Glossary of Terms

Accuracy Check: This is the base value that must be rolled on a d20 to hit with a Move. Evasion is added to this value to determine the value that needs to be rolled to hit a foe.   Accuracy Roll: A d20 roll made to use an attack or Move against a foe.   Adjacent: Two users that are next to each other, or within 1 meter in game terms, are said to be adjacent to each other. If the effect specifies Cardinally Adjacent this excludes targets that are next to the user diagonally.   Ally: Pokémon and Trainers that are on your side, of course. Notably “Allies” does not include yourself.   Area of Effect: Area of Effect refers to all squares affected by a particular Move or Feature; often refers to Bursts, Blasts, Lines, or Cones. Area of Effect attacks always use one accuracy and damage roll that is applied to all targets.   Capability: Capabilities merely represent what characters “can do” in various fields. Ranges from very “Basic Capabilities” which include lifting strength and Movement, to Special Capabilities.   Combat Stages: Combat Stages are incremental adjustments to a Pokémon or Trainer’s Stats ranging from -6 to +6 Stages. Each Stage applies a different multiplier to the affected stat. Accuracy and Evasion have changes like Combat Stages but are flat bonuses and penalties ranging from -6 to +6 rather than being associated with multipliers. Often abbreviated as CS in many Moves and Abilities. See page 235 for more information.   Direct Damage: Damage dealt by Physical or Special Moves, as opposed to loss of life caused by effects such as poison or hail.   Effect Range: Refers to the likelihood of activation of effects that occur dependent on accuracy roll. For example, Ember has an Effect Range of 18-20. If an Effect increases this Effect Range by +2, it would then be 16-20.   EOT: A Frequency stands for “Every Other Turn”. So if you did it last round, you can’t do it this round!   Evasion: Evasion helps Trainers and Pokémon avoid attacks. There are three types of Evasion: Physical Evasion, Special Evasion, and Speed Evasion. To calculate these Evasion values, divide the related Combat Stat by 5 and round down. You may never have more than +6 in a given Evasion from Combat Stats alone.   Hit Points: A value derived from Hit Points that represents a character’s health and stamina. Damage and Hit Point Loss detracts from Hit Points.   HP: A Combat Stat from which your Hit Points are derived.   Initiative: Initiative refers to both the general order in which characters act in combat, and the actual number which a Pokémon or Trainer uses to act. Usually, a character’s “Initiative” is simply equal to their Speed Stat, and characters then act from highest initiative to lowest. Certain effects, such as the Move Tailwind, may alter Initiative for a character without altering the Speed Stat itself.   Opposed Skill Check: An Opposed Skill Check is a Type of Skill Check in which two participants roll; first the participant that started the check, or the “Initiator”, and then the participant being acted upon – or the “Defender”. Most often, the Defender’s Skill Roll serves as the DC for the Initiator’s Skill Check. An example of an Opposed Skill Check is the Grappling Mechanic.   Scene: A unit of narrative time that is used as a Frequency. Any time there’s a timeskip for traveling, the PCs enter or leave a major location such as a town, or the characters catch a breather after a big event like a major battle, it’s a change in Scene.   Tick of Hit Points: 1/10th of your Maximum Hit Points. Tick Value refers to this value.   One Full Round: From the current Initiative Count to the end of the same Initiative Count during the next round.
Accuracy Check, Roll
Adjacent
Ally
Area of Effect
Basic Capabilities
Pokemon Capabilities
Combat Stages
Direct Damage
Effect Range
Evasion 
Frequency [EOT]