Thanks to my close friends Joseph, Steven, and many others for their input and assistance.
This manual is a fan-made tabletop adaptation for entertainment purposes only.
Hello there, and welcome to the tabletop world of Pokemon! My name is Mad Monty the Pokemon Fanatic!
This world is inhabited by creatures called Pokemon. People and Pokemon live together by supporting each other. Some people work and play with Pokemon, some battle with them.
Even after all the time we've spent with Pokemon, we still don't know everything about Pokemon yet.
There are still many mysteries to solve, which is why I study and obsess over Pokemon every day!
Your very own Pokemon legend is about to unfold! A world of dreams and adventures with Pokemon awaits! But first, let's go over some important information.
Pokemon are elemental creatures that populate this world alongside humans. They come in many different shapes and sizes.
Pokemon can belong in up to two different element groups. These groups, called Types, are Fire, Water, Grass, Rock, Ground, Fighting, Flying, Electric, Dark, Steel, Fairy, Psychic, Dragon, Normal, Ice, Poison, Bug, and Ghost.
Each Type has strengths over some Types and weaknesses to others. It could be said this is a more complex rock-paper-scissors game.
Since Pokemon can belong to up to 2 different types, both types can be resistant to an attack, and both types can also be weak to an attack type. A Pokemon could have one type weak and one type resistant to an attack. Here is a simplified way of explaining how damage would be dealt based on type weakness and resistances.
Type | Type | Damage |
---|---|---|
Weak | Weak | 300% |
Weak | Effective | 200% |
Weak | Effective | 100% |
Effective | Effective | 100% |
Effective | Resistant | 50% |
Resistant | Resistant | 33% |
Anything | Immune | 0% |
Attack Types | Super Effective Against... | Effective Against... | Not Very Effective Against... | Does Nothing To... |
---|---|---|---|---|
Normal | Normal, Fighting, Flying, Poison, Ground, Bug, Fire, Water, Grass, Electric, Psychic, Ice, Dragon, Dark, Fairy | Rock, Steel | Ghost | |
Fighting | Normal, Rock, Steel, Ice, Dark | Fighting, Ground, Fire, Water, Grass, Electric, Dragon | Flying, Poison, Bug, Psychic, Fairy | Ghost |
Flying | Fighting, Bug, Grass | Normal, Flying, Poison, Ground, Ghost, Fire, Water, Psychic, Ice, Dragon, Dark, Fairy | Rock, Steel, Electric | |
Poison | Grass, Fairy | Normal, Fighting, Flying, Bug, Fire, Water, Electric, Psychic, Ice, Dragon, Dark | Poison, Ground, Rock, Ghost | Steel |
Ground | Poison, Rock, Steel, Fire, Electric | Normal, Fighting, Ground, Ghost, Water, Psychic, Ice, Dragon, Dark, Fairy | Bug, Grass | Flying |
Rock | Flying, Bug, Fire, Ice | Normal, Poison, Rock, Ghost, Water, Grass, Electric, Psychic, Dragon, Dark, Fairy | Fighting, Ground, Steel | |
Bug | Grass, Psychic, Dark | Normal, Ground, Rock, Bug, Water, Electric, Ice, Dragon | Fighting, Flying, Poison, Ghost, Steel, Fire, Fairy | |
Ghost | Ghost, Psychic | Fighting, Flying, Poison, Ground, Rock, Bug, Steel, Fire, Water Grass, Electric, Ice, Dragon, Fairy | Dark | Normal |
Steel | Rock, Ice, Fairy | Normal Fighting, Flying, Poison, Ground, Bug, Ghost, Grass, Psychic, Dragon, Dark | Steel, Fire, Water, Electric | |
Fire | Bug, Steel, Grass, Ice | Normal, Fighting, Flying, Poison, Ground, Ghost, Electric, Psychic, Dark, Fairy | Rock, Fire, Water, Dragon | |
Water | Ground, Rock, Fire | Normal, Fighting, Flying, Poison, Bug, Ghost, Steel, Electric, Psychic, Ice, Dark, Fairy | Water, Grass, Dragon | |
Grass | Ground, Rock, Water | Normal, Fighting, Ghost, Electric, Psychic, Ice, Dark, Fairy | Flying, Poison, Bug, Steel, Fire, Grass, Dragon | |
Electric | Flying, Water | Normal, Fighting, Poison, Rock, Bug, Ghost, Steel, Fire, Psychic, Ice, Dark, Fairy | Grass, Electric, Dragon | Ground |
Psychic | Fighting, Poison | Normal, Flying, Ground, Rock, Bug, Ghost, Fire, Water, Grass, Electric, Ice, Dragon, Fairy | Steel, Psychic | Dark |
Ice | Flying, Ground, Grass, Dragon | Normal, Fighting, Poison, Rock, Bug, Ghost, Electric, Psychic, Dark, Fairy | Steel, Fire, Water, Ice | |
Dragon | Dragon | Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Fire, Water, Grass, Electric, Psychic, Ice, Dark | Steel | Fairy |
Dark | Ghost, Psychic | Normal, Flying, Poison, Ground, Rock, Bug, Steel, Fire, Water, Grass, Electric, Ice, Dragon | Fighting, Dark, Fairy | |
Fairy | Fighting, Dragon, Dark | Normal, Flying, Ground, Rock, Bug, Ghost, Water, Grass, Electric, Psychic, Ice, Fairy | Poison, Steel, Fire |
Pokemon battles are an integral part of the world of Pokemon. While most people are resolute in living side-by-side peacefully with Pokemon, treating them as partners or pets, or as tools to make day-to-day life easier, there are those who aspire to be the very best Pokemon Trainer with the strongest team of Pokemon.
As a Trainer it is important to be aware of the basics of Pokemon battles. The biggest difference between most other Pokemon games and PTTAG is that this game is cooperative play, meaning there can be up to 6 other main characters participating in a battle, versus dual battles. As such there have been many changes to allow better flow of the game, fun, and involvement for all participating. As such, Trainers will only be allowed to command one Pokemon at a time.
Trainer Battles in PTTAG are done by pitting a Trainer's Pokemon against another Trainer's Pokemon of choice. A group of Trainers may also challenge another group of Trainers as long as they have the same amount of Pokemon with a battle ratio of 1:1. It is frowned upon to outnumber other groups of Trainers, though in the wild these rules do not exist, and in a Legendary battle you would be at a huge disadvantage fighting one-on-one.
Each round Trainers and Pokemon have a set number of Action Points. A beginner trainer starts out with 4 Trainer Action Points (TAP) and their Pokemon have 4 Pokemon Action Points (PAP) as well. As a Trainer levels up they will acquire more AP for themselves and for their Pokemon.
A round consists of a single turn for each Pokemon involved in the battle. Turns within each round will be determined by the current Base Speed of each Pokemon. The Pokemon with the current highest Base Speed will go first, then the second, and so on until all Pokemon have taken a turn. Any ties on matching speed will be settled by rolling a d20 and the highest roll will win and go first. Moves that affect speed can change the order for the next round based on the effects and the affected Pokemon.
In the event of an ambush, the ambush turn will happen based on the order of declared actions (no more than one per Pokemon/Trainer), then the battle will proceed at the top of the first round.
A Trainer acts during the turn(s) of the Pokemon they are commanding. Starting out you are limited to 4 TAP per round.
Action | Cost | Description |
Command Pokemon | 2 TAP | Telling your Pokemon what to do takes up some of your time. |
Send out Pokemon | 2 TAP | Send your Pokemon out of their Pokeball within three spaces of the Trainer. |
Withdraw Pokemon | 1 TAP | Pull your Pokemon back in their Pokeball. Pokemon must be within 6 spaces of the trainer. |
Full Movement | 2 TAP | Trainers have a specific number of spaces they can move per turn whether they are Walking or Swimming. Movement can be split up throughout the turn during which it is happening. |
Half Movement | 1 TAP | Only use 50% rounded down of movement spaces. |
Throw Pokeball to Catch | 2 TAP | Throw a ball to catch a Pokemon within 6 spaces. |
Toss Berry | 1 TAP | Toss a berry onto the field for your Pokemon. |
Take an Action or Use an Item | 2 TAP | Interacting with or using an item (Potion, Door, Flute, etc...). |
Use Pokedex to gain Insight | 2 TAP | Observe an object or Pokemon during battle and gain insight into its type, status, etc. |
A Pokemon acts during its turn which is decided by its current Base Speed. Starting out Pokemon are limited to 4 PAP each per round. However, skilled Trainers may unlock more PAP for the Pokemon they command.
Action | Cost | Description |
Full Movement | 2 PAP | Pokemon have a specific number of spaces they can move per turn depending on if they are on Ground, in Water, or in the Air. Movement can be split up throughout the turn, unless an attack move states otherwise. |
Half Movement | 1 PAP | Only use 50% rounded down of movement spaces. |
Double Movement | 4 PAP | Use full movement twice. |
Eat a Berry | 1 PAP | Eat a berry within a range of 1 Space. |
Attack | ??? | PAP cost will vary per attack move. |
There are three types of Moves: Physical, Special, and Status.
In PTAG a Pokemon can use a Physical or Special attack and also use a Status move in the same turn as long as there is enough PAP.
Example: For my turn, Bulbasaur will use 2 PAP to use Growl and then will use the remaining 2 PAP to use Tackle.
Using attacks that are the same type as your Pokemon allows you to add the number of the attacking Pokemon's level to the damage of the attack after determining effectiveness, but only if the attack already deals damage.
STAB is NOT added to damage from status effects (Poisoned, Burned, Confused), or to continuous damage effects (Wrap, Leech Seed, Fire Spin, Twister, Whirlpool, and Sandtomb as examples).
Pokemon in PTTAG can be inflicted by multiple status effects at any time. For example, a sleeping Pokemon can also be poisoned, frozen, confused, and paralyzed all at the same time. Status damage is taken at the beginning of the affected Pokemon's turn.
A burned Pokemon takes damage equal to the level of the that inflicted the burn times two. For example if burned by a level 2 Charmander, your Pokemon will only take 4 damage at the beginning of its turn, while being burned by a level 10 Charizard your Pokemon will take 20 points of damage each turn. You do not apply Special Defense or Physical Defense to decrease the damage. A burned Pokemon's attacks only deal half the damage they would regularly deal (See taking damage). Fire type Pokemon cannot be burned. Burning decreases Catch Rate difficulty of a wild Pokemon by three.
Confusion lasts up to 4 rounds. At the beginning of each turn, roll 1d6 and on a 5-6 the confusion ends. Pokemon that are confused have a 66% chance to hit their target. A confused Pokemon must roll another d6 to attack. 1-2 hits the user (2d4+4 typeless damage) while 3-6 allows the user a chance to attack. Confusion decreases Catch rate difficulty of a wild Pokemon by three.
Freezing disables the affected Pokemon making it so they can not take actions. While frozen, a Pokemon's Speed stat is considered zero and cannot move. This also decreases the Pokemon's evasiveness. Roll 1D6 and on a 5-6 the frozen Pokemon will no longer be frozen. Fire attacks that hit the frozen Pokemon will remove the frozen status of the affected Pokemon, and the previously frozen Pokemon will not take the fire damage. Ice type Pokemon cannot be frozen. Freezing decreases the Catch Rate difficulty of a wild Pokemon by five.
Paralysis reduces affected Pokemon's base speed stat by 50%. Roll 1d6 at the start of each turn. On a 1-2 the paralyzed Pokemon will not be able to move or attack. Electric type Pokemon cannot be paralyzed. Paralysis decreases Catch Rate difficulty of a wild Pokemon by five.
A poisoned Pokemon takes damage equal to the level of the Pokemon that inflicted the poison times two. For example if poisoned by a level 2 Koffing, your Pokemon will only take 4 damage at the beginning of its turn, while being poisoned by a level 10 Weezing your Pokemon will take 20 points of damage each turn. Steel type and Poison type Pokemon cannot be poisoned. Poisoning decreases Catch Rate difficulty of a wild Pokemon by three.
A sleeping Pokemon will sleep for up to 3 turns. Affected Pokemon rolls 1d6 at the beginning of each ROUND to see if they wake up. Rolling a 6 will wake them up. Decreases Catch Rate difficulty of a wild Pokemon by five.
*Sleeping or Frozen Pokemon will be considered to have a current base speed of 0, which will affect the current Physical Evasiness and Special Evasiveness of the affected Pokemon.
A Pokemon that flinches is left with half its Action Points rounded down for its next turn.
50% chance to attack (1d6) 1-3 no attack, 4-6 chance to attack. Decrease Catch Rate difficulty of a wild Pokemon by three.
Taking damage is just as much a part of Pokemon battles as dealing damage. To calculate the damage dealt to your Pokemon or to your Trainer, first you determine if the attack successfully hit your Pokemon or Trainer. This is determined by the roll made to hit versus your evasiveness. Evasiveness is determined by the following formulas:
Physical Evasiveness = 5 + Speed bonus + Defense bonus
Special Evasiveness = 5 + Speed bonus + Special Defense bonus
Example: Bulbasaur has a Speed bonus of 1 and a Defense and Special Defense bonus of 1. Therefore Bulbasaur's Evasiveness and Special Evasiveness of 7. An opponent with an attack bonus of 2 must roll a 5 or above to land a hit.
If your Pokemon or Trainer is hit, take the number of damage done and subtract your Defense if it was a Physical attack, or your Special Defense if it was a Special Attack. Trainers are considered typeless when taking damage.
Physical Attacks are determined Super Effective or Not Very Effective based on the type of the attack and the type or types of the targeted Pokemon. Damage is double, triple, half, or one-third, the rolled attack damage before adding STAB and before the targeted Pokemon's defense is subtracted from the damage.
If an attack is Super Effective against a Pokemon damage is doubled. If an attack is Super Effective against both a Pokemon's types, damage is tripled. If an attack is Not Very Effective against a Pokemon, the damage is halved. If an attack is Not Very Effective against both types of a Pokemon, damage is only one-third. In all cases the rolled attack damage is adjusted before a targeted Pokemon's defense is subtracted from the damage.
STAB damage is applied after an attack is determined Super Effective or Not Very Effective.
STAB damage is not adjusted by effectiveness of the attack.
Example:
Charmander used Ember on Bulbasaur. Ember is a Fire Type Special Attack and is the same type as Charmander. Charmander rolled an 11 and added its Special Attack bonus of 1 for a total of 12 to hit.
Bulbasaur's Special Evasiveness is 7. The attack hits.
Charmander rolls a ***9 on a d10*** to determine damage.
Charmander adds its Sp. Attack bonus of 1 to the attack for a total of 10 damage.
Bulbasaur is a Grass and Poison type Pokemon, Fire Type attacks are Super Effective against Grass Types and do regular damage against Poison Types, so the attack damage is doubled from 10 to 20 damage.
Charmander is level 2, so it then adds the STAB of 2 to the damage dealt for a total of 22 damage.
Bulbasaur has a Special Defense of 1, and therefore subtracts 1 from the damage it takes.
Charmander used Ember dealing 22 damage and Bulbasaur took only 21 damage.
Dice roll + Modifier * Effectiveness + STAB - Defense
If the user is burned (Dice roll + Modifier * Effectiveness)/2 + STAB
Trainers will level up after reaching certain milestones determined by the GM / Professor. The most common milestones are the receival of Gym badges. Gym badges are given to Trainers for defeating Gym Leaders and their lackeys in battle, or for performing difficult tasks for the Gym Leader. As a trainer gains levels within their chosen Trainer Class, they gain advantages catching, training, and battling Pokemon.
Trainer Checks: Insight spend 2 TAP to observe an object/Pokemon during battle.
Trainer Class | Type Proficiency | Suggested Starter |
Martial Artist | Fire, Flying, Fighting | Charmander |
Mariner | Water, Dark, Ice | Squirtle |
Gardener | Grass, Bug, Poison | Bulbasaur |
Mystic | Dragon, Ghost, Fairy | Eevee |
Geologist | Ground, Rock, Steel | Geodude |
Researcher | Normal, Psychic, Electric | Pikachu |
Level 1 | Get a Pokemon and Pokedex (optional) |
Level 2 | Regular Catch Rate +1, Type Proficient CR additional +1 (total of a +2) |
Level 3 | 3 Trainer stat points, Types +5% exp gain |
Level 4 | Normal Catch Rate +1 (RCR = +2, PCR = +3), TAP +1, PAP +1 |
Level 5 | 3 Trainer stats, Types CR +1 (RCR = +2, PCR = +4) |
Level 6 | Catch Rate +1 (RCR = +3, PCR = +5) |
Level 7 | 3 Trainer stats |
Level 8 | Catch Rate +1 (RCR = +4), Types Proficient CR +1 (PCR = +6) |
Level 9 | 3 Trainer stats, Types +5% exp |
Level 10 | Catch Rate +1 (RCR = +5), Types CR +2 (PCR = +8) |
As you can see above, the level of the trainer gives the same rewards regardless of which pokemon you are proficient with. Each trainer levels the same, so whichever 3 types of Pokemon you choose to be proficient with and the types of Pokemon you choose to keep in your party are what sets you apart from your party members.
One of the main reasons for this is so that whoever is playing can pick their 3 favorite Pokemon types and build their Pokemon Dream Team (with some limits).
A Pokemon must be at least Large in size in order to carry a trainer.
HP % = difficulty level of being caught
Every time a Pokemon levels up you get 3 Training Points to allocate to that Pokemon's base stats. No skill can increase over base level 20. Legendary and Mythical Pokemon may have stats over 20, but they are already at their highest possible level and therefore cannot increase any stats.
Each Pokemon has a set Hit Point Die (Hit Die) which should be rolled after Training Points are done being assigned to the Pokemon's base stats.
To determine all bonus stats, take the stat and divide by 2 rounded down.
Pokemon Size and Weight can affect some elements of gameplay.
At evolution all Trainer's Pokemon get an additional 2 points for the Trainer to allocate.
Pokemon can know a maximum of 6 moves that are in their direct moveset. If forgotten, they can be re-learned at a move tutor. Technical Machines (TMs) are items containing instructions on how to perform certain moves. Moves learned from TMs can be learned and forgotten at will, as long as it is being replaced by another move. Pokemon are limited to only a few TMs that can be learned. This is different for each species of Pokemon.
A Pokemon is able to use one ‘Status' attack then either one ‘Physical' or ‘Special' attack in the same turn, as long as it has enough Action Points available. A Pokemon may not use 2 Physical attacks, or a Physical and a Special attack, or 2 Special attacks, or 2 Status attacks in one turn. Only one Status move and one Physical Attack, or one Status move and one Special Attack.
Pokemon will level up according to a set exp list.
Level | Erratic | Fast | Medium | Slow | Fluctuating |
1 | 0 | 0 | 0 | 0 | 0 |
2 | 360 | 160 | 205 | 250 | 108 |
3 | 1147 | 540 | 692 | 844 | 391 |
4 | 2560 | 1280 | 1640 | 2000 | 1088 |
5 | 4687 | 2500 | 3203 | 3906 | 2437 |
6 | 7560 | 4320 | 5535 | 6750 | 4752 |
7 | 11147 | 6860 | 8789 | 10719 | 8403 |
8 | 15360 | 10240 | 13120 | 16000 | 13312 |
9 | 20047 | 14580 | 18681 | 22781 | 19683 |
10 | 25000 | 20000 | 25625 | 31250 | 28500 |
11 | 31611 | 26620 | 34107 | 41594 | 39264 |
12 | 38880 | 34560 | 44280 | 54000 | 53568 |
13 | 46686 | 43940 | 56298 | 68656 | 70304 |
14 | 55292 | 54880 | 70315 | 85750 | 91924 |
15 | 65306 | 67500 | 86484 | 105469 | 116437 |
16 | 75776 | 81920 | 104960 | 128000 | 147456 |
17 | 86714 | 98260 | 125896 | 153531 | 181781 |
18 | 98269 | 116640 | 149445 | 182250 | 224532 |
19 | 109744 | 137180 | 175762 | 214344 | 270930 |
20 | 120000 | 160000 | 205000 | 250000 | 328000 |
Short Rest 2 hrs = 33% Max HP, Confusion, Infatuation, Sleep Long Rest 8 hrs = Fainted to half, non-fainted to full, heals all wounds.
This is where a picture will be inserted of the Pokemon character sheet