DICE ROLLS


DICE ROLLS


Dice rolls can happen in the group as part of RP events to battle, or checks to learn information or manipulate things. 

The size of your dice is dependent on your character's Rank. You can learn more about Ranks here!

DICE SIZES

  • Villager/Hatchling: d6
  • Rookie: d8
  • Squire: d10
  • Knight: 2d6


CHECKS


Throughout the group there will be opportunities to make checks to change Roleplay outcomes particularly associated with Events.
Completing event art prompts will allow a character to make different checks whether that’s learning more information with a MIND check. Helping with physical labor with a STRENGTH check. Healing wounded Knights or Civilians with RECOVERY checks, etc.

Your rank determines which size die you roll, and you add your stat to the respective check.


BATTLES


In a battle individuals have the following options on their turn:
ACTIONS
BONUS ACTIONS
REACTIONS

ACTIONS can be used to attack, protect, observe, command, or recover. Actions can also be used to take potions, or swap your active Pokemon.

BONUS ACTIONS can be used to take a potion, or swap Pokémon. However using a bonus action lowers your ARMOR by -2 against the next attack targeting you.

REACTIONS  are used to consume berries or similar items when a certain event happens. (ex: Use your reaction to consume a held Pecha Berry nullifying the effects of poison.)



OPTIONS FOR YOUR ACTION

There are currently 7 available actions your can take on your turn in battles. Attack, Protect, Observe, Command, Recover, Use an Item, and Swap Pokemon. More options will become available through events and progression in the story.

ATTACK: Wound an enemy.
A character will roll their respective die to attack. The target takes damage equal to the dice roll and the attacker’s STRENGTH or DEXTERITY stat (depending on the attacker’s weapon). This damage is then reduced based on the target’s ARMOR.

PROTECT: Defend others from harm.
Use your action to protect up to two targets. When doing so your ARMOR becomes 0 (Unless that would make your ARMOR higher). The targets benefiting from PROTECT cannot be attacked for one round. (They can still take damage if they are Burned or Frostbit).

OBSERVE:
Find weaknesses.
Brute strength isn’t the only way to fight. Watch your target and look for weak spots. Old wounds, environmental hazards, etc. You and the target make contested MIND checks. If you win the contest the target takes damage equal to your MIND stat (minimum of 1) and the next attack against them has advantage.

COMMAND: Rally or Dismay.
Charm is a secret weapon in combat. A strong presence can deter a wild pokemon, or rally your companions. To COMMAND make a contested CHARISMA check against the target. If you win the target’s ARMOR is reduced by an amount equal to your CHARISMA stat until the next attack hits it. On a success choose an ally. They may add a bonus equal to your CHARISMA on the next check they make.

RECOVER: Heal
When you or your allies take damage you can assist in recovery.

Yourself: Make a RECOVERY check. You recover HP equal to half the total number (rounded down, minimum of 1) and gain a bonus to your ARMOR equal to your RECOVERY stat (unless RECOVERY is negative then your ARMOR remains the same) for 1 round. 

Ally: When you heal an ally you take more care with their wounds. An ally recovers HP equal to the total number of the RECOVERY check, and gains a bonus to ARMOR equal to your RECOVERY stat (unless Recovery is negative then their ARMOR remains the same). However you leave yourself open while you tend to them. The next attack against you has advantage.


POTION: (action or bonus action)
Use a potion in your inventory and gain its effects.

SWAP: (action or bonus action)
Swap your active pokemon for another to gain a different bonus.


STATUS EFFECTS


Certain powerful Pokemon can inflict status conditions on trainers battling them. When a move has a chance to inflict a status condition dice are rolled to determine the outcome. Trainers can only be afflicted with one status condition at a time.

BURN - When burned trainers take 1d4 damage at the start of each of their turns. When attacking a burned trainer deals half damage.

POISON - When poisoned, attacks against the trainer have advantage.

PARALYSIS - When paralyzed trainers suffer a -3 penalty to ARMOR, and must roll 1d4 at the start of their turn. On a 1 the trainer skips their turn.

DROWSINESS - When drowsy trainers suffer a 1d4 penalty to all checks.

FROSTBITE - When frostbit trainers take 1d4 damage at the start of each of their turns. When attempting to OBSERVE or COMMAND their checks have disadvantage.

CONFUSION - When confused a trainer remains confused for 1d4 rounds. At the start of their turn the trainer rolls 1d6. On a 1-2 the trainer takes damage equal to their STRENGTH or DEXTERITY stats (depending on their weapon). On a 3-6 the trainer can act normally.