Twerps: Pokemon?

I have created a few more supplements for Twerps. I will include the rules writeup I have for a pokemon rpg. I hope you enjoy!

TWERPS Pokemon

Version 1.35

Pokemon is a trademark of Nintendo. Pokémon is a trademark of Nintendo. I am no way affiliated with them, nor do I claim any ownership of theirs (or anyone other’s) trademarks, registered or not. This guide is also written for use with the TWERPS roleplaying game originally created by Reindeer Games and distributed by Gamescience. I am no way affiliated with Norman F. Morin Jr., Brian Rayburn ,Niels Erickson, Jeff Dee or Amanda Dee. An absolute great resource for pokemon is serebii.net. This site not only has any and all information for pokemon, it also has pokedex entries for all pokemon.

Welcome to TWERPS pokemon! This supplement is based on the pokemon videogame and tv series. As this is a roleplaying game based on the videogame and anime, certain aspects do not match the e-game. You will need a copy of Twerps basic set 2nd edition. Recommended sourcebooks are Twerps Magic and Superdudes for help creating moves and Twerps Mechi-tech for the many mecha that are used against the heroes.

Character Creation

To create a new character you will have to roll on the chart below to determine your character’s ST. Then you select a profession from the professions section below. Your character may gain additional professions by taking a -1 to their total ST score. Your character may have an St no-lower than 2 this way. Each player then selects a pokemon from the starting pokemon list provided by their Twerps master.

Die Roll Character’s starting ST
1 3
2-3 4
4-7 5
8-9 6
10 7

Professions

Breeder- Breeders seek to make the lives of pokemon better through care and understanding of pokemon. + 2 to cooking and pokemon empathy checks.

Coordinator- A pokemon coordinator travels to different cities with a partner pokemon. They compete in style contests for a shot at the big time. Begins play with 40 C instead of 20.

Field medic – able to heal pokemon and treat sick trainers with special medicines. Medics are able to treat poisons as well as create simple healing remedies.

Ranger- Rangers are granted a special styler that helps them understand a pokemon’s relationship to their world and a pokemon’s feelings. + 2 to area and environmental

knowlege, begins play with a Styler. A pokemon ranger may only have one pokemon partner (which for all intents and purposes is like ownership). A ranger may not catch pokemon to keep. A ranger instead gets pokemon as helpers that follow the ranger and help solve a problem within the pokemon’s living area. A Ranger’s pokemon is never kept in a pokeball. Rangers use helpers and the partner pokemon to calm wild and dangerous pokemon and never take part in pokemon battles for badges or fame, rather only if the battle is necessary.

Professor- Pokemon professors are top researchers. + 2 to research and technology rolls.

Trainer- The trainer battles other trainers in hopes of becoming the #1 trainer or a pokemon master. Each trainer begins play with 5 pokeballs and 1 irreplaceable but highly durable pokedex. Trainers also begin with the pokemon skill known as battle mastery level 1. It is the only skill that cannot be increased beyond 1 during character creation.

Watcher- the watcher is extremely analytical and able to discern fine details, much to the annoyance of others. +2 to all checks requiring perception or paying attention to detail.

Battle Mastery Skill

Battle mastery skill represents the ability a human has in coaching a pokemon. The trainer to pokemon bond is a stong thing and pokemon can realize more potential with this strong bond. Any character may purchase battle mastery, which begins at level one, but it may only improve through play. Each turn, a trainer has as much battle mastery as their total battle mastery skill level. Battle mastery allows a player to grant a bonus to any die roll(s) (usually during combat) to any pokemon. If the player has a battle mastery rating higher than 1, they may split the total battle mastery rank up between rolls. Battle mastery can also be used in combat to increase the damage of an attack a pokemon can use.

Example: Tony, novice pokemon trainer has a Charmander and a battle mastery rank of 1. In combat, Tony can grant a +1 bonus to either Charmander’s attack or dodge roll whichever he wishes. Fast forward about 10 episodes. Tony has a battle mastery of 3. Tony can either give Charmander: a +3 to one attack, +1 to an attack and +2 to dodge or, +2 to an attack and +1 to dodge per turn.

Gear

Potion 10C – heals 2 ST damage. You cannot gain more ST than your starter amt.

Antidote 5C- cures poisons less than 5 Strength.

Paralyze Heal 5C- cures paralysis in both pokemon and human victims.

Pokeball 20C- allows a pokemon trainer to catch a pokemon. Catching ST = 4. Range 7

Greatball 30C- Greater performance ball. Catching ST = 6. Range 7

Ultraball 40C- Top performance ball with a top pricetag. Catching ST= 7. Range 7

Specialty ball ?- seebelow: Catching ST = 4 but becomes 7 under certain circumstances. Range = 7

Pokedex- Allows for the cataloging and researching of pokemon information. + 2 to pokemon knowledge checks.

Styler- The styler serves as a tool that can help calm pokemon down and ask for their help. Grants a + 2 bonus to pokemon handling and empathy.

Specialty balls come in various types. Specialty balls catch pokemon better under certain circumstances and can benefit trainers if they bring a variety of them. Their cost varies and some can only be created by providing the berries necessary to make them.

How to do everything better

Pokemon

Most small pokemon will have between 3 and 5 ST. Starter pokemon begin play with 5 ST. Starter pokemon ideas are below however a twerpsmaster may have differing lists.

Name and Type ST Move Special
Bulbasaur Grass/Poison 5 Vine Whip
Charmander Fire 5 Ember A charmander that takes damage to its tailflame takes double damage. Called shots to the tail are at -3
Squirtle Water 5 Bubble Aquatic
Chikorita Grass 5 Razor Leaf
Cyndaquil Fire 5 Ember
Totodile Water 5 Watergun Aquatic
Treeko Grass 5 Quick attack
Torchic Fire 5 Ember or peck
Mud-kip  Water 5 Mud-slap Aquatic
Turtwig Grass 5 Absorb
Chimchar Fire 5 Ember
Piplup Water 5 Bubble Aquatic

Anyone who handles pokemon may only keep 6 on them at a time. Ranchers and people who keep them for domestic purposes (most often NPCs who do not battle) will have more than 6. Depending on the area you are may have lower limits but 6 is the most.

Aerial/Aquatic movement aka flying and aquatic

Pokemon may move up at a cost of 1 space per 10’ of altitude. Downward movement costs ½ space per 10 ‘. Otherwise swimming or flying or digging is treated as normal movement. When a pokemon is made, it gains movement abilities as long as it makes sense. Ground pokemon may burrow, flying pokemon may fly, etc. Certain pokemon can not survive on land. Certain fish like Goldeen, for example, have no movement rate on land but have their normal movement as water movement instead.

Catching pokemon

In order to catch a pokemon, a person must have a pokeball. The pokemon must roll against the pokeball’s ST. The roll equals their current ST + 1d10 vs the pokeball’s capture rate. If a pokemon has below 4 ST, they suffer a -1 to the roll. If a pokemon has below 3 ST, then they have a – 2 ST. If a pokemon is at 1 ST, they automatically fail the roll but gain 2 EGO.

Legends

Legends should never be contained for long as they are extremely important to the world’s ecological structure. The catch rate of a pokeball goes down against legendaries. The legendary must be below 5 ST before any balls work. Even then, the catch rate for one though would be: Pokeball 2; Great 3; ultra ball 4; specialty balls are at a 3 or less. The masterball will always catch a pokemon. A legendary pokemon’s ego is much much higher as they are living forces of nature. Ego will be equal to its starting ST x10 or 50, whichever is higher!

EGO

Some pokemon have EGO scores. EGO represents the difficulty a trainer needs to overcome in order to have that pokemon listen to them. Getting a pokemon to obey a command is not easy. Once a pokemon’s ego score is above 3, you are in trouble. Each time you try to issue a command make a saving roll. If the roll is greater then the ego of the pokemon, your command fails. A person with pokemon empathy can solicit help better and gains a bonus to the roll equal to their empathy skill. A trainer can only use this skill one time per Pokemon per session.

Example: Tony is attempting to get Charmeleon to use Flamethrower. Tony’s Charmeleon has an ego of 5. Tony’s player must roll higher than 5 on a d10 to succeed. Tony rolls a 4 which is not high enough. Charmeleon decides to sunbathe for the remainder of the turn.

If a pokemon evolves too rapidly, their EGO climbs as well. The new pokemon’s EGO score will become (old ego + 3) !  You may ‘buy off’ EGO by spending 2 victory points per point of ego but you may only buy off one point of ego per game session.

Die roll Ego Score
1 4
2-4 3
5-7 2
8-9 1
10 0

Example: Tony’s Charmeleon has an EGO score of 5. Tony wants a charizard badly and spends no time raising it. He gets it to evolve, and the resulting Charizard will have an EGO of 8!

A stone evolution only causes a pokemon’s EGO score to rise by 1. A pokemon that is designed to rapidly evolve (such as Weedle) will not rise in EGO as it evolves.

Hunting Pokemon

The Twerpsmaster should allow trainers to hunt at least once every few game sessions. This part of adventure design may take some time to design as the twerpsmaster will need to make a random encounter chart. The random encounter chart will not be shared with the player! Remember to diversify the encounter chart and to change it depending on the area the players are. Limit hunting duration/rolls equal to the amount of ST of the trainer.

Example: Twerpsmaster uses the following table he prepared before the adventure.

Roll Pokemon
1 Weedle
2-3 Caterpie
4-5 Sentret
6-7 Pidgey
8-9 Spinarak
10 Mankey

Tony, ST 4, decides to go on a hunt before the other players arrive so he can try to impress them with a surprise new pokemon. He will roll 1d10 and check the result. Tony’s player rolled a 9. Tony and the twerpsmaster will roll-play out the encounter. Tony was successful and captured a Spinarak. He named it spiderman and cannot wait to show his friends. After the battle, Tony’s player can decide either to try catching more pokemon (3 more attempts for this session) or to call it quits and return to the camp site where everyone else is waiting.

Pokemon Battles

In a pokemon battle, humans do NOT fight alongside of the pokemon*. In a pokemon battle, trainers send out either one or two pokemon each depending on the current rules. Each pokemon’s goal is to knock out the other pokemon using techniques and special maneuvers. Normal battles assume each trainer sends out one pokemon each and fights until their entire team is defeated or until one side concedes. Lately double battles have gained real popularity. A double battle is where sometimes up to 4 trainers battle by sending one pokemon (or two depending on the field) each. These are team battles where the trainers are allied in groups of two.  Double battle assumes each team has 4 total pokemon per side.

*in episode 14 of pokemon as well as in the e-game LT. Serge mentions battling with his pokemon in a war. In most games this would be unheard of! The pokemon adventures manga has evil trainers who try to kill the trainers with their pokemon. Of course, the good guys never stoop to their level.

Double battle rules
Number of trainers Pokemon that each trainer brings.
4 Each trainer uses one pokemon each. Each side consists of  2 trainers.
3 One side has 2 trainers and one side has 1 trainer. The side with 1 trainer gets 2 pokemon simultaneously and the other side gets 1 each.
2 Both sides have 2 pokemon each. Each trainer has 4 or 6 pokemon.

So what do trainers do during the battle? Trainers direct their pokemon during the conflict staying out of the fight them selves serving as combat generals. Trainers can either: Order a pokemon to attack, get closer to the action (but should stay at least 3 spaces away from the battle in case of stray blasts), recall a pokemon, apply an item to a pokemon (which counts as a pokemon’s attack for the turn) or concede. Pokemon battles start with a die roll and add it to the ST of the trainer to see who begins first. When a trainer’s turn is up, they can order a pokemon to use an attack or perform a stunt (use hydro pump to propel your trainer into the air to avoid a stray attack). Trainers can recall pokemon by using the recall button located on the pokeball. The recall function requires a roll difficulty starting at 4. During most battles, the use of an item is not allowed. The rules of the battle state whether a trainer can use an item during the battle or not.  The winner of a pokemon gains half of the C that the trainer is carrying on them! It is usually best to keep a bank account handy when your winnings are large.

Attacks

Each pokemon begins play with 1 special move. The special moves are either built by TWERPS: magic, TWERPS: Superdudes or made up by the GM. A pokemon may reduce their ST by 1 permanently to have another power (minimum ST of 2). This option is only available during character creation. All special moves except Tackle may be used a maximum of 5 times during an entire battle. Most of the time, teaching new special moves cost trainers VP but there are times where a trainer has a special disk called a technical machine. This item makes it possible to teach a pokemon a new attack for free. Technical machines break after one use, but special hidden machines can be used multiple times.

Counter blasts

If a ranged attack is being fired at a pokemon that has not acted yet this turn, a pokemon may use their upcoming turn to fire a counter beam. The counter beam must be a ranged attack that the pokemon knows. Both pokemon roll and add their bonuses. If the attacker wins, their beam still hits dealing only 1 damage. If the defender wins, they take no damage.

Types

Pokemon come in 15 different varieties. Each time grants the pokemon a specialty.

Type advantages

See the type chart pictured below to check a pokemon’s weakness.

Type Weaknesses

Pokemon are known to be weak against different forms of attacks. If a pokemon targets a pokemon with an attack that the opponent is weak against, they receive a +1 to their attack and damage. If the attack doesn’t deal damage, then it somehow modifies it to be more detrimental to the opponent. Not very effective results subtract 1 from both to hit and damage rolls.

Type perks

This section will have type perks. Type perks stop working if hit by a type weakness. Type perks do not stack with other perks.

Type Perk
Water Aquatic movement and many attacks can’t be used against a submerged target.
Fire Immune to non-combat fire and smoke
Ground All damage -1 to a minimum of 1
Rock All damage -2 to a minimum of 1
Fighting +3 to all rolls revolving raw strength or muscle power (not attacks though)
Electric May power some electronic devices
Poison Immune to all poisons and can detect toxicity in substances
Steel All damage -2 to a minimum of 1, immunity to poisons
Flying Flying movement and get a +2 perception bonus
Psychic May use telekinesis to move objects around outside of combat
Ghost May phase though solid objects and do not require life-sustaining elements to ‘live’. Can phase through attacks during combat +1 to dodge.
Dragon As fire with added perk of all damage -1 to a minimum of 1
Bug Grants a +3 to climbing checks and +2 to perception checks
Grass Can go extended periods of time without sustenance and may go without food as long as it gets water. Long periods without food will cause its ego score to temporarily go up by 5 until feed.
Normal Ego points may be bought off for 1 VP each. Limit 1 vp per pokemon per episode.

A word on damage

During pokemon to pokemon battling, you use your complete ST score when determining to-hit and dodge rolls. Damage is considered stun for purposes in this game. Few circumstances are life threatening unless pivotal to the plot of an episode. Dead pokemon may rise as a ghost pokemon subject to twerpsmasters approval,  Misdrevious Ghastly or Duskull.

Evolutions

Evolutions: In order to evolve, it costs 10 victory points to evolve into another form. A pokemon can only evolve to its next evolution determined by the pokemon e-game and anime. When a pokemon evolves, it is given a + 2 to its maximum ST and it also is granted another special move (or you may increase the damage or attack bonus by 1). When a pokemon evolves roll 1d10 and check the table below to see if the pokemon gains an EGO score. A pokemon may only evolve one time per episode regardless of saved victory points.

Example: Squirtle can evolve into Wartortle by spending 10 victory points. Wartortle’s controller must then roll on the ego table. Wartortle’s player rolls a 8, gaining an ego of 1.

Adversaries

Team x- In all pokemon series, a team x appears. Their goals have steamed from simple power to ecological gangwarfare. Before your first session, a Twerpsmaster must create a team x. The frequency of the group is up to the Twerpsmaster but the overall plot should involve the team. Team x’s goals will usually involve either kidnapping the hero’s pokemon (or the heros!) or to perform criminal activities in the vicinity of the heroes. Team x is a great way to weave recurring villains into the story.

Team x uses mecha to achieve many of their goals. When using mecha, it is recommended that you use TWERPS Mechi-tech rules for team x devices. If you do not have Mechi-tech, then improvise!

Rewards

Attacks

Pokemon may spend accrued vp on learning new moves. Each move costs a pokemon 5 vp to learn. Pokemon may actually learn new moves in mid battle at Twerpsmaster’s discretion.

A word on attacks

For authenticity, it may help to have a pokemon e-game strategy guide to tell what attacks a pokemon may actually learn. Also the sample attacks listed below are a very small percent of the number of attacks available. If you are like most and that much detail is not required, a simple rule of thumb is a pokemon may only learn normal typed moves and moves that match its own type.

Earning Badges

Badges are symbols of achievement and honor. Gym leaders give badges to trainers as awards for either besting them in combat or as a reward for special tasks. A pokemon trainer aspires to gain a set amount of badges to gain entry into the pokemon championships for that region. The pokemon championships are one way a trainer can hope to become a pokemon master. In game, badges may either be symbols of honor, grant bonuses to rolls granting vp discounts for purchasing moves or vp discounts with Ego scores.

Optional rules

A pokemon cannot raise its ST larger than what it began with + 4. When a pokemon evolves, the ST cap rises by 4 again.

Example: A Bulbasaur has a beginning ST cap of 9. If it evolves, it may have up to 13. If it evolves again, it may have up to 17.

Psychic pokemon

In the show, psychic pokemon can use their powers almost godlike ways. For example in the show, the characters were shrunk down to live in a doll house. Pokemon that have this level of power should be kept to Twerpsmaster only. This rule assumes that if a trainer gets a psychic pokemon they cannot use the pokemon unless they themselves are psychic.

Sample Attacks- because there are over 200 attacks in pokemon, I have only converted a small sampling of the attacks.

Absorb: -1 to hit 1 damage. The user heals 1 ST. Grass typed.

Agility: + 1 to hit, + 1 defense, + 2 to all agility based rolls and saves for 5 turns. If the move is used more than once, the bonuses stack but the duration remains the same. Psychic typed but can be learned by any type of pokemon.

Bite: This is no normal bite. It is a bite of darkness! 2 damage but target must occupy the same space. dark typed but learned by any type.

Bubble: 1 damage, 3 space cone. Water typed

Dig: 2 damage. Requires the user to dig underground and stay for one turn. Ground typed.

Disable: Enemy targets (up to ST) cannot move unless they save against a difficulty of 6. Psychic typed

Ember: 1 damage, 6 space range. Fire typed

Flamethrower: 4 damage, 2 space range. Fire typed

Fly: 3 damage – 1 to hit. Requires the user to fly up into the sky for one turn before use. Flying typed

Gust: deals 1 damage to all within a 5 space cone. Flying typed

Headbutt: 3 damage – 1 to hit. must occupy the same space. Normal typed

Horn attack: 2 damage 1 space range. Normal typed

Hypnosis: difficulty 5 saving roll or target falls asleep. Physic typed

Karate Chop: 3 damage – 1 to hit. Fighting typed but can be learned by any type.

Mud-Slap: 1 damage. Enemies hit by mud-slap must make a saving roll ST 4 or for 5 rounds take a -2 penalty to all attack checks. Ground typed.

Peck: 1 damage + 1 to hit. Flying typed.

Pinmissle:  1 damage, 6 range. Bug typed

Poison sting: 1 damage. Attacker must be in same space as defender. Difficulty 4 poison (failure = -1 ST for 4 turns). Poison typed.

Psybeam: + 3 to hit, 2 damage, 5 space range. Psychic typed

QuickAttack: +2 to hit, 1 damage, 2 space range. Attacks first this round regardless of ST. normal typed

Rapid Spin: + 1 to hit, 2 damage, 4 range. Normal typed

Razor Leaf: + 2 to hit, 2 damage, 4 range. May be used to cut things. Grass typed

Rock Throw: Pokemon throws giant boulder by digging or lifting available rocks. 2 damage, 5 range. Rock typed

Sing: ALL targets within 30 ft radius make a ST 5 saving roll or fall asleep. Normal typed

Splash: an utterly USELESS ‘attack’. Water typed.

String shot: Reduces the opponent’s movement rate by 2. If an opponent cannot be reduced further, then they cannot move at all. Bug typed

Smog: – 2 ST for all checks while in the smog cloud. Poison typed

Talk: The pokemon can speak to humans with their mouth! Very rare power, costing 20 VP to learn. Normal typed

Tackle: A default move all pokemon have. Deals 1 damage but must move into the same space as the opponent. Normal typed

Telepathy: Available to psychic pokemon only. This ability allows communication by psychic messages.

Thundershock: +2 to hit, 2 damage, 5 space range. Electric typed

Thunderbolt: + 1 to hit, 3 damage, 4 space range. electric typed

Thunder: – 2 to hit, 5 damage, 4 range. electric typed

Vinewhip: 2 damage, 4 range. May be used as a grappling hook. Grass typed

Watergun: 2 damage, 4 space range. Water typed

Withdraw: gives -1 to damage for the next 5 turns. If used multiple times in a row, the damage bonus becomes cumulative but the duration lasts as long as the first time the attack was used. Water typed

Wrap: +2 to hit deals 1 damage . If the target  is hit by this attack, the target makes a difficulty 4 saving roll or is wrapped. A wrapped target takes 1damage each turn and may not be able to move. You can attempt to break out with a difficulty 4 saving roll. Normal typed

Power moves- require at least 15 vp to purchase! Some of these can only be taught using a hidden machine.

Hyperbeam: -1 to hit, 6 damage, 15 space Range! A pokemon that uses this attack must rest for 1 turn after using this powerful move.(TM, please use some sense with this technique as it is the most powerful ranged attack.) normal typed.

Strength: 4 damage 1 space range. A pokemon that uses this ability outside of combat, gains a + 3 to checks regarding lifting and raw strength. Requires a hidden machine to use

Earthquake: 4 damage all spaces within 10 space radius! A pokemon using this attack is immune to it but all other pokemon in the battle (even allies in a team match!) must roll to escape. Flying pokemon are automatically immune to this attack and water pokemon get a +2 to dodge it.

Sample Pokemon list

Name ST Move Special
Rattata- Normal 3 Bite +2 movement rate
Pidgey- Normal Flying 3 Gust Flying
Sentret- Normal 3 Tailwhip +2 to perception checks
Bidoof- Normal 3 Bite Water movement
Caterpie- Bug 3 Stringshot +3 to climbing checks
Weedle- Bug 3 Poison Sting +3 to climbing checks
Mankey- Fighting 5 Karate Chop
Ekans- Poison 5 Wrap +3 to climbing checks
Pikachu- Electric 5 Thunder shock +1 to perception checks
Nidoran Male-Poison 5 Poison Sting
Nidoran Female-Poison 5 Poison Sting
Jigglypuff- Normal 4 Sing Flying
Spinarak-Bug 3 Poison Sting and String Shot +3 climbing checks
Goldeen- Water 4 Horn Attack Water movement only. Flops on land
Poliwag- Water 4 Bubble Water movement
Geodude- Rock Ground 4 Rock Throw -1 damage from all attacks. May not reduce damage below 1.
Spearow-Normal Flying 4 Peck Flying
Starly- Normal Flying 4 Quick Attack Flying
Kricketot-Bug 3 Bide
Shinx- electric 4 Bite +1 to Perception checks
Hoothoot- Normal Flying 4 Hypnosis Flying ground speed reduced by half
Poochyena- Dark 5 Bite
Zigzagoon- Normal 4 Headbutt +2 movement rate
Budew-Grass Poison 3 Absorb Movement rate – 1 minimum of 1
Vulpix- Fire 5 Ember
Krabby- water 5 Bubble
Numel- Fire Ground 5 Ember
MagiKarp- Water 3 Splash Has to buy Tackle and must have  Tackle before evolving.
Diglett-ground 4 Dig Underground movement
Growlithe 5 Ember +2 to perception checks based on scent
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