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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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Movement

Combat is typically done on a square grid, although it can be abstracted for higher levels and greater scale fights. Each square is 1 square meter in size.
Different Sizes take up different amounts of space on the grid, according to the table below:

Size Combat Dimensions
Mini Less than 1×1
Tiny Less than 1×1
Small Less than 1×1
Medium 1×1
Large 2×2
Huge 4×4
Massive 6×6
Gigantic 10×10

Up to 100 Mini creatures, 25 Tiny creatures, or 4 Small creatures can fit into a single square without penalty.
Tiny and Mini creatures are so small that they must be in the same square as their target to hit them with Melee attacks.

These dimensions are guidelines – a Wailord is longer than it is wide, and might be more appropriate as 4×8 instead of 6×6.

  • Movement is done with Shift Actions – when using multiple ones, average them out to get the maximum distance you can move in a round.
    • Shift Actions may be freely split up – you can move, attack, move, then attack another target if you want. However, making a Ranged Attack immediately ends your Shift Action if you are making one.
    • Diagonal movement is still 1, then 2, then 1, etc.
    • 2 combatants are Adjacent to each other if any squares they occupy touch each other, including corners.
  • There’s still Regular/Earth/Underwater terrain; as well as Slow/Rough/Blocking Terrain.
    • Slow terrain Slows you while you move through it, used for things like knee-high water, bushes, and other features.
    • Rough terrain is generally waist-high. Most, but not all Rough terrain is also Slow terrain.
    • Blocking terrain is always larger than you are and cannot be attacked or seen through, but it can be seen around.
  • Foes that are Flanked have lowered Evasion.
    • You are Flanked when at least 2 foes are adjacent to you, but not adjacent to each other. For every foe that counts towards Flanking you, you suffer -1 Evasion.
    • Creatures larger than Medium occupy multiple squares and count as a # of foes for the purposes of Flanking equal to the # of squares adjacent to the Flanked target that they are occupying. A minimum of 2 combatants is always required to flank someone.

Cover can help prevent ranged attacks from hitting you. You are Covered when:

  • There’s Rough Terrain directly in between you and someone else’s line of sight, unless they have a Naturewalk capability that allows them to ignore the terrain.
  • There’s a creature directly in between you and someone else (since creatures are also Rough Terrain)
  • You are Heavily Covered when there’s Blocking Terrain directly in between you and someone else’s line of sight.
  • You gain +2/4 Evasion against attacks you are Covered/Heavily Covered from.
  • Creatures take a -3/6 penalty to spotting you when Covered/Heavily Covered.
  • 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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