Pokemon Zero v0.8
Pokemon Zero v0.8
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TRAINER CREATION NATURE
A Nature is a defining personality trait of a Trainer. When your POKÉMON CREATION CHOOSE NATURE
This is effectively the same as a Trainer’s Nature, with the
The Pokémon Trainer, referred to as a PC, is a character in the Nature would apply and help you in a situation that needs a skill Creating a Pokémon follows these steps: inclusion of applying to battles.
story that the player directly controls every action of. While you roll, you may roll the skill die again, taking the highest of the two 1. Choose or invent three skills to be at d8.
can command Pokémon, they still have free will to refuse.
MOVES
rolls. 2. Determine Typing. A Pokémon’s moves, unlike a Trainer’s, can also be used in a
Creating a Trainer follows these steps: MANTRA 3. Determine Stage battle. A Pokémon’s Special Move can be used once per scene
1. Choose or invent a skill to be at d10. Everyone has a goal or dream, defined by a Mantra. A Mantra is a and/or battle.
4. Choose or invent a Nature.
2. Choose or invent two skills to be at d8. short phrase that determines when you gain XP and advance your 5. Choose or invent two Basic Moves. CHOOSE ABILITY
3. Choose an Elemental Connection. goal.
6. Choose or invent a Special Move. This is effectively the same as a Trainer’s Ability, with the inclusion
4. Choose or invent a Nature. MOVES of applying to battles.
7. Choose or invent an Ability.
5. Choose or invent a Mantra. Moves are actions you can take during a scene. Basic Moves are
SKILLS
6. Choose or invent two Basic Moves. always available, and do not have to be tied with your Elemental Finally, note that the Pokemon begins with a number of HP
Connection. Special Moves, on the other hand, must be tied with A Pokémon begins with three skills. Instead of using two of the d8
7. Choose or invent a Special Move. (Health of Pokémon)equal to their Stage.
it and can only be used once per scene. skills, however, you may sacrifice them both to gain a d10 skill.
8. Choose or invent an Ability.
ABILITY DETERMINE TYPING
9. Take Basic Supplies.
Abilities are passive or triggered features that grant you bonuses. Based on the Pokémon, their typing will be different, and
10. Spend up to ¥2.
effectively determine their Elemental Connection. If they have
SKILLS EQUIPMENT two types, you may choose between either of them when
A Trainer will start with 3 skills. One at d10 and two at d8. You may You begin with Basic Supplies (described under Equipment) and selecting Moves, a Nature, or an Ability.
choose from a list of skills, or create one of your own with the GM’s ¥2, which you can spend on other items. Unless specified, each DETERMINE STAGE
permission. item costs ¥1. This should be fairly self-explanatory based on the Pokémon, with
ELEMENTAL CONNECTION a couple caveats. Firstly, for a normal 2 evolution Pokémon, they
Each Trainer has a specific Pokémon typing they specifically align start out as Stage 1. For each time they evolve, increase that Stage
with. Whether it be preference, an aspect of their personality, or by 1, to a maximum of 3. If the Pokémon only evolves once, they
saying something deeper about the Trainer, there is no difference. start at Stage 1 and jump to Stage 3 when they evolve. If the
They do nothing on their own, but dictate what Natures, Moves, and Pokémon has no evolutions, it starts at Stage 2. If the Pokémon is
Abilities you may choose or invent. Legendary, they start at Stage 4.
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EXPERIENCE, ADVANCEMENT, & EVOLUTION
BATTLES
A Pokémon battle proceeds in any order, whether that be done
DAMAGE
All Pokémon have HP equal to their current Stage, and deal
Increasing your Pokémon’s powers is an extremely important
aspect of both the video game and anime. Unlike the video
games, however, there are no predefined move lists, or even
Pokémon can spend XP similarly, with the addition of these:
▶ Spend 4 times the next stage to gain an Evolution Trigger.
▶ Spend XP equal to twice the current HP of the Pokemon to
through players speaking up or the GM choosing someone, or damage equal to their current Stage. Trainers do not have HP, levels, to go by.
even both, as it ultimately depends on the group. increase maximum HP by 1 (max twice current Stage).
instead taking a thematic “injury” any time they would take
When a PC acts in a battle, this basic procedure is followed: damage. EXPERIENCE EVOLUTION
1. The PC either tackles an ongoing problem for their side or Trainers gain 1 XP at the end of a given scene when they have When a Pokémon has an Evolution Trigger, which is typically a
creates a new problem for the opposing side. acted according to their mantra. word or short phrase, the GM and player should be on the lookout
2. The PC describes how they attempt to solve the problem or Pokémon gain 1 XP at the end of a given scene where they were for a decisive moment where the trigger applies for the evolution
create a problem. able to practice their skills, whether that be a battle or not. to occur. It is of course still the GM’s ultimate decision on whether
3. If the PC is utilizing a Move, they should simply succeed. If, At the end of a session or arc, a trainer and each of their Pokémon or not the pokemon evolves.
however, the particular use of the Move is a stretch or gain 1 XP for each of the following: Example: Charleo the Charmeleon has the evolution trigger of
particularly risky, a roll may be required. Similarly so if no ▶ The trainer overcame a significant threat
Move was used. ‘blazing heart’. Charleo spots in the nick of time one of his trainer’s
▶ The trainer learned a valuable lesson friends slipping off the cliffside. He has to act now. Without an
4. If the PC is creating a problem for the opposing side, they may
opt to make a roll in order to deal damage to an enemy. Note ▶ The trainer gained a new ally ounce of hesitation, Charleo runs after them, leaps off the
that this roll may not have an inherent risk, depending on cliffside, and evolves into Charizard, scooping them up and
circumstances, and a failure should reflect that. returning them to safety.
ADVANCEMENT
PROBLEMS Trainers, at the end of a session or arc, can spend XP on the
Problems are simply ongoing issues within the battle that may following:
prevent an ally or enemy from pushing further and dealing ▶ Spend XP equal to half the max of your current skill die in
damage. When creating a problem, try to avoid JUST attempting order to advance it one step higher.
to deal damage, and instead focus on impacting the battlefield in ▶ Spend 3 XP to gain a Basic Move.
some way to leverage an advantage.
▶ Spend 6 XP to gain an Ability.
▶ Spend 9 XP to gain a Special Move.
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EQUIPMENT consequence, subtract the result from the Success Threshold.
When the Success Threshold reaches 0, the obstacle is overcome
A trainer begins with their Basic Supplies, the necessary tools for a successfully. On the other hand, if the Failure Threshold reaches 0,
successful trainer in the Pokémon world. Basic Supplies make up the obstacle is failed, and the group must be faced with the
the following: consequences.
• A standard Pokédex
• Always enough Poké Balls to catch Pokémon
• Always enough potions and revives to heal your Pokémon
In addition, a trainer begins with ¥2 to buy what they wish. Most
items cost ¥1. Ignore minor transactions that aren’t important to
the narrative.
SKILL CHALLENGE
When a multi-step obstacle is attempted to be overcome by the
group, the GM may begin a skill challenge. A skill challenge has a
Success Threshold and a Failure Threshold, each a given number
of the GM’s choice. When rolls are made to solve the obstacle, the
result (if a success) is deducted from the Success Threshold. If the
result is instead a failure, subtract 1 from the Failure Threshold in
addition to the given consequences of failing the roll. If the result
of a roll is a success at a cost, the GM should create a hard choice. If
the player declines the hard choice, subtract 1 from the Failure
Threshold. If the player accepts the hard choices and faces the
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TYPE: BUG SPECIAL MOVES
Mega Horn: Cancel any penalties for the next roll.
TYPE: DARK SPECIAL MOVES
Beat Up: Another Pokémon becomes Pummeled. While Pummeled,
SKILLS Bring the Hoard: Bring other wild Bug Pokémon to the area. SKILLS each Pokémon gets +X to rolls against the Pummeled Pokémon,
where X is equal to the number of other Pokémon that have also
1. Scavenging 5. Brace 9. Spot Hive Mind: Give the next Pokémon sent out +2 when exploiting a 1. Bamboozle 5. Maniacal 9. Angry
2. Instinct 6. Restrain 10. Scurry 2. Subvert 6. Tough 10. Tricks rolled against the Pummeled Pokémon.
weakness discovered by this Pokémon.
3. Camouflage 7. Order 11. Lift 3. Covert 7. Deceit 11. Taunt Feint Attack: Deal damage to a Pokémon without a roll.
Attack Order: Order another Pokémon to attack for you. 4. Skulduggery 8. Rough 12. Manipulate
4. Adaptation 8. Befuddle 12. Withdraw Foul Play: Swap bonuses with a Pokémon for the current roll.
Defense Order: Order another Pokémon to defend you.
Lash Out: Roll a number of your Skills equal to the amount of HP
Special Order: Order another Pokémon to do something other
NATURES than attacking or defending.
NATURES missing. At any time, the Pokémon may swap out a die roll of that
1. Curious 3. Tolerant 5. Gluttonous 1. Stubborn 3. Reckless 5. Crafty Skill for the previous roll, once per Skill previously rolled.
2. Hasty 4. Dreamer 6. Trickster 2. Conniving 4. Bully 6. Selfish
ABILITIES Punishment: Before a roll in which the Pokémon can deal
damage, Punishment can be used to deal extra damage equal to
BASIC MOVES Overcoat: Harsh conditions do not effect the Pokémon. BASIC MOVES the number of current bonuses and effects on the opposing
Bug Bite: Leave a mark Tinted Lens: The Pokémon always wins ties in contested rolls. Crunch: Apply pressure to break something Pokémon.
Bug Buzz: Confuse and intimidate Compound Eyes: The Pokémon cannot miss due to lack of sight, Dark Pulse: Control shadows to attack Quash: Allow every other Pokémon to act before a move is used.
and sight-impairing attacks have no effect.
Carapace: Resist physical force Embargo: Prevent the use of an item
Horn Rush: Blitz ahead
Shield Dust: Special Moves with multiple effects that target the
Foul Play: Utilize an enemy’s move against them ABILITIES
Pokémon only have one effect (attacker’s choice).
Infestation: Prevent retreat Throat Chop: Cancel a social attack Dark Aura: Darkness nearby to the Pokémon may be
Wonder Skin: The Pokemon’s skin is slick. Any dust, spores, manipulated.
Pin: Restrain or withhold liquid, or anything that lays on skin slides right off harmlessly. Thief: Steal an item
Pressure: When an opposing Pokémon uses a Special Move, they
Regiment: Organize and rebuild Unnerve: Enemy Pokémon are nervous and unable to use items Torment: Avoid duplicate moves/attacks more easily
must choose another Special Move to also expend.
Sting: Cause pain swiftly. Snatch: Use the move an enemy is about to use
Quick Feet: When a roll would have a negative modifier, the
Struggle: Break bonds Payback: Reflect an attack’s power Pokémon gains +2 to the roll.
Web: Restrain or slow Sucker Punch: Strike before a physical attack Prankster: Social moves may be used before another move.
Unburden: Gains +1 to speed-based rolls after an item is used.
Frisk: The Pokémon knows all items a target has on them.
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TYPE: DRAGON SPECIAL MOVES
Ancestral Soul: Summon a phantasm Pokémon ally with 1 HP.
Magical Scales: Choose a type. Pokémon cannot harm you when
SKILLS using this type of move.
1. Resolve 5. Majesty 9. Focus
True Duel: Choose an enemy Pokémon. They may choose to
2. Overwhelm 6. Mesmerize 10. Command
3. Might 7. Crush 11. Wrath target you until either Pokémon is defeated or suffer -2 to all
4. Stalwart 8. Codes 12. Endure future rolls while you are in sight.
Conqueror's Gaze: Choose a Pokémon in sight. If the Pokémon
NATURES does not believe they can beat you in a 1-on-1 fight, they are
instantly KO’d.
1. Just 3. Wise 5. Passionate Imbue Object: Until the end of the scene, a single inanimate
2. Honorable 4. Keen 6. Temperamental
object is imbued with the ability to use one of your Basic Moves.
BASIC MOVES Any Pokémon or Trainer wielding this item is able to use the
chosen move.
Twister: Reverse momentum Dragon Rend: Destroy a held item, or any single destructible
Dragon Breath: Crackling and intimidating gust object.
Dragon Claw: Break or cut deeply
Dragon Dance: Enter a battle trance ABILITIES
Dragon Pulse: Focused burst of draconic energy Dragon’s Pride: You gain +1 to 1 roll per scene made while
Dragon Rush: All-out lunge tackle flaunting your status.
Dragon Tail: Get-off-me fling History Anew: You gain +1 to non-combative rolls made to
interact with history or historical entities.
Dual Chop: Meditative but powerful strikes
Honor the Fallen: Gain +1 to the next roll made after an ally is
Breaking Swipe: Disable offenses
KO’d.
Outrage: Funnel anger into power
Pressure: Opposing Pokemon must declare a separate Special
Move as ‘used’ in order to use a Special Move.
Marvel Scale: Gain +1 to defensive rolls against elemental attacks.
Inner Focus: Gain +1 to defensive rolls against emotional ploys.
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