Pokémon and You

Now it’s time to choose and convert your Starter Pokémon. Grab your copy of “The Official Pokémon Full Pokédex Guide” and pick your favorite starting Pokémon. You can pick one of the following Pokémon:
#001 Bulbasaur (Pg. 14 dex)
#004 Charmander (Pg. 15 dex)
#007 Squirtle (Pg. 17 dex)
#025 Pikachu (Pg. 26 dex)
#133 Eevee (Pg. 80 dex)
#152 Chikorita (Pg. 89 dex)
#155 Cyndaquil (Pg. 91 dex)
#158 Totodile (Pg. 92 dex)
#252 Treecko (Pg. 139 dex)
#255 Torchic (Pg. 141 dex)
#258 Mudkip (Pg. 142 dex)
#387 Turtwig (Pg. 208 dex)
#390 Chimchar (Pg. 210 dex)
#393 Piplup (Pg. 211 dex)

Note: There will be more starter Pokémon as the games come out, adjust as necessary.
GMs  may allow more unusual starter Pokémon, at their own discretion. (Mankey, Magnemite, Bellsprout, Zigzagoon, Larvitar, etc.)

Now that you have picked your starting Pokémon it’s time to convert/make it so you can use it in game.

First Print or copy off a Pokémon Tracking sheet.

Follow these simple steps:

  • Copy the Pokémon name.
  • Copy the Pokémon number.
  • Copy the Pokémon type
  • Copy Ability and item
  • Copy evolution names and levels.
  • Roll gender on a D 100 (1 to 49 male 50 to 100 female).
  • Copy stat increase bar.
  • Write Current stats. At level 1 all Pokémon have the following stats:

HP: 12
Attack: 6
Defense: 16
Sp. Attack: 6
Sp. Def: 16
Speed: 6

  • Copy attacks that are labeled Basic in the LV column.
  • Fill out nickname.
  • Roll your Pokémon’s Nature, Flavor likes and dislikes.
  • Modify your Pokémon’s stat increase per level number depending on your Pokémon’s Nature.
  • Fill out derived stats.
  • Level up your Pokémon to level 5.

  1. Pokémon name.
  2. Pokémon number.
  3. Pokémon type.
  4. Pokémon weight, gender, abilities, and starting items.
  5. Pokémon stat increase bar.
  6. Pokémon evolution levels.
  7. Pokémon egg group types
  8. Pokémon learned Battle moves by level.
  9. Pokémon taught (TM, HM) Battle moves.

Stats

Stats are the variables that determine the success and effects of moves and in-game events.

The stats are as follows:
HP = Health points
A value used to determine how much damage Pokémon can withstand before fainting. Once the Pokémon’s HP hits zero, it faints.
ATK = Attack
The Attack stat determines how much damage a Pokémon can deal using a physical move.
DEF = Defense
The Defense stat determines how much damage a Pokémon receives when it is hit with a physical move.
SP. ATK = Special Attack
The Special Attack stat determines how much damage a Pokémon can deal using a special move.
SP. DEF = Special Defense
The Special Defense stat determines how much damage a Pokémon receives when it is hit with a special move.
SPD = Speed
The Speed stat determines how quickly a Pokémon can act in battle. Pokémon with higher speed will make a move before ones with lower speed.

Derived stats
EVA = Evasion
The Evasion stat determines how much percentage chance an opponent’s move will have of missing. Your Pokémon’s Evasion Stat is your Pokémon’s Speed Stat Increase Bar times 20. (SPD SIB x 5 + 5)

MOV = Movement
The Movement stat determines how far your Pokémon can move during combat. Your Pokémon’s Movement Stat is your Pokémon’s Speed Stat Increase bar plus five. (SPD SIB + 5)

Natures
Natures are the different types of personalities your Pokémon can have. These natures will change the way your GM controls your Pokémon when it’s out of its Pokéball. A Pokémon with the Bold nature will make your Pokémon more outgoing and confident, where Relaxed will make your Pokémon more lazy, and easy going. These Natures can also change your Pokémon’s stat increase number, and what foods your Pokémon likes and dislikes.


Example: Tom rolls the Brave Nature for his Charmander. Tom ads 1 to Charmander’s Attack Stat Increase Bar changing it from a 2 to a 3. He must also decrease Charmander’s Speed Stat Increase Bar by 1 changing it from a 2 to a 1.

Roll Nature Increased stat (+1) Decreased stat (-1) Favorite flavor Disliked flavor
1-4 Hardy
5-8 Lonely Attack Defense Spicy Sour
9-12 Brave Attack Speed Spicy Sweet
13-16 Adamant Attack Sp. Attack Spicy Dry
17-20 Naughty Attack Sp. Defense Spicy Bitter
21-24 Bold Defense Attack Sour Spicy
25-28 Docile
29-32 Relaxed Defense Speed Sour Sweet
33-36 Impish Defense Sp. Attack Sour Dry
37-40 Lax Defense Sp. Defense Sour Bitter
41-44 Timid Speed Attack Sweet Spicy
45-48 Hasty Speed Defense Sweet Sour
49-52 Serious
53-56 Jolly Speed Sp. Attack Sweet Dry
57-60 Naïve Speed Sp. Defense Sweet Bitter
61-64 Modest Sp. Attack Attack Dry Spicy
65-68 Mild Sp. Attack Defense Dry Sour
69-72 Quiet Sp. Attack Speed Dry Sweet
73-76 Bashful
77-80 Rash Sp. Attack Sp. Defense Dry Bitter
81-84 Calm Sp. Defense Attack Bitter Spicy
85-88 Gentle Sp. Defense Defense Bitter Sour
89-92 Sassy Sp. Defense Speed Bitter Sweet
93-96 Careful Sp. Defense Sp. Attack Bitter Dry
97-100 Quirky

Abilities

Abilities come in a wide variety, and have various effects on damage modification. These affects range from increasing and decreasing the power of moves of a specific type, granting immunities, and even changing the power of moves affected by other damage modifiers. Click here to see the abilities list.

Experience points

Experience points (EXP) are what your Pokémon need to level up. To find out how many EXP your Pokémon needs to reach the next level just take its current level and multiply that number by 3. Every time your Pokémon levels up the experience your Pokémon needs to level again drops back to zero.

So if a Pokémon’s level is 5, it needs to gain 15 EXP to get to the next level. Then to get to the level after that it will need 18 EXP.

You gain EXP by beating other Pokémon or trading Trainer advancement points for EXP. The amount of EXP you gain in battle is equal to the opposing Pokémon’s level, so defeating a level 20 Pokémon will give your Pokémon 20 EXP.
If multiple Pokémon participate in a battle you divide the EXP points equally. So if two Pokémon battle and defeat a level 20 opponent, each will receive 10 EXP. (20 / 2 = 10)

When a trainer wants to use Trainer advancement points to give Pokémon EXP, the Pokémon their level times 3 EXP for every Trainer advancement points used.

Example: John gives his Wurmple 2 of his Trainer advancement points. The Wurmple gains two levels EXP.

Experience points carry over when a Pokémon levels up. For example, if a pokémon needs 5 points to reach level 8, and it beats a level 10 Pokémon, it will gain 10 EXP. The Pokémon will go to level 8 using 5 of the 10 EXP, and the remaining EXP (5 points) will continue into the next level (level 9). Thus, it will only need 19 EXP to reach level 9, instead of 24. (24 – 5 =19)

Leveling your Pokémon

To level all you need to do is: Add +1 to each stat, add 1 to your DEF and SP.DEF and – if it’s an even-numbered level – add 1 to your ATK and SP.ATK. Then, roll a D10 for every Stat Increase Bar number your Pokémon has (if they have 3 HP SIB, you roll three dice for HP, etc.). For every dice you roll a 1-4 on you get 0 stat increase; For every 5-9, you get a +1 stat increase; And if you roll a 10 you get a +1 stat increase, and you get to re-roll that dice! This can happen up to 3 times in a row! (to a maximum of +4 from a single SIB)

Here is how it works:
+1 to each stat per level up
+1 DEF and SP.DEF every level up.
+1 ATK and SP.ATK every even-numbered level (2, 4, 6, 8, 10 etc.).
For every point in stat increase, roll a D10.
On a roll of 1-4: nothing
On a roll of 5-9: +1 to stat
On a roll of 10: +1 to stat, Roll again (up to 3 times, maximum of +4 to the stat)

Example: Lara levels up her Oddish. Oddish Stat Increase Bars are: HP: 1 ATK:2 DEF:2 SP.ATK:3 SP.DEF:2 SPD:1. She needs to roll 1d10 for HP and SPD, 2d10 for ATK, DEF, and SP.DEF, and 3d10 for her SP.ATK.
She rolls a 2 for HP, a 3 and a 6 for ATK, a 1 and a 6 for DEF, a 3, 8, and 10 (reroll 7) for SP.ATK, a 1 and 8 for SP.DEF, and a 7 for SPD.
Lara’s Oddish’s stats increase as follows: HP: +1. ATK: +2. DEF: +2. SP.ATK: +4. SP.DEF: +2. SPD: +2.

Level Cap

In the games, Pokémon can’t level above level 100, but in the show and movies we have seen some super powerful Pokémon like Mewtwo, whose power greatly exceeds that of normal Pokémon. We can only conclude that these Pokémon are above level 100, so in this game there is no level cap on Pokémon. Do note that Pokémon above level 70 are hard to come by, so Pokémon above level 100 will be extremely rare.

Pokémon Evolution

During a Pokémon’s development, under certain circumstances specific to that Pokémon’s species, it may evolve into a different Pokémon. The various triggers for a Pokémon’s evolution are almost as varied as the Pokémon themselves. The most common of them is evolution by leveling up at or above a certain level. Others include evolving when happiness has reached a high level, when the Pokémon is traded, when the Pokémon is traded while they’re holding an item, leveled up while holding an item, or even when an evolutionary stone used on it.

Pokémon Attacks

An Attack is a Pokémon’ primary use in battle. Pokémon can only know six attacks at a time. A Pokémon can forget an attack to learn another if there are no open attack slots. The attacks which each Pokémon can learn is dependent on the Pokémon’s species. In battle, moves can cause damage, affect a Pokémon’s stats, heal the user, make the opponent flee, etc.

  • Lv – The level at which the Pokémon learns a move.
  • Name – The name of the move.
  • Type – Move type.
  • Class – The move class – Physical, Special, or Status.
  • Power – The move’s attack power.
  • Accuracy – The attack’s hit percentage.
  • PP – How many times you can use the move before rest*.
  • Range – Who is affected by the attack.
  • Direct Attack (DA) – If the attack comes in contact with the defender/target.
  • Damage – Damage is the name for the affliction caused when a Pokémon uses an offensive attack against a foe. It cuts down the foe’s Hit Points. An attack will inflect the attacking Pokémon’s Attack or Special Attack, plus the Move’s power. ATK or SP.ATK + [Move’s Power])

*: This will be gone into later.

Example: Taillow has an attack of 17, and has the move Peck with a power of 35. The damage for Taillow’s Peck damage would be 52 (17 + 35).

Pokemon Tracking sheet:

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