Stats and Description
Pokemon have base stats, and every level (including 1) their stats are increased based on their nature.
Base stats are grouped in couplets of offense, defense, and stamina, and then also are grouped in triplets as physical and special. The derived stats are Attack, Defense, Special Attack, Special Defense, HP, and PP.
Offensive stats are used to determine additional power for a move, attack and special attack vs defense and special defense. The relevant attack stat for a move is compared to the defense of the same type, and if offense is higher, the attack gains 1 power, and then an additional power for each 5 points above the target defense it is. For example, if a pokemon is attacking with a special move with base power 3, and its special attack is 12, we compare that special attack value to the target's special defense. If that special defense value is 7, then our attack is higher (+1 power) and 12 is 5 more than 7 (+1 additional power) for a final power of 5 (pending other modification).
Stamina stats drive a pokemon's two meters, HP and PP. HP is associated with physical stats, and PP is associated with special stats. HP dictates how much punishment a pokemon can take before it faints, and PP dictates the frequency of powerful moves a pokemon can use. Pokemon get 5 PP back per turn, +1 additional per 10 max PP, and their PP stat represents the maximum value overall. So a pokemon with 10 PP will regenerate 6 per turn, and one with 23 will regenerate 7 per turn. A pokemon with full PP who has insufficient PP to use a powerful move may spend HP equal to the difference in order to use that move. For instance, a low level pokemon with 6 PP can use a move that requires 10 PP if they have a full 6 PP, by paying all 6 PP and 4 HP in addition.
Each level (including 1), a pokemon gains stats based on its nature. Positive stats, neutral stats, and negative stats each give a different bonus depending on if it's an odd or even level.
| Stamina | Offense | Defense | |
|---|---|---|---|
| Physical | HP | Attack | Defense |
| Special | PP | Sp. Att | Sp. Def |
Natures make a row or column positive, and a row or column negative. Stats that are affected by both or neither are considered neutral. On odd levels, positive stats gets +2, neutral stats get +1 and negative stats get +0. On even levels, all stats get +1. Stamina stats get an additional +1 every level.
| + | = | - | Stamina | |
|---|---|---|---|---|
| Odd | +2 | +1 | +0 | Additional +1 |
| Even | +1 | +1 | +1 | Additional +1 |
The table below shows the cumulative bonus to a given stat at a given level.
| + | = | - | Stam + | Stam = | Stam - | |
|---|---|---|---|---|---|---|
| 1 | 2 | 1 | 0 | 3 | 2 | 1 |
| 2 | 3 | 2 | 1 | 5 | 4 | 3 |
| 3 | 5 | 3 | 1 | 8 | 6 | 4 |
| 4 | 6 | 4 | 2 | 10 | 8 | 6 |
| 5 | 8 | 5 | 2 | 13 | 10 | 7 |
| 6 | 9 | 6 | 3 | 15 | 12 | 9 |
| 7 | 11 | 7 | 3 | 18 | 14 | 10 |
| 8 | 12 | 8 | 4 | 20 | 16 | 12 |
| 9 | 14 | 9 | 4 | 23 | 18 | 13 |
| 10 | 15 | 10 | 5 | 25 | 20 | 15 |
| 11 | 17 | 11 | 5 | 28 | 22 | 16 |
| 12 | 18 | 12 | 6 | 30 | 24 | 18 |
| 13 | 20 | 13 | 6 | 33 | 26 | 19 |
| 14 | 21 | 14 | 7 | 35 | 28 | 21 |
| 15 | 23 | 15 | 7 | 38 | 30 | 22 |
| 16 | 24 | 16 | 8 | 40 | 32 | 24 |
| 17 | 26 | 17 | 8 | 43 | 34 | 25 |
| 18 | 27 | 18 | 9 | 45 | 36 | 27 |
| 19 | 29 | 19 | 9 | 48 | 38 | 28 |
| 20 | 30 | 20 | 10 | 50 | 40 | 30 |
Base stats are stats which grow with the Pokemon as they level, and Intrinsic Stats are stats specific to the species which are not modified except by unique circumstances or temporary basis.
The speed stat represents the distance in yards a pokemon can move per action point spent to move. Each action to move is one straight line up to this distance.
Represents the number of actions a pokemon can take. Often 4 for small pokemon, and 2 for larger ones. Actions are normally just moving and using moves, but most moves end a pokemon's turn.
From 0 to 5, referenced various mechanics and also establishes a pokemon's footprint on the battlefield. The number also represents the baseline reach for the pokemon's melee attacks.
Normally based on a combination of speed and size, this is the base roll needed to hit a pokemon with a ranged move
Pokemon have abilities that add additional capability to pokemon. Some are triggered and happen optionally or automatically under certain conditions, some always apply, and some resemble techniques that can be actively used.
Poison, Level 5
Nature: +Offense | -Defense
| Size | Speed | Evasion | Initiative | AP |
|---|---|---|---|---|
| 2 | 4 | 5 | 7 | 3 |
| HP | PP | Attack | Defense | Sp. Att | Sp. Def |
|---|---|---|---|---|---|
| 16 | 15 | 15 | 8 | 13 | 7 |
Whenever Nidorino uses an technique that makes contact, it may spend an additional 5PP to pay for it. If it does, that technique becomes Poison instead of its usual type, and gains a 17+ on d20 chance of poisoning (STAB applies to the technique as normal)
Base
| Stamina | Offense | Defense | |
|---|---|---|---|
| Physical | 6 | 7 | 6 |
| Special | 5 | 5 | 5 |
RockWater, Level 3
Nature: +Defense | -Offense
| Size | Speed | Evasion | Initiative | AP |
|---|---|---|---|---|
| 1 | 2 | 4 | 5 | 3 |
| HP | PP | Attack | Defense | Sp. Att | Sp. Def |
|---|---|---|---|---|---|
| 9 | 11 | 9 | 14 | 6 | 10 |
Super Effective and Quad Effective damage is counted as one stage lower vs Kabuto.
Base
| Stamina | Offense | Defense | |
|---|---|---|---|
| Physical | 3 | 8 | 9 |
| Special | 5 | 5 | 5 |
Techniques are divided into status and damaging, which are further divided into physical and special.
Called "moves" in the games, but renamed here for clarity when also discussing actual movement, techniques are special actions pokemon can take, and their primary way to deal damage. After a target is chosen, Pokemon use an AP for the action to use the Technique, and must pay the necessary PP to use it. If they do not have sufficient PP, the technique can't be chosen (with few exceptions, see Overdraw below). Then, simply do what the Technique says. If it has a base power, it deals damage as explained later. When choosing a target, it must reasonably be able to be hit after the technique's effects take place. For instance, many Melee techniques allow the Pokemon to "lunge" and make a small straight line move before dealing damage. Obviously they may target a unit within that lunge+melee reach range.
A pokemon may have a technique that costs more PP than their max. They may still use the technique, but they must be at max PP. The extra required PP is drawn from their HP instead. If paying HP in this way would drop their HP to 0 or less, they may not overdraw to use the technique.
For instance, a Pokemon with 10 max PP wants to use a technique that requires 25 PP. As long as they have 10 PP and their current HP is 16 or more, they may pay 10 PP and 15 HP to use the technique.
Techniques have 4 ranges: Melee, Short Range, Long Range, and Self.
The reach of a Size 1 Pokemon (like a Nidoran or Charmander) being 1"/2 Yards might seem a little far for a small guy to reach. You can think of Pokemon's position as somewhat fuzzy, and factor in lunging in and pulling back as a factor of attacking. Pokemon 6 feet away are in a tense stand off and either may be juking, stepping in and out. At the end of the day, scaling an inch as a yard is to just give a rough estimate for players to use outside of strictly mechanical aspects. Trying to match the mechanical scale and positioning to the literal scale and positioning would both be impractical for trying to use physical models, and yield minimal value.
| Type | Category | BP | PP | Range | Contact? |
|---|---|---|---|---|---|
| Normal | Physical | 6 | 5 | Melee | Y |
User lunges up to 2 yards in a straight line towards the target before dealing damage.
| Type | Category | BP | PP | Range | Contact? |
|---|---|---|---|---|---|
| Water | Special | 4 | 5 | Long | N |
If the target is size 2 or less and within 2 yards, push them directly away up to 2 yards.
| Type | Category | BP | PP | Range | Contact? |
|---|---|---|---|---|---|
| Normal | Status | ~ | 0 | Self | N |
Recover 10 PP and increase Crit Chance by one stage.
| Type | Category | BP | PP | Range | Contact? |
|---|---|---|---|---|---|
| Poison | Physical | 8 | 10 | Melee | Y |
Poisons the target on a 17+.
| Type | Category | BP | PP | Range | Contact? |
|---|---|---|---|---|---|
| Ice | Special | 9 | 15 | Long | N |
Freezes the target on a 20+.
| Type | Category | BP | PP | Range | Contact? |
|---|---|---|---|---|---|
| Grass | Status | ~ | 8 | Short | N |
2 yard radius persistent cloud. Anything that moves into or starts its turn in the cloud of powder must pass a 10+ save or fall asleep.
| Type | Category | BP | PP | Range | Contact? |
|---|---|---|---|---|---|
| Fighting | Physical | 2 | 4 | Melee | Y |
Calculate power twice, and add the results together (STAB applies twice, base +1 damage applies twice, etc)
Combat is fought by teams of pokemon, often 2v2 or 3v3 (but sometimes more, or with uneven teams) on battlefields of a variety of sizes. Standard small stadiums are 24 x 48 yards, and larger ones are 48 x 72 yards. At a rough 28mm scale, this translates to 12" x 24" and 24" x 36" respectively. This document will hereafter be formatted with inches, with the assumption that an inch is 2 yards.
Pokemon act in turn sequence determined by their initiative, with each initiative value having its own step. When an initiative step is reached, if there's more than one pokemon at that step, randomly determine which will go. For instance, if Geodude, Jigglypuff, and Slugma were in a combat, once Initiative Step 2 we randomly choose Jigglypuff, who then takes its turn. After its turn ends, we randomly determine the next one to act is Geodude. After Geodude's turn, Slugma would act, and then we move to Initiative Step 1.
A pokemon's turn is split into 3 broad phases: Start, Act, and End.
Terrain and area effects relevant to where the Pokemon starts the turn happen here. Effects which allow you to recover from status effects (commonly, Sleep which can end naturally) happen here. Then, they recover a certain amount of PP. Pokemon recover 5 PP at the start of the turn, +1 for every 5 points of max PP the pokemon has (IE, they recover 5+(Max PP/5), rounded down).
When it's a Pokemon's turn to act, they can spend AP to make actions to move or to use techniques. Normal movement costs 1 AP and allows them to move up to their speed in yards. Burrowing, flying, and swimming movement are special cases that have their own intrinsic speed stat, and pokemon without a swimming speed may move 2 yards per AP. Techniques usually cost power points as well as AP to use, and end the pokemon's turn unless otherwise specified. Other special actions may be taken for relevant AP costs.
When a pokemon's turn ends, either by using up AP or using a technique that does not let them continue to act, relevant effects happen. Status effects like Poison and Burn trigger here.