Creating Moves & Abilities

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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 Trainer's unique personality and skills.

Mechanically, Trainers have 4 key parts to them: their Stats (Mind, Body, and Heart), Trainer Class, Special Moves, and Items.

    1. First, decide you Trainer Class. This represents the kind of trainer you are, and how you relate to your pokemon, and how people percieve you. Pick one from this list, or create your own! This is largely just a title, and whenever you level up, you can choose to change your Trainer Class.

    2.Then, choose a Special Move for your character. This could be from the examples here, or one you create with your GM. Moves are sorted by Trainer Class, but you don't necessarily have to choose one from your own class, and there are general moves that could suit lots of different types of characters. Pick whatever seems fun and makes the most sense for your character!

    3. Next, assign their Stats. Characters have 3 stats: Mind, Body, and Heart. Chose one to have 2d (2 dice) in, one to have 1d (1 dice) in, and one to have 0d in (roll 2 dice, and take the lowest). What each stat does is explained here. Make sure to think about what stats are used in your moves when deciding!

    4. Finally, give your character some starting items. The pages with example starting items isn't finished yet, so chose 1 or 2 unique items relevant to your character; 1 or 2 basic supplies like camping gear, potions, and berries; and take 10 Pokeballs.

Then, move on to Starter Pokemon creation!