Pokemon
Pokemon
Pokemon
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Pokémon
an unofficial
Dungeon Crawler
This is created without permissions. It's
a project with the intent to be used for
fun and to not be distributed commercially.
Please do not reuse or resell this game
or anything in it in for monetary gain.
Pokémon is owned by Nintendo and for all I
can know, they'll ask this be removed from
the internet at any moment. So, enjoy it
while you can.
t
Fonts used:
Pokémon Solid & Hollow, POKPIX 1 & 2,
Pokémon GB, LMS Pokémon Master DingBat.
2
Welcome to the world of Pokémon! You play as
a Pokémon exploring a world without humans,
delving into the dungeons they left behind.
To play:
1. Get some dice (d20's and d6's)
2. Generate your stats!
3. Choose a Pokémon to play as
4. Choose a dungeon class to be
5. Roll your starting Hit Points
6. Select a Backpack
7. Find a dungeon to explore!
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This game plays similarly to other dungeon
crawlers. OSR-style games translate well
and use the same language present here:
Hit Dice, Defense Rolls, Hit Points, Level,
Stats, etc.
Generate
stats
your stats by adding up 3d6 for
each one listed below:
Strength (STR)
Dexterity (DEX)
Intelligence (INT)
Charisma (CHA)
d
When you attempt to do a thing that isn't
obvious or too easy, roll d20 and try to get
under the targeted stat.
4
pick your poké
There are 20 to choose from. They take the
place of Race or Ancestry in other dungeon
crawler games. Each one will give you
abilities that are either always active, or
can be activated by spending PP.
Evolutions
Requires: Leaf stone.
Ivysaur
Leech Seed (5pp) deal d6
dmg and regain d6 health.
Venusaur
Solar Beam (5pp) absorbs
sunlight for 1 turn,
then roll under DEX to
deal 6d6 to target.
6
Charmander
Type: Fire
Height: 2'00
Weight: 18.7 lbs.
Abilities
Tail - acts as a candle.
Evolutions
Requires: Fire stone.
Charmeleon
Smokescreen (5pp) create
a 30'cloud of smoke.
Charizard
Fly with high speeds
and great accuracy.
Squirtle
Type: Water
Height: 1'08
Weight: 19.8 lbs.
After birth, its back swells and hardens
into a shell. Powerfully sprays foam from
its mouth. Shoots water at prey while in
the water. Withdraws into its shell when in
danger.
Abilities
Shell - negates d6 dmg from 1 attack per day.
Water Gun (5pp) roll under DEX for 2d6 water dmg.
Evolutions
Requires: Water stone.
Wartortle
(5pp) negate the
damage of 1 attack.
Blastoise
Hydro Pump (5pp) roll
under DEX for 6d6 dmg.
8
Caterpie
Type: Bug
Height: 1'00
Weight: 6.4 lbs.
Its short feet are tipped with suction pads
that enable it to tirelessly climb slopes
and walls.It has large, eye-like patterns
on its head as protection. They are used to
frighten off enemies.
Abilities
Spider Climb - can climb walls like a spider.
Bug Bite (10pp) roll under STR for d6 dmg, plus eat
a berry the target holds.
Evolutions
Requires: Bug stone.
Metapod
You're immobile and
take no damage.
Butterfree
Sleep Powder (5pp)
roll under INT to make
target fall asleep.
Pidgey
Type: Normal/Flying
Height: 1'00
Weight: 4.0 lbs.
Abilities
Hover - can fly with slow speeds and middling
accuracy.
Evolutions
Requires: Feather stone.
Pigeotto
can fly with extreme
speed and accuracy.
Pidgeot
Gust (5pp) remove an
enemy from combat.
10
Rattata
Type: Normal/Dark
Height: 1'00
Weight: 7.7 lbs.
Abilities
Rattata's sense of smell is supernatural.
Evolutions
Requires: Shadow stone.
Ratticate
(5pp)Summon d6 Rattatas to
do your bidding.
Pikachu
Type: Electric
Height: 1'04
Weight: 13.2 lbs.
Abilities
Play Nice (5pp) gain adv. on next defense roll.
Evolutions
Requires: Thunder stone.
Raichu
Thunderbolt (5pp) roll
under INT to deal 2d6
to 3 targets.
12
Sandshrew
Type: Ground
Height: 2'00
Weight: 26.5 lbs.
Evolutions
Requires: Sand stone.
Sandslash
Slash (5pp) roll under STR
with advantage to deal 4d6,
crit range is 1-3.
Jigglypuff
Type: Normal/Fairy
Height: 1'08
Weight: 12.1 lbs.
Evolutions
Requires: Fairy stone.
Wigglytuff
Sing costs 5pp and
effects all targets
that can hear the song.
14
Meowth
Type: Normal
Height: 1'04
Weight: 9.3 lbs.
Abilities
Soft steps - walk silently and leave no tracks.
Evolutions
Requires: Normal stone.
Persian
Auto-succeed on a CHA
roll to intimidate a
target.
Psyduck
Type: Water
Height: 2'07
Weight: 43.2 lbs.
Water Gun (5pp) roll under DEX for 2d6 water dmg.
Evolutions
Requires: Water stone.
Golduck
Wonder Room (5pp) create
an illusory space around
you and a target. They
can only see you and the
space, and must treat it
as real.
16
Growlithe
Type: Fire
Height: 2'04
Weight: 41.9 lbs.
Evolutions
Requires: Fire stone.
Arcanine
Fire Fang, 5pp, roll
under STR or DEX to
deal 6d6 dmg.
Farfetch’d
Type: Fighting
Height: 2'07
Weight: 33.1 lbs.
Abilities
Farfetch’d starts the game with a leek, it deals
damage as a Greatsword.
Sketch (20pp)
permanently replace
this move with the
last move used.
18
Gastly
Type: Ghost/Poison
Height: 4'03
Weight: 0.2 lbs.
Abilities
1/day become intangible for 10 minutes.
Evolutions
Requires: Ghost stone.
Haunter
Destiny Bond (5pp)
choose a target, they
take any damage you do.
Gengar
Dream Eater (5pp)
sleeping target takes
6d6 damage and you
regain that much HP.
Cubone
Type: Ground
Height: 1'04
Weight: 14.3 lbs.
Evolutions
Requires: Sand stone.
Marowak
the bone club acts as a
boomerang, allowing you
to make ranged attacks
with advantage (since
it always comes back).
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Tangela
Type: Grass
Height: 3'03
Weight: 77.2 lbs.
Abilities
As long as STR is not at 0, regain any loss STR
during short rests.
Evolutions
Requires: Water stone.
Starmie
Psybeam (5pp) Roll
under INT for 4d6
damage, target is
confused.
22
Ditto
Type: Normal
Height: 1'00
Weight: 8.8 lbs.
Abilities
Transform (10pp) Turn into a copy of any one basic
Pokémon, along with its moves.
Machop
Type: Fighting
Height: 2'07
Weight: 43.0 lbs.
Abilities
No Guard - 1/day guarantee one hit with max damage,
but in return roll with disadvantage on next defense
roll.
Evolutions
Requires: Fight rock
Machoke
Add +d6 to all
attacks.
Machamp
You can attack four
times per turn.
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Eevee
Type: Normal
Height: 1'00
Weight: 14.3 lbs.
Abilities
Helping Hand (5pp) Give advantage and add d6 damage
to an ally's next attack.
Evolutions
Sylveon - Fairy Stone
Gain advantage with CHA rolls
CLERIC
You can use and assign berries to the rest of the
CHA
FIGHTER
Your damage dice explode, meaning that if you roll
STR or DEX
You can use TMs and teach HMs to the rest of the
party. Begin the game with 1 randomly rolled TM.
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Hit Points
Everyone begins with d6 Hit Points.
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Backpack
Everyone starts with a knife and a backpack.
Each one is filled with items to be used
while dungeon crawling.
Artist Pack
Pidgey feather, comet shard, worn contest
costume, destiny knot (cannot be undone),
disc case, CD player, gorgeous box.
Battle Pack
Assault vest (armor 2), black belt, 5 cans of
lemonade, leg brace, muscle band, protective
pads, sack of soot.
Collector's Pack
Adventure guide book, DNA sample, meteorite
shard, random CD, your old pokéball, ancient
bone, twisted spoon.
Delinquent's Pack
Some bottle caps, fishing rod, 5 soda pops,
5 candy bars, gameboy color, roller skates,
old storage key.
Engineer's Pack
Coin purse (10sp), data ROM, floating stone,
holo caster, big magnet, urn full of ashes,
scoped lens.
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Grunt Pack
Old elevator key, fame checker, 5 water
bottles, motorcycle goggles, contact lens
case, old love charm, journal.
Hiker Pack
Fertile mulch, balm mushroom (worth 2500sp
to the right person), bell, dragon fang, 5
bottles of moomoo milk, anklet, poké toy.
Junior Pack
Red balloon, flute, black glasses, punch
card for ice cream, metronome, poké doll,
cloak, running shoes.
Mysterious Pack
Unopened letter, key to an old basement,deep
sea scale, gold teeth (humans), unknown
report, sack of mushrooms, 5 packs of tea.
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WEAPONS AND ARMOR
Weapon Damage Cost
Knife 1 10 sp
Sword d6 25 sp
Greatsword 2d6 50 sp
Bow d6 (range) 50 sp
Armor Dmg Red. Cost
Leather 2 50 sp
Chain 3 100 sp
Plate 5 500 sp
Shield 1 attack 35 sp
30
Leveling Up
Characters level up at two points in
their career:
1. When they first drop to 0HP and
2. the first time they faint.
m
Timer and tick it down every time
the character spends time with
the master in between dungeon
crawling sessions. When it reaches
0, increase a Stat by 1 (max 18).
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The World is...
- Post-Human. There were humans at one
point and now there aren't. Pokémon have
inherited all that was left behind.
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motives and can be talked to. Not
everyone will be reasonable or open
to your way of thinking, but they are
not mindless monsters. They range from
intelligent animal to genius human
levels of function.
Type Chart
Pokémon types only come into play when Abilities are
used. Super Effective typings deal 2x damage while
Uneffective typings deal 1/2 damage. Null typings
cannot effect one another.
Fighting
Normal
Flying
Poison
Ground
Ghost
Rock
Bug
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
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Fairy
Dark
Dragon
Ice
Psychic
Electric
Grass
Water
Fire
Steel
TMs
1-2.
These are single-use, powerful moves.
They cannot be bought, only found.
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57-58. 93-94.
Phantom Force - become ethereal Infestation - target location
for 1 hour. becomes the hotspot for local
59-60. beedrill.
Draining Kiss - roll CHA to deal 95-96.
4d6 dmg and regain 4d6 HP. Sleep Talk - talk to sleeping
61-62. target without waking them.
Misty Terrain - mist cloaks you 97-98.
and the surrounding area. Bounce - Target becomes elastic
63-64. and bouncy..
Mystical Fire - create an 99-00.
everburning source of fire. Teleport - teleport to the
65-66. nearest pokecenter.
Eerie Impulse - let nature guide
you to where you need to be.
67-68.
g
Calm Mind - retest any morale
checks or gain adv on a CHA roll.
69-70.
Toxic - a source of water become
contaminated with poison.
71-72.
Bulk Up - grow 4x as large.
73-74.
Hidden Power - deal 2x damage for
1 minute.
75-76.
Double Team - create a
doppelganger to help you.
77-78.
Flamethrower - roll under DEX to
deal 6d6 fire damage.
79-80.
Thief - become invisible for 1
hour.
81-82.
Overheat - target object becomes
superheated.
83-84.
Acrobatics - leap and flip like
the Hulk.
85-86.
Explosion - target object
explodes! Roll under DEX or 10d6
dmg.
87-88.
Thunder Wave - roll under INT to
paralyze all surrounding targets.
89-90.
Swords Dance - animate up to 3
blades to aid you in combat.
91-92.
Psych Up - target regains 2d6 INT
or CHA points.
HMs
To learn an HM you must replace one of your
current abilities with it. HMs are unique
abilities that are active at all times and
might make dungeon crawling easier.
38
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Status Effects
Different moves can leave status effects
on characters. An ability will state if it
does, as will an opponent's stat block.
v
40
Berries
Cleric's can attach berries to characters
or use them on their turn as items.
Name Cost Effect
1. Cheri Berry 50 sp cures paralysis
2. Chesto Berry 50 sp cures sleep
3. Pecha Berry 50 sp cures poison
4. Rawst Berry 50 sp cures burn
5. Aspear Berry 50 sp cures freeze
6. Leppa Berry 50 sp restores 1 HP
7. Oran Berry 100 sp restores d6 HP
8. Persim Berry 50 sp cures confusion
9. Lum Berry 100 sp cures any status
10. Sitrus Berry 200 sp restores 2d6 HP
11. Figgy Berry 300 sp restores all HP
12. Kelpsy Berry 100 sp lowers DMG by 1
13. Qualot Berry 100 sp increase DMG by 1
14. Salac Berry 200 sp Adv. on initiative
15. Leichi Berry 200 sp Adv. on attack
16. Apicot Berry 200 sp Adv. on defense
17. Lansat Berry 200 sp 1-2 critical
18. Starf Berry 200 sp +d6 damage
19. Repel Berry 300 sp Reset enc. dice
20. Star Berry 300 sp acts as a
pokécenter rest
n
Dungeon Rules
INITIATIVE
Roll under DEX. Success means you go before
the enemies. Failure means you go after.
TURNS
On your turn you can move and perform an
action (like attack, open a locked door,
use an TM or berry, etc.).
CRITICAL HITS
If you roll a 1 while attacking, you land a
critical blow and add d6 to your damage. If
you roll a 20 while dodging, the opponent
landed a critical blow on you and does the
same.
REACTION
If an exchange is becoming heated, one
character is elected to roll under CHA to
keep things sanctimonious.
MORALE
The Game Master rolls CHA for opponents
when they run out of HP. Success means they
stay and fight, failure means they flee.
42
TRAVEL
Traveling from place to place is divided up
into 6 hour chunks, each of which requires
an encounter check and a ration. Someone
should tell a story to help pass the time.
ENCOUNTER TIMER
At the beginning of each dungeon, the Game
Master rolls 2d6 and records the number.
Every time the characters do something,
make noise, or fail a roll, the number goes
down. At 0 there's an encounter.
EXPLORATION
You can take a turn to explore a room/area.
This lasts about 10 minutes. During which
the Game Master ticks down the encounter
timer and calls for any additional rolls.
THIEF STUFF
Roll under DEX to disarm traps and pick
locks. Doing so ticks down the encounter
timer. Failure means the lock is jammed or
trap is sprung.
LIGHT
Dungeons are dark. When a torch is lit, the
GM rolls its die and ticks the number down
everytime the Characters enter a new area,
perform a strenuous task, or fail a roll.
At 0 the light goes out and everyone is
treated as BLINDED.
Dungeon Help
There are three things you can watch to
get a better idea of how to run this game,
especially if you are new or confused:
t
44
Some things that I do while running games:
5. Jam.
c
Hirelings
Certain Pokémon can be hired in towns to
travel with you or lend services.`
l
46
NPC’s
NPCs have d6 HP and 10 in each Stat unless
otherwise noted. NPCs can be any Pokémon,
including evolutions. There is some kinship
between Pokémon of the same breed.
Natures Histories
1. Lonely 1. Abandoned at daycare
2. Brave 2. Trainer Pokémon
3. Adamant 3. Gym Pokémon
4. Naughty 4. Safari Zone Pokémon
5. Bold 5. Wild Pokémon
6. Docile 6. Veteran Pokémon
7. Relaxed
8. Impish Job
9. Timid 1. Manual labor
10. Hasty 2. Teacher
11. Serious 3. Shopkeeper
12. Jolly 4. Tavern tender
13. Naive 5. Route guard
14. Modest 6. Retired
15. Bashful
16. Rash Hobby
17. Calm 1. Writer/poet
18. Sassy 2. Painter/photographer
19. Careful 3. Traveler/hiker
20. Quirky 4. Musician
5. Carpenter
6. Politics
Stat
Pokédex
blocks for Pokémon have:
- Hit Dice - the amount of d6's rolled
to get its Hit Points
- Basic Attack - any weapons they have
- Move - special move that they use
- Mood - a d6 list of moods they have
Ekans
Moves silently and stealthily.
Eats the eggs of birds, such as
Pidgey and Spearow, whole.
2HD.
EKANS
1. Sneaky
2. Hungry
3. Vicious Type: Poison
4. Tired Height: 6'07
5. Annoyed Weight: 15.2 lbs.
6. Brooding
48
GRIMER
Type: Poison
Height: 2'11
Weight: 92.6 lbs.
Grimer
Wherever Grimer has passed, so many germs are
left behind that no plants will ever grow
again.
5HD.
Mankey
Extremely quick to anger. It could be docile one
moment then thrashing away the next instant.
3HD.
50
VOLTORB
Type: Electric
Height: 1'08
Weight: 22.9 lbs.
Voltorb
It is said to camouflage itself as a Poké
Ball. It will self-destruct with very little
stimulus.
1HD.
Type: Poison
Height: 2'00
Weight: 2.2 lbs.
Koffing
Because it stores several kinds of toxic gases
in its body, it is prone to exploding without
warning.
3HD.
52
RATICATE
Type: Normal/Dark
Height: 2'04
Weight: 56.2 lbs.
Hypno
Avoid eye contact if you come across one. It
will try to put you to sleep by using its
pendulum.
8HD.
54
GYARADOS
Type: Water/Flying
Height: 21'04
Weight: 672.4 lbs.
Gyarados
Brutally vicious and enormously destructive.
Known for totally destroying cities in ancient
times.
12HD.
56
4. 2x Rattatas are arguing about how much
coin they have. -The Boss won't be happy if
we come back this empty handed.- They are
skittish and will fight or run away at the
first sign of conflict. But they are willing
to trade items for the 50sp they have.
7HD.
Attacks as Greatsword.
Belch - roll under DEX
or poisoned.
MUK
If unprepared for
the stench, CHA
save if within
melee range or
take d6 from the
quick, onset fever
(as above).
58
Abandoned Power Plant Map
1. 2.
Locked Toxic 3.
gate. Pit. 3x
Scared Rare Grimers.
Char. plants.
4. 5.
2x Greenery.
Ratta's Camp
arguing. site.
6.
7.
Locked
Muk.
keypad.
Post Mortem
So, I was watching Sam’s stream while he was drawing and us in the chat were talking about Pokémon for some
reason, and I said “Pokémon Dungeon Crawler.” Just to say it. One of those sparks that popped into my brain.
And I had an image of a Pikachu in the typical rogue garb, a dagger in their hand, and a scar across their little,
red, electric cheek. Like few ideas do, it stuck in my brain, wedged between a fold, and I did this. Just vomited
this all out onto the page, snagging things from different discord chats, blogs, games, and twitter threads.
I don’t have strong opinions on Dungeon Crawlers. I’ve yet to find my perfect dungeon crawler,
though on the next page there will be a pretty list of those that inspired me (and this game). But over all, I like
bits and pieces of different games and I suppose what attracts me to the design of dungeon crawlers is it’s
entirely based on personal preference. It’s not about crafting some specific experience outside of What You
Want. And what did I want?
I wanted the simple stuff from Into the Odd that inspired me when I first read it like 4-5 years ago.
But none of the bad stuff (meaning, the auto-hit and some other stuff.) I wanted to use the game-concept of
“Race” differently. Options and specificity. Each Pokémon will play different or at least give different options.
Combining that with the basic classes of old school play (minus the rogue) keeps it simple in my head.
More than all of that, there was the desire to take a cute approach to dungeon crawling, and a dangerous
approach to Pokémon. The game doesn’t feel cute to me (beyond the Pokémon), and the game doesn’t feel
“deadly for the sake of deadly” (which is a gripe I have with a lot of old school games). A character will stay
with you for as long as you push them or until you want to try something different. Fainting is fun. What
happens when everyone faints? The image of that same roguish Pikachu dragging an unconscious Pidgey from
the bowels of a dark cave, blood running down the fresh wound on its arms.
Images build things in my head. This text, all of its 50-odd pages, are an attempt at putting the
thousand-words to that Pikachu. To be honest, I did not expect this to be so big or so broad, but I can say that
I would play this game. I will play this game. At least until the images stop coming. Until that Pikachu stops
telling me its story through snapshots, torn and faded. Until the dungeon has been crawled clean and I can see
something new.
With love,
Wall Parker
60
Inspirations
Playing Pokémon Blue as a kid
Into the Odd
Jared Sinclair’s Blog on the 5-Room Dungeon
Pokémon (the anime)
NIN
Evey Lockhart’s “The Quickly Equipped Murderhobo”
4e
Vault of Bones S5E12
The idea of Pokémon Mystery Dungeon
s
y
u
Play as a Pokémon in a world without
humans. Grab a weapon and delve into
the dungeons they left behind. The
Unofficial Pokémon Dungeon Crawler is
the world of Pokémon coliding with the
typical tabletop fantasy world.