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Pokemon Voltage Rules

This version was saved 11 years, 7 months ago View current version     Page history
Saved by Marshmallow
on August 4, 2012 at 7:43:57 pm
 

POKEMON VOLTAGE RULES

 

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CREATING YOUR TRAINER

 

Standard Statline

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Name:

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

Goal:

Belief:

Fear:

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Traits:

Items:

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

Voltage:

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Your Trainer should have a neat Name!

 

Come up with a Goal. This is a long term ambition that determines the trajectory of your character's story. When your character doesn't have something more pressing at hand to deal with, this is likely what they are working towards accomplishing.

 

Come up with a Belief. This is a simple phrase, philosophy, or bit of homespun wisdom which your character holds dear. If your character is confronted with a tricky problem or situation, they might consult their Belief to decide how to proceed.

 

Come up with a Fear. This is something your Character is deadly afraid of happening to them. When they might otherwise leap into the fray or stand confidently in the face of adversity, this is what could cause them to second-guess themselves.

 

Take 4 Ranks and disperse them between as many Traits for your Trainer as you like. The first Trait you take should be a relatively broad Trait, describing a career, background, or skillset you expect to cover approximately 3 types of action you will do over and over and perhaps several lesser skills that will come up once or twice. Additional Traits will be narrow Traits that cover one particular skill or ability. No starting Trait should be higher than Rank 3.

 

Pick an Item for your Trainer. This item/weapon acts as a Rank 1 Trait whenever you're taking an action relevant to its purpose and the benefit can stack with the Ranks from a Character Trait.

 

Finally, Voltage. Your Character begins with 7 of them.

 

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CREATING A POKEMON

 

Standard Statline

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

Name:

Level:

Species:

Type:

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

Loyalty:

Demeanor:

Need:

Quirk:

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

Weak:

Resist:

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

Moves:

Assists:

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HP - # At - # Df - #

Sp - # SA - # SD - #

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

 

Choose an interesting Name for your Pokemon!

 

Your Pokemon begins at Level 5. Captured Pokemon may start at a higher Level.

 

Choose your Pokemon's Species from the traditional 649 Pokemon Species. Basic forms of Pokemon with three evolutionary stages, and who aren't Legendary, are preferred, naturally.

 

Choose two Types for your Pokemon from the traditional list of 17 Elemental Pokemon Types. These are less of an overall elemental description 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"!

 

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. They may only use four different Moves during any particular event, however. The four Moves they use during an encounter are called a Pokemon's Active Moves.

 

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

 

A Move's Category determines which attacking and defending stat they use to calculate damage. Physical Moves use Attack and Defense, Special Moves use Special Attack and Special Defense, and Status Moves do not deal 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 any extra bonuses it may have.

  • Mobile - The User must shift to a new Arena, within the same Field, before or after attacking.
  • Powerful - Shifts the Target into a new Arena within the same Field. May deal bonus Damage to any Stat.
  • Offensive - The User, and Target, both Shift to a new Arena within the same Field. May deal bonus Damage to any Stat.
  • Ranged - This attack may be used against any Target within the same Field.
  • 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 turn.
  • Trapping - The Target cannot Shift, or use any Moves that trigger a Shift, on their next turn.
  • 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 either the Target's Active Moves, Weaknesses, or Resistances.
  • Finisher - This move converts all Defense or Special Defense Damage dealt by it into HP Damage.
  • Boosting (Stat) - User recovers 2 Damage to listed Stat, and 2 Damage to HP. May increase Stat up to 1 over maximum (or two over Maximum if HP). Deals no Damage and has no Target.
  • Recovering - The User recovers half their Max HP.
  • Refresh - User recovers 1 Damage to each Stat, except HP which recovers 2. Deals no Damage and has no Target. Recovering - User recovers half their max HP.
  • Harassing (Stat) - Deals 2 Damage to listed STAT, plus 1 if the Target is Weak to the Move's Type, minus 1 if the Target Resists. Deals no HP Damage and is considered a Status Move.

 

An Assist is the Pokemon version of a Trait. A Pokemon begins with one Assist at Rank 1.

  • 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 obstacles with powerful acid.
  • Crush - Smash apart obstacles or destroy barriers.
  • 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 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.
  • Intuit - Formulate plans independently and follow complex trainer commands.
  • 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.
  • Sprint - Perform feats of agility and carry cargo or passengers overland.
  • Swim - Perform aquatic maneuvers and carry cargo or passengers in the water.
  • Tackle - Shove obstacles out of the way or push heavy things, knock down flimsy structures.

 

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

 

AttackSpecial Attack, and Speed start at 1. HP, Defense, and Special Defense start at 2. You may distribute 5 points between the Stats.  After doing this, multiply HP by 2.

 

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Pokemon Battling

When a Pokemon targets another Pokemon with a Move, they deal HP Damage equal to the difference between the attacking Pokemon's Attack Stat and the Target's Defense Stat (if they use a Physical Move) or the attacking Pokemon's Special Attack Stat and the Target's Special Defense Stat (if they use a Special Move).

 

After dealing any HP Damage, the Move also deals 1 Damage to Defense (if they use a Physical Move) or Special Defense (if they use a Special Move).

 

Moves with no Target (Boosting, Refresh, Recovering) are classified as "Status" Moves, instead of Physical or Special.

 

Same Type Attack Bonus (STAB)

When the User is the same Type as the Move used, the Move deals 1 HP Damage, regardless of the User's Attack and Special Attack, and the Target's Defense or Special Defense.

 

Weakness

When a Target is attacked with a Move they are Weak to, they take an extra point of Defense/Special Defense Damage.

 

Resistance

When a Target is attacked with a Move they Resist, the Move deals one less of each Stat Damage taken.

 

Improving

A Trainer may increase an existing Trait, or gain a new Trait, by spending Voltage equal to the new rank of the Trait. (ie. Getting a new Trait costs 1 Voltage. Increasing a Rank 2 Trait to a Rank 3 Trait costs 3 voltage.)

 

In addition to the gains from leveling up, a Pokemon may increase any Stat, or pre-existing Assist, by having their Trainer spend Voltage equal to the new point total of the Stat or Rank of the Assist. (ie. Increasing a Corrode 2 Assist to Corrode 3 costs 3 Voltage. Increasing the Attack Stat from 4 to 5 costs 5 Voltage.)

 

Spending Voltage in this way can only be done during Downtime, and furthermore must be accompanied by appropriate training (and a post to that effect). In cases where the material, expertise, or time might not be available, a successful Voltage Wager can assure that it is, and allow you to spend Voltage on the desired upgrade.

 

In addition, Pokemon who participate in battles gain Experience Points. These Experience Points can be substituted for Voltage when increasing a Pokemon's Stats or Assist.

 

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Trainer Actions

Whenever a Trainer attempts an action, they secretly wager some (or all) of their Voltage against an amount secretly wagered by the GM.

 

If an intended action is particularly potent, the GM may also specify an ante that must be paid in addition to the one Voltage for success.

 

The Rank of one Character Trait and one Item may be added to the wagered total. The player may opt to not wager any Voltage and only use their Trait/Equipment as their total if they like.

 

If the player's wager is higher than the GM's, their action happens and they pay one Voltage to the GM (unless they wagered 0 Voltage and only used their Trait/Equipment).

 

If the player's wager is lower than the GM's, their action fails and they likely take some sort of penalty, but the GM must pay them one Voltage from their stockpile.

 

If the player and GM's wager are equal, the action succeeds but the player must pay two of their wagered Voltage to the GM.

 

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