Pokémon of the world, I'm sorry, but this is going to be a long process. This is the one part left of Version 1, that complicated version that appealed to the number crunchers of the world but gagged everyone else. I'm sorry, but this is the best I could do!
You have 15 power scores, based upon the average of one, two, or more stats, and that's multiplied by something based on your type. This table shows you (1) the stats that are the average, and (2) what to multiply them by.
| Normal | Fire | Water | Eletric | Grass | Ice | Fighting | Poison | Ground | Flying | Psychic | Bug | Rock | Ghost | Dragon
|
Normal (Str+Int)/2 | x 2 | x 1 | x 0.5 | x 1 | x 0 | x 1 | x 0.5 | x 1 | x 0.5 | x 0.5 | x 1 | x 1 | x 0.5 | x 0 | x 0
|
Fire (Hlt+Agl)/2 | x 1 | x 2 | x 0 | x 0.5 | x 0 | x 0 | x 1 | x 1 | x 0.5 | x 0.5 | x 1 | x 0.5 | x 0 | x 0.5 | x 1.5
|
Water (Wil+Hlt)/2 | x 1 | x 0 | x 0.5 | x 0 | x 0 | x 1 | x 1 | x 0.5 | x 0.5 | x 0.5 | x 1 | x 1 | x 0 | x 1 | x 0.5
|
Eletric (Prc+Wil)/2 | x 0.5 | x 0.5 | x 0 | x 1 | x 2 | x 1 | x 0.5 | x 1 | x 0.5 | x 0 | x 1.5 | x 1 | x 0.5 | x 0.5 | x 0
|
Grass (Hlt+Beu+Str)/3 | x 1 | x 0 | x 0 | x 1 | x 2 | x 1 | x 1 | x 1.5 | x 1.5 | x 0 | x 0.5 | x 0 | x 0 | x 1 | x 0
|
Ice (Hlt+Prc+Str)/3 | x 0.5 | x 0 | x 1 | x 0.5 | x 0.5 | x 2 | x 0.5 | x 0 | x 2 | x 0.5 | x 0.5 | x 0.5 | x 1 | x 1 | x 0
|
Fighting (Wil+Agl+Ref)/3 | x 1 | x 1 | x 1 | x 1 | x 0 | x 1 | x 2 | x 1 | x 1 | x 0.5 | x 0.5 | x 1 | x 0.5 | x 0 | x 0
|
Poison (Wil+Hlt)/2 | x 0.5 | x 1 | x 1 | x 1 | x 1.5 | x 0 | x 0.5 | x 2 | x 0 | x 1 | x 1 | x 1.5 | x 0 | x 1 | x 1
|
Ground (Hlt+Str+Wpr)/3 | x 1 | x 0 | x 0.5 | x 0.5 | x 0.5 | x 1.5 | x 1 | x 1 | x 2 | x 0 | x 1 | x 0 | x 1.5 | x 0 | x 1.5
|
Flying (Ref+Prc+Str)/3 | x 1 | x 1 | x 1 | x 0.5 | x 1 | x 0.5 | x 1 | x 1 | x 0.5 | x 2 | x 1 | x 0 | x 0.5 | x 1 | x 0.5
|
Psychic (Int+Wil)/2 | x 1 | x 0.5 | x 0.5 | x 0.5 | x 0 | x 1 | x 0 | x 1 | x 1 | x 1 | x 2 | x 0 | x 1 | x 1 | x 1
|
Bug (Ref+Prc+Hlt)/3 | x 1 | x 0 | x 0.5 | x 1 | x 0.5 | x 0 | x 1 | x 1.5 | x 0.5 | x 0.5 | x 0.5 | x 2 | x 0 | x 1 | x 0
|
Rock (Hlt+Wil)/2 | x 1 | x 0 | x 1 | x 0.5 | x 0 | x 1.5 | x 1 | x 0.5 | x 1.5 | x 0 | x 0.5 | x 0 | x 2 | x 1 | x 0.5
|
Ghost (Soc+Wil)/2 | x 0 | x 0.5 | x 1 | x 1 | x 0.5 | x 1 | x 0 | x 1.5 | x 0 | x 1 | x 1.5 | x 1 | x 0 | x 2 | x 0
|
Dragon (Int+Soc+Agl)/3 | x 1 | x 1.5 | x 0 | x 1 | x 0.5 | x 0.5 | x 1 | x 1 | x 0.5 | x 1.5 | x 1 | x 0 | x 0.5 | x 1 | x 2
|
But what if you're a multi-type? Simple; just make the stats as if you were making them for the individual types, then average them, rounding towards 25. Here's an example: Say you're Bulbasaur, which is a dual type Grass and Poison, with a Health of 35, Beauty of 20, and Strength of 25. For a Grass Pok�mon, that makes 53. For a Poison Pokemon, that's 26. The average of those two, rounded towards 25, is 39. So, that particular Bulbasaur would have a Grass Power of 39.
Special note on damage units. Certain maneuvers use Damage Units based on power scores, not Strength. If that is the case, they are so marked. Damage units are 2/5th the value of their comprising stat, rounding to the closest. (Damage Units are one of the few scores that can be a zero.)
Also, the minimum is 1 for Power scores. If you get a 0 by multiplying, it's automatically considered to be 1.
Below are the Pok�mon fighting techniques, as seen from Version 1. They're useable, but likely unbalanced, as they haven't really been playtested much. If they are, please tell Arc, OK?
Pok�mon Attack List
The cost to learn an attack:
(D*L) * 5 / Mod (Half power score)
Where D is the difficulty of the maneuver, and L is the level of the attack. Do NOT confuse this with your experience level!
Absorb
- A Grass maneuver. Difficulty 20.
- Accuracy 0. Pen 5.
- Effect: The First round, Mod (Grass * Level + 1D10) points of damage, with each round following the first dealing (Level) more points of damage. Each round, the absorber heals Mod (Damage dealt this round) - 5 points of damage.
- Image: Oddish jumps on top of the enemy Golem, and wiggles down. Her feet start glowing the golden color of sapping energy. Golem suddenly looks sleepy, while the scratches and bruises on Oddish's bark-skin slowly begin to heal.
Agility
- A Fighting maneuver. Difficulty 30.
- Effect: Using Agility increases your Pok�mon's Dodge rolls by (Fighting+Reflexes) / 2 * (Level), iniative by Mod (Fighting * Level), and To hit rolls by Mod (Fighting+(Level)). This lasts for (Level) + Mod(Fighting) rounds.
- Image: Pikachu wiggles down, then jumps up and begins to dash around super-fast. His oppoent, a Raichu, is bewildered by Pikachu's fancy footwork! For a minute or so, Raichu is overtaken by Pikachu's maneuverability.
Eletric Attack
- An Eletric maneuver. Difficulty 10.
- Accuracy +4. Pen 1. Speed 0.
- Damage: Mod(Level * Eletric Damage Unit) + 1D6 per level.
- Eletric Attack is like a beam; the path of the eletricity is no more than a few inches wide. Everyone within 1/2 Mod(Eletric Score + Level) feet takes 1D6 + Level points of Eletric damage. This eletric burst can be controlled with an Average Willpower roll.
- Effects: Chance of paralyzation is amount over (Health + Willpower + 10). If so, the force of the paralyzation is the amount over (Willpower + 15).
- Image: Ash, that well-known trainer, is using his Pikachu to fight a Pidgey. He calls Eletric Attack; Pikachu sparks with a small burst of lightning and sends an eletric bolt in Pidgey's direction.
Flamethrower
- A Fire maneuver. Difficulty 30.
- Accuracy +15. Pen 4. Speed -5.
- Damage: (Level + 1) Fire Damage Units + 3D10 + 1D10 for every third level.
- Effects: Burning: Should this attack deal more damage than the defender's Health (plus ten per point of resistance), the Pok�mon (or human) sustains burns that give a penalty to all rolls. The penalty is [Half damage - Mod(Health)] and goes away after they fully heal.
- Image: Vulpix's eyes start to glow with an eerie blue light. He lifts his head up and kapow! A burst of flame roars from his mouth, red and yellow. The opponent, a Machoke, is caught dead-center and is roasted quite nicely. The burns all over Machoke's skin cause him much pain, and he is switched out by his trainer shortly thereafter.
Growl
- A Normal maneuver. Difficulty 15.
- Effect: The Pokemon attacks with (Social+Intimidate skill+Level squared)+1D100. The defender rolls Willpower + 1D100. If the attacker get one to fifteen points more than the defender, the attacked gets a -20 to all rolls until the end of the nest turn. If the attacker gets fifteen to thirty points higher, the defender loses his next action, and rolls at -30 for it. If the attacker gets thirty-one points or more higher, the attacked loses his next Mod (Level) rounds, and is at -(5 * Level) for as many rounds afterwards.
- Image: Ratatta is taking hit after hit. Just as Nidorina is about to deal the final blow, Ratatta starts to growl deeply at Nidorina, fire in his eyes. She is taken aback by his ferocity long enough for Ratatta to recover and strike back.
Leer
- A Normal maneuver. Difficulty 28.
- Speed -10.
- Effects: The attacker uses Mod(Willpower + Intimidation + 1D100) + Level. The defender subtracts Mod(Willpower + Social). If the attacker gets a 2 or better, the defender is partially stunned; -20 to all his rolls until he can make an Average Willpower roll (Check once a turn.) If the attacker gets 5 or better, it is instead a -35, and the difficulty is Hard. Ghost-types get a +1 on their scores, whether attacking or defending.
Quick Attack
- A Normal maneuver. Difficulty 40.
- Accuracy +5 per level. Pen 2. Speed +10 per level.
- Damage: Two Damage Units, plus 1D10 per level, plus Bite.
- Effects: The defenders' dodge roll is reduced by (3 * Level).
- At level four, Pen becomes 3.
- Image: A Spearow is fighting a Scyther. Scyther slashes viciously with his foreblades, and Spearow is slashed. Weary, and apparently about to lose, Spearow tries one more maneuver. He flies up high in the air, then dives down and rapid-hits Scyther, darting in a very tight circle about the hapless Pok�mon.
Scratch
- A Normal maneuver. Difficulty 20.
- Accuracy +5. Pen 1. Speed 0.
- Damage: One damage unit for odd levels + Claws + 2D10.
- Image: A battle is raging in between David's Charmander and Brett's Ratatta. Both call Scratch as their attack. Charmander rushes in, claws aflashing in vertical arcs, but Ratatta avoids them and connects with a series of kangaroo-style kicks.
Tackle
- A Normal maneuver. Difficulty 15.
- Accuracy 0. Pen 0. Speed -30.
- Damage: (One DU + 1D10) for every odd level. i.e., 1DU+1D10 at level 1, 2DU + 2D10 at level 3, and so on.
- There is a chance that the attacked will be knocked down by this attack. The two Pok�mon make an opposed roll, the attacker using (Damage dealt + Strength + 1D100) and the defender using (Health + Agility + 1D100). If the attacker wins by fifteen or less, the defender is knocked down. Next round, he must make a Difficult Willpower roll to get up the next round, or take a penalty to all his rolls equal to the damage dealt.
- Image: The wild Bulbasaur begins to run full-tilt at Jamie's Machop. He raises an arm to block, but too late; Bulbasaur crashes into him and knocks her to the ground.
Thundershock
- An Eletric maneuver. Difficulty 20.
- Accuracy +10. Pen 2. Speed 10.
- Damage: One Eletric DU per level plus 1D10, plus an additional D10 for each even level.
- Effect: Counts double when considering knockback. Chance of paralyzation is the amount over (Health + Willpower). If so, the strength of paralyzation is the amount over Willpower.
- Thundershock is an area effect attack; the main attacked target takes the damage listed above, while everyone within (Half Eletric + Level) feet takes as much damage as if they'd been hit with an Eletric Attack of the same level. This can be toned down somewhat with a Difficult Willpower roll; then, everyone within (1/3 Eletric) feet take Mod(Eletric) + 1D6 points of eletric damage.
- Image: A Raichu is battling a Jynx. Raichu decides to Thundershock. A huge burst of light fills the cave in a giant sphere of eletricty, and Jynx is fried to a crisp.
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