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- Rules:
- Stat bonuses:
- 0-4 points = -2
- 5-9 = -1
- 10-14 = 0
- 15-19 = 1
- 20-24 = 2
- 25-29 = 3
- 30-34 = 4
- 35-39 = 5
- 40-44 = 6
- 45-49 =7
- 50-54 = 8
- 55-59 = 9
- 60-64 = 10
- Armor Class ~ How hard or easy you are to hit. An enemy must roll against your AC in order to damage you. Armor class is 5 + speed bonus.
- Defense ~ How much damage you can shrug off. When hit with a Special attack, the damage is subtracted by your Special Defense bonus. When hit by a normal Attack the damage is subtracted by your Defense bonus.
- (Example) Squirtle uses Tackle on Bulbasaur, doing 4 damage, Bulbasaur’s defense bonus is 1, so it takes 3 damage.
- Combat:
- Starting ~ In combat, the one with the highest Speed goes first.
- Attacking ~ Roll 1d5 plus proper bonus versus the target’s AC. If you hit or get above their AC, roll damage.
- Dodging ~ If the enemy’s attack roll is exactly equal to your AC, you can roll 1d5+ Speed Bonus versus the enemy’s attack roll to dodge the attack and avoiding damage.
- Defending ~ If the enemy’s attack roll is exactly equal to your AC, you can roll 1d5+ Defense/Special Defense (whichever is appropriate) Bonus versus the enemy’s attack roll. Success lets you take only half damage. If the attack has a type advantage over you, you take full damage.
- Movement:
- Base Speed ~ The base walking/flying speed of all pokemon and humans is 30 feet per turn with 5 feet per Speed bonus. Negative Speed Bonus is -5 feet.
- Run/Fast Flying ~ Running and fast flying speed is double their normal speed. A pokemon can run 1 minute per speed bonus straight, 5 minutes per speed bonus if flying.
- Jump ~ Jump height and distance is based on speed, with 5 feet per speed bonus.
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