TommyGun15
Teh Scawyest Wulf
There are two steps to character creation.
A Trainer starts at level 0, with no class. Trainers gain levels not based on EXP, but through performing deeds deemed worthy by the GM, such as beating a Gym Leader, finding a Legendary Pokémon, or capturing a certain amount of Pokémon. At Level 5, you may choose a class based upon the stat prerequisites you meet. If you qualify for multiple classes, you may choose one. At Level 10, you may choose a Sub-Class based on the deeds you have performed. The maximum level is 50.
Bob has reached level 1. His Int and Wis are both at least 13, qualifying him to take the Researcher Class. However, his Dex is also 13, which with his Int qualifies him for the Capture Specialist class. Ultimately he chooses the Researcher Class. Later at level 10, Bob owns a camera, and has raised his Wis to 16, qualifying him to take the Photographer Sub-Class. Bob has also encountered 2 different Legendary Pokémon, qualifying him for the Cryptozoologist Sub-Class. Interested in Legendary Pokémon, Bob takes the Cryptozoologist Sub-Class.
A Trainer starts will all stats set to 6, and is given 28 points to add to these base stats to create your trainer. As you level up, you will be given additional points.
Strength (Str): Determines melee attack bonus and damage, thrown weapon damage, athletic ability, and carry capacity.
Dexterity (Dex): Determines ranged damage, thrown weapon attack bonus, and Accuracy Check bonus.
Constitution (Con): Determines your health, ability to resist status effects (Poison, Paralysis, ect.), and ability to avoid death.
Intelligence (Int): Determines your academic knowledge
Wisdom (Wis): Determines your worldly knowledge, perception bonus, and ability to resist stat changes.
Charisma (Cha): Determines your ability to influence other humans and pokemon.
Your stats determine your modifiers. For every 2 points above 10 a stat is, you gain +1 to your modifier. For every 2 points below 11, you gain -1 to your modifier.
Aside from your core stats, you also have your HP, and your Accuracy Check Bonus (ACB). Your ACB is a number added to the Accuracy Check made by any person or Pokémon attempting to attack you. The Accuracy Check of a trainer's attack is typically 6 + The AC bonus of the target. A natural 20 is a critical hit, Which automatically hits, and deals double damage.
Fearow uses Peck on Bob. Bob's ACB is + 2. The AC of the move Peck is 2. Fearow rolls an 8 and hits Bob, dealing 10 damage. Bob then rolls to strike Fearow back. Bob rolls a natural 20, and deals 18 damage to the Fearow.
Your HP is equal to your Con modifier x 4 + Lvl x 4. If you drop below 0 HP, you are unconscious, and if you drop below the negative of your HP, you die.
Bob's HP is 24. He is struck by a wild Gyrados's Hyperbeam. His health drops to -3, and he is rendered unconscious. Bob is then struck by another Hyperbeam. His health drops to -30, and he dies.
At certain levels, a trainer will also gain feats, some of which are available to all trainer, and others are only available to certain classes. When you gain a new feat, you will be informed what options are available to you.
Finally, a trainer may have a weapon. There are 3 types of weapons, Melee, thrown, and ranged, and the exact weapon used has no affect on damage. Typically, unless altered by weapon type or a Class ability, a trainer counts as normal-type for the purposes of dealing and taking damage, and all attacks count as Physical Attacks. To hit with a weapon, you must exceed the targets AC with your attack roll, which is 1d20 + the appropriate modifier (Str for Melee weapons, Dex for Thrown and Ranged weapons). Damage is determined by your Damage Base + half the appropriate modifier (Str for Melee and Thrown weapons, Dex for ranged weapons).
Damage Base 1 1d10+4
Damage Base 2 1d12+6
Damage Base 3 2d8+6
Damage Base 4 2d10+8
Damage Base 5 3d8+10
Damage Base 6 3d10+12
Damage Base 7 3d12+14
Damage Base 8 4d12+16
Your Damage Base (DB) is determined by your level, and if you have a Weapon of Choice. Typically trainers use DB 1 for all weapons, and DB 2 for their Weapon of Choice. At level 10, you use DB 2 for all weapons, and DB 4 for a Weapon of Choice. At level 15, you use DB 3 for all weapons, and DB 6 for a Weapon of Choice. Your Weapon of Choice, if any, is selected after taking the Weapon of Choice feat.
Pokémon stats are different from Trainer Stats. They are determined by their species, and level. Every time your Pokémon gains a level, you gain 1 point to place into it's stats, so long as doing so won't change it's Stat Relation.
A Level 1 Charmander with a neutral Nature has the following base stats.
HP - 4
Atk - 5
Def - 4
Sp. Atk - 6
Sp. Def - 5
Speed - 7
Therefore, it's stat relation is as such:
Speed>Sp. Atk>Atk and Sp. Def>HP and Def
This means that when you add the point to your Pokémon's stats, you cannot raise stats in one Stat Relation Level total higher than the stats in the Level above it, although the stats in the same Stat Relation Level do not have to be equal.
For example, in this case I could not put a point into HP or Def until I put points into Atk and Sp. Def in order raise them, preventing them from having equal scores. However, to do that I must first put points into Atk and Sp. Def, which must come after a point in Sp. Atk, and so on. So in this case, I would have to put 1 point into speed at level 2, after which I could either choose to raise speed again, or raise Sp. Atk.
However, this alone would force Pokémon into specific roles based on their species. This is where a Pokémon's Nature, which is randomly selected by the GM, comes in. Nature, in addition to determining personality and food preferences, alters the base stats of the Pokémon, typically by raising one state and lowering another. Here is a level 1 Charmander with an Adamant Nature.
HP - 4
Atk - 7 (Instead of 5)
Def - 4
Sp. Atk - 4 (Instead of 6)
Sp. Def - 5
Speed - 7
With these Base stats, the Charmander would lean towards being a fast melee fighter with a high physical damage output, but it's special attacks would be much weaker.
Each Pokémon also has a type, which determines what sort of weaknesses and resistances it has, as well as it's STAB.
HP: This determines a Pokémon's Hit Points (Which is also abbreviated to HP). Your Pokémon's Hit Points are equal to HP x 3 + Level. When a Pokémon's Hit Points fall below 0, it is rendered unconscious. If it's Hit Points fall below it's negative max Hit Point score, it dies.
Caterpie's Hit Points is 7. It is hit by the wild Pidgey's Gust attack, and it's Hit Points drops to -1, rendering it unconscious. It is then hit by Pidegy's Peck attack, dropping it's HP to -8, and it subsequently dies.
Attack (Atk): This is used to calculate the damage of Physical Based attacks. After rolling for damage, add this value to the damage of the attack.
Defense (Def): This is also used to calculate the damage of Physical Based attacks. After your opponent calculates the damage their attack would deal and adds their Pokémon's Attack Value, subtract this value from the damage. Damage cannot be lowered below 1. For every 5 points in Defense, add 1 point to Physical Evasiveness.
Special Attack (Sp. Atk): This is used to calculate the damage of Special Based attacks. After rolling for damage, add this value to the damage of the attack.
Defense (Sp. Def): This is also used to calculate the damage of Special Based attacks. After your opponent calculates the damage their attack would deal and adds their Pokémon's Special Attack Value, subtract this value from the damage. Damage cannot be lowered below 1. For every 5 points in Special Defense, add 1 point to Special Evasiveness.
Speed: Speed determines the order of combat. Unless otherwise noted, The Pokémon with the highest Speed stat moves first. For every 10 points in Speed, add 1 point to Accuracy.
When a Pokémon evolves, it's base stats may change. Any points already placed into the base stats of the previous form will carry over to the new form, thus it is recommended that you keep track of these added points separately from the base stats.
Some moves raise stats, and others lower them. If a stat is raised by a move or item, it always raises by 25% of it's base, up to 250%. If a stat is lowered, it lowers by 12.5% of it's base, to a minimum of 25%.
Accuracy and Evasiveness are two sub-stats determined by a Pokémon's main stats. Accuracy determines ability to hit a target, and is added to the Accuracy Check roll of any attack the Pokémon makes. Accuracy can never be higher then +10
Evasiveness is divided into Physical, and Special Evasiveness. Physical Evasiveness is used to dodge Physical attacks, and Special Evasiveness is used to determine your ability to dodge Special Attacks. The difficulty for a Pokémon to be hit is equal to the Accuracy Check of an attack + The appropriate Evasiveness score. Neither Physical nor Special Evasiveness can ever be higher than +15.
Every Pokémon has up to 4 Moves it can choose from at any given time.
Moves are written down as such.
Move Name: Obvious
Type: What Pokémon Type the move belongs to. If a Pokémon uses a move that belongs to it's type, it gains a STAB bonus equal to it's level/5, rounded down. STAB cannot be less than 1.
Frequency: How often a Pokémon can use the move. At-Will means it can be used every turn. EOT means it may be used every other turn. OPB means that a move may be used once per battle. And finally OPC, which are moves that cannot be used more than once between visits to the Pokémon Center, or without a significant amount of healing and rest.
Accuracy Check: This is a number that is added to your opponents appropriate Evasiveness score. The resulting total is the difficulty of the check. To hit your opponent, you must exceed this score by rolling a d20 + Your Pokémon's Accuracy Bonus.
Damage: This determines both the Base Roll for the move, if any, and whether the move is Physical or Special, if applicable.
Range: This determines who or what the move targets. Self means that the move targets the user of the move. Melee means that the move hits a single target through direct contact. Ranged - Single means that the move targets a single target at a range. Ranged - Multi means that the move targets all opponents within range. All means that the move targets every available target. Finally, Field moves target the environment itself.
Effect: Many moves have effects besides simply dealing damage. Those effects will be listed here.
Each Pokémon also has certain Capabilities. There are basic capabilities that are common throughout most Pokémon, and special capabilities that are unique. Special capabilities are often elaborated on within the Pokémon's Character sheet. The Basic Capabilities are as follows. It should be noted that these basic capabilities generally have little to no effect in combat.
Overland: This represents how quickly the Pokémon moves overland.
Surface: This represents how quickly the Pokémon moves in the water, swimming along the surface. If a Pokémon learns the move Surf, and does not have the Surface Capability, it gains Surface 4. If it already has the Surface ability, the value is raised by 4.
Underwater: This represents how quickly the Pokémon moves underwater. If a Pokémon learns the move dive, and does not have the Underwater Capability, it gains Underwater 3. If it already has the Underwater ability, the value is raised by 3.
Burrow: This determines how fact the Pokémon can dig. If a Pokémon learns the move Dig, and it does not have the Burrow Capability, it gains Burrow 3. If it already has Burrow, the value is raised by 3.
Sky: This represents how quickly the Pokémon moves in the air, either flying or levitating. If a Pokémon learns the move Fly, and does not have the Sky Capability, it gains Sky 4. If it already has the Surface ability, the value is raised by 4.
Power: This represents how much weight a Pokémon can lift, based on the averages for their species. If a Pokémon learns the move Strength, their Power goes up by 1.
Power Value Average Weight
Power 1 10 lbs - 5 kg
Power 2 50 lbs - 23 kg
Power 3 100 lbs - 45 kg
Power 4 200 lbs - 90 kg
Power 5 350 lbs - 158 kg
Power 6 500 lbs - 227 kg
Power 7 750 lbs - 340 kg
Power 8 1000 lbs - 455 kg
Power 9 2500 lbs - 1135 kg
Power 10 4000 lbs - 1815 kg
Jump: This represents how high a Pokémon can jump into the air. If a Pokémon learns the move Bounce, it's Jump goes up by one.
Jump Value Height of Jump
Jump 1 3 ft - 1 m
Jump 2 6 ft - 1.8 m
Jump 3 10 ft - 3 m
Jump 4 15 ft - 4.5 m
Jump 5 20 ft - 6 m
Jump 6 25 ft - 7.6 m
Jump 7 35 ft - 10.6 m
Jump 8 50 ft - 15.2 m
Jump 9 70 ft - 21 m
Jump 10 100 ft - 30.5 m
Intelligence: This represents the Pokémon's capability for rational thought. The higher a Pokémon's intelligence, the more capable it is at thinking for itself, and thus the more difficult it is to control if it isn't loyal. Wild Pokémon with high intelligence tend to be extremely dangerous.
Intelligence Value Examples of this Thought Level
Intelligence 1 Feeble-mindedness, unable to do simple tasks, essentially a robot
Intelligence 2 Self-aware
Intelligence 3 Can’t figure out tasks by self, but can follow orders
Intelligence 4 Can build, use tools
Intelligence 5 Human intellect
Intelligence 6 Able to function as a leader, act by self
Intelligence 7 Genius-level thought, may speak human languages
Lastly, all Pokémon have Abilities, which are unique to them. The details of the Abilities are as follows
Each Pokémon has one ability from a list available to their species. These basic abilities may be shared by other Pokémon species.
Name
Description: What the Pokémon does with the ability
Activation: What triggers the ability. Some Abilities are continuous, and cannot normally be deactivated.
Effects: What the ability does, both in and out of combat.
At Level 40, a Pokémon learns their High ability, which is often unique to that Pokémon's species.
Here is a basic template for creating a character and their Pokémon. I recommend you use it to ease the process of character creation. I also encourage you to update your character sheet frequently.
Name:
Age:
Gender:
Height:
Weight:
Appearance: Either a picture, or a written description will suffice.
Personality:
Background: A note on Background. The characters we will be playing have amnesia, and as they level up, they will "remember" their class, feats, and other abilities. Therefore, please leave this section blank, and fill it in as you go along.
Level:
Class:
Sub-Class:
Str:
Dex:
Con:
Int:
Wis:
Cha:
ACB:
Damage Base:
Equipment:
Species:
Gender:
Nature:
Type:
Hit Points:
HP:
Atk:
Def:
Sp. Atk:
Sp. Def:
Spd:
Eva:
Sp. Eva:
Acc:
Name
Description: What the Pokémon does with the ability
Activation: What triggers the ability. Some Abilities are continuous, and cannot normally be deactivated.
Effects: What the ability does, both in and out of combat.
Type:
Frequency:
Accuracy Check:
Damage:
Range:
Effect:
Type:
Frequency:
Accuracy Check:
Damage:
Range:
Effect:
Type:
Frequency:
Accuracy Check:
Damage:
Range:
Effect:
Type:
Frequency:
Accuracy Check:
Damage:
Range:
Effect:
Bob has reached level 1. His Int and Wis are both at least 13, qualifying him to take the Researcher Class. However, his Dex is also 13, which with his Int qualifies him for the Capture Specialist class. Ultimately he chooses the Researcher Class. Later at level 10, Bob owns a camera, and has raised his Wis to 16, qualifying him to take the Photographer Sub-Class. Bob has also encountered 2 different Legendary Pokémon, qualifying him for the Cryptozoologist Sub-Class. Interested in Legendary Pokémon, Bob takes the Cryptozoologist Sub-Class.
A Trainer starts will all stats set to 6, and is given 28 points to add to these base stats to create your trainer. As you level up, you will be given additional points.
Strength (Str): Determines melee attack bonus and damage, thrown weapon damage, athletic ability, and carry capacity.
Dexterity (Dex): Determines ranged damage, thrown weapon attack bonus, and Accuracy Check bonus.
Constitution (Con): Determines your health, ability to resist status effects (Poison, Paralysis, ect.), and ability to avoid death.
Intelligence (Int): Determines your academic knowledge
Wisdom (Wis): Determines your worldly knowledge, perception bonus, and ability to resist stat changes.
Charisma (Cha): Determines your ability to influence other humans and pokemon.
Your stats determine your modifiers. For every 2 points above 10 a stat is, you gain +1 to your modifier. For every 2 points below 11, you gain -1 to your modifier.
Aside from your core stats, you also have your HP, and your Accuracy Check Bonus (ACB). Your ACB is a number added to the Accuracy Check made by any person or Pokémon attempting to attack you. The Accuracy Check of a trainer's attack is typically 6 + The AC bonus of the target. A natural 20 is a critical hit, Which automatically hits, and deals double damage.
Fearow uses Peck on Bob. Bob's ACB is + 2. The AC of the move Peck is 2. Fearow rolls an 8 and hits Bob, dealing 10 damage. Bob then rolls to strike Fearow back. Bob rolls a natural 20, and deals 18 damage to the Fearow.
Your HP is equal to your Con modifier x 4 + Lvl x 4. If you drop below 0 HP, you are unconscious, and if you drop below the negative of your HP, you die.
Bob's HP is 24. He is struck by a wild Gyrados's Hyperbeam. His health drops to -3, and he is rendered unconscious. Bob is then struck by another Hyperbeam. His health drops to -30, and he dies.
At certain levels, a trainer will also gain feats, some of which are available to all trainer, and others are only available to certain classes. When you gain a new feat, you will be informed what options are available to you.
Finally, a trainer may have a weapon. There are 3 types of weapons, Melee, thrown, and ranged, and the exact weapon used has no affect on damage. Typically, unless altered by weapon type or a Class ability, a trainer counts as normal-type for the purposes of dealing and taking damage, and all attacks count as Physical Attacks. To hit with a weapon, you must exceed the targets AC with your attack roll, which is 1d20 + the appropriate modifier (Str for Melee weapons, Dex for Thrown and Ranged weapons). Damage is determined by your Damage Base + half the appropriate modifier (Str for Melee and Thrown weapons, Dex for ranged weapons).
Damage Base 1 1d10+4
Damage Base 2 1d12+6
Damage Base 3 2d8+6
Damage Base 4 2d10+8
Damage Base 5 3d8+10
Damage Base 6 3d10+12
Damage Base 7 3d12+14
Damage Base 8 4d12+16
Your Damage Base (DB) is determined by your level, and if you have a Weapon of Choice. Typically trainers use DB 1 for all weapons, and DB 2 for their Weapon of Choice. At level 10, you use DB 2 for all weapons, and DB 4 for a Weapon of Choice. At level 15, you use DB 3 for all weapons, and DB 6 for a Weapon of Choice. Your Weapon of Choice, if any, is selected after taking the Weapon of Choice feat.
Pokémon stats are different from Trainer Stats. They are determined by their species, and level. Every time your Pokémon gains a level, you gain 1 point to place into it's stats, so long as doing so won't change it's Stat Relation.
A Level 1 Charmander with a neutral Nature has the following base stats.
HP - 4
Atk - 5
Def - 4
Sp. Atk - 6
Sp. Def - 5
Speed - 7
Therefore, it's stat relation is as such:
Speed>Sp. Atk>Atk and Sp. Def>HP and Def
This means that when you add the point to your Pokémon's stats, you cannot raise stats in one Stat Relation Level total higher than the stats in the Level above it, although the stats in the same Stat Relation Level do not have to be equal.
For example, in this case I could not put a point into HP or Def until I put points into Atk and Sp. Def in order raise them, preventing them from having equal scores. However, to do that I must first put points into Atk and Sp. Def, which must come after a point in Sp. Atk, and so on. So in this case, I would have to put 1 point into speed at level 2, after which I could either choose to raise speed again, or raise Sp. Atk.
However, this alone would force Pokémon into specific roles based on their species. This is where a Pokémon's Nature, which is randomly selected by the GM, comes in. Nature, in addition to determining personality and food preferences, alters the base stats of the Pokémon, typically by raising one state and lowering another. Here is a level 1 Charmander with an Adamant Nature.
HP - 4
Atk - 7 (Instead of 5)
Def - 4
Sp. Atk - 4 (Instead of 6)
Sp. Def - 5
Speed - 7
With these Base stats, the Charmander would lean towards being a fast melee fighter with a high physical damage output, but it's special attacks would be much weaker.
Each Pokémon also has a type, which determines what sort of weaknesses and resistances it has, as well as it's STAB.
HP: This determines a Pokémon's Hit Points (Which is also abbreviated to HP). Your Pokémon's Hit Points are equal to HP x 3 + Level. When a Pokémon's Hit Points fall below 0, it is rendered unconscious. If it's Hit Points fall below it's negative max Hit Point score, it dies.
Caterpie's Hit Points is 7. It is hit by the wild Pidgey's Gust attack, and it's Hit Points drops to -1, rendering it unconscious. It is then hit by Pidegy's Peck attack, dropping it's HP to -8, and it subsequently dies.
Attack (Atk): This is used to calculate the damage of Physical Based attacks. After rolling for damage, add this value to the damage of the attack.
Defense (Def): This is also used to calculate the damage of Physical Based attacks. After your opponent calculates the damage their attack would deal and adds their Pokémon's Attack Value, subtract this value from the damage. Damage cannot be lowered below 1. For every 5 points in Defense, add 1 point to Physical Evasiveness.
Special Attack (Sp. Atk): This is used to calculate the damage of Special Based attacks. After rolling for damage, add this value to the damage of the attack.
Defense (Sp. Def): This is also used to calculate the damage of Special Based attacks. After your opponent calculates the damage their attack would deal and adds their Pokémon's Special Attack Value, subtract this value from the damage. Damage cannot be lowered below 1. For every 5 points in Special Defense, add 1 point to Special Evasiveness.
Speed: Speed determines the order of combat. Unless otherwise noted, The Pokémon with the highest Speed stat moves first. For every 10 points in Speed, add 1 point to Accuracy.
When a Pokémon evolves, it's base stats may change. Any points already placed into the base stats of the previous form will carry over to the new form, thus it is recommended that you keep track of these added points separately from the base stats.
Some moves raise stats, and others lower them. If a stat is raised by a move or item, it always raises by 25% of it's base, up to 250%. If a stat is lowered, it lowers by 12.5% of it's base, to a minimum of 25%.
Accuracy and Evasiveness are two sub-stats determined by a Pokémon's main stats. Accuracy determines ability to hit a target, and is added to the Accuracy Check roll of any attack the Pokémon makes. Accuracy can never be higher then +10
Evasiveness is divided into Physical, and Special Evasiveness. Physical Evasiveness is used to dodge Physical attacks, and Special Evasiveness is used to determine your ability to dodge Special Attacks. The difficulty for a Pokémon to be hit is equal to the Accuracy Check of an attack + The appropriate Evasiveness score. Neither Physical nor Special Evasiveness can ever be higher than +15.
Every Pokémon has up to 4 Moves it can choose from at any given time.
Moves are written down as such.
Move Name: Obvious
Type: What Pokémon Type the move belongs to. If a Pokémon uses a move that belongs to it's type, it gains a STAB bonus equal to it's level/5, rounded down. STAB cannot be less than 1.
Frequency: How often a Pokémon can use the move. At-Will means it can be used every turn. EOT means it may be used every other turn. OPB means that a move may be used once per battle. And finally OPC, which are moves that cannot be used more than once between visits to the Pokémon Center, or without a significant amount of healing and rest.
Accuracy Check: This is a number that is added to your opponents appropriate Evasiveness score. The resulting total is the difficulty of the check. To hit your opponent, you must exceed this score by rolling a d20 + Your Pokémon's Accuracy Bonus.
Damage: This determines both the Base Roll for the move, if any, and whether the move is Physical or Special, if applicable.
Range: This determines who or what the move targets. Self means that the move targets the user of the move. Melee means that the move hits a single target through direct contact. Ranged - Single means that the move targets a single target at a range. Ranged - Multi means that the move targets all opponents within range. All means that the move targets every available target. Finally, Field moves target the environment itself.
Effect: Many moves have effects besides simply dealing damage. Those effects will be listed here.
Each Pokémon also has certain Capabilities. There are basic capabilities that are common throughout most Pokémon, and special capabilities that are unique. Special capabilities are often elaborated on within the Pokémon's Character sheet. The Basic Capabilities are as follows. It should be noted that these basic capabilities generally have little to no effect in combat.
Overland: This represents how quickly the Pokémon moves overland.
Surface: This represents how quickly the Pokémon moves in the water, swimming along the surface. If a Pokémon learns the move Surf, and does not have the Surface Capability, it gains Surface 4. If it already has the Surface ability, the value is raised by 4.
Underwater: This represents how quickly the Pokémon moves underwater. If a Pokémon learns the move dive, and does not have the Underwater Capability, it gains Underwater 3. If it already has the Underwater ability, the value is raised by 3.
Burrow: This determines how fact the Pokémon can dig. If a Pokémon learns the move Dig, and it does not have the Burrow Capability, it gains Burrow 3. If it already has Burrow, the value is raised by 3.
Sky: This represents how quickly the Pokémon moves in the air, either flying or levitating. If a Pokémon learns the move Fly, and does not have the Sky Capability, it gains Sky 4. If it already has the Surface ability, the value is raised by 4.
Power: This represents how much weight a Pokémon can lift, based on the averages for their species. If a Pokémon learns the move Strength, their Power goes up by 1.
Power Value Average Weight
Power 1 10 lbs - 5 kg
Power 2 50 lbs - 23 kg
Power 3 100 lbs - 45 kg
Power 4 200 lbs - 90 kg
Power 5 350 lbs - 158 kg
Power 6 500 lbs - 227 kg
Power 7 750 lbs - 340 kg
Power 8 1000 lbs - 455 kg
Power 9 2500 lbs - 1135 kg
Power 10 4000 lbs - 1815 kg
Jump: This represents how high a Pokémon can jump into the air. If a Pokémon learns the move Bounce, it's Jump goes up by one.
Jump Value Height of Jump
Jump 1 3 ft - 1 m
Jump 2 6 ft - 1.8 m
Jump 3 10 ft - 3 m
Jump 4 15 ft - 4.5 m
Jump 5 20 ft - 6 m
Jump 6 25 ft - 7.6 m
Jump 7 35 ft - 10.6 m
Jump 8 50 ft - 15.2 m
Jump 9 70 ft - 21 m
Jump 10 100 ft - 30.5 m
Intelligence: This represents the Pokémon's capability for rational thought. The higher a Pokémon's intelligence, the more capable it is at thinking for itself, and thus the more difficult it is to control if it isn't loyal. Wild Pokémon with high intelligence tend to be extremely dangerous.
Intelligence Value Examples of this Thought Level
Intelligence 1 Feeble-mindedness, unable to do simple tasks, essentially a robot
Intelligence 2 Self-aware
Intelligence 3 Can’t figure out tasks by self, but can follow orders
Intelligence 4 Can build, use tools
Intelligence 5 Human intellect
Intelligence 6 Able to function as a leader, act by self
Intelligence 7 Genius-level thought, may speak human languages
Lastly, all Pokémon have Abilities, which are unique to them. The details of the Abilities are as follows
Each Pokémon has one ability from a list available to their species. These basic abilities may be shared by other Pokémon species.
Name
Description: What the Pokémon does with the ability
Activation: What triggers the ability. Some Abilities are continuous, and cannot normally be deactivated.
Effects: What the ability does, both in and out of combat.
At Level 40, a Pokémon learns their High ability, which is often unique to that Pokémon's species.
Here is a basic template for creating a character and their Pokémon. I recommend you use it to ease the process of character creation. I also encourage you to update your character sheet frequently.
Name:
Age:
Gender:
Height:
Weight:
Appearance: Either a picture, or a written description will suffice.
Personality:
Background: A note on Background. The characters we will be playing have amnesia, and as they level up, they will "remember" their class, feats, and other abilities. Therefore, please leave this section blank, and fill it in as you go along.
Level:
Class:
Sub-Class:
Str:
Dex:
Con:
Int:
Wis:
Cha:
ACB:
Damage Base:
Equipment:
Species:
Gender:
Nature:
Type:
Hit Points:
HP:
Atk:
Def:
Sp. Atk:
Sp. Def:
Spd:
Eva:
Sp. Eva:
Acc:
Name
Description: What the Pokémon does with the ability
Activation: What triggers the ability. Some Abilities are continuous, and cannot normally be deactivated.
Effects: What the ability does, both in and out of combat.
Type:
Frequency:
Accuracy Check:
Damage:
Range:
Effect:
Type:
Frequency:
Accuracy Check:
Damage:
Range:
Effect:
Type:
Frequency:
Accuracy Check:
Damage:
Range:
Effect:
Type:
Frequency:
Accuracy Check:
Damage:
Range:
Effect:
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