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Post by Raven on Oct 1, 2016 18:43:00 GMT
Pokémon Tabletop United - Trainer Payouts
How much money should you make from a battle with another Trainer? Here's how to find out.
First, you take the level of the highest-level Pokémon that the opposing Trainer used in the fight. Then you find the Trainer's type in the table below. Multiply the two, and you have the amount of money the Trainer gives to your heroes. When rolling for a random Trainer, roll 1d34 and refer to the numbers that appear following some of the Trainers on the table.
BASE CASH......TRAINER TYPE
15...................Bug Catcher[1], Camera Man, Channeler[2], Lass[3], Swimmer[4], Youngster[5]
25...................Burglar[6], Roughneck[7], Super Nerd[8]
30...................Fisherman[9], Hiker[10], Sailor[11]
40...................Black Belt[12], Nurse, City Guardsman[13], Rancher[14], Reporter[15], "Evil Team" Grunt[16]
50...................Beauty[17], Engineer[18], "Evil Team" Agent[19], Scientist[20], Teacher[21]
75...................Ace Trainer[22], Bard [23], Karate Master, PokéManiac[24], Professor, Psychic[25], "Evil Team" Executive[26]
100................. Rival[27], "Evil Team" Boss, Veteran[28]
125.................Gambler[29], Gym Leader, Elder[30]
150.................Gentleman[31], Lady[32], Rich Boy[33], Socialite[34]
200.................Champion, Elite Four
300.................Legend
Types of people/Trainers who may have Pokémon but refuse to battle:
Aide, Attendant, Bald Man, Captain, Chef, Clerk, Fat Man, Grumpy Old Man, Man, Old Man, Old Woman, Woman, Young Man, Young Woman.
This will help you to understand how much is too much in case you are taking your winnings off of an unconscious opponent. Whenever you lose a match, you pay 1/10th of whatever you currently have on you, or you can try to cut a deal with the winner to accept Items instead.
Winning Battles
When you win a League Rules battle, you receive 1/10th of your opponent's funds. Any Pokémon that fainted in battle are still fainted until you make it to a Center to pay for some healing. Combat Stages reset but Status Ailments remain. You may choose to accept items or other forms of payment in lieu of cash if the losing Trainer has none, cannot afford to spare any, or would simply rather not part with it. Pokédexes can tell when battles are taking place using a combination of speech recognition software that zeroes in on certain key words and sensors that detect when Pokémon are expending large amounts of energy in the vicinity. The Pokédexes swap information wirelessly to keep a record of who each Trainer encountered and battled. Failure to pay by the losing Trainer will allow you to report them to the Pokémon League, which may in turn help you to take action against the Trainer. When you win a League Rules battle, you earn PokéXP and gain 1 point of Misc Trainer XP.
When you win a Street Rules battle, and your opponent is still conscious, all of the above applies. If they are unconscious, you may loot them to collect some winnings. But remember to loot in moderation. Do not rob them of all of their funds and items, or they may consider it a crime and enlist the aid of the police to track you down. Still, if you are an unscrupulous type, you could always steal their Pokédex. If you destroy it, you'll get rid of the record of your encounter and you'll prevent yourself from being followed due to the tracking chip inside. If your opponent dies in a Street Rules battle, you can forward the Pokédex report of the battle to the Pokémon League and apply to become the owner of all of your opponent's funds, items, and Pokémon. If the League determines that the death occurred as a result of a Pokémon battle and was not a murder, then ownership status is granted. This often only takes a few minutes, but can sometimes take longer, even requiring a lengthy police investigation in some particularly murky cases. Street Rules matches are a very gray area. If your opponent is unconscious after a battle, you are not obligated to see them back to health. The law makes it clear that you will never held responsible if you walk away from the battle site while your opponent still unconscious and they are later killed by Wilds as a result. When you win a Street Rules battle, you earn PokéXP and gain 1 point of Misc Trainer XP.
Losing Battles
When you lose a League Rules battle, you're expected to fork over 1/10th of your funds. Any Pokémon that fainted in battle are still fainted until you make it to a Center to pay for some healing. Combat Stages reset but Status Ailments remain. Sometimes, the winning Trainer will accept items or other forms of payment in lieu of cash if the losing Trainer has none, cannot afford to spare any, or would simply rather not part with it. Pokédexes can tell when battles are taking place using a combination of speech recognition software that zeroes in on certain key words and sensors that detect when Pokémon are expending large amounts of energy in the vicinity. The Pokédexes swap information wirelessly to keep a record of who each Trainer encountered and battled. Failure to pay by the losing Trainer may be reported to the Pokémon League, which may in turn take action against the Trainer. When you lose a League Rules battle, you still earn 1/2 the battle's PokéXP but you earn no Misc Trainer XP.
When you lose a Street Rules battle, and you are still conscious, all of the above applies. If you are unconscious, the winning Trainer may loot you to collect winnings, but may not rob you of all of your funds and items. Still, if the winning Trainer is an unscrupulous type, he or she might steal everything you own, including your Pokédex, if only to destroy it later to get rid of the record of your encounter and to prevent being found due to the tracking chip inside. If you die in a Street Rules battle, the winning Trainer can become the owner of all of your funds, items, and Pokémon, but murder is severely frowned upon outside of the no-holds-barred officially sanctioned League match for League Champion status, and the winning Trainer may still find him or herself under police investigation. Street Rules matches are a very gray area. If you are unconscious after a battle, the winning Trainer is not obligated to see you back to health, though many times they will anyway. Even though the law makes it clear that they will not be held responsible if they walk away from the battle site while you are still unconscious and you are later killed by Wilds as a result, most Trainers cannot live with something like that on their conscience. When you lose a Street Rules battle (and live), you only earn 1/2 of the battle's Poké XP, and gain 1 point of Misc Trainer XP.
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Post by Raven on Oct 1, 2016 18:47:30 GMT
Teleporting
Some Pokémon can Teleport to places that are special to them, or places they have been before. Taking others with them when they Teleport causes great strain and they suffer 1 Special Injury.
Addendum: You no longer need the Transporter Ability or Farcast Feature in order to take a passenger with you when using Teleport.
Holding your Breath/Suffocation
While there are specific rules on Suffocation for Trainers and Pokemon under Misc Rules in the Core Book, after some thought and discussion in the Skype Group I have decided that the "Swimmer" Edge for Trainers needed to be brought down to a more reasonable level. To make things more realistic for Trainers, anyone with the Swimmer Edge will be able to hold their breath for a maximum of 3 minutes before beginning to suffer various penalties due to suffocation and general lack of oxygen.
By default, this Edge grants the Trainer the ability to remain underwater for X minutes before beginning to suffocate, where X is the higher of your Athletics or Survival ranks. This means that if you gain Virtuoso in one of these, you could potentially hold your breath for 8 full minutes (48 rounds of combat), which is far longer than any non-legendary battle would ever take barring some sort of odd hazard. Thus, this Edge has basically been reduced to just granting the +2 Swim speed, as the rules on suffocation are now global, and edges/skills do not affect this.
Humans may go without air for a maximum of 3 minutes before beginning to suffocate. At 5 minutes, they will pass out from lack of oxygen, and most certainly die without outside aid.
Healing
Healing is not free. You may seek the services of either an Alchemist (re-fluffed Medic relying on herb-based restorative mixtures) or a Healer (Same deal, but fluffed as magic instead of natural cures) in order to obtain healing for yourself and your Pokemon team. Outside of the Guild, these services cost 110-200 Crowns, whereas the Guild-only services cost 50-100. These prices vary depending upon the severity of your wounds (how many Injuries you have). 3 injuries or less is 50 (110) crowns. 4-5 is 70 (150) , and Heavily Injured (6+) is 100 (200). These prices are on a per-patient basis.
Mentor-Specific services are available at the Guild, with costs as follows:
- Moves that any Pokémon can learn cost 1000 C - Moves that Pokémon under level 20 cannot learn cost 2000 C - Moves that Pokémon under level 30 cannot learn cost 3000 C - Changing Viewpoints and Versatile Teachings each cost 2500 C
(Poke Edges are considered something that anybody can train.)
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Post by Raven on Oct 1, 2016 18:48:47 GMT
Exploring Dangerous Areas"Dangerous areas" are considered to be any area that is away from the main Routes and Cities. A map will be provided for you when you enter special areas (i.e. Mt. Moon), each # on a map represents a Point of Interest. When you reach a new Point, you roll a d8. - A result of 1, 3, or 5 results in a hostile pokemon encounter.
- A result of 7 or 8 is a helpful item or a special event.
- A result of 2, 4, or 6 means nothing happens.
Dungeon 1 Map: Lavender Swamp
Dungeon 2 Map: Rock Tunnel Level 1, Rock Tunnel Levels 2 and 3, Rock Tunnel Level 4
Dungeon 3 Map: Celadon Castle Basement Level 2, Celadon Castle Basement Level 3When exploring a dungeon, the chance for Hostile Pokemon Encounters increases as you progress deeper into it. Depending on the number of levels, the 'hostile pokemon encounter' will occur on a result of 1, 3, 5, and 6 for a dungeon with 4 levels starting at level 2. This increases for every 2 levels you pass through. (ex: Rock Tunnel level 2 has a 50% chance of a hostile Pokemon encounter, while level 4 will have a 63% chance (occuring on 1, 2, 3, 5, and 6.)) This will continue to go up until you have a maximum of 75% chance of a hostile encounter. Dungeon Level 2 - A result of 1, 3, 5, or 6 results in a hostile pokemon encounter.
- A result of 7 or 8 is a helpful item or a special event.
- A result of 2 or 4 means nothing happens.
Dungeon Level 4 - A result of 1, 2, 3, 5, or 6 results in a hostile pokemon encounter.
- A result of 7 or 8 is a helpful item or a special event.
- A result of 4 means nothing happens.
Dungeon Level 6 - A result of 1, 2, 3, 4, 5, or 6 results in a hostile pokemon encounter.
- A result of 7 or 8 is a helpful item or a special event.
Rock Tunnel Notes: - Rock Tunnel Exit to Lavender Swamp Foothills is at Point #13 on level 1.
- Rock Tunnel level 2 is accessed via point #9 on level 1. It lets out at Point #9 on level 2.
- Reaching Rock Tunnel level 3 is accessed via Point #1 on level 2. It lets out at Point #3 on level 3.
- Rock Tunnel level 3 points 7 and 5 have guaranteed special events.
Mt. Moon Notes: - Cerulean Exit is Point #20
- Unknown Exit is Point #1
- There is a small crack in the wall at Point #15. This leads to the path between Points 3, 4, and 5 on Basement Level 1.
- There is a similar crack at Point #10. It is unknown where this leads right now.
- Basement 1 - Point 8 has a shaft leading down to the lowest level. It appears to be a one-way trip unless you can teleport or phase through solid objects. It ends in a giant lake (next to point 12 on Basement 2's map).
Celadon Castle Basement Notes: - Special Event (Level 2): Boss Fight - Room 43A (Dusknoir)
- Special Area (Level 2): Point #51 (Secret Passage to D'Mara's house)
- Special Event (Level 2): Boss Fight - Point 96
- Stairs to Basement Level 3: Point 44 (emerges at Point 36)
- Point 59/61 (Level 3): Exit to Old Celadon Castle Town
- Point 107 (Level 3): Super Secret Special Event :3
- Point 124 (Level 3): Special Area
- Point 119 (Level 3): Exit to Celadon Caves Level 1
- Point 62/63 (Level 3): Optional Boss fight
Dungeon BossesDungeon bosses are special foes that are meant to provide an extreme challenge to the party. If a boss is a Wild Pokemon, then it will have at least one wave of "mooks", lesser Pokemon that serve solely to drain the party's resources and soften them up for the boss. A Dungeon can only be completed once, and is not considered complete until one or both of the conditions listed at the top of this post have been met. All PoIs will result in "nothing happens". You may still use regular encounters to find special Pokemon within, however. Boss Template Effects: - "Boss" Creatures/Trainers will always have a number of health bars equal to the number of Player Characters participating in the fight when it begins. (This will usually be 4.)
- A Boss can act multiple times in a round, on separate initiative counts, but cannot benefit from the "attack from a future turn" House Rule. It may only use Priority moves by the RAW standard.
- Once a Boss has been reduced to at least 100% of its health (1 health bar remaining), it can, at any time, enter a "frenzy" for 1 turn, doubling the number of Initiative Counts that it has and regaining up to 2 CS for each stat (up to a maximum of its Default, which is usually zero). This ability can only be used once per Boss.
- Each of a Boss's Health Bars is counted separately with regard to status effects. Thus, when one health bar is depleted, all Status Afflictions are cleared.
- Boss Pokemon cannot be captured.
- Boss Trainer Encounters do not gain more than 2-3 Health bars (depending on average party level), but may command any number of Pokemon at once. Each of these Pokemon will have a maximum of 2 Health Bars.
- Boss Encounters are always worth 3x Poke XP and a Milestone (this is also the Milestone for completing the dungeon, not a separate one).
- Boss Creatures/Trainers are immune to the Sleep/Freeze Status Afflictions. In place of these, they instead get a -10 damage penalty until they make the save or a health bar is depleted.
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Post by Raven on Oct 1, 2016 18:50:19 GMT
Encounters/Day are limited based on Survival, Perception, or Poke Edu (only 1 of these at a time, though you may change it any time you are able to use a Re-Spec. You gain one "Re-Spec" every 5 Trainer levels. You have a bare minimum of 1 Encounter/day for an Untrained/Pathetic Rank Skill. Each rank above Untrained grants 1 additional Encounter (whether Wilds or Trainers), capping at 5 for a Master Rank skill. Virtuoso will not grant any additional Encounters.
Additionally, I will sometimes drop more than one Player into the same Encounter, even if they rolled separately. This still counts as one Encounter for each trainer.
For clarity, see the following table:
Skill Rank ---> Encounters/Day Pathetic/Untrained ----> 1 Encounter Novice ---> 2 Encounters Adept ---> 3 Encounters Expert ---> 4 Encounters Master ---> 5 Encounters (Maximum)
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Post by Raven on Feb 15, 2017 19:59:00 GMT
Special House Rules- Telepathy and other out of combat psychic abilities are disrupted by the presence of their weaknesses (Dark, Bug, Ghost). Using these abilities requires a Focus check with a DC of 20 or higher, depending on the strength of the Bug/Ghost/Dark-Type in question. Each additional Pokemon of these types that are nearby (those inside a Poke ball do not count) increases the DC by 1 per mon, capping at +5. The overall DC cannot be raised higher than 30.
- Priority Moves can now be used from up to 1 turn in the future every 2 turns.
- Off-hand attacks no longer have a -2 penalty to accuracy. Trainers are always considered to be equally skilled with both hands, even if they have a dominant/preferred side.
- A "Special Injury" (See Teleporting above) does not lower your maximum health, nor can they kill you. Instead, a Special Injury represents fatigue, both physical, mental, and (occasionally) spiritual. When you have 5 or more Special Injuries, you become Disabled and Slowed, and are only able to take Free or Shift Actions. These injuries recover at the same rate as all other injuries, but can only be removed by resting for at least 8 hours.
- The Pickup Ability has been slightly altered. Instead of rolling a 1d20, you now roll a 1d100 and enter the number rolled on this sheet (Weighted Treasures) under the "pickup" section.
- When checking for Initiative Ties, both parties roll a 1d6. Highest result goes first, naturally. In the event of a tie, re-roll until there is no longer a tie.
Move Changes
- High Jump Kick is now Scene x2 with an AC of 2, to put it in line with Close Combat.
- Sonic Boom's AC changed from 6 to 2, and its frequency is now at-will, in order to make it the same as Dragon Rage.
- Draining moves do not leech enemy HP past 0. If an opponent is at 1 HP, you will only restore 1 HP.
- Sucker Punch can be used without relying on the trigger. All other moves with the Trigger keyword operate as normal.
- Destiny Bond's range has been altered. Instead of "Burst 10, Friendly" it now has a range of "10, 1-target".
Tome Magicks and High MagicksTMs and HMs (Tome Magicks and High Magicks) are rare, valuable books containing the knowledge of a single Move that can be taught to Pokemon. This knowledge can only be unlocked by someone with knowledge of occult rituals (Adept or higher Occult Ed), and carries a risk of failure and subsequent injury for most Adventurers trying to teach their Pokemon. The knowledge contained within these mystical writings is erased after use*, regardless of whether or not the recipient learned it all. For Tome Magicks, the risk of failure decreases as you increase your skill level with Occult Education. Failure to teach a Pokemon will result in them gaining 1 Special Injury due to the mental and physical strain of learning a move that doesn't come naturally to them. Particularly powerful Tome Magicks (ex. Hyper Beam) carry a 10% greater chance of failure. This failure chance may be bypassed by asking a Branch Leader to help you perform the ritual. All TMs require a minimum of 20 minutes to apply, regardless of Occult Ed rank. To apply a TM, simply roll a d100. If your result is at or above the failure %, then it succeeds. Otherwise, it fails. Example: Attempting to use the Thunderbolt TM, Player A rolls their d100 and gets a result of 60 with Adept Occult Ed. Since Adept rank has a 50% chance of failure, Player A succeeds with a 60. High Magicks, or HMs, are another beast altogether. These occult rituals are extremely rare, and usually offered only to the most powerful of Adventurers upon completion of particularly difficult missions of S-Rank or higher. These extraordinary rituals can only be performed by Branch Leaders, and are a very time-consuming process to apply, taking upwards of an hour, depending on the strength of the Move. Tome Magicks:Occult Ed Rank | Chance of Failure | Adept | 50% | Expert | 25% | Master | 10% |
* - With Master Rank Occult Education, you have a 10% chance of being able to recover a TM after a successful use, or 5% if unsuccessful. Status Affliction ChangesConfusion: Confused users cannot make Attacks of Opportunity. If a Confused user makes an attack (even attacks without rolls), the user becomes Vulnerable for one full round and loses Hit Points equal to half their Attack Stat if the Attack was Physical, half of their Special Attack Stat if the Attack was Special, or a Tick of Hit Points if the Attack was Status. The user is cured of Confusion with a Save of 16+ made at end of turn. Suppression: Suppressed uses cannot use any Moves with a Frequency other than "At-Will". At the beginning of each of their turns, a Suppressed target must make a Save Check that succeeds on 11+. On a successful check, the target may act normally that turn. At the end of their turn, a target must make another Save Check. On a roll of 16 or higher, the target is cured of Suppression.
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Post by Raven on Aug 4, 2017 1:38:42 GMT
Special Time-Skip rules:Trainer Encounters: - Roll a 1d100. Result of 1-35 is 3 foes. 36-79 is 4. On 80+, roll an additional 1d2. 1 is 5 Pokemon, 2 is 6 Pokemon.
- Prize Money formula is as follows: 60*avg lvl of player's participating mons on a win. None on a loss.
- You earn 1/5 Misc XP for a win using this format. (That is: 1 Misc XP for every 5 wins.)
- Roll a 1d2 to determine victory. 1 is a win, 2 is a loss.
XP calculations are all as normal (combined total of all opposing mons' levels, with a maximum of 6*avg player team level. Wild Encounters are all as normal, but there is no capturing, it's purely XP.
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Post by Raven on Oct 8, 2017 21:35:54 GMT
How to Trade:So you just caught a Wild Pokemon, but you aren't really interested in keeping it just for the sake of keeping it. Well, not to worry. As long as you are near a town, you can always find an NPC to trade with (assuming that your fellow party members don't have what you're after). To do this, simply state your intent to do so, what you are hoping to get, and then roll a Skill Check with one of your 3 social skills. The chosen skill isn't important for anything other than fluff reasons. If you want to be nice, you use Charm; Guile is deceitful, potentially tricking someone into a trade by over-selling your offer, and Intimidate is practically bullying someone into trading with you. What will I get when trading with an NPC?An excellent question. What you will get is based on the result of your Social Check. While the DC usually varies based on your skill level (ex. DC 7 for Untrained, 10 for Novice, etc), it can sometimes be upped if you are asking for a particularly rare Pokemon. For example: Starter Pokemon (even ones from outside of Kanto) are a dime a dozen. Nearly every trainer has one, even if it's not on their main team, and so the DC will be fairly easy. Say you want something rarer though. Like.. you want to trade a common Bellsprout for a Tauros. In a situation like this, you are going to be hard pressed to find a person willing to make such a trade. Thus, the DC will be higher than average. In this example, let us suppose that our Player has Adept rank in their social skill of choice. Their 'average' DC is going to be a 13, which grants ~54% success with Adept rank for a normal trade. In the "Bellsprout for a Tauros" example, the GM would increase the DC by 1 step, since Bellsprout are fairly common, while Tauros are rare. This means that our Player has to meet or beat a DC 18 to get what they want; a measly 16% chance with Adept. Still possible, but much more difficult. Naturally, this works the other way as well. Using the same example, let's say somebody was lucky and captured a rare Tauros, but they feel like Bellsprout is going to fit better with their team. Following the example up above, the DC would be reduced by 1 step, from DC 13 to DC 10, making it a lot easier to obtain what they want. Well, what happens if I don't make the DC? Does that mean I don't get to trade at all?Not at all! Of course you can still get a trade, but by failing to meet the DC, the NPC in question makes you a counter-offer of a randomly generated Pokemon that is not already unlocked. There is a chance to still get what you wanted in the first place, but it's no longer a guarantee. You are always free to turn down this offer, of course, and try again. However, to avoid Players simply rolling over and over until they make the DC, I am imposing a limit of 3 attempts/day on trading with NPCs. Skill Level | Skill Check DC | Pathetic | 4 (50% success) | Untrained | 7 (58% success) | Novice | 10 (50% success) | Adept | 13 (54% success) | Expert | 18 (50% success) | Master | 21 (58% success) |
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Post by Raven on Oct 8, 2017 21:41:57 GMT
In order to encounter a Trainer to fight, you must do the following:- Select a skill you have from among the following: Survival, Perception, Poke Edu. These skills will be used to determine how many Encounters you can have per day. (Minimum of 1 for Untrained/Pathetic skills)
- Roll your dice to determine Trainer Class
- Good luck and enjoy your battle!
The system is similar for Wild Encounters. In order to encounter a Wild Pokemon, you must perform the following steps:- Select a skill you have from among the following: Survival, Perception, Poke Edu. These skills will be used to determine how many Encounters you can have per day. (Minimum of 1 for Untrained/Pathetic skills)
- In the event that multiple Routes are nearby, please specify which you are searching for Wilds on.
- Roll your Shiny Die (d100). A result of 1 results in a Shiny. Legends have no guaranteed encounter rate, but there is always that possibility of bumping into one if you are in the correct location.
- Good luck and enjoy your battle!
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Post by Raven on Oct 8, 2017 21:44:06 GMT
Pokemon Habitats and World RoutesLocation | Habitat Type | Any City | Urban | Any non-coastal water source | Fresh Water | West of Cerulean Cape Town (towards Mt. Moon) | Mountain | Mt. Moon (Interior) | Cave | Mt. Moon (Exterior) | Mountain | Mt. Moon (Peak) | Mountain, but with more Ice Types | East of Saffron (modern-day location of Lavender Town) | Marsh + Ghost Types | Any other water Route | Ocean | South of Saffron | Plains, leading eventually to Ocean | North of Saffron | Forest |
Route Numbers:West (towards Celadon Castle Town) - Route 1 East (towards Lavender Swamp) - Route 3 North - Route 2 South - Route 4
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Post by Raven on Dec 21, 2017 1:29:40 GMT
Capture Mechanics A Capture Roll is now a 1d20 roll where you aim to meet or exceed a target number. If you have gained the Amateur Trainer bonus at Level 5, add +1 to this roll. If you have gained the Capable Trainer bonus at Level 10, instead add +2 to this roll. If Veteran Trainer, +3; if Elite Trainer, +4, if Champion, +5. - A Pokémon’s Capture Rate depends on its Level, Hit Points, Status Afflictions, Evolutionary Stage, and Rarity. - A Pokémon’s base Capture Rate is 10. For each 10 Levels it has, add 1 to this Capture Rate. - In the event you want the Pokémon to be more difficult to catch, like if it were a Boss, Shiny, or a Legendary Pokémon, then raise this number by a value between 5 and 20 based on what you feel is appropriate for its rarity. Remember that Pokémon that have been Knocked Out cannot be captured; Poké Balls will simply fail to attempt to energize them. - Next, go down the following checklist. For each condition that applies check every check box next to the condition. Then, at the end, add up the total number of check boxes and subtract 2 from the Pokémon’s Capture for each check box. ☐ Is the Pokémon at or under 50% its maximum Hit Points? ☐ Is the Pokémon at or under 25% its maximum Hit Points? ☐☐ Is the Pokémon suffering from 5 or more Injuries? ☐ Is the Pokémon suffering from at least one Persistent or Volatile Status Affliction? ☐☐ Does the Pokémon have exactly two evolution stages remaining? ☐ Does the Pokémon have exactly one evolution stage remaining? Poke Balls are easy to convert: Flip the sign and divide the modifier by 5. (Ex: A Great Apricorn is +2, while an Ultra Apricorn is +3)
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