This is a massive work in progress, and is intended to be a heavily modified version of World of Dungeons. If something is unclear, vague, or outright overlooked, its probably because I've assumed familiarity with the base game. Especially the right two columns of the second page.
Trainers have a Class and a Name! They tell a lot about you, and influence your skill as a Mascot.
You also probably have a home town. It likely influenced your Class.
Trainers have Three Stats. Heart, Team, and Mascot. They're detailed below. Two start with 0. One starts with 1.
Whenever the Trainer tries to accomplish something, they roll 2d6, and add the appropriate stat to the total.
Trusting your pokemon to accomplish something they're good at.
Having your training pay off through coordination, and helping your pokemon work through something outside their inherent abilities.
Inspiring others and accomplishing amazing feats.
Whenever you gain a token of a meaningful experience, add it to your list of awards. Theres a table on the sheet for it. Apply a sticker or draw something in.
When you get 3 awards add +1 to a stat.
Ultimately, the player plays the pokemon on their team. The action a pokemon takes in any given situation influences how the Trainer needs to roll.
A pokemon's natural inclination to any given situation. Their attitude. A bashful pokemon would be cute and shy. An adamant pokemon would stick to their guns. Randomly decided when you meet the pokemon. It can change, over time.
How a pokemon has evolved, over generations, and find their niche in nature. This gives you an idea of what a pokemon if physically capable of. This is a constant, based on the pokemon. Regional variants can easily effect this.
A pokemon can have one or two types. These are representative of the powers they've gained due to their extreme environments. Any action a pokemon takes will be influenced by these types.
Whenever two pokemon are effecting one another, reference this chart. Both pokemon count as attacking for the purposes of their action.
When you attack, determine what Type your action counts as. It does not need to be the same as your Type(s), but it does need to fit whats reasonably possible for your Category and the context of the scene.
Defending is an alternative form of Attacking. Instead of dealing damage to your opponent, you reduce the damage being dealt to yourself.
STAB
If the action shares a type with either that you have, it'll provide +1 to the result. If it somehow shares a type with both, it'll provide an additional +1.
These are just notes, so I'm going to assume someone reading this knows Pokemon and can read the reference paragraph above the type chart. Determine what your advantage would be, and refer to the chart below to know how many dice you roll for the action.
When you roll, add the total to any STAB bonuses. Deal the total damage to your opponent.
Effectiveness |
Dice |
0x |
0 |
1/2x |
1d6 |
1x |
2d6 |
2x |
3d6 |
4x |
4d6 |