0% found this document useful (0 votes)
18 views11 pages

Pokemon Zero v0.7.2

Pokémon Zero is a tabletop roleplaying game designed to capture the narrative essence of the Pokémon anime rather than the mechanics of the video games. The game emphasizes collaborative storytelling, with rules that prioritize logic, ingenuity, and flexibility over strict adherence to rules. Players create Trainers and Pokémon, engage in battles, and advance through experience points, focusing on creative problem-solving and character development.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
18 views11 pages

Pokemon Zero v0.7.2

Pokémon Zero is a tabletop roleplaying game designed to capture the narrative essence of the Pokémon anime rather than the mechanics of the video games. The game emphasizes collaborative storytelling, with rules that prioritize logic, ingenuity, and flexibility over strict adherence to rules. Players create Trainers and Pokémon, engage in battles, and advance through experience points, focusing on creative problem-solving and character development.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 11

Pok é m o n ZER O

A Tabletop Adventure Game


WELCOME, TO THE WORLD OF POKÉMON
Hello dear reader! What you’re reading right now is a Tabletop UPHOLD LOGIC
Roleplaying Game (henceforth called an Adventure Game, as When the dice are rolled, it is the GM’s job to say what happens.
described below) called Pokémon Zero. Its goal is to emulate the However, despite the dice being fun to roll, it can be more
feel and action of the Pokémon anime, but not the Pokémon efficient and effective to hand wave the use of them in a mundane
video games. The short answer to this question is that the video situation. When the player asks, “Can I lift this rock?” the GM
games are, well, games. An Adventure Game is more of a should consider the point of rolling for that. The PC has ample
collaborative story with rules to encourage the narrative and time to work on picking up the rock. The PC has ample strength to
provide players with the opportunity to utilize rules to interact pick up the rock. So, without a roll, the PC picks up the rock. Logic
comfortably with the game world. The video games, on the other supersedes anything that may come up that spits in its face.
hand, is almost completely about the mechanics of the game, and
battling. Unlike the video games, the anime is more focused on INGENUITY OVER ABILITY
the story told by the characters and what happens. There are most Given the nature of the adventure game, thinking of creative
assuredly battles, but they are handled narratively versus solutions to problems is a necessity. Instead of using your abilities
mechanically. This Adventure Game takes the former approach. to get out of having to think of a solution, this game is all about
utilizing your own ingenuity to get over a problem in your way.
WHY AN ‘ADVENTURE’ GAME?
The term ‘Adventure Game’ carries a slightly different weight than CREDITS
‘Roleplaying Game’. Specifically, it encapsulates three major Skill roll system initially used by 24XX by Jason Tocci.
tenets of this specific RPG design: Rulings Over Rules, Uphold Dedicated to AppleJuiceSquid
Logic, and Ingenuity Over Ability, all described below.
RULINGS OVER RULES
In nearly any adventure, the Game Master will encounter a
situation where the rules don’t specify exactly what to do. What
do they do when a player suggests something you never thought
of and isn’t covered? That’s where rulings come in. As a GM, your
job is to embrace the flexibility of the system and make a
temporary or permanent ruling about the situation at hand.

1
BASIC INFORMATION Skill rolls follow this procedure:
By default, roll a d6 skill die.
Play follows this basic procedure: ► If you have a relevant skill, use that skill’s die instead of the
► The GM describes the situation to the Player(s). default d6.
► The Player(s) asks clarifying questions to ensure they fully ► If you are hindered, like by circumstance, injury, or otherwise,
understand the situation. replace the skill die with a d4.
► The Player(s) act on their knowledge and the situation at ► If you are helped, like by a friend, circumstance, or careful
hand. planning, roll an extra d6; if helped by a friend, they instead
► The acting Player describes specifically what their character roll a relevant skill die if any (This only applies when you’d
does and their intent/goal behind the action. benefit from help but not require it).
► The GM, based on the specifics of the action, may do one or The highest die rolled indicates what happens.
more of the following: On a 5 or higher, the skill succeeds. If hindered, you instead only
► Ask clarifying questions to better understand the player’s succeed on a 4.
action and intent. Note: Opposed skill rolls are made by both sides rolling their skill
die. The side with the higher result succeeds. The side with the
► Re-describe the situation if there is an inconsistency or the
higher die wins ties.
player has falsely assumed something.
► Narrate the results of their actions due to there not being
an obvious consequence to the action.
► Tell the player that their action is impossible, requires
something they did not describe using, or demands a cost.
► Inform the player of the risk involved with doing the
action.
► Ask for a skill roll if the action has an avoidable
consequence and there is a real obstacle to overcome.
► The Player should answer the GM’s questions, reaffirm their
willingness to perform the action or lack thereof, or make a
skill roll.

2
TRAINER CREATION NATURE
A Nature is a defining personality trait of a Trainer. When your
The Pokémon Trainer, referred to as a PC, is a character in the Nature would apply and help you in a situation that needs a skill
story that the player directly controls every action of. While you roll, you may roll the skill die again, taking the highest of the two
can command Pokémon, they still have free will to refuse. rolls.
Creating a Trainer follows these steps: MANTRA
1. Choose or invent a skill to be at d10. Everyone has a goal or dream, defined by a Mantra. A Mantra is a
2. Choose or invent two skills to be at d8. short phrase that determines when you gain XP and advance your
3. Choose an Elemental Connection. goal.
4. Choose or invent a Nature. MOVES
5. Choose or invent a Mantra. Moves are actions you can take during a scene. Basic Moves are
6. Choose or invent two Basic Moves. always available, and do not have to be tied with your Elemental
7. Choose or invent a Special Move. Connection. Special Moves, on the other hand, must be tied with
8. Choose or invent an Ability. it and can only be used once per scene.
9. Take Basic Supplies. ABILITY
10. Spend up to ¥2. Abilities are passive or triggered features that grant you bonuses.
SKILLS EQUIPMENT
A Trainer will start with 3 skills. One at d10 and two at d8. You may You begin with Basic Supplies (described under Equipment) and
choose from a list of skills, or create one of your own with the GM’s ¥2, which you can spend on other items. Unless specified, each
permission. item costs ¥1.
ELEMENTAL CONNECTION
Each Trainer has a specific Pokémon typing they specifically align
with. Whether it be preference, an aspect of their personality, or
saying something deeper about the Trainer, there is no difference.
They do nothing on their own, but dictate what Natures, Moves, and
Abilities you may choose or invent.

3
CHOOSE NATURE
POKÉMON CREATION This is effectively the same as a Trainer’s Nature, with the
Creating a Pokémon follows these steps: inclusion of applying to battles.
1. Choose or invent three skills to be at d8. MOVES
2. Determine Typing. A Pokémon’s moves, unlike a Trainer’s, can also be used in a
3. Determine Stage battle. A Pokémon’s Special Move can be used once per scene
4. Choose or invent a Nature. and/or battle.
5. Choose or invent two Basic Moves. CHOOSE ABILITY
6. Choose or invent a Special Move. This is effectively the same as a Trainer’s Ability, with the inclusion
7. Choose or invent an Ability. of applying to battles.
SKILLS
A Pokémon begins with three skills. Instead of using two of the d8 Finally, note that the Pokemon begins with a number of HP
skills, however, you may sacrifice them both to gain a d10 skill. (Health of Pokémon)equal to their Stage.

DETERMINE TYPING
Based on the Pokémon, their typing will be different, and
effectively determine their Elemental Connection. If they have
two types, you may choose between either of them when
selecting Moves, a Nature, or an Ability.
DETERMINE STAGE
This should be fairly self-explanatory based on the Pokémon, with
a couple caveats. Firstly, for a normal 2 evolution Pokémon, they
start out as Stage 1. For each time they evolve, increase that Stage
by 1, to a maximum of 3. If the Pokémon only evolves once, they
start at Stage 1 and jump to Stage 3 when they evolve. If the
Pokémon has no evolutions, it starts at Stage 2. If the Pokémon is
Legendary, they start at Stage 4.

4
BATTLES
A Pokémon battle proceeds in any order, whether that be done
DAMAGE
All Pokémon have HP equal to their current Stage, and deal
through players speaking up or the GM choosing someone, or damage equal to their current Stage. Trainers do not have HP,
even both, ultimately depends on the group. instead taking a thematic “injury” any time they would take
When a PC acts in a battle, this basic procedure is followed: damage.

1. The PC either tackles an ongoing problem for their side or


creates a new problem for the opposing side.
2. The PC describes how they attempt to solve the problem or
create a problem.
3. If the PC is utilizing a Move, they should simply succeed. If,
however, the particular use of the Move is a stretch or
particularly risky, a roll may be required. Similarly so if no
Move was used.
4. If the PC is creating a problem for the opposing side, they may
opt to make a roll in order to deal damage to an enemy. Note
that this roll may not have an inherent risk, depending on
circumstances, and a failure should reflect that.

PROBLEMS
Problems are simply ongoing issues within the battle that may
prevent an ally or enemy from pushing further and dealing
damage. When creating a problem, try to avoid JUST attempting
to deal damage, and instead focus on impacting the battlefield in
some way to leverage an advantage.

5
EXPERIENCE, ADVANCEMENT, & EVOLUTION
Increasing your Pokémon’s powers is an extremely important Pokémon can spend XP similarly, with the addition of these:
aspect of both the video game and anime. Unlike the video ▶ Spend 4 times the next stage to gain an Evolution Trigger.
games, however, there are no predefined move lists, or even ▶ Spend XP equal to twice the current HP of the Pokemon to
levels, to go by. increase maximum HP by 1 (max twice current Stage).

EXPERIENCE EVOLUTION
Trainers gain 1 XP at the end of a given scene when they have When a Pokémon has an Evolution Trigger, which is typically a
acted according to their mantra. word or short phrase, the GM and player should be on the lookout
Pokémon gain 1 XP at the end of a given scene where they were for a decisive moment where the trigger applies for the evolution
able to practice their skills, whether that be a battle or not. to occur. It is of course still the GM’s ultimate decision on whether
At the end of a session or arc, a trainer and each of their Pokémon or not the pokemon evolves.
gain 1 XP for each of the following: Example: Charleo the Charmeleon has the evolution trigger of
▶ The trainer overcame a significant threat ‘blazing heart’. Charleo spots in the nick of time one of his trainer’s
▶ The trainer learned a valuable lesson friends slipping off the cliffside. He has to act now. Without an
▶ The trainer gained a new ally ounce of hesitation, Charleo runs after them, leaps off the
cliffside, and evolves into Charizard, scooping them up and
returning them to safety.
ADVANCEMENT
Trainers, at the end of a session or arc, can spend XP on the
following:
▶ Spend XP equal to half the max of your current skill die in
order to advance it one step higher.
▶ Spend 3 XP to gain a Basic Move.
▶ Spend 6 XP to gain an Ability.
▶ Spend 9 XP to gain a Special Move.

6
EQUIPMENT consequence, subtract the result from the Success Threshold.
When the Success Threshold reaches 0, the obstacle is overcome
A trainer begins with their Basic Supplies, the necessary tools for a successfully. On the other hand, if the Failure Threshold reaches 0,
successful trainer in the Pokémon world. Basic Supplies make up the obstacle is failed, and the group must be faced with the
the following: consequences.
• A standard Pokédex
• Always enough Poké Balls to catch Pokémon
• Always enough potions and revives to heal your Pokémon
In addition, a trainer begins with ¥2 to buy what they wish. Most
items cost ¥1. Ignore minor transactions that aren’t important to
the narrative.

OPTIONAL RULES
Below are a list of optional rules that may be deployed by the GM
at any time to change the dynamic of the game as needed.

SKILL CHALLENGE
When a multi-step obstacle is attempted to be overcome by the
group, the GM may begin a skill challenge. A skill challenge has a
Success Threshold and a Failure Threshold, each a given number
of the GM’s choice. When rolls are made to solve the obstacle, the
result (if a success) is deducted from the Success Threshold. If the
result is instead a failure, subtract 1 from the Failure Threshold in
addition to the given consequences of failing the roll. If the result
of a roll is a success at a cost, the GM should create a hard choice. If
the player declines the hard choice, subtract 1 from the Failure
Threshold. If the player accepts the hard choices and faces the

7
APPENDIX A: EXAMPLES

8
TYPE: BUG SPECIAL MOVES
Mega Horn: Cancel any penalties for the next roll.
SKILLS Bring the Hoard: Bring other wild Bug Pokémon to the area.
1. Scavenging 5. Brace 9. Spot Hive Mind: Give the next Pokémon sent out +2 when exploiting a
2. Instinct 6. Restrain 10. Scurry weakness discovered by this Pokémon.
3. Camouflage 7. Order 11. Lift
Attack Order: Order another Pokémon to attack for you.
4. Adaptation 8. Befuddle 12. Withdraw
Defense Order: Order another Pokémon to defend you.
Special Order: Order another Pokémon to do something other
NATURES than attacking or defending.
1. Curious 3. Tolerant 5. Gluttonous
2. Hasty 4. Dreamer 6. Trickster
ABILITIES
BASIC MOVES Overcoat: Harsh conditions do not effect the Pokémon.
Carapace: Resist physical force Tinted Lens: The Pokémon always wins ties in contested rolls.
Bug Bite: Leave a mark Compound Eyes: The Pokémon cannot miss due to lack of sight,
and sight-impairing attacks have no effect.
Sting: Cause pain
Shield Dust: Special Moves with multiple effects that target the
Pin: Restrain or withhold
Pokémon only have one effect (attacker’s choice).
Struggle: Break bonds
Wonder Skin: The Pokemon’s skin is slick. Any dust, spores,
Web: Restrain or slow liquid, or anything that lays on skin slides right off harmlessly.
Infestation: Prevent retreat Unnerve: Enemy Pokémon are nervous and unable to use items
Horn Rush: Blitz ahead swiftly.
Bug Buzz: Confuse and intimidate
Regiment: Organize and rebuild

9
TYPE: DARK SPECIAL MOVES
Beat Up: Another Pokémon becomes Pummeled. While Pummeled,
SKILLS each Pokémon gets +X to rolls against the Pummeled Pokémon,
where X is equal to the number of other Pokémon that have also
1. Bamboozle 5. Maniacal 9. Angry
2. Subvert 6. Tough 10. Tricks rolled against the Pummeled Pokémon.
3. Covert 7. Deceit 11. Taunt Feint Attack: Deal damage to a Pokémon without a roll.
4. Skulduggery 8. Rough 12. Manipulate
Foul Play: Swap bonuses with a Pokémon for the current roll.
Lash Out: Roll a number of your Skills equal to the amount of HP
NATURES missing. At any time, the Pokémon may swap out a die roll of that
1. Stubborn 3. Reckless 5. Crafty Skill for the previous roll, once per Skill previously rolled.
2. Conniving 4. Bully 6. Selfish
Punishment: Before a roll in which the Pokémon can deal
damage, Punishment can be used to deal extra damage equal to
BASIC MOVES the number of current bonuses and effects on the opposing
Crunch: Apply pressure to break something Pokémon.
Dark Pulse: Control shadows to attack Quash: Allow every other Pokémon to act before a move is used.
Embargo: Prevent the use of an item
Foul Play: Utilize an enemy’s move against them ABILITIES
Throat Chop: Cancel a social attack Dark Aura: Darkness nearby to the Pokémon may be
manipulated.
Thief: Steal an item
Pressure: When an opposing Pokémon uses a Special Move, they
Torment: Avoid duplicate moves/attacks more easily
must choose another Special Move to also expend.
Snatch: Use the move an enemy is about to use
Quick Feet: When a roll would have a negative modifier, the
Payback: Reflect an attack’s power Pokémon gains +2 to the roll.
Sucker Punch: Strike before a physical attack Prankster: Social moves may be used before another move.
Unburden: Gains +1 to speed-based rolls after an item is used.
Frisk: The Pokémon knows all items a target has on them.

10

You might also like