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Abilities

There are five Class Abilities:

  • Agility
  • Awareness
  • Charisma
  • Dexterity
  • Intellect

Each one of these is used to conduct Ability Checks, very similarly to how it is done in Dungeons & Dragons 5e:

  1. The player rolls a d20
  2. The player adds the relevant Ability Modifier

At the start of the game, the player distributes a pool of 10 points among the five Abilities. The minimum value for any Ability is 1, and the maximum value is 5.

Task DifficultyDC
Very easy5
Easy10
Medium15
Hard20
Very hard25
Nearly impossible30

If a player fails an ability check, a penalty on that same subsequent check of +5 is applied, raising the textual difficulty of the check by one level. This penalty is cumulative, and is reset after a rest.

Ability Points

The player starts the game with 3 Ability Points, which can be spend to conduct an Ability Check. After a rest, the spent Ability Points are restored.

A new Ability point is added to the user's pool in the following events, up to a maximum of 13:

  • (4 total) Win, for the first time, any round of the Pokemon Championship
  • (6 total) Complete the quest lines for any of the major factions

Ability Checks

The flavor and usage of each Ability Check is up for the specific event to implement. The following table is a suggestion of how to use each Ability Check:

TypeAbility
Climb a wallAgility
Jump over a gapAgility
Destroy an objectAgility
Find nearby PokemonAwareness
Find nearby itemsAwareness
Find right pathAwareness
Persuade someoneCharisma
Intimidate someoneCharisma
Lie to someoneCharisma
Pick a lockDexterity
Steal an itemDexterity
Hide from someoneDexterity
Recall a factIntellect
Recall a rumorIntellect
Recall a legendIntellect