Go to: [Rare GURPS Items]
GURPS Pokemon is a TL 9 setting. Even so, there are very few high tech
items in use. Communication devices, medical equipment, and some rare,
expensive vehicles will be common. Most items used by the average person
will be TL 6 or lower. To reflect this during play, multiply the cost of any
TL 7 device by 2, TL 8 by four, and TL 9 by 8.
Money is measured in DOLLARS. One Pokemon dollar equals $10 from the price lists in the standard GURPS books.
Use the following genre rules for GURPS Pokemon:
- Advantage: Manga Hero.
- Extra Stun
- Cinematic racing rules: In a cinematic race, having the highest MOVE
doesn't guarantee victory. The length of any race is measured in turns. Each
turn, all participants roll against the appropriate skill for the race. (EG:
running, driving, etc.) Add the amount you succeed by (or subtract the
amount you fail by) to your MOVE. Highest value is in the lead for that
turn. If this character wins the roll next turn, then they gain an extra
turn lead. (That is, the person with the next highest value will have to
beat them an extra turn to catch up, and another to pass them.) Being
delayed a turn counts as an automatic loss that turn.
Characters are made with 50 points. Most PC's will be playing Pokemon
Trainers, although other character types are allowed.
Pokemon Trainer: 5 points
This trait has several effects. First, the character can spend points to
improve his Pokemon's stats. Time spent training a Pokemon can also generate
points for that Pokemon; use the rules for studying skills.
A character with this trait can understand what a Pokemon says. Complex
ideas may take a while to parley to the trainer.
This is the skill used to hit with the Pokeball, or the Pokeball
In most places, Pokemon trainers are celebrities, and a well known
trainer may have STATUS, WEALTH, REPUTATION and the like. New trainers are
unknowns, until they can earn some rep.
All trainers must be licensed by an officially recognized Pokemon
institute. This is usually done once a year. Trainers receive the following
Cost: not normally for sale ($50)
This device is used to capture and store Pokemon. Normally marble sized,
it grows to the size of a softball when activated. (Activation takes 1
turn.) Use the THROWING or POKEBALL skill to hit. On a successful hit, the
Pokemon rolls their current Hit Points. If successful, they can escape from
the ball. If not, they are captured. (It's normal to use your own Pokemon to
battle a new one before trying to capture them.) At this point, the owner
should make a REACTION roll for the Pokemon, to see how willing to be
trained they are. (NOTE: some Pokemon have an aversion to being placed in
the Pokeball. Those that do add an extra -5 penalty to the REACTION roll if
forced to stay in the ball.) A Pokemon in their ball will recover lost HP,
fatigue and the like normally.
Recovery of a Pokemon is treated as an attack. The ball fires a red beam
that will transport the Pokemon back to their ball on a successful hit. (Use
POKEBALL skill to hit.) It's stats are:
ss: 8 acc: 0 max: 250 rof: 1 All others are NA
Players start with 4+1d empty balls. Pokemon can be released permanently
from the ball, which can then be used for another Pokemon. Devices exist for
shifting Pokemon from one ball to another without opening them. Characters
can get 1d more balls from any Pokemon institute, once theirs are full.
Cost: not normally for sale ($2.353)
Weight: 3 lbs, including battery.
This device is given to all new Pokemon trainers. It acts as a Pokemon
database, and trainer ID. (One of the functions will bring up a picture of
the trainer, as well as some basic stats; such as where it can be returned
if lost.) Trainers are only issued one such device. It's treated as a
COMPLEXITY:3 personal computer. It has the following programs:
Costs are given in Pokemon dollars.
- Internal security: acts as ID for security purposes.
- Expert: zoology: skill level 11.
In addition, all new trainers are given one Pokemon to start. This will be either a Charmander, Bulbasaur, or Squirtle; trainer's choice. (Occasionally something else will be available, but such Pokemon often have unusual traits or personalities.)
Pokemon Tournament Rules
Tournaments are held between two contestants. Before the match, a number
of factors are decided on by the contestants:
Typically, only one Pokemon at a time can be used. A Pokemon can be
recalled at any time, but if you have no Pokemon left to fight with, you
lose. Matches can be held at any time, or any place. If held in a proper
Pokemon gym, the challenger will win a badge from the gym if they defeat
- the number of Pokemon usable in the match
- the type of Pokemon usable in the match (usually there is no limit here)
- time limit for the match; in this case, the winner will be the one whose Pokemon took the least amount of damage
- any other factors the competitors agree on
Pokemon Hospital: Injured Pokemon can be treated here. Use the MEDICAL
TREATMENT rules for any Popemon treated in a hospital.
Pokemon Gym: Places where Pokemon trainers are taught their art. There will
be one master at a gym, as well as 1d lesser masters and 3d students. Some
gyms have themes, or special entrance rules. Known gyms are:
Towns: Small communities of people, living rustic lifestyles. Known towns are:
Cities: larger communities, with better facilities. Known cities are:
- Sabrina's Gym: Located in SAPHRON CITY. badge: MARSH
Pokemon is a general term used for a large variety of creatures. Pokemon
are divided into sub- groups as well, for ease of cataloging all their types
and characteristics. Two general types of Pokemon are WILD, and TRAINED.
Trained Pokemon are those who have a trainer, wild don't. Wild Pokemon
typically don't like trained Pokemon, and will react to them at -5.
Stats given are for basic Pokemon. Once captured, they can have their
stats raised, learn skills, or improve abilities. Points can also be spent
on pickups. Some Pokemon may have other traits, or have been raised past the
intital scores; but these are extremely rare.
Points can be spent to evolve a Pokemon. In their evolved form, they will
gain the listed bonuses, and may have access to new pickups. Old pickups
can't be purchased any more, but they will retain any they had already
Pokemon can learn the following skills:
- Area Knowledge
- Detect lies
- Leadership (other Pokemon only)
- Martial Arts: Pokemon can only learn one maneuver. Once evolved they can learn a number up to thier IQ.
- Pikachu: mouse/electric Pokemon
- ST 4, DX 12, IQ 6, HT 8; Limited Communication; Lightning: 2d; Pickups: Lightning, Fan, Catfall, Increased Speed, Passive Defense, Super Jump.
- Raichu: evolved Pikachu
- ST +4, DX -2, IQ +0, HT: +3; Lightning: +3d; Damage resistance; Lightning: 25; Extra Limb (tail): striker, +1 hex range.