.
  • Taunt (2 pts) - The target is inflicted with Taunt status. Anyone inflicted with Taunt status takes a -2 penalty on Accuracy rolls when attacking anyone other than the Pokémon who taunted them.
1-6-6. Other Characteristics
Some attacks have other characteristics not already covered. If taking a characteristic would reduce the cost of an attack to less than 1, it reduces the cost to 1 instead.
  • Blunt (-1 pt) - If the attack would reduce a target's Hit Points to fewer than 1, it reduces them to 1 instead. Example: False Swipe.
  • Confuses User (-1 pt) - The attacker is inflicted with Confusion status. Whenever anyone inflicted with Confusion status attacks, flip a coin to determine whether the attack is retargetted to the attacker. Examples: Petal Dance, Thrash.
  • Delayed (-4 pts) - The Pokémon must spend an action to charge this attack, which is then usable on the Pokémon's next turn. If the Pokémon moves voluntarily or uses another attack, the charge is lost. Examples: Bounce, Solar Beam.
  • Exhausting (-2 pts) - The Pokémon must spend an action to recharge after this attack. Until the recharge action is taken, the Pokémon cannot move or attack and may not be recalled to a Poké Ball. Examples: Giga Impact, Hyper Beam.
  • Leech (4 pts) - If the Attack deals damage, the attacker regains HP equal to 1/2 the damage dealt. Examples: Absorb, Dream Eater.
  • No Damage (-1 pt) - The attack does not deal damage but inflicts other effects as normal. Examples: Confuse Ray, String Shot.
  • Priority (4 pts) - At the end of the turn this attack is used, the attacker's initiative is reduced by 3 rather than by 4. Examples: ExtremeSpeed, Quick Attack.
  • Recoil (-1 pts) - If the Attack deals damage, the attacker also takes damage equal to 1/2 the damage dealt. This damage is unaffected by Weaknesses, Resistances, and the Armor Property. Examples: Double-Edge, Volt Tackle.
  • Sleeping Target Only (-2 pts) - The Attack can only target opponents who are suffering from Sleep status. Examples: Nightmare, Wake-Up Slap.
  • Swipes (1 pt) - The attack rolls Accuracy separately for each die of its damage. The damage dealt by the attack is equal to the sum of the dice which "hit;" weaknesses, resistances, and the Armor trait are not applied until after this summation. Examples: Fury Swipes, Pin Missile.
  • Tripping (1 pt) - The attack deals 1 fewer die of damage against a Size 1 target. The attack deals 1 additional die of damage against a Size 3 or larger target. Examples: Grass Knot, Low Kick.
1-7. Powers
Powers are similar to attacks. Unlike attacks, powers do not target opponents and do not require Accuracy rolls. You can choose to purchase a power as an encounter power; if you do, the point cost of the power is halved (round the modified cost up), but encounter powers can only be used once per battle.
Note that some status attacks from the video games which would be considered powers are not listed here due to the specificity (ie Odor Sleuth) or complexity (ie Trick Room) of their effects. Ask your GM if you are interested in a power not listed here.
  • Aromatherapy or Heal Bell (4 pts) - The Pokémon or an adajcent ally can make a save against a status effect.
  • Assist (12 pts) - The Pokémon uses an attack or power known by an adjacent ally.
  • Camouflage (2 pts) - The Pokémon's type changes to a type appropriate to its environment, changing the Pokémon's Weaknesses, Resistances, and STAB until the end of the battle. Do not recalculate its points.
  • Conversion (6 pts) - The Pokémon's type changes to the type of its choice, changing the Pokémon's Weaknesses, Resistances, and STAB until the end of the battle. Do not recalculate its points.
  • Counter-like Powers [Bide, Counter, Magic Coat, Metal Burst, and Mirror Coat] (8 pts) - The next attack to damage the Pokémon before the start of its next turn also deals damage to the attacker equal to the damage dealt. This damage is not an attack, and is unaffected by Weaknesses, Resistances, and the Armor Property.
  • Detect-like Powers [Detect, Protect, and Substitute) (6 pts) - The next attack to target the Pokémon before the start of its next turn misses.
  • Endure (2 pts) - Until the start of the Pokémon's next turn, any attack which reduces its Hit Points to fewer than 1 reduces them to 1 instead.
  • Hail and Sandstorm (4 pts) - At the start of the Pokémon's next turn, all Pokémon not of the corresponding type (Ground, Rock, and Steel for Sandstorm or Ice for Hail) take 1d4 damage.
  • Harden-like Powers [Acid Armor, Barrier, Bulk Up, Calm Mind, Cosmic Power, Defend Order, Defense Curl, Double Team, Harden, Iron Defense, Light Screen, Minimize, Reflect, and Withdraw] (2 pts) - Until the start of the Pokémon's next turn, it gains a +2 bonus on Defense rolls.
  • Helping Hand (3 pts) - Choose an adjacent ally. The next attack that ally makes before the end of its next turn deals an extra two dice of damage if it hits.
  • Lock-On or Mind Reader (2 pts) - The next attack the Pokémon makes before the end of its next turn gains a +2 bonus on its Accuracy roll.
  • Mimic-like Powers (Copycat, Mimic, or Mirror Move) (10 pts) - The Pokémon uses the last attack or power used by an opponent.
  • Mud Sport and Water Sport (2 pts) - Until the end of the Pokémon's next turn, all attacks of the corresponding type (Electric for Mud Sport or Fire for Water Sport) made by any Pokémon suffer a -1 penalty to their Accuracy rolls.
  • Rain Dance and Sunny Day (2 pts) - Until the end of the Pokémon's next turn, all attacks of the corresponding type (Water for Rain Dance or Fire for Sunny Day) made by any Pokémon gain a +1 bonus to their Accuracy rolls.
  • Recover-like Powers [Aqua Ring, Heal Order, Ingrain, Milk Drink, Moonlight, Morning Sun, Recover, Rest, Roost, Slack Off, Softboiled, Swallow, Synthesis, and Wish] (2+ pts) - Purchase Damage, Range, and Targets for these powers as if they were attacks, but with a default Range of 0 rather than 1. Then, add 2 points to the power's cost. Unlike attacks, these powers never miss and replenish HP rather than damaging it. If the power has a Range of 0, it can only target the user.
  • Sharpen-like Powers [Belly Drum, Charge, Dragon Dance, Focus Energy, Howl, Meditate, Sharpen, and Swords Dance] (3 pts) - The next attack the Pokémon makes before the end of its next turn deals an extra two dice of damage if it hits.
  • Spikes-like Powers [Spikes, Stealth Rock, and Toxic Spikes] (6 pts) - Until the start of the Pokémon's next turn, anyone who moves out of a space adjacent to the Pokémon takes 1d4 damage.
1-8. Traits
Traits are passive abilities which can be acquired by a Pokémon for a flat point cost. While many are analgous to abilities from the video games, the Pokémon need not have access to the corresponding ability; each trait has a prerequisite listed here. All Pokémon possess the STAB (Same Type Attack Bonus) trait for each of their types.
  • [Type] STAB (0 pts) - The Accuracy of any attack the Pokémon possesses of this type is 1 higher. The Pokémon must be of the specified type.[i]
  • Armor (4 pts) - A Pokémon with the Armor trait takes 1 less damage from all attacks. Apply this deduction after applying any applicable Weaknesses or Resistances. Armor cannot reduce damage to less than 1. [i]Available to any Pokémon who can have the Battle Armor, Magma Armor, Shell Armor ability and any Pokémon able to learn the attack Iron Defense.
  • Blaze (3 pts) - The damage dice of the Pokémon's Fire-type attacks increases by one size (i.e. from d4 to d6 or d6 to d8) if the Pokémon has no more than half its Hit Points remaining. Available to any Pokémon who can have the Blaze ability and any Pokémon of the Fire type.
  • Color Change (1 pt) - Whenever a Pokémon with Color Change takes damage from another Pokémon's attack, its type changes to the type of the attack, changing the Pokémon's Weaknesses, Resistances, and STAB until the end of the battle. Do not recalculate its points. Available to any Pokémon who can have the Color Change ability.
  • Cute Charm (4 pts) - Whenever anyone successfully attacks a Pokémon with Cute Charm, the attacker is inflicted with Charm status. Anyone inflicted with Charm status takes a -2 penalty on Accuracy rolls when attacking the Pokémon who charmed them. Available to any Pokémon who can have the Cute Charm ability and any Pokémon of the Normal type.
  • Forewarn (1 pt) - A Pokémon with Forewarn knows the names of all attacks possessed by Pokémon within 5 squares. Available to any Pokémon.
  • Guts (2 pts) - A Pokémon with Guts gains a +1 bonus on Accuracy rolls when inflicted with negative tatus. Available to any Pokémon who can have the Guts ability and any Pokémon of the Fighting type.
  • Intimidate (1 pt) - Whenever anyone adjacent to a Pokémon with the Intimidate trait makes an attack against one of the Pokémon's allies, it takes a -1 penalty on the Accuracy roll. Available to any Pokémon who can have the Intimidate ability.
  • Mold Breaker (3 pts) - Once per encounter, a Pokémon with Mold Breaker can ignore the Resistances and Immunities of a target with an attack. Available to any Pokémon.
  • No Guard (2 pts) - A Pokémon with No Guard gains a +1 bonus on Accuracy rolls when attacking adjacent targets and anyone adjacent to a Pokémon with No Guard gains a +1 bonus on Accuracy rolls when attacking the Pokémon. Available to any Pokémon.
  • Overgrow (3 pts) - The damage dice of the Pokémon's Grass-type attacks increases by one size (i.e. from d4 to d6 or d6 to d8) if the Pokémon has no more than half its hit points remaining. Available to any Pokémon who can have the Overgrow ability and any Pokémon of the Grass type.
  • Poison Point (3 pts) - Whenever anyone successfully attacks a Pokémon with Poison Point, the attacker is inflicted with Ongoing Damage status with damage equal to 1/8 of their HP. Anyone inflicted with Ongoing Damage status will take damage each time they fail to save against it. Available to any Pokémon who can have the Poison Point ability and any Pokémon of the Poison type.
  • Pressure (1 pt) - Anyone adjacent to a Pokémon with the Pressure trait cannot use encounter powers. Available to any legendary Pokémon and any Pokémon who can have the Pressure ability.
  • Pure Power (3 pts) - Once per battle, the Pokémon can increase the damage dice of an attack by one size (i.e. from d4 to d6 or d6 to d8). Available to any Pokémon.
  • Rough Skin (2 pts) - Whenever anyone adjacent to a Pokémon with the Rough Skin trait attacks the Pokémon, they take 1 damage. Available to any Pokémon.
  • Sand Veil (3 pts) - Whenever the Pokémon uses a Ground-type attack, it gains a +1 bonus on Defense rolls until the start of its next turn. Available to any Pokémon who can have the Sand Veil ability and any Pokémon of the Ground type.
  • Shadow Tag (4 pts) - Any Pokémon who begins their turn adjacent to a Pokémon with the Shadow Tag trait has its Move reduced to 1 until the end of its turn. Available to any Pokémon who can have the Shadow Tag ability and any Pokémon of the Ghost type.
  • Shed Skin (2 pts) - Once per battle, the Pokémon can reroll a Save roll. The Pokémon must take the result of the second roll, even if it is lower. Available to any Pokémon who can have the Shed Skin ability and any Pokémon of the Dragon type.
  • Skill Link (4 pts) - All of the Pokémon's attacks with the Swipes characteristic deal an additional die of damage. Available to any Pokémon.
  • Slow Start (-2 pts) - The Pokémon starts each round with an initiative of 1. Available to any Pokémon who has not taken the Truant trait.
  • Snow Cloak (3 pts) - Whenever the Pokémon uses an Ice-type attack, it gains a +1 bonus on Defense rolls until the start of its next turn. Available to any Pokémon who can have the Snow Cloak ability and any Pokémon of the Ice type.
  • Solid Rock (3 pts) - Once per battle, the Pokémon can reroll a Defense roll. The Pokémon must take the result of the second roll, even if it is lower. Available to any Pokémon who can have the Rock Head or Solid Rock ability and any Pokémon of the Rock type.
  • Speed Boost (2 pts) - Once per battle, the Pokémon can reroll an Agility roll. The Pokémon must take the result of the second roll, even if it is lower. Available to any Pokémon who can have the Speed Boost ability and any Pokémon of the Bug type.
  • Stall (1 pt) - A Pokémon with Stall can voluntarily reduce its own initiative. Available to any Pokémon.
  • Static (4 pts) - Whenever anyone successfully attacks a Pokémon with Static, the attacker is inflicted with Paralysis status. Anyone inflicted with Paralysis status cannot move voluntarily. Available to any Pokémon who can have the Static ability and any Pokémon of the Electric type.
  • Super Luck (2 pts) - Once per encounter, the Pokémon can reroll an Accuracy roll. The Pokémon must take the result of the second roll, even if it is lower. Available to any Pokémon who can have the Super Luck ability and any Pokémon of the Dark type.
  • Synchronize (3 pts) - Whenever the Pokémon is inflicted with a status effect by an attack, the attacker also suffers that effect. Available to any Pokémon who can have the Synchronize ability and any Pokémon of the Psychic type.
  • Torrent (3 pts) - The damage dice of the Pokémon's Water-type attacks increases by one size (i.e. from d4 to d6 or d6 to d8) if the Pokémon has no more than half its hit points remaining. Available to any Pokémon who can have the Torrent ability and any Pokémon of the Water type.
  • Truant (-1 pt) - The Pokémon's initiative is reduced to 0 after its turn. Available to any Pokémon who has not taken the Slow Start trait.
1-8-1. Status-Preventing Traits
Each of these traits protect against a specific negative status or other attack effect.
  • Clear Body (1 pt) - The Pokémon cannot be inflicted with Lower Defense status. Available to any Pokémon who can have the Clear Body or White Smoke abilities.
  • Immunity (1 pt) - The Pokémon cannot be inflicted with Ongoing Damage status by Poison-type attacks or by the Poison Point trait. Available to any Pokémon.
  • Inner Focus (1 pts) - A Pokémon with Inner Focus cannot have its initiative reduced by the Flinching effect of an attack. Available to any Pokémon who can have the Inner Focus ability.
  • Insomnia (1 pt) - The Pokémon cannot be inflicted with Sleep status. Available to any Pokémon.
  • Keen Eye (1 pts) - The Pokémon cannot be inflicted with Lower Accuracy status. Available to any Pokémon who can have the Keen Eye ability and any Pokémon of the Flying type.
  • Limber (1 pt) - The Pokémon cannot be inflicted with Paralysis status. Available to any Pokémon.
  • Magma Armor (1 pt) - The Pokémon cannot be inflicted with Freeze status. Available to any Pokémon.
  • Oblivious (1 pt) - The Pokémon cannot be inflicted with Charm status or Taunt status. Available to any Pokémon.
  • Own Tempo (1 pt) - The Pokémon cannot be inflicted with Confusion status. Available to any Pokémon who can have the Own Tempo ability.
  • Sturdy (1 pt) - A Pokémon with Sturdy cannot be moved by the Push or Pull effect of an attack. Available to any Pokémon who can have the Sturdy ability and any Pokémon of the Steel type.
  • Technician (1 pt) - A Pokémon with Technician cannot be inflicted with Disable status. Available to any Pokémon.
  • Water Veil (1 pt) - The Pokémon cannot be inflicted with Ongoing Damage status by Fire-type attacks. Available to any Pokémon.
1-9. Nature
The last step in building a Pokémon is providing a short description of the Pokémon's personality. While mostly valuable from a roleplaying standpoint, this description also provides the GM with insight into how the Pokémon acts when facing choices not explicitly addressed by its trainer's commands. For example, would the Pokémon put itself into harms way to protect an ally? The nature does not need to be more than one or two sentences long.

1-10. Advancing and Evolving Pokémon
As Pokémon gain experience points, you can continue to make changes to them and to their attacks. Whenever you "rebuild" your Pokémon, check with the GM for approval. When a Pokémon evolves, increase its Die Type and recalculate its Weaknesses and Resistances (if necessary).
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Etheriel
Posted: Sep 8 2009, 01:13 AM
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2. Pokémon Battles
The purpose of this ruleset is to emulate the excitement and strategy of Pokémon battles (as seen in the video games and anime) in a play-by-post RPG format. In doing so, it does not seek to exactly replicate game mechanics from its source material, instead using that material as inspiration. The system cannot possibly include every facet of what makes Pokémon as great as it is, nor does it attempt to. I have tried to include the elements of Pokémon which I feel are most important and which I feel are most fitting for the PBP format.

2-1. Posting
Outside of Pokémon battles, posting occurs normally as in any other PBP RP. The ruleset does not become important until conflict arrises. While outside of the battle, the player has complete control over their trainer and all of the trainer's Pokémon.
During battles, each player makes one post per round. Once all players have posted, the GM will make a post summarizing the events of that round. All die rolling is done by the GM in this post.
The player's post should begin by describing their Pokémon's actions during the previous round and their trainer's reactions to the events of the round. The second portion of the player's post describes their trainer's actions during the Trainer Phase.

2-2. The Trainer Phase
The first phase of the round is the trainer phase. All events during the trainer phase occur simultaneously and instantaneously. PCs' trainer phase appears entirely within the players' posts, and NPCs' trainer phase appears at the top of the GM's post.
During this phase, each trainer is allowed to take one action. Actions include: commanding a Pokémon, releasing a Pokémon, switching Pokémon, using an item, and any context-specific actions. Either before or after this action, at the trainer's choosing, the trainer is able to move up to 5 squares.
A released Pokémon will always appear adjacent to its trainer. A trainer can recall a Pokémon from up to 10 squares away, provided that the trainer can see the Pokémon.

2-2-1. Commanding a Pokémon
The most common action taken by a trainer during the trainer phase is commanding a Pokémon. The amount of detail in your commands will likely vary from turn to turn, but may often include where to move, which attack or power to use, and which opponent to target (if attacking). If your Pokémon has a high agility, keep in mind that it may get multiple turns and command it accordingly. Take this post snippit as an example:
  • "Kadabra," Red commands, "keep your distance from the Phanpy while striking it with your Energy Ball! If we knock that out, turn your attention to Golbat with a Psybeam!"
Commands should be issued through dialogue unless it would be overly awkward to do so. For example, when you need to work a specific location into the command, you can phrase your post like so:
  • Blue points Vulpix to a position 2 squares to the left of his opponent's Gloom. "Vulpix, hit it with a Flamethrower!"
  • "Croconaw, retreat!" Leaf shouts, calling her Pokémon to a position adjacent to her. "Then, use Rest!"
2-3. The Pokémon Phase
The main phase of the round is the Pokémon phase. The Pokémon phase appears in the body of the GM's post. Unlike the trainer phase, events in this phase occur consecutively rather than simultaneously. During the Pokémon phase, each Pokémon on the battlefield responds to its trainer's commands.

2-3-1. Turns
The Pokémon phase is divided into turns. At the top of the phase, each Pokémon makes an agility roll to determine their starting initiative. Until all Pokémon have an initiative of 0 or less, the Pokémon with the highest initiative takes a turn and then deducts 4 from their initiative. This means that, under most circumstances, a Pokémon who rolls an initiative of greater than 4 can take multiple turns during that round.
On its first turn of a round, either before or after its action, a Pokémon is able to move a number of squares equal to its move stat. A Pokémon can opt to instead move twice their move stat, but they cannot take another action that turn and their initiative is reduced to 0. Moving 1 square diagonally always counts as only 1 square of movement.

2-3-2. Attacking
The most common action taken by a Pokémon on their turn is using an attack or power (see 2-6. Attacks and 2-7. Powers for more information on these). To make an attack, a Pokémon chooses a target within range and makes an accuracy roll opposed to the target's defense roll. If the result of the accuracy roll is greater than or equal to the result of the defense roll, the attack is successful. The attacking Pokémon then rolls damage and deducts that amount from the target's current HP. If the attack has effects, those are then applied, rolling accuracy again for volatility if applicable.
If an attack has multiple targets, all accuracy rolls are made first, then damage is rolled once for all targets. Accuracy is rolled for volatility for each target if applicable.

2-3-2-1. Interception
If a ranged attack must pass through the space of a Pokémon to reach its target, the Pokémon can choose to intercept the attack. The intercepting Pokémon makes a defense roll and the attacking Pokémon makes an accuracy roll. If the result of the defense roll is greater than or equal to the result of the accuracy roll, the intercepting Pokémon is hit by the attack. Otherwise, the attacker continues by making its accuracy roll against the original target as normal.

2-4. The Saving Phase
The saving phase occurs at the end of each round at the bottom of the GM's post. Any Pokémon afflicted by negative status makes a save roll against each such effect at this time. If the effect's volatility is less than or equal to the result of the save roll, the effect ends. Otherwise, decrease the effect's volatility by 1.
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Etheriel
Posted: Sep 8 2009, 01:13 AM
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Appendix A: Starter Pokémon
Sorted by type, this list collects all Pokémon which are two stages away from being fully evolved. Note that Pokémon may be listed multiple times and that some Pokémon will change types upon evolution.Appendix B: Online Resources
There is a great deal of information available regarding Pokémon on the Internet. The most comprehensive source of this information is Bulbapedia, which I highly recommend and use myself ( http://bulbapedia.bulbagarden.net/ ). Other sites offer similar "Pokedex" data online in a format you may find more to your liking, including Eevee's ( http://veekun.com/dex/pokemon ) Marriland's ( http://pokemon.marriland.com/diamond_pearl/pokedex/search ), and Legendary Pokémon's ( http://www.legendarypokemon.net/pokedex/ ), but these sites lack much of the supplementary information available on the wiki. Lastly, it is worth mentioning PokeBeach ( http://pokebeach.com/ ), which has a comprehensive library of high-quality TCG scans which are great for art and for inspiration. PokeBeach also has an easy-to-use database of sprites; just use the url http://pokebeach.com/images/sprites/platinum/a/XX.gif and replace the XX with the number of the Pokémon.
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Appendix C: Example Pokémon
The following examples show three Pokémon at three points in their evolution. The first version of each Pokémon is built as a starting Pokémon from 15 points, whereas the later versions have each gained 20 experience points since the preceding version.

user posted image
Charmander
Fire, d6, 15 pts, Size 1
Weaknesses: Ground x2, Rock x2, Water x2
Resistances: Bug x1/2, Fire x1/2, Grass x1/2, Ice x1/2, Steel x1/2

HP: 21
Defense: +1
Save: +0
Agility: +1
Move: 5
Traits: Fire STAB

+1 Fire Fang (Main attack, Fire)
2 Targets
3d4 Damage

+1 Scary Face (Secondary attack, Normal)
Range 5
1d4 Damage
Paralysis
Blunt

user posted image
Charmeleon
Fire, d8, 35 pts, Size 1
Weaknesses: Ground x2, Rock x2, Water x2
Resistances: Bug x1/2, Fire x1/2, Grass x1/2, Ice x1/2, Steel x1/2
HP: 26
Defense: +2
Save: +1
Agility: +2
Move: 6
Traits: Blaze, Fire STAB

+2 Fire Fang (Main attack, Fire)
2 Targets
3d4 Damage

+2 Scary Face (Secondary attack, Normal)
Range 5
1d4 Damage
Paralysis
Blunt

Dragon Dance (Encounter power, Dragon)
The next attack the Charmeleon makes before the end of its next turn deals an extra two dice of damage if it hits.

user posted image
Charizard
Fire/Flying, d10, 55 pts, Size 2
Weaknesses: Electric x2, Rock x4, Water x2
Resistances: Bug x1/4, Fighting x1/2, Fire x1/2, Grass x1/2, Ground x0, Steel x1/2

HP: 30
Defense: +2
Save: +1
Agility: +3
Move: 6 (Fly)
Traits: Blaze, Fire STAB, Flying STAB

+3 Fire Fang (Main attack, Fire)
2 Targets
3d4 Damage

+2 Wing Attack (Secondary attack, Flying)
Range 3
2d4 Damage
Pull 1

+3 Thunder Punch (Encounter attack, Electric)
3d4 Damage
Paralysis

Dragon Dance (Encounter power, Dragon)
The next attack the Charizard makes before the end of its next turn deals an extra two dice of damage if it hits.

user posted image
Budew
Grass/Poison, d6, 15 pts, Size 1
Weaknesses: Fire x2, Flying x2, Ice x2, Psychic x2
Resistances: Electric x1/2, Fighting x1/2, Grass x1/4, Water x1/2

HP: 22
Defense: +1
Save: +1
Agility: +0
Move: 4
Traits: Grass STAB, Poison STAB

+2 Absorb (Main attack, Grass)
Range 3
2d4 Damage
Leech

Water Sport (Encounter power, Water)
Until the end of the Budew's next turn, all attacks of the Fire type made by any Pokémon suffer a -1 penalty to their Accuracy rolls.

user posted image
Roselia
Grass/Poison, d8, 35 pts, Size 1
Weaknesses: Fire x2, Flying x2, Ice x2, Psychic x2
Resistances: Electric x1/2, Fighting x1/2, Grass x1/4, Water x1/2

HP: 24
Defense: +1
Save: +2
Agility: +1
Move: 4
Traits: Grass STAB, Poison Point, Poison STAB

+3 Mega Drain (Main attack, Grass)
Range 4
3d4 Damage
Leech

+3 Sludge Bomb (Secondary attack, Poison)
Range 3
3d4 Damage
Ongoing Damage

Water Sport (Power, Water)
Until the end of the Roselia's next turn, all attacks of the Fire type made by any Pokémon suffer a -1 penalty to their Accuracy rolls.

user posted image
Roserade
Grass/Poison, d10, 55 pts, Size 1
Weaknesses: Fire x2, Flying x2, Ice x2, Psychic x2
Resistances: Electric x1/2, Fighting x1/2, Grass x1/4, Water x1/2

HP: 27
Defense: +2
Save: +3
Agility: +2
Move: 5
Traits: Grass STAB, Overgrow, Poison Point, Poison STAB

+3 Giga Drain (Main attack, Grass)
Range 6
3d4 Damage
Leech

+3 Sludge Bomb (Secondary attack, Poison)
Range 5
3d4 Damage
Ongoing Damage

Protect (Power, Normal)
The next attack to target Roserade before the start of its next turn misses.

user posted image
Aron
Steel/Rock, d6, 15 pts, Size 1
Weaknesses: Fighting x4, Ground x4, Water x2
Resistances: Bug x1/2, Dark x1/2, Dragon x1/2, Flying x1/4, Ghost x1/2, Ice x1/2, Normal x1/4, Psychic x1/2, Rock x1/2

HP: 21
Defense: +1
Save: +0
Agility: +0
Move: 4
Traits: Rock STAB, Slow Start, Steel STAB

+2 Mud-Slap (Main attack, Ground)
Range 2
1d4 Damage
Lower Accuracy

+2 Metal Claw (Secondary attack, Steel)
2d4 Damage

Harden (Power, Normal)
Until the start of Aron's next turn, it gains a +2 bonus on Defense rolls.

user posted image
Lairon
Steel/Rock, d8, 35 pts, Size 2
Weaknesses: Fighting x4, Ground x4, Water x2
Resistances: Bug x1/2, Dark x1/2, Dragon x1/2, Flying x1/4, Ghost x1/2, Ice x1/2, Normal x1/4, Psychic x1/2, Rock x1/2

HP: 31
Defense: +2
Save: +1
Agility: +0
Move: 5
Traits: Rock STAB, Slow Start, Steel STAB

+3 Metal Claw (Main attack, Steel)
3d4 Damage

+2 Roar (Encounter attack, Normal)
2 Targets
Range 5
3d4 Damage
Lower Accuracy
Push 1

Iron Defense (Power, Normal)
Until the start of Lairon's next turn, it gains a +2 bonus on Defense rolls.


user posted image
Aggron
Steel/Rock, d10, 55 pts, Size 3
Weaknesses: Fighting x4, Ground x4, Water x2
Resistances: Bug x1/2, Dark x1/2, Dragon x1/2, Flying x1/4, Ghost x1/2, Ice x1/2, Normal x1/4, Psychic x1/2, Rock x1/2

HP: 36
Defense: +3
Save: +2
Agility: +0
Move: 5 (Dig)
Traits: Rock STAB, Slow Start, Steel STAB, Sturdy

+4 Metal Claw (Main attack, Steel)
3d4 Damage

+2 Roar (Encounter attack, Normal)
2 Targets
Range 5
3d4 Damage
Lower Accuracy
Push 1

+4 Stone Edge (Encounter attack, Rock)
5d4 Damage

Iron Defense (Power, Normal)
Until the start of Aggron''s next turn, it gains a +2 bonus on Defense rolls.
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Appendix D: Example Battle

In this example, Red, Blue, and Leaf have just pursued an executive and his bodyguards to the top of an office building, where they wait for a helicopter to arrive for them. Red and friends need to stop a prototype Poké Ball carried by the executive from getting on that helicopter, but they don't have much time left to retrieve it!

In the first round of the battle, Red released Charmeleon, Blue released Roselia, Leaf released Lairon, the executive released a Gligar, and his grunts released a Nidorino and a Croagunk. For information on the PCs' Pokémon, see Appendix C: Example Pokémon. We pick up here from the top of the second round.


End of Round 1 Map: http://clockworksyndicate.net/etheriel/mis...building_r1.png


[Red's post] "Alright, Charmeleon!" Red shouts. "The clock's ticking, let's go! Run up and try to get 'em with your Fire Fang! If they're keeping their distance, then you can show that Croagunk your Scary Face!"
[Blue's post] Blue surveys the situation, taking note of the terrain. "No problem. Roselia, sneak around that skylight and Sludge Bomb anyone who gets in your way!"
[Leaf's post] Leaf is not at all keen on letting them get away with that prototype. "Lairon, follow Charmeleon and cover him with a Roar if he needs it! Get as close as you can and let them see how serious we are!"
[GM's post] "You two know what you're doing," the executive tells his subordinates, keeping his Gligar closeby.

"Right, boss. Nidorino, show those twerps a Poison Sting!"

"Croagunk, move in and keep those Pokémon busy with a Taunt!"

Round 2 Initiative:
9 Gligar
8 Charmeleon
7 Croagunk
3 Nidorino
2 Roselia
1 Lairon

Gligar waits. [5]

Charmeleon moves and hits Nidorino with Fire Fang (6 accuracy vs 4 defense), dealing 6 damage. [4]

Croagunk moves and hits Charmeleon with Taunt (9 accuracy vs 6 defense), dealing 3 damage and inflicting Charmeleon with Taunt (7 volatility). [3]

Gligar continues to wait. [1]

Charmeleon attacks Nidorino and Croagunk with Fire Fang, missing Nidorino (6 accuracy vs 7 defense) and hitting Croagunk (7 accuracy vs 6 defense), dealing 7 damage. [0]

Nidorino misses Charmeleon with Poison Sting (4 accuracy vs. 9 defense) and moves. [-1]

Croagunk attacks Charmeleon with Poison Jab (8 accuracy vs 6 defense), dealing 8 damage. [-1]

Roselia double moves. [-2]

Lairon moves and attacks Nidorino and Croagunk with Roar, hitting Nidorino (7 accuracy vs 6 defense) and Croagunk (8 accuracy vs 4 defense), dealing 8 damage, pushing them each 1 square, and inflicting both with Lower Accuracy (volatility 4 and 9) [-3].

Gligar continues to wait. [-3]

Charmeleon saves against Taunt (9 save vs. 7 volatility). Nidorino saves against Lower Accuracy (5 save vs. 4 volatility). Croagunk fails to save against Lower Accuracy (8 save vs. 9 volatility)

Round 2 HP/Status Changes:
Croagunk, -15 HP, +Lower Accuracy (8)
Nidorino, -14 HP
Charmeleon, -11 HP
Gligar, no change
Lairon, no change
Roselia, no change

End of Round 2 Map: http://clockworksyndicate.net/etheriel/mis...building_r2.png
[Leaf's post] Seeing Charmeleon in trouble, Lairon stomps across the rooftop toward his opponents and lets out a mighty roar, throwing Nidorino and Croagunk off their feet.
---
Leaf moves up closer to the skylight while keeping her distance from the Pokémon. "Lairon, great job! Continue closing in, and try to get one of them with your Metal Claw! If you can't get close enough, protect yourself with Iron Defense!"
[Blue's post] Roselia creeps quietly across the rooftop, taking cover behind the skylight. It goes almost completely unnoticed by the Croagunk and Nidorino, who are tied up by noble Roselia's more savage companions.
--
"That's it, Roselia!" Blue cheers, moving to follow his Pokémon from a distance. "Do whatever it takes to get that Gligar away from its master. Now ht it with a Sludge Bomb!"
[Red's post] Charmeleon throws itself into the heat of battle, biting away at its opponents with its fiery jaws. It's taken off-guard by Croagunk's taunts only long enough to get hit by the jab, then it's ready for battle again.
--
"Charmeleon, be careful! Show that Croagunk your Scary Face, then get out of there and let Lairon take their attacks!" Red follows Blue while keeping an eye on the battle.
[GM's post] "Croagunk," the bodyguard hisses, "Don't let them push you around like that! Keep hitting that Charmeleon with your Poison Jab!"

"Nidorino, that Lairon won't respond to your Poison Sting, but something tells me your Double Kick will do the trick!"

"Gligar. Take care of that Roselia. Swords Dance, then Quick Attack."

Round 3 Initiative:
7 Roselia
7 Croagunk
6 Gligar
5 Nidorino
3 Charmeleon
1 Lairon

Roselia moves and hits Gligar with Sludge Bomb (5 accuracy vs 3 defense), dealing 9 damage and inflicting Gligar with 4 Ongoing Damage (6 volatility). [3]

Croagunk moves and hits Charmeleon with Poison Jab (5 accuracy vs 4 defense), dealing 6 damage. [3]

Gligar moves and uses Swords Dance. [2]

Nidorino moves and attacks Lairon with Double Kick, hitting once, dealing 3x4=12 damage. [1]

Charmeleon hits Croagunk with Scary Face (5 accuracy vs 4 defense), dealing 2 damage and inflicting Croagunk with Paralysis (3 volatility), and moves. [-1]

Roselia hits Gligar with Sludge Bomb (11 accuracy vs 10 defense), dealing 7 damage. [-1]

Croagunk waits.[-1]

Gligar misses Roselia with Quick Attack (3 accuracy vs 8 defense). [-1]

Lairon moves and hits Nidorino with Metal Claw (11 accuracy vs 8 defense), dealing 8 damage. Nidorino faints! [-3]

Croagunk fails to save against Lower Accuracy (3 save vs 8 volatility). Croagunk fails to save against Paralysis (2 save vs 3 volatility). Gligar saves against Ongoing Damage (6 save vs 6 volatility).

Round 3 HP/Status Changes:
Gligar, -16 HP
Lairon, -12 HP
Charmeleon, -6 HP
Croagunk, -2 HP, Lower Accuracy (7), +Paralysis (2)
Roselia, no change
Nidorino, fainted

End of Round 3 Map: http://clockworksyndicate.net/etheriel/mis...building_r3.png


user posted imagePLEASE POST IN THIS THREAD ONLY WITH RULES-RELATED QUESTIONS. ALL OTHER DISCUSSION OF THE RP SHOULD OCCUR ELSEWHERE. PM ME IF THERE IS ANY CONFUSION. THANK YOU.user posted image
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