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Pokemon Tabletop Unleashed

THE BEST RPG EVER…

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  • Chapter 1: Character Creation – WIP
  • Chapter 2: Classes – WIP
  • Chapter 3: Skills
    • Body Skills – Acrobatics
    • Body Skills – Athletics
    • Body Skills – Combat
    • Body Skills – Perception
    • Body Skills – Stealth
    • Mind Skills – General Education
    • Mind Skills – Medicine Education
    • Mind Skills – Occult Education
    • Mind Skills – Pokemon Education
    • Mind Skills – Technology Education
    • Mind Skills – Survival
    • Social Skills – Charm
    • Social Skills – Guile
    • Social Skills – Intimidate
    • Social Skills – Intuition
    • Social Skills – Command ★
  • Chapter 4: Crafting, Knowledges, & Professions
  • Chapter 5: System Fundamentals
    • Taking Action
    • Power Points
    • Basic Capabilities
    • Game Flow
    • Goals: How to Gain XP – WIP
  • Chapter 6: Pokémon
    • Levelling Up, Evolution, & Gimmicks
    • Loyalty
    • Breeding
    • Capturing Pokémon
    • Pokémon Hostility
    • Other Methods of Obtaining Pokémon
    • Mounts
    • Releasing Pokémon
    • Type Shifting – WIP
    • Example Pokédex – WIP
      • Mankey Line
      • Snorlax Line
  • Chapter 7: Combat
    • Movement
    • Combat Stats
    • Attacking Shit
    • Abilities
    • Combat Maneuvers
    • Attacking Options
    • Initiative Options
    • Weak Spots
    • Status Afflictions
    • Type Effectiveness
    • Pain: How to take it
  • Chapter 8: Environmental Rules
    • Objects & Object Types
      • Elemental Object Types
      • Aura Object Types
      • Primordial Object Types
    • Kinematics
    • Environmental Conditions
    • Weather
  • Chapter 9: Minigames
    • Downtime
    • Travelling
    • Stealth & Perception
    • Social Manipulation
  • Chapter 10: Property Rules – WIP
  • Chapter 11: Equipment & Items
    • General Items – WIP
    • Cuisine
    • Armor & Weapons
    • Accessories
    • Armor Enchantments – WIP
    • Magic Items
    • Restoratives
    • Steroids
    • Toxins
    • Evolutionary/Mega Items
    • Pokéballs
    • Pokémon Equipment
    • High-Tech Items – WIP
    • Robots – WIP
    • Horticulture – WIP
    • Traps – WIP
  • Chapter 12: Struggle Attacks & Moves
    • Struggle Attack & Move Keywords – WIP
    • Creating Struggle Attacks
    • Example Struggle & Status Attacks
    • Example Moves
  • Chapter 13: Abilities & Capabilities – WIP
    • Example Abilities
  • Chapter 14: Actually Playing The Fucking Game – WIP
    • Test Pokémon – Furious George, Tier 1
  • Chapter 15: Running The Fucking Game – WIP
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Pain: How to take it

Falling sucks, and is detailed in the Kinematics section.

Injuries represent long-term wounds that inhibit one’s ability to fight. There are two ways to gain injuries: Massive Damage and passing certain Hit Point Markers.

  • Massive Damage is any damage source that does damage equal to 50% or more of a creature’s Max HP, and inflicts 1 Injury. Moves that deal Direct Damage do not inflict Massive Damage.
  • Hit Point Markers are 50% of Max HP, 0%, -50%, –100%, and so on. Whenever a creature reaches one of these HP values, they take 1 Injury.
    • The Robust capability causes a creature’s HP Markers to be 0%, -100%, -200%, and so on.

For each Injury you have, your Max HP is reduced by 1/10th. This artificial Max HP number is not considered when potentially acquiring new injuries, or when dealing with any other effects such as Poison that consider fractional damage, or when dealing with Hit Point Markers. All effects that normally go off the creature’s Max HP still use the real maximum. You cannot have your Max HP reduced beyond ½ no matter how many injuries you have.

  • Normal healing does not remove injuries – being brought below 50% HP, then healed above it and being knocked back below 50% again would incur 2 injuries. Using too much healing to keep going can be potentially dangerous.

If a creature has 5 or more injuries, it is Heavily Injured. When a Heavily Injured creature uses a Standard Action during combat or takes damage from an attack, they lose HP equal to the number of injuries they currently have. 

  • If you hit 10 injuries or either -50 HP or -200% HP (whichever is lower, in that -80 HP is lower than -50 HP), you die. The HP rule is generally not applied during friendly Pokemon matches, but the Injury rule always applies.

Injured NPCs

When most NPCs become Bloodied and/or take an Injury while remaining conscious, it must make a Morale check.
To make a Morale check, roll 2d6 and add the creature’s Boldness, which is defined in a Pokémon’s pokédex entry or made up by the GM for humans.  The Base DC for this check is 10 – Creature’s Tier. Failing this check causes the creature to be Frightened of the source of damage that caused the check for 1 round, plus 1 extra round per point of failure.

  • This does not apply to PCs or their Pokémon, but does apply to NPCs who may be with them.
  • The GM can skip Morale checks if the NPC is a real badass or something. Or immune to Fear effects.

Recovering HP

Resting can help restore the HP of wounded creatures. “Rest” is any period of time during which a creature does not engage in rigorous physical or mental activity – this usually means sleeping, or at least sitting down for a while. Meals often count as rest time. Travelling for extended periods of time almost never counts as rest. Resting is typically done during the Downtime Phase, but does not necessarily have to be.

  • You cannot gain HP from resting while Massively Injured.
  • 1 Injury will naturally heal if a creature goes 24 hours without gaining any new injuries.
  • Trainers can also remove Injuries as an Extended Action (L) by paying 1 PP. A creature cannot heal more than 3 Injuries per day except through certain features.
  • Creatures that spend 1 continuous hour resting heal 1 HP Tick. Some creatures require more or less rest to regain HP, and gain HP quicker or slower while resting. Resting can be done for 1 hour via an Extended (L) Action, or a Downtime Action can be spent on an Extended Rest.

Extended Rests are rests that are at least 4 continuous hours long and can only be done during the Downtime Phase, but do not cost a Downtime Action. Extended Rests completely remove Persistent Status conditions with a Tier equal to or lower than the creature’s, regain the use of Daily moves, and restore HP and PP.

Pokemon Centers can restore you back to full HP, heal all Statuses (provided you have a body left to heal), and restore Daily Moves – this only takes 1 hour. However, for each Injury on the creature, healing takes an additional 30 minutes. If they are Massively Injured, it takes 1 hour per Injury instead, until they are no longer Massively Injured.

  • Chapter 1: Character Creation – WIP
  • Chapter 2: Classes – WIP
  • Chapter 3: Skills
    • Body Skills – Acrobatics
    • Body Skills – Athletics
    • Body Skills – Combat
    • Body Skills – Perception
    • Body Skills – Stealth
    • Mind Skills – General Education
    • Mind Skills – Medicine Education
    • Mind Skills – Occult Education
    • Mind Skills – Pokemon Education
    • Mind Skills – Technology Education
    • Mind Skills – Survival
    • Social Skills – Charm
    • Social Skills – Guile
    • Social Skills – Intimidate
    • Social Skills – Intuition
    • Social Skills – Command ★
  • Chapter 4: Crafting, Knowledges, & Professions
  • Chapter 5: System Fundamentals
    • Taking Action
    • Power Points
    • Basic Capabilities
    • Game Flow
    • Goals: How to Gain XP – WIP
  • Chapter 6: Pokémon
    • Levelling Up, Evolution, & Gimmicks
    • Loyalty
    • Breeding
    • Capturing Pokémon
    • Pokémon Hostility
    • Mounts
    • Other Methods of Obtaining Pokémon
    • Releasing Pokémon
    • Type Shifting – WIP
    • Example Pokédex – WIP
      • Mankey Line
      • Snorlax Line
  • Chapter 7: Combat
    • Movement
    • Combat Stats
    • Attacking Shit
    • Abilities
    • Combat Maneuvers
    • Attacking Options
    • Initiative Options
    • Weak Spots
    • Status Afflictions
    • Type Effectiveness
    • Pain: How to take it
  • Chapter 8: Environmental Rules
    • Objects & Object Types
      • Elemental Object Types
      • Aura Object Types
      • Primordial Object Types
    • Kinematics
    • Environmental Conditions
    • Weather
  • Chapter 9: Minigames
    • Downtime
    • Travelling
    • Stealth & Perception
    • Social Manipulation
  • Chapter 10: Property Rules – WIP
  • Chapter 11: Equipment & Items
    • General Items – WIP
    • Cuisine
    • Armor & Weapons
    • Accessories
    • Armor Enchantments – WIP
    • Magic Items
    • Restoratives
    • Steroids
    • Toxins
    • Evolutionary/Mega Items
    • Pokéballs
    • Pokémon Equipment
    • High-Tech Items – WIP
    • Robots – WIP
    • Horticulture – WIP
    • Traps – WIP
  • Chapter 12: Struggle Attacks & Moves
    • Struggle Attack & Move Keywords – WIP
    • Creating Struggle Attacks
    • Example Struggle & Status Attacks
    • Example Moves
  • Chapter 13: Abilities & Capabilities – WIP
    • Example Abilities
  • Chapter 14: Actually Playing The Fucking Game – WIP
    • Test Pokémon – Furious George, Tier 1
  • Chapter 15: Running The Fucking Game – WIP
  • Miscellaneous
    • Capabilities List
    • Game Design Goals
    • Glossary of Terms
    • Math Formulas
    • HP Formulas & Damage; v2
    • Probabilities
      • Probabilities – Athletics
      • Probabilities – Collision Damage
      • Probabilities – Crafting
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