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Pokerole cheat sheet

A Pokerole 2.0 GM Screen style cheat sheet of important information.

Types

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Skills

StrengthDexterityVitalitySpecialInsight
     
FightSurvivalSocialKnowledgePokemon
BrawlAlertEmpathyCraftsChannel
EvasionAthleticEtiquetteLoreClash
ThrowNatureIntimidateMedicine 
WeaponsStealthPerformScience 
ToughCoolCleverBeautyCute
     

Will Points

Spend

  • 1 to ignore one Pain Penalty for the rest of the Scene
  • 1 to reroll one failure from each roll for the rest of the round

Recovery

  • Rest for a few days
  • feel accomplished by having achieved something great
  • follow their nature
  • get them as a reward for good role-play.

Combat

Pre Combat

  • Everyone rolls Initiative! 1d6+Dex+Alert
  • GM Declares any Weather Effects in Play
  • Choose Abilities

Combat Loop

  1. Round Starts
    1. Pokemon using Priority Moves jump to top of Initiative, Order Multiple Pokemon via Move Priority Number, then Dex.
    2. Each Pokemon takes a Turn or Passes in Initiative Order
    3. Repeat until all Pokemon Pass
    4. Trainer Actions
      1. Search for Cover Insight+Alert
      2. Enter the Fray, cannot give Orders to Pokemon
      3. Run Away Dex+Athletic vs Foe’s Dex+Athletic
  2. Repeat from 2 until Combat Ends

A Pokemon’s Turn

  1. Choose a Move to use that you have not used this Round!
    1. If the move is “All Foes in Range” or “User and Allies in Range”, select up to the max number of targets allowed for your rank.
  2. Make an Accuracy Roll See Move for Dice Pool
    1. Apply Pain Penalty
    2. Apply Other Modifiers
  3. Number of Successes Required met: Attack Hits!
    1. Three or more successes than needed? Critical Hit, add 2d6 to Damage!
  4. Target can Evade or Clash the attack if the attack doesn’t use a social attribute!
    • Evade
      1. Roll Dex+Evade
      2. Apply Pain Penalty
      3. Equal to or Greater than Accuracy Roll: Attack Evaded, no Damage, End of Turn
    • Clash Cannot clash a Support Move!
      1. Chose a Damaging Move to use to clash with. This counts as using the move for the Round!
      2. Roll Clash+Strength if attacker used a Physical Move, Clash+Special if they used a Special move.
      3. Apply Pain Penalty
      4. Equal to or Greater than Accuracy Roll: Attack Clashed, Each take One Damage, End of Turn.
  5. Roll Damage
    1. See Move for base Dice Pool
    2. Add STAB, 1d6 if Move is same type at User.
    3. Add Critical Hit bonus Damage if Applicable
    4. Subtract Target’s Def/SpDef from dice pool
    5. Apply any other Modifiers
  6. Apply Damage
    1. If Target’s type is immune to move’s type: No Damage, end of Turn!
    2. If Target’s type resists move’s type & No Successes on Roll: No Damage, end of Turn!
    3. No Successes on Damage roll: 1 Damage, end of Turn!
    4. If Target’s type resists move’s type: -1 from Damage for each resistant type!
    5. If Target’s type is weak to move’s type: +1 Damage for each weak type!
    6. Then: Deal # of Successes as Damage, End of Turn!

Max Targets in Range by Rank

RankTargets
Starter2
Beginner2
Amateur3
Ace5
Professional+6

Successes Required

Action # in RoundRequired Successes
11
22
33
44
55

Pain Penalty (All rolls EXCEPT ones with VIT or Will)

HPReduce Successes by
Full0
>=Half1
1 HP2

Dynamax

While a Pokémon is in Dynamax form it will obtain the following benefits:

DynamaxGigantamax
Base Hp + 6Base Hp + 12
Use Max MovesUse G-Max Moves
  • Dynamax/Gigantamax lasts 3 Rounds
  • Dynamax/Gigantamax Pokémon are immune to:
    • Flinch
    • Moves based on weight
    • OHKO Moves
    • Destiny Bond
    • Being removed from combat
    • having ther Ability Changed or Removed.
    • Other Pokémon cannot transform into them
  • Max and G-Max Moves cannot be copied.

Status

StatusEffectResistDuration
Burn 11 Damage end/roundDex+Athletic as action: 4 Cumulative Successes, CuredEnd of Scene
Burn 22 Damage end/round (Lethal if Attack was)Dex+Athletic as action: 4 Cumulative Successes, CuredEnd of Scene
Burn 33 Damage end/round (Lethal if Attack was)Dex+Athletic as action: 4 Cumulative Successes, CuredEnd of Scene
Paralysis-2 Dex, moves 1/2 speedN/A24 Hours
FrozenNo ActionsUse Moves against Ice(HP 5, Def 2), Super Effective Moves break instantlyUntil ice melts, Pokemon Faints
Poison1 Damage end/roundSubject remains immobile: Damage per hour insteadUntil Faint & wake up 8 hours later
Badly PoisonedLike Poison, but +1 Damage each RoundSubject remains immobile: Damage per hour insteadUntil Faint & wake up 8 hours later
SleepNo ActionsInsight/action: 5 Cumulative Successes, wakes up.5 Minutes
Confused-1 Success from Actions, Failed Action: 1 DamageInsight @ round start, 2+ successes ignore this effect for the round5 Rounds or Switched Out
DisabledCannot used Disabled MoveN/A5 Rounds to Scene
FlinchedLose Next ActionN/A1 Action
In Love1/2 Damage against Foe and foe’s alliesInsight @ round start, 2+ successes ignore this effect for the round1 Scene or Switched Out

Weather

  • **Sunny **
    • +1 to Fire Move Power
    • -1 Damage from Water Moves
    • Cannot be Frozen
  • Harsh Sun
    • +1 to Fire Move Power
    • Water Type Moves cannot be used
    • +2d6 to Chance rolls for Burn Status
    • Cannot be Frozen
    • Sunny/Rain/Sandstorm/Hail Weather effects fail
  • Rain
    • +1 to Water Move Power
    • -1 Damage from Fire Moves
    • Only 1 Success required to Cure Burn Status
    • Moves that Complete Heal in Sunny Weather only restore 1 HP
  • Typhoon
    • +1 to Water Move Power
    • Fire Type Moves cannot be Used
    • Cannot be Burned
    • Moves that Complete Heal in Sunny Weather restore no HP
    • Sunny/Rain/Sandstorm/Hail Weather effects fail
  • Sandstorm
    • 1 Damage to Non Rock, Ground, or Steel Types at end of Round
    • +1 Special Defense to Rock types
    • Moves that Complete Heal in Sunny Weather only restore 1 HP
  • Strong Winds
    • +1 to Flying Type Move Damage
    • Electric, Ice, and Rock types moves are Neutral to Flying Types
    • Entry Hazards (Spikes) & Barriers (Light Screen) & Block Moves Fail
    • Sunny/Rain/Sandstorm/Hail Weather effects fail
  • Hail
    • 1 Damage to Non Ice Types at end of round
    • +1 Defense to Ice Types in the field
    • Moves that Complete Heal in Sunny Weather only restore 1 HP
  • Fog
    • -1 Success from Accuracy
  • Muddy
    • Mobility reduced to 1/2
    • Cannot get out of range
  • On Fire!
    • 3 Chance Dice to Burn Pokemon at end of Round
  • Electric Poles
    • +1 to Electric Move Power
    • Pokemon don’t need to Recharge.

Catching

Catch rolls are: Seal Potency + Bonus Successes

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Training

Training rolls are <Relevant Attribute/Social> + Lore.

Rank Up

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Retrain 3 Successes to:

  • Redistribute all Attributes and Social Attributes awarded by Rank.
  • Redistribute all Skill Points awarded by Rank. Assign all Skill Points from a Rank, before assigning all Skill Points from the next Rank.
  • Pokémon may forget Moves and learn new Moves from available Ranks. Forgotten Moves exclusive to previous Evolutions are lost forever.

Crit stats

https://anydice.com/program/28362

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