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Pokerole Cheat Sheet

A Pokerole 3.0 GM Screen style cheat sheet of important information.

Pokerole Cheat Sheet

Skills

AttributesFightSurvivalSocialKnowledgeSocial Attributes
StrengthBrawlAlertCharmCraftsTough
DexterityThrow*AthleticEmpathyLoreCool
VitalityWeapons*NatureEtiquetteMedicineClever
SpecialEvasionStealthIntimidateScienceBeauty
InsightClash^ Perform Cute
 Channel^    

* - Typically a human skill

\^ - Typically a Pokemon skill

Successes Required

Action this RoundRequired SuccessesDifficulty Level
1st Action1Troublesome
2nd Action2Challenging
3rd Action3Hard
4th Action4Very Hard
5th Action5Almost 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

  1. Combat Starts! Roll Initiative for each combatant: 1d6+Dexterity+Alert
    1. Each Pokemon combatant declares which Ability is active on their Pokemon.
    2. Storyteller informs the combatants about Weather and Terrain effects.
  2. Round Starts! Take turns in initiative order. On each Pokemon’s turn:
    1. Use a Move or another action.
    2. Choose to Pass your turn and do nothing! If you’ve already taken 5 Actions this round, you must pass.
  3. When every Pokemon in the Initiative Order Passes, the Round ends.
    1. At the end of the round, Trainers who are not In the Fray may take an action.
  4. If the combatants want to continue battling, start another round.

Using a Move

  1. Attacker rolls the Move’s Accuracy Dice. Use the Multiple Action Table to determine how many successes you need.
    1. If you have less successes than you need, your move failed to hit.
    2. If you have any Pain Penalties, you subtract them from your Accuracy Dice.
  2. Defender may choose to react to the Move:
    1. Use a Reaction, executing that move before the attacker’s move rolls it’s damage. (Evade and Clash are Maneuvers with Reaction.)
      1. The Attacker may use a Reaction move in response to the Defenders if the Reaction’s number is Higher than the Defender’s!
    2. Use a Late Reaction, executing that move after the attacker’s move resolves.
      1. The Attacker may use a Late Reaction move in response to the Defenders. Resolve the one with the Lowest number first.
      2. The Attacker may not use a Reaction against the Defender’s Late Reaction.
  3. The Attacker determines their Damage Dice, subtracts the defender’s Defense or Special Defense, and rolls the Move’s Damage.
    1. 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.
  4. Before dealing the damage, add any final modifiers to the result rolled.
    1. 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
    2. Each Resistance to the Attacker’s Move removes one damage from the total.
  5. 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 AreaIn the Fray
Giving CommandsFree ActionIncrease Trainer Action Count by One
Switching PokemonTwice per Round Free at anytime,
then Action on your Pokemon’s Turn.
Action on your Turn
Use an ItemAction on your Pokemon’s TurnAction on your Turn
Enter the FrayEnd 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 BattleEnd of Round ActionEnd of Round Action

Cover Table.png

Healing

Damage TypeOver TimePotion Units
Regular1 Damage/8 Hours1 Damage/1 Unit
Lethal1 Damage/16 Hours1 Damage/2 Units

Rank Summary

RankMax TargetsSkill MaxAttribute PointsSkill PointsAll Foes Target Max
Starter11051
Rookie222102
Standard334143
Advanced446174
Expert558195
Ace6510206
Master8510228
Champion105142510

Status Effects

StatusEffectResistDuration
1st Degree Burn1 Damage end/round. Fire Types Immune.Dex+Athletic as action: 4 Cumulative Successes, CuredUntil Fainting
2nd Degree Burn2 Lethal Damage end/round. Fire Types Immune.Dex+Athletic as action: 6 Cumulative Successes, CuredUntil Fainting/Death
3rd Degree Burn3 Lethal Damage end/round. Increase by 2 each round.
Fire Types Immune.
Dex+Athletic as action: 8 Cumulative Successes, CuredUntil Fainting/Death
ConfusedIf 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 roundEnd of Scene or
Switched Out
DisabledCannot used Disabled Move. Max one Move per Pokemon.N/A5 Minutes out of Combat
Paralysis-2 Dex, moves 1/2 speed. Electric Types Immune.N/A12 Hours
FlinchedNext Turn takes no Action.
Cannot use Reactions till end of next turn.
Can only be Flinched once per round.
N/A1 Action
Poison2 Damage end/round. Poison and Steel Types Immune.Subject remains immobile: Damage per hour insteadUntil Fainting or 8 Hours
FrozenNo Actions. Ice Types Immune.Use Moves against Ice(HP 5, Def 2), Super Effective Moves break instantly.Until ice melts, Pokemon Faints
Badly Poisoned2 Lethal Damage end/round. Increase by 2 each round.
Poison and Steel Types Immune.
Subject remains immobile: Damage per hour insteadUntil Fainting/Death
In Love1/2 Damage against Foe and foe’s alliesLoyalty or Insight when attacking, 3+ successes deal full damage.24 hours
SleepNo ActionsInsight/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 Vitality roll 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 Vitality roll 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 Dexterity roll at the start of each round or suffer 2 Typeless Damage.
    • Non Desolate/Strong Winds Weather effects fail

Environmental Conditions

ConditionEffect
Fog-1 success from Accuracy Rolls
MuddyAll pokemon on the ground are Blocked and have -1 Dexterity.
UnderwaterEnd 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.
SewersEnd of round, roll 3 Chance dice to inflict Poisoned to everyone present.
Deep in
the Jungle
+2 to rolls involving Nature and Stealth.
High PolesNon Flying types roll Dexterity+Athletic, need 2 successes or suffer two typeless damage.
SprinklersAll Pokemon have their type changed to Water.
Pkmn Semantary+2 to rolls involving Intimidate. Non Ghost types gain the ability “Run Away.”
MinefieldPokemon entering the battlefield suffer 1 typeless damage.
Healing PitsBattlefield has one or more areas that heal 1 Hit Point when touched, then are used up.
Torn WorldAll moves have their target changed at random.
Final DestinationNo Items. No Evasion or Clash.

Catching

Catch rolls are: Seal Potency + Bonus Successes

Seal Potency.png Catch Bonuses.png Catch Difficulty.png

Training Points

Getting Training Points

After a Battle…TP Earned
Your Pokemon is higher Rank than the most powerful foe0
Your Pokemon is same Rank as the most powerful foe1
Your Pokemon is one Rank below the most powerful foe2
Your Pokemon is two Ranks below the most powerful foe3
You won the Battle2
The lose the Battle1
You won, but this Pokemon fainted/switched out1
There were more opponents than you2
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
RankTP to Next RankRetraining
Starter51
Rookie1510
Standard2520
Advanced3025
Expert3530
Ace4035
Master5040
Champion-45
Evolve
Evolution SpeedTP to Evolve
Fast10
Medium30
Slow50
Learn Moves
Pokemon StageCurrent Rank MovePrior Rank MovePre-Evolution MoveTMOverrank Move
First21-55 per Rank
Second425515 per Rank
Final6310520 per Rank

Encounter Balancing

Pokerole Encounter Balancing.png

Types

Type Chart.png

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