The Endurance Skill has to do with your Ability to withstand exhausting situations. You do not roll Tireless Checks due to traversal or the effects of overworld weather, such as extreme heat/cold. Additionally, you do not take damage from sources other than damage die rolls and Negative Statuses. This doesn’t prevent damage from falling or drowning.
Resistant
If you are resistant, you reduce the damage you would usually take from Poisoning and Burns by half your base HP stat rounded up. Additionally, when you roll to resist or cure a Negative Status on yourself you add +4 to the result.
The Jump skill allows for longer distance leaps and higher reach. A normal standing Jump for a Trainer is 0.6m and a standard leap is 1.5 m (no action required). Further Jumps and moving leaps require a proper Check as a Trainer Action.
1 — You trip and fall prone. (While prone you spend +1 Shift to move, cannot fly and need to stand up by spending half your Shift, rounded up.)
5 — You jump a normal height 0.6m, or leap forward a normal distance of 1.5m
10 — You jump higher, 1.2m, or leap forward 3m
15 — You leap upwards 2.4m, or leap forward 6m
20 — Adrenaline pumping, you leap upwards 3m, or leap forward 9m
30 — Adrenaline pumping, you leap upwards 6m, or leap forward 18m
Sprint
Whenever you need to get somewhere fast, Sprint. As a Trainer Action you can attempt to Sprint, getting farther than your normal Shift in a round.
1 — You trip and fall prone. (While prone you spend +1 Shift to move, cannot fly and need to stand up by spending half your Shift, rounded up.)
5 — You make some progress, Shifting again with half your Shift speed rounded up.
10 — You Shift again with your full Shift speed.
15 — You’re getting out of there, Shifting again with +3 to your Shift speed.
20 — You’re getting out of there, Shifting again with +6 to your Shift speed.
30 — You’re a Speed Master! Shift again with double your Shift speed then at the end of your turn, Shift again with double your Shift speed.
Strength
Regardless of your Attack Stat, proper form is needed to really use the muscle you may build. Strength will help you properly use your Attack to lift or move heavy objects. As a Trainer Action you can attempt to increase your lifting, pushing or pulling force. The Attack increase from Strength doesn’t apply to your Attack modifier and disappears at the end of your next turn. If you make multiple Strength Checks you only benefit from the highest Check’s DC you have met.
1 — You tense up and strain yourself, losing 5 Attack, decreasing force by 20 kg.
5 — You use your Strength as normal.
10 — You add 5 to your Attack, increasing force by 20 kg.
15 — You dig in adding 10 to your Attack, increasing force by 40 kg.
20 — Through tremendous effort you add 15 to your Attack, increasing force by 60 kg.
30 — Adrenaline pumping, you add 30 to your Attack, increasing force by 120 kg.
Whenever you take damage performing a delicate task in battle or require focus to complete a task you may need to make a Concentration Check. Some features require Concentration Checks, if they have a set value you must refer to those. Otherwise when making Concentration Checks, you need to roll at least 10 or the damage taken divided by 4, rounded down to maintain your focus, whichever is higher.
Deflection
During your turn you can make a Deflection Check as a Trainer Action to ward against attackers by taking a defensive stance. Once you make this Check you benefit from its effect(s) until the start of your next turn. The Defense and Special Defense modifier increases from Deflection apply for evasion but not for any other calculation, Check, save or feature. The stat increases apply to your defenses only when calculating damage taken. If you make multiple Deflection Checks you only benefit from the highest Check’s DC you have met.
1 — You gain no defenses.
5 — You add +2 to your Defense and Special Defense.
10 — You add +4 to your Defense and Special Defense.
15 — You add +6 to your Defense and Special Defense.
20 — You add +10 to your Defense and Special Defense.
30 — You add +20 to your Defense and Special Defense.
Healing
Healing Checks are typically done at a Camp Rest where you recoup from damage taken. During encounters certain items or Skills may allow for the use of a Healing Check. Whoever is the target of your Healing action recovers the HP described by the Tier you meet and for percentage healing, always round up.
1 — You recover no HP.
5 — You recover a normal 10% of your maximum HP.
10 — You recover 15% of your maximum HP.
15 — You recover 25% of your maximum HP.
20 — You recover 50% of your maximum HP and recover from a Negative Status.
30 — You recover all HP, remove all Negative Status and gain 10% of your maximum HP as Temporary HP.
1 — Medical Emergency! You fall unconscious immediately dropping to 0 HP. You must have medical attention at a Center to wake up.
5 — It’s getting really bad, you lose 50% of your max HP.
10 — Dizziness, you lose 25% of your max HP.
15 — You feel tired, you lose 15% of your max HP.
20 — You feel fine, losing no HP for now.
30 — Somehow, you feel better than before, you gain 10% of your max HP as Temporary Hit points and lose no HP for now.
Special Attack Checks
Engineering
With engineering you can understand and operate machinery be it mundane or futuristic. Certain machines may still stump you, requiring an engineering Check to identify how to repair or operate them. In these cases your GM will ask for a Check to see if you can do so.
1 — The device is Foreign to you, you cannot identify it further.
5 — You can guess its purpose but anything further including how it is operated is unknown to you.
10 — You know the item's purpose and can successfully turn it off and on. Operations are still beyond you.
15 — You can repair, operate and use the device.
20 — You are an expert in the device and can use it without issue.
30 — You can replicate the device and its functionality given resources and time. Additionally, you have knowledge of how and why it was made.
Survival: You can make an Engineering Check to determine natural phenomena such as foraging for food or determining the location of a good campsite. You may also use this Check to roughly track Wilds and Trainers that have been in an area recently. You will not know what DC you need to make but, you should aim to roll as high as possible.
History
When it comes to the past of the world (or journey) History is where you’ll find it. When you learn of a place or significant event you may make a History Check to see how much you know about it. Your GM may ask for History Checks when you are unsure about an event happening in the past if you can reasonably know of it.
1 — You do not know anything about it.
5 — You’ve heard of the place/event in passing, you weren’t paying attention.
10 — You know about the place - any Gyms, major sights, famous people from there You know about the event - who/what/when/why it happened.
15 — You know about the Gym’s specialties, team specifics of the famous people from there You know about details that are often left out in history books.
20 — It’d be hard to tell that you hadn’t been to the place before, or weren’t at the event personally.
30 — You may as well have written the primary source on the topic. Your expertise in the subject may even eclipse what is in History books. You may even have information on how and why the event took place.
Investigate
When trying to find something’s purpose or locate a hidden item, Investigation can be used to find them. Your GM may ask for an Investigation Check when you want to find something hidden, in this case they determine the DC of the Check, rolling higher is always better.
Detect Residue: You can detect Psychic residue from those affected mentally by Psionics through careful questioning and observations. Different Psychic residues have a hue and a weight that can be sensed by Aura or by Psychics with their gifts and are identical across several minds it has touched, and once you meet its source it’s recognizable. You will not know the feature that applied the effect unless you roll high enough.
Supernatural: In settings without computers or with your GM’s approval Programming Checks may be used for the supernatural. When performing supernatural feats your GM may ask for a Programming Check which may be contested by another Character. If the Check is not contested you will not know what DC you need to make but, you should aim to roll as high as possible.
Passive Perception: 1/Round your GM may ask you to make a contested Perception Check as a Free Action versus any Invisible Character(s). Do not act as if you noticed anything if you fail this Check as your character didn’t.
With style and grace you traverse obstacles in your path. Whenever there is a question on keeping your footing or even if you are flexible enough to go over a fence, Acrobatics Checks can be made (no action required).
1 — You fall Prone. Your Shift ends and your Shift skills are halved during the turn you get up.
5 — You can traverse a normal fence or walk across a board wide enough to normally walk.
10 — You can balance on the edge of a fence, or scale a story of a building.
15 — You can traverse thin paths without losing speed and can scale the side of a building.
20 — You have no trouble scaling buildings or overcoming any pathways.
30 — No feat of Dexterity can stop you, any flourish you wish to add is done gracefully. You can scale a skyscraper.
Perform
Performance may be used to distract, entertain or even earn poke. If you make multiple Performance Checks you only benefit from the first poke you earn or lose for that day.
1 — You fail and are making a fool of yourself losing 1d6x10 poke.
5 — You gain no attention from anyone.
10 — You are able to gain the passing attention of passersby gaining 1d4x10 poke.
15 — You gain the attention of those without anything going on gaining 1d6x10 poke.
20 — You are the center of attention and gain 2d6x10 poke.
30 — You have a once in a lifetime performance gaining all attention of everyone around and earning 3d20x10 poke.
Confused Trainers must also roll 1d20. On 1-6 the Confused Trainer is unable to Act on their turn. On a 7 or higher the Confused Trainer may act as normal. On a 16 or higher the Trainer is cured of Confused. When a Character exits the Encounter, they are cured of Confusion.
At the start of the Frozen Character’s turn, they must either expend their Move Action or Trainer Action to attempt to cure Frozen by making a d20 Check where the DC is 16 or use a Move with The Thaw Keyword. If the Character succeeds the d20 Check, they are cured of Frozen. While a Character is Frozen they cannot use Swift Actions, Free Actions or Shift. Ice Type Characters cannot be Frozen. If the Frozen Character is hit by a Move or Feature that destroys Screens/Walls or has the Thaw keyword or uses a Move that has the Thaw Keyword, they are cured of Frozen.
On a 20 or higher, the Infatuated Character is cured of Infatuation. A Character also is cured of Infatuation if all Character(s) they are Infatuated towards are KO’ed or leave the field.
Paralysis
While a Character is Paralyzed, their Speed Stat is halved, rounded down. Once per Round, before using any Action except Command, the Paralyzed Character must roll a d20 and on a 6 or higher they may act as normal. On a 5 or lower, the Paralyzed Character cannot use any Actions except Command. Electric Type Characters are Immune to Paralysis. Instead of a Move or Trainer Action on your turn you can attempt to self cure Paralysis. On a d20, the Check is a 16 or higher. After 1 hour of rest, Paralysis is cured.
While Badly Poisoned, the afflicted loses 5 HP, then loses double that amount next round (to 10 HP, 20 HP, 40 HP etc…) at the end of each round. When a Badly Poisoned Character makes a Death Check they do not add their STAB. Damage from Badly Poisoned fails Death Checks if lethal intent was used on the feature or Move that afflicted the status. A Trainer must seek medical attention if Badly Poisoned this way. A Trainer does not suffer the effects of Badly Poisoned while outside of an Encounter. Poison and Steel type Characters are immune to becoming Badly Poisoned.
Positive Status Afflictions
Critical Hit
When a Character rolls a Critical Hit they gain this status and their triggering attack gains Never-Miss. The user of an attack that lands a Critical Hit adds the Damage Dice Roll a second time against the target, including any base amount in the Damage Dice Roll. The move ignores all positive Combat Stages on the target and all negative Combat Stages on the user. Critical Hit is lost after dealing the damage of the attack.
This Character is your opponent in battle, roleplay or otherwise. Some effects apply to these Characters. Your GM may simply state if a Character is an Ally/Helpful or Enemy/Foe/Hostile and not mark them, if you need clarification ask them.
Fainted
This Condition marks a Character that has been defeated by losing all of their HP. This Character has the following effects:
- They are Prone (and Unconscious if the attack was with lethal intent).
- This Character cannot use any type of Action, including the Command Action.
- Any Healing received will still restore HP but will not remove Fainted.
- Do not remove Fainted at the end of an encounter. Remove Fainted after a Camp or Center Rest. Revives and other features can remove Fainted.
Grappled
This Condition marks a grouping of Characters one being the Grappler and the other(s) being the Grappled. The Grappled Character(s) have the following effects:
- This Character and the Grappler cannot Shift.
- If this Character is moved the Grappler is moved the same amount and direction.
- If this Character Teleports or becomes Intangible the Condition ends.
Hidden
This Condition denotes a Character that is unseen by their foes either by Stealth or other means. A Hidden Character has the following effects:
- You are not seen by foes.
- You roll twice on attack rolls against Characters that cannot see you taking the higher result.
- You are not a target for Features.
- Your Shift Skills are halved and you cannot Sprint.
- If you are Hidden and begin an Encounter with foes, you start a Surprise Round.
- If you attack or are spotted by a foe you lose this Condition.
Intangible
An Intangible Character has the following benefits:
- You ignore the effects of Difficult Terrain.
- You can pass through Blocking Terrain, Objects and Characters.
- If you end your turn while in Blocking Terrain, a solid Object or another Character you lose 1d12 HP.
- If you lose this Condition and are inside Blocking Terrain, a solid Object or another Character you lose ½ of your maximum HP and are Shifted onto the nearest unoccupied space.
- If you use a Trainer/Move Action or an attack, this Condition ends.
Invisible
You have the following effects while Invisible:
- You cannot be seen by other Characters using normal vision.
- Attacks made against you roll twice and use the lower result.
- If you make an attack, you lose this condition.
KO’d
This Condition applies to a Character who is currently Fainting and allows them to resolve any Free Action triggers at that time. Some triggers care about this Condition such as the Aftermath, Beast Boost or Moxie Abilities.
Prone
This Character has collapsed onto whatever surface is under them. While Prone a Character has the following effects:
- This Character must spend an additional +1 Shift to move from one space to another.
- This Character cannot benefit from Sky Shift and falls if they do not have Levitate.
- A Character may spend half their Shift, rounded up to stand up ending this Condition.
Trapped
Ghost Type Characters cannot be Trapped. While Trapped a Character has the following effects:
- This Character cannot make Escape Checks nor can they be recalled to a Pokeball.
- This Character’s Shift Skills are halved and they cannot Sprint.
- This Character cannot be Shifted from the effects of Keywords other than Push.
- If this Character uses a Move with the Dash or Leap Keyword not during their turn in initiative they must spend their Shift Action for the round to Shift during that Move instead.
- The Trapped Condition is removed if the Character who applied the Condition is K.O.’d or leaves the Encounter.
Semi-Invulnerable
A Character with the Semi-Invulnerable condition causes attacks to automatically miss them. If a move gains Never-Miss specifically to hit a Semi-Invulnerable target the Move cannot be avoided with this Condition and automatically hits this Character (Such as the Move Thunder Gaining Never-Miss versus Characters using the Move Fly). Semi-Invulnerable ends at the end of the Character’s next turn.
Unconscious
Unconscious applies only to Characters who were reduced to 0 HP with killing intent in campaigns where Death Rules apply. This Character has the following Effects:
This shows how much damage to multiply after defenses are calculated based on the defender's type and the type of the damaging attacking move.
Notes
Contest Quick Reference
Contest Keywords
Adagio
During the Performance, if the move does not target Self, decrease the AC of the move by 1, but decrease the Appeal roll by 2. During the Battle, if the user is Rhythmically Moving (The user shifted less than or equal to half their full Shift speed rounded down during the previous round), add 2d4 to the Appeal Roll. If a move gains the Dance Move Keyword, they also gain either Adagio or Allegro and lower the Appeal Dice by 1d4 to a minimum of 0d4.
All Out!
For the remainder of the encounter, lower the Appeal Roll dice of the user by 3d4. This only lowers the amount of dice rolled in appeal, do not subtract it by that amount. This keyword is applied even if this move’s Appeal is not selected.
Allegro
During the Performance, if the move does not target self, increase the AC of the move by 1, but increase the Appeal roll by 1d4+2. During the Battle, if the user is Rhythmically Moving (The user shifted less than or equal to half their full Shift speed rounded down during the previous round), increase the Voltage of a judge by 1. If a move gains the Dance Move Keyword, they also gain either Adagio or Allegro and lower the Appeal Dice by 1d4 to a minimum of 0d4.
Critical Performance
If the user successfully lands a Critical Hit add 3d4 to the Appeal Roll instead of 2d4 from the Critical Hit Status. Moves that have or gain an increased chance to land a Critical hit gain Critical Performance while they have the boosted Critical Hit rate.
Destructive
If the move would be used to remove a Preparation Move token, add 2d4 to the Appeal Roll.
Excitement
If Excitement was not used in the previous round, next round all performers roll an additional 1d4 (Max. 1d4) to add to all Appeal Rolls. Excitement can only apply once during the Performance.
Fortify
Fortify moves block damage and or other effects, but they do not fully stop the Appeal Roll. In battle, If a move with Fortify would make a move miss, be unaffected or reduce damage, lower the Appeal Roll of the affected move by 2d4 and increase the user’s next Appeal Roll by 2d4. During the Performance If a move with Fortify would make a move miss, be unaffected or reduce damage, the user’s next Appeal Roll by 2d4. This keyword is applied even if this move’s Appeal is not selected.
Get Ready
If the user uses a move that doesn’t have "Get Ready" next round, Add 4d4 to the Appeal Roll.
Good Show
Choose one of the judges and raise their Voltage by 1.
Grand Finale
Grand Finale moves are very potent, but come at a great cost. During the performance, this move can only be used during the final round. If the move is used during a Battle and the Opponent’s Contest Points are reduced to 0, the user wins.
Helpful
Helpful are moves frequently used on allied Pokemon to help them out. During Battle, if this move targets an ally, lower the opponent’s Contest Points from this move's Appeal instead of the Target’s Contest Points.
Hold That Thought
If the user missed a move last round that does not have Hold That Thought, roll the Appeal Roll that would have been rolled last round and add 3d4 to the Appeal Roll.
Inversed Appeal
If the user has missed an attack during the Performance Round, the user adds 5d4 to the Appeal Roll. During the Battle Round, the user adds the following to the Appeal Roll based on the percentage of remaining Contest Points.
% Contest Points Additional Appeal
100%-50% 1d4
49%-20% 2d4
19%-10% 4d4
9%-1% 8d4
Launch
Launch Moves push the target. During the Performance or battle, if a target would collide with Blocking Terrain or another character, add 1d4 to the Appeal. If in battle and a target would be pushed off the stage horizontally from the Push Move Keyword, the target is instead at the edge of the stage and adds 1d4 to the Appeal Roll.If a move gains the Move Keyword Push, the move also gains Launch.
Multi-Strike
For each successful hit in the Multi-Hit, add this Move’s Appeal Dice to the Appeal Roll. If at least 1 attack was successful, roll Appeal. A move that has the Move Keyword Multi-Hit, gains Multi-Strike.
Preparation
Roll Appeal and additionally deal damage in the contest battle round. Then, the user can place 1 token that represents the attack within the attack’s target range. If it is a blast/burst/column move, it occupies all legal space of the move. This token lasts until the end of the next round. Next Round, if a move is used that targets the token and successfully rolls its AC, the token is removed and adds 2d4 to the Appeal Roll. During the Battle, the token cannot be destroyed until the round after it is created. When in a Battle, always lower the Opponents Contest Points from the Appeal Roll regardless of who made the Preparation Token. A performer cannot make another Preparation Token while that same performer already made a Preparation Token that is on the field, even if the Preparation attack would destroy the token. This keyword is applied even if this move’s Appeal is not selected.
Quick Set
The user can use their Move/Trainer Action first during initiative during the Battle next round. If more than one Pokemon is benefiting from Quick set apply the user’s speed. Only the user’s Move Action can be used first.
Resonance
Add Xd4 to the Appeal Roll where X is every different Resonance move the user previously used during the performance or battle. If a move gains the Sound Move Keyword, it gains Resonance. Then lower the Appeal Roll dice by 1d4 to a minimum of 0d4.
Reliable
Add Xd4 to the Appeal Roll where X is how many times the user successfully hit that move during the battle or performance.
Risky
These moves have high risk, but high reward. During a Performance Round, increase the AC of these moves by +2. During the battle, if the move damages the user, the user loses 1d4 of their Total Contest Points for every 10 points of damage the user takes from the move.
Round Starter
If it is the first round of the Battle or Performance, add 3d4 to the Appeal Roll.
Scrambler
Roll 1d10 then add the following to the Appeal Roll:
Result On d10 Additional Appeal
1 1
2-4 1d4
5-6 2d4
7-8 3d4
9 4d4
10 5d4
Seen Nothing Yet!
If the user rolled 5 or more Appeal last round, add 3d4 to the Appeal Roll. If you add the bonus 3d4, you cannot benefit from Seen Nothing Yet! during the rest of the Encounter.
Unsettling
During the Battle Round, this move cannot raise Voltage. Choose one of the judges and lower their Voltage by 1. During the Performance Round, if you lower a Judge’s Voltage add 2d4 to the Appeal Roll.
Confused Trainers must also roll 1d20. On 1-5 the Confused Trainer is unable to Act on their turn. On a 6 or higher the Confused Trainer may act as normal. On a 11 or higher the Trainer is cured of Confused. When a Character exits the Encounter, they are cured of Confusion.
At the start of the Frozen Character’s turn, they must either expend their Move Action or Trainer Action to attempt to cure Frozen by making a d20 Check where the DC is 11 or use a Move with The Thaw Keyword. If the Character succeeds the d20 Check, they are cured of Frozen. While a Character is Frozen they cannot use Swift Actions, Free Actions or Shift. Ice Type Characters are immune to Frozen. If the Frozen Character is hit by a Move or Feature that destroys Screens/Walls or has the Thaw keyword or uses a Move that has the Thaw Keyword, they are cured of Frozen.
On a 20 or higher, the Infatuated Character is cured of Infatuation. A Character also is cured of Infatuation if all Character(s) they are Infatuated towards are KO’ed or leave the field.
Paralysis
While a Character is Paralyzed, their Speed Stat is halved, rounded down. Once per Round, before using any Action except Command, the Paralyzed Character must roll a d20 and on a 5 or higher they may act as normal. On a 10 or lower, the Paralyzed Character cannot use any Actions except Command. Electric Type Characters are Immune to Paralysis. Instead of a Move or Trainer Action on your turn you can attempt to self cure Paralysis. On a d20, the Check is a 11 or higher. After 1 hour of rest, Paralysis is cured.
While Badly Poisoned, the afflicted loses 3 HP, then loses double that amount next round (to 3 HP, 6 HP, 12 HP etc…) at the end of each round. When a Badly Poisoned Character makes a Death Check they do not add their STAB. Damage from Badly Poisoned fails Death Checks if lethal intent was used on the feature or Move that afflicted the status. A Trainer must seek medical attention if Badly Poisoned this way. A Trainer does not suffer the effects of Badly Poisoned while outside of an Encounter. Poison and Steel type Characters are immune to becoming Badly Poisoned.
Positive Status Afflictions
Critical Hit
When a Character rolls a Critical Hit they gain this status and their attack gains Never-Miss. The user of an attack that lands a Critical Hit adds the Damage Dice Roll a second time against the target, including any base amount in the Damage Dice Roll. The move ignores all positive combat stages on the target and all negative combat stages on the user. Critical Hit is lost after dealing the damage of the attack. The user adds 2d4 to the Appeal Roll as well as ignoring any effect that is lowering their Appeal Roll.
All of the judges start at 1 Voltage for both contest rounds. The Voltage is seen by all performers during both rounds. The judges may have their favorite contest type of moves that they like to see and whenever that type is used increase the judge’s voltage by 1. If the opposite contest type of move is used, decrease the voltage by 1. Do know that a judge can like multiple different contest types. Or if the contest types are opposites, they just increase the voltage when used. Whenever a Voltage reaches their maximum a powerful boost of appeal is granted to the performer who increased the Voltage.