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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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Chapter 3: Skills

Basics

  • Skills represent a character’s conscious interests and training, and are used when taking most basic actions, as well as acting as the prerequisites for Edges and Features. See the Taking Action section for details on doing so.
  • Skills are organized into three Skill Groups: Body, Mind, or Social. 

Body Skills – (Acrobatics, Athletics, Combat, Perception, Stealth)

Mind Skills – (General, Medicine, Occult, Pokemon, Technology, Survival)

Social Skills – (Charm, Guile, Intimidate, Intuition, Command ★)

  • There are 8 Ranks of Skills. Each Rank causes you to roll a 1d6 when using Skills. When you Rank Up a Skill, it increases from one Rank to the next.
    Skills begin at Untrained unless modified by a Class.
    • Some effects may temporarily give +1d6 to a Skill. This increases your Rank and qualifies you for any possible Skill Powers. If you are already Virtuoso in a Skill, then you gain +6 to those Skill Checks.
  • How many points you have to allocate into each Skill Group depends on your Class. Generally, they give +3 Skill Points to a single Group (or perhaps one or two Skills), and -3 Skill Points spread among the other two Groups.
    • Command is a special Skill. It cannot be raised like other skills – it only increases with Trainer Level.
    • Certain Classes may limit your Skill Point selection. For example, the Athlete Class forces you to allocate the Skill Points you gain on odd-numbered levels to the Body Skills chosen when you selected the Class.
Rank # Rank Name
1 Pathetic
2 Untrained
3 Novice
4 Adept
5 Expert
6 Master
7 Grandmaster
8 Virtuoso
  • What Rank you can ascend to is limited by your Tier.
    At Tier 1, your skills are capped at Adept Rank.
    At Tier 2, you access Expert Rank skills.
    At Tier 3, you access Master Rank skills
    At Tier 4, you can access all Skill Ranks.
  • Trainers get +1 Skill Point every level, while Pokemon must exchange Tutor Points for Skill Points. Skill Points may be spent for 5 purposes:
    • You may Rank Up a single Skill once, up to your maximum Rank.
    • You may gain a Skill Stunt for a single Skill – choose a specific use of a single Skill; when rolling under those circumstances you may automatically roll a # of 6s equal to your Tier.
    • You may gain a +1 Bonus to all Skill Checks in a single Category (does not stack).
    • You may gain a +2 Bonus to 2 different Skills in a single Category (does not stack).
    • You may exchange a Skill Point for Grade Points. During this exchange, you get a # of Grade Points equal to your Tier.
  • Every creature has access to Skill Powers, which are explicit abilities that may be undertaken any time (if applicable), ranging from mundane tasks such as climbing to fantastic ones such as wandering to other dimensions. A creature has access to all available Skill Powers upon reaching the prerequisite Rank. Keep these in mind when selecting your Class!
    • Pokemon cannot use the Recall Factoid or Craftwork Skill Powers unless they have Intelligence 3 or higher. 
    • Skill Powers can be viewed in each Skill breakdown within this chapter.
  • When you make a Skill Check, it has a range of success which defines different outcomes for many Skill Powers. Failing or succeeding over the DC to a greater degree leads to more extreme outcomes. These ranges are listed below for your convenience.
Outcome Check Range
Critical Success 6 or higher
Moderate Success 3 to 5
Success 0 to 2
Failure -1 to -2
Moderate Failure -3 to -5
Critical Failure -6 or lower

Edges

  • Edges are small ways to define your character even further, sort of like mini-features. Unlike Features, Edges are static and relatively simple, often having little direct impact on a character’s playstyle. Edges typically offer little numerical benefit, instead providing the Trainer with new options or character quirks.
  • Every Trainer starts with 1 Edge for free, as long as they meet its prerequisites. Beyond this, the only ways of acquiring new Edges are either through accomplishing Tasks, or they may be bestowed upon you by your GM, usually for completing some kind of quest.

EDGE LIST:

Craftmaster [Ranked 3]
All Ranks Prerequisites: Novice Education Skill
Effect: Each Rank, choose another Crafting Category you qualify for. You may craft items from that Category.
Professional [Ranked 2]
Rank 1 Prerequisites: Grade 3 Craft/Knowledge/Profession
Rank 2 Prerequisites: Grade 6 Craft/Knowledge/Profession
Effect: At Rank 1, you add your Grade twice when making rolls that involve them. At Rank 2, you add your Grade thrice instead.
Master Smith
Prerequisites: Grade 6 Armor & Weapons Crafting
Effect: You may apply up to 2 Enhancements to Armor or Weapons that you craft.
 

Tasks

  • Tasks are personal projects that each individual Trainer works on in their spare time – often during Downtime. They are inherently open-ended and each player should decide what their Trainer is doing to better themselves. This can range from refining a Weapon Move into a new version with extra utility to honing one’s hunting skill to anything the player can think of (within reason).
    • The intention behind this system is to allow for personalized horizontal character development, rather than simply gaining levels and having your numbers get bigger. Tasks are about widening the player’s options and especially for letting players come up with homebrew material of their own to make their character truly their own.
  • When starting a Task, the player and GM must come to an agreement on what Edge the Trainer is trying to learn, as well as what Skill will be used to learn it. Once this is done, the Base DC for the Trainer’s Extended Skill Check is equal to (50 x Edge’s Tier) and is multiplied by 2-5, depending on the complexity of the Task.
    • The Base DC is always determined by the tier of the Edge. The multiplier for that DC is determined by how difficult the learning process is. Simple, short tasks should have a x2 multiplier, while especially rigorous and demanding tasks would deserve a x5 multiplier.
    • If a Trainer wants to learn a new item recipe, they should be spending something when making a check, whether it be an in-universe resource or simply Scrap. A good guideline is (25 x Edge’s Tier) in Scrap, or a single item per check such as an Apricorn. If a Trainer is expending resources to create a new recipe, the Task should be less complex than it otherwise would be. This is especially true if the GM is asking the Trainer to expend rare items.
    • Players who are working towards the same Task should definitely roleplay about it.
  • To work on a Task, the Trainer must make an appropriate Extended Skill Check as a Downtime Action. Once the Trainer has exceeded the DC of the Task, they learn the accompanying Edge.

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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
    • 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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