Pokerole Cheat Sheet
A Pokerole 3.0 GM Screen style cheat sheet of important information.
Pokerole Cheat Sheet
Skills
| Attributes | Fight | Survival | Social | Knowledge | Social Attributes |
|---|---|---|---|---|---|
| Strength | Brawl | Alert | Charm | Crafts | Tough |
| Dexterity | Throw* | Athletic | Empathy | Lore | Cool |
| Vitality | Weapons* | Nature | Etiquette | Medicine | Clever |
| Special | Evasion | Stealth | Intimidate | Science | Beauty |
| Insight | Clash^ | Perform | Cute | ||
| Channel^ |
* - Typically a human skill
\^ - Typically a Pokemon skill
Successes Required
| Action this Round | Required Successes | Difficulty Level |
|---|---|---|
| 1st Action | 1 | Troublesome |
| 2nd Action | 2 | Challenging |
| 3rd Action | 3 | Hard |
| 4th Action | 4 | Very Hard |
| 5th Action | 5 | Almost Impossible |
Will Points
Spending Will
- Power Through the Pain - Spend 1 Will to ignore one Pain Penalty for the rest of the scene.
- Take Your Chances - Spend 1 Will to re-roll one unsuccessful die from all Action Rolls this round.
- Pushing Fate - Spend 1 Will to add one success to a single roll. Doesn’t work for Damage or Chance rolls.
Important
- In a single round, you may only use Take Your Chances or Pushing Fate, you can’t use both in the same round!
- Spending all your Will Points in a scene causes that character to faint at the end of the scene!
Recovering Will
- Rest for a few days
- Complete an achievement
- Win a battle
- Train with your Pokemon
Combat Flow
- Combat Starts! Roll Initiative for each combatant:
1d6+Dexterity+Alert- Each Pokemon combatant declares which Ability is active on their Pokemon.
- Storyteller informs the combatants about Weather and Terrain effects.
- Round Starts! Take turns in initiative order. On each Pokemon’s turn:
- Use a Move or another action.
- Choose to Pass your turn and do nothing! If you’ve already taken 5 Actions this round, you must pass.
- When every Pokemon in the Initiative Order Passes, the Round ends.
- At the end of the round, Trainers who are not In the Fray may take an action.
- If the combatants want to continue battling, start another round.
Using a Move
- Attacker rolls the Move’s Accuracy Dice. Use the Multiple Action Table to determine how many successes you need.
- If you have less successes than you need, your move failed to hit.
- If you have any Pain Penalties, you subtract them from your Accuracy Dice.
- Defender may choose to react to the Move:
- Use a Reaction, executing that move before the attacker’s move rolls it’s damage. (Evade and Clash are Maneuvers with Reaction.)
- The Attacker may use a Reaction move in response to the Defenders if the Reaction’s number is Higher than the Defender’s!
- Use a Late Reaction, executing that move after the attacker’s move resolves.
- The Attacker may use a Late Reaction move in response to the Defenders. Resolve the one with the Lowest number first.
- The Attacker may not use a Reaction against the Defender’s Late Reaction.
- Use a Reaction, executing that move before the attacker’s move rolls it’s damage. (Evade and Clash are Maneuvers with Reaction.)
- The Attacker determines their Damage Dice, subtracts the defender’s Defense or Special Defense, and rolls the Move’s Damage.
- If the Move’s Accuracy was 3 successes higher than it needed to be, you’ve rolled a Critical Hit! Add two more dice to the damage pool.
- Before dealing the damage, add any final modifiers to the result rolled.
- Each Weakness to the Attacker’s Move adds one damage to the total. Don’t add this bonus if you rolled 0 successes on your Damage Dice
- Each Resistance to the Attacker’s Move removes one damage from the total.
- Deal damage, then resolve any Late Reactions declared earlier.
Lethal Damage
- A Character tracks Lethal Damage separately from Regular Damage.
- When a Character suffers Lethal Damage, it counts as both Lethal and Regular Damage.
- A Character that has more Lethal Damage than their Total Hit Points dies.
- A Move with the Lethal Damage icon can do Lethal Damage. It does not have to, and can be used to only deal regular damage.
- Damage dealt to a Character who has no Hit Points left is dealt as Lethal Damage.
- Lethal Damage is an Optional Rule!
Pain Penalties
When you first reach <= Half your Hit Point total, you suffer your first pain penalty. You suffer a second at 1 Hit Point. Each Pain Penalty subtracts one success from all of your Rolls, and can be negated for the rest of the scene by paying one Will Point.
Trainer Actions
| Action Done as a… | In a Trainer Area | In the Fray |
|---|---|---|
| Giving Commands | Free Action | Increase Trainer Action Count by One |
| Switching Pokemon | Twice per Round Free at anytime, then Action on your Pokemon’s Turn. | Action on your Turn |
| Use an Item | Action on your Pokemon’s Turn | Action on your Turn |
| Enter the Fray | End of Round Action or at Start of Battle. | End of Round Action |
| Search for Cover | - | Action on your Turn |
| Move into Found Cover | - | Action on your Turn |
| Run Away from Battle | End of Round Action | End of Round Action |
Healing
| Damage Type | Over Time | Potion Units |
|---|---|---|
| Regular | 1 Damage/8 Hours | 1 Damage/1 Unit |
| Lethal | 1 Damage/16 Hours | 1 Damage/2 Units |
Rank Summary
| Rank | Max Targets | Skill Max | Attribute Points | Skill Points | All Foes Target Max |
|---|---|---|---|---|---|
| Starter | 1 | 1 | 0 | 5 | 1 |
| Rookie | 2 | 2 | 2 | 10 | 2 |
| Standard | 3 | 3 | 4 | 14 | 3 |
| Advanced | 4 | 4 | 6 | 17 | 4 |
| Expert | 5 | 5 | 8 | 19 | 5 |
| Ace | 6 | 5 | 10 | 20 | 6 |
| Master | 8 | 5 | 10 | 22 | 8 |
| Champion | 10 | 5 | 14 | 25 | 10 |
Status Effects
| Status | Effect | Resist | Duration |
|---|---|---|---|
| 1st Degree Burn | 1 Damage end/round. Fire Types Immune. | Dex+Athletic as action: 4 Cumulative Successes, Cured | Until Fainting |
| 2nd Degree Burn | 2 Lethal Damage end/round. Fire Types Immune. | Dex+Athletic as action: 6 Cumulative Successes, Cured | Until Fainting/Death |
| 3rd Degree Burn | 3 Lethal Damage end/round. Increase by 2 each round. Fire Types Immune. | Dex+Athletic as action: 8 Cumulative Successes, Cured | Until Fainting/Death |
| Confused | If an action fails, suffer 1 damage. Action Roll Penalty: > Standard Rank and Lower: -1 Success > Advanced to Ace: -2 Successes > Master+: -3 Successes | Insight @ round start, 2+ successes ignore this effect for the round | End of Scene or Switched Out |
| Disabled | Cannot used Disabled Move. Max one Move per Pokemon. | N/A | 5 Minutes out of Combat |
| Paralysis | -2 Dex, moves 1/2 speed. Electric Types Immune. | N/A | 12 Hours |
| Flinched | Next Turn takes no Action. Cannot use Reactions till end of next turn. Can only be Flinched once per round. | N/A | 1 Action |
| Poison | 2 Damage end/round. Poison and Steel Types Immune. | Subject remains immobile: Damage per hour instead | Until Fainting or 8 Hours |
| Frozen | No Actions. Ice Types Immune. | Use Moves against Ice(HP 5, Def 2), Super Effective Moves break instantly. | Until ice melts, Pokemon Faints |
| Badly Poisoned | 2 Lethal Damage end/round. Increase by 2 each round. Poison and Steel Types Immune. | Subject remains immobile: Damage per hour instead | Until Fainting/Death |
| In Love | 1/2 Damage against Foe and foe’s allies | Loyalty or Insight when attacking, 3+ successes deal full damage. | 24 hours |
| Sleep | No Actions | Insight/action: 5 Cumulative Successes, wakes up. | Few Hours |
Battlefield Conditions
Weather
- Sunny
- +1 to Fire Move Power
- -1 Damage from Water Moves
- Cannot be Frozen
- Rain
- +1 to Water Move Power
- -1 Damage from Fire Moves
- No one can gain the 2nd Degree or 3rd Degree Burn conditions.
- Sandstorm
- 1 Typless Damage to Non Rock, Ground, or Steel Types at end of Round. Full Body Cover prevents this Damage.
- +1 Special Defense to Rock types
- Moves that Complete Heal in Sunny Weather only restore 1 HP
- Snowy
- +1 to Ice Move Power
- +1 Defense to Ice types
- +1 Chance die to inflict Frozen
- Frozen Pokemon’s ice blocks have 7 Hit Points and 3 Defense.
- Hail
- 1 Damage to Non Ice Types at end of round. Full Body Cover prevents this Damage.
- +1 Chance die to inflict Frozen
- Moves that Complete Heal in Sunny Weather only restore 1 HP
- Desolate Weather
- +2 to Fire Move Power
- Water Type Moves cannot be used
- Non Fire Types with 4 or less Vitality must get 2 success on a
Vitalityroll at the start of each round or suffer 2 Fire Damage. - Cannot be Frozen
- Non Typhoon/Strong Winds Weather effects fail
- Typhoon
- +2 to Water Move Power
- Fire Type Moves cannot be Used
- Cannot be Burned
- Non Water Types with 4 or less Vitality must get 2 success on a
Vitalityroll at the start of each round or suffer 2 Water Damage. - Non Desolate/Strong Winds Weather effects fail
- Strong Winds
- +2 to Flying Type Move Damage. Flying types do not get super effective damage bonuses.
- Electric, Ice, and Rock types moves are Neutral to Flying Types
- Non Flying Types without the Levitate ability with 4 or less Dexterity must get 2 success on a
Dexterityroll at the start of each round or suffer 2 Typeless Damage. - Non Desolate/Strong Winds Weather effects fail
Environmental Conditions
| Condition | Effect |
|---|---|
| Fog | -1 success from Accuracy Rolls |
| Muddy | All pokemon on the ground are Blocked and have -1 Dexterity. |
| Underwater | End of Round, non water types roll Vitality to not faint. 2 successes required for each round underwater. |
| On Fire! | End of round, roll 3 Chance dice to inflict 2nd Degree Burn to everyone present. |
| Electric Poles | +1 Damage to Electric type moves |
| Lovely Flowers | -2 Damage from all Moves. Pokemon cannot Evade. |
| Sewers | End of round, roll 3 Chance dice to inflict Poisoned to everyone present. |
| Deep in the Jungle | +2 to rolls involving Nature and Stealth. |
| High Poles | Non Flying types roll Dexterity+Athletic, need 2 successes or suffer two typeless damage. |
| Sprinklers | All Pokemon have their type changed to Water. |
| Pkmn Semantary | +2 to rolls involving Intimidate. Non Ghost types gain the ability “Run Away.” |
| Minefield | Pokemon entering the battlefield suffer 1 typeless damage. |
| Healing Pits | Battlefield has one or more areas that heal 1 Hit Point when touched, then are used up. |
| Torn World | All moves have their target changed at random. |
| Final Destination | No Items. No Evasion or Clash. |
Catching
Catch rolls are: Seal Potency + Bonus Successes
Training Points
Getting Training Points
| After a Battle… | TP Earned |
|---|---|
| Your Pokemon is higher Rank than the most powerful foe | 0 |
| Your Pokemon is same Rank as the most powerful foe | 1 |
| Your Pokemon is one Rank below the most powerful foe | 2 |
| Your Pokemon is two Ranks below the most powerful foe | 3 |
| You won the Battle | 2 |
| The lose the Battle | 1 |
| You won, but this Pokemon fainted/switched out | 1 |
| There were more opponents than you | 2 |
Training Session
Training session take 2 hours and you can train a Pokemon once a day.
- Decide on how your Pokemon will train and what Action Roll represents it
- Storyteller assigns a Difficulty for the Pokemon’s training.
- The Pokemon rolls the action roll, and can re-roll the first failure. Two failures ends the session.
- The Trainer rolls the same Action Roll, and gets bonus successes equal to the difficulty the Difficulty assigned to the Pokemon.
- The Pokemon earns Training Points equal to the the Trainer’s result.
- The Pokemon and Trainer recovers 2 Will Points. (When training multiple Pokemon, the Trainer only gets 2 points total.)
Spending Training Points
Rank Up & Retraining
| Rank | TP to Next Rank | Retraining |
|---|---|---|
| Starter | 5 | 1 |
| Rookie | 15 | 10 |
| Standard | 25 | 20 |
| Advanced | 30 | 25 |
| Expert | 35 | 30 |
| Ace | 40 | 35 |
| Master | 50 | 40 |
| Champion | - | 45 |
Evolve
| Evolution Speed | TP to Evolve |
|---|---|
| Fast | 10 |
| Medium | 30 |
| Slow | 50 |
Learn Moves
| Pokemon Stage | Current Rank Move | Prior Rank Move | Pre-Evolution Move | TM | Overrank Move |
|---|---|---|---|---|---|
| First | 2 | 1 | - | 5 | 5 per Rank |
| Second | 4 | 2 | 5 | 5 | 15 per Rank |
| Final | 6 | 3 | 10 | 5 | 20 per Rank |
Encounter Balancing
Types
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