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Pokemon Tabletop Adventures

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A roleplaying guild based on Pokemon that utilizes an in-depth game system in order to offer an experience that resembles the video games. 

Tags: Pokemon, Dungeons, Dragons, Tabletop, Dice 

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Status Ailments

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McClane
Captain

PostPosted: Sun Jan 02, 2011 9:05 am


The following is a list of Status Ailments that some moves will inflict upon Pokemon. Pokemon may only be afflicted with one of these at any given time.
PostPosted: Sun Jan 02, 2011 9:06 am


Paralysis


The Pokemon’s Speed Stat is halved. On the first round of Paralysis, roll 6 or better on 1d20 to use a move. On the rounds following that, you must roll one higher, capping at 16 (6,7,8,9,10,11,12,13,14,15,16). On a failed roll, no move may be used. The Pokemon may not Shift either. Dragon and Electric type Pokemon may attempt to self-cure paralysis, only a roll of 20 will cure during their turn instead of shifting and/or moving. When a Paralyzed Pokemon is sent out of its Poke Ball , the Paralysis check starts at 11. On Turns following that, you must roll one higher, capping at 16

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 9:09 am


Sleep


On the first round of Sleep, a 16 or better will wake the afflicted Pokemon. On following turns, you must roll two less than the previous turn to wake the Pokemon up, capping at 6 (16,14,12,10,8,6). On a failed roll, the Pokemon may not use a move or Shift unless they have a special move. When a Pokemon uses Rest, it remains asleep for two turns no matter what.
PostPosted: Sun Jan 02, 2011 9:18 am


Burn


The Pokemon’s Defense Stat is treated as if it has been lowered 2 Combat Stages. Once per turn, you may try to roll for self-curing the Burn in place of the Pokemon’s move. You must roll a 17 or better on a d20 to cure the burn. Fire-Type Pokemon only need to roll a 13 when attempting to self-cure burn. At the end of every round, the Burned Pokemon loses 1/10th of its Max HP.

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 9:20 am


Poison

The Pokemon’s Special Defense Value is treated as if it has been lowered 2 Combat Stages. Once per turn, you may try to roll for self-curing the Poison in place of a Pokemon’s move. You may not try this for the Badly Poisoned ailment, which is a more serious version of the Poisoned ailment. You must roll a 17 or better on a d20 to cure the Poisoning. Poison and Steel type Pokemon are immune to becoming Poisoned. At the end of every round (including the round that the Pokemon was poisoned on), the Poisoned Pokemon loses 1/10th of its Max HP. When Badly poisoned, the afflicted loses 5 HP on the at the end of the round that they were Poisoned on. At the end of each of the following rounds, they will lose twice the amount that they lost in the previous round until they faint, are recalled into their Pokeball, or are cured.
PostPosted: Sun Jan 02, 2011 9:21 am


Frozen


The Frozen Pokemon may not use a Move or Shift. Once per turn, you may try to roll for self-curing the Freeze in place of a Pokemon’s Move. Once per turn, you may try to roll for self-curing the Freeze in place of a Pokemon’s move. You must roll a 17 or better on a d20 to cure the Freeze. This roll is only 11 for Ice, Fighting, and Fire Pokemon. If the Frozen Pokemon is hit with a Fire, Fighting, Rock, or Steel attack that damages them, the Freeze is cured.

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 10:14 am


Flinch


A Move strikes the target in a tender spot, causing them to recoil slightly and leaving an opening for an attack. The afflicted Pokemon may not Shift or use a Move during their next turn.
PostPosted: Sun Jan 02, 2011 10:16 am


Confused


Before using a Move or Shifting roll 1d20. On 1-10, the afflicted Pokemon deals their STAB to itself. Do not apply Weakness, Resistance, Defense or Special Defense. On 11-15, the afflicted Pokemon may use a Move and Shift as normal. On 16-20, the afflicted Pokemon is cured of confusion. Confusions effects will also end once the battle has ended.

McClane
Captain


McClane
Captain

PostPosted: Sun Jan 02, 2011 10:17 am


Attraction / Infatuation


Before using a Move or Shifting roll 1d20. On 1-10, the afflicted Pokemon may not target the Pokemon they are Attracted to with a Move. On 11-19 the afflicted Pokemon may use a Move and Shift as normal. On 20, the afflicted Pokemon is cured of the Attraction. Attraction's effects will end once the battle has ended.
PostPosted: Tue Jan 11, 2011 9:14 pm


Injured


This status ailment will only ever be applied if it is clear that your Trainer was being reckless. It won't be applied if something managed to get a lucky hit on you, as everyone would end up with injured Pokemon after every other Trainer battle.

If a Pokemon or a Trainer ever fall to at or below -100% of their Max Hp, they will be considered Injured.

Injury is a bit of a unique Status Ailment because no single move will inflict it. It will only ever be received by taking so much damage that one falls to a very low amount of Hp. In addition, Pokemon may be affected by other status ailments while they are Injured.

When a Pokemon or Trainer become Injured, each of their total stats will be considered to be half of their normal value, rounded down. For instance, if a Pokemon originally had an Attack stat of 11, it would only have an Attack of 5 if it became Injured.

Visiting a Pokemon Center or Hospital will not cure an Injury. The only thing that will cure this ailment is time. The amount of time that an Injured Pokemon or Trainer takes to heal will be up to the crew member who was watching over the battle that took place. They will determine the time it takes by the speed of the roleplay and the severity of the situation that caused the Injury.

Gym Leaders and kind Trainers will tell their Pokemon to hold back, meaning that they will never cause an Injury to your Pokemon or to you even if either of you falls at or below -100% of your Hp. However, Wild Pokemon and less trustworthy Trainers will not hold back, definitely causing Injury if the prerequisite is met.

If your Pokemon has reached -100% or less of their Hp, they may make an Injury Saving Throw of 1d100. They must roll equal to or under twice their level until they have reached level 45. At this point, the odds of success don't increase anymore, meaning that the DC will cap at having to roll at or below 90.

If your Trainer has reached -100% or less of their Hp, they may also make an Injury saving Throw. This throw will be 1d20 and the Trainer must roll equal to or under their Trainer level. When a Trainer reaches level 18, the DC stops increasing, meaning that the easiest Injury throw for a Trainer will be attempting to roll at or below an 18.

McClane
Captain

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