What is this?
Pokémon RPG Made Easy (PRME) is a narrative
focused and simplified Pokémon tabletop RPG
that takes most of its inspiration from the Anime
rather than the many Pokémon games.
It was Written by Zappline to be played by him
and his friends. However, the decision was made
to make it public for anyone to Download and
play.
For Free! Although, any Donation is very much
appreciated!
This Document will assume that you are already
familiar with the concept of tabletop RPG’s.
Especially RPGs that are rules light and narrative
focused. If this is not the case, I would
recommend you first take a look at other games
such as BURST that will give explanations to the
concept of RPGs and how to play them.
The Pokémon RPG Made Easy rules are based
on, and could be considered an extension off, the
G.A.S.P. system, a 1 Page Solo RPG.
However, even though PRME can be played solo,
it is not created as such.
PRME also uses the 1D100 percentage system,
common in many other RPGs, to some extent.
What you need:
1-5 Players.
3D6 each.
1D100 each.
1 Character sheet each.
1 GM that knows things about Pokémon.
A computer, laptop, tablet or phone to access this
little Catch Calculator, and the random Pokémon
Generator, I won’t explain how the sites work, but
I trust you can figure it out.
Character Creation
Name: Name your character
Drive: What drives your PC forwards on this journey?
Specialty: (choose a Type and add +10% catch, +10% Befriend, and +10% Battle, when interacting with
Pokémons of this type).
Attributes: Pick 3
(S)trenght
(A)gility
(I)ntelligence
(W)ill
(C)harm
(D)extarity
Skills (Active): Pick 2
Academics(I), Acrobatics(A), Bluff(C), Craft(D), Larceny(D),
Melee(S), Ranged(W), Stealth(A), Sway(C), Tech(I).
Skills (Passive): Pick 1
Catch (+10%), Befriend (+10%), Battle (+10%).
Skill Descriptions:
Academics - studying, finding information, get to the right place in a library.
Acrobatics - jumping, running, contorting, throwing, aiming.
Bluff - lying, deceiving, poker-face.
Craft - Making things, drawing, sculpting, painting, designing.
Larceny - breaking into places, lock picking, deactivating alarm systems, opening a safe.
Melee - fighting in close combat, with it without weapons.
Ranged - fighting with ranged weapons.
Stealth - hiding, sneaking, shadowing.
Sway - persuading and bending others to your will.
Tech - hacking, searching databases, understanding and making technical gadgets.
Catch - increase the catch rate of Pokéballs.
Befriend - natural disposition to befriend Pokémons.
Do Things.
To do things you simply roll 1D6 and consult the list below. If the thing you are trying to do corresponds
with a skill or attribute you picked, roll 2D6 and pick the highest. If it corresponds with a skill and an
attribute you picked, roll 3D6 and pick the highest.
Result: Result:
1 - Failure at a cost 4 - Success at a cost
2 - Failure 5 - Success
3 - Failure with 6 - Success with
advantage advantage
Cost. Something that gives the PC a harder time.
Advantage. Something that give the PC an easier time.
Catching Pokémons:
When catching a pokemon in the original games, there is A LOT of math going on behind the scenes. We
will not be dealing with that. This is Pokémon RPG made simple after all.
The easiest way to deal with catching a Pokémon is to go to the Catch Calculator pick GEN, Pokémon and
all other stats and you will get the exact catch rate percental. Round the result up to the closest 5
(Example: 18.92% becomes 20%, 12% becomes 15% and so on). Roll 1D100, if you roll equal to or under
the percental you succeed in catching the Pokémon. If you dont, you fail (don’t forget to add any bonuses
you get from your Character, such as Speciality and/or the Catch Skill).
If the result of the cath is a failure, the GM should roll 1D6, if the result is a 1 or a 6, the Pokémon runs
away.
If you don’t want to or can’t use the Calculator. Pick the percentile after your best ability.
To increase your chances of to catch a Pokémon you can enter a Battle with it (see Pokémon Battles). For
each point you get add +10% to the catch rate up to a maximum of +50%.
If you don’t have a clear plan on what Pokémons the players will face out in the wild. Take a look at the
random Pokémon Generator for inspiration.
Befriending Pokémons:
Just because you have catched a Pokémon it doesn’t mean it actually likes you, it might respect you as a
trainer and it might do as you wish during combat. But this does not mean it will stay outside its Pokéball or
“hang out” with you.
To get a meaningful relationship with your Pokémon you need to nurture said relationship with, praise,
treats, playtime and other activities your new friend might enjoy.
When you do anything to try and befriend and/or strengthen the bond with your Pokémon (GM discretion)
roll 1D100 if you roll over your Pokémons current Friendship add +10 to said Friendship. If you roll under
the current friendship, nothing happens.
All caught Pokémon start at 20% friendship.
Befriending Pokémons in the Wild:
You can also decide to befriend wild Pokémons if you wish. The progress is more or less the same as it is
with a Pokémon you caught. Befriending wild Pokémons are harder and take more time, in general. First
off, Wild Pokémon start at 10% friendship, secondly, each successful befriend roll only add +5% rather then
10%. However, if at any point you decide to try and catch a Pokémon you have started to befriend, add that
value to the 1D100 total (example: you have managed to get the Pokémon to 20% friendship, you have a
20% base catch rate meaning your total catch rate is now 40%).
Pokémon Battles:
Battles, just like catching, in the original games, uses A LOT of math and statistics in the background. Type
vs Type, Level vs Level, Ability stats, IV’s and Ev’s and probably a ton of other stuff. We will not be dealing
with this. The focus of this game is the Narrative and that includes the battles. So instead of diving deep
into the math and the stats and so on we will keep it simple.
Battles are determined by Opposing Tests. The PC in the battle and the opponent (usually the GM), roll
1100 each, add any modifiers such as the Battle Skill (+10%) and/or the Specialty Type bonus (+10%) to
a maximum of +20%. Whomever rolls the highest Wins the bout. For each +10 difference, the one that
won the bout gains +1 point, The first to reach 5 points win the battle.
To not make this tedious, don’t forget to
Act Out The Battle!
Types:
BUG DRAGON ELECTRIC
FIGHTING FIRE FLYING
GHOST GRASS GROUND
ICE NORMAL POISON
PSYCHIC ROCK WATER
DARK FAIRY STEEL
Character Sheet:
Name:
Drive:
Speciality:
Attributes:
Skills (Active)
Skills (Passive)
Pokémon Team:
Name: Friendship %:
10 20 30 40 50 60 70 80 90 100
10 20 30 40 50 60 70 80 90 100
10 20 30 40 50 60 70 80 90 100
10 20 30 40 50 60 70 80 90 100
10 20 30 40 50 60 70 80 90 100
10 20 30 40 50 60 700 80 90 100
Notes:
Backpack:
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Disclaimer:
I do not take any credit for the creation of Pokémon or the wider world of this setting.
Pokémon is owned and controlled by Nintendo Entertainment and I am in no way, shape or form affiliated
with this company.
Pokémon RPG Made Easy is, and will always be, nothing more than a passion project by a fan. To be
played between friends around a table.
Credit:
Banner: [Link]
Background:
[Link]