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Pokemon Voltage Rules

Page history last edited by Marshmallow 3 years, 1 month ago

POKEMON VOLTAGE RULES

 

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CREATING YOUR TRAINER

 

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Name:

Class: 

=============

Physique:

Knowledge:

Mobility:

Network:

=============

Voltage:

Support:

=============

Ambitions:

Trainer Exp:

=============

 

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Your Trainer should have a Name!

 

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The first four Traits are important aspects of your character that determine what kind of activities at which they excel. Each possesses a Rank from 1 to 5 that determines how experienced and talented the character is with regards to that particular Trait. Each Rank in the Trait provides your character with a Trait Token, which you may spend in order to perform an Exploit, which allows your trainer to automatically enjoy a small success or benefit.

 

Rank 0: No idea what they're doing

Rank 1: A novice, beginner, or hobbyist

Rank 2: Educated in their field, some experience

Rank 3: Accomplished, a professional

Rank 4: A master of their craft

Rank 5: One of the best in the world

 

A Character's Physique applies whenever they are trying to accomplish something with physical might or toughness. It most often comes up when you are trying to deal damage to something, or to resist damage being dealt to you.

 

A Character's Knowledge doesn't just mean what they currently know, but also how easily they can figure something out. It applies whenever the character is attempting to remember information, find out how something works, or discern the truth.

 

A Character's Mobility refers to how effectively they can get around and get where they want to go (especially if someone or something is trying to stop them. This Trait comes into play whenever a character is using speed, awareness, and/or planning to get themselves from one location to another.

 

A Character's Network is how good they are at making friends and influencing people. You would use this Trait to persuade someone you are their friend, to intimidate someone into fearing you, or to tell a convincing lie.

 

Note how the acronym for the four Traits is PKMN. It's clever!

 

A Starting Character has one Trait at Rank 2, a second Trait at Rank 1, and the rest at Rank 0.

 

Think about what kind of activities your Trainer would excel at, and put your beginning Ranks in the Traits that deal with that sort of thing. You can also consider how exactly your character accomplishes their tasks. A "Courtly Knight" may begin with a Rank 2 Physique to represent their physical hardiness and combat expertise, but also have Rank 1 Network to represent their politeness and experience with politics and royalty (and perhaps how imposing they are when encased in a scary suit of armor).

 

As a further example, "Ninja" might have Mobility 2 to show how good they are at sneaking into places unnoticed using rooftops, windows, and sometimes the ceiling, whereas a "Tourist" has Mobility 2 because they are good at following maps and look harmless enough that they don't have trouble wandering wherever they please.

 

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The fifth Trait, Voltage, is a wild card Trait that represents your character's luck, raw talent, and (for some reason) their general financial situation. It applies when you rely on dumb luck, push your character beyond their usual limits, or need to trade for, or purchase, something.

 

A Starting Character begins with 3 Voltage.

 

Support is any item, temporary trait, or piece of information that could help a Trainer on their journey. You generally get these by carefully preparing for an upcoming adventure, or by making purchases. Each Support grants you a Token with a benefit negotiated with the GM at the time you acquire it.

 

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A Pokemon Trainer may carry one or more Ambitions that grant them the vigor and drive to journey ever onwards. These can be long term goals, grudges they bear, friendships they nurture, or roles they seek to play out for good or ill.

 

Look at the Voltage Ambitions page, and choose one or two for your character

 

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CREATING A POKEMON

 

=============

Name:

Species:

Type:

=============

Loyalty:

Demeanor:

Need:

Quirk:

=============

Weak:

Resist:

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Moves:

=============

Stamina:

=============

HP - # At - # Df - #

Sp - # SA - # SD - #

=============

Assists: [Power 1], [Intuit 1], [Run 1]

=============

 

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Choose an interesting Name for your Pokemon!

 

Choose your Pokemon's Species from the traditional 649 Pokemon Species. Basic forms of Pokemon with three evolutionary stages, and who aren't Legendary, usually make for good Starters, though whatever your favorite may will work just as well!

 

Choose two Types for your Pokemon from the usual list of 18 Elemental Pokemon Types. These are less of an overall elemental description (as they are in the games) and more of an indicator of what Types of attacks your Pokemon is really good at using. If you want to use a Type combo that differs from the official one for your Pokemon's species, feel free (or even encouraged) to do so.

 

A beginning Pokemon's Loyalty is usually "Friendly"! Captured Pokemon may have other loyalties like "Hostile", "Unfriendly", and "Neutral", depending on their nature and the circumstances of their capture. Particularly dedicated Trainers may even have their Pokemon eventually become "Devoted"!

 

Hostile: Will go out of its way to harm you, or cause problems. Ignores all authority.

Unfriendly: Will be distant and uncooperative, causing problems if a good opportunity presents itself.

Neutral: Will disobey orders that it doesn't agree with, but otherwise pretty obedient.

Friendly: Will follow all but the most offensive orders, and offers its aid freely.

Devoted: Follows orders without question, attempts to anticipate the Trainer's wishes and act accordingly.

 

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A Demeanor is the initial impression your Pokemon gives to those who interact with it, or how it behaves when left to its own devices. Choose something you think is both fitting, and fun to roleplay.

 

A Need is something your Pokemon desires that your Trainer can provide in order to persuade it to follow orders or to improve the quality of their friendship. Neglecting a Pokemon's Need is a sure way to damage their Loyalty.

 

A Quirk is something odd, funny, or unique about your Pokemon that indelibly separates them from other Pokemon of the same Species or Demeanor. Choose something you think will be interesting, and provide you with entertaining diversions while roleplaying.

 

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Your Pokemon's Weaknesses are elemental attacks that it finds difficult to defend against, or from which it takes massive damage! You may choose any number of these from the traditional 18 Pokemon Elemental Types, but between three and six is probably a good number.

 

A Pokemon's Resistances, on the other hand, are elemental attacks that they are really good at protecting themselves from, or that they take negligible damage from even if hit head on! You choose a number of these equal to however many Weaknesses the Pokemon has, and add two more for good measure.

 

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A Pokemon begins with two Moves, and will quickly gain access to many more.

 

A Move has three terms that describe how they function: Category, Type, and Style.

 

A Move's Category determines which attacking and defending stats they use to calculate damage. Physical Moves use Attack as Primary and Special Attack as Secondary versus Defense, Special Moves use Special Attack as Primary and Attack as Secondary versus Special Defense. Certain Moves may be taken as Status Moves, which causes them to gain an enhanced Style effect in return for dealing no Stamina damage.

 

A Move's Type determines what elemental damage it deals. When one of a Pokemon's Types matches the Type of a Move it uses, it gains a Same Type Attack Bonus (STAB). This is also how it's determined if the Target is Weak to, Resists, or is neutral toward, the Move.

 

A Move's Style determines how its Damage is calculated, and any extra bonuses it may have.

 

Powerful

Shifts the Target into a new Arena within the same Field.

Offensive

The User, and Target, both Shift to a new Arena within the same Field.

Ranged

This attack may be used against any Target within the same Field, but not in the same Arena.

Covering

The next time the Target attacks, they must Target the User. Alternately, the User chooses a Secondary Target. All Moves that Target that Secondary Target before the start of their next turn Target the User instead.

Testing

User discovers the Target's Type(s), and may choose to also discover something specific about the target (their weaknesses, their resistances, what their highest defense stat is, current emotional state, whatever).

Finisher

Deals 1 extra point of Stamina Damage for each of the Target's Stats that has at least 2 Damage, or 2 extra points if the Stat has 4 damage.

Mobile

The User must shift to a new Arena, within the same Field, before or after attacking.

Priority

The User automatically attacks before non-Priority Users. Multiple Priority Users consult Speed as usual.

Locking

Target cannot use the last Move they used on their next action.

[Status] - The Target cannot use the last Move they used until the User is no longer in the same Arena.

Trapping

The Target cannot Shift or use a Mobile Style Move on their next turn.

[Status] - The Target cannot Shift or use a Mobile Style Move until the User is no longer in the same Arena.

Boosting (Stat)

User increases the listed stat by +1. If the stat is damaged, increase it an additional +1 (+2 total).

[Status] - User increases the listed stat. If the stat is damaged, increase it by an additional +2 (+4 total)

Harassing (Stat)

Deals 1 Damage to Target's listed Stat.

[Status] - Deals 2 Damage to Target's listed Stat.

Recovering

User recovers 2 Stamina.

[Status] - User recovers a number of Stamina equal to their HP stat.

Refresh

User recovers 1 Damage to each Stat.

[Status] - User recovers 2 Damage to each Stat, and 2 Stamina Damage.

 

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A Pokemon's Stamina is equal to its HP Stat multiplied by two, plus its Speed Stat. I don't really like derived stats, but in this case I suppose the added longevity of the Pokemon and marginal utility to the Speed Stat is worth compromising my morals to some extent.

 

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A Pokemon has six Stats: HP, Attack, Defense, Speed, Special Attack, and Special Defense.

 

All stats begin at 1, and a starting Pokemon typically gets 15 EXP points to spend on improving their beginning abilities, including increasing Stats and Assists, and learning new Moves. (See: Trainer Improvement and Spending EXP)

 

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A Pokemon also begins with four or five Assists. An Assist is similar to the Pokemon version of a Trait. A Pokemon begins with the three Standard Assists at Rank 1 and may choose two Custom Assists at Rank 1, or one Custom Assist at Rank 2. (See also: Voltage Assists)

 

The three Standard Assists are Assists that every Pokemon has to some degree.

 

Power - A Pokemon's raw strength, and ability to smash obstacles, deal damage to non-Pokemon, and carry heavy stuff.

Intuit -  A Pokemon's intelligence, and ability to follow instructions, understand new concepts, and work independently.

Run - How fast a Pokemon can travel overland, by walking, jogging, and sprinting.

 

A Custom Assist is whatever you would like it to be. Good Custom Assists include new methods of movement (such as swimming, flying, phasing through walls) and new capabilities (like creating and controlling elements). If it's something your Pokemon should be able to do, they should probably have a Custom Assist for it! A few example Custom Assists are included below.

 

Burrow - Fill or dig out usable tunnels through the ground.

Burn - Unleash fire to set objects alight or destroy flammables.

Chill - Create icy surfaces and freeze water.

Corrode - Melt away obstacles with powerful acid.

Cut - Slash through ropes or plant matter or clear paths through choppable terrain.

Electrify - Charge things with electricity, destroy some objects and make certain areas very dangerous.

Flash - Reveal hidden things, control light, and drive away darkness.

Fly - Perform aerial maneuvers and carry cargo or passengers in the air.

Gust - Blow away light objects or obscuring smoke or mist, clear the air.

Soak - Create pools of water or widen fissures, put out fires and ruin stuff that water would ruin.

Psy Power - Draw on background emotions to cause strange effects.

Sneak - Take advantage of bad visibility to move unseen.

Swim - Perform aquatic maneuvers and carry cargo or passengers in the water.

 

Each rank in an Assist grants your Pokemon an Assist Token that may be spent to allow them to perform a tricky action utilizing that Assist. A Burn Token could be used to start a raging fire in the middle of battle, a Swim Token could be used to surf an allied Trainer out of harm's way, and so on and so forth.

 

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Battling

 

When a Pokemon targets another Pokemon with a Physical or Special Move, they deal Stamina Damage, which is resisted by the defending Pokemon. A Physical Move deals Stamina Damage equal to the User's Attack plus half their Special Attack, and is resisted by the target's Defense. A Special Move deals Stamina Damage equal to the User's Special Attack plus half their Attack, and is resisted by the target's Special Defense.

 

When a Trainer attempts to harm a Pokemon, they may spend a Physique Token to deal Stamina Damage equal to their Physique Rank.

 

Movelist and Move Pool

 

All the Moves a Pokemon currently knows is its Movelist. When a Pokemon uses a Move for the first time in a battle, it is added to its Move Pool. Once a Pokemon has four different Moves in its Move Pool, it can't use any new Moves from its Movelist until the battle ends, or it uses the Refocus action (see below).

 

Same Type Attack Bonus (STAB)

 

When a Pokemon uses a Move that is the same Type as one of their Types to deal damage to a target, the attack deals an additional point of Stamina Damage.

 

Weakness

When a Target is attacked with a damaging Move they are Weak to, they take 2 extra points of Stamina damage.

 

Resistance

When a Target is attacked with a damaging Move they Resist, the Move deals 2 less HP damage.

 

Movement (Shifting)

Each turn, a Pokemon may Shift from one Arena to any other Arena within the same Field. This may be done before or after using a Move.

 

If a Pokemon begins their turn in the same Arena as a hostile Pokemon, they can only leave that Arena by using the Disengage action (see below).

 

It also takes the entirety of a Pokemon's Turn if they choose to Shift from one Field to another Field. 

 

Other Pokemon Actions

These actions can be used instead of a Move, and are available to all Pokemon (and possibly Trainers).

 

Provoke - Functions like the Covering Move Style's first Target effect, but deals no damage.

Defend - Functions like the Covering Move Style's secondary Target effect, but deals no damage. 

Watch - Functions like the Testing Move Style, but deals no damage.

Push - Functions like the Offensive Move Style, but deals no damage.

Throw - Functions like the Powerful Move Style, but deals no damage.

Disengage - The User shifts to a different Arena, even if threatened.

Refocus - Clears the User's Move Pool.

 

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Trainer Improvement and Spending EXP

 

A Trainer may increase the rank of one of their Traits by reducing their Voltage by 1.

 

Purchasing Support

 

A character may purchase Support, typically during Downtime, by spending exchanging a Token and describing what type of preparation, equipment, or information in which they are investing for their upcoming trials. Typical Support would be something like [Sharpened Blades], [Cunning Counterargument], [Map of the City], or [Cultist Secret Password].

 

Support purchased with money or discovered through serendipity are usually granted in exchange for Voltage Tokens, but you may also spend Knowledge Tokens to earn special information, Network to recruit helpful allies, Physique to train yourself to withstand an upcoming hardship, or Mobility to memorize a safe route to a new area, and similar.

 

Experience Points

 

Pokemon who participate in battles gain Experience Points. These Experience Points can be used to increase or broaden a Pokemon's capabilities inside and outside of battle. Trainers who lead their Pokemon to victory and fulfill their Ambitions receive Trainer Exp. This can be used exactly like Experience Points, but on any Pokemon the Trainer has in their party instead of a specific Pokemon.

 

Increasing any Stat for a Pokemon costs a number of EXP equal to the new level of the Stat. (ie. increasing a Pokemon Attack 4 to Attack 5 would cost 5 EXP).

 

Assists may have their Rank increased by spending a number of EXP equal to the new Rank of the Assist (ie. increasing Dig 2 to Dig 3 would cost 3 EXP). You may also gain additional Custom Assists at Rank 1 by spending 2 EXP.

 

A Pokemon can gain a new Move by spending 1 Exp.

 

Evolution

 

After reaching a certain level of skill and experience, many Pokemon undergo a transformation into a new form. When this happens (ie. when the player decides it does) The Pokemon gets refunded all their Experience points, and may improve their Pokemon from scratch. New Moves and Custom Assists may be selected, different Stats may be upgraded, and the Pokemon may even change their Types, Resistances, and Weaknesses. This is also a good time to change a Pokemon's Demeanor, Need, or Quirk, if you were considering it. 

 

Abilities

 

After performing mighty deeds, some Pokemon earn Abilities that can change the way they battle. Known Abilities include:

 

Blaze - When this Pokemon has less Stamina than their HP Stat, their Physical and Special Moves also have Finisher and deal an additional point of Stamina damage to targets weak to Fire Type damage.

Competitive - When a enemy Pokemon in the same Arena uses a Boosting Style Move, this Pokemon also benefits from it.

Defiant - When this Pokemon is targeted by a Harassing Style Move, Boost [Stat] by +2.

Drought - When this Pokemon uses a Move, its current arena is bathed in solar energy that increases damage dealt by Fire and Grass Type Pokemon by +1, and reduces damage dealt by Water and Ice Type Pokemon by -1.

Cute Charm - The first time a Pokemon targets this Pokemon with a damaging attack, Harass the attackers Attack and Special Attack by -1 each.

Flash Fire - When this Pokemon is targeted by a Fire Type Move, it may choose to have that move Boost its [Stat] by +2 instead of the normal effects.

Infiltrator - When this Pokemon attacks, it treats Defense and Special Defense stats that are above their Max as if they were at Max. Additionally, the first time it attacks each Pokemon in an encounter, that Pokemon's HP is Harassed by -1.

Intimidate - The first time this Pokemon targets a Pokemon with a damaging attack, Harass the defender's Attack and Special Attack by -1 each.

Lightning Rod - When targeted by an Electric Type Move, this Pokemon may negate it. Additionally, it may choose to Cover any Pokemon targeted by an Electric Type Move in the same arena.

Moxie - When this Pokemon KOs another Pokemon in an encounter, Boost [Stat] by +2.

Prankster - When this Pokemon uses a Status Move, it also counts as a Priority Style Move.

Pressure - Moves that damage this Pokemon are Locked until the end of their User's next turn.

Static - The first time a Pokemon targets this Pokemon with a Phsyical attack, their Speed is Harassed by -2.

Swarm - When this Pokemon has less Stamina than their HP Stat, their Physical and Special Moves also have Harass (Sp) and deal an additional point of Stamina damage to targets weak to Bug Type damage.

Synchronize - When this Pokemon is targeted by a Harassing Style Move, the User of that Move is also targeted.

Unnerve - Pokemon in the same Arena are prevented from using Boosting Style Moves (they are treated as though Locked)

 

Formes and Mega Evolution

 

No data yet.

 

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Rest and Downtime

 

During a period of time where a Trainer does little else but eat, sleep, or perform similar, relaxing and non-strenuous activity, they are considering Resting. When a Trainer spends a full 8 hours resting, they regain all spent Trait Tokens rank, but must repurchase any Support they still have available (or allow it to be lost/fade away).

 

When you spend a full day or more in a safe, friendly, occupied place (like a town), it is considered Downtime. During Downtime, you may permanently spend Voltage to improve Traits and purchase new Support, to represent shopping, studying, planning and other similar efforts.

 

Every now and then, a Downtime will allow your Voltage rank to increase by 1 to represent your Trainer's growing pool of knowledge, wealth, and experience. 

 

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Tagging and No Contest 

 

Your Trainer doesn't have to spend a Trait Token to accomplish every little thing. If you are an accomplished soldier (with Physique 3) and you're in a sparring match with someone who barely knows which end of the sword to hold, you don't need to spend a Physique Token to defeat them, you may simply say that you are tagging your Physique Trait to succeed (You might want to spend a Token to use the 'Embarass a Lesser Foe' Exploit, though, if you want to show this peasant who's boss). The same is true for common knowledge that your character ought to know, roads and areas they are very familiar with, and close friends whose help they can count on without having to offer up a favor.

 

Sometimes you are mistaken about how difficult an action will be. If you accidentally offer a Trait Token for an action that doesn't need it, the GM will say its "No Contest" and the Token won't be spent.

 

On the other hand you might overestimate your character's abilities. If you attempt something beyond your character's usual skills without offering a Token, the GM may request a Token to be spent before the action happens. If there is some disagreement about how difficult an action is, you may need to discuss the situation and come to an acceptable compromise.

 

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