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.

Art by Ken Sugimori, the legend

Writing & Layout by Wall Parker & Emma Levin

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!

u
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)

10 is average and you may swap any two of


your scores after rolling.

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.

Stats are generally used as follows:


STR - roll under to attack
DEX - roll under to dodge
INT - roll under to know/learn
CHA - roll under to influence

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.

All players start with 20pp which recharges


after a rest at a Pokécenter.

Evolutions are special, temporary forms that


allow for additional traits/abilities.

1. Bulbasaur 11. Psyduck


2. Charmander 12. Growlithe
3. Squirtle 13. Farfetch'd
4. Caterpie 14. Gastly
5. Pidgey 15. Cubone
6. Rattata 16. Tangela
7. Pikachu 17. Staryu
8. Sandshrew 18. Ditto
9. Jigglypuff 19. Machop
10. Meowth 20. Eevee

Each one is really


cool, so take a
risk and roll d20
to randomly pick
your poké.
bulbasaur
Type: Grass/Poison
Height: 2'04
Weight: 15.2 lbs.

A strange seed was planted on its back at


birth. The plant sprouts and grows with this
Pokémon. It can go for days without eating
a single morsel. In the bulb on its back,
it stores energy.
Abilities
Tackle (5pp) roll under STR for d6+2 damage.

Growl (5pp) gain advantage on next defense roll.

Vine whip (10pp) roll under DEX to restrain target.

Growth (10pp) grants +d6 damage to your next attack.

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.

Obviously prefers hot places. When it rains,


steam is said to spout from the tip of its
tail. The flame at the tip of its tail makes
a sound as it burns. You can only hear it
in quiet places.

Abilities
Tail - acts as a candle.

Scratch (5pp) roll under DEX for d6+2 damage.

Growl (5pp) gain advantage on next defense roll.

Ember (10pp) roll under DEX to deal 2d6 fire dmg.

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.

Tail Whip (5pp) gain advantage on next attack roll.

Water Gun (5pp) roll under DEX for 2d6 water dmg.

Withdraw (10pp) shell negates all damage for a


round.

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.

String Shot (5pp) roll under STR to Restrain both


yourself and the target.

Tackle (5pp) roll under STR for d6+2 damage.

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.

Has an extremely sharp sense of direction.


It is capable of unerringly returning home
to its nest, however far it may be removed
from its familiar surroundings.

Abilities
Hover - can fly with slow speeds and middling
accuracy.

Sand Attack (10pp) roll under DEX, everyone gains


advantage on their next attack.

Gust (5pp) roll under INT, target takes d6+2 dmg.

Quick Attack (5pp) you go first in the round, roll


under DEX for d6+2 dmg.`

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.

Its whiskers provide it with a keen sense


of smell, enabling it to pick up the scent
of hidden food and locate it instantly.
With its incisors, it gnaws through doors
and infiltrates homes.

Abilities
Rattata's sense of smell is supernatural.

Focus Energy (5pp) increase critical hit to 1-4.

Tail Whip (5pp) gain advantage on next attack roll.

Pursuit (10pp) roll under STR or DEX for 2d6 dmg.

Evolutions
Requires: Shadow stone.

Ratticate
(5pp)Summon d6 Rattatas to
do your bidding.
Pikachu
Type: Electric
Height: 1'04
Weight: 13.2 lbs.

Stores electricity in the electric sacs on


its cheeks. When it releases pent-up energy
in a burst, the electric power is equal to
a lightning bolt.

Abilities
Play Nice (5pp) gain adv. on next defense roll.

Sweet Kiss (5pp) roll under CHA to Confuse the


target.

Nasty Plot (5pp) roll under CHA to give everyone +d6


damage on next attack.

Thunder Shock (10pp) roll under INT to deal 2d6 dmg.

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.

When it curls up in a ball, it can make any


attack bounce off harmlessly. Its hide has
turned tough and solid as a result of living
in the desert.
Abilities
Natural Armor - has Armor 1 at all times.

Dig (5pp) burrow under the ground with moderate


speed.

Sand Attack (10pp) roll under DEX, everyone gains


advantage on their next attack.

Defense Curl (10pp) curl up into a ball, taking


no damage for the turn.

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.

Nothing can avoid falling asleep hearing


a Jigglypuff's song. The sound waves of
its singing voice match the brain waves of
someone in a deep sleep.
Abilities
Sweet Kiss (5pp) roll under CHA to Confuse target.

Charm (10pp) roll under CHA to persuade target.

Sing (10pp) roll under CHA to put target to sleep.

Echoed Voice (5pp) roll under DEX to deal d6+d6 for


each other time this was used.

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.

Withdraws its sharp claws into its paws


to slinkily sneak about without making any
incriminating footsteps. Adores circular
objects. Wanders the streets at night.

Abilities
Soft steps - walk silently and leave no tracks.

Pay Day - Spend 50 sp to deal 2d6+2 damage to the


target. If this defeats the enemy, gain 100sp. If
not, the money is lost.

Scratch (5pp) roll under DEX for d6+2 damage.

Taunt (5pp) roll under CHA to draw attention to you.

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.

When its headache intensifies, it starts


using strange powers. However, it has no
recollection of its powers, so it always
looks befuddled and bewildered.
Abilities
Can deal 1 dmg to yourself to gain +d6 dmg on next
attack.

Telekinesis (5pp) roll under STR to lift target


with your mind.

Confuse ray (5pp) roll under INT to confuse target.

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.

Has a superb sense of smell. Once it smells


anything it won't forget the scent. It uses
its advanced olfactory sense to determine
the emotions of other living things.
Abilities
Growlithe can smell emotions, even lingering ones.

Leer (5pp) roll under CHA to give everyone advantage


on their next attack.

Howl (5pp) your next attack deals +d6 dmg.

Agility (5pp) you go first next round.

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.

They use a plant stalk as a weapon, but not


all of them use it in the same way. Several
distinct styles of stalk fighting have been
observed.

Abilities
Farfetch’d starts the game with a leek, it deals
damage as a Greatsword.

Defiant - 1/day, ignore status effects.

Final Gambit (10pp)


double dice rolled
on the next attack
Farfetchd does.

Sketch (20pp)
permanently replace
this move with the
last move used.

18
Gastly
Type: Ghost/Poison
Height: 4'03
Weight: 0.2 lbs.

Almost invisible, cloaks targets and puts


them to sleep without notice. Should a strange
light be seen flickering in an abandoned
building, Gastly is lurking there.

Abilities
1/day become intangible for 10 minutes.

Lick (5pp) roll under INT to paralyze target for


the round.

Curse - lose half of your HP to curse a target, if


you faint the target takes 4d6.

Hex (10pp) roll under INT to deal 2d6 (4d6 if


target is affected by a status condition).

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.

This Pokémon wears the skull of its deceased


mother. Sometimes Cubone's dreams make it
cry, but each tear Cubone sheds makes it
stronger.
Abilities
Begins the game with a bone club (d6).

Headbutt (10pp) roll under STR to deal d6 dmg and


make target flinch.

Retaliate (5pp) after being hit, auto-hit target


for d6+2 damage.

Stomping Tantrum (10pp) after missing an attack,


auto-hit target for 4d6 damage.

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).

20
Tangela
Type: Grass
Height: 3'03
Weight: 77.2 lbs.

Hidden beneath a tangle of vines that grows


nonstop even if the vines are torn off,
this Pokémon's true appearance remains a
mystery.
Abilities
Regains d6 Stat point during short rests.

Vine whip (10pp) roll under DEX to restrain target.

Mega Drain (5pp) roll under INT to deal d6 damage


and regain that much HP.

Grassy Terrain (10pp) grass and weeds fill the


area for 4 turns. People you choose regain d6 HP
while in the grass each turn.
Staryu
Type: Water
Height: 2'07
Weight: 76.1 lbs.

Communicates with the stars in the night


sky by flashing the red core at the center
of its body. If parts of its body are torn,
they simply regenerate the missing pieces.

Abilities
As long as STR is not at 0, regain any loss STR
during short rests.

Tackle (5pp) roll under STR for d6+2 damage.

Rapid Spin (5pp) roll under DEX for d6 damage and


remove 1 status effect.

Swift (10pp) auto-hit target for 2d6 damage.

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.

Ditto rearranges its cell structure to


transform itself into other shapes.
However, if it tries to transform itself
into something by relying on its memory,
this Pokémon manages to get details wrong.

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.

Machop exercises by hefting around a Graveler


as if it were a barbell. There are some
Machop that travel the world in a quest to
master all kinds of martial arts.

Abilities
No Guard - 1/day guarantee one hit with max damage,
but in return roll with disadvantage on next defense
roll.

Low Kick (5pp) Roll under DEX to deal d6 damage.


2d6 if the target is larger than you.

Karate Chop (10pp) Roll under STR to deal 2d6


damage. Crits on 1-2.

Vital Throw (10pp) Roll under STR to throw the


target in the air for a turn. It takes 2d6 damage
when it lands.

Evolutions
Requires: Fight rock

Machoke
Add +d6 to all
attacks.

Machamp
You can attack four
times per turn.

24
Eevee
Type: Normal
Height: 1'00
Weight: 14.3 lbs.

Eevee has an unstable genetic makeup that


suddenly mutates due to the environment
in which it lives. Radiation from various
stones causes this Pokémon to evolve.

Abilities
Helping Hand (5pp) Give advantage and add d6 damage
to an ally's next attack.

Quick Attack (5pp) You go first in the round, roll


under DEX for d6+2 damage.

Last Resort (10pp) Roll under STR to deal d6 damage.


Add d6 damage for every fainted friend.

Evolutions
Sylveon - Fairy Stone
Gain advantage with CHA rolls

Umbreon - Shadow Stone


Disappear in shadow 1/day

Espeon - Psychic Stone
Read the surface thoughts of
those around you

Vaporeon - Water Stone


Walk on water

Glaceon - Ice Stone
Freeze water or melt ice in 1
round

Flareon - Fire Stone
Immune to fire

Leafeon - Leaf Stone
Grows 2 random berries

Jolteon - Lightning Stone
Immune to lightning and
inclimate weather
Class
Each Class is good at its specific thing
and covers the typical fantasy archetype.
They also grant you Advantage with 1 of your
Stats 1/day.
Advantage means you roll 2d20 and take the lower of the two.
Disadvantange means you roll 2d20 and take the higher of the two.

CLERIC
You can use and assign berries to the rest of the
CHA

party. Begin the game with 1 randomly rolled berry.

FIGHTER
Your damage dice explode, meaning that if you roll
STR or DEX

a 6 on a d6, you can roll and add another d6 to


that damage. Begin the game with a weapon of your
choice. If you already start with a weapon, take
30 sp instead.

MAGIC USER INT

You can use TMs and teach HMs to the rest of the
party. Begin the game with 1 randomly rolled TM.

26
Hit Points
Everyone begins with d6 Hit Points.

When you reach 0 Hit Points, damage carries


over to a Stat of your choice until that
Stat reaches 0, at which point you faint.

Resting at a campfire restores all HP.

Resting a Pokécenter restores all Stats,


HP, and PP.

k
Backpack
Everyone starts with a knife and a backpack.
Each one is filled with items to be used
while dungeon crawling.

Packs have 10 slots to carry things. If you're


carrying more than 10 you're considered
encumbered and take 2x damage when hit.

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.

28
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.

h
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

Damage Reduction is removed from attacks


against you. Shields block 1 attack of your
choice completely and then shatter.

Other Gear Cost


Crowbar 1sp
Saw 1sp
Glue 2sp
Magnifying Glass 10sp
Manacle 10sp
Rope (50') 20sp
Lockpicks 30sp
Mirror 30sp
Writing Set 40sp
Fishing Pole 50sp
Shovel 10sp
Grappling Hook 25sp
Thermometer 50sp
Clothes 100sp
Jewellery 200sp
Spyglass 200sp
Housing (per week) 20sp
Food and Drink 1sp/meal

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.

When leveling up:


1. add d6 HP to your total and
2. test your Stats by rolling a d20.

If you roll over the stat, increase it


by 1. Do this with each stat each time
you level up.

You also get a gnarly scar. Roll below:


1. Snubbed tail
2. Chipped ear
3. Lip scar
4. Scar over an eye
Or make one up
5. Missing finger based on what
6. Replacement limb caused you to level
up. These things
7. Facial burn make you unique and
8. Forearm scar show that you've
explored. They
9. Burnt hand couldn't hinder you
10. Slight limp if they tried.
11. Rough lungs
12. Huge burn on back
Character Growth
Part of the joy of Pokémon is the
idea of growing stronger. Here
are some additional ways for
Characters to grow within the
world beyond leveling up:

- Gym Badges - finding badges


or earning them through battles.
Badges are signs of respect that
can open up doors otherwise
closed.

- TMs - these single use items can


get you out of tight spots or help
you solve problems creatively.

- NPCs - making friends with NPCs,


expanding your party of Pokémon,
and forming alliances.

- Blessings - special and legendary


Pokémon can bless you with auras
or new powers and abilities.

- Training - working with master


Pokémon can increase your Stats.
Roll d6 to determine the Training

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).

32
The World is...
- Post-Human. There were humans at one
point and now there aren't. Pokémon have
inherited all that was left behind.

- Full of Wild Pokemon. Most pokemon


were wild before and most are wild now.
Each pokemon can communicate with one
another, but wild pokemon will focus on
food, drink, sleep, and safety.

- Fantasy-Inspired. Swords, daggers, and


bows exist. Rattatas are analagous to
goblins, voltorbs are mimics, and dragon
types are, well, dragons. Tropes from
typical fantasy exist here including:
bounty boards, monster hunters, rangers,
wizards, and weird monarchs.

- Full of Tech. Pokemon's technology


level has always been psuedo-modern with
bits of high-tech. This game doesn't
change that.

- Intelligent Pokemon. Everyone has

b
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

34
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.

Megahorn - amplify your voice 29-30.


tenfold. Sandstorm - create a sandstorm,
3-4. obscuring the area.
Ace - fly wildly for 1 minute. 31-32.
5-6. Rain Dance - bring the rain...
Hyper Beam - target takes 10d6 too much rain probably.
damage and you must recharge 33-34.
for a turn. Sunny Day - clears the sky and
7-8. dries the land out in 1 hour.
Magical Leaf - send a message 35-36.
of 5 words on a magical leaf. Hail - chunks of ice fall
9-10. from the sky, roll INT to hit
Fire Spin - wreath yourself in someone specific.
flames dealing d6 to anyone 37-38.
who touches you. Will-O-Wisp - create a ball of
11-12. light that leads you towards
Dig - burrow into the ground danger.
like a mole. 39-40.
13-14. Revenge - if an ally faints,
Light Screen - create a mirror the rest of the party regains
that blends perfectly with the all HP.
surroundings, can hide two. 41-42.
people Brick Break - smash through a
15-16. wall with style.
Reflect - creates a shield 43-44.
that bounces 1 attack back at Imprison - magical chains
a target. restrain a target.
17-18. 45-46.
Safeguard - absorb an attack Mud Shot - a 30' section of
meant for someone else and earth becomes deep mud.
they heal d6. 47-48.
19-20. Avalanche - cause an avalanche
Self-Destruct - lose all HP as nearby.
you explode, dealing 10d6 to 49-50.
all surrounding targets. Shadow Claw - create a shadowy
21-22. hand that does your bidding
Rest - fall asleep and regain for 1 minute.
d6 HP per round until woken. 51-52.
23-24. Psycho Cut - roll INT to deal
Rock Slide - erode a section d6 INT damage to a target.
of earth rapidly causing it to 53-54.
collapse. Magic Room - create an
25-26. extradimensional game room
Icy Wind - a gust of wind that lasts for 1 hour.
blows through freezing all 55-56.
water. Bulldoze - become an
27-28. unstoppable object for
Steel Wing - an appendage is 30seconds.
encased in indestructible
steel for 1 minute.

36
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.

Cut - slashes through any material.


Fly - fly slowly between towns.
Surf - walk on liquid surfaces.
Strength - inventory increased to 20.
Flash - see 30' in the dark.
Rock Smash - creates doorways in stone.
Dive - breathe underwater.
Waterfall - climb unclimbable surfaces.

38
z
Status Effects
Different moves can leave status effects
on characters. An ability will state if it
does, as will an opponent's stat block.

Burn - target takes 1 dmg at the end of its turn


and deals 1/2 damage when attacking.

Freeze - target cannot move and takes 1/2 damage.


Fire moves thaw the ice.

Paralysis - goes last in the turn order.

Poison - target takes 1 STR dmg at the end of its


turn.

Sleep - target is asleep. Certain TMs can be used


while asleep.

Restrained - target is restrained and takes 2x damage


if attacked.

Confusion - target deals 1 dmg to themself when they


attack.

Flinch - target cannot move or attack this turn.

Infatuated - target cannot attack who they are


infatuated with.

Blinded - Disadvantage to all attacks and defenses

Taunt - target must attack the taunter.

Telekinesis - attacks auto-hit target as they are


floating in the air.

Torment - target cannot use the same attack twice


in a row.

Recharging - target cannot move or attack this turn.

Taking Aim - target cannot move or attack this turn.

Cover - Target negates 2 dmg while taking cover.


Stones
Stones can be found in dungeons or purchased
from specialty shops. When a stone is used
it's destroyed. A Pokémon that uses a stone
evolves for 10 minutes, or until the end of
the combat. Two stones must be used together
to evolve into any third evolution.

Name Cost Location(s)


Leaf stone 100 sp Overgrown ruins
Fire stone 100 sp Volcanoes
Water stone 100 sp Oceans/lakes
Bug stone 125 sp Forests
Feather stone 125 sp Derelicts
Shadow stone 150 sp Dungeons
Thunder stone 150 sp Lightning strikes
Sand stone 100 sp Deserts
Fairy stone 200 sp Fairy circles
Normal stone 100 sp Pebble beaches
Ghost stone 200 sp Haunted places
Fight rock 200 sp Dojos
Ice stone 200 sp Caverns

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:

1. The original Pokémon anime. Episodes


revolve around solving the unique problems
that Pokémon cause and not just battles.
Steal ideas wholesale and reuse them for
adventures.

2. Adventure Time, season 5 episode 12,


Vault of Bones. It's the episode where Finn
teaches Flame Princess how to dungeon crawl.
It's legit.

3. Princess Mononoke. Intelligent, talking


animals; the boars, the wolves, the apes.
Remove humans from that movie and you have
this game.

t
44
Some things that I do while running games:

1. Listen - the less time I spend talking


the better.

2. Questions - the key to that first one is


to ask questions that aren't easy to answer.
Ask questions about Perspective and Plans.

3. Talk in Character - find ways to talk to


the Player's Characters through the world.
The most obvious way is with an NPC. But you
can talk through the environment as well.

4. Knowledge - tell the players things they


couldn't know and ask how they handle it.

5. Jam.

c
Hirelings
Certain Pokémon can be hired in towns to
travel with you or lend services.`

Name Cost Skills


Jr. Charmander 5sp fire tail for light
Packer Taurus 10sp 10 extra slots
Senior Pidgeot 45sp Town to town travel
Vileplume 50sp Plant knowledge
Alakazam 50sp General knowledge
Hypno 50sp Sleep specialist
Mercenary 30sp 2d6 HP, sword
Expert 50sp Field specialist

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

Some might also have a passive ability, or


a trait.

Ekans
Moves silently and stealthily.
Eats the eggs of birds, such as
Pidgey and Spearow, whole.
2HD.

Bites for d6. If defense roll


failed, you are Poisoned.

Can hide easily - you have


disadvantage to locate it.

Moods (roll d6)

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.

Moods (roll d6)


1. Grumbly
2. Exhausted
3. Angry
4. Hungry
5. HUNGRY
6. HUNGRY!!!

Grimer
Wherever Grimer has passed, so many germs are
left behind that no plants will ever grow
again.
5HD.

Glomp - roll under STR or DEX or be restrained.

A successful attack on grimer creates a 1HD


Grimer remnant.
MANKEY
Type: Fighting
Height: 1'08
Weight: 61.7 lbs.

Moods (roll d6)


1. Mischievous
2. Dastardly
3. Fighting
4. Chill
5. MAD
6. MORE FIGHTING

Mankey
Extremely quick to anger. It could be docile one
moment then thrashing away the next instant.
3HD.

Punch 2x for d6 each.

Roll under DEX or Mankey can snatch an item


from you.

50
VOLTORB
Type: Electric
Height: 1'08
Weight: 22.9 lbs.

Moods (roll d6)


1. Disguised
2. Hidden
3. Mimic-like
4. Laying a trap
5. Rolling along
6. Exploding

Voltorb
It is said to camouflage itself as a Poké
Ball. It will self-destruct with very little
stimulus.
1HD.

Acts as a mimic. Roll under INT to spot. Step


too close and it detonates for 6d6 damage.
KOFFING

Type: Poison
Height: 2'00
Weight: 2.2 lbs.

Moods (roll d6)


1. Giggly
2. Brooding
3. Hunting
4. Puffing
5. Bloated
6. Violent

Koffing
Because it stores several kinds of toxic gases
in its body, it is prone to exploding without
warning.
3HD.

Tackles for d6.

When defeated, roll under DEX or get Poisoned


by exploding toxic gas cloud.

52
RATICATE

Type: Normal/Dark
Height: 2'04
Weight: 56.2 lbs.

Moods (roll d6)


1. Hunting
2. Bossy
3. Eating
4. Tracking
5. Angry
6. Annoyed
Raticate
Gnaws on anything with its tough fangs. It can
even topple concrete buildings by gnawing on
them.
5HD.

Gnaws for 2d6, destroys armor.

Always has d6 Rattatas (d6 HP) with it.


HYPNO
Type: Pyschic
Height: 5'03
Weight: 166.7 lbs.

Moods (roll d6)


1. Morose
2. Ornery
3. Devious
4. Devilish
5. Silent
6. Scheming

Hypno
Avoid eye contact if you come across one. It
will try to put you to sleep by using its
pendulum.
8HD.

Sleep - roll under INT if you meet eyes with


Hypno or fall asleep.

Dream Eater - sleeping target takes 6d6 damage


and Hypno adds it to their max.

54
GYARADOS
Type: Water/Flying
Height: 21'04
Weight: 672.4 lbs.

Moods (roll d6)


1. Sleeping
2. Hungry
3. Destructive
4. Catasrophic
5. Raging
6. Apocalyptic

Gyarados
Brutally vicious and enormously destructive.
Known for totally destroying cities in ancient
times.
12HD.

Slams 4x for 2d6 each.

Hurricane - wherever Gyarados goes a hurricane


follows.

Dragon's Rage - roll under CHA or flinch at


the first site of Gyarados.

Hydro Blast - roll under DEX or take 10d6 water


damage.
Abandoned Power Plant
On the outskirts of a newly populated town
sits a rusting monolith to the memory of
humans. An elderly Electabuzz (greying
around the edges, gravely voice) used to be
a foreman there long ago. Reports of horrid
smells are growing and the townsfolk have
gathered 100sp for anyone who can take care
of it.

Roll 2d6 to get the Encounter Timer. Tick


it down by 1 every time the players enter a
new room, make noise, or fail a roll.

1. The power plant is hugged by rust and


weeds. A shivering Charmander stares at the
big steel gate. She needs the coin but is
too afraid to go in. The steel gate is 20'
high and chained shut.

Charmander: 2HD. Dagger. Impish nature.

2. A pit full of toxic runoff is ringed with


rare mushrooms and moss, worth a lot to
alchemists. Roll under DEX to avoid slipping
in. In the pool is a Fairy Stone.

3. 3x Grimer are sucking on the ends of


waste pipes and growing fat. Loud noise will
alert them but otherwise they are occupied.

Grimer: 5HD. Roll under STR or DEX or be


restrained. Successful attacks on Grimer
create a 1HD Grimer Remnant.

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.

Rattata: 2HD. Dagger. Impish nature.

If they are scared away or attacked, they


will return with their Raticate Boss when
the Encounter Timer hits 0.

Raticate Boss: 5HD. Gnaws for 2d6, destroys


armor. Bossy nature. Has d6+2 Rattatas. 1/day
can rally the Rattatas, giving all players
disadvantage to their next defensive roll.

5. Greenery has bloomed through the rusty


floor, fed by the intense heat of the electric
generator, which still spins gently. An old
campfire sits snuffed out in the far corner.

6. In the basement, a sliding steel door is


secured by electronic keypad. Roll under DEX
(disadvantange without the proper tools) to
open the door without sounding the alarm.

If the alarm is sounded, the Encounter Timer


automatically hits 0.

Random Encounters (d6)


1. 2x Grimer fighting over garbage
2. Injured Rattata with 200sp in chest
3. Electric discharge, roll under DEX (2d6)
4. Voltorb acting as mimic
5. Spot Zapados through the broken roof...
6. A wave of stench, roll under CHA or hurl
and take d6 damage.
7. Deep in the basement is the waste disposal
center. Muk clings to the ceiling, sucking
on the largest disposal pipe. The air is
so thick with its putrid smell; roll under
CHA or take d6 damage from the quick, onset
fever.

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.

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