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Pokemon Voltage Rules

This version was saved 10 years, 11 months ago View current version     Page history
Saved by Marshmallow
on April 14, 2013 at 4:10:09 pm
 

POKEMON VOLTAGE RULES

 

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CREATING YOUR TRAINER

 

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Name:

Town:

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

Concept:

Goal:

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

Major Trait: 

Moderate Trait:

Qualities:

Items:

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

Voltage:

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

 

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Your Trainer should have a neat Name!

 

Your Trainer should have a Hometown!

 

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Choose an interesting Character Concept! This is a quick description of what you expect your character to be and do, in just a few words.

 

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.

 

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Traits are important aspects of your character that determine where they excel. Each Trait possesses a Rank from 1 to 5 that determines how experienced and talented the character is with regards to that particular Trait.

 

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

 

Each Trait applies to a certain number of "Situations". Each situation describes a method or approach for accomplishing a task, or for preventing someone from accomplishing something. There are four Categories of Situation (Physical, Mobile, Investigative, and Social), and each are divided into an Offensive use and a Defensive use.

 

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Decide on a name for your first Trait. This Trait is your Major Trait, it begins at Rank [2] and has three Situations in which it can be used

 

Decide on a name for your second Trait. This one is your Moderate Trait, it begins at Rank [1] and is defined by two Situations in which it can be Wagered.

 

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Qualities are broad, temporary versions of traits that do not have a Rank. They describe your character's moods, fleeting interests, briefly memorized skills or information, or anything else worth noting about your character that may come in handy in the near future. 

 

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Pick an Item for your Trainer. This first item is a signature piece of equipment to help you on your Journey. 

 

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Finally, Voltage. Your Character begins with 10 of them.

 

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CREATING A POKEMON

 

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

Name:

Species:

Type:

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

Loyalty:

Demeanor:

Need:

Quirk:

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Weak:

Resist:

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

Moves:

Assists:

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Stamina:

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

HP - # At - # Df - #

Sp - # SA - # SD - #

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

 

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Choose an cool 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, are preferred, naturally.

 

Choose two Types for your Pokemon from the usual 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"!

 

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 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.

 

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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.

 

Powerful - Shifts the Target into a new Arena within the same Field. Deals a bonus point of Stamina Damage.

Offensive - The User, and Target, both Shift to a new Arena within the same Field. Deals a bonus point of Stamina Damage.

Finisher - This move deals no Defense or Special Defense Damage. Deals 2 bonus points of Stamina Damage.

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

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 allow it to 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 Weaknesses, Resistances, or compare two of its Stats (ie. Does it have higher Speed than HP? Does it have higher Attack or Special Attack?)

Boosting (Stat) - User recovers 2 Damage to listed Stat (Except HP), and 1 Stamina (2 Stamina if Stat is Speed). If used on a Stat at its maximum value, temporarily increases the Stat by +1 for each use (+2 for Speed), to a max of +4 over max. [STATUS]

Recovering - User recovers half of their Stamina. [STATUS]

Refresh - User recovers 1 Damage to each Stat except HP, and recovers 2 Stamina. [STATUS]

Harassing (Stat) - Deals 1 HP Damage plus 2 Damage to Target's listed Defense, Special Defense, or Speed, or 1 Damage to Target's listed Attack or Special Attack. Additionally, if used on a Stat that has been Boosted, all Boost gains are removed. [STATUS] 

 

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An Assist is the Pokemon version of a Trait. A Pokemon begins with two Assists at Rank 1 or one Assist at Rank 2. (See also: Voltage Assists)

 

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.

 

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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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Pokemon Battling

 

When a Pokemon targets another Pokemon with a non-Status Move, they deal Stamina 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). Offensive, Powerful, and Finisher Style Moves always deal 1 point of Stamina Damage, that is dealt regardless of Defensive or Attacking Stats.

 

Same Type Attack Bonus (STAB)

When the User is the same Type as the Move used, the Move deals 1 Defense Damage to the Target if a Physical Category Move, or 1 Special Defense Damage to the Target if a Special Category Move. The Finisher Style is an exception to the STAB rule, and receives no benefit.

 

Weakness

When a Target is attacked with a Physical or Special Category Move they are Weak to, they take 2 extra points of Stamina damage. If targeted by a Harassing Move they are Weak to, they take 1 extra damage to the listed Stat, and 2 Stamina Damage instead of 1.

 

Resistance

When a Target is attacked with a Physical or Special Move they Resist, the Move deals 2 less HP damage, and the Target cannot be shifted, Locked, Trapped, or Tested. If targeted by a Harassing Move, they take 1 less damage to the listed Stat, and no Stamina 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 "Disengaging". Disengaging allows them to Shift to another Arena, but they cannot use a Move in the same turn.

 

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.

Trip - Functions like the Trapping Move Style, but deals no damage.

Distract  - Functions like the Locking Move Style, but deals no damage.

Guard - Blocks Shifting between two Fields. Shifting Pokemon instead end their shift in the User's Arena.

 

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Trainer Improvement and Spending EXP

 

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

 

A Trainer may also spend 2 Voltage to gain a "Minor" Trait. This new Trait has one Situation in which it can be used.

 

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.

 

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 Assists at Rank 1 by spending 2 EXP.

 

A Pokemon can gain a new Move that is the same type as them by spending 1 EXP. They may gain a non-STAB Typed Move by spending 2 EXP.

 

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Downtime 

 

At the start of Downtime, count up your current voltage, plus each Quality after the first, plus each Item after the first. If the total is less than 10, you gain enough Voltage to raise that total to 10. 

 

You may eventually gain certain Qualities and Items that do not count against this 10 Voltage limit. These will typically either be one-time-use or rewards for good play. 

 

During Downtime, you may exchange Qualities and Items for Voltage, or vice versa. You may also spend Voltage for Upgrades, either for your Character Traits or for Pokemon Stats. 

 

Voltage Spent on Traits or Pokemon Upgrades recovers more slowly. Your next Downtime, you will only recover an amount of Voltage equal to 10 - (the amount spent on upgrades - 1). 

 

Example: You spend 3 Voltage to upgrade a Trait to Rank 3. Your next Downtime you only recover up to 8 Voltage, the second you recover up to 9, then the third you are back up to 10 Voltage recovered per Downtime.

 

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Tagging and No Contest 

 

Your character is assumed to be moderately competent in the skills their Traits, Qualities, and Items cover. You may Tag a Trait, Quality, or Item at any time to get easily found information or a simple effect relevant to the Trait/Quality/Item that you Tagged. 

 

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

 

On the other hand, if you mistakenly make a Wager for easily found information, or a simple effect, the GM response will be "No Contest", and your action will be treated as though you Tagged a Trait, Quality, or Item instead. 

 

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Wagers 

 

A Wager happens when a player wants to have their character do something important, or wants to protect their character from some sort of harmful consequence. 

 

When you want to do something, you make an Offensive Wager. You may add any Trait that applies to the situation (PO, MO, IO, or SO), one Quality, and one Item. You may also add any amount of your current Voltage. 

 

When you want to protect against something, you make a Defensive Wager. You may add any Trait that applies to the situation (PD, MD, ID, or SD), one Quality, and one Item. You may also add any amount of your current Voltage. 

 

(It will often happen that you need to make both an Offensive, and a Defensive Wager at the same time. ie. You are trying to knock someone out before they stab you. When this is the case, you may not add the same Trait to both Offense and Defense, and the total amount of voltage bid on both can't exceed your total. For this reason, you should strongly consider separating the Offense and Defense of your preferred method of conflict into two different Traits.) 

 

Your Wager total is compared to the GM's Wager opposing you. If the Offense Wager is higher than the opposing Defense Wager, that Wager succeeds and the action is accomplished, if the Offense Wager is equal to, or less than, the Defense Wager, the action is successfully defended against and fails. The winner of the Wager then loses Voltage equal to the difference between their and the opponent's total, up to, and limited by, the amount of Voltage they bid. 

 

Example: A Soldier is ambushed by an Enemy Scout who is trying to shoot him with a bow. He counters by drawing his sword and charging. Both are trying to harm the other, so both make a simultaneous Physical Offense and Physical Defense Wager. 

 

Soldier 

Physical Offense - [Stoic Soldier 2] + Item: [Longsword] + 2 Voltage 

Physical Defense - [Metal-clad Merc 1] + Quality: [Sturdy] + Item: [Chainmail] + 0 Voltage 

 

Enemy Scout 

Physical Offense - [Ranged Ambusher 1] + Quality: [Patient] + Item: [Longbow] + 3 Voltage 

Physical Defense - [Evasive Scout 3] + Item: [Leather Armor] + 1 Voltage 

 

The Soldier's Offense Wager is 5 versus the Scout's Defense Wager of 5. The Enemy Scout wins and is uninjured, and pays no Voltage (1 Voltage Wagered, 5 - 5 = 0) 

 

The Scout's Offense Wager is 6 versus the Soldier's Defense Wager of 3. The Scout wins, and the Soldier takes an arrow and goes down. The Scout pays 3 Voltage (3 Voltage Wagered, 6 - 3 = 3) 

 

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Pokemon Wagers

 

Pokemon may also make Wagers, but in a slightly different manner than Trainers. A Pokemon never adds Voltage to their Wager, but can damage certain Stats to increase their Physical Offense and Defense Wagers.

 

Because fighting comes naturally to most Pokemon, they may use the higher of their Attack or Special Attack Stat as a Physical Offense wager, and they may use the higher of their Defense or Special Defense Stat as a Physical Defense wager.

 

A Pokemon may take 2 damage to their HP Stat, or 1 damage to their Speed Stat, to increase their Physical Offense or Physical Defense Wager by 1. This may be done as many times as a Pokemon likes, though neither Stat can be reduced below 0, and if HP reaches 0 than the Pokemon faints as normal.

 

Any other Wager a Pokemon makes uses one of their Assists, and cannot be improved by spending Voltage or damaging Stats.

 

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