Post by Mariko Ikuze on Jul 7, 2014 16:10:01 GMT -6
During an Encounter, there are several things one can do on their turn. Each in game round is approximatley 10 seconds and during this time, your Trainer may perform various actions, while issuing a command to one of their active pokemon.
Trainer’s Turns
During the start of each round, Trainers have their turns first. Generally, your party of Trainers may go in any order you’d like, however if their is a dispute the Trainers with the highest Dexterity goes first.
During their turn, a trainer can make one Trainer Action, Issue a Command and Shift.
Trainer Actions
During a Trainer’s turn there are many different things they can do; they may use one of their Trainer Features, use their Pokedex, use an Item, switch their active pokemon, or attack another trainer or pokemon.
Trainer Features
When using a Trainer Feature, follow any simply rules regarding the Feature’s effects. Some Features may be Moves that allow you to attack. Some Features manipulate pokemon or other trainers on the field. Simply follow the effects of whatever Feature you are using.
Trainer Attacks
If you wish to make an unarmed attack, attack with an improvised weapon, or attack while using an Arms Feature. The Accuracy Check to hit with a Trainer attack, unless stated otherwise, is 6. You may still attack without an Arms Feature for the relevant weapon, but you only do 1d4 + STR mod for melee or 1d4 + DEX mod for ranged attacks.
Switching Active Pokemon
In place of a Trainer Action, a Trainer may send out two pokemon, return two pokemon, send out one pokemon and return one pokemon, send out one pokemon or return one pokemon.
Pokedex
Using the Pokedex is an important part of any trainer’s life. In Pokemon: Tabletop Adventures, when a trainer uses a Pokedex on a pokemon they have never identified with their Pokedex before, they gain “DexExp.” As a reminder, for every twenty-five different pokemon that are identified with a trainer’s Pokedex, that Trainer gains one level. When someone uses their Pokedex on a pokemon, they gain access to the pokemon’s entry in the Bestiary/Pokedex. However, when a Trainer uses their Pokedex, they are not immediatley informed of what pokemon their Pokedex just identified. It takes thirty seconds, or three Rounds, for the Pokedex to load all relevant information. Until then, you’re still in the dark about what Pokemon you’ve just identified, unless you have a trusty Researcher on your team who can recognize the pokemon by appearance without the help of their Pokedex.
Items
Several consumable items are best used in battle in order to keep one of your pokemon in battling shape or prevent them from being knocked out during battle. Using them usually requires you to be adjacent to your pokemon. However, some Items, such as the Ranger’s Styler, or the Poke Ball, have special rules that require extra attention when using them. If you use an Item on a pokemon during a round in an encounter, you may not Issue a Command to them.
Ranger Stylers have 10 units of energy. A Ranger who activates their Styler uses one unit of energy and then may make a Restraint roll by rolling 1d100. If the roll is lower then the pokemon’s capture rate +25, the pokemon is restrained. At this point, the Feature they used the Styler with will dictate what happens to the restrained pokemon.
Poke Balls have various special abilities that modify how effective they are when capturing a pokemon. Whenever you throw a Poke Ball, you use both your Trainer Action and your Issuing a Command during that round of the Encounter. You may still Shift in that round. When you throw a Poke Ball, roll 1d100 . Your GM will be able to tell you if you have succesfully rolled under the target pokemon’s Capture Rate. If you succeed, that pokemon will be yours and added to your belt, or teleported to a storage PC. You can increase your chance of success when trying to capture a pokemon by weakening it, giving it a Status Affliction or lowering it’s Stats.
Issuing a Command
When you Issue a Command, you are telling one of your active pokemon how to Shift and which of their Moves, Abilities or Capabilities to use during that round of the Encounter. Unless you have the Feature, Dual Wielding, you may only issue one command per turn. If you have any additional instructions to give to your pokemon, you would do so during your Issue a Command part of your turn during that round.
Shifting
Shifting is how far the Trainer moves on the field that turn. In official battles, Trainer tend to stay in place for the entire battle, issuing command from the side of the battlefield, however in the wild, Trainers might have to keep on their toes and Move every turn to avoid aggresive, wild pokemon.
Trainers can Shift 5 meters or 5 spaces per round, adding (or subtracting) their DEX modifier. In emergencies, where you, the Trainer, are getting targeted by an attack one of that Trainer’s Pokemon who has nor Shifted during that round may make a check on 1d20 to try and Shift into the line of sight in order to intercept the attack. If the pokemon’s Speed stat is 20 or below they must roll 11 or better on the d20 check to be allowed to Shift into the way of the attack. If their Speed stat exceeds 20, they need only to roll 6 or better on the d20 Check. If a pokemon’s Speed stat exceeds 35, they do not need to make a check and may always Shift into the way of an attack targeting their Trainer if they have not Shifted yet that round.
Pokemon
After hearing your command, and all Trainers have taken their turns during a round, the Pokemon act on your commands. The Pokemon’s order is determined by the Speed stats of each active pokemon.
Pokemon Shift and use Moves according to whatever orders you issued. Pokemon can Shift and then use a Move or use a Move and then Shift, or only Shift, or only Move. To determine how much a pokemon can Shift, check a pokemon’s Speed Capabilities. Pokemon may also use Abilities or Capabilities during their turn in a round instead of using a Move if their Trainer has ordered them to do so.
Encounters
Encounters with other Trainers are generally nonthreatening and are occasionally made with wagers. It is important to decide before the battle what you’ll be wagering or their could be disagreement after the fact. However, it is not unheard of for Trainers to agree on a change of the wager during a Battle. Usually, Trainers in these kind of battles will only have one active pokemon at a time to issue commands to. These battles can easily be expanded into two versus two, three versus three or even four versus four if the party of Trainer happen to find other willing trainers. The amount of pokemon each trainer will use is also usually agreed upon before battle so that Trainers with only a few pokemon do not feel overwhelmed by their opponent who has a team of six powerful pokemon.
Gyms may have their own special rules depending on the setting your GM is handling so it’s important to ask during the start of a campaign the format in which Gym Battles take place. Usually Gym Battles are tests of skills in one on one battles against a Gym Leader to prove your worth but with the limitless campaign settings, anything could be different. Once thing that will always remain the same is that once you beat a Gym Leader, you will recieve a Gym Badge. Collect eight of these and you could enter a regional Championship.
Wild encounters are a different story. Wild Pokemon will commonly see Trainers as a threat to their home, or tasty food. In these cases, Wilds will swarm your Party and for this reason, when you are travelling in the wild, you should always try to have an alert, active pokemon. It’s unusually to come across a Wild by itself, unless it is a predator out on the hunt by itself, but even then many predatory pokemon will hunt in packs. Wild Pokemon whose territory you’ve entered will usually try to flee when weakened or defeated in battle, losing their will to fight. This is your chance to capture a pokemon! Pokemon who are hunting your party might also try to flee if you defeat them, or they just might fight until they are felled. Rangers and Law Enforcement usually do not mind when you kill an aggressive pokemon, however if you leave a trail of dead pokemon who wanted to disengage from battle, you’ll likely get arrested.
After any battle encounter, your pokemon should receive experience points.
Trainer’s Turns
During the start of each round, Trainers have their turns first. Generally, your party of Trainers may go in any order you’d like, however if their is a dispute the Trainers with the highest Dexterity goes first.
During their turn, a trainer can make one Trainer Action, Issue a Command and Shift.
Trainer Actions
During a Trainer’s turn there are many different things they can do; they may use one of their Trainer Features, use their Pokedex, use an Item, switch their active pokemon, or attack another trainer or pokemon.
Trainer Features
When using a Trainer Feature, follow any simply rules regarding the Feature’s effects. Some Features may be Moves that allow you to attack. Some Features manipulate pokemon or other trainers on the field. Simply follow the effects of whatever Feature you are using.
Trainer Attacks
If you wish to make an unarmed attack, attack with an improvised weapon, or attack while using an Arms Feature. The Accuracy Check to hit with a Trainer attack, unless stated otherwise, is 6. You may still attack without an Arms Feature for the relevant weapon, but you only do 1d4 + STR mod for melee or 1d4 + DEX mod for ranged attacks.
Switching Active Pokemon
In place of a Trainer Action, a Trainer may send out two pokemon, return two pokemon, send out one pokemon and return one pokemon, send out one pokemon or return one pokemon.
Pokedex
Using the Pokedex is an important part of any trainer’s life. In Pokemon: Tabletop Adventures, when a trainer uses a Pokedex on a pokemon they have never identified with their Pokedex before, they gain “DexExp.” As a reminder, for every twenty-five different pokemon that are identified with a trainer’s Pokedex, that Trainer gains one level. When someone uses their Pokedex on a pokemon, they gain access to the pokemon’s entry in the Bestiary/Pokedex. However, when a Trainer uses their Pokedex, they are not immediatley informed of what pokemon their Pokedex just identified. It takes thirty seconds, or three Rounds, for the Pokedex to load all relevant information. Until then, you’re still in the dark about what Pokemon you’ve just identified, unless you have a trusty Researcher on your team who can recognize the pokemon by appearance without the help of their Pokedex.
Items
Several consumable items are best used in battle in order to keep one of your pokemon in battling shape or prevent them from being knocked out during battle. Using them usually requires you to be adjacent to your pokemon. However, some Items, such as the Ranger’s Styler, or the Poke Ball, have special rules that require extra attention when using them. If you use an Item on a pokemon during a round in an encounter, you may not Issue a Command to them.
Ranger Stylers have 10 units of energy. A Ranger who activates their Styler uses one unit of energy and then may make a Restraint roll by rolling 1d100. If the roll is lower then the pokemon’s capture rate +25, the pokemon is restrained. At this point, the Feature they used the Styler with will dictate what happens to the restrained pokemon.
Poke Balls have various special abilities that modify how effective they are when capturing a pokemon. Whenever you throw a Poke Ball, you use both your Trainer Action and your Issuing a Command during that round of the Encounter. You may still Shift in that round. When you throw a Poke Ball, roll 1d100 . Your GM will be able to tell you if you have succesfully rolled under the target pokemon’s Capture Rate. If you succeed, that pokemon will be yours and added to your belt, or teleported to a storage PC. You can increase your chance of success when trying to capture a pokemon by weakening it, giving it a Status Affliction or lowering it’s Stats.
Issuing a Command
When you Issue a Command, you are telling one of your active pokemon how to Shift and which of their Moves, Abilities or Capabilities to use during that round of the Encounter. Unless you have the Feature, Dual Wielding, you may only issue one command per turn. If you have any additional instructions to give to your pokemon, you would do so during your Issue a Command part of your turn during that round.
Shifting
Shifting is how far the Trainer moves on the field that turn. In official battles, Trainer tend to stay in place for the entire battle, issuing command from the side of the battlefield, however in the wild, Trainers might have to keep on their toes and Move every turn to avoid aggresive, wild pokemon.
Trainers can Shift 5 meters or 5 spaces per round, adding (or subtracting) their DEX modifier. In emergencies, where you, the Trainer, are getting targeted by an attack one of that Trainer’s Pokemon who has nor Shifted during that round may make a check on 1d20 to try and Shift into the line of sight in order to intercept the attack. If the pokemon’s Speed stat is 20 or below they must roll 11 or better on the d20 check to be allowed to Shift into the way of the attack. If their Speed stat exceeds 20, they need only to roll 6 or better on the d20 Check. If a pokemon’s Speed stat exceeds 35, they do not need to make a check and may always Shift into the way of an attack targeting their Trainer if they have not Shifted yet that round.
Pokemon
After hearing your command, and all Trainers have taken their turns during a round, the Pokemon act on your commands. The Pokemon’s order is determined by the Speed stats of each active pokemon.
Pokemon Shift and use Moves according to whatever orders you issued. Pokemon can Shift and then use a Move or use a Move and then Shift, or only Shift, or only Move. To determine how much a pokemon can Shift, check a pokemon’s Speed Capabilities. Pokemon may also use Abilities or Capabilities during their turn in a round instead of using a Move if their Trainer has ordered them to do so.
Encounters
Encounters with other Trainers are generally nonthreatening and are occasionally made with wagers. It is important to decide before the battle what you’ll be wagering or their could be disagreement after the fact. However, it is not unheard of for Trainers to agree on a change of the wager during a Battle. Usually, Trainers in these kind of battles will only have one active pokemon at a time to issue commands to. These battles can easily be expanded into two versus two, three versus three or even four versus four if the party of Trainer happen to find other willing trainers. The amount of pokemon each trainer will use is also usually agreed upon before battle so that Trainers with only a few pokemon do not feel overwhelmed by their opponent who has a team of six powerful pokemon.
Gyms may have their own special rules depending on the setting your GM is handling so it’s important to ask during the start of a campaign the format in which Gym Battles take place. Usually Gym Battles are tests of skills in one on one battles against a Gym Leader to prove your worth but with the limitless campaign settings, anything could be different. Once thing that will always remain the same is that once you beat a Gym Leader, you will recieve a Gym Badge. Collect eight of these and you could enter a regional Championship.
Wild encounters are a different story. Wild Pokemon will commonly see Trainers as a threat to their home, or tasty food. In these cases, Wilds will swarm your Party and for this reason, when you are travelling in the wild, you should always try to have an alert, active pokemon. It’s unusually to come across a Wild by itself, unless it is a predator out on the hunt by itself, but even then many predatory pokemon will hunt in packs. Wild Pokemon whose territory you’ve entered will usually try to flee when weakened or defeated in battle, losing their will to fight. This is your chance to capture a pokemon! Pokemon who are hunting your party might also try to flee if you defeat them, or they just might fight until they are felled. Rangers and Law Enforcement usually do not mind when you kill an aggressive pokemon, however if you leave a trail of dead pokemon who wanted to disengage from battle, you’ll likely get arrested.
After any battle encounter, your pokemon should receive experience points.