Motorcycle + Pokemon that can fly = awesome.
The boss has a particularly bad sense of humor. His care packages include a very small assortment of local goods and services, including the following:
empty Pokeballs, as well as one Pokeball that has
an appropriate 'mon in it. These mons are Young
(use 10% of Best Stats.)
– Revive Spray. Wakes up a fainted Pokemon. One
canister is good for three uses. Also restores a
fallen Pokemon to 25% of max HP.
– First Aid Spray. Heals a wounded Pokemon or
Trainer. One canister is good for five ten-second
sprays. Restores 10% of lost HP (if entire ten
seconds used).
– Candy Bar. Heals a wounded Pokemon or Trainer.
A full Candy Bar restores 25% of lost HP, and
takes one turn to consume.
– Water Bottle. Heals a wounded Pokemon or
Trainer. Each quarter of the Water Bottle takes
one turn to consume, and restores 5% of lost HP.
Scyther Max Start – Richard HP 344 34 Atk 350 35 Def 284 28 SpAtk 229 22 SpDef 284 28 Spd 339 33
— Vacuum Wave (Fighting, Special, power 40, acc
100%, priority +1, -1%HP) — Leer (Normal, Status, power –, acc 100%,
priority 0, -2%HP, Def-1) — Quick Attack (Normal, Physical, power 40, acc
100%, priority +1, -1%HP)
Delibird Max Start – ? HP Atk Def SpAtk SpDef Spd
Present
Ekans Max Start – Spike HP 274 27 Atk 240 24 Def 205 20 SpAtk 196 19 SpDef 227 22 Spd 229 22
Wrap Leer
Geodude Max Start – Arthur HP 284 28 Atk 284 28 Def 328 32 SpAtk 174 17 SpDef 174 17 Spd 152 15
Ponyta Max Start – Fritz HP 304 30 Atk 295 29 Def 229 22 SpAtk 251 25 SpDef 251 25 Spd 306 30
Growl Tackle (pow 50, acc 100%, -2% HP)
Grimer Max Start – ? HP 364 36 Atk 284 28 Def 218 21 SpAtk 196 19 SpDef 218 21 Spd 163 16
Poison Gas Pound
Aron Max Start - ? HP 304 30 Atk 262 26 Def 328 32 SpAtk 196 19 SpDef 196 19 Spd 174 17
Tackle (pow 50, acc 100%, -2% HP)
Move PPs: (round up) 40 -2 PP 35 -3 PP 30 -4 PP 20 -6 PP 15 -8 PP 10 -10 PP 5 -15 PP
Critical Hit!: Occurs on a natural 10, or a success by 10 or more.
Track Wounds and Fatigue separately.
Sal also possesses the following items: – PowerCycle - A folding electric motorcycle
capable of very high speeds. There is a port on
the side where it can be recharged via electric
attacks. – Staravia Hand Cannon - A very large pistol that
has a hefty recoil (-2 to successive shots), and
inflicts very high damage (20 damage). 10 shots,
Sal has two spare clips.
Act I: Surviving the Tall Grasses
Random encounters –
Ratatta Swarm - 5 wild Ratatta (20%). These
Ratatta swarm around the party, sniffing and
growling, but will not directly attack unless the
PCs move to resist.
A wristop computer used by Operatives of the
Defenders of Tranquility. Aside from having the
standard functions of a watch, the Wristop also
serves as a personal PC and Pokemon storage
device, and can network with other systems through
a satellite connection. The global networking
doesn't work in areas of high magnetism, signal
traffic, or deep underground, though.
A small pistol built for range over damage, with a
low caliber and a long barrel. Holds 12 shots per
clip plus one in the chamber.
This deadly handgun is large and comes complete
with an attachment point for the barrel cover - a
sharp blade that can be used for a deadly slashing
attack. A weapon of intimidation used by brutes
and enforcers.
This little revolver packs a powerful punch.
This is a large pistol that delivers a very
powerful blast, and fires from a clip of ten
rounds.
This double-barreled shotgun is used by
frontiersmen and some sport hunters, and has a
stylized Doduo carved into the handle near the
breech. It is generally considered sufficient to
deal with animals and unevolved Pokemon that might
threaten or be considered as prey items, and may
discourage larger wild Pokemon. A Dodrio model
with three barrels in a triangular pattern also
exists, although it is not commonly found or sold,
and is designed so that the three barrels fire
simultaneously.
A shortsword made from the wingfeather of a
Skarmory, lightweight yet incredibly strong.
This powerful sidearm is custom-made with tracings
of powerful Gyarados flanking the barrel, mouths
open as if to release its infamous Hyper Beam. The
weapon has a charge-up delay, but inflicts massive
damage when fired.
Uncannily modeled after the FN-P90, the Arbok-P90
has a stylized Arbok with fangs ready to bite on
the handle, and fires a variety of high-powered
rounds in semi-automatic and automatic fire modes.
Commonly used by criminals and terrorists, and
often loaded with status-condition-inflicting
rounds for 'subduing' Pokemon more readily.
Standard loadout is the Arbok Fang, a round that
causes damage and poisoning.
Known by Operatives as the Organization, the
Defenders of Tranquility are a paramilitary
organization of trainers and scientists who work
to protect the peace. Membership is secret (or at
least not explicitly discussed) to most
non-members. Members of the Organization work to
keep the efforts of various malignant groups from
destroying civilization. They do not technically
have full law enforcement powers, but are
authorized to carry powerful Pokemon and weaponry
for the purpose of engaging hostile threats.
Aura Power is a peculiar sort of energy that binds
humans and Pokemon together. Supposedly there is a
Light Aura and a Dark Aura, although this is
somewhat subjective. Members of the Defenders of
Tranquility are said to learn about Aura Power as
part of the
This electric motorcycle is powered by a compact
engine with enough battery power for one long
burst of speed, or more utilitarian driving over a
large area. It is recharged through standard
electric outlets, though trainers often use their
Electric pokemon to recharge it on the fly. The
PowerCycle appears to be a capsule with handlebars
until triggered, where it expands into a full
motorcycle. Advanced models have an improved
suspension system to enable it to safely make long
jumps and survive falls from a moderate distance.
This is a small portable glider that springs out
of a compact capsule. While incapable of true
flight in most cases, it is an invaluable,
reusable conveyance for those who expect to spend
large amounts of time traveling from great
heights.
These emergency devices are designed as a simple
belt that can be donned quickly (or even looped
through the arms) and triggered to release a
lightweight parachute to help slow one's descent.
While not as safe as a professionally designed
parachute, anyone who owns a flying Pokemon should
at least keep a few of these handy for
emergencies.
This compact carrying device can carry and
organize a large quantity of supplies through its
digital conversion capabilities. While its
capacity is not quite unlimited, it is still
useful for travellers and adventurers; a storage
pack that weighs about twenty pounds can
comfortably store nearly twenty tons of supplies,
as long as each individual item can be converted
into capsule-friendly format.
With the advent of capsule storage and digital
transmission, people have been experimenting with
the replication of items (or even Pokemon) by
copying the stored data.
Items stored in item capsules can be replicated
via an Item Replicator, a device that takes an
item into storage and then attempts to use its
storage pattern to create multiple copies.
However, these duplicated items tend to merely
look identical. At best, duplicated items tend to
be less effective or more prone to breakage; at
worst, they cease to exist at bad moments,
possibly damaging or destroying nearby objects or
people in the process. As such, Item Replicators
are seldom used legitimately outside of research
laboratories, and the items created are seldom
distributed outside of their laboratories.
While the best way to 'duplicate' Pokemon is
through old-fashioned breeding, some Pokemon are
sufficiently rare that people search for other
options when trying to acquire multiples thereof.
One possible solution that people have researched
is Duplicated Pokemon - Pokemon whose Pokeballs
have been duplicated via an Item Replicator.
Pokemon duplicated in such a manner are also prone
to unusual disruptions; their personality usually
changes significantly (intelligence is lowered,
and mental problems rapidly develop), and their
natural capabilities are often reduced. They are
also prone to inevitable self-destruction, so it's
wise not to get too attached…
Pokemon can be stored in a digital format through
a combined use of the Pokemon ball storage system
and the digital capsule storage system, which
makes them particularly prone to modification and
adjustment. The Porygon is one example of a
Pokemon specifically created through electronic
means, and theoretically, other versions may be
possible. Porygon's evolutionary abilities, in
turn, are the results of focused upgrades and
modifications to its programming code, so it would
stand to reason that a Pokemon that could be
digitized in pure format could likewise be
modified.
In practice, most research into Pokemon
modification is performed on a biological level,
with Porygon considered an interesting, but
non-replicable, side development. The Reality
Hackers are known to experiment with Pokemon
modification, particularly on Duplicated Pokemon.
These modifications are likely to cause or
accelerate instability issues, similar to
Duplication, but can occasionally perform
near-impossible tasks - giving Pokemon abilities
they might normally be incapable of learning, for
example, or changing their innate type.
A high-speed man-portable launch cannon designed
to fire a Pokemon's storage ball at high velocity
while triggering it in flight, allowing it to
reach locations it otherwise would be unable to or
deliver attacks against enemies currently out of
normal combat reach.
This unsavory weapon is a modified version of the
Pokecannon that releases a Pokemon from its ball
permanently upon firing. While there are a few
legitimate uses for this, most criminals use
devices such as these as 'fire and forget' weapons
of terror and destruction, releasing powerful
Pokemon to go wild on a region, without the
inhibitions normally associated with assignment to
a Pokeball.
A guerilla group of computer-oriented criminals
that focuses on attempting to disrupt the major
systems of life in Kyrael. While they are most
comfortable with computers, they are researching
the powers of Aura in order to hack reality
itself.
The Reality Hackers use Duplicated Pokemon as
their weapons of choice for close combat – while
not as effective as the real deal, and prone to
disobedience and violence, they are useful as
'fire and forget' weaponry, particularly when
released at a target. As such, a team of Reality
Hackers on assignment usually carries a
black-market Pokecannon to release duplicates
trained with Explosion or other wide-area
destructive powers to cover their escape.
The emblem of the Reality Hackers is a Porygon-Z
emerging from a computer screen; many members of
the Reality Hackers have at least one type of
Porygon as a personal Pokemon, although this is
not necessarily required to be a member.
Most members of the Reality Hackers are at least
competent users of computer equipment and
electronic devices, and many have at least some
skill in repairing, rebuilding, or converting them
from their originally assigned purpose.
This almost cult-like group is dedicated to
becoming living gods over the world of Kyrael, by
using the powers of the Dark Aura to
supernaturally compel and dominate Pokemon … and
people. Their methods are often brutal, and they
are not above murder, torture, and other violent
tactics to enforce their will on others.
As a result, the Thorns are almost always fairly
physically imposing, as well as commanding Pokemon
designed for maximum carnage. Geodude and its
evolutions are a popular favorite, as their
moveset (including Earthquake, Rollout, and
Explosion) is geared around area effects and
catastrophic damage. They also typically keep at
least one flying-type handy for quick escapes from
a dangerous situation (and because it makes an
excellent second type for multi-Pokemon battles.)
The Thorns of Kyrael are a set of twisted vines
wrapped around a symbol of the planet; many of the
Thorns have grass-types, but there is no specific
requirement, and even the suggestions above may be
ignored by a Thorn with a powerful team.
The Thorns routinely breed Spearows and Geodudes
for their members to use, but members are expected
to round out the rest of their team through
personally catching them to prove their dominance
over other Pokemon.
The Marauders are a splinter group of the Thorns
of Kyrael, led by a man named Dave Williams,
former member of the Organization and former lover
of Saladin. This group has developed the ability
to utilize the Dark Aura, and to corrupt and
control Pokemon, imbuing them with Shadow essence
and tainting their existence. They are extremely
brutal, and equally secretive, so little is known
about them. They do not wear specific uniforms or
identifying traces, but they do have some method
of communicating with other members.
According to Saladin, Dave's personal team
includes, at the least, a Scizor (with Metal Claw
and X-Scissor), a Skarmory (with Spikes and Steel
Wing), and a Golem (with Explosion and
Earthquake).
This crazed militant group is focused on
liberating Pokemon from their 'oppressive masters'
at any cost. Unlike most groups, they refuse to
use Pokemon in most circumstances, relying on
conventional weaponry and force to get their goals
across. However, they are very devoted to their
cause, and see no problem with inflicting
potentially deadly force on anyone who might
'enslave' a Pokemon, be they everyday citizen,
small boy, elderly woman, or police or military
officials. No Trainer is safe from their wrath.
Pokemon Liberation Squad members do occasionally
make use of Captor Claws to capture Pokemon that
belong to other Trainers (with the express intent
of releasing them, immediately or at a more
convenient date). However, they will almost never
actively command Pokemon, or release them into
circumstances that would prove dangerous or
lethal, and typically will focus on protecting
Pokemon as a priority.
The Pokemon Liberation Front emblem is a Pokeball
being smashed with a hammer; while this is not
their only method of 'freeing' Pokemon, they often
leave smashed Pokeballs in the wake of their
latest activities.
Kyrael:
Pokemon Centers are advanced centers of technology
that can completely heal and revive a Pokemon that
has been injured, incapacitated, or defeated.
Advanced techniques can restore life to dead -
even fossilized - Pokemon, though this typically
takes much longer.
In order to utilize a Pokemon Center, you must
have a valid Pokemon Trainer's License. This
license includes a digital copy of your vital
statistics and information, and serves as a form
of identification in most major metropolitan
areas. Known members of criminal organizations are
usually barred from these locations, and from
using other services that are dependent on Pokemon
Center systems, including the Kyrael World
Network.
While most Pokemon only exist within computers
while still in stored format, Pokemon can be
released within a digital environment. Porygon is
the most well-known example, but practically any
species can be released in cyberspace by a digital
trainer or by a defensive program designed to
operate Pokemon.
While difficult to access by most people, there is
a thriving cyberspace realm within Kyrael's
complex series of computer networks, particularly
among the Kyrael Skeleton, a series of systems
that provides basic services to Trainers across
Kyrael. These services include storage and digital
transmission of Pokemon through the Pokemon
Centers and Trainer Transceiver, allowing a
Trainer to relocate their freshly caught Pokemon
to a safe location.
The Pokemon Trainer Assistant is an electronic
device with satellite connectivity that enables a
trainer to stay in contact practically anywhere
they go. It has a number of functions and
operations that make it useful when travelling:
The PTA has a full Pokedex so that would-be
trainers can study known lore about Pokemon, and
compare it to field data. While almost no Pokemon
are truly unknown to Pokemon researchers, many are
hard to find in the wilds, and are only readily
available from breeding camps.
The Pokescope is a camera lens on the front of the
PTA that can be used to scan a Pokemon or other
target. The data it records can then be matched to
existing PTA records, including Pokedex entries,
criminal databases, etc., or stored for later use.
A powerful satellite uplink that allows a Trainer
to transmit their newly caught Pokemon to the
Kyrael Pokemon Storage Network. As a rule,
Trainers are only licensed to carry six Pokemon
with them at any given time, and must deposit
others at a Pokemon Storage Network Terminal.
As Pokemon are common forms of weaponry in Kyrael,
ownership and distribution of Pokemon is generally
limited.
Most Pokemon Trainers have a Trainer's Card - a
license that gives them certain rights under the
Kyrael Pokemon Trainer's Convention. These rights
include:
(including eggs) on one's person.
non-restricted area of Kyrael.
Pokemon Trainers, as long as you have Pokemon that
are capable of fighting.
Pokemon tend to respect and obey Trainers of great
personal skill and capability. Traditionally,
Trainers seek to prove this ability by visiting
Gyms throughout Kyrael to prove their mastery over
the various types of Pokemon. Each Gym is themed
around one of the types - defeating a gym
typically proves your ability to defeat Pokemon of
the listed type.
Health-Based Penalties: 100% - no penalties, may qualify for certain
'Unmarred' bonuses
Shock Factor - Anytime struck for over 10% of LP
in a single blow, all offensive actions at -1 per
10% (max -4) for one Turn.
Blood Loss - Slash / stab wounds may inflict
Bleeding; -1 LP per turn. Attacks specifically
intended to inflict this ability are at -2 above
normal. Certain weapons may increase this.
50% or less: “Staggered”; -1 to actions, beginning
to show signs of significant injury.
25% or less: “Wounded”; -2 to actions,
significantly hurt.
0% or less: “Critical”; -4 to actions, risking
unconsciousness, -1 HP per turn and recheck if
they take full actions (both attack and defense,
or other full-turn actions).
-50% or less: Dying! Automatically lose a minimum
of 1 HP per five seconds until death ensues or
wounds are sufficiently treated.
KO Roll: 0 HP = normal KO resist roll. -1 per -10%
HP.
Death Roll: -50% HP = normal death resist roll. -1
per -25% HP after the first. Automatically lose a
minimum of 1 HP per five seconds until death
ensues or wounds are sufficiently treated.
Bleeding Aversion:
Through Regeneration - Any entity with a rapid
regeneration capability will automatically stop
one point of Bleeding after enough time has passed
to restore 1 HP, or within one minute (12 rounds).
Naturally - One point of Bleeding will naturally
fade after five minutes (60 rounds); this means
that someone who has been severely injured may
survive without bleeding to death, though a Drama
Point is likely involved.
Through Cauterization - Fire damage can cauterize
a wound; intentionally inflicting five points of
Fire damage on a wound (and achieving one success
on an Int + Doctor roll) can remove one Bleeding
level immediately. However, this is also extremely
painful…
Through Treatment - A good field medic can treat
wounds quickly and efficiently, assuming they have
time - field doctoring is essentially a full-round
action
Field Medicine:
Let's face it, no matter how diplomatic you may
be, there are times where combat happens.
Unfortunately, in most worlds, there are no
convenient ways to fix bloody horrific wounds, and
field medicine must ensue.
Bandaging: While most people don't exactly have
time for medical treatment in the middle of combat
when the bombs are falling, emergency field
bandaging is useful for getting the walking
wounded back into action, or at least extending
their time before death. Bandaging uses Int +
Doctor, and is used to stop Bleeding; it does not
restore LP by itself.
In order to stop one level of Bleeding, you must
roll a number of successes equal to the current
levels of Bleeding; for example, if you have three
levels of Bleeding, you need three successes to
remove one level. Rolling double the needed number
of successes removes two levels, triple removes
three levels, and so on.
Bandaging is a full-round action for the doctor;
the doctored can perform actions (as long as they
do not require significant movement, such as
firing a gun), but this gives the doctor a -2 or
worse to their bandaging roll at GM whim.
Doctoring: After one's dealt with issues like catastrophic
bleeding, the next step is to try to treat major
injuries - whether it's limbs that are broken,
Hulker - A green Machamp who uses Drain Punch,
Foresight,
PokeConversion:
28 HP +4 atkdmg Str 1 +3 armor vs atk End 1
round up HP = Life Points. Attack:
Atk/5 = Phys Attack damage bonus. Atk/20 = Strength stat.
Defense:
Def/5 = Armor vs. physical attacks Def/20 = Endurance.
SpAttack:
SAtk/5 = Spec Attack damage bonus. SAtk/20 = Int stat.
SpDefense:
SDef/5 = Armor vs. special attacks SDef/20 = Willpower.
Speed:
Spd/20 = Dexterity, bonus to hit/dodge
Lvl:
Lvl/5 = + to hit/dodge
Attacks:
Atk Power = Base Damage of attack.
Miss Chance:
Never Miss - +10 to hit 100% accuracy - normal to hit -1 to hit per -10% accuracy or fraction
Attack Up: +1 to hit w/phys moves and +4 to phys damage Defense Up: +8 to armor vs phys moves SAttack Up: +1 to hit w/spec moves and +4 to spec damage SDefense Up: +8 to armor vs spec moves
Accuracy Up: +1 to hit with all moves Speed Up: +1 to dodge all moves, +1 to Dex for determining turn order
Sample Stats:
Blorp, the Magikarp Stats: Lvl 18 HP 45 Atk 25 Def 75 Sp Atk 30 Sp Def 40 Spd 120
Translated:
+3 to hit/dodge attacks from level Dex 6 (+6 to hit/dodge) Str 1 +5 dmg to phys attack moves End 3 +15 Armor vs Phys Int 1 +6 to spec moves Wil 2 +8 Armor vs Spec
Ability: Swift Swim (double speed [Dexterity] when raining)
Moveset:
Splash – No useful effect.
Tackle - Type Normal, Power 35, accuracy 95% [inflict 35+5 dmg, -1 to hit]
Flail – Variable power based on HP –
User's Remaining HP Power 71% - 100% 20 36% - 70% 40 21% - 35% 80 11% - 20% 100 5% - 10% 150 1HP - 4% 200
Bounce – Type Flying, Power 85, Accuracy 85% [inflict 85+5 dmg, -2 to hit] [avoid most attacks for one turn, but certain aerial attacks are normal accuracy]
Status Conditions: X% chance of occurring: Hits on a (X/10) or lower on the roll also inflict the noted status effect if the attack is successful.
Mirage Pokemon
A special type of Pokemon generated from holographic data. They are undamageable by normal Pokemon attacks and can know and use any move, even if it cannot normally be learned by them. Mirage Pokemon typically only function within the range of a Mirage Generator, and obey the current operator of the Generator normally. Mirage Generators are usually mounted in small aerial drones that fly above a combat zone, allowing the operator to generate Pokemon to attack an area within the range generated under the Mirage Drone.
Captor Drone
The Captor Drone is a large flying drone that uses a powerful beam to blast and forcibly capture Pokemon who fail to resist its powers. Resisting requires a Willpower (doubled) roll vs its Power of 20. Its powerful beam makes it unlawful for normal citizens to own and operate, not least because of its usefulness in Pokemon theft.
Pokeball A Pokeball can capture Pokemon – the more injured or affected they are, the easier they are to catch. Power 10, resisted with Willpower doubled, -1 if reduced to 50% HP, -2 if reduced to 25% HP, -4 if critical HP. -2 per negative status condition inflicted. Target is automatically trapped in the ball for one Turn, then gets three chances to break free (roll again per turn); if it fails all of these checks, it is successfully caught, and bound to serve the balltosser.
Great Ball As above, but resist vs Power 12.
Ultra Ball As above, but resist vs Power 15.
Master Ball As above, but resist vs Power 20. Most Pokemon, even legendaries, cannot resist its power; however, this power is awesomely rare and expensive.
Trainer's License Required to purchase trainer equipment, with certifications by various gyms that give further authorizations. Applicants must be ten years of age or older, and pass a certification exam.
League Sanctioned Tournaments
Regional Competitions Regional Competitions are held for all who have passed the eight gym challenges, where trainers
Age | General Stat Level |
---|---|
Young | 10% of Max |
Mature | 20% of Max |
Trained | 40% of Max |
Experienced | 50% of Max |
Skilled | 60% of Max |
Professional | 70% of Max |
Masters | 80% of Max |
Elites | 90% of Max |
Best of the Best | 100% of Max |
Marauders –
Capable of controlling other people's Pokemons
Capable of corrupting them to Shadow powers
Health-Based Penalties: 100% - no penalties, may qualify for certain 'Unmarred' bonuses
Shock Factor - Anytime struck for over 10% of LP in a single blow, all actions at -1 per 10% (max -4) for one Turn.
Blood Loss - Slash / stab wounds may inflict Bleeding; -1 LP per turn. Attacks specifically intended to inflict this ability are at -2 above normal. Certain weapons may increase this.
50% or less: -1 to actions, beginning to show signs of significant injury. “Staggered”
25% or less: -2 to actions, significantly hurt. “Wounded”
0% or less: -4 to actions, risking unconsciousness, -1 HP per turn and recheck if they take full actions (both attack and defense, or other full-turn actions). “Critical”
-50% or less: Dying! Automatically lose a minimum of 1 HP per five seconds until death ensues or wounds are sufficiently treated.
KO Roll: 0 HP = normal KO resist roll. -1 per -10% HP.
Death Roll: -50% HP = normal death resist roll. -1 per -25% HP after the first. Automatically lose a minimum of 1 HP per five seconds until death ensues or wounds are sufficiently treated.
Bleeding Aversion:
Through Regeneration - Any entity with a rapid regeneration capability will automatically stop one point of Bleeding after enough time has passed to restore 1 HP, or within one minute (12 rounds).
Naturally - One point of Bleeding will naturally fade after five minutes (60 rounds); this means that someone who has been severely injured may survive without bleeding to death, though a Drama Point is likely involved.
Through Cauterization - Fire damage can cauterize a wound; intentionally inflicting five points of Fire damage on a wound (and achieving one success on an Int + Doctor roll) can remove one Bleeding level immediately. However, this is also extremely painful…
Through Treatment - A good field medic can treat wounds quickly and efficiently, assuming they have time - field doctoring is essentially a full-round action
Field Medicine:
Let's face it, no matter how diplomatic you may be, there are times where combat happens. Unfortunately, in most worlds, there are no convenient ways to fix bloody horrific wounds, and field medicine must ensue.
Bandaging: While most people don't exactly have time for medical treatment in the middle of combat when the bombs are falling, emergency field bandaging is useful for getting the walking wounded back into action, or at least extending their time before death. Bandaging uses Int + Doctor, and is used to stop Bleeding; it does not restore LP by itself.
In order to stop one level of Bleeding, you must roll a number of successes equal to the current levels of Bleeding; for example, if you have three levels of Bleeding, you need three successes to remove one level. Rolling double the needed number of successes removes two levels, triple removes three levels, and so on.
Bandaging is a full-round action for the doctor; the doctored can perform actions (as long as they do not require significant movement, such as firing a gun), but this gives the doctor a -2 or worse to their bandaging roll at GM whim.
Doctoring: After one's dealt with issues like catastrophic bleeding, the next step is to try to treat major injuries - whether it's limbs that are broken,
$5 http://www.amazon.com/SCRABBLE/dp/B003P2QCE8/ref=sr_1_3?s=gateway&ie=UTF8&qid=1285371641&sr=8-3
build a thing to remind L to do daily exercises? cofee table/wider crate thing
Fritz - Epona
Richard - Scyther - Syn out
Arthur - Geodude
Arthur – caught a Doduo!
Val Meowth – atk+1
Ellis/Spike - Front
<rest of party>
Buffy - Rear
[Forgotten Grove]–[Route 1201]
Ellis
Buffy
Spike
Arthur
Saladin
Fritz
Steve
Raticates: 62, +12 damage, -11 def, +9 satk, -9 sdef,
HP to 37 due to fire attack
Rat1: -54
Rat2: -52
Rat3: -50
Rat4: -25
Rat5: -25
Pokemon: Doduo ('Charles')
Trainer: Deidre
Current Stats:
^ Stat ^ # ^ Effects ^
| Lev | 1 | PokeSkill: 1 |
| HP | 27 | LP: 27 PP: 27 |
| Atk | 24 | Str 2, +5 to phys attack damage |
| Def | 20 | End 1, Armor 4 vs phys attack |
| SpAtk | 18 | Int 1, +4 to spec attack damage |
| SpDef | 18 | Will 1, Armor 4 vs spec attack |
| Spd | 27 | Dex 2 |
Unisystem Stats:
LP: 1/27
PP: 16/27
Str: 2
End: 1
Dex: 2
Int: 1
Will: 1
Per: 1
Moves Known:
^ Move Name ^ Attack Roll ^ Effects ^ PP Cost ^
| Peck | 2+1 | Flying/Physical: Inflicts 17+5+SL damage, no secondary effect. | 3 |
| Growl | – | Attack Down: -1 to hit, -4 damage w/Phys attacks | 2 |
Defeated - swarm of rats
Deidre was helped, gifted Charles (Doduo)