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Pokémon

Essence
Version 0.8

by Dominic Lusk
Pokémon Essence

Pokémon Essence v0.8 - 2nd public beta version


Leave any feedback on the itch page
https://kingbim.itch.io/pokmon-essence

Text, Design and Layout


Dominic Lusk https://linktr.ee/kingbim

Art:
Becca https://twitter.com/becca_3d
Pokémon Essence is an unofficial game with no
links to the Pokémon Company or Nintendo. It is
now and always will be free to download.
Contents
How to Play 1

Tone, Respect and Safety 2

Creating a Trainer 3

Starter Pokémon 4

Action Resolution System 5

Contested Actions 7

Pokémon Types 9

Pokémon Abilities 11

Pokémon Physique 13

Pokémon Evolution 15

Pokémon Traits 16

Pokémon Advancement 17

Pokémon Health 19

Catching Pokémon 21

Pokémon Battles 22

Pokémon Traits list 23

Trainer Class 24

Generation II + 25

Character Sheet 27
How to Play
Pokémon Essence is a rules-light tabletop
roleplaying game inspired by the Pokémon anime.

In Pokémon Essence, one player is the Guide. The


Guide is responsible for describing the world
and its inhabitants. The other players are each
responsible for a Pokémon Trainer, typically a
10-year old kid out on an adventure.

The game is played through an ongoing


conversation. The Guide describes the setting
around the Trainers and the actions of any non-
player characters. In repsonse, the players
describe their character’s actions, feelings
and thoughts. The Guide responds, and so the
conversation is established.

The player characters also instruct their


Pokémon and describe their actions, unless the
outcome of their action is in doubt, in which
case the Guide will determine the outcome,
which may involve rolling some dice. All dice in
Pokémon Essence are standard 6-sided dice,
referred to as ‘1d6’.
1
Tone, Respect and Safety
Pokémon has a very specific tone. Player
character’s actions should be able to have a
lasting positive impact. Most characters in the
setting should be fundamentally good people,
and that the institutions and norms of the
society have a positive impact on everybody’s
lives.

There is a vast spectrum of options within this


tone. As a group, have a discussion about the
exact nature of your game. Will it be heartfelt
and serious? Or will it be whimsical and
comedic? Whatever you decide, use the mantra
below as a general guide:
If something wouldn’t appear in an animated
show for young children, it shouldn’t be in
your Pokémon Essence game.

Good roleplaying is founded on principles of


mutual respect, cooperation and trust. Some
groups also find it helpful to play with specific
mechanisms to ensure that all players are safe.
Search online for ‘ttrpg safety tools’ to see
some specifics.
2
Creating a Trainer
Each player, other than the Guide, typically
plays as a 10-year-old Pokémon Trainer going
out on adventures. Each player needs to create
their Trainer. Character sheets for the Trainer
are on page 27.

All Trainers need:


• A name
• Some pronouns
• A description
• A starter Pokémon
• 6 Pokéballs

Trainers can also have:


• Character traits (roll or choose from the
Pokémon trait table on page 23.)
• Trainer Class (roll or choose from the table
on page 24.)
Traits and Class do not impact gameplay, but
may help a player to roleplay.

3
Starter Pokémon
Each player chooses one of the following
Starter Pokémon:
Bulbsaur; Charmander; Squirtle; Pikachu; or
Eevee.
A starter Pokémon is typically a long-standing
friend and ally who will stick with the Trainer
through all your adventures. Roll twice on the
Traits table (page 23.) to generate the Starter
Pokémon’s traits.
All Pokémon information (stats, moves, etc.) is
listed in the separate Pokémon Essence Pokedéx
file.
Choose one of your Starter Pokémon’s abilities
to begin the game with and note it on the
Trainer character sheet with the following
information:
Species
Type
Abilities - start with one only
Size
Experience needed to advance (page 17.)
Maximum Health (page 19.)
4
Actions
Whenever the players describe an action which
their Trainer or their Trainer’s Pokémon is
taking, the Guide uses the Action Resolution
System to determine the outcome.

All Pokémon have a Type and a description. They


also have abilities. The Guide determines the
difficulty of actions based on the agreed tone
of the game and the established narrative.

Human characters do not have a type,


description or ability. However, they still use
the same system for their action resolution.
Most challenges should be solved by Pokémon, as
they are much more capable than humans.

5
Action Resolution System
1. State what you are doing and why you are
doing it. This is your Action and its Intent.
2. If the Guide determins that the action is Easy
or Impossible, go to step 6.
3. Otherwise, the player rolls 1d6 to determine
the outcome. Roll an additional 1d6 for each
of the statements below which is true:
i. The Pokémon’s type is relevant.
ii. The Pokémon is using a relevant ability.
iii.The Pokémon’s physique is relevant
iv. There is a circumstantial advantage
4. Each roll that is 5 or higher counts as 1
success
i. 0 successes: the outcome does not match
the intent
ii. 1 success: the outcome matches the intent,
but with a complication or twist
iii.2 or 3 successes: the outcome matches
the intent
iv. 4 or more successes: critical success -
the outcome is extra-successful
5. The Guide narrates the outcome.
6
Contested Actions
Direct contests between 2 or more Pokémon, are
resolved using the Contested Action Resolution
System. All actions should be declared as
simultaneously as possible.
1. Both players say what they are doing and why
they are doing it simultaneously. They state
the Action and its Intent.
2. If the result of the contest is beyond
reasonable doubt, the Guide narrates the
outcome accordingly.
3. Otherwise, the players roll dice and
determine successes in the same way as the
Action Resolution System with one difference:
1. If a Pokémon has type advantage, they can
reroll any failed dice once.
4. The Pokémon with the most successes wins the
contest.
5. Otherwise there is a draw.
6. The Guide narrates the outcome.

7
Contested Actions
Sometimes the result of a contested action does
not need to be rolled as the outcome is beyond
doubt. This might occur when when one side’s
actions directly counter their opponent’s
actions. It might also occur when one side has a
significant advantage, or enough small
advantages, that there is only one reasonable
outcome.

In such instances, the Guide narrates the


outcome as though the action was Easy for
winning side and Impossible for the losing side.

In the event of a draw, the Guide should narrate


an outcome which is equitable for both sides.
Either both sides fail or both sides succeed. In
battles, this might result in both Pokémon
damaging each other.

8
Pokémon Types
All Pokémon have 1 or 2 Types which govern the
sort of actions that it can do. Any actions
appearing below do not cost any energy.
Type Pokémon of this Type all:
Fire resist high temperatures and can start fires
on contact
Water swim and breathe underwater and shoot balls
of water
Grass soak up power from either the ground or the
sun
Flying either fly or float through the air

Electric conduct electricity harmlessly and can


release electricity on contact
Ground move quickly through the earth

Normal learn abilities and teach them without regard


for type
Ghost become invisible in shadows and are stronger
at night
Fighting are trained in a martial art and are highly
athletic
Rock have tough stony skin and are heavy for their
size
Ice freeze liquids on contect and resist low
temperatures
Bug are immune to telepathy and advance quickly

Psychic can move objects with their mind and sense


emotions
Poison secrete venom and are immune to toxins

Dragon advance slowly and have no weaknesses

9
Pokémon Types
Each Type is stronger or weaker against certain
other Types. The Guide considers this when
determining the difficulty of actions. It also
affects Contested Actions.
Type Good against Bad against
Fire Grass Water

Grass Water Fire

Water Fire Grass

Flying Ground Electric

Ground Electric Flying

Electric Flying Ground

Normal Ghost Poison

Ghost Fighting Normal

Fighting Rock Ghost

Rock Ice Fighting

Ice Bug Rock

Bug Psychic Ice

Psychic Poison Bug

Poison Normal Psychic

Dragon All Types None

10
Pokémon Abilities
Abilities are special actions that a Pokémon
can take beyond what is implied by their type
and physique. All Pokémon start with one ability,
and can learn more by advancing. Pokémon can
know a maximum of 4 abilities. To learn a 5th
ability, they must forget a pre-existing one.
Abilities each have a Description, which
explains what the ability can do, as well as a
Type. Each ability also has two Keywords.

When a Pokémon Advances, in collaboration with


the Guide, the player can rewrite the ability to
include the Keyword. Alternatively, they can
write a new, similar ability which uses the
Keyword. Abilities can also change type through
advancement when appropriate.

Pokémon can teach each-other abilities. When a


Pokémon Advances, they can learn an ability
from a friendly Pokémon. To do this the learning
Pokémon’s type must match the ability’s type.
Normal type Pokémon are an exception to this
rule, as they can learn and teach abilities
without regard for type.
11
Pokémon Abilities
Abilities each have 3 energy. Whenever a
Pokémon uses an ability, it costs 1 energy. If the
ability has 0 energy, it cannot be used. All
energy is regained after a full day of rest at a
Pokémon Centre.

Pokémon can also do anything which makes sense


with their physique, or their Type’s description.
These actions do not use energy. All Pokémon
can also make generic Normal Type attacks
based on their physique without using energy.
Some examples are listed below:

• Pound • Stomp

• Slam • Tackle

• Horn Attack • Headbutt

• Cut • Kick

• Punch • Bite
• Scratch • Peck

• Thrash • Slash
12
Pokémon Physique
Every Pokémon has a unique Physique, which
determines what actions are easier for it to
complete. To determine if a Pokémon’s Physique
is relevant, look at a picture of that Pokémon.

For a Trainer’s Pokémon, they state why the


Physique is relevant. The Guide then determines
if the Physique is relevant.

For other Pokémon, the Guide states why they


think the Physique is relevant. The other
players can then offer any counter-arguments.
The Guide then determines if the Physique is
relevant.

In a Contest between Trainers, both Trainers


state why they think their Pokémon’s Physique is
relevant. They can then provide counter-
arguments to each-other’s Pokémon. The Guide
then determines if the Physique is relevant.

13
Physique Examples
Examples
• Golbat’s Trainer tells it to bite down hard on
a Pidgey to stop it from escaping. Golbat’s
Trainer argues that it’s Physique is relevant
since it has a large, gaping mouth. The Guide
agrees, and Golbat’s Trainer rolls an
additional 1d6 for the contested action.
• Hitmonchan’s Trainer tells it to punch its way
out of Team Rocket’s latest trap. Hitmonchan
is wearing boxing gloves, so it gets an
additional 1d6 if it is trying to punch
something. Hitmonchan’s Trainer argues that
its type, Fighting, is also relevant since it is
punching soemthing. However, the Guide
decides that since the thing it is attacking is
inanimate, its not really relevant. The trianer
rolls 2d6, one as a standard and an
additional dice for the relevant Physique.
The trainer rolls a 3 and a 5, giving 1
success - a success with a complication or
twist. The GM decides that Hitmonchan
successfully smashes a hole in the walls of
Team Rocket’s trap, but that doing so is very
noisy and alerts Team Rocket’s Arbok, which
surges into the area.

14
Pokémon Evolution
Most Pokémon can evolve into a more mature
form. Pokémon evolve through the advancement
system. When a Pokémon evolves, replace its
Species with the new Species. It’s Physique also
changes. Some Pokémon change Type when they
evolve. Evolved Pokémon also have more Health
than unevolved Pokémon.

When evolution is chosen as an advancement,


the Pokémon does not instantly evolve. During
any subsequent game session, the Pokémon’s
Trainer can evolve the Pokémon at any point
which they feel is narratively or dramatically
appropriate.

Some Pokémon require certain conditions to


evolve, such as an item, trade or specific
location. The Guide and the Pokémon’s Trainer
should work collaboratively to find an
opportunity for those conditions to be met.
These can even form the basis for adventures.
Alternatively, if everyone agrees, the
conditions can be ignored.

15
Pokémon Traits
All Pokémon have Traits, which act as guides for
roleplaying and feed into the advancement
system. Whenever a Pokémon is encountered for
the first time, the Guide generates a trait for
that Pokémon.

Pokémon gain a new trait whenever they evolve.


Legendary Pokémon also have 2 traits. All
Pokémon have a maximum of 2 traits. If a
Pokémon would ever gain a trait when they
already have 2 traits, the player chooses which
old trait to replace.

Players can change a Pokémon’s trait through


the advancement system, as long as the change
is supported by the events of the game.

The traits are listed on page 23. If everyone


agrees, players can advance Pokémon to have
traits which are not on the list.

16
Pokémon Advancement
At the end of each game session, each Pokémon
gains experience (xp). For each of the
statements below, the Pokémon gains 1xp, or 2xp
if it happened multiple times
• You helped a person or Pokémon in need
• You played out your Pokémon Traits
• You attempted to complete a challenge by
using your abilities, type or description
A Pokémon gains an advancement point when it
passes its advancement threshold, determined
by the formula below:

advancement threshold = 5 + number of


abilities known + amount of times evolved

All leftover experience is retained.


Bug and Dragon Type Pokémon calculate their
advancement threshold with different formulas:
Bug advancement threshold = 3 + number of
abilities known + amount of times evolved
Dragon advancement threshold = 7 + number of
abilities known + amount of times evolved

17
Pokémon Advancement
Pokémon can spend Advancement points on the
advancement options below:
• 1 point = learn a new ability
• 1 point = use a keyword to create a new
ability
• 1 point = use a keyword to modify a pre-
existing ability
• 1 point = evolve for the first time
• 2 points = evolve for the second time
• 1 point = learn an ability whose type matches
the Pokémon’s Type but is not on their ability
list
• 2 points = learn an ability whose type does
not match the Pokémon’s Type and is not on
their ability list
• 1 point = change a Pokémon’s trait
Normal Type Pokémon can learn any abilities of
any type for 1 advancement point.

18
Pokémon Health
All Pokémon have Health, which represents the
overall stamina and endurance of the Pokémon.
When a Pokémon runs out of current health they
cannot fight or use their abilities.

Calculate a Pokémon’s maximum heath using the


system below:
• Tiny Pokémon have a maxiumum health of 2
• All other Pokemon have a maximum health of 3.
• Legendary Pokémon have a maximum health of
5.
• If a Pokémon is Gigantic, increase its maximum
health by 2.
• Each time a Pokémon evolves, increase its
maximum health by 1.

Whenever a Pokémon is injured, it loses 1


current health. If an injury is particularly bad
it might cause the Pokémon to lose 2 health,
though this should be rare. A Pokémon’s current
health is restored to their maximum health after
a full day of rest at a Pokémon Centre.

19
Catching Pokémon
Trainers can catch up to a maximum of 6
Pokémon each. Pokémon can only be caught
after the Trainer has appealed to the Pokémon’s
traits.

For instance, a cowardly Pokémon cannot be


caught through defeat in battle. However, if the
Trainer helped the Pokémon work through its
fear, then it might be caught.

Some Pokémon can be caught through battle -


for example a rowdy Pokémon would enjoy a good
battle, or a messy Pokémon would enjoy a battle
if it made a big mess of the area.

If a Pokémon has more than 2 traits, such as a


Legendary Pokémon or an Evolved Pokémon, then
both traits must be appealed to before the
Pokémon can be caught. Trainers can attempt to
catch Pokémon by throwing a Pokéball at the
Pokémon. All Trainers start with 6 Pokéballs.
Pokéballs can be re-used if they fail to catch a
Pokémon.

20
Pokémon Battles
Battles between Pokémon can be modelled in two
formats - Scenarios and Contests. During
battles the Guide should switch between the two
formats as the narrative dictates.
Scenarios are used when one participant has
set up a challenging situation which their
opponent must counter or overcome to progress
through the battle. Scenarios are most common
in Gym Battles, or when one Pokémon in a battle
has gained the upper hand. Typically, the Guide
will use normal actions to resolve Scenarios. It
might take repeated successes to fully resolve
a Scenario.
Scenario examples:
• A Magmar is submerged in lava, only emerging
to strike its opponents.
• A Mr Mime moves effortlessly through a hall of
mirrors, leaving fake substitute versions in
its place.
• An Onix thrashes wildly amidst a dusty canyon,
blocking the path. Its movements have stirred
up a cloud of sand, blocking vision. Mining
equipment is strewn around. Unseen, its tail
is trapped inside the remains of a digger.
21
Pokémon Battles
Contests are used when both participants are
on an even footing. In this case, the Guide uses
the rules for Contested Actions. The outcome of
the Contest might result in another contest, or
in a Scenario for one side to overcome.

The Guide should declare damage to Pokémon


whenever narratively appropriate. In most
cases, only 1 current health should be lost by
the losing Pokémon, but sometimes a loss of 2
health will make sense for a particularly
devastating attack.

In the event of a Contested Action that ends in


a draw, both sides might take 1 damage.

22
Pokémon Traits List
To generate Pokémon traits, roll 2 dice. The
first dice is the tens column and the second
dice is the units column.

11. Mischievious 21. Emotional 31. Miserable


12. Stubborn 22. Rowdy 32. Moody
13. Arrogant 23. Messy 33. Disobedient
14. Selfish 24. Elitist 34. Confident
15. Lazy 25. Irritable 35. Carefree
16. Skeptical 26. Gluttonous 33. Daydreamer

41. Curious 51. Sensitive 61. Patient


42. Cheeky 52. Shy 62. Cheerful
43. Daring 53. Cowardly 63. Cautious
44. Chaotic 54. Panicky 64. Obedient
45. Intense 55. Peaceful 65. Playful
46. Competitive 56. Jovial 66. Energetic

23
Trainer Class
Players can roll on this table to give them an
idea about what sort of character they will
play. The Guide can also use this whenever they
need a random non-player character. Roll 2
dice, the first dice is the tens column and the
second dice is the units column.

11. Beauty 21. Channeler 31. Gentleman


12. Biker 22. Cooltrainer 32. Guitarist
13. Bird Keeper 23. Cue Ball 33. Hiker
14. Blackbelt 24. Engineer 34. Jogger
15. Bug Friend 25. Fisher 35. Lass
16. Camper 26. Gambler 33. Medium

41. Ninja 51. Rocker 61. Tamer


42. Painter 52. Sage 62. Teamster
43. Picnicker 53. Sailor 63. Tourist
44. Pokéfan 54. Scientist 64. Triathlete
45. PokéManiac 55. Super Nerd 65. Trickster
46. Psychic 56. Swimmer 66. Youngster

24
Generation II+
Later Pokémon Generations also include the
Steel, Dark and Fairy types, which use the type
chart below.

Type Good against Bad against


Dark Steel Fairy

Steel Fairy Dark

Fairy Dark Steel

Any actions appearing below do not cost any


energy.

Type Pokémon of this Type all:


Dark have an increased chance of success when up
to no good
Steel have smooth metal skin and are heavy for their
size
Fairy Are very charming and sweet, and can use
normal type moves as fairy type moves

25
Adding Pokémon
If the Guide wish to include Pokémon from later
generations outside those covered in the
Pokédex, it is a simple process.
• Note down the Pokémon’s type(s) and species.
• Consider the Pokémon’s overall size - you may
wish to search for it online and compare to
other Pokémon. It can be Tiny, Small, Medium,
Large or Gigantic.
• Determine its health as per page 19.
• Find its move list online from the Pokémon
games. Look for any moves already in Pokémon
Essence and assign them to its potential
abilty pool.
• Move lists from Generation III to VI tend
to work best.
• You may wish to invent abilities. If you do
so they should be appreciable different
from existing moves. For instance, rock
throw, rock slide rock blast and rock tomb
are not very different. Try to make the
moves very qualitative.
• Put 2 to 4 abilities in the ability pool,
dependent on how evolved the Pokémon is.
26
Pokémon Essence Character Sheet
Name: Draw your trainer and their Pokémon
Pronouns: in the space below.
Traits:
Trainer Class:
Description:

Items:

Notes:

Name: Size: Abilities


Species: Experience:
Description:

Type:
Type Description:

Traits:
Health (current/max):

Name: Size: Abilities


Species: Experience:
Description:

Type:
Type Description:

Traits:
Health (current/max):
Name: Size: Abilities
Species: Experience:
Description:

Type:
Type Description:

Traits:
Health (current/max):

Name: Size: Abilities


Species: Experience:
Description:

Type:
Type Description:

Traits:
Health (current/max):

Name: Size: Abilities


Species: Experience:
Description:

Type:
Type Description:

Traits:
Health (current/max):

Name: Size: Abilities


Species: Experience:
Description:

Type:
Type Description:

Traits:
Health (current/max):
Pokémon
Essence Version 0.8

• Pokémon tabletop roleplaying game


• Rules-light and simple
• Quick character creation
• Anime inspired narrative focus
• All Generation I Pokémon included
• Generation II+ compatability
• Guidance for adding Pokémon
Future features list:
• Encounter tables for routes and towns
• Orange Islands style Gym challenges

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