0. If you are going to argue present it in a calm, reasonable manner. If you just bitch, I'll probably ignore you.
1. I'll actually follow the "Pokemon Shuffle" rules to the letter.
2. A Pokemon evolves either when I deem appropriate or over the course of 2-3 in game weeks although it may take longer at my discretion.
3. I may require more than just a Breeding roll for Breeding.
4. If you have a Loyalty 3+ 'mon I will allow you to control it in the case of being knocked unconscious/death as if it was receiving commands.
5. Please don't post a long chain of actions without running it by me first. In fact, I PREFER shorter posts. (This only applies to PbP games)
6. We will use "Injury equals -Random CS." I will roll a d6 to determine; 1 is Attack, 2 is Defense, 3 is Special Attack, 4 is Special Defense, 5 is Speed, and 6 is Accuracy.
7. There is no Capture EXP. That isn't to say you won't get EXP for capturing a Pokemon, just that it will not be the norm.
8. Same with the Ground and Flying interactions. Those are in. The same rule also applies to Magnet Rise and Levitate.

This game will consist almost solely of the Pokemon native to that region. Stuff that doesn't normally exist there is really rare for that region, so keep that in mind.

Homebrew, Fakemon, Other Generation 'mon
Fakemon/Other Gens: You can ask, but the answer may be no.
Homebrew: My stuff is allowed (Baby Forms, Wild Child, ect.). Ask me for other stuff.. I'll probably shut it down, but you can ask.

This setting isn't going to be a high money one. You probably won't be raking in thousands of money.png, sorry. A TM isn't something common, and a Pokeball would be considered expensive for most poorer families.

Technical Machines


Technical Machines, or TMs as they are usually called, are powerful tools in equipping Pokemon for the dangers of the world. These syringes are powerful tools, albeit quite painful for the Pokemon. Upon introduction, these machines alter the chemistry of the body of the Pokemon. After a few painful hours, the Pokemon is able to act, using their powerful new attack.

Administrating a TM requires medical knowledge. A Medicine Check with a DC of 8 must be made. If successful, the Pokemon spends the next four hours gritting their teeth through the process, but there are no ill-effects. If failed, the Pokemon gains 2 Injuries and the TM is proven ineffectual, wasting the serum. A Pokemon Center may always apply a TM without any chance of failure, although they charge money.png300. For every 4 the DC of the application of the TM is beaten by, the Pokemon needs to recover for 15 less minutes up to a minimal recovery time of a half hour.

In contrast, there a Hidden Machines, or HMs. They are called such because the technology to create these is extremely rare. Basically, the TM has been so concentrated that just a few drops will allow the full effects of the TM, making the HM nearly limitless in its usage. Due to the concentration though, they are much more dangerous to use, although there is no recharge time as there is RAW. A DC 16 Medicine Check must be made. If successful, the HM takes, working like a TM except with a six hour recovery time. On a failure, the HM wreaks havoc across the body of the Pokemon. The Pokemon gains 4 Injuries and becomes Badly Poison, although no harm is done to the HM. Pokemon Centers are much more reluctant to apply these, and charge money.png800 to apply them.

Pokemon Battles
Pokemon battles, while not as common as many settings, are still a core part of the world. There are many types of battles, each with their own rules.
Training Battle: This is what you would most commonly find in a Gym while training (crazy, I know). This battle is solely done by Pokemon. League Illegal features are, surprisingly, illegal. These battles end when one team is out of Pokemon. Most often Trainers will set limitations on what form of Movements may be used and things such as that.
Full Battle: Trainers are allowed to participate in this battle themselves. A Pokemon Trainer may only be attacked directly (AoE stuff is okay) if he or she has no active Pokemon out or the Trainer is actively participating in combat by attacking the opponent's Pokemon. What constitutes attacking is up to a GM. Using Leer may not count as an "Attack," but Thunderwave sure as hell should. Most Field effects are okay. It's up to GM interpretation, and should have some referee to state that "X has attacked and is now a fair target." Both participants may only use the same number of Pokemon. The fight ends when a Trainer is unconscious or when they forfeit. This form of combat is common for Gym Battles.
True Battle: Trainers and Pokemon. Everything goes. Dual Wielding may be used even if the opponent only has one Pokemon out. Trainers may be attacked at any point. Ends when the Trainer is unconscious. This form of battle is usually only used in the Pokemon League Tournament.

The Wager System
So, this is an experimental ruling. I saw this thing about a D&D game where the players would make wagers with their GM. So, I want to implement something like that. Here's a sample exchange.
Timmy: I wager that if I roll 19-20 on this Tackle it's a Critical Hit.
Arcran: Alright. My counter-wager is that if you roll less than 2 over the required AC the Pokemon acts as 1 step more resistant. Deal?
Timmy: Deal!
*Timmy rolls 19 and KO's the Pokemon*
Timmy: Yay!

Basically, this. You wager something and, depending on the odds of success, I give a counter-wager. I do retain the right to decline any wager, as can you.

Gyms have a few different functions. Their first is to serve as a sort of protector. They keep cities safe from the wilderness encroaching on their doorsteps. They provide training to new trainers. Finally, they act as the law enforcement in their city. Each Gym has two key aspects; their Badge, and their Medal.

A Badge is given by defeating a representative of the Gym in battle. This representative is usually about the same strength as the challenging trainer, although they usually have a multitude of advantages over their would-be challenger. By gaining a Gym's Badge a Trainer is recognized by the Gym as a legitimate trainer. The Gym Badge also grants a Trainer a few small benefits, making them stronger. The effects vary from Badge to Badge, but they are all beneficial.

A Medal is only granted to a Member of a Gym. To become a Member a Trainer must prove their worth not only as a competent trainer by acquiring the Gym's Badge, but also as somebody the Gym Leader would want working by their side. This deed may vary, but once inducted, a Trainer becomes a full fledged member of the Gym and all that entails. They are given residence in the Gym. They also are required to fulfill Gym duties; battling trainers that wish to challenge the Gym, law enforcement, and helping to protect the borders. In addition, they receive the Gym's Medal. This Medal acts much like the Badge but the effects are greatly amplified. A Trainer may only be a Member of a single Gym at a time.

Breeding may require additional prerequisites depending on the Pokemon. Some will take penalties on Breeding rolls against certain species. Some will take penalties if certain stipulations aren't fulfilled. Eggs also may require certain areas or environments to hatch without any defects.

Pokemon have a single way of evolving. As Pokemon grow, they begin to store up excess energy. When they suddenly need said power to survive their current situation, they evolve. In this case they will evolve to stay alive, using this newfound power to overcome whatever threat they may be facing. Due to this, some Pokemon don't evolve quickly, sometimes taking months before they evolve. No, they won't instantly evolve when they reach the level. I prefer the more cinematic evolutions.

Legacy Moves
As you game progresses, it is more than likely you will catch kick-ass new Pokemon. More often than not, these Pokemon will have something that makes them stronger than their counterparts. After all, you are only going to keep the best Wilds that they catch. Whether it be Tutor or Egg Moves, an abnormal Ability, or even Type Shifts, starters can quickly fall behind, especially due to the fact that allowing Starters to begin play with a Tutor or Egg Move can rapidly unbalance the game. As such, Legacy Moves have been made to attempt to remedy this issue. Have your players select 3 Egg/Tutor Moves that their Pokemon is able to learn. At Level 15 they get one of these, with the stipulation that it must be DB8 or lower. Then next is at 30, with a max DB of 11. The final Legacy Move is earned at 45, with no limitations placed upon it. As for Status Moves, these are subject to GM approval. These are gained as Level Up Moves and don’t subtract Tutor Points or anything of the like.

As the GM, feel free to use Legacy Moves with more than Starters (I know I will). Perhaps that kick-ass Onix the party just caught needs a bit of a boost. However, in regard to Wilds, just give them two. They should receive one at 20, and one at 40, or an interval of the like.

Ghosts and Psychics
Ghost Pokemon hamper Psychic abilities. When there are large numbers of Ghost Pokemon, Psychics may find their Telekinesis and Telepathy not functioning that same as normally. That being said, Ghost Pokemon are extremely rare.

Maximum Level
You thought your trainer can only reach Level 50? Hah, that's funny. No, there is so much more than that in Kanto. Trainers can get all the way up to 100, and level 200 is in the cards for Pokemon. Scared? You should be. Leveling follows the same course after 50 and 100 for both Trainers and Pokemon, but the EXP totals are slightly different. Trainers continue the 10 per level trend, but Pokemon use the table detailed below.

Level Exp Needed Level Exp Needed Level Exp Needed Level Exp Needed
101 20565 126 36565 151 58815 176 87315
102 21085 127 37335 152 59835 177 88585
103 21615 128 38115 153 60865 178 89865
104 22155 129 38905 154 61905 179 91155
105 22705 130 39705 155 62955 180 92455
106 23265 131 40515 156 64015 181 93765
107 23835 132 41335 157 65085 182 95085
108 24415 133 42165 158 66165 183 96415
109 25005 134 43005 159 67255 184 97755
110 25605 135 43855 160 68355 185 99105
111 26215 136 44715 161 69465 186 100465
112 26835 137 45585 162 70585 187 101835
113 27465 138 46465 163 71715 188 103215
114 28105 139 47355 164 72855 189 104605
115 28755 140 48255 165 74005 190 106005
116 29415 141 49165 166 75165 191 107415
117 30085 142 50085 167 76335 192 108835
118 30765 143 51015 168 77515 193 110265
119 31455 144 51955 169 78705 194 111705
120 32155 145 52905 170 79905 195 113155
121 32865 146 53865 171 81115 196 114615
122 33585 147 54835 172 82335 197 116085
123 34315 148 55815 173 83565 198 117565
124 35055 149 56805 174 84805 199 119055
125 35805 150 57805 175 86055 200 120555

Bonus Features
One thing I've noticed with PTU is that people rarely take General Features. People never really go for them, for whatever reasons. As such, I've proposed a small change to help this. General Features tend not to be as flashy as Class ones, which is likely why so many Trainers don't end up taking them except for prerequisites.

  • At Character Creation, all PCs may take a General Feature for free.
  • Every 5 levels, the PC receives another free General Feature or Legendary Feature with GM approval.
  • If, for whatever reason, the PC does not want to take a General Feature, they may instead take an additional Edge.
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