Professional Documents
Culture Documents
Pta 3 Game Masters Guide
Pta 3 Game Masters Guide
1
Contents
Welcome! 4 Legendary Pokémon 123
Type: Null / Silvally 124
Magearna 125
Creating Play 6 Genesect 126
Mew 127
The World of Pokémon 7 Mewtwo 128
Nihilego 129
Services in the Pokémon World 12 Buzzwole 130
Pheromosa 131
Xurkitree 131
Celesteela 132
Acting as Game Master 20 Kartana 133
Capture Rates 23 Guzzlord 133
Stakataka 134
Loyalty 24 Blacephalon 135
Poipole / Naganadel 135
Skill Checks 29 Articuno 136
Zapdos 137
Moltres 138
Raikou 139
Regions in the World of Pokémon 36
Entei 140
Kanto 37 Suicune 141
Tapu Koko 142
Johto 45 Tapu Lele 143
Tapu Bulu 143
Hoenn 53 Tapu Fini 144
Cobalion 145
Sinnoh 63 Terrakion 145
Virizion 146
Unova 72
Keldeo 146
Kalos 84 Tornadus 148
Thundurus 149
Alola 94 Landorus 149
Latias 150
Galar 105 Latios 151
Regirock 152
Other People of the World 115 Regice 153
Registeel 153
Regieleki 154
Regidrago 154
Regigigas 155
Uxie 156
Mesprit 157
Azelf 157
2
Indexes
Heatran 158 Legendary Pokémon by Name 202
Volcanion 159 Legendary Pokémon by Type 203
Lugia 160 People and Places by Name 205
Ho-oh 160
Phione 161
Manaphy 161
Celebi 162
Jirachi 163
Victini 164
Marshadow 165
Shaymin 166
Calyrex 166
Meloetta 169
Diancie 170
Zeraora 171
Zarude 171
Kubfu / Urshifu 172
Meltan / Melmetal 174
Hoopa 175
Deoxys 176
Darkrai 178
Cresselia 178
Zacian 180
Zamazenta 180
Cosmog / Cosmoem
/ Solgaleo / Lunala 182
Necrozma 184
Kyogre 186
Groudon 187
Rayquaza 188
Reshiram 190
Zekrom 190
Kyurem 191
Xerneas 192
Yveltal 193
Zygarde 194
Dialga 196
Palkia 196
Giratina 197
Eternatus 198
Arceus 200
3
A Game Master
Welcome to the world of
One person must fill the special role of Game Master, or GM,
Pokémon: Tabletop Adventures! who controls every non-Player Trainer or Pokémon. They must
build adventures, narrate, control non-Player Trainers, non-
Some Preface… Player Pokémon and referee and make judgements for any rules
that are not perfectly clear. You don’t have to memorize the
In 1996, Pokémon came out in Japan and began a worldwide
rules, or be an amazing imaginative writer– but it helps if you’re
craze. Pikachu is a pop culture icon. Hundreds of games have
willing to use every bit of creativity that you have. As the GM
come out surrounding the Pokémon franchise. It’s absurd we
you should often check in with players after sessions to see
don’t have an official tabletop role-playing game yet, but it is my
where they are feeling the campaign could be going or if there’s
hope that Pokémon: Tabletop Adventures suffices and finds a
any concerns about the direction. This can be crucial to keeping
way into your game night or as a part of ongoing sessions that
players engaged and having more fun together.
you and your party can enjoy.
Books, Paper, Pencil and Dice
If you’ve played tabletop games before, great! If not, that’s fine
too! Pokémon: Tabletop Adventures 3 tries its best to be acces- Players will need access to the Player’s Handbook and what-
sible to any player. Either way, you’re going to need some ever Pokédex books are being used. Players have restricted ac-
things: cess to the Pokédex books and should avoid metagaming by only
looking up a Pokémon’s Pokédex entry when they’ve used the
Players
Pokédex on a particular Pokémon. The GM should have access
As a Player, you’ll create a Trainer, who will choose to take a to the Player’s Handbook, all Pokédex books and the Game Mas-
up a profession, or Class, and you will capture and train Poké- ter’s Handbook. Players should use the Character Sheets to help
mon to fight alongside your Trainer. Like the protagonists in the organize information relating to their Trainers and Pokémon.
Pokémon franchise’s games, manga, or anime, Players will be Always use a pencil when writing on your character sheets! In-
the center of the game’s action. It’s ideal that you play with formation for your Trainer and Pokémon are constantly chang-
friends who you can be comfortable with. Playing a tabletop ing! You will also need gaming dice (d4, d6, d8, at least 2 d10 for
game is like collaborative story writing and overly-critical groups use in a d100 roll, d12, d20). When rolling dice in Pokémon: Tab-
can lead to very unfun game experiences. It’s important as a letop Adventures, you always want to roll high, the only excep-
player to be supportive of other players since everyone has tion is when you roll two d10s to generate a d100 roll. Whenev-
different levels of comfort. If anything does come up that makes er you roll a d100 roll in Pokémon: Tabletop Adventures, you will
any players feel like anything is really unfun, talk about it. The want to roll as low as possible.
best way to keep a campaign together and fun is to communi-
cate.
Join the PTA3 Discord Server:
https://discord.gg/UgWJaH8
4
What’s the Game Master’s Guide For? The reason talking to players about expectations during play
is important is because of how many different kinds of play
You’re reading the Game Master’s Guide, so if you’re not go- there is. This is Pokémon Tabletop Adventures, but maybe your
ing to be the game master for your group’s play this book isn’t players want to play a game where they are constantly battling
for you. Looking through this book without being the GM is not or almost never battling. Discussion can prevent a four-hour
breaking any rules necessarily, but it makes it very easy for a session of non-player interrogation from happening if you find
player to accidentally metagame (Metagaming is when a player out that none of your players are interested in play that involves
uses information from outside of the game in order to give play- interrogation.
ers an advantage in game). So- players should go and find the
Running a game where players are Pokémon poachers is a
player’s handbooks to read through instead.
valid way to play, running a game where players want to know
As the game master, you will be the primary story provider, a every non-player character’s story and help them with even the
referee, a director, and a sort of player as well. The first thing to smallest tasks is fine, even players fighting amongst themselves
keep track of is the most important rule in tabletop gaming: fun. is okay. As long as players and the GM talk together about game
As the GM, have fun and make sure your players are having fun. expectations, there will be no surprises that a player has not
The best way to do this is to talk to everyone about expectations been having fun which often results in campaigns falling apart.
before a campaign begins and to occasionally check in with play-
Talking about expectations does not mean telling players
ers to make sure they’re enjoying game sessions.
what plot points will come up, but discussing themes is helpful.
You are the creator behind your PTA games. You provide If your players are expecting to play in the Pokémon anime
space for players to explore and interact with scenarios you setting and you are throwing murderous non-player characters
write and for the players to combat and solve. A single session at them, they will not be okay with the scenarios they find them-
can be something simple, like rescuing a stolen Pokémon or selves in.
stopping a rampaging Gyarados. However, by tying several indi-
Creating scenarios involves some writing before play, then
vidual sessions together you could construct an overarching plot
storytelling during play, and then improvisation once things go
to create a campaign. Maybe those Pokémon in need are just a
to unexpected places during play. If you find that you don’t like
symptom of an evil organization that is trying to take over the
writing scenarios, borrow from the massive existing Pokémon
world?
canon. There’s the anime, the many different kinds of video
As players roleplay and act as the voice of their characters, games, all of the different manga, many novelizations, and then
you will give a voice to each and every non-player character they even the hundreds of thousands of fan-made stories.
encounter. You will also control the behavior and actions of the
If you struggle with the rules of the game, you can tell your
wild Pokémon and Pokémon owned by the non-player trainers.
players that you want to roll with the punches and make up
When it comes to your player’s Pokémon, you will also some-
quick fix rules to keep game flow going or tell players that your
times sway the Pokémon’s actions if you’ve determined that the
group will always look up rules when necessary. Again, discus-
Pokémon wishes to disobey their trainer. Maybe the Pokémon
sion is key. There is no winning or losing in tabletop gaming,
doesn’t trust their trainer, or the Pokémon knows something
even if your players can find victory in a Pokémon battle during
your player’s trainer doesn’t know?
game. The main goal of a GM is to provide a story for players to
As the GM runs the game, you will ask players for skill checks play in. Your sessions are chapters in a greater story that your
and accuracy checks, rolled on the player’s dice to determine players should want to continue acting in every time you play to
success. Whenever players try anything, you must determine if journey towards your plot’s conclusion.
the action merits a roll. You are the GM, you can decide that
The Game Master’s Guide is here to help in all of these as-
everything requires a check, or only things you believe to be
pects. This book will provide several non-player character exam-
difficult require checks. A trainer trying to climb a cliffside or a
ples to work into various scenarios you will design, or to build on
trainer throwing a Poké Ball doesn’t always have to be a check if
top of with your original non-player characters for play. It will
you determine that the trainers can easily climb the heavily
also discuss gaming with players and the different types of chal-
sloped cliff or the Pokémon in the Poké Ball is too weak to resist
lenges your players might like to encounter. Hopefully each of
capture. Players will enact special abilities to gain advantages
the sections in this guide get your creativity flowing as you gen-
during rolls as well and after some time, you could choose to
erate hours of fun for yourself and others.
stop challenging players will a task they never fail.
5
Here are some ideas when writing for players:
Creating Play
For storytellers who want to explore the plot and people of
In order to create play, you need to know what play looks
the world you create…
like. For players, and not GMs, play looks like this…
- Incorporate their origins into the world and if you
- Build a character you want to play.
can, the story you’re writing.
- Show up to your session, knowledgeable about your
- Make NPCs complex when possible, with goals and
character’s capabilities.
flaws so players can create play opportunities.
- Interact with the GM’s scenarios and play without
For puzzle-solving players who like to resolve obstacles with
being intentionally disruptive to gameplay.
their wit…
For game master’s gameplay looks more like this…
- Create rooms with solutions that are not strictly
- Build a world for your players to play in using
combative or diplomatic.
whatever setting you decide.
- Reward players who plan ahead of upcoming
- Inform players of the world so their characters fit
encounters with small bonuses during checks.
within the setting you’ve designed.
For players who like combat and enjoy showing off their char-
- Create obstacles for players to encounter and
acter’s prowess…
overcome during play. This includes stating out foes,
friendly or otherwise, and researching what the non- - Ambush players with threats to combat.
player characters you will use are capable of. - Reward trainer battles with useful items and credits
- Narrate descriptions of the spaces your players are For explorers who want to know about the Pokémon world
currently interacting with, or speak for your NPCs. and turn over every stone…
- React to your player’s reactions and continue play - Describe the wilds they are exploring with as much
until you’ve found a place where the game can end for detail as possible– sights, sounds, and smells.
the day. - Hide secrets to discover when possible– hidden items
As you can see, the GM is doing a little bit more than the play- under tree roots and stones, Pokémon eggs, or hiding
ers. Before you begin to feel overwhelmed, know this: You don’t wild Pokémon.
have to plan out everything. You don’t have to know what will
happen in ten sessions, you don’t even have to know what your
One of the most useful things to do when building a story
players will do when they get to a room you’ve meticulously
your players will actively engage with is to ask players to give
planned. Also know that if anything you put work into isn’t used,
you a list of ten Pokémon they’d like to train during the cam-
nothing is lost! Just save that work for a future session or sce-
paign. You should from there, pick maybe three of them from
nario for another day.
each player’s list for them to encounter at one point or another.
So with everything you need to do in terms of research and Avoid letting players encounter an individual Pokémon who ap-
building before play with your players even starts, what should pears on multiple player’s lists.
you do? There’s basically an infinite amount of scenarios you
can create from playing through Ash’s journey in the anime to
your players being sent through an extra-dimensional portal
with their Pokémon to a world without Pokémon. If you already
have a clear idea of what story you want to write, that’s great!
Go for it and have fun, but if you’re struggling consider your
players to know what you should be writing.
A good way to write scenarios that you know you players will
enjoy, consider the many different kinds of players in tabletop
gaming. Some players are explorers, some are combatants, oth-
er enjoy solving puzzles, telling their own character’s story with-
in the scenarios you’ll create, or some who just like to make
things happen.
6
Most people respect and love Pokémon, but there are many
The World of Pokémon who hate Pokémon, do not treat them as anything more than
In most Pokémon canon, the world of Pokémon is physically tools, or simply exploit them for personal gain and dominance.
identical to earth. The main difference is that Pokémon exist. There are law enforcement agencies throughout the world, as
There are no animals, instead there are Pokémon everywhere numerous and varied in strength and integrity as the real world.
you would find animals. Next to Pokémon, the next biggest Many places do not have a traditional real-world government,
difference is the massive technological advancement compared instead having major Pokémon leagues serving as the sponsor of
to modern-day earth. The Pokémon world has many types of law protection and enforcement, medical treatment, and public
teleportation technology, technology that allows matter to be works among other things. These league bodies replace what
quantified as light an stored within pieces of technology, among might be found in many real-world countries.
many other advancements. Many real-world places have Pokémon world equivalents, but
very rarely have the same name. Regions replace a country’s
states or even entire countries, sometimes. For example, the
Kalos region coincides almost perfectly with the country of
France. The Alola region on the other hand is the equivalent of
Hawaii, a state located in the middle of the ocean.
Even natural mountain ranges in the real world like the Ezo
Mountain Chain in Hokkaido have Pokémon world equivalents,
in this case Mt. Coronet. This means that while players cannot
necessarily visit London, Wyndon exists and has many great
places to see. One thing to note however is that unlike the real
world, much more space on a map is claimed by the wilds. Wild
Pokémon do not really allow highways to be built through their
homes, even railroads are destroyed by wilds who wish to main-
tain their space as they see fit. The world of Pokémon therefore
is a little less connected through conventional travel, unless
you’re using Pokémon to get from place to place.
7
History At some point, Pokémon were able to be captured through
ritual, sealing them into relics. Some were staffs, others resem-
There is a great deal of history and mythology in the Poké- bles small orbs. As recently as 1925, the first modern Poké Balls
mon world throughout the many different Pokémon media can- began to be used. They magically captured Pokémon. Before
on. In most history, there was a creation event that started the this portable way of capturing them, they were brought around
universe in motion and through the creation of various Poké- with their partners as any real-world animal would be.
mon who would control different aspects of reality, more and
The modernization of Pokémon training, beginning with the
more of the world came to be.
first Poké Balls, rapidly advanced technology around the world.
While energy is so plentiful it’s free almost everywhere and sci-
entific advancements in the medical field, war is almost non-
existent in the modern Pokémon world.
Humans
Humans in the Pokémon world are very similar to… humans.
The relationship between your player’s human trainers and their
partner Pokémon will be the center of your campaign. Humans
in the Pokémon world are a little more hardy than humans in
the real world. While an electrocution will often leave a real
person permanently affected, if not outright killed, in the Poké-
mon world a trip to a hospital will fix them within hours. A bro-
ken bone that might leave someone in a wheelchair for months
might have someone in the Pokémon world in crutches for a
week at most.
8
Inherent to Pokémon are several fantastic powers not
demonstrated by real-world animals, such as the manipulation
of electricity or fire. Pokémon exist instead of real-world animals
in the Pokémon world. Many Pokémon are able to evolve from
or into other Pokémon, a process that typically makes them larg-
er and stronger, and more closely resembles growth and devel-
opment or metamorphosis rather than evolution in the real
world. Pokémon typically know several techniques that they can
use in battle or elsewhere, either to defend themselves or their
Trainer, or to perform a task.
Pokémon
From the beginning, Pokémon have been friends and partners
to the humans of the Pokémon world, helping them with various
tasks from constructing buildings to exploration to farming to
peaceful coexistence. Many people in the Pokémon world take
Pokémon with them on a journey to compete in the vari-
ous Pokémon Leagues as trainers, using them in battles against
Pokémon both owned by other trainers and found in the wild. In
addition, there are many different tournaments in which Train-
ers can compete together with their Pokémon, such as Pokémon
Contests and the Pokéathlon.
9
Governing Bodies them unlike other legendary Pokémon who have centuries of
legends and lore about them.
Some basics that should be understood is that Pokémon can
Mythical legendary Pokémon, like the legendary bird trio of
be captured by Poké Balls, then trained by humans. Regions
Articuno, Zapdos, and Moltres or the eon duo or Latias and La-
around the world differentiate in how they choose to interact
tios are rare and powerful Pokémon who are not absolutely
with Pokémon– some regions work in harmony towards com-
necessary to the well being of the surrounding habitat, but
mon competitive goals as trainer and Pokémon, others ban
nonetheless influence the land around them. Articuno for exam-
Pokémon battles, others ban Pokémon, some require Pokémon
ple makes cold places even colder, or Heatran can choose when
partners.
a nearby volcano does or does not have volcanic activity. Other
In the Pokémon world, each region’s Pokémon League serves mythical Pokémon are not necessarily as powerful or influential
as the highest form of government, allocating resources to gym as other Pokémon but may be exceedingly rare.
leaders, Pokémon Centers, and professors who research Poké-
mon and Pokémon phenomena. There are individuals that or-
ganize events and manage the organization at an executive
office, others who deal with the league’s finances all of the vari-
ous facilities located throughout the regions, and league mem-
bers who serve as the Elite 4, as Gym Leaders, or as various oth-
er referees, and gym support staff.
10
Science and Technology Human technology is extremely advanced. The most ad-
vanced piece of technology is probably the Poké Ball. Within this
The Pokémon world has a sort super science that at time is one piece of technology there are so many absurd abilities.
indistinguishable from magic. Something as simple as a Squirtle Transformation of matter into compressible light, a laser
displacing a massive burst of water from its mouth that is more pointing technology that registers specific things before render-
than a pool full of water when Squirtle barely takes up more ing them into light, a sort of hologram stasis where matter-
than 2 cubic feet of space is an example of that. For the most compressed Pokémon still experience something within the
part, there is no logical reason many Pokémon can do the things Poke Ball, remote teleportation of matter from anywhere when
they do. However, it’s safe to assume that there probably is a Poké Ball catches a seventh Pokémon, a return-to-sender en-
some handwavy explanation for how each Pokémon does the gine that pops a Poké Ball back to its thrower after sending out a
things they can do. Pokémon from a thrown ball, and so many more features are
Another thing worth scientific explanation is the existence of some of the extremely advanced technology available in the
humans who, like Pokémon, can manipulate martial auras, tele- Pokémon world just in this one device.
pathic powers, and even elemental forces. There is no evidence
that people must be born as a psychic in order to manipulate the
world around them which suggests that anyone has the biologi-
cal potential to tap into their innate supernatural human abili-
ties.
11
Services in the Pokémon World Poké Marts
Poké Marts are often found in the corner of a Pokémon Cen-
In the Pokémon world, there are many places that players
ter. Many Poké Marts found in Pokémon Centers have a pretty
expect to have access to. As a game master, you should know
limited selection focused on medical items for travel, but Poké
about these basic locales in case your players seek them out to
Marts that have their own storefronts have a great selection of
use their services.
items to use in the Pokémon World.
Pokémon Centers
Pokémon Centers exist to heal Pokémon. They have incredi-
ble technology that can restore a Pokémon's health and cure it
of all afflictions while the Pokémon are still in their Poké Balls.
Many regions in the world don’t even charge a fee to restore
Pokémon to health!
12
Pokémon Computer Terminals (PCTs) Professor Research Laboratories
Located in almost every Pokémon Centers, Poké Mart, League In nearly every region that has a Pokémon league, there is at
Gym, or almost anywhere else that is important to Pokémon least one regional acclaimed professor who is appointed to dis-
training are Pokémon Computer Terminals, or PCTs. They serve tribute starter Pokémon to trainers. Each region’s professors
as a way to connect to a trainer’s Pokémon Bank and access have different specialties of fields of study, but for the most part
their digital storage of Pokémon when a trainer has exceed the are extremely knowledgeable about all things Pokémon.
six that trainers are legally allowed to carry at once.
Professors with good relationships with your players will let
them use their massive fields to store extra Pokémon that
they’ve captured if they have the space. Professors will keep
stored Pokémon happy, but will also play with and study them.
Unless the professor is sinister for some reason, reward good
roleplaying by having the professor care about your player’s
successes, especially if they are helping the professor by provid-
ing research materials.
13
Battle Courts League Gyms and Stadiums
While trainers are generally allowed to battle against each The pride of any gym leader is their league supported gym.
other anywhere they want, there may be some places that are Gym leaders represent the best of the region, hired by and sup-
explicitly battle-free zones. Generally, in the middle of a mall or port financially by the Pokémon league.
busy street you would immediately be told to stop by a Ranger
Typically gym leaders have to accept challenges from anyone
because of the risk of injury or property damage. In busier cities,
who is taking any given region’s league challenge but they don’t
trainers will flock to battle courts to test their skills against other
have to do so without any kind of screening. Due to the sheer
trainers with their Pokémon.
number of battles they might receive, they can make trainers
complete tasks before accepting, refuse to accept a challenge
until you have a certain amount of specific honors, or even make
you get into a waitlist line and make an appointment.
Some battle courts are rather small and you can judge based
on its size whether or not attacks like earthquake or hyper beam
will destroy something nearby. Some parks will also have fields
that are unmarked, but a good size for skirmishes as others take
a stroll through the park.
You might want a gym leader’s facilities to have some other
Larger cities have battle courts inside of public buildings so
special features such as scheduled tournaments, a contest stage,
others may go and enjoy watching or participating in battles. Fill
various types of schools or academies, specialty stores or galler-
courts with random NPCs for players to challenge if your players
ies, Pokémon and human gymnasiums, geological phenomena,
like spending time at battle courts.
public works, athletic sports fields and courts, eateries, concert
halls, work offices, laboratories, gaming centers, and much
more. Each gym leader even customizes their gym battle court
with various custom terrain and obstacles.
14
Contest Halls Championship Facilities
Not every town has a contest hall, but most cities do. Spon- Often the location of each region’s Pokémon League execu-
sored by the Pokémon Circuit, a league-adjacent organization, tive offices, championship facilities boast tens of large stadiums
contests are held at least three times a week and generally fea- to hold regional championships and are also often capable of
ture multiple groups of five trainers competing one after anoth- hosting world championships.
er with each group having a winner, second runner-up, and third
runner-up announced at the end of the whole show.
At grand halls, audience sizes rival the Pokémon league’s fi- The Pokémon League prides itself as being the center of the
nals. It is a great honor to stand on the stage of a grand final and Pokémon world, driving the entire structure of Pokémon battles
many trainers aim for world fame by becoming a coordinator and the technology that surrounds Pokémon. If your players are
who performs during a grand festival’s grand finals. You should planning to head to the regional championships, make sure your
create a handful of coordinators if your players plan to actively Elite 4 is established so that your players have someone to aim
join the contest circuit. for.
15
Battle Facilities Battle Frontier
The Pokémon League has a greatly dominant hand on every- Appearing as a sort of amusement park, the Battle Frontier is
thing Pokémon battle, however there are still many respected, a place of wonderous and out-of-norm competition. Frontier
independently run organizations who aim to test Pokémon train- Brains concoct strange rules for battle, pushing trainers to solve
ers in battle. near-impossible odds in battle and still come out on top. Fron-
tier Brains tend to hate having their time wasted by overzealous
Battle Chateau trainers. Decide on how many facilities your region’s Battle Fron-
The Battle Chateau prides itself as being a classy form of the tier has, if any.
Pokémon league with members holding noble titles such as Bar-
on, Countess, Marchioness, or Duke. They expect a certain décor
and poise of their trainers, above the shouting rabble of the
Pokémon League. Not all regions have Chateaus.
16
Facility Conditions Battle Subways
Battle Factory Trainers will be given randomly generated Battle Subways are elaborate tunnels of battle after battle
teams of three Pokémon in a tournament leading to the Factory that often lead to battles against their station masters. In such
Head. limited spaces, trainers need to find creative ways to win.
Battle Hall Trainers will take just one Pokémon into a
tournament. Sometimes special restriction will be made, like a
specific Pokémon type being required or a level of evolution.
The tournament leads toa battle against the Hall Matron.
Battle Pike Trainers participate in a tournament with Battle Subways tournaments are usually done in a Tag Team
three Pokémon. Pokémon are not healed between rounds. Be- or Triple Tag Team tournament on a limited space court. The
fore facing the Pike Queen at the end of the tournament, Poké- final battle against Station Masters should be on a greater court.
mon are healed.
Battle Towers
Battle Pyramid Trainers enter a reserve with three Pokémon
and nothing from their bags. The reserve is filled with healing Climbing high into the sky by battling floor after floor is the
items and even wild Pokémon. Competitors who earn four wins goal of any region's Battle Tower. They don’t often have special
without leaving can face the Pyramid King, they may even use rules, but they are almost never associated with the region’s
wilds they have just captured during their battles. Pokémon League. Instead, they act as a private means of testing
skills as a trainer without the glitz and glamour of a stadium.
Battle Tower This is just a regular bracket tournament, lead-
ing to the opportunity to battle the Tower Tycoon.
Battle Maison
At the Battle Maison, four Battle Chatelaine or Chatelain lead
a castle of battle. Each of the four house leaders use different
rules when hosting their tournaments which lead to battles
against their specialized teams, made for their modified battles.
Type Conditions
17
Ranger Stations Game Corners
The Ranger Union has stations located throughout the world. Gambling halls for games of chance and skill are found all
Led by region captains, each ranger serves together under a over the world. Whether its slot machines, roulette, poker ta-
giant global union. They also tend to serve as a Pokémon Center bles, or mahjong rooms, the world is filled with people who do
for police and rangers, though they wouldn’t turn away a trainer not believe that Pokémon is the only thing to care about in the
in need. world. Regardless, these casinos still allow betting on winners of
league battles, exhibition matches between powerful rivals, or
even for who might get best in show at a grand contest.
18
Sport Parks and Safari Zones Routes
Different cities or town may hold contests in reserves weekly The space between villages, towns, and cities are wild. Poké-
or even monthly. It can feature catching sprees, or specific cap- mon make their homes in all manner of habitats and when they
tures contests where you seek specific Pokémon, or even see claim a space as their territory it can be dangerous to go any-
who can fish up the Magikarp or catch the largest Bug-type. where you please. Rangers have set up routes that connect
human civilization that are usually dirt paths in safer parts of
the wild.
19
For more complicated NPCs, level them up a bit. Pull a level 5
Acting as a Game Master… or higher out for Gym Leaders, maybe you’ve built a rival and
In Pokémon Tabletop Adventures, you are in charge of some they’re growing at the same rate as your player’s characters?
aspects of your player’s characters and need to do some book Here are some starting point stat blocks for slightly stronger
keeping in order to help their play and growth. You’re also in NPCs. These are all great starting points and you should adjust
charge of every single non-player character and Pokémon. The them as needed by lowering a stat as you raise other stats. Con-
following sections should help get your game rolling with tips sider keeping a whole character sheet for a character who will
and suggestions for play as the Game Master. be recurring very often if it will help flesh them out and set them
aside from other NPCs your players interact with.
Non-player Characters
Experienced Trainer
The main things you’ll have to keep track of during play most
Atk Def SpAtk SpDef Speed
often are the hit points of your NPCs, Pokémon or otherwise,
and their stats. In order to do that, it’ll help to have a sheet of Ace Trainer 6 (+3) 3 (+1) 6 (+3) 3 (+1) 4 (+2)
scratch paper or a tab open on your screen where you’ve pulled Breeder 3 (+1) 6 (+3) 3 (+1) 6 (+3) 4 (+2)
some character stat blocks from.
Coordinator 4 (+2) 3 (+1) 3 (+1) 6 (+3) 6 (+3)
As the Game Master, you’re filling an entire world with non-
Ranger 4 (+2) 6 (+3) 3 (+1) 3 (+1) 6 (+3)
player characters. When you’re acting as a voice for each of
these non-player characters, but struggle with literally acting out Researcher 3 (+1) 4 (+2) 6 (+3) 6 (+3) 3 (+1)
their dialects and voices differently, you can quickly give your
Martial Artist 6 (+3) 6 (+3) 3 (+1) 3 (+1) 4 (+2)
NPCs a way to make them appear different by giving them
different skill sets. Psychic 3 (+1) 3 (+1) 6 (+3) 4 (+2) 6 (+3)
20
Wild Pokémon have Appeared! Other Ways to Vary Your Wild Pokémon
Pokémon stat blocks are already all provided and only need Held Items
slight tweaks when you decide it’s important that a specific
Give the wild Pokémon an item that it found somewhere, or
Pokémon is fully built. An example of when you might decide it’s
just an uncommon berry. It can even be something that usually
important is when it is a rival character who is recurring. Then
isn’t found in the wild like an unused Poké Ball. You can choose
their Charizard should have a nature applied—this specific detail
from the items list in the PHB or PHB2.
might also help give the NPC more character since you now can
describe how the Pokémon tends to act and how your NPC inter- Shiny Pokémon
acts with that Pokémon and its nature. While exceedingly rare, some Pokémon are completely identi-
When using a wild Pokémon, it’s usually not important to roll cal in abilities, stats, and types to the rest of their species, but
its nature and you can just play with whatever you pull out of simply look different. There could be an orange Pikachu, a pink
the Pokédex. However once it’s captured, you’ll need to give it a Charizard, or a silver-scaled Ekans. There are thousands of
nature for your players. Roll d20 to assign a Nature to a wild if unique shiny Pokémon per species that for some unknown rea-
it’s captured. son were born with a different appearance.
10 Hasty Speed Defense While this is a less common way to mix it up, sometimes a
Pokémon is larger than usual or smaller, enough so that it’s no-
11 Jolly Speed Special Attack
ticeable. You could make a small Pokémon a medium size, or
12 Naïve Speed Special Defense even shrink a large Pokémon down to medium.
14 Mild Special Attack Defense Mixing up passives to give a Pokémon something different
could give it some unique traits. Take away one passive and give
15 Quiet Special Attack Speed
a wild an appropriate passive, like giving an Electric-type the
16 Rash Special Attack Special Defense Static passive, or giving an avian Pokémon the Keen Eye passive.
17 Calm Special Defense Attack Unique Moves
18 Gentle Special Defense Defense You can give the wild Pokémon a little more to stand out by
19 Sassy Special Defense Speed giving it an attack you pull from the move index, but remember
that any Pokémon you’re using in a wild encounter is one good
20 Careful Special Defense Special Attack
roll away from being captured.
You can also decide its sex during an encounter, if it matters
for its appearance per species, but for example either a male or
female could be protecting its nest or hunting, so just roll evens
or odds for sex once captured by a player.
21
What Does a Wild Encounter Look Like? For scenarios where they are battling other trainers often,
offer the trainers to make wagers where your players gain cred-
In many Pokémon games, commonly only one wild Pokémon its to purchase more potions for travel. If your trainers are ex-
appears at any given time. In Pokémon: Tabletop Adventures, ploring underground caverns or remote ruins, allow them to find
wild groups can and sometimes should appear. rare items, evolutionary stones, or even precious gems that they
can sell in towns to fund potions for extended periods of adven-
ture in the wild.
When in a city, your players could be in considerably less
danger because they’re always near a Pokémon Center, but
trainers can still desire battles and challenge your players in the
city. While there is no obligation for your players to engage in
those battles, it can still be tempting for a trainer who wants to
Most often, your players will encounter a group of wilds, be the best.
maybe two to five Pokémon who are all the same species and
are traveling together. They could be gathering food, or even
hunting. Sometimes one is clearly a leader and might even be
evolved while the rest of the group is not.
Capture rates are split into groups based on their base stage’s Wild Pokémon is damaged and below 10 HP +20
rarities. Base rarities refer to the first stage’s rarity in the wild as Wild Pokémon is at 0 or lower HP +75
defined by the symbols found in the Pokédex.
Combat Initiation: Capture Rate Modifier
Only the best applicable bonus from each of the above cate-
gory is applied during a capture check.
23
3 - In general, loyalty 3 is a great place for your Pokémon to be.
Loyalty Pokémon at loyalty 3 obey commands in battle and perform the
A Pokémon’s loyalty represents what a Pokémon’s relation- best they can to protect their friends and allies. They value their
ship is with its trainer. Players caring about their Pokémon is trainers as much as their trainers value them. You might find
important and affects many aspects of their Pokémon’s growth. that this is a place that many of Pokémon settle, as it’s difficult
Natures, likes, dislikes, and the habits of each Pokémon species to maintain loyalty of many Pokémon at the same time.
are all things you’ll want to try to pay attention to in order
better build interesting scenes and exciting moments of game-
play. 4 - Loyalty 4 often represents the closest relationship that a
trainer might have. Most often, trainers will have Pokémon with
Loyalty is measured on a scale from 0 to 5. Loyalty represents
loyalty 4 be their first Pokémon, their Pokémon who is always
how well the Pokémon listens to your players or how defiant
out of their Poké Ball, or maybe a starter that grew particularly
they may become when they command a Pokémon who isn’t on
close to their trainer. Pokémon with Loyalty 4 often know every-
the best terms with their. Cruel conduct and bitter medicine,
thing their trainer would expect of them. While a Pokémon
even in the pursuit of being the best, can have major conse-
might quickly grow to care for their trainer, loyalty 4 is usually
quences if one of your trainers go overboard.
only found in partnerships that are at least three months long.
When a player captures a Pokémon, note what level of loyal-
ty the Pokémon will begin with just in case the player immedi-
ately begins to use it in play. The following values help to deter- 5 - A trainer might spend their whole life with loving partner-
mine where they start. Loyalty is not public to players, you alone ships with their Pokémon and never have a Pokémon with loyal-
keep track of your players’ Pokémon and their loyalties. ty 5. Pokémon with loyalty 5 have perfect understandings of
their trainer’s needs and desires. Pokémon with loyalty 5 are
often proactive, almost acting without command– sometimes
it’s hard to tell if a trainer is commanding their loyalty 5 Poké-
Loyalty Values mon or simply narrating their Pokémon’s actions.
24
With these starting points in mind, let’s move onto what Loyalty 2
Pokémon behavior looks like at each level, before discussing
This is a great place for your trainer’s Pokémon to be. At this
how trainers raise their Pokémon’s loyalties.
point, you will not need to control them too much as NPCs, in-
stead allowing players to describe how their Pokémon might
respond to anything they are doing with their loyalty 2 Poké-
Loyalty 0
mon. These Pokémon might even appear as happy as higher
Pokémon are disobedient at level 0. Players have no control level loyalty Pokémon, but have relationships with their trainers
over these Pokémon and you will have to control them almost as more akin to what you see in human work-place associates. The
if they are NPCs. When not being watched, they will often try to Pokémon has the same goals as their trainer and so are content
quietly leave the player’s line of sight. If large than their trainer, to do as their trainer advises and in turn, they are fed, get safe
and some kind of carnivore, the Pokémon might even try to rest, and grow stronger.
attack its owner, or fellow Pokémon. When commanded in
battle, these Pokémon will act only if they perceive the foe as a
threat. If it is significantly weaker, or significantly stronger, the
Pokémon will attempt a move that is sometimes overkill, or will
just flee a field of battle. If a Pokémon at loyalty 0 perceives a
foe as potential prey in the wild, they may even try to consume
the foe, even during a league match. If given food, these Poké-
mon will take the food and try to eat it away from everyone else.
When resting outside of a Poké Ball, it might not get restful
sleep. When interacting with other owned Pokémon, these
Pokémon might treat others poorly, believing them to be cod-
Loyalty 3
dled or too subservient– unless the loyalty 0 Pokémon fears any
of them in which case it would just avoid interaction entirely. Once here, you should only very rarely be interjecting with
what you want Pokémon to be doing– instead take a backseat to
your players and let them roleplay for their Pokémon.
Loyalty 4
Loyalty 4 marks a Pokémon who should be very happy all the
time. You should only be interjecting to control these Pokémon
as NPCs if they know something your player doesn’t and are aim-
ing to protect their trainers from harm. Continue to let your
trainers play up any interactions during rest for roleplay mo-
Loyalty 1 ments if you have those kinds of players.
25
Awarding Higher Loyalties Loyalty 1 to Loyalty 2
When looking to award higher loyalties to your player’s Poké- • Trainer gives basic needs to their Pokémon.
mon, consult these lists. Keep in mind that not all of these bullet • Trainer pays attention to the Pokémon’s favored flavors and
points need to be checked off to raise a Pokémon’s loyalty. Loy- disliked flavors.
alty is something you keep track of and if you think a dramatic
moment is possible in play that you want to create, feel free to • Trainer rewards good behavior and talks to Pokémon about
award a higher loyalty to enable a memorable moment in game- unwanted behaviors.
play. • Trainer has worked with Pokémon for at least one hour a
day for at least four days.
Loyalty 0 to Loyalty 1
At this point, you’ll be doing less NPC control with their Poké-
• Trainer gives appropriate amount of food without any urg-
mon, instead just talking about the Pokémon’s enjoyment of any
ing by Pokémon.
activity or interaction. Once a Pokémon’s loyalty is at Loyalty 2,
• Trainer has worked with Pokémon for at least one hour a you can let them evolve!
day for at least a week.
• Trainer has worked with Pokémon for ten hours total over
the week.
• Trainer removes triggers for bad behavior when working Loyalty 2 to Loyalty 3
with Pokémon. • Trainer gives basic needs to their Pokémon.
• Trainer gives outlet for Pokémon, such as exercise or time • Trainer pays attention to the Pokémon’s favored flavors and
to socialize with similarly strong Pokémon. disliked flavors.
26
Loyalty 3 to Loyalty 4 If a player is roleplaying with their Pokémon to have each
other be completely trusting without that foundation, do not
• Trainer has worked with Pokémon for at least an hour a day
punish them for it by taking the reigns from their Pokémon’s
for multiple weeks (three to four).
behavior if the Pokémon is at Loyalty 2 or higher. If your players
• Pokémon’s goals align with its trainer’s and wants to win choose to have intrinsic trust as a character decision just make
battles for badges, perform for ribbons, or other similar sure they are still achieving the bullet points for loyalty advance-
goals. ment.
27
Pokémon Evolution Expressing Loyalty
In many cases, a Pokémon evolving is as simple as your play- Since you get the ball rolling before completely handing over
er’s trainer touching it with an evolution stone or having it inter- the reigns to your players, here are some ways you might have
act with another Pokémon in a specific way. However, over two- your Pokémon display their loyalty to their trainers.
thirds of the time you’ll be keeping track of that. There is not a • Low loyalty Pokémon may shy away or hide from trainers
lot that a Pokémon needs to evolve, so just pay attention to the they dislike.
following things:
• High loyalty Pokémon rub up against or hug trainers they
• The Pokémon hatched or last evolved over a week ago. love (this can be scary from a Bewear).
• The Pokémon is at least at Loyalty 2. • If a Pokémon is small enough, it might fall asleep in a trust-
• Something awesome happened. ed trainer’s lap.
This is were things can get fun. Here are some examples of • Feline or pack-oriented Pokémon may wander into the wil-
something awesome: The defeat of a tough foe while earning an derness, hunt something, and bring it back to a beloved
honor of some kind, a critical hit that defeats a foe, surviving trainer as a gift.
with a close call from a critical hit or a super-effective attack, a • Pokémon naturally oriented towards pack structure will
celebration for the Pokémon for some accomplishment or mile- include their trainer in its ‘pack.’ At low loyalty, this trait
stone it passed, a Pokémon takes a deadly and potentially lethal may look like acting out in subtle ways to challenge its train-
hit only to evolve to save itself, or maybe it concealed itself in a er, going through doors first or stealing food.
blizzard or sandstorm for a maneuver and emerged evolved?
When you narrate an evolution, make sure it’s a highlight for • A Pokémon may still see itself as an alpha, but see its trainer
your players, don’t take control of their Pokémon as an NPC for as a beloved drone. A Vespiquen might make sure you are
too long. well fed with honey and well protected if she likes her train-
er.
• Pokémon who are not loyal may prefer the company of an-
other trainer or another trainer’s Pokémon.
28
Attack Skill
Skill Checks
Athletics
Your players are going to try things and skill checks are there
to measure their success. Whenever they make a skill check they Athletics are used for basically everything having to do with
will roll 1d20. On a natural 20, they will roll again and add the physical prowess that isn’t explicitly balancing or flexibility. Here
second result to 20 and whatever modifier bonuses they are are some examples of skill checks: Climbing a rocky 25ft wall
supposed to add per skill. Success means they completed the might be a ‘Easy’ of ’Medium’ skill check, made harder by a sur-
task as planned, but failure means something goes wrong and a face being wet or slippery, or having a hazard of some sort on
critical failure means something goes very wrong. As a general the wall like barbed wire. Jumping across a 15ft gap between
rule the difficulty for each skill is measured like this: building rooftops, or wall running and jumping up to grab the lip
of a 15ft wall might be an ‘Easy’ check with a running start and a
5 - Very easy 20 - Hard
‘Hard’ check if done without a running start. Breaking free of
10 - Easy 25 - Very Hard bonds could scale in difficulty with the material of the bonds,
forcing open a door could be harder depending on the lock. Play-
15 - Medium 30 - Nearly Impossible
ers shoving themselves through a crack in a wall might be differ-
In order to figure out what value you might assign some skill ent skill checks depending on the size of your player’s charac-
checks to, these examples will hopefully help all of the skills. This ters, hanging onto the tail of a Charizard in flight might change
list isn’t definitive, so consider what you want your players to do depending on how much else the player may be carrying. For
and figure out where you should place a skill check at based on jumping, sometimes you might have a player roll acrobatics if
these examples. Skill checks do not need to be 5, 10, 15, 20, 25, that’s their forte.
or 30. They can be 2, 8, 17, 27 or anything between 2 and 30.
Task Difficulty Example
While there is no strict science to what you decide a skill check’s
difficulty is, you should remain consistent. A wall scaled once Very Easy Climbing a knotted rope
should be the same difficulty next time unless there are factors
Very Easy Break down a simple locked door
that have changed the wall in some way. Also keep in mind that
not everything needs a skill check. Only ask for players to roll Easy Swim against a slow current
one when you believe failure should be an option. Easy Climb a rocky wall
Task Difficulty Check Value Example Medium Force your way through a tight space
Very Easy 5 Climb a knotted rope Medium Running jump up to the lip of a 12ft wall
Easy 10 Gather local mythology Hard Lift twice your weight above your head
Medium 15 Perform first aid without a kit Hard Leap 20ft with a running start
Hard 20 Hack into a secure computer Very Hard Break out of handcuffs by force
Very Hard 25 Break handcuffs by force Very Hard Halt a rolling boulder / medium Pokémon
Nearly Impossible 30 Convince a mother Charizard After twenty minutes, its possible you’ll want to make players
you are only borrowing one do another check for climbing a mountain face or swimming
of her eggs from her nest upriver, for example. If a player wants to grapple and pin some-
one else to the ground, they will roll their Athletics against each
other.
29
Defense Skills Special Attack Skills
Concentration checks will scale depending on the amount of An engineering or operation check has to do with under-
pressure a character might be facing while doing something standing machinery and using it. Most devices in the Pokémon
else. If a trainer is being harmed while trying to anything that world are easily recognized, but a teleporter does not always
requires focus, like programming something, or balancing on a look the same, or even recognizable as a device that has that
ledge, they might need to make a Concentration check. If they capability at first. This could also be used to take over a falling
are being distracted by blazing horns, a sonic attack, or flashing helicopter and then used to pilot it safely to the ground. When
lights they could also need a check. The more damage they take, not under stress, a character who is talented in operation
the harder their skill check should be. Taking 15 damage for ex- shouldn’t need to roll to operate things.
ample might be a ‘Medium’ skill check and failing it might mean
Task Difficulty Example
needing to restart a task or losing your footing.
Very Easy Identify different factory machinery
Task Difficulty Example
Very Easy Operate vehicle
Very Easy Take 5 damage without being startled
Easy Identify unique device
Easy Take 10 damage without being startled
Easy Operate factory machinery from controls
Medium Take 15 damage without being startled
Easy Disable mechanical arm
Sometimes, a concentration check might be made against
each other if for some reason two people were having a staring Easy Repair mechanical damage
contest. On a more serious note, two evenly matched hackers Medium Identify unique complex device
might roll concentration against each other if they’re both at
Medium Disable mechanical arm irreparably
active terminals and it isn’t just one person hacking through
existing security measures that have been left to run inde- Medium Operate aircraft or seacraft
pendently.
Hard Operate damaged aircraft or seacraft
Constitution
Very Hard Repair mechanical irreparable damage
Constitution checks are almost always made reactively.
In rare scenarios you could find operation skill checks made
Whether it’s dealing with some kind of poisoning, exhaustion
against two characters during a race or sorts, remote control in
from running for over an hour straight, or not sleeping and con-
a vehicle. It’s unlikely that engineering skill checks would be
tinuing past 24 hours of being awake, your players will make
made against two people– instead checks are made to build,
checks when you feel they shouldn’t be performing at full capac-
improve, or destroy.
ity.
30
History
Very Easy Recent happenings (less than one hour: city) Medicine
Easy Recent happenings (past day: city) Medicine will be useful for your players who find themselves
with a broken ankle in the middle of a jungle or needing a quick
Easy Recent happenings (past day: town)
stitch done after a rockslide on a mountain. While a trainer may
Easy Recent history (past decade: city) have an easier time doing these things with a medical field kit,
Medium Recent history (past decade: town) not all groups will travel with one and sometimes they’ll need to
improvise with whatever cloth or string they have on them mak-
Medium Ancient history (past century: city)
ing the check more difficult. Medicine does not explicitly heal
Hard Recent happenings (less than one hour: town) any HP when used, but might on a particularly good roll. Medi-
cine is used to make things bearable, temporarily fixed, or able
Hard Ancient history (past century: town)
to be moved until you get to a hospital.
Hard Ancient lore, legends, and superstition
Task Difficulty Example
31
Nature
People and Pokémon are no the only things in the world and
sometimes identifying other natural aspects of the Pokémon
world. Whether its finding safe passage through a jungle, fol-
lowing a set of tracks, forecasting the day’s weather, or any nat-
ural interaction with a trainer’s surroundings a nature check
could help the deduce information based on their previously
Programming
collected information concerning their surroundings. This is
more useful when trainers are miles away from the nearest cell Your players’ programming skill checks will always be rolled
tower. against a value you’ve predetermined for whatever they’re try-
ing to manipulate. If something is made to be especially hard to
Task Difficulty Example
get through, you might even roll its value and add the Special
Very Easy Follow tracks of a huge Pokémon Attack modifier of the programmer who has set up some kind of
Very Easy Traverse in the same direction over time firewall, security measure, or any kind of defense against un-
wanted intruders.
Very Easy Determine north
Task Difficulty Example
Very Easy Determine time of day to the half hour
Easy Access digital device (timer, detonator, lock)
Easy Identify a wild Pokémon’s hunting ground
Easy Activate / shutdown remote task
Easy Build shelter (2 hrs)
(cameras, locks, alarm)
Easy Find some berries in a forest
Easy Access personal computer
Easy Forecast natural weather
Easy Manipulate computer hardware
Easy Locate water
Medium Access small network
Easy Navigate wild terrain (small office, personal business)
32
Special Defense Skills For the social skills of Bluff / Deception and Diplomacy / Per-
suasion, the condition in which your players are using these skills
Bluff / Deception
matter greatly. If they are deceiving a guard while they are
Lying is invariably going to come up, and depending on the lie jailed, the guard might already believe the player is only capable
and the NPC your players are lying to, you’ll have to play dumb if of lies. However, if the same guard is bribed the deception roll
they succeed after you call for a bluff or deception skill check could suddenly be a persuasion roll, ignoring whether or not the
(unless of course the lie is so Farfetch’d that it would be impossi- player is a prisoner. Think of the disposition of the NPC when
ble to convince anyone that it’s true). players use these skills to make the check harder or easier.
Task Difficulty Example When made easy enough, they shouldn’t even need to roll.
Medium The lie is unlikely Players might ask to use insight to determine if your NPCs are
being truthful or to sense if they have secret motives and are
Hard The lie is ridiculous
misleading you with their persuasion in some way.
Very Hard The lie is nearly impossible
Task Difficulty Example
Variable The NPC is impaired
Very Easy The NPC is lying but has an obvious tell
Variable The player possesses convincing evidence
Medium The NPC is lying but has a tell
33
Perception
Something to consider the proximity of the thing your players Task Difficulty Example
are potentially able to perceive. Adjust the skill check’s difficulty Easy Teach a well-behaved Pokémon to end a
appropriately. bad behavior
34
Speed Skills Sleight of Hand
35
Regions of the Pokémon World Sinnoh
Of the Japan-inspired regions, Sinnoh is the coldest. It is
Thanks to decades of Pokémon in video games, anime, and
based on the northern island of Japan, Hokkaido. There you can
more, there are already a great deal of places your Pokémon
find Jubilife city, the Pokémon world’s Sapporo.
campaign could take place if you want to have your players ex-
plore these existing regions. Over the following sections, we’ll Unova
explore Kanto, Johto, Hoenn, Sinnoh, Unova, Kalos, Alola, and
Departing from Japan’s influences, Unova is a region inspired
Galar.
by real-world Manhattan and its surrounding boroughs. It has
In each region, we’ll talk about important places that can be many large super-cities near each other imitating the different
found in the region, important people in their leagues, head parts of real-world Manhattan only divided by thin lines of wild
researchers, and even threats that the region has faced in its territory.
history. Maybe those threats would be an interesting plot point
Kalos
for your players to face during their campaigns?
Kalos is located geographically in the Pokémon world to mir-
While this section will serve to create some backgrounds and
ror the real world’s France. Lumiose City is Kalos’ most beautiful
establish non-player characters, remember that you never have
and lively city, being Paris’ Pokémon-world counterpart.
to use all of these suggestions, or any of them for that matter.
Hopefully this will help to inspire your own regions for players to
explore. If you want to use these regions, you don’t need to use
their Pokémon League nor do the regions even have to have
badges to collect. These sections will be mostly inspired by the
video games and/or anime series.
36
Kanto Viridian City
Viridian City is the home to a Pokémon league gym and neigh-
The Kanto region is located east of Johto and south
bors the massive Viridian Forest.
of Sinnoh. It has many cities covering the region, with towns and
other rural communities throughout. Kanto has many wild spac-
es separating the larger cities as well, whether it’s mountain
ranges, tunnel systems, massive forests, or even the open ocean.
Blue Oak
Ace Trainer / Strategist / Researcher
Special Features -
Professor Samuel Oak Champion’s Grace: 3/day, if Blue
Researcher / Watcher would fail a skill check or an accuracy
check of some kind, he instead suc-
Special Features -
ceeds.
Walking Doctorate: By looking at a
Favored Pokémon: Pidgeot, Arcanine,
Pokémon, Oak can tell if it has any
Alakazam, Machamp, Exeggutor,
unusual characteristics that would
Aerodactyl, Gyarados, Tyranitar,
not be found in a Pokédex book. He
Rhyperior, Umbreon, Blastoise
can also instantly identify any item,
regardless of origin, and know its Blue has a very competitive and
intended use. He can also identify long-lasting rivalry with another one-
any special talents of a trainer just time Champion, Red. He spends his
my looking at them. time mentoring other trainers, taking on research tasks for his
grandfather, and pushing his own training further every day. As a
Professor Oak is known as the Pokémon Professor. His
gym leader, he awards the Earth Badge to trainers who pass his
knowledge and research is the ground that many other Profes-
gym challenge. While he’s capable of holding back, he prefers to
sors have built their research on. He loves to help new trainers
go full throttle and will refuse most gym challengers until they
begin their journey and will organize days to distribute starter
have a good amount of gym badges.
Pokémon for trainers from all over Kanto.
When he was younger, he was extremely arrogant and brash.
With his massive estate, he lets many trusted trainer board
This confidence proved to be useful in battle until he faced his
Pokémon with him. His income through grants and league in-
childhood friend, Red, who boasted both confidence and clarity
volvement lets him feed thousands of Pokémon on his acres of
of mind. Since then, Blue has calmed significantly, instead spend-
land with the help of his large research team. In turn, by housing
ing as much time as he can improving the Pokémon world for
the Pokémon he has thousands of research subject to observe.
those around him.
37
Viridian Forest Brock
The largest forest in the region also serves a throughway and Breeder / Groomer / Medic
testing grounds for newer trainers. Staying on the beaten path
Special Features -
gives many trainers great opportunities to encounter and be-
friend less aggressive Pokémon. However, even slightly devi- Charismatic Caring: 3/day, if Brock
ating from the path can lead to much more dangerous encoun- would fail a skill check related to Spe-
ters. cial Defense, he succeeds.
Misty
Type Ace (Water) / Coach
Special Features -
38
Cerulean City Lt. Surge
Cerulean City is next to the ocean, has a massive aquarium Type Ace (Electric)
that also serves as the city’s gym, and even has Bill’s laboratory.
Special Features -
Lavender Town
Lavender Town has possibly the world’s tallest graveyard.
While places throughout Kanto have cemeteries, many travel to
Lavender Town to bury their beloved Pokémon in the Pokémon
Tower.
39
Celadon City Fuchsia City
Celadon is home to a massive botanical garden, blocks of As a coastal resort city, Fuchsia makes for a great vacation
game corners, the largest shopping district in the region, and a spot. The city features a league gym, a beach resort row, a mas-
league gym. sive zoo filled with Pokémon for many to see, and Kanto’s Safari
Zone. At the Safari Zone, trainers can pay a fee to go and non-
violently capture domesticated wild Pokémon.
Erika
Type Ace (Grass) / Botanist
Special Features -
Janine
Grace and Poise: 3/day, if Erika would fail
Martial Artist / Ninja
a skill check related to Special Defense, she
succeeds. Special Features -
40
Saffron City Cinnabar Island
Saffron is Kanto’s largest and most busy city in the region. Cinnabar is a resort island. It serves as a nice retreat for peo-
Covered in business buildings and offices, Saffron also has the ple who need a break from busy city life. Cinnabar has a differ-
largest gathering of humans with psychic abilities in various spir- ent festival every week of the year so there’s always something
itual schools. Saffron houses some of the largest international to celebrate. It also has a league gym located at the island’s ac-
company’s corporate offices and a league gym. tive volcano.
41
Indigo Plateau Bruno
The Indigo Plateau is the location of each year’s regional Martial Artist
championship in Kanto. It is also the location of Johto’s regional
Special Features -
championships, but each region holds their tournaments in op-
posite seasons to avoid any scheduling conflicts. Disciplined Defense:
Bruno’s Pokémon each
have +1 Defense.
Favored Pokémon:
Machamp, Hitmonchan,
Hitmonlee, Hitmontop,
Primeape
42
Lance
Type Ace (Dragon)
Special Features -
43
Other Trainers of Kanto... Chase, Elaine, and Trace
Favored Pokémon:
Pikachu, Charizard,
Snorlax, Lapras, Espeon
Green
Ace Trainer / Underdog
Special Features -
Champion’s Grace: 3/
day, if Green would fail
a skill check or an accu-
racy check of some
kind, she instead suc-
ceeds.
Favored Pokémon:
Venusaur, Clefable,
Gengar, Kangaskhan,
Nidoqueen
44
Johto Cherrygrove City
Cherrygrove is a city closely surrounded by rivers, wetlands,
Johto is located to the west of Kanto and is north of Hoenn. It
grasslands, mountains, and the massive and dark Ilex Forest.
has many ancient buildings and cultural sites that are main-
While not having much more than the city buildings and suburbs
tained in order to teach the region’s history.
around it, it serves as a great place for freshman trainers to jour-
Important Towns and Cities ney around in various habitats and find Pokémon to make into
their partners.
New Bark Town
New Bark is a small suburban town that is also the home of
Professor Elm’s Laboratory. It also has a couple of small trainer
schools.
Ilex Forest
Ilex Forest runs from New Bark Town, to Cherrygrove City,
and to Violet City. It has extremely dense cover, making even
day sometimes seem like night under its cover. Ilex forest also
Professor Elm has many shrines built throughout its reach; some made for
Pokémon, others for legendary Pokémon.
Researcher / Breeder
Special Features -
45
Falkner Bugsy
Type Ace (Flying) Researcher / Watcher
46
Whitney Burned Tower
Rising Star Of all of the towers in Ecruteak, the least beautiful is its most
famous. The Burned Tower has never been restored since its
Special Features -
collapse. It is said that a legendary Pokémon came to the aid of
Totes Adorbs: 3/day, if other Pokémon and turned them into legendary Pokémon in
Whitney’s Pokémon order to survive the destruction of the tower.
would be hit by an at-
tack, her Pokémon may
immediately use Attract
on the attacker as a free
action.
Favored Pokémon:
Miltank, Blissey,
Wigglytuff, Clefairy,
Girafarig
Whitney used to be
Morty
known as a whiney gym leader, sometimes unable to perform
her duties in a meaningful way but as she persisted, she became Type Ace (Ghost)
better known for her sheer power. She believes her Pokémon
Special Features -
are the cutest in the world and their charm is undeniable. She
often will use distraction tactics before running over the compe- Seer’s Foresight: 3/day, Morty’s
tition in battle. Ghost-type Pokémon can hit a
Normal-type Pokémon with a
She has a large fan following and guest stars often on radio
Ghost-type attack.
shows, variety shows, and at social events. She often assumes
people come to see her just for an autograph or a picture even Favored Pokémon: Mismagius,
though she has many challengers to battle sometimes every day. Gengar, Banette, Sableye,
Some think her airy idol-like behavior shows how ditzy she is, Haunter
but at the end of the day her Pokémon are still strong and she Morty’s family has live in
still is a force to be reckoned with. Ecruteak for centuries and has a
Ecruteak City long-standing tradition of serv-
ing as spiritual leaders in the
Ecruteak is an old-fashioned city that serves as Johto’s cultur- city. He is said to have premoni-
al center. It has many massive and tall towers that have been tions of the future regarding
standing for hundreds of years. With many spiritual sites and a various legendary Pokémon.
league gym that’s also rooted in the region’s culture it has many
Morty maintains a calm attitude
tourists who are visiting just to pay respect to the region’s histo-
as he believes that a mind in
ry and to learn from the people who lived there before.
discord is not as able to receive
visions of the future. His gym is filled with obstacles that test
your mental fortitude and faith.
47
Olivine City Cianwood City
Olivine is a major port city that serves as the region’s, and As a coastal port city,
some neighboring regions’, place of major export and import. A there is a fair amount of
region-famous lighthouse is maintained here by the city league traffic that comes and
gym’s leader. goes on Cianwood’s
shores. On the opposite
side of the mountain that
backs Cianwood’s suburbs
is a massive safari zone
that serves as a space to
look for wild Pokémon in a
less hostile setting.
Cianwood also has a
league gym.
Jasmine
Coordinator
Chuck
Special Features -
Martial Artist
Warm Care: 3/day, Jasmine calms a
Special Features -
Pokémon she’s adjacent to.
Strength in Form:
Favored Pokémon: Steelix,
Chuck’s Pokémon
Magnezone, Skarmory, Forretress,
each have +1 De-
Ampharos
fense until they are
Jasmine is the caretaker of Oli- hit by a melee at-
vine’s lighthouse and spends her time tack.
there when not accepting gym chal-
Favored Pokémon:
lengers. She also will volunteer at
Poliwrath, Primeape,
Pokémon Centers to help injured
Machamp, Ursaring,
Pokémon and calm distressed pa-
Hitmontop
tients. She does not let others get
under her skin and in some ways, this Chuck spends almost all of his time training or battling. He
shield is like the steel skin her Poké- leads a very unbalanced life, spending every moment pushing
mon have. himself until exhaustion while sparring with his Pokémon, only
to wake up and continue training whenever he recovers. His
Jasmine’s strategy is to endure any offense and defeat her
family is not pleased with his obsessive training and can often be
opponents through endurance and retaliation attacks. She’s a
seen at his gym, worried about him.
very quiet person but will speak up to protect other in need and
become their shield when no one else will help them. She’ll also He’s a very excitable and happy man who’s always wearing a
participate in contests when she can and will often stun audi- smile. Chuck’s obsession with training comes out in battle with
ences with her both cute and tough Pokémon. ferocious overpowering attacks from his Pokémon. His strategy
is all haymakers and no subtly. In defeat, he finds himself in a
roar of laughter that only encourages more obsessive training.
48
Mahogany Town Blackthorn City
Mahogany is a small and quiet town hidden in the mountains. Far up in the mountains, surrounded by tall cliff faces, Black-
It’s surrounded by forests and neighbors the Lake of Rage. Ma- thorn citizen lead isolated but busy lives. The league gym dou-
hogany’s buildings are all old like Ecruteak’s, including the bles as a massive academy for Dragon-type trainers and leads to
league gym, and maintains a cozy feel for visitors. the Dragon’s Den. The den is a massive winding labyrinth filled
with rare Dragon-type Pokémon to find and train.
49
Indigo Plateau Koga
The Indigo Plateau is the location of each year’s regional Marital Artist / Ninja
championship in Johto. It is also the location of Kanto’s regional
Special Features -
championships, but each region holds their tournaments in op-
posite seasons to avoid any scheduling conflicts. Ninjutsu!: If they know the
move, Koga’s Pokémon can
use Double Team as a free
action.
50
Neo Team Rocket Mt. Silver
Based in Johto, Neo Team Rocket was formed out of the ash- The largest mountain in Johto towers high and is visible on
es of the original Team Rocket. Led by Archer and Ariana, they the horizon from nearly anywhere in the region. It’s base even
try to attain the same control over Johto that Giovanni held over steps over into Kanto’s mountain ranges. It is completely over-
Kanto. They are a presence that subtly grows with every criminal run with powerful Pokémon and only the strongest trainers
act their legions accomplish. climb into its winding passages looking for a challenge. It is said
an incredibly powerful trainer resides near its peak.
Archer and Ariana
These two Neo Team Rocket administrators try never to be in
the same place. They hold all of their organization’s plans in
their minds and to ensure success they make sure they aren’t
able to both be arrested at any given time. Both of them are
ruthless combatants with Archer preferring his Raticate, Elec-
trode, and Muk, and Ariana using her Arbok, Vileplume, and
Honchkrow.
Special Features -
Petrel and Proton
Legendary Quarry: Once per day,
Working underneath Archer and Arianna in Neo Team Rocket Eusine can meditate for an hour.
are Petrel and Proton. Both are cocky and arrogant, but also After finishing, he will know the
have the muscle to back up their misdeeds. Petrel employs mu- direction of the nearest legendary
tually assured destruction strategies with his teams of Weezing, Pokémon to his current location,
Magneton, and Graveler, while Proton favors his own Weezing, but will not know its distance from
Golbat, and Fearow. Petrel and Proton are reliable troublemak- him.
ers, if they are up to something, there’s sure to be a big mess for
Favored Pokémon: Electrode,
rangers to have to clean up.
Haunted, Hypno
51
Ethan Silver
Breeder Ace Trainer
Kris Lyra
Researcher / Capture Specialist
Breeder
Special Features -
Special Features -
Sure Catch: Kris cannot fail to
Jumpstart: Lyra’s Pokémon hatch
capture a non-legendary Poké-
with +1 to three of their stats.
mon who is either Asleep, Fro-
zen, or at less than half of its Favored Pokémon: Meganium,
max HP. Venusaur, Tauros, Azumarill,
Girafarig, Wigglytuff
Favored Pokémon: Arcanine,
Parasect, Hitmonchan, Xatu, The bright and shining personali-
Mr. Mime, Meganium ty and one-time champion Lyra
loves to spend her time making
Another one-time champion,
friends with new Pokémon and oth-
Kris, claims to have captured
er people every day. She travels
every non-legendary Pokémon
whenever possible to see new sites
at least once. While she’s rarely in Johto, as there are always
and participate in new things with
more Pokémon to catch in other parts of the world, her entire
new friends she’ll make only hours before. Though many believe
collection started there. Each of her Pokémon are specialized to
her champion title to be a fluke, her Pokémon’s undeniable
capture Pokémon and once captured, she sends her new Poké-
strength comes from the mutual love and trust they all have in
mon to Professor Oak for his team to study.
each other.
52
Hoenn Petalburg City
Petalburg is a wide spread city with as much greenery as
Hoenn is a warm region, with lots of shoreline cities and
there are buildings. Petalburg is surrounded on three sides by
towns and islands expanding out into the sea. It has a large ac-
Petalburg Woods, a far-reaching mass of thicket and woodlands
tive volcano in its center and is home to many different kinds of
with a winding beaten path. Slightly going off that path around
temperate habitats.
the city can become dangerous as there are various Pokémon
Important Towns and Cities living throughout the woods. Petalburg also has a league gym.
Littleroot Town
Littleroot is a small harbor town surrounded by forests and
the water. It’s home to Professor Birch’s Laboratory. For many
visitors looking to begin an adventure in Hoenn, they’ll arrive in
Littleroot by ship and choose their starter Pokémon here.
Norman
Type Ace (Normal)
Special Features -
53
Rustboro City Dewford Town
In Rustboro, visitors will see that more than half of the city’s Dewford is an island town. Half of the island is a mountain
structures are cut from giant slabs of stone. It gives the city a with caverns and tunnels to explore while the other half is a
sort of old-timey feel while at the same time being very impres- calm beachside town. A league gym is located on the beach
sive that these tall buildings are solid stone. Rustboro is home to front along with a few small vacation-friendly hotels and bed-
a league gym and the corporate offices of the Devon corpora- and-breakfasts.
tion, a massive conglomerate who make Poké Balls and have an
extensive fossil reanimation division.
Roxanne
Brawly
Researcher
Martial Artist / Pro Athlete
Special Features -
Special Features -
Academic Insight: If it’s in a book
Holding Ground: Brawly’s Poké-
or academic paper published in
mon cannot be moved by a
the last 10 years, she’s read
foe’s effects.
about it and knows about it.
Favored Pokémon: Hariyama,
Favored Pokémon: Probopass,
Machamp, Medicham, Breloom,
Armaldo, Cradily, Aggron,
Hitmonlee
Aerodactyl
Brawly is a professional surf-
Even at her young age,
er who teaches his Pokémon the
Roxanne is the headmaster of an
same balance he mastered
academy based in her gym. She
while surfing. He is extremely
believes that a strategy created
laid back, take on challengers as they come and going with the
out of the largest knowledge base
flow whenever possible. Whenever he can help those near him,
available will ultimately be unbeatable. While she hasn’t found
he does. The island’s residents are closely knit and its possible
the strategy quite yet, her foundations are solid and her expan-
that without the league gym there wouldn’t be many visitors so
sive library and curriculum helps many trainers become ex-
Brawly takes his responsibility seriously if nothing else.
tremely knowledgeable graduates.
When Brawly begins to battle, he suddenly becomes very
Roxanne sometimes screens her challengers with a series of
excitable and pumped up. While still maintaining a care-free
tests that are, in her mind, simple and standard things that she
attitude, he pushes his Pokémon forward with overwhelming
believes that every single trainer should know without question.
physical force. He loves puns about surfing and is often seen as a
If a trainer doesn’t know her expected minimum, she may make
goofy gym leader but is full of heart.
them take a few weeks’ worth of courses before accepting a
challenge or even a make-up test.
54
Slateport City Fallarbor Town
Slateport city is massive port city with the region’s largest Fallarbor is a farming town that takes advantages of the vol-
open market filled with street food, produce, and tons of fresh canic ash and grow crops that specifically thrive in the ash-
catches (for training or for stocking restaurants). Several cruise covered ground. It’s at the base of the back of Mt. Chimney so
ships also make port at Slateport and begin long vacations out at its always shared by clouds of ash, making the space relatively
sea. Slateport also hosts the region’s Grand Festivals. cool for being so close to a volcano.
Flannery
Wattson Type Ace (Fire)
Type Ace (Electric) Special Features -
Special Features - Fire Within: Flannery’s Pokémon’s
Jolly Guy: 3/day, if Wattson would fail deal +4 damage against Burned
a skill check related to Special Defense, targets.
he succeeds. Favored Pokémon: Torkoal,
Favored Pokémon: Manectric, Magcargo, Camerupt, Houndoom,
Magnezone, Electrode, Plusle, Minun Arcanine
55
Fortree City Lilycove City
In Fortree City, you can find just as many structures built in Home to the largest shopping district in Hoenn, Hoenn’s larg-
massive trees above as you can on the ground. The city has cre- est port, massive berry markets, and Hoenn’s largest hotel row,
ated a unique biome where you can tell that everything’s larger than life in Lilycove. One of
wild forest runs right up to Lilycove’s hidden gems is the Museum of Contest Champions
homes and businesses. where coordinators and their Pokémon from around the world
From above you can see a are celebrated.
much greener city than you
normally would and you
can see the league gym
stationed across many
trees.
Winona
Choreographer
Mt. Pyre
Special Features -
Mt. Pyre is a small island burial grounds. It’s a sacred space
Aerial Acrobatics:
and so it’s very careful looked after by rangers. It’s closed at
Winona’s airborne Poké-
night as it becomes a space overrun by Ghost-type Pokémon at
mon can move +15 ft per
night. There is also a couple of sacred shrines located on the
turn.
island.
Favored Pokémon:
Altaria, Swellow,
Skarmory, Pelipper,
Tropius
56
Tate and Liza Juan
Psychics / Tag Battlers Coordinator / Designer
57
Ever Grande City Phoebe
Ever Grande City is located on an island in eastern Hoenn. Psychic / Empath
The island is blanketed in flowers. It’s surrounded by steep cliff
Special Features -
sides and needs special transportation to get people there en
masse since Hoenn’s regional Pokémon league championships Advice from Beyond: Phoebe is
are held there. aware of any super-effective or
extremely-effective attacks her
opponent’s Pokémon have.
Sidney Glacia
58
Drake Wallace
Stat Ace (Sp. Attack) / Type Ace (Water) /
Stat Ace (Attack) Coordinator
Hoenn Champions He’s also a world famous coordinator who has conquered
many grand festivals worldwide. His style isn’t for everyone, but
The two best friends, Steven and Wallace, take turns holding
it’s undeniable that he wears a certain aura of confidence on his
the title of regional Champion in Hoenn.
sleeves.
Steven Stone
Team Aqua and Team Magma
Type Ace (Steel) / Archeologist
These two opposed ecoterrorist groups are based in Hoenn.
Special Features - Both groups have seen a greater presence in the past but have
Champion’s Grace: 3/day, if since been pushed down into many sperate independent cells.
Steven would fail a skill check or Team Aqua believes that people are destroying the ocean,
an accuracy check of some kind, where most of the world’s life rely on healthy, livable water–
he instead succeeds. even those who live on land. They worked at one time to use a
Favored Pokémon: Metagross, Legendary Pokémon’s power to expand the ocean and flood land
Aggron, Skarmory, Cradily, Ar- worldwide.
maldo, Sandslash (Icy Moun- On the other hand, Team Magma aimed to curb the world’s
tain) overpopulation that is destroying the land that Pokémon and
Steven Stone is obsessed human alike rely on. They tried to use a legendary Pokémon to
with archeology and Pokémon expand land masses worldwide by drying up the ocean and cre-
battling. Arguably, he’s more ating more land.
obsessed with rocks than Poké-
mon battling and unsurprisingly his Pokémon are Steel and Rock
types. He has a confidence about him that comes through in his
dominant Pokémon battling.
59
Archie Maxie
Archie is Team Aqua’s leader. Maxie leads Team Magma. His actions are
While he is seldom seen anymore, not mostly hidden behind the scenes, he
he once very temporarily held the once held godlike power in the form of a
power of a legendary Pokémon legendary Pokémon briefly. He miscalculat-
with godlike power. He immedi- ed the power and lost control of it right
ately lost control and it almost away. His plan was to create more land in
destroyed the planet. His plan was the world to curb overpopulation and pollu-
to flood the world and protect the tion, though he didn’t realize that in growing
ocean from overconsumption and the land mass it’d dry up the ocean.
pollution, though he was never
Maxie is a calculating villain who heart-
specific about how much he want-
lessly calculates even the loss of life into his
ed to flood and for how long.
victories if necessary. He would employ his
He’s a brash and reckless com- Camerupt, Weezing, Crobat, Mightyena, and
batant making him dangerous to Houndoom in battle.
everyone around him. He was
usually seen with his Sharpedo,
Muk, Crobat, Mightyena, and Walrein.
60
Mt. Chimney Zinnia
The largest mountain in Ace Trainer
Hoenn is also an active
Special Features -
volcano. While an explo-
sive eruption hasn’t hap- Lorekeeper: Zinnia cannot fail
pened in centuries, it still skill checks related to finding
constantly releases ash out more about mythology.
into the air. Even if there Favored Pokémon: Salamence,
ever were a dangerous Goodra, Tyrantrum, Noivern,
eruption, most of the re- Altaria, Whismur
gion is ready to respond
to a major natural disas- Zinnia has spent time under-
ter. Its unique landscape cover in both Team Aqua and
and climate makes for Team Magma in order to fur-
many interesting wilds ther who own ends. She aims
who live around the to join forces with a legendary Pokémon aligned with her dra-
mountain’s base, sides conic shaman cult. She at one point led a single-person raid on
and even its dangerous peak. Mossdeep’s Space Center in order to acquire information and
almost destroyed a lab during her escape.
Other Trainers of Hoenn…
Brigette
Lisia Brigette manages Hoenn’s
Coordinator / Rising Star Pokémon Storage System and
expanded on its capabilities
Special Features -
multiple times. She’s a brilliant
Center Stage: Lisia can choose for programmer and often works
her Pokémon to act first during with other like minds around
appeals once per contest. the world.
61
Brendan Wally
Coordinator / Designer Ace Trainer / Underdog
Brightest Star: 3/day Brendan’s Poké- Not Yet!: 1/day, Wally’s Pokémon can use
mon may force foes to target them. Endure as a free action.
Brendan can always choose whether
Favored Pokémon: Sceptile, Gallade,
to go first or last during a round in a
Kecleon, Cacturne, Roserade, Flygon
contest.
Wally is the friend and rival of both
Favored Pokémon: Swampert,
Brendan and May. While he was sickly
Milotic, Delcatty, Magcargo, Swellow,
when he first started off as a trainer, be-
Castform
ing with his Pokémon invigorated him and
Brendan is the son of the Gym caused him to fight harder everyday. Eve-
Leader Norman and was pushed to ry time he is defeated, it seems to push
become a powerful trainer for almost his resolve to become stronger even fur-
his entire life. He actually did become ther so it’s only a matter of time before he
champion for a time, but much pre- nabs a championship like his friends.
fers coordinating and so has retired to spend as much time as
possible at contest halls and grand festivals. He aims for beauty
in everything he does and greatly admires Juan and Wallace for Hoenn is home to hundreds of small islands surrounding its
their performances at contests. main body and have various cool places to check out throughout
the region. There is even a Battle Frontier.
May Birch
Ace Trainer / Stat Ace (Attack)
Special Features -
62
Sinnoh Jubilife City
Jubilife City is made almost entirely
Sinnoh is a cold region, with lots of shoreline cities and towns
of business districts. It has Sinnoh’s
and cities building inward on top of the massive Mt. Coronet.
largest academies as well, that often
Mt. Coronet makes up more than a third of the land mass and is
funnel people into jobs in the city, or
the centermost point of the region.
send them to Sandgem to become
Important Towns and Cities trainers. Pokétch is headquartered in
Jubilife and maintains a powerful pres-
Sandgem Town ence with their smart devices sold worldwide.
Sandgem is a small town with a small beach cove. Its only Oreburgh City
attraction is Professor Rowan’s Laboratory. Many trainers visit
Located at the base of a mountain leading into a canyon, Ore-
the town during Rowan’s distribution of starter Pokémon.
burgh serves as the region’s energy source. A league gym is lo-
cated next to the mines and a Mining Museum that also special-
izes in fossil reanimation.
Eterna City
Eterna is one of Sinnoh’s oldest cities and has a lot of history
throughout the mountainside Eterna is built on. Eterna has old
Fantina
forests running up to the edge of the city. Eterna’s league gym is
located slightly into the old growth next to the city. Choreographer
Special Features -
64
Veilstone City Pastoria City
Veilstone is a seaside port city with massive warehouse dis- Surrounded by wetlands and a cruise line port, Pastoria finds
tricts that make many materials used throughout the region. many Water-type Pokémon making natural habitats throughout
Veilstone also has the largest shopping district in the region and its borders. Pastoria has a safari zone known as The Great Marsh
has a league gym. for trainers to catch wild Pokémon and a league gym.
65
Solaceon Town and Solaceon Ruins Byron
Solaceon is a small settlement with farmlands surroundings Archeologist
for miles. It also is right next to ruins of an ancient civilization
Special Features -
that houses many mysterious wild Pokémon..
Defense, Defense, Defense: 3/
day, before a foe rolls their
accuracy check against one of
Byron’s Pokémon, his Poké-
mon’s Defense stat is raised 2
during that accuracy check.
66
Candice Volkner
Researcher Researcher
67
Lily of the Valley Island Bertha
Lily of the Valley Island is located east of Sinnoh and is entire- Special Features -
ly dedicated to hosting the yearly regional championship in
Hold Your Ground: Bertha’s Pokémon
Sinnoh. The island is covered in hills and forests.
have +1 Defense if their Defense is
higher than their Sp. Defense and +1
Sp. Defense if their Sp. Defense is
higher than their Defense.
68
Lucian Team Galactic
Researcher / Watcher Team Galactic is a criminal organization, setup in
Special Features - the Sinnoh region. They are led by Cyrus, referred to as Master
Cyrus or the Boss by his underlings. Cyrus' goal for Team Galactic
Well-read Insight: Lucian
is to rebuild the Galaxy in his image, using some of Sinnoh's all-
is aware of any super-
powerful legendary Pokémon, which are said to have created
effective or extremely-
the entire world.
effective attacks his op-
ponent’s Pokémon have.
Favored Pokémon:
Gallade, Alakazam,
Espeon, Girafarig,
This is not apparent to the
Bronzong
main body of the organization
Lucian is the leader of however. The organization’s
Sinnoh’s Elite 4 and a master of Psychic-type Pokémon. Unlike criminal activities are buried
the cliché of powerful Psychic-type trainers beign psychic them- under all of the free energy
selves, Lucian has no special psionic abilities. Instead, he has a projects the organization does
natural talent for reading past the surface level of anything and in the public eye. Many crimes
can extract deep meaning and realizations that others might have been tied to cells within the organization, but nothing has
over look, even in deep analysis. Lucian uses his practiced insight been permanently tied to the organization as a whole with cap-
in battle, leading his Pokémon to victory. tured members claiming to be self-motivated or not really a part
of the whole Team Galactic.
Cynthia
Ace Trainer / Researcher Cyrus
69
Charon Other Trainers of Sinnoh…
Charon is an elusive scientist who Buck
has used his influence to control the
criminal Team Galactic in Cyrus’ ab- Stat Ace (Def) / Stat Ace (Sp.Def)
sence. He is as cold as Cyrus, but he Favored Pokémon: Claydol, Shuckle,
used emotions to manipulate others Dusknoir, Umbreon, Torkoal
where Cyrus disregarded emotions en-
Buck is a promising trainer who is quickly
tirely.
becoming a powerful specialist. His older
While he didn’t often battle, as it’s brother, Flint, serves as one of Sinnoh’s
not his specialty, he will defend himself Elite 4 and hopes to one day surpass him in
when he needs to with his Slowking. strength. Buck is cocky at times, but under-
stands strength and is respectful of anyone
who displays what he considers true pow-
Mars, Jupiter, and Saturn er. He spends his time training near Stark
The Team Galactic administrators are Mountain.
all dangerous villains who are capable of Cheryl
finding goals, planning them out, and then
executing them for the organization. Medic
While none of them are publicly active, its Favored Pokémon: Blissey, Wobbuffet,
known that they are still behind the Drifblim, Hariyama, Wailord
scenes creating problems for rangers and
Cheryl is a caring trainer who looks after
law enforcement throughout Sinnoh.
those in need in Eterna Forest. She spends
Mars is the most independent of the time caring even for wounded wild Poké-
group and various sources say that she mon, healing anyone who needs help. De-
leads her cells of Team Galactic in an spite having training powerful Pokémon
effort to restore their former leader to his with loads of stamina, she can still be fear-
glory. She battles alongside her Purugly, ful when confronted with potentially dan-
Bronzong, and Crobat. gerous individuals.
Jupiter loudly hates working with other
Marley
leaders within Galactic but understands
their specialties and will do so in order to Stat Ace (Speed)
achieve her ends. Jupiter is vindictive and Favored Pokémon: Arcanine, Ninjask,
cruel, eliminating any threat to her plans Weavile, Electrode, Crobat
regardless of how much of a real threat
they may or may not be. Jupiter travels Marley is a quiet and usually distant
with her Tangrowth, Gastrodon, and trainer. She has an affinity for a legendary
Sableye. Pokémon, Shaymin, who she looks after
from time to time, but does not share the
Saturn is an engineer and works to location of the Pokémon’s hidden grove.
solve problems by building machines to do She’s very fast in battle, avoiding harm and
his bidding. He has access to deep pockets quickly dispatching of foes before running
that seem untraceable and often buys his off on her own in victory. She spends most
way out of any trouble he finds himself in. of her time on the mountainsides of Lily of
When backed into a corner, he’ll fight back the Valley Island.
with his Toxicroak, Alakazam, and
Octillery.
70
Mira Lucas
Stat Ace (Sp. Attack) Chef
71
Barry Unova
Underdog
Unova is a region covered in cities, with forests and short
Special Features - routes serving as small spaces that wild Pokémon live between
Late Fee: If Barry’s Pokémon does not more and more city. It’s main body is a long peninsula with large
act before his opponent’s Pokémon mountains across from each of the peninsula’s sounds.
during a round, it gains +2 Speed until
Important Towns and Cities
the end of combat. This effect stacks.
72
Accumula Town Cilan, Chili, and Cress
As one of the boroughs across from central Unova, Accumula Chefs
is a wide spread town with a large population. It’s regrettably
Special Features -
known as the place that the notorious Team Plasma began its
grassroots campaign. Easy Meal: The Striaton City brothers
can each whip up any Chef feature
meal or food item in fifteen minutes.
PokéStar Studio
PokéStar Studio is a large filming studio in Unova that’s half
the size of the neighboring boroughs. World famous movies are
made here and new talent is found and used weekly. There are
various tours available to see stars on stage or behind the
scenes. Contests also are held here.
73
Nacrene City Castelia City
Nacrene is a borough city that has built homes and apartment Castelia City is the largest city in the Unova region. The city's
complexes within what was once rows of now-obsolete energy core is a central business district, with huge skyscrapers and
and other kinds of commercial warehouses. It has a league gym other commercial buildings; a series of alleyways lead into this
that doubles as a massive library that also was once a ware- core, where smaller shops are set up among city traffic. The
house. city's outskirts are bounded on all sides by harbors splitting into
Unova’s two sounds, where ships provide traffic to other regions
in the Pokémon world. Castelia’s league gym is a tall museum
and gallery.
Lenora
Researcher
74
Nimbasa City Driftveil City
Nimbasa is like a city always celebrating some kind of party at Driftveil is an export-oriented borough that minds common
all times. Covered in amusement parks, game corners, and luxu- ores to ship out of Unova, along with various Unova-made
ry entertainment hotels one can very quickly completely exhaust goods. Driftveil also has a league gym that’s connected to one of
themselves entirely while staying in Nimbasa. Nimbasa’s league the export warehouses and docks.
gym doubles as a fashion stadium.
Clay
Type Ace (Ground)
Elesa
Special Features -
Rising Star
Inspiring Power: Clay’s
Special Features - Pokémon all have +1 to
their attack stats.
Sparking!: Elesa’s Poké-
mon may use the move Favored Pokémon:
Attract at-will as their ac- Excadrill, Golurk, Flygon,
tion. Krookodile, Claydol
75
Mistralton City Icirrus City
Mistralton is one of Unova’s boroughs. It has a massive air- Icirrus is located near the summit of a mountain across the
port and flies cargo ships out of Unova with goods from Driftveil sound from Unova’s main body. It has many wetlands that
and the rest of Unova to places that a ship can’t reach. It’s air- sometimes overflow and edge into some of the city’s outer lim-
port has a league gym inside of its terminal. its. It also has a league gym.
Skyla Brycen
Type Ace (Flying) Rising Star
This behavior will sometimes get her into trouble, but when Brycen is sometimes overly dramatic while putting on a show
she can be persuaded to fight her Pokémon constantly fly circles in battle, but should always be taken seriously. He Pokémon will
around the competition using their speed and aerial capabilities freeze any threat when given the chance, essentially removing
to completely deny her foe’s chances at victory. When going all them from combat. Anyone who can resist his Pokémon’s ice-
out, she’s very bubbly and can randomly burst out into laughter. cold attacks will then have to fight through the sheer power
they contain.
76
Opelucid City Aspertia City
Stacks of apartment complexes, hotels, luxury suites, and of- Aspertia is a city-in-progress, filled with cranes helping to con-
fice buildings make for a crowded city in Opelucid. Many people struct more and more buildings. It has a very modern feel to its
live in Opelucid and take public transit to work in the nearby architecture and has a league gym. Aspertia has a tall spiral
Nimbasa all day. In one tall tower of a building is a league gym. walkway that looks over one of Unova’s sound to see most of
central Unova.
Drayden
Type Ace (Dragon) / Strategist Cheren
Special Features - Researcher / Type Ace (Normal)
77
Virbank City Humilau City
Virbank City is a port city with many hangars, docks and wa- Humilau is just on the very edge of Unova’s boarder, opening
terways. At night, warehouses become dance clubs and the city out into the ocean. It’s a quiet beachside city with vacation
is filled with all kinds of music through its various music halls home built over the shallow waters that stretch out into the
and auditoriums. It’s largest music stadium is also a league gym. ocean for almost half a mile. It has a league gym connected to
the ocean.
Roxie
Marlon
Rising Star /
Choreographer Type Ace (Water)
78
Undella Town Shauntal
Undella is a very small and exclusive town with security all Researcher
over to make sure passers through cause no problems. Many
Special Features -
beach side villas are owned by powerful trainers, or business-
people. Haunting Tale: 3/day, Shauntal can
add 5 to her Pokémon’s accuracy
check. This cannot affect whether or
not the attack hits, but can affect
whether or not additional effects
happen with an attack.
Marshal
Martial Artist
Special Features -
Vertress City
Make an Opening: Mar-
Vertress is the location of each year’s regional championship shal’s Pokémon score
in Unova. It’s surrounded by spreading forests that serve as addi- critical hits on 19-20 dur-
tional training grounds for powerful trainers. ing accuracy check.
Favored Pokémon:
Conkeldurr, Throh, Sawk,
Mienshao, Machamp
79
Grimsley Alder
Strategist Ace Trainer
Coin Flip: On any successful hit from Champion’s Grace: 3/day, if Al-
one of Grimsley’s Pokémon, Grimsley der would fail a skill check or an
can flip a coin. If he wins, the attack accuracy check of some kind, he
deals +8 damage. If he fails, the at- instead succeeds.
tack misses and deals no damage.
Favored Pokémon: Volcarona,
Favored Pokémon: Honchkrow, Conkeldurr, Reuniclus,
Liepard, Bisharp, Scrafty, Krookodile Krookodile, Chandelure, Braviary
While Grimsley comes from old Alder was the first champion
money, his family has got not of it in the Unova reason, originally
left. While he seldom shares how just assigned to the position.
their riches were lost, he talks an aw- Whenever challenged, he defended his title until he was finally
ful lot about gambling and its lure. He believes that there’s no defeated after a decade of service and then he retired. Alder
point complaining about what you’re dealt and instead should wanders aimlessly around Unova, though he usually finds him-
always do the most with what you’ve got. He always maneuvers self coming upon someone in danger and comes to their aid. He
his Pokémon into extremely risky situations in battle, even if is very reflective and meditates on his thoughts daily. He’s a
there is only a slight chance for an excellent payoff. However, careful combatant, always considering multiple options before
Grimsley’s chances always turn out to be better than they seem. acting.
Caitlin Iris
Psychic Type Ace (Dragon)
Special Features -
80
Team Plasma Ghetsis
Team Plasma's original goal was to "liberate" all Pokémon Ghetsis is the leader of the new
from their Trainers, by either convincing the Trainer to release Team Plasma. He is almost constantly
their Pokémon, or by theft. At this time, their spiritual leader, on the run, being sought by world law
“N,” convinced thousands of people to release their Pokémon to enforcement, reformed Team Plas-
the wild, even trainers who had developed close bonds and ma, and most of Unova’s league. He
friendship abandoned their Pokémon back to the wild. Ghetsis, continues to sow seeds of chaos by
one of Team Plasma's leaders, exploited the group in an attempt providing stolen Pokémon to bad
to rule Unova as the only one with any Pokémon. people and making them continue to
spread discord. He wants to remove
Pokémon from any threat so his fu-
ture reign can go unchallenged. He
aims to somehow control a legendary Pokémon in order to
achieve these ends as well. Ghetsis is a dangerous person to
corner, willing to attack anyone with his Hydreigon, Cofagrigus,
Seismitoad, Drapion, Toxicroak, and Eelektross.
81
Other Trainers of Unova… Hilbert
Benga Strategist
Special Features -
Underdog
Stronger and Stronger!: When Hil-
Favored Pokémon: Dragonite,
bert’s Pokémon knock out an oppo-
Garchomp, Volcarona
nent’s Pokémon, all of their stats are
Benga is Alder’s grandson raised +1 until the end of the encoun-
and excitedly trains while trav- ter. This effect stacks up to three
eling across Unova challenging times.
everyone he thinks might be
Favored Pokémon: Samurott,
powerful. He’s not particularly
Braviary, Musharna, Galvantula,
focused in strategy but his raw
Carracosta, Roggenrola
strength is something to respect. One can only imagine what
he’ll eventually become considering where he already is if he Hilbert was a champion of Unova,
can focus his strength. but chose not to defend his title. Hil-
bert is close friends with Hilda, Che-
Fennel
ren, and Bianca and together they
Researcher / Scientist helped to prevent a terrible fate for Unova. Hibert is eager to
battle anyone at what he considers an ‘even’ level. Hilbert be-
Favored Pokémon: Musharna
lieves that when evenly matched, true strength can be brought
Fennel is the leading scientist in the out from within to break through any conventional mental barri-
world capable of inducing dream world ers. He’s easy going and keeps calm in order to take in every-
sleep. Her technologies even allow her thing he can and excel when the right moment presents itself.
machines to produce items from
dream smoke that originate from
Hilda
dreams that she can watch with her Rising Star
machines. She’s always happy to show
Special Features -
off her machine’s abilities and extract
dreams to create something from Overcome!: When Hilda’s Poké-
them. Fennel is bright and gentle na- mon are afflicted, she rolls two
tured. She intends to keep her ma- savings throws for cure roll, al-
chines safe from anyone who would ways using the better result.
look to abuse her invention.
Favored Pokémon: Emboar,
Mandibuzz, Reuniclus,
Alomomola, Stunfisk, Sawsbuck
82
Nate Bianca
Officer Researcher
83
Unova might be the most densely city-covered place in the
whole world. Still, there are beautiful wild spaces between each
Kalos
major city worth exploring. There is even a Battle subway that Kalos features a vast network of rivers and waterways
travels across the region as well. snaking through much of its landscape, cities and towns. To its
north is a mountain range where more frigid temperatures exist,
extending down into the plains below. Its western shores meet
the ocean.
Special Features -
84
.Santalune City Lumiose City
Filled with gardens and flowerbeds, Santalune makes for a Lumiose City is the largest city in Kalos by far, being five times
wonderful place to visit for travelers and Pokémon alike. It’s a the size of the next largest city in the region. It has the largest
relatively small city, but still busy for passers through due to its shopping district, game corners and amusement parks, Professor
league gym. Sycamore’s Laboratory, a massive museum, some of the best
hotels in the world, world-class restaurants and cafes, a battle
school, and a league gym under the world-famous Prism Tower.
Viola
Photographer
Special Features -
Clemont
Photographic Reflex: 3/day, when an
Researcher
opponent uses a move that they
have already hit one of Viola’s Poké- Special Features -
mon with, they must roll +2 during
The Future is Now: 3/day,
accuracy check in order to hit her
if Clemont uses an item on
Pokémon.
his Pokémon, they get +3
Favored Pokémon: Vivillon, during their next accuracy
Masquerain, Butterfree, Beautifly, check.
Venomoth
Favored Pokémon:
Viola is an avid photographer who Heliolisk, Magnezone,
is never seen without her camera in Emolga, Manectric, Raichu
hand. Viola believes that even
As an avid engineer and
though moments of beauty may be
inventor, Clemont is al-
fleeting, a skilled photographer can
ways creating more and more ways to improve the world. Some-
share that moment forever so is al-
times his inventions are pretty useless or over-engineered, but
ways happily photographing ever
much of his inventions currently run his gym all by themselves.
moment of joy or action she sees. She always has a smile on her
He even has robotic staff throughout Prism Tower and various
face and an even bigger smile when she’s taking a shot of some-
screening rooms to root out challengers who would only take
thing amazing.
him away from his inventing, He usually screens would-be chal-
In battle, she’s still taking pictures. She uses her powers of lengers with technical questions about training Pokémon.
observation to minimize threats as battle continues but also to
In battle, some might say Clemont over-thinks a solution to
look for weak points. She uses her Pokémon’s incapacitating
defeating his foes. While this may be true, more often than not
moves in order to gain an edge with her otherwise fragile Poké-
his results speak for themselves as he boots trainers out the
mon. By covering her foes in webs and powders, they’re so de-
door with victory after victory. Clemont is enthusiastic when
bilitated that she can secure victory.
speaking to others about potential technology-related solutions
to even mundane problems and can even be pulled away from
his own work when a new idea suddenly strikes.
85
Camphrier Town Ambrette Town
Camphrier is an old town with old buildings and old castles. As a small coastal cove town, Ambrette provides a quiet geta-
Many people who live in Camphrier are not any kind of trainer, way for visitors. As a bonus, visitors can see Ambrette’s beauti-
instead just living in the town and maintaining its ancient struc- ful aquarium or visit their fossil reanimation laboratory.
tures.
Cyllage City
Cyllage is a cycling town with miles of cliffside paths and even
a path that goes out onto a hard rock path over the ocean wa- Geosenge Town
ter. The cliffsides also feature beautiful bouldering walls that the
Geosenge is surrounded by monolithic stone structures, told
league gym leader built their gym around.
to be from an ancient time. The people in Geosenge watch after
the stones to see if any of them suddenly move or glow as that
is a sign that precedes a terrible catastrophe.
Grant
Athlete
Special Features -
86
Korrina Ramos
Athlete Botanist
87
Valerie Anistar City
Designer Anistar’s most interesting site to visit is a massive sundial
that’s covered in a mysterious crystalline structure. The city is a
gathering place of other oddities and it’s no wonder the league
gym also has its fair share of oddities.
Special Features -
88
Snowbelle City Couriway Town
Built near the peak of Kalos’ tallest Mountain, Snowbelle is a A city of waterfalls and canals, Couriway serves as a place for
city always covered in snow. It has a league gym for those who coordinators to take in the sights before participating in contests
wish to journey across the treacherous terrain necessary to get at the Contest Hall.
there.
Special Features -
Ice Wall: If Wulfric’s Pokémon has been hit once during an en-
counter, it has +2 Defense for the remainder of the encounter.
While there, competitors can enjoy any number of amenities
Favored Pokémon: Avalugg, Abomasnow, Cryogonal, Walrein, such as luxury hotels, spas, amusements parks, and gym training
Sandslash (Icy Mountain) areas while in the massive city. Kalos’ Elite 4 is made up of Mal-
Wulfric is usually away from his gym, looking after the nearby va, Siebold, Wikstrom, and Drasna.
Pokémon Village sanctuary, where abused Pokémon have es-
caped to. He deeply cares for Pokémon, his or otherwise. He
despises those who might look down of any Pokémon as they
are all thinking creatures with feelings. When found, he’ll often
judge whether or not he’ll accept a trainer’s challenge- rejecting
those he believes might be unkind to their Pokémon.
89
Malva Wikstrom
Rising Star Martial Artist
Fire Warning: 3/day if Malva’s Pokémon uses Point of Honor: 3/day, if any of
an attack that can Burn, it successfully Burns Wikstrom’s Pokémon are
the target on hit. Stunned, Asleep, Paralyzed, or
Frozen and then hit with an
Favored Pokémon: Pyroar, Torkoal,
attack, they are cured of the
Chandelure, Talonflame, Houndoom
affliction, may immediately use
Malva is an ex-Team Flare member who Endure as a free action, and
believed in their public goal, but had no idea have Priority with all of their
about the real goal Lysandre was working to- moves during the next round of
wards. She is a newscaster for the Kalos region combat.
and has a big reputation to uphold, which she
has been trying to rebuild since Team Flare Favored Pokémon: Aegislash, Scizor, Klefki, Probopass, Steelix
turned out to be an evil organization. Malva seems to always be Wikstrom is quite chivalric, reveling in a fair and honorable
sneering at her opponents, as if her stares could light her foes Pokémon battle. He comes from a long line of knighthood that,
aflame alone. She burns down her competition and works to while no longer very relevant in modern times, still holds some
stop challengers from getting any further in their trials. bearing of honor in a culturally significant way. His Pokémon
match his chivalry and will often wait for their chance to attack,
Sieblod
rather than striking while an opponent is down he’ll wait for
Chef them to stand before defeating them outright.
Special Features - Drasna
Dine and Dash: If Siebold’s Pokémon con- Strategist
sume a food-related held item during
combat, they have +3 Speed until the end Special Features -
of combat. Dragon’s Well of Strength:
Favored Pokémon: Clawitzer, Barbaracle, Each of Drasna’s Pokémon
Starmie, Gyarados, Blastoise ignore stat lowering effects
of their opponent’s attacks.
Like his food, Siebold believes Poké-
mon battling is art. Also like his food, it is Favored Pokémon: Noivern,
fleeting and only truly appreciated in the Altaria, Druddigon,
moment it is experienced. He wishes to Dragalge, Garchomp
see others draw out the potential each Drasna is a loving trainer
Pokémon has so he may bear witness to who cares deeply for every-
incredible moments only enjoyable in the one unequivocally. Even
moment. This means he often strikes those who might be filled with hate or evil intent will still be
quickly and decisively; any Pokémon who withstands his power- cared for by Drasna if they are injured or in mortal danger,
ful attacks will surely make a wonderful performance after- though she will not tolerate their intolerance or grabs for pow-
wards. er. Her strength comes for a deep respect for the order of the
universe and the Dragon-types she raises. With her guidance
and care while training her Pokémon, the overwhelming force
she tends to display is not surprising.
90
Diantha Lysandre
Coordinator / Rising Star The leader of Team Flare is Lysan-
dre, a wealthy philanthropist who
Special Features -
shaped public opinion to give him
Champion’s Grace: 3/day, if power and influence where he could
Diantha would fail a skill check abuse his position. He aimed to control
or an accuracy check of some everyone loyal to him and wipe out
kind, she instead succeeds. any who did not subjugate themselves
Favored Pokémon: Gardevoir, to him. Lysandre had imprisoned an
Hawlucha, Tyrantrum, Aurorus, immortal king from an ancient civiliza-
Goodra, Gourgeist tion to learn about a weapon that
would wipe everyone her wanted from
Diantha is a famous movie
the planet and planned to use a leg-
star whose fame actually came
endary Pokémon to power the weap-
from her champion title. After
on. When he failed, he disappeared in
becoming a champion, many
disgrace and has no been seen since.
who saw her beauty made her into leads for various world-
Some believe he is positioning a pup-
famous dramas. She takes special interest in trainers who pique
pet leader to try and repeat his evil
her interest and will sometimes take them under her wings to
plan, though many in Geosenge, the
nurture their growth and become a worthy challenger to her
location of the subterranean weapon,
title as champion. In battle, she releases the full strength of her
are ready to call for aid if any such thing happens again. Lysan-
Mega Gardevoir and elegantly defeat any opposition to her posi-
dre was a dangerous combatant who would enlist his Pyroar,
tion.
Honchkrow, Mienshao, and Mega Gyarados to eliminate his ene-
Team Flare mies.
Team Flare’s goal was to create a better and more beautiful Xerosic
world, which looked great on paper but proved to be misleading Lysandre’s lead scientist had a
because they tried to simply eliminate anyone in their way who cruel interest in brainwashing and
did not follow their standards. Their standards could change at mind control technology. He’s
the drop of a hat, essentially proving this gang to be nothing been captured more than once,
more than villains wearing the appearance of a charitable organ- but keeps escaping through vari-
ization. ous means. Lysandre planned to
use his technology to convert un-
willing but useful people to Team
Flare’s cause. When backed into a
Since the disbanding of Team corner, he wasn’t very impressive
Flare, rogue cells still run about but would still defend himself with
doing damage in the name of his Crobat, Granbull, and Malamar.
Team Flare. With Lysandre miss-
ing, they grab power where they
can and cause harm to whomever
stands in their way. If Lysandre
ever returns, he still holds the
knowledge necessary to wipe the
world of everything he deems
ugly.
91
Aliana, Bryony, Celosia, and Mable Other Trainers of Kalos…
These four Team Flare scientists led all of team’s research Alexa
and development. They originally were dedicated to improving
the world and helping those in need like Lysandre. Eventually, Watcher
they all became disillusioned; the world would be much better Favored Pokémon: Helioptile, Gogoat,
off without hundreds of millions of humans who were actively Noivern
ruining it.
Alex is a talented investigative jour-
Aliana is primarily interested in technologi- nalist. Like her younger sister, Viola,
cal advances in energy. She was tasked with she’ll also take pictures of everything
making a suitable energy source to power the she sees though she doesn’t have Vio-
ultimate weapon if Lysandre couldn’t find a la’s artistic eye. Alexa likes to follow the
legendary to harness its power from. After progress of promising challengers in the
realizing no easy amount of human technolo- league circuit, hoping she’ll get a scoop
gy could easily power the weapon, she fo- about the next champion-to-be.
cused on means to capture and use a legend-
ary Pokémon’s power. Alina fights using her AZ
Mightyena, Seviper, and Druddigon. ???
Bryony is the operations research analyst and Favored Pokémon:
statistician for all of Team Flare’s science and tech- Torkoal, Golurk,
nology division. She analyzes every outcome possi- Sigilyph, Floette
ble to determine the best use of Team Flare’s re-
sources and maximize their financial influence. If AZ is a disheveled
she’s ever wrong about her analysis, it’s while bat- seemingly man, tow-
ering over 9 feet tall.
tling. Still, she’ll try to put up a fight with her
He is quiet and rare-
Liepard, Purugly, and Bisharp.
ly engages with oth-
In addition to her tasks assigned as a scientist, Celosia was ers, preferring to
also a Team Flare recruiting specialist. Sometimes she would observe. In reality,
leverage new members into joining Team Flare he is an immortal
or would convince them that it was the wisest human who is well
choice for them. After inducting a new mem - over three-thousand
ber and adding their wealth to the organiza- years old. He wan-
tions, she’d be better funded for her ders Kalos looking for trainers to battle. He was once Lysandre’s
own endeavors or go out prisoner as he holds the secrets to activating Kalos’ ultimate
and find more minds to bring weapon. He is unsure how he became immortal, but it’s likely to
to the cause. She usually would combat threats with her Manec- be related to his using the ultimate weapon thousands of years
tric, Drapion, and Aegislash. ago to end a war.
Mable’s work focused on bringing out power
from individual Pokémon. She would prod and
poke at enraged Pokémon to make them act out
even more and release more kinds of power.
Supposedly her research would have been used
on whatever legendary Pokémon Lysandre cap-
tured in order to best force it to release energy
to power the ultimate weapon. She looked down
on anyone who in her eyes was not strong
enough to harm Pokémon for power. She has a
Houndoom, Weavile, and Zigzagoon for battle.
92
Calem Shauna
Strategist / Evolver Rising Star
Mega Burst!: Calem can use Mega Evolution Discovery: Shauna’s Pokémon are not
as many times as he’d like per day, but may affected by any move’s effects except for
still only use any one Mega Evolution once damage if they have already been hit
per 10 mins. with that attack during this combat.
93
Tierno Alola
Choreographer
Alola is a beautiful tropical island region with an emerging
Special Features - Pokémon League. While it has been approved to become part of
Dancing on the Dancefloor: the worldwide Pokémon League association, it still needs to de-
When a foe attacks one of cide on all of its league representatives before the Pokémon
Tierno’s Pokémon with a non- League funds the creation of gyms and other facilities. Until
damaging attack, they must roll these things have been settled on, Alola is still one of the nicest
+3 during accuracy check to hit places to vacation in, relax around, and explore.
against his Pokémon’s Speed.
Alola’s Four Main Islands
Favored Pokémon: Ludicolo,
Crawdaunt, Roserade, Melemele Island
Talonflame, Hawlucha, Oricorio Melemele is the most densely populated island of Alola and
Tierno is a masterful performer, always stepping in rhythm also the most visited island by foreign tourists. It has the most
with battle and spinning around while excited. His Pokémon all cityscapes, world-class hotel avenues, and massive shopping
districts. It’s where many adventuring trainers begin their jour-
have their own rhythms and flow while moving around on the
ney since Professor distributes starts at Iki Town on Melemele.
battlefield, too. Tierno’s high energy keeps his Pokémon moving,
Also found on Melemele Island is Hau’oli City, Alola’s largest city
constantly reacting to their foes. While Tierno used to be driven
in the region that is made of four large city-districts that are all
to reach the top of the league circuit, he now just wants to bust
connected together.
a move and become an amazing world-recognized dancer with
his Pokémon. Tierno helped Calem and Serena save Kalos from a
terrible fate.
Akala Island
Akala is the second most densely populated island of Alola
and has many tourist destinations as well as several beautiful
locations to trek out to from towns and cities. It also has the
active volcano, Vela, to check out, as well several massive stadi-
ums that will likely be absorbed into gyms soon enough. Akala
has Heahea City, Paniola Town, Royal Avenue, Konikoni City, and
the Hano Grand Hotel Village.
94
.Ula’ula Island Iki Town
Ula’ula is the largest island in Alola’s island chain, though its Iki Town is a small town where traditions have been passed
sparsely populated. It has the tallest mountain in Alola, Mount down for many generations. Already ahead of the game, Iki
Lanakila, which is also the tallest mountain in the world from Town has begun yearly starter distributions for the Pokémon
base to peak (its base starts underwater). Ula’ula had Malie City, league with Professor Kukui.
Malie City’s massive Malie Garden, Po Town, and Mount Hoku-
lani.
Professor Kukui
Researcher / Stat Ace (Attack) / Stat Ace (Sp.Atk)
Poni is a massive proving ground with many areas with strong Go! Z-Move!: Professor Kukui can
wild areas. Still, it has some small human settlements like the let his Pokémon use another Z-
Seafolk Village, and the Battle Tree which is run much like a Bat- Move after one round of combat.
tle Tower in other regions. There are vast plains, harsh canyons,
Favored Pokémon:
dense jungles, and harsh rocky shores filled with powerful wild
Lycanroc (Day), Magnezone,
Pokémon all over the island.
Crabominable, Braviary, Snorlax,
Ninetales (Icy Mountain)
95
Hau’oli City Heahea City
Hau’oli is a large sprawling city that made up for four large Heahea is a tourist destination with many spruced up hotels
city districts. There’s the hotel district which has rows and rows and shopping districts. While not as busy and massive as Hau’oli,
of high-class hotels, the business district where nearly every it is a nice change of pace for people who want to take it easier.
company that operates in Alola owns at least part of an office
building, the shopping district made up of several massive malls
and department
stores, and the
market district
which has tens of
farmers markets
daily and some of Royal Avenue
the best restau-
Royal Avenue is a large amusement park-town that also fea-
rants in the world.
tures a large stadium and a
small shopping district. It’s
located at the base of Wela
Volcano and even has tours
Ilima that lead visitors up to its
peak.
Researcher
96
Paniola Town Mallow
Paniola Town is a collection of massive farmlands that all Chef
branch off from a central town center. Berries, vegetables, and
Special Features -
even Pokémon are all raised and farmed in the various connect-
ed acres of farmland. Peculiar Taste: Mallow’s Poké-
mon love anything she makes,
making them always exceeding-
ly happy and benefiting from
flavor bonuses.
97
Sophocles Nanu
Researcher Officer
98
Acerola Seafolk Village
Type Ace (Ghost) Seafolk Village is one of the only notable towns on Poni Is-
land. Almost the entirety of the rest of island is claimed by pow-
Special Features -
erful wild Pokémon. Seafolk Village is a small fishing town, con-
Light in Everything: 3/day, nected to ruins that have been mostly reclaimed by the wild.
Acerola can add this effect Much of the ruins has been maintained and is now used by peo-
to her Pokémon’s attack ple as well.
for 1 action: “On hit, the
target’s Accuracy Checks
are -1 during their next
turn.”
Favored Pokémon:
Palossand, Mimikyu,
Dhelmise, Froslass,
Drifblim
99
Mina Hala
Watcher Martial Artist
100
Olivia Team Skull
Strategist / Stat Ace (Attack) Team Skull is composed of misfits who have been rejected by
Special Features - various organizations. They steal Pokémon from people, but do
not have a specific goal other than to cause trouble and acquire
Hard as Diamonds: Olivia’s Pokémon
enough money to support themselves. They do not pose a seri-
score critical hits on 19-20 during
ous threat to the wellbeing of Alola and its residents, the majori-
accuracy check. ty of whom consider them thuggish nuisances at worst.
Favored Pokémon: Lycanroc (Night),
Gigalith, Probopass, Relicanth,
Golem (Iron-rich)
101
Plumeria Lusamine
Plumeria was the closest thing to an The Aether Foundation was led
administrator that Team Skull had. She by Lusamine, who gave unlimited
executed plans from Guzma, which actu- love and caring to anyone around
ally turned out to be Lusamine’s plans, her, they were also experimenting
and looked after Team Skull’s members with inter-dimensional travel in
in Po Town. She cared about her found order to expand the amount of be-
family’s well-being and would help Guz- ings that Lusamine could share her
ma take food, supplies, and other neces- love with. Ultimately, her love was
sitates to Po town. She would become rather monstrous as she would
extremely angry and aggressive towards freeze her collected and saved
anyone who threatened harm to Team Pokémon in a cryogenic state to
Skull members. While she’s working to simply stare at while they were
make herself into something now, she’ll preserved forever. When she
still be seen at Po Town to drop off care opened holes to other worlds,
packages to the grunts who still look up to her. Her venomous threats poured into Alola but were
Pokémon include Salazzle, Gengar, Toxapex, Muk (Oil Polluted), all eventually repelled back to were
and Crobat. the Ultra Beasts came from. Lusa-
mine was taken away by her daughter, Lillie, to hopefully reha-
Aether Foundation bilitate her. She hasn’t been seen for a long time but still owns
Aether Foundation was created as a means to provide a safe all of the Aether Foundation’s property and investments. During
place for recovery from abuse and harm for Pokémon, wild or her mad grab at inter-dimensional power, her Pokémon team
otherwise. They created a massive floating island to provide aid consisted of Clefable, Milotic, Lilligant, Lopunny, Bewear, and
throughout Alola. Their subordinates were completely loyal to Mismagius.
Lusamine without question. Wicke
The Aether Foundation’s acting
Though the foundation is be- leader may love the people and Poké-
ing ethically and responsibly run mon in the world around her as much
now, with Wicke’s leadership, as Lusamine, but has a vastly different
there is still a question of how ideology as to how best to show that
many loyalists are still within the love. She finds a place for every Poké-
organization that may look to mon in recovery and once they are
Faba for leadership– or even healed and ready to return to the wild,
worse a returned Lusamine who sends Aether Foundation members to
hasn’t changed at all. For now return the Pokémon to the wild. If the
they’re good but are under care- wild doesn’t want to return, she finds
ful watch by ranger unions. people within the foundation to adopt
and care for the Pokémon. Wicke has
to be diligent in her leadership– she
still finds members she needs to expel
for continuing to help Faba sneak into
facilities and run experiments using
Aether Foundation’s resources long past his welcome. Wicke
seldom fights, she believes there’s a non-violent solution to eve-
rything that isn’t healthy competition, but if required to defend
herself or the foundation she has a whole team of Ditto.
102
Faba Professor Burnet
The Aether Foundation’s former scientific Professor Burnet specializes in inter-
exploration division's leader. Faba was very dimensional Pokémon and interdimen-
loyal to Lusamine and when she surrendered sional travel. Luckily, Alola has had a
the foundation to Wicke’s leadership he at- string of interdimensional breaches
tempted a coup. He has many plants loyal to since the Aether Foundation’s danger-
him and his grabs for power still within the ous experiments so she can study
organization and still manages to spend days them here with her husband, Professor
in the foundation’s underground laboratories Kukui. She used to conduct her studies
until he’s detected and he flees again. He’s a in Unova with Fennel conducting re-
mechanical genius and has devised many search on the Dream World. Professor
dangerous weapons and even helped to cre- Burnet loves to help around Alola with
ate a perfect synthetic Pokémon meant to new trainers and is eager to see a
combat any threat. When backed into a cor- Pokémon League properly established.
ner, Faba will fight to escape with his Hypno,
Alakazam, Raichu (Island), Bruxish, and
Claydol.
103
Elio Hau
Rider Ace Trainer
All-Terrain Pokémon: Elio’s Pokémon Full Kinda Force: Hau’s Pokémon have +1
are unaffected by hindering terrain, Attack if their Attack is higher than their
including water, while moving. Sp. Attack and +1 Sp. Attack if their Sp.
Attack is higher than their Attack.
Favored Pokémon: Incineroar,
Wishiwashi, Mimikyu, Crabominable, Favored Pokémon: Primarina, Raichu
Mudsdale, Lapras (Island), Noivern, Charizard, Stoutland,
Tauros
Elio is a young trainer who aims to
hit it big and become ridiculously Hau is the close friend and rival to both
wealthy by undertaking any odd job he Elio and Selene. When they arrived in Alo-
comes across. He plans to create the la, Hau gave them both kind hospitality
PokéPelago, a Pokémon vacation desti- and they all have been friends since. Hau’s
nation. At one point he considered acting as Alola’s champion grandfather is Hala, so his battle prowess is
when he defeated Professor Kukui, but decided the associated learned from a very strong leader in the region. He wants to aim
responsibilities would not be worth the income. He’s a happy-go for the top in Alola’s emerging league and uses his friends to get
-lucky young man that seemingly ignores bad news, always stronger, though he still struggles to surpass them. Hau’s kind-
choosing to wear a smile and press on. With his friends Selene, ness and willingness to protect those in need helped to ave Alo-
Hau, Gladion, and Lillie, he was able to save Alola from a terrible la from a terrible fate when he and his friends put their lives on
fate. the line to protect many who were under attack from the pow-
erful Ultra Beasts.
Selene
Gladion
Medic
Ace Trainer
Special Features -
Special Features -
Check Up: 3/day, as a free action,
Selene can restore a Pokémon of 20 Battle Tricks: Gladion’s Pokémon may
HP. use Sand-attack, Swagger, or Taunt as
their attack action each turn.
Favored Pokémon: Decidueye,
Vikavolt, Muk (Oil Polluted), Toxapex, Favored Pokémon: Silvally, Venusaur,
Sharpedo, Machamp Porygon-Z, Zoroark, Lucario, Crobat
104
Lillie Galar
Breeder
Galar is a region with lots of history related to kings and
Special Features - knights and ancient wars. It has beautiful rolling hills, harsh and
Z-powered Form: 1/day, if Lillie would fail cold waters surrounding its shores, and beautiful modern cities
a skill check or an accuracy check of some with hundreds of famous sites to visit. Its Pokémon league is
kind, she instead succeeds. especially proud of the strong trainers its competition sifts out.
Unlike other leagues, Galar is highly selective of who is allowed
Favored Pokémon: Clefable, Comfey,
to challenge gym leaders so only the best of the best climb to
Ribombee, Ninetales (Icy Mountain),
the top.
Altaria, Mantine
Alola’s sights are diverse and much of it is still untamed. It’s Researcher
the perfect place to get lost for a bit and grow as a trainer. Special Features -
105
Wedgehurst Town Turffield Town
The quiet borough of Wedgehurst is home to the esteemed As a town nestled within the nurturing bowl of many terraced
Pokémon Research Lab. It has massive farming fields surround- farming fields, Turffield is a rather quiet place. It has more live-
ing its borders and beautiful lakes. stock farms than other farming towns in Galar and is home to a
league gym.
Motostoke City
Motostoke is an industrial city studded with steam-powered
marvels of modern engineering. Motostoke is Galar’s most fac- Milo
tory and warehouse-filled city producing all human-made goods
Breeder
for the region. It also has a league gym.
Special Features -
Favored Pokémon:
Appletun, Flapple, Eldegoss,
Bellossom, Ludicolo
Kabu
Though his record isn't
Coach the best due to his focus on
simply having fun in battles,
Special Features -
Milo himself is incredibly
Renewing Passion: Kabu’s Pokémon’s strong. The rolls of hay
deal +4 damage against Burned targets. grown around his Gym
Favored Pokémon: Centiskorch, Challenge each weigh
Torkoal, Ninetales, Arcanine, Salazzle over 770 pounds, yet Milo
can roll them around easi-
Kabu is a veteran trainer who’s been ly. He has honed his strength, stamina, and skill as a Pokémon
working to be a champion for decades. Trainer from a young age by working together with his Poké-
He seems to always be right behind the mon. Because of his gentle nature, he has trouble going all out
newest generation of trainers which on weaker opponents.
over time has worn him down, but
since his battle with the newest cham- When pushed, he digs his heels in and his Pokémon throw all
pion years ago he’s had a burning re- of their power into devastating attacks. No matter the circum-
surgence of enthusiasm. stances, Milo can be seen with a large warm smile. He’s an en-
thusiastic power in the league and isn’t going anywhere despite
Kabu aims for a straightforward, his soft spot for practically giving away badges.
direct approach to battle. He still be-
lieves in his youth and the power with-
in, so he tries to keep things simple. He burns as hot as he can
and uses his Pokémon to burn his foes and then turns up the
heat to overwhelm his opponents.
106
Hulbury City Hammerlocke City
Hulbury is a bustling seaport that many visits to see its mas- Hammerlocke is a city of great history, living and thriving
sive farmers and fishing markets and world-famous restaurant. It within castle walls that date back to the middle ages. The entire
serves as Galar’s main port and has a beautiful bay that the city is built within massive black stone walls and buildings inside
league gym is attached to. are even built to match this castle motif. In its center, a massive
dragon-like sculpture houses a league gym.
Nessa
Rising Star
Raihan
Special Features -
Type Ace (Dragon) / Rising Star
Flowing Stream: Nessa’s Pokémon
have +1 to their Speed. Nessa’s Special Features -
Pokémon with Flopper are treated
Weather the Storm: Raihan’s
as if they do not have Flopper.
Pokémon gain 1d4 temporary HP
Favored Pokémon: Drednaw, each time they act within a
Golisopod, Toxapex, Pelipper, weather effect.
Quagsire
Favored Pokémon: Duraludon,
Nessa is incredibly popular, both Flygon, Turtonator, Goodra,
as a Gym Leader and as a model. Garchomp
Many people even think the Gym
Raihan started taking selfies
Leader Nessa and the model Nessa are two different people,
so as to never forget the pain of
since she shows a completely different attitude in each
his defeats, but more recently he
role. She’s always warm and smiling while in the public eye, but
has been taking photos showing off his training routine, his fash-
behind closed gym doors she’s ferocious, pushing herself and
ion choices, and the like becoming an influencer on social media
her Pokémon to their limits.
platforms. He has a heated rivalry with Leon, the champion, but
Nessa tries to outmaneuver foes in the water and on the bat- has yet to defeat him though he’s gotten close. Raihan no doubt
tlefield. Once in the right position, her Pokémon crush foes in fell looks forward to taking a selfie after finally defeating Leon.
sweeps. Nessa’s frustration when things goes slightly awry is
Raihan is commonly regarded as the most skilled Gym Lead-
plainly worn on her face and is a sign that she’s about to try dan-
er in the Galar region. He has striven for victory in every environ-
gerous and desperate maneuvers. Nessa wants to get to the top
ment, and as a result, he has adopted a battle style where he
and will work every day to get there.
utilizes weather effects to their fullest. It is rumored that he
could easily become another region's Champion should he
choose to move, but it seems that to Raihan, defeating Leon is
much more important.
107
Stow-on-side Town Allister
Stow-on-side is a vibrant town that has been built up around Psychic
ancient murals and labyrinth-like ruins, tucked away in the
Special Features -
mountains. It features two league gyms on opposite ends and
lively markets year-round. Fearsome Energy: Allister’s
Pokémon have +4 Special
Attack during their first action
in combat.
108
Opal Gordie
Type Ace (Fairy) Rising Star
Buildings from an age long gone still stand about the steaming Impenetrable Wall: Melony’s Poké-
hot spring that covers Circhester. While most of the city is mod- mon cannot have their Special Defense
ern, it has old districts that seem to take you back in time. stat lowered by any effect.
Circhester has two league gyms. Favored Pokémon: Lapras,
Darmanitan (Icy Mountain), Eiscue,
Mr. Rime, Frosmoth
Melony has been a gym leader since she was in her twenties.
She is also known as a very effective coach, but her coaching
style is incredibly strict. Her battle style is fittingly severe and
stoic, as well. Any gym trainers who manage to remain under
Melony are sure to be powerful opponents. Her son, Gordie,
leads Circhester’s other league gym.
109
Spikemuth City Isle of Armor
This rocking town has a punk vibe and streets crammed with The once non-human inhabited island reserve for wild Poké-
shops lined up in a way that makes everywhere seem crowded. mon was bought by a retired champion and slightly developed
The city itself seems almost always dark with its towering build- to sustain visitors and trainers in order to become a place for
ings and gloomy warehouse districts, where you’ll find its league extreme training and trainers looking for a real adventure.
gym.
Piers
Klara
Rising Star / Strategist
Ace Trainer
Special Features -
Special Features -
Passionate Flair: Each of Piers’ Poké-
Rotten Attitude: Once per turn 3/day,
mon ignore the first stat lowering
Klara may reroll an accuracy check if the
effects of their opponent’s attacks
move can Poison or Toxify, but failed to do
each combat.
so. She must use the second result.
Favored Pokémon: Obstagoon,
Favored Pokémon: Slowbro (Spice Diet),
Toxtricity, Skuntank, Malamar, Scrafty
Weezing (Heavy Pollution), Drapion,
The rock star Piers is always host- Scolipede, Dustox
ing some kind of party at his gym.
Klara was originally an underground pop
He’s a very passionate musician, sing-
singer. She promoted herself as a star that
ing his heart out every night and even
had both cuteness and the virulence of
louder during battles. He is going to
poison. She energetically held live concerts
pass his gym on to his younger sister, Marnie, but she’s still trav-
and other events, even selling some Klara-
eling and training with her friends and rivals.
themed collectables that she made herself. Unfortunately, she
He’s technically the leader of Team Yell, as Marnie’s number never really took off in that area and hopes to use being a Gym
one supporter, and will occasionally rally Team Yell together to Leader as leverage for popularity. She trains on the Isle of Armor
do good. He gives it his all during battle and will even face Dy- under Mustard’s tutelage to one day become a Gym Leader for
namaxing foes and win, without using the power himself! Piers Galar’s Pokémon League.
tends to get riled up and will often reveal his strategy early on,
but he has the strength and skill to triumph regardless. Howev-
er, his true passions are singing and song writing, and his talents
in these fields are well-known.
110
Avery Wyndon City
Psychic A booming metropolis, Wyndon serves as the place to be in
Galar. Wyndon is filled with shopping districts, business and con-
Special Features -
glomerate skyscrapers, amusement parks, luxury hotels and eve-
Rude Demeanor: Once per turn 3/day, rything you’d expect from the capital of Galar. Wyndon hosts the
Avery may reroll an accuracy check if the regional championship every year and draws crowds from all
move can Confuse, but failed to do so. He over the world since Galar is one of the only places with Dy-
must use the second result. namaxing. Galar does not have a formal Elite 4, but does have a
Favored Pokémon: Slowking (Spice Diet), champion- Leon.
Rapidash (Forest Glade), Swoobat, Alaka-
zam, Gothitelle
Leon is known far and wide for taking part in the league cir-
cuit at the tender age of 10 years old—and even more so for
claiming victory in the Champion Cup on his first attempt. For
over ten years, he and his partner Charizard has remained un-
beaten in both League and exhibition matches until the arrival of
Victor and Gloria. Both have defeated him during the champion
cup, but neither have taken his title from him as they both con-
tinue to journey and train.
Wyndon City
Leon's dream, even when he was still the Champion, was to
make Galarian Trainers the strongest Trainers in the world. In
order to fulfill that dream, he has rebuilt Rose Tower into
the Battle Tower, a facility dedicated to Pokémon battles. People
say that he seems even more lively now than he was as an unde-
feated champion. Since it’s likely that either Victor or Gloria can
come back and claim their title at any time, he desperately trains
in the Battle Tower to reclaim his true champion title.
111
Team Yell Chairman Rose
Team Yell are fans of Marnie who want her to be- Chairman Rose was the president
come champion. However, despite the good intentions of their of Macro Cosmos and the chairman of
leader, Piers, to form a fan club of sorts to cheer on his younger the Galar Pokémon League. He also de-
sister, the grunts take things too far by rudely obstructing her signed and developed the metropolis
rivals in their gym challenges and doing anything to prevent of Wyndon, which houses the headquarters
them from becoming champion instead of Marnie. for both the Galar Pokémon League and
Macro Cosmos. He was painted as a truly
heroic example of the Galar region, working
tirelessly to ensure its prosperity. Secretly
he aimed to create a device that would
capture a terrible force and use it to power
Galar one million times over to ensure its
prosperity into the future. However, in do-
ing so Rose would have endangered hun-
dreds of thousands of lives for a chance to maybe succeed in
achieving his goal.
Since his defeat at the hands of Leon, Victor, Gloria, and Hop,
he has hidden himself from the public eye and is mostly un-
While not doing anything explicitly illegal, their annoying ob-
blamed for his hand in the near-destruction of Galar. Mostly,
structions and yelling can be quite bothersome at times. With
because Galar was saved. He is wanted by several law enforce-
Marnie travelling around to train and become stronger they are
ment agencies, but he is a lower priority since he is not per-
much less active, instead choosing to cheer her on when she
ceived as a threat for now. He has left his former administrator
visits Spikemuth.
in charge of Macros Cosmos for the time being and she has not
Macros Cosmos since faced any criminal charges for her role in Rose’s plans.
Rose was once a championship runner-up and is a strong trainer
Macros Cosmos is a large conglomerate that was led by Chair- who often travelled with his team consisting of Copperajah,
man Rose. Without knowing exactly what their boss was up to, Kinklang, Perrserker, Ferrothorn, and Escavalier.
group members would attack others, steal from people, and
bring general harm to trainers who were trying to interfere with Oleana
Rose’s dangerous plans. Due to members looking indistinguisha- The inventor of the Dynamax band,
ble from other league officials, it was very difficult to differenti- Oleana, revolutionized the Galar Poké-
ate who was a part of Rose’s catastrophic plan. It’s hard to know mon league. She was quickly scooped up
who was a part of the organization’s evil plan, but it’s possible into Macros Cosmos and eventually be-
that not all of them have been weeded out. came it’s acting president. Oleana is
completely loyal to Chairman Rose and
followed and aided him in his pursuit to
recreate and harness the Darkest Day.
Despite her obvious involvement in the
near-destruction of Galar, she faces no
criminal charges. Perhaps Rose has
pulled some strings behind the scenes?
She normally displays a very morose and bored face. When
Chairman Rose is insulted or meddled with, Oleana completely
loses her cool and will angrily lash out at anyone she perceives
to be a threat with her Garbodor, Milotic, Salazzle, Tsareena,
and Froslass.
112
Other Trainers of Galar… Victor
Mustard Researcher
Special Features -
Martial Artist
Champion’s Grace: 3/day, if Victor would
Special Features -
fail a skill check or an accuracy check of
Champion’s Grace: 3/day, if Mustard would fail some kind, he instead succeeds.
a skill check or an accuracy check of some kind,
Favored Pokémon: Rillaboom, Sirfetch’d,
he instead succeeds.
Conkeldurr, Sandaconda, Boltund, Orbeetle
Favored Pokémon: Urshifu, Kommo-o, Lycanroc
Victor is a focused and masterful crafts-
(Day), Corviknight, Luxray, Mienshao
man who takes the same care he has into
Mustard is a long-retired champion of Galar. making things as he does while training his
His intense drive for strength meant he insisted on discipline, Pokémon. He’s an intuitive trainer and his
both in himself and in others. His character changed drastically, knowledge of how many mechanical and
however, after his post-retirement globe-trotting. His sudden technical devices work gives him insight
purchase of the deserted island added to the surprise of those into how most things around him work. He’s particularly fond of
around him when he used all of his savings to establish the Isle Professors Sonia and Magnolia and research various things with
of Armor. It was a worthy investment, as many others have them in their laboratory while traveling and continuing to get
joined him there to seek strength through training in the wilds of stronger. He’s defeated Leon during a champion cup, which
the island. means he’s allowed to claim the title if he were to take on its
responsibilities, but for now he’s still working to get stronger.
Professor Sonia
Sonia is an expert in Galar’s history Gloria
and her research was crucial in saving Ace Trainer
Galar from a terrible fate. She is close
Special Features -
friends with many Gym Leaders and
Leon. She also mentored Victor, Glo- Champion’s Grace: 3/day, if Gloria
ria, and Hop on Pokémon basics when would fail a skill check or an accura-
they were beginning trainers. She cy check of some kind, she instead
maintains a massive library on lore succeeds.
about the whole world and hopes to
Favored Pokémon: Cinderace,
expand her knowledge base after be-
Falinks, Toxtricity, Barraskewda,
coming a true master of Galar’s histo-
Eiscue, Stunfisk (Iron-rich)
ry. She is never seen without her
Yamper. Gloria is a joyful and cunning
trainer who has used her battle
prowess to climb to the top of the
Galar Pokémon League. She’s de-
feated Leon in battle, but doesn’t want to take on the responsi-
bilities of champion just yet so has gone off to explore and train
in the more remote parts of Galar. She’s a wily battler who al-
ways finds interesting plans of attack that catch her opponents
off-guard and seems to dig her way out of no-win situations con-
stantly. As she grows stronger, Gloria seems to pick up friendly
rivalries with every gym leader as it becomes clear that she’ll be
the one to beat once she formally takes Leon’s seat.
113
Hop Bede
Underdog Strategist
Reaching for the Top: 3/day, if Hop would fail “Pink”: 3/day, if Bede would fail a check
a check or an accuracy check of some kind by or an accuracy check of some kind, he can
1, he instead succeeds. reroll the check but must keep the second
result.
Favored Pokémon: Inteleon, Corviknight,
Snorlax, Dubwool, Pincurchin, Cramorant Favored Pokémon: Hatterene, Sylveon,
Rapidash (Forest Glade), Gardevoir,
As the younger brother of Leon, Hop has a
Mawile, Reuniclus
lot to live up to. Due to his obsession with
champions, his knowledge base is well built Bede spent some time living in an or-
and he’s got loads of battle data to work off phanage after his family ran into some
of. His battle style is pretty wild, where he will trouble when he was young. He always
let his Pokémon battle freely and really enjoy had difficulty getting along with others
themselves, only coming in with key advice and would constantly get into fights. He
when absolutely necessary. Though he hasn’t was at one point chosen by Chairman
beaten his brother yet, or his friends and rivals Victor and Gloria, Rose and overzealously sought to get more of his attention by
his battle prowess is well known. He helped to save Galar from a helping Rose with his secret project. Once expelled from the
terrible fate and has even gained the favor of a legendary Poké- league circuit for damaging a cultural site, Opal took him in and
mon during his travels. rehabilitated him. Opal sees a “certain pink” in Bede that will
define his future as the trainer inheriting the Ballonlea gym lead-
Marnie er position. He harbors a bitter rivalry with Victor and Gloria
Rising Star who he desperately trains to surpass.
Special Features -
Yell’s Idol: If at least thirty members of Galar is a region filled with history to discovery and stranger
Team Yell are nearby watching her bat- things in its uninhabited lands.
tle, Marnie’s Pokémon all have +1 to
their stats.
114
Other People of the World… Factory Head Noland
Favored Pokémon: Pinsir,
Sandslash, Machamp, Venusaur,
Scott Golduck, Manectric
115
Dome Ace Tucker Palace Maven Spencer
Favored Pokémon: Favored Pokémon: Crobat,
Charizard, Salamence, Slowking, Lapras, Dusknoir,
Swampert, Metagross, Claydol, Blissey
Arcanine, Lilligant
Spencer is a veteran trainer
Tucker always enjoys who has retired to a not-so-
taking center stage. comfy job as a Frontier Brain. He
He’s very openly narcis- is gentle and trusts his Pokémon
sistic, but has the battle completely, treating them like
prowess to carry his his siblings in the same family.
ego. He’s good at meas- He will loudly and brashly threat-
uring the worth of his en opponents to catch them off-
opponents and tends to guard but is a complete softy. He
focus on battling to end can be quite reclusive so when-
things quickly, to avoid ever someone is worthy of a
any chance to mess up battle with him, many people
and look foolish in front are excited to come see him bat-
of his adoring fans. He designs his own wardrobes that best tle.
shows off his glamourous style and does not like cooperating
with other Frontier Brains that he thinks have no fashion sense.
116
Salon Maiden Anabel Tower Tycoon Palmer
Favored Pokémon: Alakazam, Favored Pokémon: Dragonite,
Snorlax, Lucario, Metagross, Rhyperior, Milotic, Rampardos,
Espeon, Hatterene Incineroar, Meganium
117
Arcade Star Dahlia Hall Matron Argenta
Favored Pokémon: Togekiss, Favored Pokémon: Absol,
Blaziken, Dusknoir, Ludicolo, Mismagius, Mamoswine,
Medicham, Oricorio (Electric) Ambipom, Gorebyss, Grapploct
118
Phyco Subway Boss Emmet
Phyco is a captain in the Ultra Recon Favored Pokémon: Crustle,
Squad. His skin color is an odd pale blue, Garbodor, Durant,
despite being human. He often speaks of Klinklang, Haxorus,
another world and works with his team to Eelektross
locate what he considers anomalies to re-
Talented co-runner of
turn them to wherever they came. His
the Battle subway, Emmet
speech is filled with rhetorical questions
is a proactive combatant
and always seems distracted. Luckily, his
who actively seeks to dis-
subordinates who accompany him are of-
rupt his opponent’s plans
ten more goal oriented and focused on
and win. He organizes tour-
tasks at hand.
naments in the Battle Sub-
way with his brother and
makes sure the trains are
Soliera, Dulse, and Zossie
filled with talented trainers.
Members of the Ultra Recon He is always extremely ex-
Squad often seen with Phyco. Soliera cited to battle, always see-
acts as an active field com- ing new opportunities to
mander, often interpreting expand his horizons and grow stronger.
Phyco’s instructions and
distributing them as she
sees fit. Dulse is a stern
man with many personal
standards he lives by.
Zossie is a young girl who Subway Boss Ingo
seems to get easily distract- Favored Pokémon: Excadrill,
ed and lost in her own Chandelure, Galvantula,
thoughts, not unlike Phyco. Archeops, Goodra, Beheeyem
119
Battle Chatelaine Battle Chatelaine
Evelyn Dana
Favored Pokémon: Favored Pokémon:
Primeape, Persian, Mamoswine, Magnezone,
Pachirisu, Lumineon, Dragalge, Girafarig,
Shiinotic, Wishiwashi Whimsicott, Magcargo
Battle Chatelaine
Battle Chatelaine
Morgan
Nita
Favored Pokémon: Mantine,
Favored Pokémon: Klefki, Sawsbuck, Swalot,
Purugly, Wigglytuff, Ninetales (Icy Mountain),
Grumpig, Snorlax, Grimmsnarl
Hariyama, Walrein
Morgan is known as the most
Nita is a hyperactive powerful in the Battle Chateau.
fast-talking leader in She’s a patient woman who stud-
the Battle Chateau who ies her challengers before devis-
dominates battle with ing a perfect plan to eliminate
her strong Pokémon their Pokémon from battle. She
who are known for tak- is quiet, preferring to observe
ing hit after hit and just and listen to others. If you can
not going down. She’s get her to have an open discus-
always seen munching on some kind of pastry and eagerly will sion with her, she’ll most likely
share her love of sweets with anyone who earns her respect. only ask questions of others so they may talk and she may con-
She’s always ready for a battle and can’t wait to meet every tinue to observe. When not battling, she likes to sing for others.
Pokémon you bring to the battlefield.
120
Peony Ball Guy
Favored Pokémon: Copperajah, Ball Guy is an extremely
Perrserker, Bronzong, Scizor, enthusiastic fan of Pokémon
Aggron League battles. He’s as-
signed himself the official
Peony is a wild adventurer who
mascot of Galar’s Pokémon
enjoys delving into myths and dun-
League and he is often
geons. He is a retired Gym Leader
found at different gyms and
and a one time champion in the
stadiums. He enthusiastical-
Galar region. Peony is Chairman
ly gives unique Poké Balls to
Rose’s younger brother and bears
league challengers and
a passing resemblance to him.
boasts the most complete
While he is completely unrelated
Poké Ball collection in the
to the near destruction of Galar,
world, privately. No one
he still keeps that detail to himself
knows his true identity.
often.
121
Creating Pokémon
As the Game Master, you have the power to create your own
Pokémon. You will choose how they look, what moves they may
know, they could even have an elemental type unique to the
campaign you run. When deciding to create your own Pokémon,
it can be difficult to assign stats, so consider using a stat block,
typing, and move proficiencies already in the Pokédex. While
not all Pokémon are built equal, the Pokémon in the Pokédex at
least work within Pokémon Tabletop Adventures system.
If you are going to create your own stat block, consider the
total amount of stats distributed across various Pokémon within
the Pokédex. While looking at HP in the Pokédex, divide its value
by six in order to determine its approximate value in comparison
to other stats.
122
.Legendary Pokémon Capturing a Legendary Pokémon
In the next section, legendary Pokémon will be listed with Simply put, most legendary Pokémon are not meant to be
stats, some pictures, and some lore. Like lore throughout the restrained. Still, here are some suggested capture rates to use:
Game Master’s Guide, you can adjust any of it however you see Category Base Capture Rate
fit in order to tell the story you want to tell with your players. If
Ultra Beasts -25
you are adjusting stats of any of these Pokémon, be aware of
what the will look like if your player’s capture a legendary Poké- Man-made Legendary Pokémon -50
mon.
Beings of Nature / Oddities -100
The legendary stats will be listed the same way you’d find
Gods -500
Pokémon in the Pokédex, but there are a couple of other things
to be aware of: Still, if captured, Poké Balls ultimately cannot contain the
massive amount of power these Pokémon have and will likely
Legendary - In this section, some Pokémon will have legend-
cripple their power. Generally, the Pokémon HP should be dras-
ary passives, legendary attacks, or legendary skills. They are all
tically lowered, rarely exceeding 100, and the Pokémon will no
detailed per Pokémon and many have different rules unlike any
longer have its Legendary moves, passives, and features.
other.
In addition to being mostly immune to Poké Balls, most leg-
Legendary Indicators - These symbols indicate what kind of
endary Pokémon with more than 200 HP are also immune to
legendary Pokémon you are using.
status afflictions, or moves that set HP, at your discretion. By
Ultra Beasts are from another dimension. They are resting for a turn, they can even ignore move frequencies.
invasive and will attack Pokémon and humans at the
Beings of Nature and oddities are Legendary
slightest provocation. They are capturable by Poké
Pokémon of incredible strength that often hold do-
Balls, however and in the parallel universe they are from they
main over some force in the world. They are not
are captured and kept as allies like Pokémon in the Pokémon
unique and though exceedingly rare, there are multiple of them
world. A strong trainer may make for a good Ultra Beast leader if
in the world. Some even believe that each region will have many
they’re lucky enough to capture them.
of these kinds of legendary Pokémon to find.
Human-created Legendary Pokémon are power-
Gods are unique and are simply untamable. While
ful, but ultimately limited in that they are not gods or
these legendary Pokémon are definitely mortal and
lesser deities that hold domain over some force of
combatable, they are exceedingly powerful. It’s like-
nature. If they are ever captured, it is entirely possible that a
ly that they cannot be captured no matter what is done to them
Poké Ball may weaken their maximum strength.
in order to weaken them.
123
Type: Null
Biology: Diet - Omnivore, Habitat - Cave / Forest / Mountain /
Normal - Large (Size), Heavy (Weight)
Urban Lab
Hit Points: 90 Defense: 10 Special Defense: 10
Evolution: Type: Null Silvally
Speed: 8 (40 ft.) Attack: 10 Special Attack: 11
Proficiencies: Melee attacks / Moves that lower opponent’s
Skills: Burrow (moves through earth easily), Climber (treats walls stats temporarily
and ceilings as normal terrain), Gilled (can breathe underwater),
Intelligence (very smart), Mind Lock (mind can’t be read),
Strength (very strong), Swimmer (can swim), Tracker (can follow
scents)
Passives: Metal Sound (+1 Special Attack), Scary Face (+2 Speed),
Battle Armor (Critical hits are treated as normal hits against
you.)
Iron Head - Melee Steel Attack: 3/day 3d10. On hit, if you got 14
or higher on Accuracy Check, the target is Stunned.
Silvally
Type: Null was created by the Aether Foundation to be an
Normal - Large (Size), Heavy (Weight)
"Anti-Ultra Beast Fighting life-form". Codenamed "Beast Killer",
Hit Points: 90 Defense: 10 Special Defense: 10 Type: Null was developed with cells taken from all known Poké-
mon types. This was done with the intention of giving it the abil-
Speed: 12 (60 ft.) Attack: 10 Special Attack: 11
ity to shift between types by holding a corresponding memory,
Skills: Burrow, Climber, Gilled, Intelligence, Mind Lock, Strength, an ability originally inspired by the myths of Arceus. Several
Swimmer, Tracker were produced in secret and it’s likely that its designers have
Passives: Metal Sound, Scary Face, Battle Armor distributed its blueprints to other less than reputable laborato-
ries around the world.
Moves (Attack +5, Special Attack +5, Speed +6)
124
Once it finds a partner it trusts completely, Type: Null de-
stroys its own control mask during an evolution that was not
programmed into it during creation to become Silvally. It reverts Magearna
to its natural, wild temperament, but it is nonetheless loyal to its
Steel / Fairy - Medium (Size), Heavy (Weight)
trainer who it became so close to, and will even risk its own life
in its partner's defense. The destruction of its mask re-activates Hit Points: 96 Defense: 14 Special Defense: 12
its RKS System, allowing it to change its type according to
Speed: 7 (35 ft.) Attack: 10 Special Attack: 13
the memory attached to it; its eyes, spikes, drives, and fin mem-
brane all change color to match its current type. Skills: Flight (can fly)
125
Genesect
Gene-
Bug / Steel - Medium (Size), Heavy (Weight)
sect was revived
Hit Points: 210 Defense: 10 Special Defense: 10 from an ancient fos-
Speed: 12 (60 ft.) Attack: 12 Special Attack: 13 sil and technologically
enhanced by Team
Skills: Flight (can fly), Threaded (can move around on spun
Plasma to create the
threads), Zapper (can produce electricity), Folding Form (While
most powerful Poké-
folded into its aerodynamic form, its Speed is 25, but it cannot
mon ever. The pro-
attack. It can change between forms freely while moving.)
ject was cancelled
Passives: Agility (+2 Speed), Metal Sound (+1 Special Attack), and the associated
Download (Your Attack is +1 against targets with lower Special laboratory was closed
Defense than Defense. Your Special Attack is +1 against targets because Team Plasma’s leader decided that the original Poké-
with lower Defense than Special Defense.)
mon would lose their beauty if modified by science. Howev-
Moves (Attack +6, Special Attack +6, Speed +6) er, some scientists kept working on it, angry that N denied their
talent. In secret, the scientists reconstructed Genesect and in-
Metal Claw - Melee Steel Attack: At-Will 2d6. On hit, your Attack
stalled the cannon on its back. They made several Genesect and
is +1 for 10 mins. This effect cannot be stacked.
many other laboratories stole and replicated the blueprints to
Flame Charge - Melee Fire Attack: At-Will 2d8. On hit, your create more Genesect.
Speed is +1 for 10 mins. This effect cannot be stacked.
Legendary
126
Mew is an extremely rare Pokémon that has been seen by Mew
only a few people. Information on every Pokémon in the world is
contained in Mew's cell structure, so unsurprisingly it can use Psychic - Small (Size), Light (Weight)
any move in existence. Some Pokémon scholars believe Mew to Hit Points: 100 Defense: 12 Special Defense: 12
be the ancestor of all existing Pokémon, but the idea is debata-
Speed: 10 (50 ft.) Attack: 10 Special Attack: 11
ble. Mew fossils were found and taken by Team Rocket funded
scientists to create the perfect life form. Mew is rarely found by Skills: Flight (can fly), Intelligence (very smart), Invisibility (can
anyone, and even when seen is never recognized as a Mew due turn invisible), Mind Lock (mind can’t be read), Stealth (can make
to its transformative powers. stealth skill checks), Telekinetic (can move things with their
mind), Telepath (can read minds)
Legendary
127
Mewtwo
Psychic - Large (Size), Heavy (Weight)
Skills: Flight (can fly), Intelligence (very smart), Mind Lock (mind
can’t be read), Telekinetic (can move things with their mind),
Telepath (can read minds), Mind Control (can enslave up to three
targets hit with Psychic-type attacks at a time)
Moves (Attack +5, Special Attack +7, Speed +6) Hit Points: 330 Defense: 16 Special Defense: 16
Confusion - Ranged(10ft) Psychic Special Attack: At-Will 1d12. Speed: 13 (65 ft.) Attack: 19 Special Attack: 15
On hit, if you got 19 or higher on Accuracy Check, the target is
Additional Moves (Attack +9, Special Attack +7, Speed +6)
Confused.
Zen Headbutt - Melee Psychic Attack: 3/day 3d10. On hit, if you
Psychic - Ranged(25ft) Psychic Special Attack: 3/day 3d10. On
got 18 or higher on Accuracy Check, the target is Stunned.
hit, the target’s Special Defense is -1 for 10 mins. This effect can-
not be stacked. Drain Punch - Melee Fighting Attack: 3/day 2d8. On hit, you re-
gain HP equal to half of the damage dealt.
Psystrike - Ranged(20ft) Psychic Special Attack: 1/day 5d12.
Psystrike’s Accuracy Check is made against the target’s Defense. Triple Kick - Melee Fighting Attack: 3/day 1d20. Triple Kick is a
Scatter attack. It has three attacks. Triple kick’s last attack on hit
Recover - Self Normal Effect: 1/day. You are healed HP equal to
deals an additional 1d12 damage.
half of your Max HP.
Despite not being designed with the feature in mind, Mewtwo
Legendary
is compatible with rare Mega Stones. Instead of gathering power
Mind-reading Disable - Ranged(20ft) Normal Effect: 3/day. from a bond with a human partner to enable the Mega Evolu-
Chose an attack the target knows. That move cannot be used by tion, Mewtwo in possession of a Mega Stone can Mega Evolve
the target for 5 mins. with no Key Stone, instead through sheer rage and force alone.
Mega Evolution - 3/day As a free action, Mega Evolve into Mega
Mewtwo X or Mega Mewtwo Y if Mewtwo possesses a Mega
Biology: Diet - Omnivore, Habitat - Cave / Urban Abandoned
Stone for 10 mins.
Proficiencies: Psychic / Bruiser / Elemental Attack / Energy Blast
Psycho Rage - 3/day chose two other different moves except for
Recover to use as your attack, ignoring their frequencies.
Mewtwo may only use Psycho Rage while below 100 HP.
128
Mega Mewtwo Y Nihilego
Psychic - Large (Size), Heavy (Weight) Rock / Poison - Medium (Size), Medium (Weight)
Hit Points: 330 Defense: 13 Special Defense: 18 Hit Points: 66 Defense: 6 Special Defense: 13
Speed: 14 (70 ft.) Attack: 14 Special Attack: 20 Speed: 10 (50 ft.) Attack: 6 Special Attack: 13
Additional Moves (Attack +7, Special Attack +10, Speed +7) Skills: Flight (can fly)
Mirror Coat - Ranged(40ft) Psychic Effect: 1/day. Mirror Coat is Passives: Tickle (+1 Attack, +1 Defense), Beast Boost (Whenever
used as a Reaction. If you are hit by an enemy with an attack, the you knock out a foe, your highest stat is raised +1 for 10 mins.)
enemy is within range, and they used the Special Attack stat to
Moves (Attack +3, Special Attack +6, Speed +5)
calculate damage, deal exactly twice the damage to the enemy
that you received after taking damage. Do not apply weakness or Clear Smog - Ranged(5ft burst) Poison Special Attack: At-Will
resistances. 1d12.
Hyper Blast - Ranged(25ft beam) Normal Special Attack: 1/day Psybeam - Ranged(15ft beam) Psychic Special Attack: 3/day 3d8.
5d20. Hyper Blast has -2 during Accuracy Check. You may have On hit, if you got 18 or higher on Accuracy Check, the target is
Hyper Blast be a Psychic-type attack. Confused.
Extreme Speed - Melee Normal Attack: 3/day 3d10. Extreme Power Gem - Ranged(20ft) Rock Special Attack: 3/day 3d10.
Speed has Priority and cannot be contested for Priority. Venom Drench - Ranged(10ft) Poison Effect: 3/day. Venom
Drench can only target a Poisoned or Toxified enemy. On hit, the
target’s Attack, Special Attack, and Speed are -3 for 10 mins. This
effect cannot be stacked.
Head Smash - Melee Rock Attack: 1/day 7d12. On hit, you lose
HP equal to half of the damage you deal.
129
Ultra Beasts infrequently appear from Ultra Wormholes. The most notable feature of Buzzwole is its ability to strength-
These appearances are apparently as unexpected for the Ultra en itself. Codenamed ABSORPTION, by stabbing its proboscis
Beasts as for people and Pokémon, which tends to make them into a foe, it absorbs the foe's energy. This in turn triggers a
combative. They are especially drawn to people who have chemical reaction within its body fluids that causes its muscles to
passed through an Ultra Wormhole, due to the residual worm- grow at explosive rates, further augmenting its already consider-
hole energy on them, apparently expecting to find a wormhole able strength. Buzzwole appears to strike bodybuilding poses
they can use to return home. before it performs any sort of action. This is thought to be its
main form of communication, but what it could be trying to
Ultra Beasts have been extensively studied and many have
communicate is not understood.
been codenamed. They each have uniquely terrifying traits, but
once captured behave much like Pokémon when partnered with
powerful trainers.
Buzzwole
Bug / Fighting - Large (Size), Superweight (Weight)
Lunge - Melee Bug Attack: 3/day 3d8. On hit, the target’s Attack Pheromosa, codenamed BEAUTY, have lithe, elegant bodies
is -1 for 10 mins. This effect cannot be stacked. capable of sudden feats of acceleration, able to twitch its limbs
Dynamic Punch - Melee Fighting Attack: 1/day 5d12. Dynamic at an estimated 120 mph instantaneously. It also produces a sort
Punch has -5 during Accuracy Check. On hit, the target is Con- of disarming pheromone, which is described as previously un-
fused. known to science that can cause those nearby to become
awestruck by its presence. It displays a considerable reluctance
Counter - Melee Fighting Effect: 1/day. Counter is used as a Re-
towards touching anything, as if it interprets the world as being
action. If you are hit by an enemy with an attack that makes con-
unclean somehow.
tact with you and they used the Attack stat to calculate damage,
deal exactly twice the damage to the enemy that you received
after taking damage. Do not apply weakness or resistances.
130
Pheromosa
Bug / Fighting - Large (Size), Medium (Weight)
Bounce - Melee Flying Attack: 1/day 3d12. When you use this
attack, you raise yourself 40 ft into the air, then you immediately
end your turn. During your next turn, return to the ground, then
Xurkitree
your movement speed is doubled and then you may roll Electric - Large (Size), Superweight (Weight)
Bounce’s Accuracy Check and damage. On hit, if you got 14 or
Hit Points: 48 Defense: 7 Special Defense: 9
higher on Accuracy Check, the target is Paralyzed.
Speed: 8 (40 ft.) Attack: 9 Special Attack: 20
Triple Kick - Melee Fighting Attack: 3/day 1d20. Triple Kick is a
Scatter attack. It has three attacks. Triple kick’s last attack on hit Skills: Flight (can fly), Zapper (can produce electricity)
deals an additional 1d12 damage.
Passives: Eerie Impulse (+2 Special Defense), Tail Glow (+3 Spe-
Bug Buzz - Ranged(20ft) Bug Special Attack: 1/day 3d12. On hit, cial Attack), Beast Boost (Whenever you knock out a foe, your
the target’s Special Defense is -1 for 10 mins. This effect cannot highest stat is raised +1 for 10 mins.)
be stacked.
Moves (Attack +4, Special Attack +10, Speed +4)
High Jump Kick - Melee Fighting Attack: 1/day 5d12. High Jump
Signal Beam - Ranged(15ft beam) Bug Special Attack: 3/day
Kick has -2 during Accuracy Check. If you miss, you lose HP equal
3d10. On hit, if you got 18 or higher on Accuracy Check, the tar-
to half of your Max HP.
get is Confused.
131
Celesteela Despite its small size compared to the other Ultra Beasts,
Kartana, codenamed SLASH, is extremely dangerous, as every
Steel / Flying - Gigantic (Size), Superweight (Weight) edge of its body is incredibly sharp. It is able to cut down steel
Hit Points: 60 Defense: 12 Special Defense: 10 with one stroke of the blades on its arms, and any opponents
that try to attack can be similarly cut apart. Its light, paper-like
Speed: 8 (40 ft.) Attack: 11 Special Attack: 11
body allows it to evade most attacks by simply floating out of the
Skills: Flight (can fly) way, but it also makes it highly vulnerable to fire and moisture.
Heavy Slam - Melee Steel Attack: 3/day 3d10. Heavy Slam can
only target lighter targets.
132
Kartana Guzzlord
Grass / Steel - Tiny (Size), Featherweight (Weight) Dark / Dragon - Gigantic (Size), Superweight (Weight)
Hit Points: 36 Defense: 13 Special Defense: 3 Hit Points: 132 Defense: 5 Special Defense: 5
Speed: 11 (55 ft.) Attack: 20 Special Attack: 6 Speed: 4 (20 ft.) Attack: 10 Special Attack: 10
Skills: Flight (can fly) Skills: Sinker (can’t swim), Strength (very strong)
Passives: Swords Dance (+2 Attack), Beast Boost (Whenever you Passives: Beast Boost (Whenever you knock out a foe, your high-
knock out a foe, your highest stat is raised +1 for 10 mins.) est stat is raised +1 for 10 mins.)
Moves (Attack +10, Special Attack +3, Speed +5) Moves (Attack +5, Special Attack +5, Speed +4)
Night Slash - Melee Dark Attack: 3/day 3d8. On hit, if you got 18 Stomping Tantrum - Melee Ground Attack: 1/day 3d12. If you
or higher on Accuracy Check, Night Slash is a critical hit. missed with your last attack during the last round, Stomping
Tantrum has 5d12 for damage instead.
Leaf Blade - Melee Grass Attack: 3/day 3d10. On hit, if you got
18 or higher on Accuracy Check, Leaf Blade is a critical hit. Crunch - Melee Dark Attack: 3/day 3d10. On hit, the target’s
Defense is -1 for 10 mins. This effect cannot be stacked.
X-Scissor - Melee Bug Attack: 3/day 3d10.
Thrash - Melee Normal Attack: 1/day 5d12. Move to and attack
Air Slash - Ranged(15ft) Flying Special Attack: 1/day 3d12. Air
the nearest possible target within 25ft. During your next action,
Slash has -1 during Accuracy Check. On hit, if you got 14 or high-
move to and attack the nearest possible target within 25ft, then
er on Accuracy Check, the target is Stunned.
you become Confused. Thrash can and will target allies if possi-
Psycho Cut - Ranged(20ft) Psychic Attack: 3/day 3d8. On hit, if ble.
you got 18 or higher on Accuracy Check, Psycho Cut is a critical
Heavy Slam - Melee Steel Attack: 3/day 3d10. Heavy Slam can
hit.
only target lighter targets.
133
Stakataka Codenamed BURST, Blacephalon is a destructive Ultra Beast
who is prone to throwing what seems to be its head at others,
Rock / Steel - Huge (Size), Superweight (Weight) only to have it destructive explode. Blacephalon heads seem to
Hit Points: 36 Defense: 23 Special Defense: 10 regrow very quickly but its destructive blasts are disruptive
nonetheless. It seems to like gathering attention and will per-
Speed: 3 (15 ft.) Attack: 13 Special Attack: 5
form tricks and slapstick bits to gather a crowd before randomly
Skills: Sinker (can’t swim), Strength (very strong) exploding, much to the dismay and panic on onlookers.
134
Blacephalon Poipole
Fire / Ghost - Large (Size), Medium (Weight) Poison - Small (Size), Light (Weight)
Hit Points: 30 Defense: 5 Special Defense: 9 Hit Points: 42 Defense: 8 Special Defense: 7
Speed: 11 (55 ft.) Attack: 13 Special Attack: 16 Speed: 7 (35 ft.) Attack: 7 Special Attack: 8
Passives: Calm Mind (+1 Special Attack, +1 Special Defense), Passives: Growl (+1 Defense), Nasty Plot (+1 Special Attack),
Beast Boost (Whenever you knock out a foe, your highest stat is Beast Boost (Whenever you knock out a foe, your highest stat is
raised +1 for 10 mins.) raised +1 for 10 mins.)
Moves (Attack +6, Special Attack +8, Speed +5) Moves (Attack +3, Special Attack +4, Speed +3)
Ember - Ranged(10ft) Fire Special Attack: At-Will 1d12. On hit, if Peck - Melee Flying Attack: At-Will 2d6.
you got 18 or higher on Accuracy Check, the target is Burned.
Acid Spray - Ranged(20ft) Poison Special Attack: 3/day 1d20. On
Astonish - Melee Ghost Attack: At-Will 1d10. On hit, if you got 19 hit, the target’s Special Defense is -1 for 10 mins. This effect can-
or higher on Accuracy Check, the target is Stunned. not be stacked.
Light Screen - Ranged(30ft) Normal Effect: 3/day. Place 40ft of Poison Jab - Melee Poison Attack: 3/day 3d8. On hit, if you got
Light Screen Wall. Light Screen Wall has the following ability: 14 or higher on Accuracy Check, the target is Poisoned.
Special Attacks that target through this wall deal 10 less damage
after applying weakness and resistance. This Wall disappears
after 2 mins. Naganadel
Shadow Ball - Ranged(20ft) Ghost Special Attack: 3/day 3d10. On Poison / Dragon - Huge (Size), Heavy (Weight)
hit, the target’s Special Defense is -1 for 10 mins. This effect can-
not be stacked. Hit Points: 42 Defense: 8 Special Defense: 7
Mind Blown - Ranged(20ft burst) Fire Special Attack: 1/day 5d20. Speed: 12 (60 ft.) Attack: 7 Special Attack: 14
On hit, you lose HP equal to ½ of the damage you deal. Skills: Flight (can fly)
Fell Stinger - Melee Bug Attack: At-Will 2d8. If you knock out a
target with Fell Stinger, your Attack is +2 for 10 mins. This effect
cannot be stacked.
135
Articuno
Ice / Flying - Large (Size), Medium (Weight)
Skills: Flight (can fly), Freezer (can create ice), Guster (can pro-
duce wind)
Passives: Agility (+2 Speed), Pressure (If you are hit by a 3/day
attack, the attacker can’t use that attack for the remainder of the
day.), Snow Cloak (While in Hailing weather, any foe’s attacks
made against you have -1 during Accuracy Check.)
Blizzard - Ranged(20ft, 10ft wave) Ice Special Attack: 1/day 5d12. Speed: 12 (60 ft.) Attack: 9 Special Attack: 13
Blizzard has -2 during Accuracy Check unless it’s Hailing. On hit, if
Skills: Flight (can fly), Guster (can produce wind), Telekinetic (can
you got 18 or higher on Accuracy Check, the targets are Frozen. move things with their mind)
Hurricane - Ranged(25ft, 10ft blast) Flying Special Attack: 1/day Passives: Agility (+2 Speed), Competitive (If a foe lowers any of
5d12. Hurricane has -2 during Accuracy Check unless it’s Raining. your stats, you have +2 Special Attack until your lowered stats
On hit, if you got 14 or higher on Accuracy Check, the targets are
are returned to normal.), Pressure
Confused.
Moves (Attack +4, Special Attack +6, Speed +6)
Sheer Cold - Ranged(15ft, 10ft wave) Ice Special Attack: 1/day.
Sheer Cold has -10 during Accuracy Check. On hit, all targets Confusion - Ranged(10ft) Psychic Special Attack: At-Will 1d12.
have their HP set to 0. On hit, if you got 19 or higher on Accuracy Check, the target is
Confused.
Roost - Self Flying Effect: 1/day. You must be on the ground to
use Roost. You are healed HP equal to half of your Max HP. Hypnosis - Ranged(10ft) Psychic Effect: 3/day. Hypnosis has -4
during Accuracy Check. On hit, the target is put Asleep.
Legendary
Hurricane - Ranged(25ft, 10ft blast) Flying Special Attack: 1/day
Birds of Legend - Legendary Passive - You are compelled to com-
5d12. Hurricane has -2 during Accuracy Check unless it’s Raining.
pete for dominance in the presence of other Birds of Legend.
On hit, if you got 14 or higher on Accuracy Check, the targets are
Biology: Diet - Omnivore, Habitat - Artic / Tundra Confused.
Proficiencies: Flying / Ice / Psychic / Aves / Winged Freezing Glare - Ranged(20ft) Psychic Special Attack: 3/day 3d10.
When Articuno flaps its wings, it can chill the moisture in the On hit, if you got 18 or higher on Accuracy Check, the target is
air around it, making snow fall. It flies from icy mountain to icy Frozen.
mountain. According to legend, it appears before doomed trav- Recover - Self Normal Effect: 1/day. You are healed HP equal to
elers lost in icy regions. Articuno sometimes aids travelers and half of your Max HP.
guides them to safety. Articuno lives in cold, isolated locations.
Legendary
136
Zapdos
Electric / Flying - Large (Size), Medium (Weight)
Skills: Flight (can fly), Guster (can produce wind), Zapper (can
produce electricity)
Passives: Agility (+2 Speed), Pressure (If you are hit by a 3/day
attack, the attacker can’t use that attack for the remainder of the
day.), Static (Whenever you are hit with a melee attack, roll 1d4.
On 4, Paralyze the attacker.)
Skills: Flight (can fly) Thunder - Ranged(30ft, 5ft blast) Electric Special Attack: 1/day
5d12. Thunder has -5 during Accuracy Check unless it’s Raining.
Passives: Agility (+2 Speed), Defiant (If a foe lowers any of your
On hit, if you got 14 or higher on Accuracy Check, the targets are
stats, you have +2 Attack until your lowered stats are returned to
Paralyzed.
normal.), Pressure
Zap Cannon - Ranged(30ft) Electric Special Attack: 1/day 5d12.
Moves (Attack +6, Special Attack +4, Speed +6)
Zap Cannon has -6 during Accuracy Check. On hit the target is
Drill Peck - Melee Flying Attack: 3/day 3d10. Paralyzed.
Detect - Ranged Fighting Effect: 1/day. Detect is used as a Reac- Roost - Self Flying Effect: 1/day. You must be on the ground to
tion. If you are hit by an attack, ignore the damage and any use Roost. You are healed HP equal to half of your Max HP.
effects of the attack.
Legendary
Brick Break - Melee Fighting Attack: 3/day 3d8. Destroy any
Birds of Legend - Legendary Passive - You are compelled to com-
Walls within 5 ft. You may target Walls with Brick Break without
pete for dominance in the presence of other Birds of Legend.
needing to roll Accuracy Check or damage.
137
Moltres
Fire / Flying - Large (Size), Medium (Weight)
Skills: Firestarter (can create fire), Flight (can fly), Guster (can
produce wind)
Passives: Agility (+2 Speed), Flame Body (Whenever you are hit
with a melee attack, roll 1d4. On 4, Burn the attacker.), Pressure
(If you are hit by a 3/day attack, the attacker can’t use that
attack for the remainder of the day.)
Moltres (Remote Isles)
Moves (Attack +5, Special Attack +6, Speed +5)
Dark / Flying - Large (Size), Medium (Weight)
Fire Spin - Ranged(20ft) Fire Special Attack: 3/day 1d4. On hit,
Hit Points: 108 Defense: 9 Special Defense: 13
the target is bound in place for 1d4 rounds. For each round the
target is bound, it takes 1d4 special damage on its turns. Speed: 11 (55 ft.) Attack: 9 Special Attack: 11
Flamethrower - Ranged(20ft beam) Fire Special Attack: 3/day Skills: Flight (can fly), Guster (can produce wind)
3d10. On hit, if you got 18 or higher on Accuracy Check, the tar-
Passives: Agility (+2 Speed), Nasty Plot (+1 Special Attack), Ber-
get is Burned.
serk (While below half HP, you have +2 Special Attack.), Pressure
Heat Wave - Ranged(25ft burst) Fire Special Attack: 1/day 3d12.
Moves (Attack +4, Special Attack +5, Speed +5)
On hit, if you got 17 or higher on Accuracy Check, targets are
Burned. Sucker Punch - Melee Dark Attack: 1/day 3d8. Sucker Punch is
used as a Reaction. If you are attacked, use Sucker Punch to
Burn Up - Ranged(25ft burst) Fire Special Attack: 1/day 5d12.
attack the attacker before the enemy rolls their Accuracy Check
After use, if the user is only Fire type it becomes Normal type,
against you. You must still roll an accuracy check for Sucker
and if the user is Fire type and another type it loses its Fire typ-
Punch.
ing. This effect lasts for 10 mins.
Air Slash - Ranged(15ft) Flying Special Attack: 1/day 3d12. Air
Roost - Self Flying Effect: 1/day. You must be on the ground to
Slash has -1 during Accuracy Check. On hit, if you got 14 or high-
use Roost. You are healed HP equal to half of your Max HP.
er on Accuracy Check, the target is Stunned.
Legendary
Hurricane - Ranged(25ft, 10ft blast) Flying Special Attack: 1/day
Birds of Legend - Legendary Passive - You are compelled to com- 5d12. Hurricane has -2 during Accuracy Check unless it’s Raining.
pete for dominance in the presence of other Birds of Legend. On hit, if you got 14 or higher on Accuracy Check, the targets are
Confused.
Biology: Diet - Omnivore, Habitat - Cave / Mountain Fiery Wrath - Ranged(20ft) Dark Special Attack: 3/day 3d10. On
hit, if you got 16 or higher on Accuracy Check, the target is
Proficiencies: Dark / Fire / Flying / Aves / Winged Stunned.
As tradition has it, the onset of spring heralds the return of Endure - Ranged Normal Effect: 1/day. Endure is used as a Reac-
Moltres from its southern home. Its bright orange color and fiery tion. If you are hit by an attack and would be knocked out, in-
aspect lends to its overwhelming appearance. If Moltres is in- stead you are still at 1 HP.
jured, it returns to a volcano to heal its wings with magma. It
can turn the night sky red with every flap of its wings creating a Legendary
dazzling flare of flames. Birds of Legend - Legendary Passive - You are compelled to com-
pete for dominance in the presence of other Birds of Legend.
138
It is said that when an Articuno and Moltres combines their Raikou
powers of ice and fire, they are the source and cradle of the
nearby oceans, and that a Zapdos with its electric energy creates Electric - Large (Size), Heavy (Weight)
the currents and streams. These three legendary birds are close- Hit Points: 108 Defense: 8 Special Defense: 10
ly bound to the guardian of the ocean, Lugia. They hold a fierce
Speed: 12 (60 ft.) Attack: 10 Special Attack: 12
rivalry between each other and will bicker and infight until chaos
in the sky is loosed throughout the lands nearby. Lugia is said to Skills: Strength (very strong), Zapper (can produce electricity),
rise from a nearby sea and quell their fighting. The birds will re-
Passives: Calm Mind (+1 Special Attack, +1 Special Defense), Leer
turn to wherever they live if they are broken up. During their (+1 Attack), Inner Focus (You are immune to being Stunned.),
fighting. Pressure (If you are hit by a 3/day attack, the attacker can’t use
that attack for the remainder of the day.), Volt Absorb (When
you are hit by an electric-type attack, half the damage after ap-
plying weakness and resistance, then you heal that much HP in-
stead of taking damage.)
Legendary
139
Entei
Fire - Large (Size), Superweight (Weight)
Fire Fang - Melee Fire Attack: 3/day 3d8. On hit, if you got 18 or
higher on Accuracy Check, the target is randomly either Stunned
or Burned.
140
Suicune Guardian deities work together as a unit to protect a region.
It is unknown how a set of guardian deities assign themselves to
Water - Large (Size), Superweight (Weight) a part of the world, but wherever they appear the region’s cul-
Hit Points: 120 Defense: 12 Special Defense: 12 ture is partially shaped by their presence. Whether they split
their protection over four quadrants of a region, four islands, or
Speed: 9 (45 ft.) Attack: 8 Special Attack: 9
four corners, they all will come together when a greater threat is
Skills: Fountain (can create water), Strength (very strong) present that any single guardian cannot fend off on its own.
Passives: Calm Mind (+1 Special Attack, +1 Special Defense), Each guardian can form itself into a totem-looking symbol and
Leer (+1 Attack), Inner Focus (You are immune to being summon forth a massive being of light with their body serving as
Stunned.), Pressure (If you are hit by a 3/day attack, the attacker the head of this humanoid titan. The guardians do so temporari-
can’t use that attack for the remainder of the day.), Water Ab- ly to savagely attack anything that would threaten the land
sorb (When you are hit by a water-type attack, half the damage
they’ve tied themselves to.
after applying weakness and resistance, then you heal that much
HP instead of taking damage.)
Ice Fang - Melee Ice Attack: 3/day 3d8. On hit, if you got 18 or
higher on Accuracy Check, the target is randomly either Stunned
or Frozen.
Aurora Beam - Ranged(15ft beam) Ice Special Attack: 3/day 3d8. Tapu Koko is known for protecting its home, but it is fickle and
On hit, all target’s Attack are -1 for 10 mins. This effect cannot be will not necessarily help people in need. However, it is very curi-
stacked. ous, and may come to play or battle with people or Pokémon
Hydro Pump - Ranged(30ft beam) Water Special Attack: 1/day that interest it. It is able to store electricity by closing itself inside
5d12. Hydro Pump has -2 during Accuracy Check unless it’s Rain- the shells on its arms. It has an explosive temper, but can in-
ing. stantly forget what enraged it in the first place.
Legendary
141
Tapu Koko
Electric / Fairy - Medium (Size), Medium (Weight)
Skills: Flight (can fly), Strength (very strong), Zapper (can pro-
duce electricity)
Passives: Agility (+2 Speed), Screech (+2 Attack), Withdraw (+1 Tapu Bulu is able to command vegetation to grow and change
Defense), Electric Surge (As a free action you may deplete one shape to its will. Despite its fearsome power, it is largely inactive,
use of Electric Terrain and use Electric Terrain.), Telepathy (Your leading some to consider it a lazy guardian. It has a peaceful dis-
allies within 25ft do not harm you when the ally is using attacks
position and does not like to cause unnecessary violence, so it
that have an area of effect.)
rings the bell on its tail to alert others of its presence. However,
Moves (Attack +7, Special Attack +5, Speed +7) it is merciless to those who offend it and it is said to have once
repelled thieves from its ruins by swinging trees like clubs.
Thunder Shock - Ranged(20ft) Electric Special Attack: At-Will
1d12. On hit, if you got 18 or higher on Accuracy Check, the tar-
get is Paralyzed.
Wild Charge - Melee Electric Attack: 3/day 3d10. On hit, you lose
HP equal to 1/4th of the damage you deal.
Nature’s Madness - Ranged(25ft) Fairy Special Attack: 1/day. On Tapu Fini can freely manipulate water and gains energy from
hit, the target’s current HP is halved. ocean currents. To avoid harm to itself in battle, it shrouds its
surroundings in a mysterious fog that sends its opponents into a
Electric Terrain - Electric Field Effect: 3/day. You create a circle of
self-destructive trance. The guardian also unleashes this fog as a
Electrified Terrain with a 60ft diameter. Anyone touching the
test for those who seek the special water it can create, which is
ground within the Electrified terrain is immune to being put to
said to purify anything it touches. Tapu Fini does not care much
Sleep. This terrain disappears after 2 mins.
for humans. Despite this, it is willing to help those who prove
Legendary themselves worthy.
Guardian Deity - Legendary Passive - When at the post you are
guarding (temple, shrine, sacred ground), you take 10 less dam-
age from any attack.
142
Tapu Lele Tapu Bulu
Psychic / Fairy - Medium (Size), Medium (Weight) Grass / Fairy - Large (Size), Medium (Weight)
Hit Points: 84 Defense: 10 Special Defense: 12 Hit Points: 84 Defense: 13 Special Defense: 10
Speed: 10 (50 ft.) Attack: 10 Special Attack: 13 Speed: 10 (50 ft.) Attack: 13 Special Attack: 9
Skills: Flight (can fly), Strength (very strong), Telekinetic (can Skills: Flight (can fly), Sprouter (can manipulate plant life),
move things with their mind) Strength (very strong)
Passives: Tickle (+1 Attack, +1 Defense), Withdraw (+1 Defense), Passives: Scary Face (+2 Speed), Withdraw (+1 Defense), Grassy
Psychic Surge (As a free action you may deplete one use of Psy- Surge (As a free action you may deplete one use of Grassy Ter-
chic Terrain and use Psychic Terrain.), Telepathy (Your allies with- rain and use Grassy Terrain.), Telepathy (Your allies within 25ft
in 25ft do not harm you when the ally is using attacks that have do not harm you when the ally is using attacks that have an area
an area of effect.) of effect.)
Moves (Attack +5, Special Attack +6, Speed +5) Moves (Attack +6, Special Attack +4, Speed +5)
Confusion - Ranged(10ft) Psychic Special Attack: At-Will 1d12. Zen Headbutt - Melee Psychic Attack: 3/day 3d10. On hit, if you
On hit, if you got 19 or higher on Accuracy Check, the target is got 18 or higher on Accuracy Check, the target is Stunned.
Confused.
Horn Leech - Melee Grass Attack: 1/day 3d12. On hit, you regain
Draining Kiss - Melee Fairy Special Attack: 3/day 2d8. On hit, you HP equal to half of the damage dealt.
regain HP equal to half of the damage dealt.
Megahorn - Melee Bug Attack: 1/day 5d12.
Moonblast - Ranged(20ft) Fairy Special Attack: 3/day 3d10. On
Nature’s Madness - Ranged(25ft) Fairy Special Attack: 1/day. On
hit, the target’s Special Attack is -1 for 10 mins. This effect can-
hit, the target’s current HP is halved.
not be stacked.
Grassy Terrain - Grass Field Effect: 3/day. You create a circle of
Nature’s Madness - Ranged(25ft) Fairy Special Attack: 1/day. On
Grassy Terrain with a 60ft diameter. Anyone who acts within the
hit, the target’s current HP is halved.
Grassy terrain recovers 1d12 HP after acting. This terrain disap-
Psychic Terrain - Psychic Field Effect: 3/day. You create a circle of pears after 2 mins.
Psychic Terrain with a 60ft diameter. If touching the ground,
Legendary
within the Psychic Terrain, Priority and Reaction moves may not
be used. This terrain disappears after 2 mins. Guardian Deity - Legendary Passive - When at the post you are
guarding (temple, shrine, sacred ground), you take 10 less dam-
Legendary
age from any attack.
Guardian Deity - Legendary Passive - When at the post you are
Guardian Sync - Legendary Passive - When you are with at least
guarding (temple, shrine, sacred ground), you take 10 less dam-
one other Guardian and at least one ally’s Guardian Deity is ac-
age from any attack.
tive, your HP is 420.
Guardian Sync - Legendary Passive - When you are with at least
one other Guardian and at least one ally’s Guardian Deity is ac-
tive, your HP is 420. Biology: Diet - Herbivore, Habitat - Forest / Mountain / Urban
Temple or Shrine
143
Tapu Fini The Swords of Justice have challenged humans according to
legend in order to protect other Pokémon from losing their
Water / Fairy - Medium (Size), Medium (Weight) homes to human expansion. According to legend, the Swords of
Hit Points: 84 Defense: 13 Special Defense: 13 Justice distrust humans because of the war that endangered the
Pokémon. They fought back against the human armies, over-
Speed: 9 (45 ft.) Attack: 8 Special Attack: 10
whelming them with their combined might. It has been said that
Skills: Flight (can fly), Fountain (can create water), Gilled (can if human conflict ever again threatened to safety of Pokémon,
breathe underwater), Strength (very strong), Swimmer (can that they would return to quell the fighting and preserve a cli-
swim) mate of peace. They live in remote places but will come to each
other’s aid if possible.
Passives: Withdraw (+1 Defense), Misty Surge (As a free action
you may deplete one use of Misty Terrain and use Misty Ter-
rain.), Telepathy (Your allies within 25ft do not harm you when
the ally is using attacks that have an area of effect.)
Aqua Ring - Self Water Effect: 1/day. Put a Ring Coat on yourself.
The Coat has the following ability: At the beginning of your turn,
recover 1d10 HP. This Coat lasts for 1 min. If it’s raining, the Coat
lasts for 2 mins.
Cobalion has a composed demeanor, but dislikes humans.
Muddy Water - Ranged(20ft, 10ft wave) Water Special Attack: 1/
Once, it fought against people to protect Pokémon. Its glare can
day 3d12. On hit, any target’s Accuracy Checks are -2 during
make even an unruly Pokémon obey it. Cobalion is said to have
their next turn. This effect cannot be stacked.
the air of a leader since its birth and acts as the leader whenever
Nature’s Madness - Ranged(25ft) Fairy Special Attack: 1/day. On in the presence of other Swords of Justice. If peace is possible,
hit, the target’s current HP is halved. Cobalion is capable of calming even the most vicious of foes.
Misty Terrain - Fairy Field Effect: 3/day. You create a circle of
Misty Terrain with a 60ft diameter. Within the Misty terrain,
Dragon-type attacks are resisted by anyone who is not already
resistant to Dragon-type attacks and afflictions cannot be given
to anyone. This terrain disappears after 2 mins.
Legendary
Guardian Sync - Legendary Passive - When you are with at least Terrakion fought humans alongside the other Swords of Jus-
one other Guardian and at least one ally’s Guardian Deity is ac- tice in order to protect Pokémon. Terrakion is said posses a phe-
tive, your HP is 420. nomenal power, which can destroy a castle wall with one blow.
Should a small Pokémon be bullied by anyone or anything, Ter-
rakion with crush the oppressor without mercy. Terrakion is a
Biology: Diet - Herbivore, Habitat - Forest / Mountain / Urban follower and rarely acts on its own without instruction by anoth-
Temple or Shrine er Sword of Justice.
144
Cobalion Terrakion
Steel / Fighting - Large (Size), Superweight (Weight) Rock / Fighting - Large (Size), Superweight (Weight)
Hit Points: 108 Defense: 13 Special Defense: 7 Hit Points: 108 Defense: 9 Special Defense: 9
Speed: 11 (55 ft.) Attack: 12 Special Attack: 10 Speed: 11 (55 ft.) Attack: 16 Special Attack: 8
Skills: Strength (very strong), Telepath (can read minds) Skills: Strength (very strong), Telepath (can read minds)
Passives: Swords Dance (+2 Attack), Work Up (+1 Attack, +1 Passives: Swords Dance (+2 Attack), Work Up (+1 Attack, +1
Special Attack), Justified (When a foe hits you with a Dark-type Special Attack), Justified (When a foe hits you with a Dark-type
attack, your Attack is +1 for 10 mins.) attack, your Attack is +1 for 10 mins.)
Moves (Attack +6, Special Attack +5, Speed +5) Moves (Attack +8, Special Attack +4, Speed +5)
Double Kick - Melee Fighting Attack: 3/day 1d20. Double Kick is Double Kick - Melee Fighting Attack: 3/day 1d20. Double Kick is
a Scatter attack. It has two attacks. a Scatter attack. It has two attacks.
Metal Claw - Melee Steel Attack: At-Will 2d6. On hit, your Attack Smack Down - Ranged(25ft) Rock Attack: 3/day 1d20. On hit,
is +1 for 10 mins. This effect cannot be stacked. Smack Down knocks the target out of the air, removing any
Iron Head - Melee Steel Attack: 3/day 3d10. On hit, if you got 14 Ground-type immunities and disabling the target’s ability to
or higher on Accuracy Check, the target is Stunned. move in the air for 2 mins.
Sacred Sword - Melee Fighting Attack: 3/day 3d10. Sacred Sword Stone Edge - Ranged(25ft) Rock Attack: 1/day 5d12. Stone Edge
has +2 during Accuracy Check. has -2 during Accuracy Check. On hit, if you got 18 or higher on
Accuracy Check, Stone Edge is a critical hit.
Close Combat - Melee Fighting Attack: 1/day 5d12. On hit, your
Defense and Special Defense is -2 for 10 mins. This effect cannot Sacred Sword - Melee Fighting Attack: 3/day 3d10. Sacred Sword
be stacked. has +2 during Accuracy Check.
Legendary Close Combat - Melee Fighting Attack: 1/day 5d12. On hit, your
Defense and Special Defense is -2 for 10 mins. This effect cannot
Swords of Justice - Legendary Passive - Whenever you are be stacked.
fighting alongside another Sword of Justice, your attacks deal +6
damage. In addition, your Defense and Special Defense is +1 for Legendary
each other Sword of Justice you are fighting alongside. Swords of Justice - Legendary Passive - Whenever you are
fighting alongside another Sword of Justice, your attacks deal +6
damage. In addition, your Defense and Special Defense is +1 for
Biology: Diet - Omnivore, Habitat - Cave / Forest / Grassland /
each other Sword of Justice you are fighting alongside.
Mountain
145
Virizion Keldeo
Grass / Fighting - Large (Size), Superweight (Weight) Water / Fighting - Large (Size), Medium (Weight)
Hit Points: 108 Defense: 7 Special Defense: 13 Hit Points: 108 Defense: 9 Special Defense: 9
Speed: 11 (55 ft.) Attack: 12 Special Attack: 10 Speed: 11 (55 ft.) Attack: 10 Special Attack: 14
Skills: Strength (very strong), Telepath (can read minds) Skills: Strength (very strong), Telepath (can read minds)
Passives: Swords Dance (+2 Attack), Work Up (+1 Attack, +1 Passives: Swords Dance (+2 Attack), Work Up (+1 Attack, +1
Special Attack), Justified (When a foe hits you with a Dark-type Special Attack), Justified (When a foe hits you with a Dark-type
attack, your Attack is +1 for 10 mins.) attack, your Attack is +1 for 10 mins.)
Moves (Attack +6, Special Attack +5, Speed +5) Moves (Attack +5, Special Attack +7, Speed +5)
Double Kick - Melee Fighting Attack: 3/day 1d20. Double Kick is Double Kick - Melee Fighting Attack: 3/day 1d20. Double Kick is
a Scatter attack. It has two attacks. a Scatter attack. It has two attacks.
Giga Drain - Melee Grass Special Attack: 1/day 3d12. On hit, you Aqua Jet - Melee Water Attack: At-Will 2d6. Aqua Jet has Priori-
regain HP equal to half of the damage dealt. ty.
Leaf Blade - Melee Grass Attack: 3/day 3d10. On hit, if you got Bubble Beam - Ranged(20ft) Water Special Attack: 3/day 3d8.
18 or higher on Accuracy Check, Leaf Blade is a critical hit. On hit, the target’s Speed is -1 for 10 mins. This effect cannot be
stacked.
Sacred Sword - Melee Fighting Attack: 3/day 3d10. Sacred Sword
has +2 during Accuracy Check. Sacred Sword - Melee Fighting Attack: 3/day 3d10. Sacred Sword
has +2 during Accuracy Check.
Close Combat - Melee Fighting Attack: 1/day 5d12. On hit, your
Defense and Special Defense is -2 for 10 mins. This effect cannot Close Combat - Melee Fighting Attack: 1/day 5d12. On hit, your
be stacked. Defense and Special Defense is -2 for 10 mins. This effect cannot
be stacked.
Legendary
Legendary
Swords of Justice - Legendary Passive - Whenever you are
fighting alongside another Sword of Justice, your attacks deal +6 Swords of Justice - Legendary Passive - Whenever you are
damage. In addition, your Defense and Special Defense is +1 for fighting alongside another Sword of Justice, your attacks deal +6
each other Sword of Justice you are fighting alongside. damage. In addition, your Defense and Special Defense is +1 for
each other Sword of Justice you are fighting alongside.
146
Virizion battled against humans in order to protect Pokémon. Long ago, the Forces of Nature Thundurus and Tornadus
Virizion attacks its opponents by first darting around them with fought in the sky and wrought terrible destruction upon the land
whirlwind-like speed before using its horns on its head. The with their ferocious gales and fierce thunderstorms. Landorus,
horns are as sharp as blades. The blades are used to swiftly cut mostly immune to the fury of Thundurus and Tornadus, pun-
down opponents. One unique trait among the Swords of Justice ished the two of them for their feud and tamed them both. For
held dearly by Virizion is its seeming interest in keeping its ap- this reason, people will often find shrines to Landorus and warn-
pearance as elegant as possible. It will often start working to get ings of the dangerous Tornadus and Thundurus.
any grime off of itself, even during battle, while carrying on with
a fight.
147
Tornadus
Flying - Huge (Size), Medium (Weight)
Incarnate Form
Therian Form
Skills: Flight (can fly), Freezer (can create ice), Guster (can pro-
duce wind)
Passives: Agility (+2 Speed), Defiant (If a foe lowers any of your
stats, you have +2 Attack until your lowered stats are returned to
normal.), Prankster (Your attacks that do not deal damage on hit
have Priority.), Regenerator (You recover to Max HP after resting
for 1 hour.)
Legendary
148
Thundurus Landorus
Electric / Flying - Huge (Size), Medium (Weight) Ground / Flying - Huge (Size), Medium (Weight)
Hit Points: 96 Defense: 7 Special Defense: 8 Hit Points: 108 Defense: 10 Special Defense: 8
Speed: 13 (65 ft.) Attack: 12 Special Attack: 14 Speed: 10 (50 ft.) Attack: 15 Special Attack: 12
Hit Points: 96 Defense: 7 Special Defense: 8 Hit Points: 108 Defense: 7 Special Defense: 8
Speed: 10 (50 ft.) Attack: 11 Special Attack: 15 Speed: 10 (50 ft.) Attack: 11 Special Attack: 15
Skills: Flight (can fly), Guster (can produce wind), Zapper (can Skills: Flight (can fly), Groundshaper (can manipulate the
produce electricity) ground), Guster (can produce wind)
Passives: Agility (+2 Speed), Nasty Plot (+1 Special Attack), Defi- Passives: Intimidate (+1 Defense), Swords Dance (+2 Attack),
ant (If a foe lowers any of your stats, you have +2 Attack until Sand Force (While in Sandstorming Weather, your Rock-type and
your lowered stats are returned to normal.), Prankster (Your Ground-type attacks deal +1d8 damage.), Sheer Force (Your
attacks that do not deal damage on hit have Priority.), Volt Ab- attacks that have additional effects that affect the target may
sorb (When you are hit by an electric-type attack, half the dam- deal +1d20 damage, but will not have those additional effects.)
age after applying weakness and resistance, then you heal that
Moves (Attack +7/+5, Special Attack +6/+7, Speed +5)
much HP instead of taking damage.)
Extrasensory - Ranged(10ft) Psychic Special Attack: 3/day 3d10.
Moves (Attack +6/+5, Special Attack +7, Speed +6/+5)
On hit, if you got 18 or higher on Accuracy Check, the target is
Shock Wave - Ranged(20ft) Electric Special Attack: 3/day 3d8. Stunned.
You can’t miss targets with less than 15 Special Defense.
Rock Slide - Ranged(20ft, 10ft wave) Rock Attack: 1/day 5d12.
Dark Pulse - Ranged(10ft) Dark Special Attack: 3/day 3d10. On Rock Slide has -2 during Accuracy Check. On hit, if you got 14 or
hit, if you got 16 or higher on Accuracy Check, the target is higher on Accuracy Check, the target is Stunned.
Stunned.
Earthquake - Ranged(30ft burst) Ground Attack: 1/day 5d12.
Revenge - Melee Fighting Attack: 3/day 3d8. If you were
Stone Edge - Ranged(25ft) Rock Attack: 1/day 5d12. Stone Edge
attacked by the target this round, use 3d12 for damage instead.
has -2 during Accuracy Check. On hit, if you got 18 or higher on
Thrash - Melee Normal Attack: 1/day 5d12. Move to and attack Accuracy Check, Stone Edge is a critical hit.
the nearest possible target within 25ft. During your next action,
Outrage - Melee Dragon Attack: 1/day 5d12. Move to and attack
move to and attack the nearest possible target within 25ft, then
the nearest possible target within 25ft. During your next action,
you become Confused. Thrash can and will target allies.
move to and attack the nearest possible target within 25ft, then
Thunder - Ranged(30ft, 5ft blast) Electric Special Attack: 1/day you become Confused. Outrage can and will target allies.
5d12. Thunder has -5 during Accuracy Check unless it’s Raining.
Legendary
On hit, if you got 14 or higher on Accuracy Check, the targets are
Paralyzed. Force of Nature - Legendary Passive - As a free action, you may
change into your Therian Form, or change back into your Incar-
Legendary
nate Form.
Force of Nature - Legendary Passive - As a free action, you may
change into your Therian Form, or change back into your Incar-
nate Form. Biology: Diet - Omnivore, Habitat - Mountain
149
Latias
Dragon / Psychic - Large (Size), Medium (Weight)
Skills: Flight (can fly), Guster (can produce wind), Invisibility (can
turn invisible), Telepath (can read minds)
Heal Pulse - Ranged(10ft) Psychic Effect: 1/day. Target an ally or Latias and Latios are sibling legendary Pokémon, always
yourself. The target is healed HP equal to half of the target’s paired with another. They serve as the guardians of Soul Dew, a
Max HP. relic from an ancient time that empowers both of them. Both,
Recover - Self Normal Effect: 1/day. You are healed HP equal to either through physical transformation or through some kind of
half of your Max HP. illusion are capable of temporarily taking on the appearance of a
human they’ve seen. They are exceedingly fast, becoming blurs
Psychic - Ranged(25ft) Psychic Special Attack: 3/day 3d10. On
that jet by at near-sonic speeds. Both are capable of using Mega
hit, the target’s Special Defense is -1 for 10 mins. This effect can-
Stones to Mega Evolve. Instead of using the power made from a
not be stacked.
bond with a trainer and their Pokémon, it is their reliance on
Dragon Pulse - Ranged(10ft) Dragon Special Attack: 3/day 3d10. each other that can empower them to Mega Evolve without the
use of a Key Stone.
Legendary
Mega Latias
Dragon / Psychic - Large (Size), Heavy (Weight)
150
Latios
Dragon / Psychic - Large (Size), Medium (Weight)
Skills: Flight (can fly), Guster (can produce wind), Invisibility (can
turn invisible), Telepath (can read minds)
Legendary
151
Regirock Long ago, Regigigas is said to have pulled the continents into
place, and then created the hundreds of titans from an icy
Rock - Huge (Size), Superweight (Weight) mountain, rocks, magma, and crystallized dragon energy in its
Hit Points: 96 Defense: 22 Special Defense: 10 image. Regigigas was apparently worshiped at one time, along-
side the other legendary titans, by ancient people. Due to it be-
Speed: 5 (25 ft.) Attack: 10 Special Attack: 5
ing so powerful, Regigigas was sealed away. The many other
Skills: Groundshaper (can manipulate the ground), Magnetic titans were spirited away all over the world.
(controls magnetic fields), Strength (very strong), Zapper (can
produce electricity)
Passives: Iron Defense (+2 Defense), Clear Body (Your stats can-
not be lowered by a foe’s effects.), Sturdy (If you would be
brought from Max HP to 0 or below, you are instead brought to 1
HP.)
Legendary
Regice wears an aura of terribly cold air. Small things will
Legendary Titans - Legendary Passive - When gathered with at freeze solid just by going near this Pokémon. Its inner icy body is
least two other Legendary Titans, Regigigas is compelled to so cold, it will not melt even if it is immersed in magma. Regice
awaken if nearby. was made by Regigigas during the ice age.
152
Regice Registeel
Ice - Huge (Size), Superweight (Weight) Steel - Huge (Size), Superweight (Weight)
Hit Points: 96 Defense: 10 Special Defense: 22 Hit Points: 96 Defense: 17 Special Defense: 17
Speed: 5 (25 ft.) Attack: 5 Special Attack: 10 Speed: 5 (25 ft.) Attack: 8 Special Attack: 8
Skills: Chilled (always cold), Freezer (can create ice), Magnetic Skills: Groundshaper (can manipulate the ground), Magnetic
(controls magnetic fields), Strength (very strong), Zapper (can (controls magnetic fields), Strength (very strong), Zapper (can
produce electricity) produce electricity)
Passives: Amnesia (+2 Special Defense), Clear Body (Your stats Passives: Amnesia (+2 Special Defense), Iron Defense (+2 De-
cannot be lowered by a foe’s effects.), Ice Body (If in Hailing fense), Clear Body (Your stats cannot be lowered by a foe’s
weather, you recover 4 HP during your action.) effects.), Sturdy (If you would be brought from Max HP to 0 or
below, you are instead brought to 1 HP.)
Moves (Attack +2, Special Attack +5, Speed +2)
Moves (Attack +4, Special Attack +4, Speed +2)
Stomp - Melee Normal Attack: At-Will 2d8. On hit, if you got 18
or higher on Accuracy Check, the target is Stunned. Metal Claw - Melee Steel Attack: At-Will 2d6. On hit, your Attack
is +1 for 10 mins. This effect cannot be stacked.
Icy Wind - Ranged(10ft) Ice Special Attack: At-Will 2d8. On hit,
the target’s Speed is -1 for 10 mins. This effect cannot be Iron Head - Melee Steel Attack: 3/day 3d10. On hit, if you got 14
stacked. or higher on Accuracy Check, the target is Stunned.
Ice Beam - Ranged(20ft beam) Ice Special Attack: 3/day 3d10. On Flash Cannon - Ranged(20ft) Steel Special Attack: 3/day 3d10.
hit, if you got 18 or higher on Accuracy Check, the target is Fro- On hit, the target’s Special Defense is -1 for 10 mins. This effect
zen. cannot be stacked.
Hammer Arm - Melee Fighting Attack: 1/day 5d12. On hit, your Hammer Arm - Melee Fighting Attack: 1/day 5d12. On hit, your
Speed is -1 for 10 mins. This effect cannot be stacked. Speed is -1 for 10 mins. This effect cannot be stacked.
Hyper Beam - Ranged(25ft beam) Normal Special Attack: 1/day Hyper Beam - Ranged(25ft beam) Normal Special Attack: 1/day
5d20. Hyper Beam has -2 during Accuracy Check. You cannot act 5d20. Hyper Beam has -2 during Accuracy Check. You cannot act
during the next round. during the next round.
Legendary Legendary
Legendary Titans - Legendary Passive - When gathered with at Legendary Titans - Legendary Passive - When gathered with at
least two other Legendary Titans, Regigigas is compelled to least two other Legendary Titans, Regigigas is compelled to
awaken if nearby. awaken if nearby.
Biology: Diet - Ergovore, Habitat - Cave / Mountain Biology: Diet - Ergovore, Habitat - Cave / Mountain
Proficiencies: Electric / Ice / Magnetic / Stampeding Proficiencies: Electric / Steel/ Magnetic / Stampeding
153
Regieleki Regidrago
Electric - Huge (Size), Superweight (Weight) Dragon - Huge (Size), Superweight (Weight)
Hit Points: 96 Defense: 5 Special Defense: 5 Hit Points: 240 Defense: 5 Special Defense: 5
Speed: 20(100ft.) Attack: 10 Special Attack: 10 Speed: 9 (45 ft.) Attack: 11 Special Attack: 10
Skills: Magnetic (controls magnetic fields), Strength (very Skills: Magnetic (controls magnetic fields), Strength (very strong)
strong), Zapper (can produce electricity)
Passives: Dragon Dance (+1 Attack, +1 Speed), Dragon’s Maw
Passives: Sturdy (If you would be brought from Max HP to 0 or (Dragon-type attacks used within 100ft of you deal +8 damage.),
below, you are instead brought to 1 HP.), Transistor (Electric-type Sturdy (If you would be brought from Max HP to 0 or below, you
attacks used within 100ft of you deal +8 damage.) are instead brought to 1 HP.)
Moves (Attack +5, Special Attack +5, Speed +10) Moves (Attack +5, Special Attack +5, Speed +4)
Stomp - Melee Normal Attack: At-Will 2d8. On hit, if you got 18 Stomp - Melee Normal Attack: At-Will 2d8. On hit, if you got 18
or higher on Accuracy Check, the target is Stunned. or higher on Accuracy Check, the target is Stunned.
Thunder Shock - Ranged(20ft) Electric Special Attack: At-Will Dragon Breath - Ranged(10ft) Dragon Attack: At-Will 2d8. On
1d12. On hit, if you got 18 or higher on Accuracy Check, the tar- hit, if you got 18 or higher on Accuracy Check, the target is Para-
get is Paralyzed. lyzed.
Thunder - Ranged(30ft, 5ft blast) Electric Special Attack: 1/day Dragon Energy - Ranged(30ft burst) Dragon Special Attack: 1/day
5d12. Thunder has -5 during Accuracy Check unless it’s Raining. 3d10. If you are at Max HP, Dragon energy has 5d12 for damage
On hit, if you got 14 or higher on Accuracy Check, the targets are instead.
Paralyzed. Hammer Arm - Melee Fighting Attack: 1/day 5d12. On hit, your
Thunder Cage - Ranged(50ft burst) Electric Special Attack: 1/day Speed is -1 for 10 mins. This effect cannot be stacked.
3d8. On hit, all targets are bound to ground for 1d4 turns. For Hyper Beam - Ranged(25ft beam) Normal Special Attack: 1/day
each turn the target is bound, it takes 1d6 damage. 5d20. Hyper Beam has -2 during Accuracy Check. You cannot act
Hyper Beam - Ranged(25ft beam) Normal Special Attack: 1/day during the next round.
5d20. Hyper Beam has -2 during Accuracy Check. You cannot act Legendary
during the next round.
Legendary Titans - Legendary Passive - When gathered with at
Legendary
least two other Legendary Titans, Regigigas is compelled to
Legendary Titans - Legendary Passive - When gathered with at awaken if nearby.
least two other Legendary Titans, Regigigas is compelled to
awaken if nearby.
Biology: Diet - Ergovore, Habitat - Cave / Mountain
154
Regigigas
Normal - Gigantic (Size), Superweight (Weight)
Legendary
155
Uxie When Arceus created the greater beings in the world that
held domain over different aspects of reality, Arceus made a trio
Psychic - Small (Size), Featherweight (Weight) of legendary Pokémon who could act as a failsafe should any
Hit Points: 96 Defense: 13 Special Defense: 15 rampage beyond control. They are elusive Pokémon who are
prone to fleeing and under most circumstances hate conflict.
Speed: 10 (50 ft.) Attack: 8 Special Attack: 8
Legendary
Seal of Calamity - 3/day if you are with two other Seal of Calami-
ty Legendary Pokémon you may each target the same Legendary
Pokémon with over 300 Max HP, then your turn ends. If none of
the Seal of Calamity Pokémon are knocked out by the start of
your third turn from using Seal of Calamity, the targeted Poké-
mon is Under Control for 1d4 days. A Pokémon who is Under
Control is tamed by the Seal of Calamity trio and the trio can Azelf is known as the origin of willpower. People learned to
command the Pokémon who is Under Control. Most often, the act and do as they wished. It is said that if you harm Azelf, you
trio will quell the Pokémon’s rampage and dismiss it back to will turn into a statue, unable to move ever again.
wherever it came from.
156
Mesprit Azelf
Psychic - Small (Size), Featherweight (Weight) Psychic - Small (Size), Featherweight (Weight)
Hit Points: 96 Defense: 12 Special Defense: 11 Hit Points: 96 Defense: 7 Special Defense: 7
Speed: 8 (40 ft.) Attack: 11 Special Attack: 11 Speed: 12 (60 ft.) Attack: 13 Special Attack: 14
Skills: Flight (can fly), Intelligence (very smart), Telekinetic (can Skills: Flight (can fly), Intelligence (very smart), Telekinetic (can
move things with their mind), Telepath (can read minds) move things with their mind), Telepath (can read minds)
Passives: Charm (+1 Defense), Levitate (You are immune to Passives: Nasty Plot (+1 Special Attack), Levitate (You are im-
Ground-type moves while you are airborne.) mune to Ground-type moves while you are airborne.)
Moves (Attack +5, Special Attack +5, Speed +4) Moves (Attack +6, Special Attack +7, Speed +6)
Confusion - Ranged(10ft) Psychic Special Attack: At-Will 1d12. Confusion - Ranged(10ft) Psychic Special Attack: At-Will 1d12.
On hit, if you got 19 or higher on Accuracy Check, the target is On hit, if you got 19 or higher on Accuracy Check, the target is
Confused. Confused.
Protect - Ranged Normal Effect: 1/day. Protect is used as a Reac- Detect - Ranged Fighting Effect: 1/day. Detect is used as a Reac-
tion. If you are hit by an attack, ignore the damage and any tion. If you are hit by an attack, ignore the damage and any
effects of the attack. effects of the attack.
Lucky Chant - Ranged(30ft burst) Normal Effect: 3/day. Put a Uproar - Ranged(20ft burst) Normal Special Attack: 1/day 3d10.
Lucky Coat on all allies and yourself. The Coat has the following You may move, but then must use Uproar for two more consecu-
ability: If you are hit by a Critical Hit, treat the hit as a regular tive rounds. Sleeping Pokémon within range of Uproar are awok-
successful hit. This Coat lasts for 2 rounds. en and Pokémon cannot go to Sleep within Uproar’s range.
Future Sight - Ranged(30ft) Psychic Special Attack: 1/day 5d12. Future Sight - Ranged(30ft) Psychic Special Attack: 1/day 5d12.
When you use this attack you immediately end your turn. In two When you use this attack you immediately end your turn. In two
rounds, select any target within 30ft of you to target with Future rounds, select any target within 30ft of you to target with Future
Sight then you may roll Future Sight’s Accuracy Check and dam- Sight then you may roll Future Sight’s Accuracy Check and dam-
age. age.
Extrasensory - Ranged(10ft) Psychic Special Attack: 3/day 3d10. Extrasensory - Ranged(10ft) Psychic Special Attack: 3/day 3d10.
On hit, if you got 18 or higher on Accuracy Check, the target is On hit, if you got 18 or higher on Accuracy Check, the target is
Stunned. Stunned.
Legendary Legendary
Seal of Calamity - 3/day if you are with two other Seal of Calami- Seal of Calamity - 3/day if you are with two other Seal of Calami-
ty Legendary Pokémon you may each target the same Legendary ty Legendary Pokémon you may each target the same Legendary
Pokémon with over 300 Max HP, then your turn ends. If none of Pokémon with over 300 Max HP, then your turn ends. If none of
the Seal of Calamity Pokémon are knocked out by the start of the Seal of Calamity Pokémon are knocked out by the start of
your third turn from using Seal of Calamity, the targeted Poké- your third turn from using Seal of Calamity, the targeted Poké-
mon is Under Control for 1d4 days. A Pokémon who is Under mon is Under Control for 1d4 days. A Pokémon who is Under
Control is tamed by the Seal of Calamity trio and the trio can Control is tamed by the Seal of Calamity trio and the trio can
command the Pokémon who is Under Control. Most often, the command the Pokémon who is Under Control. Most often, the
trio will quell the Pokémon’s rampage and dismiss it back to trio will quell the Pokémon’s rampage and dismiss it back to
wherever it came from. wherever it came from.
Biology: Diet - Herbivore, Habitat - Cave / Lake Biology: Diet - Herbivore, Habitat - Cave / Lake
Proficiencies: Psychic / Elemental Attack EI / Spellcraft / Weird Proficiencies: Psychic / Elemental Attack EF / Hexwork / Weird
157
Heatran
Fire / Steel - Gigantic (Size), Superweight (Weight)
Legendary
158
Volcanion
Fire / Water - Gigantic (Size), Superweight (Weight)
Moves (Attack +5, Special Attack +6, Speed +3) Lugia leads the legendary birds. When they fight over territo-
ry, Lugia is the only Pokémon that can quell their ceaseless
Water Gun - Ranged(20ft) Water Special Attack: At-Will 2d6.
fighting. Much like the birds, it possesses the ability to control
Take Down - Melee Normal Attack: 3/day 3d10. On hit, you lose the weather; most notably, it can calm and give rise to storms. It
HP equal to 1/4th of the damage you deal. is said that a light flutter of its wings is capable of causing winds
Flamethrower - Ranged(20ft beam) Fire Special Attack: 3/day powerful enough to tear down cliffs. If it were to flap its wings, it
3d10. On hit, if you got 18 or higher on Accuracy Check, the tar- could hypothetically spawn storms lasting as long as forty days.
get is Burned. It is highly intelligent, and because of the devastating power it
could accidentally inflict, it isolates itself deep underwater and
Scald - Ranged(10ft) Water Special Attack: 3/day 3d10. On hit, if
tends to sleep in solitude.
you got 14 or higher on Accuracy Check, the target is Burned.
Legendary
159
Lugia Fire / Flying - Huge (Size), Superweight (Weight)
Ho-oh
160
Phione Manaphy
Water - Small (Size), Light (Weight) Water - Small (Size), Light (Weight)
Hit Points: 48 Defense: 10 Special Defense: 8 Hit Points: 120 Defense: 12 Special Defense: 10
Speed: 8 (40 ft.) Attack: 8 Special Attack: 8 Speed: 10 (50 ft.) Attack: 10 Special Attack: 13
Skills: Gilled (can breathe underwater), Glow (can produce light), Skills: Gilled (can breathe underwater), Glow (can produce light),
Swimmer (can swim) Intelligence (very smart), Swimmer (can swim)
Passives: Acid Armor (+2 Defense), Hydration (While in Raining Passives: Acid Armor (+2 Defense), Tail Glow (+3 Special Attack),
weather, you are cured of any afflictions.) Hydration (While in Raining weather, you are cured of any afflic-
tions.)
Moves (Attack +4, Special Attack +4, Speed +4)
Moves (Attack +5, Special Attack +6, Speed +5)
Supersonic - Ranged(10ft) Normal Effect: At-Will. Supersonic has
-8 during Accuracy Check. On hit, the target is Confused. Supersonic - Ranged(10ft) Normal Effect: At-Will. Supersonic has
-8 during Accuracy Check. On hit, the target is Confused.
Water Pulse - Ranged(20ft burst) Water Special Attack: 3/day
3d8. On hit, if you got 16 or higher on Accuracy Check, the target Water Pulse - Ranged(20ft burst) Water Special Attack: 3/day
is Confused. 3d8. On hit, if you got 16 or higher on Accuracy Check, the target
is Confused.
Aqua Ring - Self Water Effect: 1/day. Put a Ring Coat on yourself.
The Coat has the following ability: At the beginning of your turn, Aqua Ring - Self Water Effect: 1/day. Put a Ring Coat on yourself.
recover 1d10 HP. This Coat lasts for 1 min. If it’s raining, the Coat The Coat has the following ability: At the beginning of your turn,
lasts for 2 mins. recover 1d10 HP. This Coat lasts for 1 min. If it’s raining, the Coat
lasts for 2 mins.
Dive - Melee Water Attack: 3/day 3d10. When you use this at-
tack, dive into water so that you are concealed, then you imme- Dive - Melee Water Attack: 3/day 3d10. When you use this at-
diately end your turn. During your next turn, your movement tack, dive into water so that you are concealed, then you imme-
speed underwater is +40ft, and when you emerge from the wa- diately end your turn. During your next turn, your movement
ter you may roll Dive’s Accuracy Check and damage. speed underwater is +40ft, and when you emerge from the wa-
ter you may roll Dive’s Accuracy Check and damage.
Rain Dance - Water Field Effect: 3/day. You create a circle of
Raining Weather with a 60ft diameter. Within the Raining Rain Dance - Water Field Effect: 3/day. You create a circle of
weather, Water-type attacks deal an additional 8 damage and Raining Weather with a 60ft diameter. Within the Raining
Fire-type attacks deal 8 less damage. This weather disappears weather, Water-type attacks deal an additional 8 damage and
after 2 mins. Fire-type attacks deal 8 less damage. This weather disappears
after 2 mins.
Legendary
Biology: Diet - Herbivore, Habitat - Ocean
Prince of the Sea - Legendary Passive - You are compelled to
Proficiencies: Water / Cutesy / Piscian
protect the ocean.
161
Celebi
Psychic / Grass - Small (Size), Light (Weight)
Legendary
Time Traveler - 5/day you may stop time as a free action. You
may move in stopped time for up to two rounds, doing whatever
Manaphy's body is made almost entirely of water. It is highly you would like before time resumes as normal. You may also
tied to its environment, and swims long distances to return to its choose to move forward or backwards in time up to ten years at
birthplace if its sense those waters are in danger. It is born with a time, entering moving time in the same place you left. While
a special power that allows it to bond with any Pokémon. Mana- moving forwards or backwards through time, you can take any-
phy can force two beings to feel the perspective of each other one touching you, or others touching them, that you want to
and face the weight of each other’s struggles. It will often use take.
this power to let others witness the pain it feels when the ocean
Guardian of the Forest - Legendary Passive - You are compelled
is polluted and destroyed. Manaphy will lay eggs that hatch
to protect forests.
Phione to protect the ocean where it was left. It is said there is
at least one Manaphy for every ocean in the world.
Biology: Diet - Phototroph, Habitat - Forest / Rainforest
162
Jirachi
Steel / Psychic - Small (Size), Light (Weight)
Legendary
163
Victini
Psychic / Fire - Small (Size), Light (Weight)
Skills: Firestarter (can create fire), Flight (can fly), Glow (can pro-
duce light), Invisibility (can turn invisible), Telepath (can read
minds)
Legendary
164
Marshadow
Fighting / Ghost - Small (Size), Medium (Weight)
Skills: Flight (can fly), Phasing (can move through solid objects),
Stealth (can make stealth skill checks), Strength (very strong)
Moves (Attack +6, Special Attack +, Speed +) Shaymin gathers with tens of others in a flower field some-
Drain Punch - Melee Fighting Attack: 3/day 2d8. On hit, you re- where and migrates together from there. A new field of flowers
gain HP equal to half of the damage dealt. grow wherever the herd lands. Shaymin is also attracted to areas
where there is a lot of gratitude. While in its land form, Shaymin
Shadow Punch - Melee Ghost Attack: 3/day 3d8. You can’t miss are timid and shy, but when in their sky forms they are brave
targets with less than 15 Defense. and work to defend their fields of flowers. Since it camouflages
Close Combat - Melee Fighting Attack: 1/day 5d12. On hit, your by curling itself up into a small tuft of grass, it can easily escape
Defense and Special Defense is -2 for 10 mins. This effect cannot people's notice.
be stacked.
Legendary
Spectral Thief - Melee Ghost Attack: 3/day 5d8. On hit, your tar-
get’s stat passives are disabled. For the next ten minutes, you
gain those passives. You may have any amount of stat passives
through your uses of Spectral Thief.
165
Shaymin
Land Form
Sky Form
Skills: Alluring (attracts others with their aroma), Flight (can fly),
Sprouter (can manipulate plant life), Telepath (can read minds)
166
Glastrier Spectrier
Ice - Huge (Size), Superweight (Weight) Ghost - Huge (Size), Medium (Weight)
Hit Points: 100 Defense: 13 Special Defense: 11 Hit Points: 100 Defense: 6 Special Defense: 8
Speed: 3 (15 ft.) Attack: 17 Special Attack: 7 Speed: 15 (75 ft.) Attack: 7 Special Attack: 16
Skills: Freezer (can create ice) Skills: Invisibility (can turn invisible)
Passives: Iron Defense (+2 Defense), Swords Dance (+2 Attack), Passives: Agility (+2 Speed), Nasty Plot (+1 Special Attack), Grim
Focus Energy (Attacks are critical hits on natural 18-20), Chilling Neigh (When you knock out a foe, your Special Attack is +2 for 10
Neigh (When you knock out a foe, your Attack is +2 for 10 mins.) mins.)
Moves (Attack +8, Special Attack +3, Speed +1) Moves (Attack +3, Special Attack +8, Speed +7)
Stomp - Melee Normal Attack: At-Will 2d8. On hit, if you got 18 Confuse Ray - Ranged(20ft) Ghost Effect: 1/day. On hit, the tar-
or higher on Accuracy Check, the target is Stunned. get becomes Confused.
Avalanche - Melee Ice Attack: 3/day 3d8. If the target was al- Shadow Ball - Ranged(20ft) Ghost Special Attack: 3/day 3d10. On
ready attacked this round, Avalanche deals +1d8 damage. hit, the target’s Special Defense is -1 for 10 mins. This effect can-
not be stacked.
Icicle Crash - Ranged(15ft) Ice Attack: 3/day 3d10. On hit, if you
got 14 or higher on Accuracy Check, the target is Stunned. Disable - Ranged(20ft) Normal Effect: 1/day. For 1 minute, the
attack last used by the target may not be used again.
Taunt - Ranged(20ft) Dark Effect: 3/day. On hit, the target may
only use attacks that target you or your allies for 1 min. Hex - Ranged(15ft) Ghost Special Attack: 3/day 3d8. If the target
is afflicted, Hex has 5d8 for damage instead.
Double Edge - Melee Normal Attack: 1/day 5d12. On hit, you
lose HP equal to 1/3rd of the damage you deal. Double Edge - Melee Normal Attack: 1/day 5d12. On hit, you
lose HP equal to 1/3rd of the damage you deal.
Legendary
Legendary
Mount - Legendary Passive - As a free action, Calyrex can begin
to ride you. While mounted, you both move using the Speed of Mount - Legendary Passive - As a free action, Calyrex can begin
Calyrex Ice Rider. When acting, you both act at the same time to ride you. While mounted, you both move using the Speed of
and you both make attacks during the Calyrex Ice Rider’s turn. Calyrex Shadow Rider. When acting, you both act at the same
You are only knocked out once Calyrex Ice Rider is knocked out. time and you both make attacks during the Calyrex Shadow Rid-
As a free action, Calyrex can dismount. Whenever Calyrex dis- er’s turn. You are only knocked out once Calyrex Shadow Rider is
mounts from you, your HP is set to 100. knocked out. As a free action, Calyrex can dismount. Whenever
Calyrex dismounts from you, your HP is set to 100.
167
Calyrex Calyrex Ice Rider
Psychic / Grass - Medium (Size), Light (Weight) Psychic / Ice - Huge (Size), Superweight (Weight)
Hit Points: 100 Defense: 8 Special Defense: 8 Hit Points: 320 Defense: 17 Special Defense: 13
Speed: 8 (40 ft.) Attack: 9 Special Attack: 9 Speed: 5 (25 ft.) Attack: 20 Special Attack: 10
Skills: Flight (can fly), Freezer (can create ice), Intelligence (very Skills: Flight (can fly), Intelligence (very smart), Mind Lock (mind
smart), Mind Lock (mind can’t be read), Mind Control (can bor- can’t be read), Mind Control (can borrow a person to speak
row a person to speak through them), Sprouter (can manipulate through them), Sprouter (can manipulate plant life), Telekinetic
plant life), Telekinetic (can move things with their mind), Tele- (can move things with their mind), Telepath (can read minds)
path (can read minds)
Passives: Growth (+1 Attack, +1 Special Attack), Iron Defense (+2
Passives: Growth (+1 Attack, +1 Special Attack), Unnerve (Foes Defense), Swords Dance (+2 Attack), Focus Energy (Attacks are
within 25ft of you cannot consume food.) critical hits on natural 18-20), Chilling Neigh (When you knock
out a foe, your Attack is +2 for 10 mins.), Unnerve (Foes within
Moves (Attack +4, Special Attack +4, Speed +4)
25ft of you cannot consume food.)
Life Dew - Ranged(20ft burst) Water Effect: 1/day. You and any
Legendary (Attack +10, Special Attack +5, Speed +2)
allies in range are each healed HP equal to 1/4th of your Max HP.
Glacial Lance - Ranged(50ft burst) Ice Attack: 3/day 5d20.
Psychic - Ranged(25ft) Psychic Special Attack: 3/day 3d10. On
hit, the target’s Special Defense is -1 for 10 mins. This effect can-
not be stacked.
Calyrex Shadow Rider
Future Sight - Ranged(30ft) Psychic Special Attack: 1/day 5d12.
When you use this attack you immediately end your turn. In two Psychic / Ghost - Huge (Size), Medium (Weight)
rounds, select any target within 30ft of you to target with Future Hit Points: 320 Defense: 8 Special Defense: 10
Sight then you may roll Future Sight’s Accuracy Check and dam-
age. Speed: 17 (85 ft.) Attack: 10 Special Attack: 19
Heal Pulse - Ranged(10ft) Psychic Effect: 1/day. Target an ally or Skills: Flight (can fly), Intelligence (very smart), Invisibility (can
yourself. The target is healed HP equal to half of the target’s turn invisible), Mind Lock (mind can’t be read), Mind Control (can
Max HP. borrow a person to speak through them), Sprouter (can manipu-
late plant life), Telekinetic (can move things with their mind),
Solar Beam - Ranged(30ft beam) Grass Special Attack: 1/day Telepath (can read minds)
5d12. When you use this attack you immediately end your turn
unless it’s Sunny. During your next turn, or immediately if it’s Passives: Agility (+2 Speed), Growth (+1 Attack, +1 Special
Sunny, you may target with and roll Solar Beam’s Accuracy Attack), Nasty Plot (+1 Special Attack), Grim Neigh (When you
Check and damage. knock out a foe, your Special Attack is +2 for 10 mins.), Unnerve
(Foes within 25ft of you cannot consume food.)
Legendary
Legendary (Attack +5, Special Attack +9, Speed +8)
Rider - Legendary Passive - As a free action, Calyrex can mount
Glastrier or Spectrier to become Calyrex Ice Rider or Calyrex Astral Barrage - Ranged(50ft burst) Ghost Special Attack: 3/day
Shadow Rider respectively. Whenever you mount, you recover 5d20.
to full HP in your new form. You gain all of the moves of Glastrier
or Spectrier when you mount them while retaining your moves.
As a free action, you may also dismount. When you dismount,
your mount is set to their full HP, but you lose HP from your full
HP equal to the amount of HP you lost while in your Ice Rider or
Shadow Rider form.
168
Meloetta
Aria Form
Pirouette Form
Legendary
169
Diancie
Rock / Fairy - Medium (Size), Medium (Weight)
Mega Diancie
Rock / Fairy - Large (Size), Heavy (Weight)
Additional Moves (Attack +8, Special Attack +8, Speed +5) Zeraora lacks an electricity-generating organ, so it gathers and
stores electricity from outside sources. It can create a very pow-
Diamond Storm - Ranged(40ft burst) Rock Attack: 3/day 3d20.
erful magnetic field and leap great heights within the field. Its fur
On hit, your Defense is +2 for 10 mins. This effect cannot be
is known to stand on end whenever it is using massive amounts
stacked.
of electricity. Zeraora can tear its opponents apart with it high-
voltage claws. Even if the opponent dodges, they still get elec-
trocuted by the flying sparks. Lighting flashes and thunderclaps
Biology: Diet - Terravore, Habitat - Cave / Mountain
can occur when Zeraora starts running.
Proficiencies: Fairy / Psychic / Rock / Cutesy / Magnetism
170
Zeraora Zarude
Electric - Medium (Size), Medium (Weight) Dark / Grass - Huge (Size), Heavy (Weight)
Hit Points: 108 Defense: 8 Special Defense: 8 Hit Points: 132 Defense: 11 Special Defense: 10
Speed: 14 (70 ft.) Attack: 12 Special Attack: 10 Speed: 11 (55 ft.) Attack: 14 Special Attack: 11
Skills: Climber (treats walls and ceilings as normal terrain), Skills: Climber (treats walls and ceilings as normal terrain),
Tracker (can follow scents), Zapper (can produce electricity) Stealth (can make stealth skill checks), Tracker (can follow
scents)
Passives: Hone Claws (+1 Attack, +1 to accuracy checks), Volt
Absorb (When you are hit by an electric-type attack, half the Passives: Growth (+1 Attack, +1 Special Attack), Leer (+1
damage after applying weakness and resistance, then you heal Attack), Leaf Guard (While in sunny weather, you are cured of
that much HP instead of taking damage.) any afflictions.)
Moves (Attack +6, Special Attack +5, Speed +7) Moves (Attack +7, Special Attack +5, Speed +5)
Spark - Melee Electric Attack: 3/day 3d8. On hit, if you got 14 or Bite - Melee Dark Attack: At-Will 2d8. On hit, if you got 16 or
higher on Accuracy Check, the target is Paralyzed. higher on Accuracy Check, the target is Stunned.
Thunder Punch - Melee Electric Attack: 3/day 3d8. On hit, if you Hammer Arm - Melee Fighting Attack: 1/day 5d12. On hit, your
got 17 or higher on Accuracy Check, the target is Paralyzed. Speed is -1 for 10 mins. This effect cannot be stacked.
Wild Charge - Melee Electric Attack: 3/day 3d10. On hit, you lose Thrash - Melee Normal Attack: 1/day 5d12. Move to and attack
HP equal to 1/4th of the damage you deal. the nearest possible target within 25ft. During your next action,
move to and attack the nearest possible target within 25ft, then
Close Combat - Melee Fighting Attack: 1/day 5d12. On hit, your
you become Confused. Thrash can and will target allies if possi-
Defense and Special Defense is -2 for 10 mins. This effect cannot
ble.
be stacked.
Power Whip - Melee Grass Attack: 1/day 5d12. Power Whip has
Legendary
-2 during Accuracy Check.
Plasma Fists - Melee Electric Attack: 3/day 3d12. For 10 mins, if
Legendary
you are hit by a melee attack, the attack is treated as an Electric-
type attack. Jungle Healing - Ranged(20ft burst) Grass Effect: 3/day. You and
any allies in range are each healed HP equal to 1/4th of your Max
HP and are cured of any afflictions.
Biology: Diet - Ergovore, Habitat - Forest / Mountain / Urban
Abandoned
Biology: Diet - Omnivore, Habitat - Forest / Jungle
Proficiencies: Electric / Bruiser / Claws / Fangs
Proficiencies: Dark / Grass / Bruiser / Claws / Fangs
171
Zarude are social and live in packs. They're usually incredibly Kubfu
aggressive, and frighten most other Pokémon in their territory;
excelling in battle with their sharp claws and quick wit. Zarude Fighting - Small (Size), Light (Weight)
occasionally exhibit a softer side, when isolated from their elu- Hit Points: 36 Defense: 6 Special Defense: 5
sive packs. When alone, they will adopt other species into a pack
Speed: 7 (35 ft.) Attack: 10 Special Attack: 5
that they will lead and protect from harm. A single Zarude with a
family of mismatched Pokémon is likely as dangerous as a pack Skills: Climber (treats walls and ceilings as normal terrain)
of Zarude.
Passives: Leer (+1 Attack), Focus Energy (Attacks are critical hits
on natural 18-20), Inner Focus (You are immune to being
Stunned.)
Aerial Ace - Melee Flying Attack: 3/day 3d8. You can’t miss tar-
gets with less than 15 Defense.
Embodying the spirit to grow, Kubfu is one of the rare legend- Speed: 10 (50 ft.) Attack: 14 Special Attack: 6
ary Pokémon that can evolve. If Kubfu pulls the long white hair
Skills: Climber (treats walls and ceilings as normal terrain),
on its head, its fighting spirit heightens and power wells up from
Strength (very strong)
the depths of its belly. Kubfu trains hard to perfect its moves.
The martial arts moves it masters will determine which form it Passives: Bulk Up (+1 Attack, +1 Defense), Focus Energy, Inner
takes when it evolves. Focus, Unseen Fist (Your moves cannot be prevented by a Reac-
tion move.)
172
Urshifu Rapid Strike
Fighting / Water - Large (Size), Heavy (Weight)
173
Meltan Gigantamax Melmetal HP: 840
Steel - Small (Size), Light (Weight) Steel - Large (Dynamic), Heavy (Dynamic)
Hit Points: 30 Defense: 10 Special Defense: 5 G-Max Meltdown - Ranged(80ft, 30ft blast) Steel (Attack/
Special Attack): At-Will 3d12. On hit, all targets cannot use a
Speed: 3 (15 ft.) Attack: 7 Special Attack: 6
move that they used during their previous action for 1 min.
Skills: Amorphous (can change their body into a liquid-like state)
Melmetal
Steel - Huge (Size), Superweight (Weight)
174
Hoopa Hoopa Unbound
Psychic / Ghost - Small (Size), Light (Weight) Psychic / Dark - Gigantic (Size), Superweight (Weight)
Hit Points: 100 Defense: 6 Special Defense: 13 Hit Points: 560 Defense: 6 Special Defense: 13
Speed: 7 (35 ft.) Attack: 11 Special Attack: 15 Speed: 8 (40 ft.) Attack: 16 Special Attack: 17
Skills: Flight (can fly), Phasing (can move through solid objects), Legendary (Attack +8, Special Attack +8, Speed +4)
Strength (very strong), Telepath (can read minds)
Hyperspace Fury - Ranged(40ft, 10ft blast) Dark Special Attack:
Passives: Magician (When hitting with a melee attack, you steal 3/day 3d12. Hyperspace Fury cannot miss.
the target’s held item, if any.)
Hyperspace Hole - Ranged(40ft, 10ft blast) Ghost Attack: 3/day
Moves (Attack +5, Special Attack +7, Speed +3) 3d12. Hyperspace Hole cannot miss.
Astonish - Melee Ghost Attack: At-Will 1d10. On hit, if you got 19
or higher on Accuracy Check, the target is Stunned.
Biology: Diet - Omnivore, Habitat - Cave / Mountain
Shadow Ball - Ranged(20ft) Ghost Special Attack: 3/day 3d10. On
Proficiencies: Dark / Ghost / Psychic / Energy Blast / Pulse /
hit, the target’s Special Defense is -1 for 10 mins. This effect can-
Stampeding
not be stacked.
Phantom Force - Melee Ghost Attack: 1/day 3d12. When you use
this attack, you vanish, then you immediately end your turn.
During your next turn, you reappear anywhere within 25ft of
where you vanished then your movement speed is doubled and
after getting to a target you may roll Phantom Force’s Accuracy
Check and damage.
Legendary
Mischief Maker - Once per turn you may open a portal connect-
ed to anywhere in the world or even another dimension as a free
action. The portal is at least 10ft in diameter and can be up to
150ft in diameter. The portal remains open for up to 1 day and
can be dismissed at any time as a free action. Hoopa can sustain
up to 4 portals at a time.
175
Deoxys Balance Deoxys Attack
Psychic - Large (Size), Medium (Weight) Psychic - Large (Size), Medium (Weight)
Hit Points: 60 Defense: 8 Special Defense: 8 Hit Points: 60 Defense: 5 Special Defense: 5
Speed: 15 (75 ft.) Attack: 15 Special Attack: 15 Speed: 15 (75 ft.) Attack: 18 Special Attack: 18
Skills: Amorphous (can change their body into a liquid-like state), Additional Moves (Attack +9, Special Attack +9, Speed +7)
Flight (can fly), Intelligence (very smart), Invisibility (can turn
Zap Cannon - Ranged(30ft) Electric Special Attack: 1/day 5d12.
invisible), Telekinetic (can move things with their mind), Telepath
Zap Cannon has -6 during Accuracy Check. On hit the target is
(can read minds)
Paralyzed.
Passives: Amnesia (+2 Special Defense), Cosmic Power (+1 De-
Superpower - Melee Fighting Attack: 1/day 5d12. On hit, your
fense, +1 Special Defense), Iron Defense (+2 Defense), Pressure
Attack and Defense is -2 for 10 mins. This effect cannot be
(If you are hit by a 3/day attack, the attacker can’t use that
attack for the remainder of the day.) stacked.
Psychic - Ranged(25ft) Psychic Special Attack: 3/day 3d10. On Deoxys was formed by the mutation of a virus from space.
hit, the target’s Special Defense is -1 for 10 mins. This effect can- The legendary Pokémon is highly intelligent; its brain appears to
not be stacked. be the crystal in its chest. That organ is capable of firing laser
Legendary beams of various elemental types. It is able to regenerate any
part of its body that it may have lost during a battle. Deoxys can
Adaptive Combat - Once per turn as a free action you may
telepathically communicate with its other bodies, but also can
change into your Balance, Attack, Defense, or Speed forms from
create aurora effects in the atmosphere to communicate if there
any form.
is something affecting its ability to normally use its hivemind.
Multilocation - 1/day you may roll 1d10. You create 30HP copies Deoxys has different forms and each possesses different abilities
of your self equal to your result. Each copy has all of the abilities and techniques. In addition to reforming itself for specialized
of your original, except for Multilocation. If your original body is combat, it can sever parts of its body which in turn fully reforms
ever knocked out, dismiss all other copies. You cannot have into additional bodies that all act as one. It is uncertain what
more than 99 copies at a time. All copies and the original oper- Deoxys wants on earth, but it is a formidable threat that is usual-
ate as a hivemind, knowledgeable about everything each body ly only sent back into space by force.
knows. Captured copies become separate entities without Mul-
tilocation.
176
Deoxys Defense Deoxys Speed
Psychic - Large (Size), Medium (Weight) Psychic - Large (Size), Medium (Weight)
Hit Points: 60 Defense: 19 Special Defense: 19 Hit Points: 60 Defense: 12 Special Defense: 12
Speed: 9 (45 ft.) Attack: 7 Special Attack: 7 Speed: 18 (90 ft.) Attack: 9 Special Attack: 9
Additional Moves (Attack +3, Special Attack +3, Speed +4) Additional Moves (Attack +4, Special Attack +4, Speed +9)
Counter - Melee Fighting Effect: 1/day. Counter is used as a Re- Double Team - Self Normal Effect: 1/day. You create 3 copies of
action. If you are hit by an enemy with an attack that makes con- yourself. You may attack from any copy and copies may inhabit
tact with you and they used the Attack stat to calculate damage, spaces up to 25 ft away from each other, though none can be
deal exactly twice the damage to the enemy that you received more than 25 ft from any other copies or the original. If a copy is
after taking damage. Do not apply weakness or resistances. hit, it disappears and you take 1/4th of the damage it would
have taken. If your copy is hit by a non-damaging attack the
Mirror Coat - Ranged(40ft) Psychic Effect: 1/day. Mirror Coat is
copy is dismissed and you are unaffected by the attack. If you
used as a Reaction. If you are hit by an enemy with an attack,
are hit, all copies disappear.
the enemy is within range, and they used the Special Attack stat
to calculate damage, deal exactly twice the damage to the ene- Extreme Speed - Melee Normal Attack: 3/day 3d10. Extreme
my that you received after taking damage. Do not apply weak- Speed has Priority and cannot be contested for Priority.
ness or resistances.
177
Darkrai Cresselia
Dark - Large (Size), Medium (Weight) Psychic - Large (Size), Heavy (Weight)
Hit Points: 360 Defense: 9 Special Defense: 9 Hit Points: 480 Defense: 12 Special Defense: 14
Speed: 13 (65 ft.) Attack: 9 Special Attack: 15 Speed: 9 (45 ft.) Attack: 7 Special Attack: 9
Skills: Flight (can fly), Intelligence (very smart), Mind Lock (mind Skills: Flight (can fly), Glow (can produce light), Intelligence (very
can’t be read), Phasing (can move through solid objects), Stealth smart), Invisibility (can turn invisible), Telepath (can read minds)
(can make stealth skill checks)
Passives: Calm Mind (+1 Special Attack, +1 Special Defense), Lev-
Passives: Nasty Plot (+1 Special Attack), Bad Dreams (Foes who itate (You are immune to Ground-type moves while you are air-
are Asleep lose 20 HP at your turn when within 30 ft of you.) borne.)
Moves (Attack +4, Special Attack +7, Speed +6) Moves (Attack +3, Special Attack +4, Speed +4)
Mind-reading Disable - Ranged(20ft) Normal Effect: 3/day. Confusion - Ranged(10ft) Psychic Special Attack: At-Will 1d12.
Chose an attack the target knows. That move cannot be used by On hit, if you got 19 or higher on Accuracy Check, the target is
the target for 5 mins. Confused.
Nightmare - Ranged(40ft burst) Ghost Effect: 1/day. All Sleeping Aurora Beam - Ranged(15ft beam) Ice Special Attack: 3/day 3d8.
targets are given Nightmare Coats. The Nightmare Coat has the On hit, all target’s Attack are -1 for 10 mins. This effect cannot be
following ability: At the end of your turn, lose 1/4th of your Max stacked.
HP. Nightmare Coat is destroyed if the wearer is cured of Sleep Psychic - Ranged(25ft) Psychic Special Attack: 3/day 3d10. On
or knocked out. hit, the target’s Special Defense is -1 for 10 mins. This effect can-
Dream Eater - Melee Psychic Special Attack: 1/day 5d12. Dream not be stacked.
Eater can only hit Sleeping targets. On hit, you regain HP equal Moonblast - Ranged(20ft) Fairy Special Attack: 3/day 3d10. On
to half of the damage dealt. hit, the target’s Special Attack is -1 for 10 mins. This effect can-
Dark Pulse - Ranged(10ft) Dark Special Attack: 3/day 3d10. On not be stacked.
hit, if you got 16 or higher on Accuracy Check, the target is Moonlight - Melee Normal Effect: 1/day. Target an ally or your-
Stunned. self. The target is healed HP equal to half of the target’s Max HP.
Legendary If you are within Sunny Weather, the target is healed HP equal to
3/4ths of the target’s Max HP instead.
Dark Void - Ranged(40ft burst) Dark Effect: 3/day. All targets are
put to Endless Sleep. Endless Sleep’s check starts at 19 and does Legendary
not lower each turn like the normal Sleep affliction. Endless Lunar Dance - Ranged(100ft) Psychic Effect: 1/day. Your HP is set
Sleep can only be cured with a successful check. If anyone is to 100 unless it’s below 100, the target is recovered to Max HP,
knocked unconscious while afflicted with Endless Sleep, they are or recovers 500 HP if Max HP would recover more than 500 HP,
cured of Endless Sleep. and is cured of any afflictions.
Biology: Diet - Psiotroph, Habitat - Cave / Forest / Mountain Biology: Diet - Herbivore, Habitat - Forest / Rainforest / Moun-
Proficiencies: Dark / Psychic / Claws / Hexwork / Tricky tain
178
According to legends, Zacian is believed to be the elder sister
of Zamazenta. It is known as the Fairy King's Sword by friends
and foes. She can turn itself into a statue in order to slumber
until need and is capable of flight. It can also cast illusions includ-
ing a projection of itself even when asleep to protect its slumber.
Zacian can attack so gracefully the movements can captivate its
opponents. The sword it holds in its mouth can cut through any-
thing with a sharp edge capable of harming even the greatest
threats as if they are made of paper.
179
Zacian Zamazenta
Fairy - Huge (Size), Heavy (Weight) Fighting - Huge (Size), Heavy (Weight)
Hit Points: 540 Defense: 13 Special Defense: 12 Hit Points: 540 Defense: 17 Special Defense: 12
Speed: 14 (70 ft.) Attack: 18 Special Attack: 8 Speed: 14 (70 ft.) Attack: 14 Special Attack: 8
Skills: Climber (treats walls and ceilings as normal terrain), Flight Skills: Climber (treats walls and ceilings as normal terrain), Flight
(can fly), Intelligence (very smart), Strength (very strong), Tele- (can fly), Intelligence (very smart), Strength (very strong), Tele-
path (can read minds) path (can read minds)
Passives: Bulk Up (+1 Attack, +1 Defense), Intrepid Sword (+4 Passives: Bulk Up (+1 Attack, +1 Defense), Dauntless Shield (+4
Attack) Defense)
Moves (Attack +9, Special Attack +4, Speed +7) Moves (Attack +7, Special Attack +4, Speed +7)
Crunch - Melee Dark Attack: 3/day 3d10. On hit, the target’s Crunch - Melee Dark Attack: 3/day 3d10. On hit, the target’s
Defense is -1 for 10 mins. This effect cannot be stacked. Defense is -1 for 10 mins. This effect cannot be stacked.
Metal Claw - Melee Steel Attack: At-Will 2d6. On hit, your Attack Metal Claw - Melee Steel Attack: At-Will 2d6. On hit, your Attack
is +1 for 10 mins. This effect cannot be stacked. is +1 for 10 mins. This effect cannot be stacked.
Sacred Sword - Melee Fighting Attack: 3/day 3d10. Sacred Sword Shield Protect - Ranged Normal Effect: 3/day. Shield Protect is
has +2 during Accuracy Check. used as a Reaction. If you are hit by an attack, ignore the damage
and any effects of the attack.
Moonblast - Ranged(20ft) Fairy Special Attack: 3/day 3d10. On
hit, the target’s Special Attack is -1 for 10 mins. This effect can- Close Combat - Melee Fighting Attack: 1/day 5d12. On hit, your
not be stacked. Defense and Special Defense is -2 for 10 mins. This effect cannot
be stacked.
Legendary
Legendary
Relic of Heroes - Legendary Passive - If you are in possession of
your Hero Relic, you are in your Crowned Sword form. Relic of Heroes - Legendary Passive - If you are in possession of
your Hero Relic, you are in your Crowned Shield form.
180
Incased in its sturdy, cocoon-like shell, Cosmoem seems una-
ble to move. Certainly, not by force as it weighs more than two-
thousand pounds. It grows as it absorbs starlight and the dust in
the air. Its body is warm to the touch. Cosmoem shells are said
to be harder than any known material. Sometimes, they levitate
about near those they trust while seemingly remaining asleep.
Known as the beast that devours the sun, Solgaleo has long
been honored as an emissary of light and the sun. It said to
sometimes live in another world and returns there when its third
eye activates. Its body is capable of holding a vast amount of
After decades of rest, the beings of light, Solgaleo and Lunala
energy and glows when active. The intense light it radiates can
may revert to their first form, Cosmog. Its body is frail and easily
make nighttime look like midday. Solgaleo will try to hide in oth-
blown away. However, Cosmog tend to be carefree and don't
er dimensions when pursued by the pillager of light.
seem to mind. They collect dust from the atmosphere, which
allows it grow slowly. Cosmog has the ability to warp itself and
those close to it to different places. Unfortunately, this power is
dangerous as it can open wormholes into other dimensions. Cos-
mog has an overly trusting nature and it immediately takes a
liking to whoever shows it kindness, even when that person
doesn't have the best intentions for it. After exerting itself one
to many times, it enters its cocoon stage, Cosmoem.
181
Cosmog
Psychic - Small (Size), Featherweight (Weight)
Legendary
Cosmoem
Psychic - Tiny (Size), Superweight (Weight)
182
Solgaleo Lunala
Psychic / Steel - Huge (Size), Superweight (Weight) Psychic / Ghost - Huge (Size), Superweight (Weight)
Hit Points: 840 Defense: 12 Special Defense: 10 Hit Points: 840 Defense: 10 Special Defense: 12
Speed: 10 (50 ft.) Attack: 14 Special Attack: 11 Speed: 10 (50 ft.) Attack: 11 Special Attack: 14
Skills: Flight (can fly), Glow (can produce light), Intelligence (very Skills: Flight (can fly), Glow (can produce light), Intelligence (very
smart), Strength (very strong), Telepath (can read minds) smart), Strength (very strong), Telepath (can read minds)
Passives: Cosmic Power (+1 Defense, +1 Special Defense), Clear Passives: Cosmic Power (+1 Defense, +1 Special Defense), Clear
Body (Your stats cannot be lowered by a foe’s effects.), Mul- Body (Your stats cannot be lowered by a foe’s effects.), Mul-
tiscale (When you are above half Max HP, you take -1d20 dam- tiscale (When you are above half Max HP, you take -1d20 dam-
age from all attacks.), age from all attacks.),
Moves (Attack +7, Special Attack +5, Speed +5) Moves (Attack +5, Special Attack +7, Speed +5)
Metal Claw - Melee Steel Attack: At-Will 2d6. On hit, your Attack Confusion - Ranged(10ft) Psychic Special Attack: At-Will 1d12.
is +1 for 10 mins. This effect cannot be stacked. On hit, if you got 19 or higher on Accuracy Check, the target is
Zen Headbutt - Melee Psychic Attack: 3/day 3d10. On hit, if you Confused.
got 18 or higher on Accuracy Check, the target is Stunned. Confuse Ray - Ranged(20ft) Ghost Effect: 1/day. On hit, the tar-
Crunch - Melee Dark Attack: 3/day 3d10. On hit, the target’s get becomes Confused.
Defense is -1 for 10 mins. This effect cannot be stacked. Air Slash - Ranged(15ft) Flying Special Attack: 1/day 3d12. Air
Solar Beam - Ranged(30ft beam) Grass Special Attack: 1/day Slash has -1 during Accuracy Check. On hit, if you got 14 or high-
5d12. When you use this attack you immediately end your turn er on Accuracy Check, the target is Stunned.
unless it’s Sunny. During your next turn, or immediately if it’s Shadow Ball - Ranged(20ft) Ghost Special Attack: 3/day 3d10. On
Sunny, you may target with and roll Solar Beam’s Accuracy hit, the target’s Special Defense is -1 for 10 mins. This effect can-
Check and damage. not be stacked.
Flare Blitz - Melee Fire Attack: 1/day 5d12. On hit, you lose HP Moonblast - Ranged(20ft) Fairy Special Attack: 3/day 3d10. On
equal to 1/3rd of the damage you deal and if you got 18 or higher hit, the target’s Special Attack is -1 for 10 mins. This effect can-
on Accuracy Check, the target is Burned. not be stacked.
Legendary Legendary
Sunsteel Strike - Ranged(20ft burst) Steel Attack: 3/day 5d20. Moongeist Beam - Ranged(40ft beam) Ghost Special Attack: 3/
Sunsteel Strike has +2 during Accuracy Check. day 5d20. Moongeist Beam has +2 during Accuracy Check.
Guardian of Light - Legendary Passive - While in sunlight, you Guardian of Light - Legendary Passive - While in moonlight, you
deal +1d12 damage with your attacks. deal +1d12 damage with your attacks.
Ultra Wormhole - 3/day you may open an Ultra Wormhole to Ultra Wormhole - 3/day you may open an Ultra Wormhole to
another dimension and travel through it. The wormhole stays another dimension and travel through it. The wormhole stays
open as long as you are on the other side of it or you will it open as long as you are on the other side of it or you will it
closed. closed.
183
Necrozma Necrozma Dusk Mane
Psychic - Huge (Size), Superweight (Weight) Psychic / Steel - Huge (Size), Superweight (Weight)
Hit Points: 200 Defense: 12 Special Defense: 9 Hit Points: 1140 Defense: 15 Special Defense: 11
Speed: 10 (50 ft.) Attack: 11 Special Attack: 13 Speed: 10 (50 ft.) Attack: 16 Special Attack: 11
Skills: Flight (can fly), Glow (can produce light), Intelligence (very (Attack +8, Special Attack +5, Speed +5)
smart), Invisibility (can turn invisible), Strength (very strong),
Telepath (can read minds)
Night Slash - Melee Dark Attack: 3/day 3d8. On hit, if you got 18 Necrozma originates from Ultra Space and is capable of open-
or higher on Accuracy Check, Night Slash is a critical hit. ing and traveling through Ultra Wormholes whenever it pleases.
It was once known as the blinding one. It once had the ability to
Psycho Cut - Ranged(20ft) Psychic Attack: 3/day 3d8. On hit, if
give light, but lost this ability due to intrusive and debilitating
you got 18 or higher on Accuracy Check, Psycho Cut is a critical
treatment in a parallel universe. In its incomplete state, Necroz-
hit.
ma suffers constant pain and displays immense hostility. In an
Power Gem - Ranged(20ft) Rock Special Attack: 3/day 3d10. effort to restore itself to its original state, Necrozma steals light
Legendary from other places and beings. Now, Necrozma is known as the
pillager of light and often seeks out the legendary Pokémon Sol-
Prismatic Laser - Ranged(80ft beam) Psychic Special Attack: 3/
galeo and Lunala. Absorbing light helps Necrozma survive and
day 8d12. You cannot act during the next round.
stay active. When it absorbs the forms of one of the two,
Ultra Wormhole - 3/day you may open an Ultra Wormhole to Necrozma becomes more vicious to the point of going on an
another dimension and travel through it. The wormhole stays uncontrollable rampage. Necrozma brutally attacks foes with
open as long as you are on the other side of it. either its claws or lasers on anything it sees as a foe along with a
desire to burn the world. When Necrozma absorbs light from a
Trespasser Hunter - Legendary Passive - Your attacks against
world, that world becomes shrouded in darkness until the stolen
Ultra Beasts, Solgaleo, or Lunala deal +1d12 damage.
light is returned. It is understood that Solgaleo and Lunala devel-
Pillager of Light - Legendary Passive - Necrozma can posses Sol- oped the ability to move between worlds to hide from Necroz-
galeo to become its Dusk Mane form or Lunala to become its ma, who seeks them relentlessly.
Dawn Wings form. If Necrozma is able to posses both of them, it
becomes its Ultra Mantle form. Necrozma only needs to touch
Solgaleo or Lunala to possess them. Solgaleo or Lunala can only
escape from Necrozma once Necrozma is knocked out. Necroz-
ma also gains the moves of whoever Necrozma is possessing.
184
Necrozma Dawn Wings Necrozma Ultra Mantle
Psychic / Ghost - Huge (Size), Superweight (Weight) Psychic / Dragon - Gigantic (Size), Superweight (Weight)
Hit Points: 1140 Defense: 13 Special Defense: 13 Hit Points: 1980 Defense: 12 Special Defense: 10
Speed: 10 (50 ft.) Attack: 11 Special Attack: 16 Speed: 15 (75 ft.) Attack: 17 Special Attack: 17
(Attack +5, Special Attack +8, Speed +6) Legendary (Attack +8, Special Attack +8, Speed +7)
185
Kyogre Kyogre Primal Reversion
Water - Gigantic (Size), Superweight (Weight) Water - Gigantic (Size), Superweight (Weight)
Hit Points: 1200 Defense: 9 Special Defense: 15 Hit Points: 1600 Defense: 9 Special Defense: 17
Speed: 11 (55 ft.) Attack: 10 Special Attack: 16 Speed: 11 (55 ft.) Attack: 15 Special Attack: 19
Skills: Flopper (has a hard time moving out of water), Fountain Legendary (Attack +7, Special Attack +9, Speed +5)
(can create water), Gilled (can breathe underwater), Strength
Origin Pulse - Ranged(40ft, 30 ft wave) Water Special Attack: 3/
(very strong), Swimmer (can swim)
day 5d12.
Passives: Calm Mind (+1 Special Attack, +1 Special Defense),
Scary Face (+2 Speed)
Biology: Diet - Omnivore, Habitat - Arctic / Ocean
Moves (Attack +5, Special Attack +8, Speed +5)
Proficiencies: Ice / Water / Piscian / Stampeding
Ice Beam - Ranged(20ft beam) Ice Special Attack: 3/day 3d10. On
hit, if you got 18 or higher on Accuracy Check, the target is Fro-
zen.
186
Groudon Groudon Primal Reversion
Ground - Gigantic (Size), Superweight (Weight) Ground / Fire - Gigantic (Size), Superweight (Weight)
Hit Points: 1200 Defense: 15 Special Defense: 9 Hit Points: 1600 Defense: 17 Special Defense: 9
Speed: 11 (55 ft.) Attack: 16 Special Attack: 10 Speed: 11 (55 ft.) Attack: 19 Special Attack: 15
Skills: Burrow (moves through earth easily), Firestarter (can cre- Legendary (Attack +9, Special Attack +7, Speed +5)
ate fire), Groundshaper (can manipulate the ground), Sinker
Precipice Blades - Ranged(35ft burst) Ground Attack: 3/day
(can’t swim), Strength (very strong)
5d12.
Passives: Bulk Up (+1 Attack, +1 Defense), Scary Face (+2 Speed)
Sunny Day - Fire Field Effect: 3/day. You create a circle of Sunny
Weather with a 60ft diameter. Within the Sunny weather, Fire-
type attacks deal an additional 8 damage and Water-type attacks
deal 8 less damage. This weather disappears after 2 mins.
Legendary
187
Rayquaza Mega Rayquaza
Dragon / Flying - Gigantic (Size), Superweight (Weight) Dragon / Flying - Gigantic (Size), Superweight (Weight)
Hit Points: 1260 Defense: 9 Special Defense: 9 Hit Points: 1660 Defense: 10 Special Defense: 10
Speed: 13 (65 ft.) Attack: 16 Special Attack: 15 Speed: 15 (75 ft.) Attack: 19 Special Attack: 18
Skills: Burrow (moves through earth easily), Flight (can fly), Legendary (Attack +9, Special Attack +9, Speed +7)
Guster (can produce wind), Intelligence (very smart), Strength
Delta Stream - Legendary Passive - Your foes do not add dice to
(very strong), Swimmer (can swim)
their attacks for super effective or extremely effective attacks
Passives: Dragon Dance (+1 Attack, +1 Speed), Scary Face (+2 due to your Flying-type.
Speed)
Dragon Ascent - Melee Dragon Attack: 3/day 5d12.
Moves (Attack +8, Special Attack +7, Speed +6)
Fly - Melee Flying Attack: 1/day 3d12. When you use this attack,
Biology: Diet - Glaciovore, Terravore, Habitat - Mountain
you raise yourself 40ft into the air, then you immediately end
your turn. During your next turn, your movement speed is tri- Proficiencies: Dragon / Flying / Claws / Draconian / Stampeding
pled and after getting to a target you may roll Fly’s Accuracy
Check and damage.
188
The origins of Zekrom and Reshiram are told in legends, as
they were once a single powerful Dragon Pokémon used by twin
heroes in order to create harmony in the lands. But the brothers
each sought something different in life—truth for the older
brother and ideals for the younger—and they began to argue,
then fight, over whose side was right. The single dragon, in re-
sponse, split into two Pokémon: Reshiram, who sided with the
older twin, and Zekrom, who sided with the younger twin. The
two dragons were equally matched as they battled and neither
conquered the other. As a result, the brothers set aside their
differences and equally declared that there was no right side,
either. Later, the sons of the heroes resumed the fight, and
Reshiram and Zekrom destroyed the region with their fire and With a tail that produces energy for its attacks and emits an
lightning powers. They subsequently disappeared afterward. anti-gravity field, Zekrom can easily fly through the air with mini-
mal effects from aerodynamic resistance and gravity. It can
cause several thunderstorms in one area, and it normally hides
in thunderclouds. It is said that Zekrom uses its lightning to anni-
hilate kingdoms of people who have lost the righteousness in
their hearts. If allied with a powerful trainer and who is opposed
to a trainer who is allied Reshiram, Zekrom and Reshiram may
clash to appease their allies and cause countless cataclysmic
events.
189
Reshiram Zekrom
Dragon / Fire - Gigantic (Size), Superweight (Weight) Dragon / Electric - Gigantic (Size), Superweight (Weight)
Hit Points: 1600 Defense: 10 Special Defense: 12 Hit Points: 1600 Defense: 12 Special Defense: 10
Speed: 10 (50 ft.) Attack: 13 Special Attack: 15 Speed: 10 (50 ft.) Attack: 16 Special Attack: 12
Skills: Firestarter (can create fire), Flight (can fly), Intelligence Skills: Flight (can fly), Intelligence (very smart), Strength (very
(very smart), Strength (very strong), Telepath (can read minds) strong), Telepath (can read minds), Zapper (can produce electric-
ity)
Passives: Dragon Dance (+1 Attack, +1 Speed), Turboblaze (Your
attacks ignore any passives that would redirect, negate or weak- Passives: Dragon Dance (+1 Attack, +1 Speed), Teravolt (Your
en them.) attacks ignore any passives that would redirect, negate or weak-
en them.)
Moves (Attack +6, Special Attack +7, Speed +5)
Moves (Attack +8, Special Attack +6, Speed +5)
Fire Fang - Melee Fire Attack: 3/day 3d8. On hit, if you got 18 or
higher on Accuracy Check, the target is randomly either Stunned Thunder Fang - Melee Electric Attack: 3/day 3d8. On hit, if you
or Burned. got 18 or higher on Accuracy Check, the target is randomly ei-
ther Stunned or Paralyzed.
Flamethrower - Ranged(20ft beam) Fire Special Attack: 3/day
3d10. On hit, if you got 18 or higher on Accuracy Check, the tar- Thunderbolt - Ranged(30ft) Electric Special Attack: 3/day 3d10.
get is Burned. On hit, if you got 18 or higher on Accuracy Check, the target is
Paralyzed.
Extrasensory - Ranged(10ft) Psychic Special Attack: 3/day 3d10.
On hit, if you got 18 or higher on Accuracy Check, the target is Zen Headbutt - Melee Psychic Attack: 3/day 3d10. On hit, if you
Stunned. got 18 or higher on Accuracy Check, the target is Stunned.
Dragon Pulse - Ranged(10ft) Dragon Special Attack: 3/day 3d10. Dragon Claw - Melee Dragon Attack: 3/day 3d10.
Outrage - Melee Dragon Attack: 1/day 5d12. Move to and attack Outrage - Melee Dragon Attack: 1/day 5d12. Move to and attack
the nearest possible target within 25ft. During your next action, the nearest possible target within 25ft. During your next action,
move to and attack the nearest possible target within 25ft, then move to and attack the nearest possible target within 25ft, then
you become Confused. Outrage can and will target allies if possi- you become Confused. Outrage can and will target allies if possi-
ble. ble.
Legendary Legendary
Fusion Flare - Ranged(20ft) Fire Attack: 3/day 3d12. If Fusion Fusion Bolt - Ranged(20ft) Electric Attack: 3/day 3d12. If Fusion
Bolt was used by anyone during the last 20 seconds, Fusion Flare Flare was used by anyone during the last 20 seconds, Fusion Bolt
has 7d12 for damage instead. has 7d12 for damage instead.
Blue Flare - Ranged(50ft) Fire Special Attack: 3/day 5d12. On hit, Bolt Strike - Melee Electric Attack: 3/day 5d12. On hit, if you got
if you got 14 or higher on Accuracy Check, the target is Burned. 14 or higher on Accuracy Check, the target is Paralyzed.
Biology: Diet - Omnivore, Habitat - Space Biology: Diet - Omnivore, Habitat - Space
Proficiencies: Dragon / Fire / Psychic / Claws / Draconian / Proficiencies: Dragon / Electric / Psychic / Claws / Draconian /
Winged Winged
190
Kyurem Kyurem Black Fusion
Dragon / Ice - Gigantic (Size), Superweight (Weight) Dragon / Ice - Gigantic (Size), Superweight (Weight)
Hit Points: 1780 Defense: 9 Special Defense: 9 Hit Points: 2380 Defense: 10 Special Defense: 9
Speed: 11 (55 ft.) Attack: 14 Special Attack: 13 Speed: 10 (50 ft.) Attack: 17 Special Attack: 12
Skills: Flight (can fly), Freezer (can create ice), Intelligence (very Legendary (Attack +8, Special Attack +6, Speed +5)
smart), Strength (very strong), Telepath (can read minds)
Freeze Shock - Ranged(40ft, 20ft blast) Ice Special Attack: 3/day
Passives: Dragon Dance (+1 Attack, +1 Speed), Pressure (If you 3d12. On hit, if you got 12 or higher on Accuracy Check, the tar-
are hit by a 3/day attack, the attacker can’t use that attack for gets are Paralyzed.
the remainder of the day.), Terafrost (Your attacks ignore any
passives that would redirect, negate or weaken them.)
Moves (Attack +7, Special Attack +6, Speed +5) Kyurem White Fusion
Ice Fang - Melee Ice Attack: 3/day 3d8. On hit, if you got 18 or
Dragon / Ice - Gigantic (Size), Superweight (Weight)
higher on Accuracy Check, the target is randomly either Stunned
or Frozen. Hit Points: 2380 Defense: 9 Special Defense: 10
Ice Beam - Ranged(20ft beam) Ice Special Attack: 3/day 3d10. On Speed: 10 (50 ft.) Attack: 12 Special Attack: 17
hit, if you got 18 or higher on Accuracy Check, the target is Fro- Legendary (Attack +6, Special Attack +8, Speed +5)
zen.
Ice Burn - Ranged(40ft, 20ft blast) Ice Special Attack: 3/day 3d12.
Dragon Claw - Melee Dragon Attack: 3/day 3d10. On hit, if you got 12 or higher on Accuracy Check, the targets are
Dragon Pulse - Ranged(10ft) Dragon Special Attack: 3/day 3d10. Burned.
Legendary
Glaciate - Ranged(40ft) Ice Special Attack: 3/day 3d12. On hit, Biology: Diet - Omnivore, Habitat - Space
the target’s Speed is -10 for 10 mins. This effect cannot be Proficiencies: Dragon / Ice / Psychic / Claws / Draconian /
stacked. Winged
Unity of Energy - Legendary Passive - Kyurem can fuse with
Reshiram to become its White Fusion form or Zekrom to become
its Black Fusion form. Kyurem only needs to touch Reshiram or
Zekrom to combine with them. Reshiram or Zekrom can only
part from Kyurem hold once Kyurem is knocked out. Kyurem also
gains the moves of whoever Kyurem is fused with.
191
Xerneas Xerneas and Yveltal are great forces, both capable of giving
and stealing life energy respectively. Xerneas shares life by glow-
Fairy - Gigantic (Size), Superweight (Weight) ing its horns in seven colors, while Yveltal has its feathers near
Hit Points: 1480 Defense: 10 Special Defense: 10 the gray pattern on its chest glow when it steals life energy.
When they are at the end of a cycle of their lifespan, Xerneas
Speed: 10 (50 ft.) Attack: 14 Special Attack: 14
releases all of its life energy into all the living things in around it
Skills: Glow (can produce light), Intelligence (very smart), turning into a massive tree, while Yveltal expands its wings and
Sprouter (can manipulate plant life), Strength (very strong), Tele- steals all of the life energy of every living thing around it turning
path (can read minds) into a massive cocoon. Zygarde has Cells that are always moni-
toring the balance between Xerneas and Yveltal, and whenever
Passives: Growth (+1 Attack, +1 Special Attack)
it is disrupted or destroyed, Zygarde reforms as a whole and
Moves (Attack +7, Special Attack +7, Speed +5) comes to unleash its wrath.
Heal Pulse - Ranged(10ft) Psychic Effect: 1/day. Target an ally or
yourself. The target is healed HP equal to half of the target’s
Max HP.
Megahorn - Melee Bug Attack: 1/day 5d12. Xerneas has the power to share nearly eternal life. When is
chooses to, it can give thousands of years to a person to live out,
Horn Leech - Melee Grass Attack: 1/day 3d12. On hit, you regain
usually to atone for something they have done. Xerneas is a well
HP equal to half of the damage dealt.
of infinite power and at times seems to be the source of life eve-
Legendary rywhere. Xerneas is one of two legendary Pokémon who can
Geomancy - Self Fairy Move: 3/day. Your Special Attack, Special power the ultimate weapon which uses the power within Xerne-
Defense, and Speed are +4 for 10 mins. as to wipe life out everywhere.
192
Yveltal
Dark / Flying - Gigantic (Size), Superweight (Weight)
Skills: Glow (can produce light), Guster (can produce wind), Intel-
ligence (very smart), Strength (very strong), Telepath (can read
minds)
Zygarde is a Pokémon whose form depends on the percent- Moves (Attack +7, Special Attack +6, Speed +5)
age of its cores and cells gathered together. Its cells and cores
Dark Pulse - Ranged(10ft) Dark Special Attack: 3/day 3d10. On
are spread by the thousands all over the world. When it senses
hit, if you got 16 or higher on Accuracy Check, the target is
the life force of the world is out of balance, it gathers its cells
Stunned.
together to form itself into shapes that can combat threats to
the balance. Psychic - Ranged(25ft) Psychic Special Attack: 3/day 3d10. On
hit, the target’s Special Defense is -1 for 10 mins. This effect can-
not be stacked.
Phantom Force - Melee Ghost Attack: 1/day 3d12. When you use
this attack, you vanish, then you immediately end your turn.
During your next turn, you reappear anywhere within 25ft of
Some cells constantly remain together, in order to have a
where you vanished then your movement speed is doubled and
better array of knowledge to monitor areas of destruction. In
after getting to a target you may roll Phantom Force’s Accuracy
these larger forms, Zygarde may even go out and seek offenders
Check and damage.
and end their harm to the balance of the world.
Legendary
193
Zygarde 10% Zygarde 50%
Dragon / Ground - Huge (Size), Medium (Weight) Dragon / Ground - Gigantic (Size), Superweight (Weight)
Hit Points: 60 Defense: 7 Special Defense: 9 Hit Points: 600 Defense: 12 Special Defense: 10
Speed: 12 (60 ft.) Attack: 11 Special Attack: 7 Speed: 10 (50 ft.) Attack: 11 Special Attack: 9
Skills: Amorphous (can change their body into a liquid-like state), Moves (Attack +5, Special Attack +4, Speed +5)
Burrow (moves through earth easily), Groundshaper (can ma-
Earthquake - Ranged(30ft burst) Ground Attack: 1/day 5d12.
nipulate the ground), Inflatable (can expand), Intelligence (very
smart), Shrinkable (can shrink), Strength (very strong), Telepath Legendary
(can read minds) Land’s Wrath - Ranged(40ft) Ground Attack: 3/day 5d12.
Passives: Coil (+1 Attack, +1 Defense, +1 to accuracy checks),
Dig - Melee Ground Attack: 3/day 3d10. When you use this at- Hit Points: 1800 Defense: 12 Special Defense: 10
tack, dig into the ground so that you are concealed, then you Speed: 9 (45 ft.) Attack: 11 Special Attack: 10
immediately end your turn. During your next turn, your move-
Moves (Attack +5, Special Attack +5, Speed +4)
ment speed underground is +40 ft, and when you emerge from
the ground you may roll Dig’s Accuracy Check and damage. Outrage - Melee Dragon Attack: 1/day 5d12. Move to and attack
the nearest possible target within 25ft. During your next action,
Extreme Speed - Melee Normal Attack: 3/day 3d10. Extreme
move to and attack the nearest possible target within 25ft, then
Speed has Priority and cannot be contested for Priority.
you become Confused. Outrage can and will target allies if possi-
Dragon Pulse - Ranged(10ft) Dragon Special Attack: 3/day 3d10. ble.
Legendary Legendary
Thousand Arrows - Ranged(40ft) Ground Special Attack: 3/day Thousand Waves - Ranged(40ft, 10ft wave) Ground Attack: 3/
3d10. Thousand Arrows ignores any Ground-type immunities. day 3d12. On hit, all targets are bound to the ground for 10
Aura Break - Legendary Passive - Dark-type and Fairy-type type mins. Thousand Waves ignores any Ground-type immunities.
attacks deal -10 damage within 50ft of you. The Fairy Aura and Core Enforcer - Ranged(40ft, 10ft blast) Dragon Special Attack:
Dark Aura Legendary Passives do not work within 50 ft of you. 3/day 3d12. If any targets acted before you this turn, they lose
Life of the Land - Legendary Passive - Zygarde operates as tens all non-stat passives for 10 mins.
of thousands of individual cells that observe the ecosystem while
spread across world. An individual cell cannot battle and has
Biology: Diet - Phototroph / Terravore, Habitat - Cave / Desert /
only 5 HP. When a group of ten are together, Zygarde can com-
Mountain
bine and act as its 10% form. When a group of one-hundred are
together, Zygarde can combine and act as its 50% form. When a Proficiencies: Dragon / Ground / Psychic / Claws / Fangs / Stam-
group at least five-hundred are together, Zygarde can combine peding / Weather
and act as its Complete form. Higher forms have access to the
moves and abilities of lesser Zygarde forms.
194
Long ago before time and space existed, a being created
Palkia and Dialga. Palkia swung its arms around and created
space and movement. Dialga breathed in and roared, so time
began to flow. The two clashed often but eventually retreated to
spaces between worlds and remained in their respective realms
of space and time and did not often interact with the Pokémon
and humans in the world. After the Pokémon world became pop-
ulated, both Dialga and Palkia emerged from their respective
realms and clashed, wreaking havoc across the lands. So, the
greater being created a negative space where the cuts in space
and time would be moved to and displaced, a distorted realm
watched over by Giratina. Giratina, who had existed as long as Dialga can warp time by either speeding it up, slowing it down,
Dialga and Palkia, would serve as a protector of this distortion or stopping it altogether. It can also travel through time to visit
realm and prevent the quarrels between Dialga and Palkia from the past, present, and future and is responsible for the flow of
affecting the Pokémon world. time. As Dialga primarily resides in a private pocket dimension,
rarely ever coming to the Pokémon world. It has been shown to
be very protective of its home and will violently clash with any
intruders. In history, Dialga has been seen in violent conflicts
with its counterpart Palkia. It may stop time to defend itself
when combating a threat and with repeated rapid restricting of
time, can threaten existence itself.
195
Dialga Palkia
Steel / Dragon - Gigantic (Size), Superweight (Weight) Water / Dragon - Gigantic (Size), Superweight (Weight)
Hit Points: 1750 Defense: 12 Special Defense: 10 Hit Points: 1750 Defense: 10 Special Defense: 12
Speed: 9 (45 ft.) Attack: 13 Special Attack: 16 Speed: 10 (50 ft.) Attack: 13 Special Attack: 16
Skills: Flight (can fly), Glow (can produce light), Intelligence (very Skills: Flight (can fly), Glow (can produce light), Intelligence (very
smart), Strength (very strong), Telekinetic (can move things with smart), Strength (very strong), Telekinetic (can move things with
their mind), Telepath (can read minds) their mind), Telepath (can read minds)
Passives: Cosmic Power (+1 Defense, +1 Special Defense), Pres- Passives: Cosmic Power (+1 Defense, +1 Special Defense), Pres-
sure (If you are hit by a 3/day attack, the attacker can’t use that sure (If you are hit by a 3/day attack, the attacker can’t use that
attack for the remainder of the day.), Telepathy (Your allies with- attack for the remainder of the day.), Telepathy (Your allies with-
in 25ft do not harm you when the ally is using attacks that have in 25ft do not harm you when the ally is using attacks that have
an area of effect.) an area of effect.)
Moves (Attack +6, Special Attack +8, Speed +4) Moves (Attack +6, Special Attack +8, Speed +5)
Dragon Claw - Melee Dragon Attack: 3/day 3d10. Water Pulse - Ranged(20ft burst) Water Special Attack: 3/day
3d8. On hit, if you got 16 or higher on Accuracy Check, the target
Iron Tail - Melee Steel Attack: 3/day 3d10. Iron Tail has -2 during
is Confused.
Accuracy Check. On hit, the target’s Special Defense is -1 for 10
mins. This effect cannot be stacked. Aqua Tail - Melee Water Attack: 1/day 3d12.
Metal Burst - Ranged(40ft) Steel Effect: 1/day. Metal Burst is Dragon Claw - Melee Dragon Attack: 3/day 3d10.
used as a Reaction. If you are hit by an enemy with an attack and
Aura Sphere - Ranged(30ft) Fighting Special Attack: 1/day 3d12.
the enemy is within range, deal exactly 1.5x the damage to the
You can’t miss targets with less than 20 Special Defense.
enemy that you received after taking damage. Do not apply
weakness or resistances. Hydro Pump - Ranged(30ft beam) Water Special Attack: 1/day
5d12. Hydro Pump has -2 during Accuracy Check unless it’s Rain-
Aura Sphere - Ranged(30ft) Fighting Special Attack: 1/day 3d12.
ing.
You can’t miss targets with less than 20 Special Defense.
Legendary
Flash Cannon - Ranged(20ft) Steel Special Attack: 3/day 3d10.
On hit, the target’s Special Defense is -1 for 10 mins. This effect Spatial Rend - Ranged(40ft, 10ft blast) Dragon Special Attack: 3/
cannot be stacked. day 5d12. On hit, if you got 14 or higher on Accuracy Check, Spa-
tial Rend is a critical hit.
Legendary
God of Space - Legendary Passive - Palkia can warp space by
Roar of Time - Ranged(80ft burst) Dragon Special Attack: 3/day
either making space harder to move through, easier to move
5d20. You cannot act during the next round.
through, or by halting things within it altogether at-will. It can
God of Time - Legendary Passive - Dialga can warp time by either also travel through space instantaneously to go anywhere it
speeding it up, slowing it down, or stopping it altogether at-will. wants and can even move into parallel worlds. Others near
It can also travel through time to visit the past, present, and fu- Palkia when it manipulates space may try and break free of ma-
ture. Others near Dialga when it freezes time may try and break nipulated space with a Concentration or Constitution check of 16
free of manipulated time with a Concentration or Constitution or higher on their turns (Pokémon do not add any modifiers).
check of 16 or higher on their turns (Pokémon do not add any
modifiers).
Biology: Diet - Omnivore, Habitat - Space
196
Giratina Origin Form Legendary
197
Eternatus
Poison / Dragon - Gigantic (Size), Superweight (Weight)
Skills: Flight (can fly), Glow (can produce light), Intelligence (very
smart), Strength (very strong), Telekinetic (can move things with
their mind), Telepath (can read minds)
Poison Tail - Melee Poison Attack: 3/day 1d20. On hit, if you got
14 or higher on Accuracy Check, the target is Poisoned; if you got
18 or higher on Accuracy Check, Poison Tail is a critical hit.
Dragon Tail - Melee Dragon Attack: 3/day 3d8. On hit, move the
target 40ft away. Eternatus is source of the Dynamax phenomena found
throughout the world. Thousands of years ago it invaded the
Toxic - Melee Poison Effect: 1/day. Toxic has -3 during Accuracy Pokémon world from another dimension and began to drain the
Check, unless the user is Poison type. On hit, the target is Toxi- world of all of its power. Many legendary Pokémon worked to-
fies the target. gether to defeat it, but it was the heroes Zacian and Zamazenta
Flamethrower - Ranged(20ft beam) Fire Special Attack: 3/day who ultimately defeated Eternatus. Pieces of its body imbued
3d10. On hit, if you got 18 or higher on Accuracy Check, the tar- with its power rained down throughout the world, mainly fo-
get is Burned. cused where the battle ended. Because of these shards of itself,
Pokémon can Dynamax. Eternatus retreated back to where it
Dragon Pulse - Ranged(10ft) Dragon Special Attack: 3/day 3d10.
came after that battle, but it is still not known how it came to
Legendary the Pokémon world and what its true goal was as it laid waste
Dynamax Cannon - Ranged(100ft) Dragon Special Attack: 5/day across the lands. When it begins to feel threatened it grows into
3d10. If the target is Dynamax, Gigantamax, or Eternamax, Dy- a massive arm like being in a process named Eternamax. Once it
namax Cannon deals +250 damage. is in this form, it seem that only divine intervention of many leg-
endary Pokémon will stop it.
Eternabeam - Ranged(100ft) Dragon Special Attack: 5/day 7d10.
You cannot act during the next round.
Eternatus Eternamax
Poison / Dragon - Eternamax (Size), Superweight (Weight)
198
Arceus does not interact with the Pokémon world often and
it’s possible that its elsewhere in a parallel universe or time.
When angered it will appear and pass judgement on those who
have angered Arceus. It’s possible that the being who appears is
not even really Arceus, but just an aspect that materializes as an
avatar representing a small fraction of the full power of Arceus.
This theory has some ground behind it, as there are tolls and
weapons, made by humans, that can actually bind Arceus for a
time in glowing red chains. These chains can also be used on
many other legendary Pokémon.
199
Arceus
Biology: Diet - Nullivore, Habitat - Space
Normal - Gigantic (Size), Superweight (Weight)
Proficiencies: Arceus can know any move
Hit Points: 3000 Defense: 15 Special Defense: 15
Skills: Flight (can fly), Glow (can produce light), Intelligence (very
smart), Mind Lock (mind can’t be read), Strength (very strong),
Telekinetic (can move things with their mind), Telepath (can read
minds)
Legendary
200
Being a Game Master…
At the end of every session, you can ask yourself, “did I have
fun?” and, “did my players have fun?” By checking in, you can
tweak whatever rules you want to improve play for everyone.
Whatever you settle on, as long as you’re consistent and fair,
your players can rely on you and trust you to lead play in a fun
direction.
The tools in this guide are to help and definitely are a great
baseline to use but once you get the hang of any tabletop game,
you should explore what your play group wants to and hopeful-
ly, Pokémon Tabletop Adventures will be a part of that journey.
201
Legendary Pokémon by Name
202
Legendary Pokémon by Type Thundurus 149 Fire
Blacephalon 135
Xurkitree 131
Entei 140
Bug Zapdos 137
Buzzwole 130 Heatran 158
Zekrom 190
Genesect 126 Ho-oh 160
Zeraora 171
Pheromosa 131 Moltres 138
Fairy Reshiram 190
Dark Diancie 170
Darkrai 178 Victini 164
Magearna 125
Guzzlord 133 Volcanion 159
Tapu Bulu 143
Hoopa (Unbound) 175
Tapu Fini 144 Flying
Moltres (Remote Isles) 138 Articuno 136
Tapu Koko 142
Urshifu (Single) 174 Articuno (Remote Isles) 136
Tapu Lele 143
Yveltal 193 Celesteela 132
Xerneas 192
Zarude 171 Ho-oh 160
Zacian 180
Landorus 149
Zacian (Hero) 180
Dragon
Dialga 196 Lugia 160
203
Legendary Pokémon cont. Psychic Rock
Articuno (Remote Isles) 136 Diancie 170
204
People and Places by Name
Barry 70 Calem 91
AZ 90
Battle Chatelaine Dana 118 Camphrier Town 84
Aaron 66
Battle Chatelaine Evelyn 118 Canalave City 64
Aarune 59
Battle Chatelaine Morgan 118 Candice 65
Accumula Town 71
Battle Chatelaine Nita 118 Castelia City 72
Acerola 97
Bea 106 Castle Valet Darach 116
Acher 49
Bebe 69 Celadon City 38
Aether Foundation 100
Bede 112 Celestic Town 64
Aether House 96
Benga 80 Celosia 90
Aether Paradise 97
Bertha 66 Cerulean City 37
Agatha 40
Bianca 81 Chairman Rose 110
Akala Island 92
Bill 37 Charon 68
Alder 78
Birch, May 60 Chase 42
Alexa 90
Birch, Professor 51 Cheren 75
Aliana 90
Blackthorn City 47 Cherrygrove City 43
Allister 106
Blaine 39 Cheryl 68
Ambrette Town 84
Blue Oak 35 Chili 71
Anabel, Salon Maiden 115
Brandon, Pyramid King 114 Chuck 46
Anistar City 86
Brawly 52 Cianwood City 46
Aquacorde Town 82
Brendan 60 Cilan 71
Arcade Star Dahlia 116
Brigette 59 Cinnabar Island 39
Archie 58
Brock 36 Circhester City 107
Arena Tycoon Greta 113
Bruno 40 Clair 47
Argenta, Hall Matron 116
Brycen 74 Clay 73
Ariana 49
Bryony 90 Clemont 83
Aspertia City 75
Buck 68 Colress 79
Augustine Sycamore,
Bugsy 44 Coumarine City 85
Professor 82
Burgh 72 Couriway Town 87
Aurea Juniper, Professor 70
Burned Tower 45 Courtney 58
Avery 109
Burnet, Professor 101 Crasher Wake 63
Azalea Town 44
Byron 64 Cress 71
Ball Guy 121
Caitlin 78 Crown Tundra 109
Ballonlea Village 106
205
People and Places cont.
Falkner 44 Hapu 97
Cyllage City 84
Fallarbor Town 53 Harmonia Gropius,
Cynthia 67
Fantina 62 Natural 79
Cyrus 67
Fennel 80 Hau 102
Dahlia, Arcade Star 116
Flannery 53 Hau’oli City 94
Dana, Battle Chatelaine 118
Flint 66 Hayley 69
Darach, Castle Valet 116
Floaroma Town 62 Heahea City 94
Dawn 69
Floccesy Town 71 Hearthome 62
Dendemille Town 86
Fortree City 54 Hilbert 80
Dewford Town 52
Fuschia City 38 Hilda 80
Dexio 121
Gabby 113 Hop 112
Diantha 89
Gardenia 62 Hugh 81
Dome Ace Tucker 114
Geosenge Town 84 Hulbury City 105
Drake 57
Ghetsis 79 Humilau City 76
Drasna 88
Giant Chasm 77 Icirrus City 74
Drayden 75
Giovanni 41 Iki Town 93
Driftveil City 73
Giovanni, Another World 117 Ilex Forest 43
Dulse 117
Glacia 56 Ilima 94
Ecruteak City 45
Gladion 102 Indigo Plateau 40, 48
Elaine 42
Gloria 111 Ingo, Subway Boss 117
Elesa 73
Goldenrod City 44 Iris 78
Elio 102
Gordie 107 Isle of Armor 108
Elm, Professor 43
Grant 84 James 41
Emmet, Subway Boss 117
Green 42 Janine 38
Erika 38
Greta, Arena Tycoon 113 Jasmine 46
Eterna City 62
Grimsley 78 Jesse 41
Ethan 50
Gropius, Natural Juan 55
Eusine 49
Harmonia 79 Jubilife City 61
Evelyn, Battle Chatelaine 118
Guzma 99 Juniper, Professor Aurea 70
Ever Grande City 56
Hala 98 Jupiter 68
Faba 101
Hall Matron Argenta 116 Kabu 104
Factory Head Noland 113
Hammerlocke City 105 Kahili 99
Factory Head Thorton 115
206
Karen 48 Macros Cosmos 110 Mt. Silver 49
207
People and Places cont.
208
Trevor 91
Ty 113
Ula’ula Island 93
Undella Town 77
Valerie 86
Veilstone City 63
Vermillion City 37
Vertress City 77
Victor 111
Viola 83
Violet City 43
Virbank City 76
Viridian Forest 36
Volkner 65
Wake, Crasher 63
Wallace 57
Wally 60
Wattson 53
Whitney 45
Wicke 100
Wikstrom 88
Will 48
Winona 54
Wulfric 87
Xerosic 89
Zinnia 59
Zinzolin 79
Zossie 117
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At its core, Pokémon Tabletop Adventures is about realizing your Pokémon
adventures that aren’t found in other Pokémon media. Part of this is making sure
everyone’s having fun. Tabletop offers an unlimited amount of experiences and
scenarios, but that doesn’t always mean any player will enjoy any given scenario.
Game Masters: Always make sure players know what kind of things to expect
in a campaign in terms of any less friendly themes and do a good job of stopping
poor player behavior that’s directly affecting other players’ ability to enjoy game-
play.
Players: Know what kind of game you’re getting into, try to make sure you’re
not stepping over any lines, and be aware of whether or not you’re making your-
self the center of attention. There are other players, including the GM, so it’s im-
portant to give everyone a voice and not cut off other players with too many in-
terruptions.
Whenever there’s any problem talk it out. Together, tabletop games can stay
fun and keep going. When players and game masters only treat each other as
opponents, sidekicks, or obstacles instead of treating each other as people, games
fall apart and end.
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Thank you, Trainers PTA3 Editors:
#typos-grammar-and-fix-reports
Pokémon: Tabletop Adventures has come very far from its origi-
nal threads on traditional games. Many people have helped 23456
along the way and I want to be sure to thank them.
Sol
Talian
Credits:
Sources of Information:
AskJeeves Twitter
Google Wikipedia
Serebii Yahoo
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The Game Master’s Guide con-
tains rules for running a game of
Pokémon Tabletop Adventures 3.
This guide is used by Game Masters
and has loads of suggestions for ma-
terial to use, build on top of, or use
as inspiration.
Within, you’ll also find the Leg-
endary Pokédex.
DrMrStark
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