Mystery Dungeon TTRPG Rulebook - GM Binder

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Mystery Dungeon TTRPG Rulebook

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Pokémon Mystery Dungeon TTRPG

F
an-favorite series of Pokémon games, the
Mystery Dungeon series already has a very Stats
tabletop-like charm to it. We hope to capture the
magic of the Mystery Dungeon series in this Rolling Stats
tabletop RPG, where you can play as your To determine your Pokémon's stats, roll 4d6 and subtract the
favorite pocket monster with your friends, setting lowest roll for each of the 4 stats. Allocate each numbers,
off on dangerous adventures. these are your Stat Scores. Your Stat Score determines your
Stat Modifier. The maximum Stat Score is 20. The Score-to-
Character Creation Modifier ratio is as follows:
First step to playing a game is making your character. While Stat Score Stat Modifier
all Pokémon are available, refer to your Game Master about
region, gimmick form, or legendary restrictions. Use the <3 -4
character sheet below as a template for your desired 4-5 -3
Pokémon.
6-7 -2
8-9 -1

Your Pokémon 10-11 +0


The [Descriptor] Pokémon 12-13 +1

Size, Nature, Type 14-15 +2


16-17 +3
Armor Class (10 + your Defense Modifier)
Hit Points (10d8 + 10 times your HP Modifier) 18-19 +4
Speed (30 + 5 times your Speed Modifier) 20 +5

ATTACK DEFENSE SPEED HP Attack


atk (Mod) def (Mod) spd (Mod) hp (Mod) The Attack Stat on a Pokémon determines its offensive
effectiveness. When using a Move, you roll 1d20 plus your
Attack Proficiency Physical or Special Attack Modifier to determine whether you hit or not. Upon
Defense Proficiency Physical or Special hitting an opponent Pokémon or structure with a Move
Skills TBD whose Type matches with the Type of your Pokémon, you add
Weak Against Weak_Type(s) the Attack Modifier to the damage as well.
Immune Against Immune_Type(s)
Strong Against Strong_Type(s) Defense
The Defense Stat on a Pokémon determines its ability to
Ability: Ability Name
Ability: Ability Name avoid or sustain damage. The higher your Defense Stat, the
Ability Description higher your Armor Class, which is the number needed to be
hit you with a Move.
Moves
Moves
Armor Class Calculation: 10 + your Defense Modifier
Move 1 Type, to Hit, Damage, PP, Description Speed
Move 2 Type, to Hit, Damage, PP, Description The Speed Stat on a Pokémon determines its priority in
Move 3 Type, to Hit, Damage, PP, Description combat, as well as its movement speed. The higher the Speed
Stat, the earlier in a turn of combat that Pokémon goes.
Move 4 Type, to Hit, Damage, PP, Description
Movement Speed Calculation (in feet): 30 + 5 times your
Pokédex Entry
Pokédex Entry
Speed Modifier
This Pokémon... HP
The HP Stat on a Pokémon determines the amount of Hit
Points available for that Pokémon.
Hit Point Calculation: 10d8 + 10 times your HP Modifier

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Attributes Critical Hits
When attacking with a Move, rolling a 20 on your d20 is
Proficiency considered a Critical Hit, dealing the maximum damage
After rolling and allocating your Attack and Defense Stats, possible.
you may choose whether they are Proficient with Physical or
Special Attack and Defense. You can make a different choice Move Accuracy
for each Stat. Physical Stats work better when dealing with A Move's Accuracy determines how likely it is to hit a target
Moves categorized as "Physical" and vice verse with Special Pokémon or structure. The base Accuracy of a Move is 100.
Stats. As it decreases, a penalty is applied to the attack roll of that
Move as shown here:
Attack
When making a Move that matches your chosen Proficiency, Accuracy Penalty
you add 1d4 to the attack and damage rolls. 100 -0
Defense 90-99 -1
When targetted by a Move that matches your chosen 80-89 -2
Proficiency, you can add +2 to your Armor Class against that
Move. 70-79 -3
60-69 -4
Ability
less than 59 -5
Each Pokémon has an innate Ability unique to their being. To
find what Ability or Abilities your Pokémon possesses,
consult the Pokémon Database. Range
To target an opposing Pokémon or structure with a Physical
Abilities
Move, you must be within 5 ft. of the target. To target an
opposing Pokémon or structure with a Special Move, the
As of right now, Abilities are handled case-by-case. range of the Move is the following:
Consult your Game Master to create a fair and
balanced implementation of your chosen Move Range (in feet) = 10 + 10 times your Attack Modifier
Pokémon's Abilitiy.
Recoil
Some Moves deal damage to the user as well (such as Brave
Moves Bird). Moves that recoil deal half the damage dealt to the
target back to the user.
Each Pokémon has 4 available Moves. Two of your
Pokémon's Moves have to match its Type(s). A Pokémon can Exhaustion
only have one (1) Status Move. To find what Moves your Some Moves reduce the user's Stats after use (such as
Pokémon can learn, consult the Pokémon Database. Hammer Arm). When using a Move with such an effect, you
Move Power receive a -1 penalty to the affected Stat until the end of
combat.
A Move's Power determines its damage. The damage
convertion is as follows: Charge Up/Cool Down
Power Damage Some Moves require a turn to charge up before the Move can
be made (such as Solar Beam or Hyper Beam). When using a
1-30 1d6 Move like these, your Speed is reduced to zero until the
31-60 2d6 Charge Up or Cool Down period (which is one round of
61-90 3d6
combat) is completed.
91-120 4d6 Power Points (PP)
121-150 5d6 Every Move has a certain number of Power Points (or PP),
more than 151 6d6
which states how many times that Move can be used before
needing to Rest.
Super Effective/Not Very Effective Hidden Moves (HM)
When dealing Super Effective damage with a Move, the
damage dice change to d8's. When dealing Not Very Effective Some Moves, called Hidden Moves, can be useful outside of
damage with a Move, the damage dice change to d4's. Pokémon Battles, and might aid in Skill Checks (covered
later).

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Extra Effects Immunity
In some cases, some Types are completely immune to other
Some Moves deal damage while also having additional Types. These are the case:
effects, such as Stat increases, Stat decreases, etc. When
using a Move that has additional effects, you choose which of Normal Types are Immune to Ghost Types
the two effects (the damage or the extra effect) the Move Ghost Types are Immune to Normal and Fighting Types
does. Extra effects are considered amongst Status Moves, Steel Types are Immune to Poison Types
detailed below. Flying Types are Immune to Ground Types
Ground Types are Immune to Electric Types
Status Moves Dark Types are Immune to Psychic Types
Status Moves are Moves that deal no damage. Instead, they Fairy Types are Immune to Dragon Types
either strengthen you or weakens your opponents.
Nature
Status Moves A Pokémon's Nature determines its personality, but also has
practical applications, increasing one of your Stats by +2,
Like Abilities, Status Moves are handled case-by- while also decreasing another Stat by -1. Natures that contain
case. Consult your Game Master to create a fair and
balanced implementation of your desired Status
the same Stat in the Stat Increase and Stat Decrease
Move. The following are simply guidelines for
columns cancel out, only raising the stated Stat by +1
handling Status Moves. Nature Stat Increase (+2) Stat Decrease (-1)
Adamant Attack Attack
Stat Increases Bashful Attack HP
Status Moves that increase your Stats add a +1 (for Moves Bold Defense Attack
that simply increase) or a +2 (for Moves that harshly
increase) to the chosen moves. Special Attack and Special Brave Attack Speed
Defense are considered Attack and Defense (respectively) Calm Defense Attack
when addressed in a Status Move's description.
Careful Defense HP
Other Hostile Effects Docile Defense Defense
Status Moves that target an opposing Pokémon (such as Stat
Decreases) are not applied instantaneously. Instead, the Gentle HP Defense
target Pokémon must roll a "Saving Throw". On a successful Hardy Attack Attack
"save", the target Pokémon resists the effects of the Status
Move. The number to beat is calculated as such: Hasty Speed Defense
Impish Defense HP
Status Save DC: 10 + your Attack Modifier
Jolly Speed Attack
Types Lax Defense Attack
A Pokémon's Type(s) determine what it is strong and weak Lonely Attack Defense
against. It also determines what Moves are available to your Mild Attack Defense
Pokémon. Consult the following image to know what Type(s)
are weak and strong against you. Modest Attack Attack
Naive Speed Defense
Naughty Attack HP
Quiet Attack Speed
Quirky Defense Defense
Rash Speed HP
Relaxed Defense Speed
Sassy HP Speed
Serious Speed Speed
Timid Speed Attack

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Pokémon Battles

W
hat's a Pokémon game without Pokémon Fainting
Battles? This section handles the rules of
combat. A Pokémon is removed from combat when they Faint.
Pokémon Faint after being reduced to zero Hit Points. Once
all the Pokémon in a team have Fainted, the battle ends.
End of Battle
Start of Battle After a Pokémon Battle ends, the Pokémon on the winning
When a Pokémon Battle is commenced, the Turn Order team recieve EXP and a Second Wind
determines the order of combating Pokémon. The Pokémon Experience Points
with the highest Speed Stat go first in the Turn Order. If there
is a tie, a dice roll is used instead. Highest roll wins the tie. TBD
On Your Turn Second Wind
Once your turn comes up in the Turn Order, you can: After a Pokémon Team wins a Battle, they are reinvigorated,
Move up to your Speed (30 + 5 times your Speed Stat). allowing them to continue exploring. Non-Fainted Pokémon
Use one of your Moves, targeting another Pokémon or receive Hit Points equal to 3d8 + their HP Modifier. Their
structure. Moves also restore a number of PP equal to their HP
Use an Item on either yourself or an allied Pokémon Modifier. Moves that have less than 10 PP do not receive this
within 5 ft. of you. bonus. Fainted Pokémon are revived and gain Hit Points
equal to 2d8 + their HP Modifier.

Exploration

A
key aspect of the Mystery Dungeon series is the Skill Table
exploration element, allowing the party to delve
and uncover mysteries. You too will be The available Skills are as follows, as well as situation where
exploring ruins, caves, and vast forests in your such Skill might be useful:
adventures with your Poké-friends. It's Skill Applicable Situations
important to know how to survive the outside
world. Skills allow interaction with the world. Communicating
Convincing others, explaining concepts,
or de-escalating conflicts
Skills Exercising
Carrying, pushing, pulling, jumping,
climbing, or running
Skill Proficiencies
Locating water sources, finding food,
Every Pokémon has 2 Skill Proficiencies to choose from. Foraging
creating hideouts, or cooking
When you are performing an action that would require a Skill
you are Proficient in, you gain Advantage on that skill check, Intimidating
Taking things by force, scaring away
weaker Pokémon, or interrogation
which means you roll 2d20 and choose the highest roll.
Spotting hidden things, reading body
Perceiving
Difficulty Class language, or tracking
When performing SKill Checks, the number to beat is known Recalling
Knowing about nature, other Pokémon, or
as the Difficulty Class of the check. Difficulty Classes (or historical events
DC's) range from Mundane to Difficult. Staying hidden, concealing items, or
Sneaking
Difficulty DC pickpocketing

Mundane 1-4 Absorbing new information quickly, or


Studying
finding alternate solutions
Easy 5-8
Achievable 9-12
Complex 13-16
Difficult 17-20

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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