Unlike some other Pokemon TTRPGs, this game doesn't have existing conversions for most Pokemon, moves, and abilities. Instead, it aims to offer GMs and Players a quick, rules-light move/ability system that is customisable to fit a particular Pokemon and Trainers' unique personalities and skills. These rules work for moves from the games, cards, and new creations.
This section isn't quite finished, but should be usable in its current form. Example moves and abilities are to come!
Abilities are usually a passive bonus that a Pokemon gets access to all the time, or with a particular trigger. This could be +1d, +1 Impact level, immunity to a particular type or effect or a better position when certain conditons are met, such as health being below a certain threshold or being in a particular kind of environment/weather.
When creating a Pokemon, choose one of its possible abilities (or create a new one), read its description, and decide how best to convert it. Some abilities (like Levitate or Heavy Metal) are always active, whereas others (Swift Swim, Overgrow) activate when a particular condition is met, or in response to triggers like moves (eg. Motor Drive, Moxie, Defiant).
When defining an ability, decide when it's active, what triggers it, and what effect(s) it has while active or when activated.
Moves have a name, Type, Category (physical, special, status), Power (low/medium/high), a short description, and potentially some tags.