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.