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Pokemon Voltage Rules

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Saved by Marshmallow
on December 27, 2013 at 7:18:55 pm
















Voltage: #/Max






Your Trainer should have a Name!




Choose a Class for your character! You get to make this up, so just call it whatever you think would most effectively indicate what kind of stuff your character would be good at doing. Perhaps they are a [Knight], a [Shaman], or a [Thief]! Feel free to embellish it with a few descriptive terms if you like (perhaps you are a "[Conniving Knight]", "[Serious Shaman]", or a "[Talented Thief]").




The 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.


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 class 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.




Voltage represents your characters ability to push themselves beyond the normal limits of their Traits, and their potential for improvement. Your Character begins with a Maximum of 5 of them.


Finally, Prep are temporary, single-use bonuses. They describe things your character has done to prepare themselves for future challenges, either by locating useful equipment, learning specific but relevant information, or making plans ahead of time. You don't begin with any of these, but will earn them or have the opportunity to purchase them with Voltage during play.























HP - # At - # Df - #

Sp - # SA - # SD - #


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





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.




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.




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 17 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.




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. Strong Moves deal Stamina Damage equal to the Primary Stat plus half of the Secondary Stat. Weak Moves deal only the Primary Stat in Stamina Damage.


Powerful - Strong

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

Offensive - Strong

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

Ranged - Strong

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

Covering - Strong

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 - Strong

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 - Weak

Deals bonus Stamina Damage equal to the total modification to the target's stats (ie. -2 Df, -2 SD, +1 Sp = 3 bonus Damage)

Mobile - Weak

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

Priority - Weak

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

Locking - Weak

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 - Weak

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) - Weak

User recovers 1 Damage to listed Stat. Will temporarily increases the Stat by above Max by +1 for each use, to a max of +2.

[Status] - User recovers 2 Damage to listed Stat. Will temporarily increases the Stat by above Max by +2 for each use, to a max of +4. 

Harassing (Stat) - Weak

Deals 1 Damage to Target's listed Stat, to a max of -2.

[Status] - Deals 2 Damage to Target's listed Stat, to a max of -4.

Recovering - Weak

User recovers 2 Stamina.

[Status] - User recovers half of their current Max Stamina.

Refresh - Weak

User recovers 1 Damage to each Stat.

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




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.




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)




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). 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.






When a Pokemon targets another Pokemon with a Physical or Special Move, they deal Stamina Damage, which is resisted by the defending Pokemon.


A Strong 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 Weak Physical Move deals Stamina Damage equal to the User's Attack, and is resisted by the target's Defense.

A Strong 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.

A Weak 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 deal Stamina Damage equal to their Physique Rank. They may Tag their Class and use Support to add bonuses to this (see "Bidding" below).


When a Pokemon attempts to harm a Trainer, compare that Pokemon's Power (or other relevant Assist) to the Trainer's Physique Rank.


If the targeted Trainer's Physique is equal to, or higher, than the Pokemon's Assist Rank, the Trainer's Physique is temporarily reduced by the Rank of the attacking Pokemon's Assist. The Trainer may negate 1 of this reduction by Tagging their Class, and by 1 for each Voltage they spend.

If the targeted Trainer's Physique is less than the Pokemon's Assist Rank, and the Trainer is not Wounded, the Trainer becomes Wounded.

If the targeted Trainer's Physique is less than the Pokemon's Assist Rank, and the Trainer is Wounded, the Trainer becomes Unconscious.


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).



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



When a Target is attacked with a damaging Move they Resist, the Move deals 2 less HP damage, and the Target cannot be forcibly Shifted, Locked, Trapped, or Tested.


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.




Trainer Improvement and Spending EXP


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


Purchasing Support


A character may purchase Support, typically during Downtime, by spending 1 Voltage 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].


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 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 any new Move that is the same Type as one of their two Types by spending 1 EXP. Assuming a tutor can be located, they may learn differently Typed Moves for 2 Exp.




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. 




No data yet.


Formes and Mega Evolution


No data yet.




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 Voltage up to their Maximum, but lose any Support they purchased (unless they immediately repurchase it). Earned Support is never lost until it is spent.


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 reduce your Maximum Voltage to improve Traits and spend Voltage to purchase new Support, to represent shopping, studying, planning and other similar efforts.


Every now and then, a Downtime will allow your Maximum Voltage to increase by 1 to represent your Trainer's growing pool of knowledge, wealth, and experience. This may increase a Trainer's Maximum Voltage above 5, but not above 10.




Tagging and No Contest 


Your character is assumed to be moderately competent in the skills their Class covers. You may Tag your Class at any time to get easily remembered information or a simple, relevant, effect. (You "Tag" a Class by describing how the skills, experience, and abilities implicit to that Class would help you in that situation).


If your Tag request goes above and beyond "easily remembered" information, or a "simple" effect, especially when some other force is directly trying to stop you, this will initiate a Bid against the GM (see below). 


On the other hand, if you mistakenly make a Bid for easily remembered information, or a simple effect, the GM response will be "No Contest", and your action will be treated as though you had simply Tagged your Class instead. 






A Bid happens when a player wants to have their character do something important. 


A Bid is made by determining what kind of effect you are trying to accomplish and picking the relevant Trait (Physique, Knowledge, Mobility, or Network). Your initial Bid is equal to that Trait's Rank.


If your Class is obviously and directly relevant to what you are trying to do, Tag it to add +1 to the total.


If you would like to use Support on the Bid, you may choose one, obviously and directly relevant, source of Support that you have, and remove it from your character to add +2 to the total.


Finally, you may add as much Voltage to the Bid as you like, each one you spend adding +1 to the total.


Bid Total = Trait Rank + 1 (Tagged Class) + 2 (Support Bonus) + Voltage




Difficulty 3 - Pretty easy for someone well-equipped or somewhat talented

Difficulty 5 - Standard opposition for a competent character

Difficulty 7 - A tough challenge unless you're lucky, or prepared

Difficulty 9 - Probably going to need a rest after this.

Difficulty 11 - All in.

Difficulty 13 - How the heck did you do that?




Pokemon Wagers


Pokemon may contribute to a Bid with their Assists, or make a Bid entirely on their own, using an Assist in the place of a Trait.


Instead of using a Trait, a Trainer may use one of their Pokemon's Assists, granted that it is obviously and directly relevant to the task at hand. They may also Tag one of their Pokemon's Assists instead of Tagging their Class, gaining the usual +1 bonus to their Bid.



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