Status Effects & Stat Boosts

Statuses

Okay now that we have learned how to read the dice and what they mean, lets get into the mechanics of status effects. There are all the same status effects in this RPG as you would find in the video game RPG we will cover all of them and what they do starting with the permanent effects first.

Burn, Paralysis, Sleep, Frozen, Poison, Badly Poisoned are all the battle lasting effects that can affect your pokemon.

Burn: You take 1 damage after you attack, and all physical damage dealing attacks are halved.

Paralysis: Paralyzed units go last in turn order no matter their speed. On a six sided dice role and if you get a 1 you skip your turn. Otherwise continue with your turn as normal. On top of that your speed is halved.

Sleep: Arguably the best effect in the game you roll a six sided die and on a 1, 2 or 3 result you are asleep for your turn and do not wake up. If you roll a 4, 5, or 6 result then you wake up and immediately get to attack. (unlike the video game there is no limit for how many turns you are asleep.)

Frozen: Frozen works the same as being asleep. The only way to become frozen is by using a move that has a chance of freezing the target and then rolling a critical to apply the freeze effect.

Poison: If you are poisoned then you will receive 3 points of damage at the beginning of your turn.

Badly Poisoned: When you are badly poisoned you will take 5 points of damage at the beginning of your turn.

Stat Changes (Buffs/DeBuffs)

Attack/Physical Defense/Special Defense Stat(Tail Whip, Swords Dance, Bulk Up etc.): When you receive a stat change to your attack stat, it directly affects the number/color of dice you roll. For every stat you increase/decrease you will add/take away 1 boost to your dice. Once you have boosted twice you add a green dice instead of a blue boost die. After your stat has been increased 3 nothing happens (because there are a lot of moves that increase 2 at a time). Then after increasing your fourth, and final time, you can add a yellow dice instead of a green. The maximum number of stat raises you can do in the pokemon RPG is 4 stages.

Ex: I attack with 2 yellow dice and defend with 1 yellow dice, I use bulk up (raise your attack and defense by 1 stage.) Now I attack with 2 yellow dice and blue dice, and defend with 1 yellow dice and blue. I use bulk up again and now attack with 2 yellow dice and a green dice, and defend with 1 yellow dice and a green. I then use swords dance (raise attack by two stages) I now add another yellow dice to my attack stat. Totalling 3 yellow dice on my attack rolls.

Speed/Criticals: Speed and criticals are based off your speed stat. Your crits are calculated based off of the number of advantages you roll, it needs to be equal to your speed stat minus 6 (which is the max a base stat can be plus one so you can't just auto crit). That is the number of net advantages you need to crit. So you can effectively raise your chances of critting by increasing your attack stat in order to roll more dice, or raise your speed effectively lowering the number of advantages you need to crit. You have to raise your speed by two stages in order to raise your stat by 1, raising your speed by 1 stage does nothing. You can raise your speed by a total of 3.

Ex: I have a pokemon with a speed of 3, that means I need to roll a net of 3 advantages (my speed minus the required 6 you need) in order to critical. I use rock polish which raises my speed by two stages, that makes my speed a 4. I now only have to roll 2 advantage to crit. In battle I roll my attack of 2 against a defence of 2. I roll 2 successes and 3 advantages. The defender rolls 1 success and 1 advantage. I do 1 hit of damage with a critical. This allows me to either double the damage dealt, or select a secondary effect of the move. (lowering defence stage, apply burn or poison etc.) Criticals can multiply so I can double my damage and I can apply a secondary effect. You can do a max of 2 criticals on a single attack.