Ability Score Modification
During any given scene, Ability Points can only be boosted a maximum of 3 increments through the use of stat-boosting moves such as Defence Curl or Dragon Dance. This limit, however, does not apply to Ability Point increases that stem from the use of Held Items. For instance, items like the Thick Club or Choice Band do not count toward this 3-increment limit.
For example: Rhamnousia, a Cubone with two points in Strength.
She uses Rage, she uses this three rounds in a row. Each use of Rage grants her a stacking +1 to to her Strength. After three uses of Rage this bonus will now be +3 to her Strength bringing her up to five total points in Strength (Stat moves allow you to surpass soft cap limits).
Using Rage a fourth time will not increase her strength as this is now the three Stat Increasing moves maximum. However, should she be given a Thick Club (+2 to Strength) this would come under a separate maximum cap making her new Strength total seven pips.
Trainer Tips!
This rule also applies to negative Ability Point modifiers from foes’ attacks such as Growl or even self inflicted modifiers from moves like Superpower!
Battle Training for Evolution
Will Point Expenditure
Prior to making a roll, you have the option to commit an amount of Will Points, which cannot exceed the total number of dice being used for the roll. You can utilize these committed Will Points to re-roll any dice that did not result in success. However, the number of re-rolls cannot exceed the total number of dice used in the original roll.
Furthermore, even after the roll, you have the option to spend one additional Will Point to re-roll a single die that did not result in success. This is only possible if you did not announce any pre-roll committed Will Points.
This rule applies to Accuracy, Damage, Poké Ball Seal Check, Ability Checks, and Skill Check dice rolls. Please note that each of these types of rolls is treated separately.
Lighting and Night Vision Rules
Fire, Electric, and Steel types emanate a light that illuminates a radius of 10ft in bright light and extends 35ft in low light.
Grass types illuminate a 30ft radius in dim light.
Ghost, Psychic, and Bug types have night vision within a 20ft range.
Ground types possess tremor vision, allowing them to perceive surroundings within a 20ft radius.
TM System
A TM can be used twice without any risk of damage.
After the initial two uses, using the TM subjects it to potential damage as determined by a die roll. Every subsequent use increases the risk, adding an additional die to the roll. Each success results in the TM taking 1HP damage. Once a TM has taken 3HP damage, it breaks. For instance, the third use involves a 1d6 roll, the fourth use a 2d6 roll, and so forth.
On the other hand, Technical Records (TRs) only have one use before they are exhausted.
As for Hidden Machines (HMs), these are unlimited in their usage. Many Pokémon can naturally perform the activities taught by an HM, but the HM refines this ability, making the Pokémon more effective or even enhancing its potential. For example, a Spearow can naturally fly, but a Spearow under the effect of the Fly HM can expertly carry a human passenger.
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