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EDO'S POKEMON TCG CREATION SYSTEM
Current working version: v2.4
Last updated: 99/07/06
Written by Edo (hrzic@hawaii.edu)
Copyright (c) 1999 by Edward T. Hrzic III
Pokemon is a trademark/copyright of Nintendo, CREATURES, Game
Freak.
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I. WHAT IS IT?
=================================================================
This is somewhat of a "system" that I have concocted from
researching several different cards in the Pokemon TCG. Ever
wanted to create that Alakazam with a Rain Dance, but for Psychic
Energy instead? Now you can. Want to create your very own,
totally original Pokemon? Here's your chance to try.
Note that this system is NOT perfect. I have tried to
extrapolate rules for the attacks. Some followed a set pattern;
others did not. You may not be able to recreate an existing
Pokemon perfectly.
This also does not have EVERY attack and Power that is in the
game. As I see more cards, and the way that they are done, I
will add more to this file.
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II. HISTORY
=================================================================
v2.4: Third release of this file:
- Superficial Changes (grammar and minor errors)
- Alphabetized Attacks and Powers within their own
sections
- Added/Chanegd the following Attacks:
- Changed "Increased by Damage Counters v1.0" to
"Modified by Damage Counters v1.0"
- Added "Coin Confusion Attack"
=================================================================
III. HOW TO USE THIS SYSTEM
=================================================================
a. First, you must come up with an idea for the Pokemon. Is it
based upon an existing Pokemon? If so, what is it? What
type of attacks/powers does it have? For making new versions
of existing Pokemon, you may wish to stay within the "theme"
brackets of that Pokemon. For example, Mew is an "anti-
evolution" Pokemon, thus you may want to make a new version
that is also anti-evolution. What about evolution? Is it
an evolved card, or just a basic Pokemon?
b. Second, choose the type for the Pokemon within the original
seven types:
- Colorless
- Fighting
- Fire
- Water
- Grass
- Lightning
- Psychic
Use caution -- your choice of type will also affect the
Weakness and Resistance of your Pokemon.
c. Third, generate the Weakness and Resistance of the Pokemon.
This is partially determined by its type:
- COLORLESS: Generally, Colorless Pokemon has a Resistance
to Psychic, and a Weakness toward Fighting. If your
Pokemon flies, it instead is weak against Lightning and
Resistant toward Fighting.
- FIGHTING: Does your Pokemon fight a lot? Knowing lots of
martial arts? Then it has a Weakness to Psychic, and no
Resistance. Otherwise, it has a Weakness to Grass and
a Resistance to Lightning. If the Pokemon flies, then it
instead has a Resistance to Fighting.
- FIRE: As a rule, all Fire Pokemon has a Weakness to
Water, and no Resistance.
- WATER: Water Pokemon are hard to determine. If you are
making a brand-new Pokemon, most Water Pokemon have a
Weakness to Lightning, and a few have a Grass Weakness.
If you are making a new version of an existing Pokemon,
look it up. Water Pokemon have no Resistance, unless it's
flying, which gives it a Fighting Resistance.
- GRASS: Grass Pokemon are also hard to classify. If it is
an insect, then it has a Weakness to Fire. Some also have
a Weakness toward Lightning. Generally, there are no
Resistances. However, if the Pokemon flies, it has a
Resistance to Fighting.
- LIGHTNING: Almost all Lightning Pokemon have a Weakness
to Fighting. If the Pokemon flies, it has a Resistance to
Fighting, and no Weakness.
- PSYCHIC: Just about all Psychic Pokemon have a Weakness
toward themselves, and no Resistance. If the Pokemon is
gaslike or ghostlike, then it has a Resistance to
Fighting, and no Weakness.
d. Now, how many Hit Points does the Pokemon have? This number
can be anywhere from 30 to 120. Be careful -- this HP number
also affects the Retreat Cost of the Pokemon.
Base HP Base Retreat
-------------------------------
30 HP 0
40 - 70 HP 1
80 - 120 HP 2
e. Now, it's time to select the Pokemon Powers and Attacks of
the Pokemon. A Pokemon's set is one of the following:
- One Attack
- One Pokemon Power
- Two Attacks
- One Pokemon Power and one Attack
Use the lists that are included in section IV.
NOTE THAT THE MAXIMUM ENERGY COST THAT YOU CAN USE IN A
PARTICULAR ATTACK IS -FOUR-.
f. Finally, calculate the Retreat Cost for the Pokemon:
- Take the Base Retreat from the HP table, and modify it by
the Retreat Modifier found under the attacks section.
No matter what, a Retreat Cost cannot be reduced below 0, nor
can it be increased above 4.
g. You're done! Other aesthetic information (such as weight,
height, level, etc.) can be done by you without any help.
h. If you need help, refer to section VI. This has a few
examples to assist you.
=================================================================
IV. POKEMON ATTACKS
=================================================================
The following attacks have this general format:
Name Name of the attack
Damage The amount of damage that the attack
can do. Some have "for each Energy".
Choose an amount of Energy for the
Energy cost of this attack.
Additional Energy Not all attacks have this listing.
It is an additional Energy
requirement, above what you would
choose (if it allows you to choose
at all).
Effect Some attacks have an additional
effect.
(Example) Sometimes an example of damage is
given here.
Retreat Modifier Modifies the Pokemon's Retreat
Cost by this number at the end of the
creation process.
Pokemon TCG Comparison A named example of the attack in the
Pokemon TCG.
----------| BASIC ATTACKS
Attack
Damage: 10 for each Energy in the cost
(Example: C does 10 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: (Many)
Accuracy Down Attack
Damage: 10 for each Energy in the cost
Effect: If the Defending Pokemon tries to attack during your
opponent's next turn, your opponent flips a coin. If
tails, this attack does nothing.
(Example: F does 10 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Sand-attack
All or Nothing Attack
Damage: 20 for each colored Energy used in the attack
Effect: Flip a coin. If tails, this attack does nothing.
(Example: FFFF does 80 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: (Unknown)
Attack Reducer
Damage: 10 for each colorless used
Effect: If the Defending Pokemon attacks this Pokemon during
your opponent's next turn, any damage done by the
attack is reduced by one-half this attack's damage
(Rounding down)
(Example: CCC does 30 damage, and reduces by 10)
Retreat Modifier: +0
Pokemon TCG Comparison: Pounce
Attack Storm
Damage: 10 for each colored Energy used
Effect: Flip a coin for of your opponent's Bench Pokemon.
If heads, do half of this attack's damage to that
Pokemon. After damage is done, this Pokemon does
one-quarter of this attacks damage to itself for
each tails.
(Example: LLLL does 40 damage, 20 damage for heads, 10
damage for tails)
Retreat Modifier: +0
Pokemon TCG Comparison: Thunderstorm
Backfire Attack
Damage: 15 for each colored Energy in the cost
10 for each colorless Energy in the cost
(Round the final damage total up)
Effect: Flip a coin. If tails, this Pokemon does half of the
damage to itself (round down)
(Example: LC does 30 damage, and possibly 10 to itself)
Retreat Modifier: +0
Pokemon TCG Comparison: Thunder Jolt
Bench Damage Attack
Damage: (Special: 10 for each Energy used in the cost. X is
normally 1, but add 1 more Energy to increased X by 1)
Effect: Choose X of your opponent's Benched Pokemon. This
attack does (damage) to that/those Pokemon
(Example: FF does 20 damage to 1 Pokemon on the bench)
Retreat Modifier: +0
Pokemon TCG Comparison: (Fossil Hitmonlee)
Coin Attack v1.0
Damage: 10x damage for each Energy in the cost
Effect: Flip 2 coins. This attack does the damage times the
number of heads
(Example: CC does 20x damage)
Retreat Modifier: -1
Pokemon TCG Comparison: Fury Attack, Twineedle, Slam
Coin Attack v2.0
Damage: 10x damage for each Energy in the cost
Effect: Flip 3 coins. This attack does the damage times the
number of heads
(Example: WW does 20x damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Fury Swipes
Coin Attack v3.0
Damage: 20x damage for each Energy in the cost
Effect: Flip a coin for each Energy card attached to this
Pokemon. This attack does the damage times the number
of heads.
(Example: C does 20x damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Big Eggsplosion
Defender and Bench Damage Attack
Damage: 10 damage for each Energy used in the attack
Effect: Choose 1 of your opponent's Benched Pokemon. Do
half the damage of this attack to that Pokemon.
(Round down)
(Example: LL: Does 20 damage, 10 to 1 on Bench
Retreat Modifier: +0
Pokemon TCG Comparison: Spark
Discard Energy to use Attack
Damage: 20 for each colored Energy used in the cost
10 for each colorless Energy used in the cost
Effect: You must discard 1 colored Energy card attached to
this Pokemon in order to use this attack
(Example: RC does 30 damage)
Retreat Modifier: -1
Pokemon TCG Comparison: Ember, Flamethrower
Double-Edged Attack
Damage: 20 for each Energy in the cost
Effect: This Pokemon does the same damage to itself
(Example: CC does 40 damage to the Defending Pokemon, and
40 damage to itself.)
Retreat Modifier: -1
Pokemon TCG Comparison: Double Edge
Energy Destroyer
Damage: 10 damage for each Energy used for the attack
Effect: Choose 1 Energy card attached to the Defending Pokemon
and discard it.
(Example: WWCC: Does 40 damage)
Retreat Modifier: +1
Pokemon TCG Comparison: Whirlpool, Hyper Beam
Energy Smasher
Damage: 25 for each colored Energy used in the cost
(Round this damage up)
Effect: Discard all Energy cards attached to this Pokemon
(Example: LLLL: Does 100 damage)
Retreat Modifier: +1
Pokemon TCG Comparison: Thunderbolt
Half-HP Damage Attack
Damage: ?
Additional Energy: Three Colorless
Effect: This attack does damage equal to half of the Defending
Pokemon's remaining HP (round up).
Retreat Modifier: +0
Pokemon TCG Comparison: Super Fang
Ignore Resistance
Damage: 10 for each Energy used in the attack
Effect: This attack's damage ignores the Defending Pokemon's
Resistance
(Example: FF does 20 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: (Unknown)
Ignore Resistance and Weakness Attack
Damage: 10 plus 10 for each Energy used in the
attack
Effect: This attack's damage ignores the Defending Pokemon's
Weakness and Resistance.
(Example: LL does 30 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Mindshock
Modified by Bench v1.0
Damage: 10 for each Energy used in the cost (only one may be
Colorless)
Effect: This attack does (10 times the Energy used in the
cost) for each of a chosen Pokemon name on your Bench.
(Example: GG does 20 damage, plus 20 damage for each of a
certain Pokemon)
Retreat Modifier: +0
Pokemon TCG Comparison: Love-Love Attack
Modified by Bench v2.0
Damage: 10
Additional Energy: Three colorless
Effect: This attack does 10 more damage for each of your
Benched Pokemon.
Retreat Modifier: +0
Pokemon TCG Comparison: Do the Wave
Modified by Damage Counters v1.0
Damage: 10
Additional Energy: Two colored
Effect: This attack does 10 more damage for each damage
counter on this Pokemon
(Example: FF does 10 damage, increase by 10)
Retreat Modifier: +0
Pokemon TCG Comparison: Rage
Modified by Damage Counters v2.0
Damage: 10 for each Colored Energy
Additional Energy: One Colorless
Effect: This attack does 10 more damage for each damage
counter on the Defending Pokemon.
(Example: PC does 10 damage)
Retreat Modifier: +1
Pokemon TCG Comparison: Meditate
Non-Attack Damage
Damage: None
Effect: Flip a coin. If heads, choose 1 of your opponent's
Pokemon, and do 10 damage to that Pokemon for each
Energy used in this attack.
(Example: CC does 20 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: (Unknown)
One-Use Attack
Damage: 30 for each Energy used
Effect: Flip a coin. If tails, this attack does nothing.
Either way, you can't use this attack again.
(Example: C: Does 30 damage)
Retreat Modifier: +1
Pokemon TCG Comparison: Leek Slap
Powered Attack
Damage: 15 for each colored Energy in the cost
10 for each colorless Energy in the cost
(Round the final damage total up)
(Example: FCC does 40 damage to the Defending Pokemon)
Retreat Modifier: If the Pokemon has 30 HP, +0
If the Pokemon has > 30 HP, +1
Pokemon TCG Comparison: (Many)
Pump-Up Attack
Damage: 10+ for each Energy used in the cost, only one of the
Energy may be colorless
Effect: This attack does 10 more damage for each colored
Energy attached to this Pokemon (but not used to pay
for this attack's Energy cost). Extra colored Energy
after the second doesn't count.
(Example: WC does 20+ damage, plus 10 damage for each W)
Retreat Modifier: +0
Pokemon TCG Comparison: Water Gun
Quick Attack
Damage: 10 damage
Effect: Flip a coin. If heads, this attack does 10 more
damage for each Energy used in the cost.
(Example: CC: Does 10 damage, plus 20)
Retreat Modifier: +1
Pokemon TCG Comparison: Quick Attack
Reduced by Damage Counters v1.0
Damage: 20 damage for each colored Energy in the cost
10 damage for each colorless Energy in the cost
Effect: This attack does 10 less damage for each damage
counter on this Pokemon.
(Example: FFC does 50 damage, and reduced by 10)
Retreat Modifier: +0
Pokemon TCG Comparison: Karate Chop
Reduced by Damage Counters v2.0
Damage: 20 damage for each Energy used in the cost
Effect: If there are any damage counters on the Defending
Pokemon, this attack does 15 less damage for each
Energy used in this attack
(Round this reduction down)
(Example: CC does 40 damage, reduces by 30)
Retreat Modifier: +0
Pokemon TCG Comparison: Gentle Punch
Selfdestruct
Damage: 20 for each Colored Energy used
10 for each Colorless Energy used
Effect: Does 10 damage to each Pokemon on each player's
Bench for each Colorless Energy in the cost
(Example: LLCC: Does 80 damage, 20 to the bench)
Retreat Modifier: +0
Pokemon TCG Comparison: Selfdestruct
Swapping Attack
Damage: 5 for each Colorless, plus 10 damage times the
Pokemon's stage of Evolution
(Round the final damage down)
Effect: After damage is done, you opponent chooses 1 of his
or her Benched Pokemon and switches it with the
Defending Pokemon
(Example: On a Stage 1 Pokemon, CC does 20 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Whirlwind
Synchro Attack
Damage: 30 for each colored Energy
10 for each colorless
Effect: The Defending Pokemon must have at least 1 of the
same Energy cards attached to it.
(Example: PC does 40 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Synchro Wave
----------| STATUS AILMENT ATTACKS
Coin Confusion Attack
Damage: (10 times the amount of Energy used) - 10
Effect: Flip a coin. If heads, the Defending Pokemon is now
Confused.
Retreat Modifier: +0
Pokemon TCG Comparison: Confuse Ray
Coin Paralyzing Attack
Damage: 10 for each Energy used in the cost
Effect: Flip a coin. If heads, the Defending Pokemon is now
Paralyzed
(Example: PP does 20 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Psyshock, String Shot
Coin Poison Attack
Damage: 10 for each Energy used in the cost
Effect: Flip a coin. If heads, the Defending Pokemon is now
Poisoned
(Example: GG does 20 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Poison Sting, Poisonpowder
Coin One or the Other Attack
Damage: 5 for each Energy used in the cost
(Round the final damage down)
Effect: Flip a coin. If heads, do one status ailment. If
tails, do a different status ailment.
(Example: GG does 10 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Foul Gas
Unconditional Both Confusion
Damage: 10 for each colored Energy used
Effect: After damage is done, this Pokemon and the Defending
Pokemon are now Confused
(Example: GG does 20 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Stink
Unconditional Poison
Damage: (10 times the amount of Energy used) - 10
Additional Energy: One colored
Effect: The Defending Pokemon is now Poisoned.
Retreat Modifier: +0
Pokemon TCG Comparison: Poisonpowder
Unconditional Self-Confusion
Damage: 20 for each Colored Energy used in the cost
Effect: After damage is done, this Pokemon is now Confused.
(Example: FF does 40 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: (Unknown)
Unconditional Sleep
Damage: (10 times the amount of Energy used) - 10
Additional Energy: One colored
Effect: The Defending Pokemon is now Asleep.
Retreat Modifier: +0
Pokemon TCG Comparison: Hypnosis, Lullaby
----------| DEFENSIVE ATTACKS
Armor Attack
Damage: None
Effect: During your opponent's next turn, reduce the damage
done to this Pokemon by attacks by 10 for each
Energy used in this attack's Energy cost.
(Example: CC reduces the damage by 20)
Retreat Modifier: +0
Pokemon TCG Comparison: Minimize
Block Attack
Damage: None
Additional Energy: One colored and one colorless
Effect: Flip a coin. If heads, during your opponent's next
turn, prevent all damage done to this Pokemon from
attacks.
Retreat Modifier: +0
Pokemon TCG Comparison: Scrunch
Dodge Attack
Damage: 10 for each Colored Energy used in the cost
5 for each Colorless Energy used in the cost
(Round final damage up)
Effect: Flip a coin. If heads, during your opponent's next
turn, prevent all effects of attacks, including
damage, done to Fearow.
(Example: LCC does 20 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Agility
Harden Attack
Damage: None
Additional Energy: Two colored
Effect: During your opponent's next turn, whenever 30 or less
damage is done to this Pokemon, prevent that damage.
Retreat Modifier: +1
Pokemon TCG Comparison: Harden
Wall Attack
Damage: None
Additional Energy: One colored
Effect: During your opponent's next turn, reduce all damage
done to this Pokemon by attacks by half, rounding
up.
Retreat Modifier: +1
Pokemon TCG Comparison: Light Wall
----------| HEALING ATTACKS
Draining Attack v1.0
Damage: 10 for each Energy used in the attack
Effect: If this attack successfully damages the Defending
Pokemon, remove half that amount of damage (rounding
up) in damage counters on this Pokemon
(Example: GGGG does 40 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Leech Seed
Draining Attack v2.0
Damage: 10 for each colored Energy
Effect: Remove a number of damage counters from Venonat equal
to the damage done to the Defending Pokemon.
(Example: GC does 10 damage)
Retreat Modifier: +0
Pokemon TCG Comparison: Leech Life
Everyone Recovery
Damage: None
Effect: Each player removes 1 damage counter from their
Active Pokemon for each Energy used in the cost
(Example: C removes 1 damage counter)
Retreat Modifier: +0
Pokemon TCG Comparison: (Erika's Jigglypuff)
Healing Attack v1.0
Damage: None
Effect: Remove 1 damage counter from this Pokemon for every
colored Energy used in the cost
(Example: W removes 1 damage counter)
Retreat Modifier: +0
Pokemon TCG Comparison: (Unknown)
Healing Attack v2.0
Damage: None
Additional Energy: One colorless
Effect: Flip a coin. If heads, remove 1 damage counter from
this Pokemon. If this Pokemon has no damage counters
on it, you cannot use this attack.
Retreat Modifier: +0
Pokemon TCG Comparison: (Fossil Slowpoke)
Healing Attack v3.0
Damage: None
Additional Energy: One Colored
Effect: Flip a coin. If heads, remove 4 damage counters from
this Pokemon.
Retreat Modifier: +0
Pokemon TCG Comparison: (Erika's Gloom)
Recover
Damage: None
Additional Energy: Two colored
Effect: Discard 1 Energy card attach to this Pokemon of this
Pokemon's type in order to use this attack. Remove
all damage counters from this Pokemon.
Retreat Modifier: +1
Pokemon TCG Comparison: Recover
----------| SEARCH ATTACKS
Call a Friend
Damage: None
Additional Energy: Two Colored
Effect: Search your deck for a Pokemon of a particular name,
and put it on your Bench. Shuffle your deck
afterward. If your Bench is full, you cannot use this
attack.
Retreat Modifier: +0
Pokemon TCG Comparison: Sprout, Call Family
Energy Search
Damage: None
Additional Energy: One Energy
Effect: Search your deck for a Basic Energy card, show it to
your opponent, and put it in your hand. Shuffle your
deck afterward.
Retreat Modifier: +0
Pokemon TCG Comparison: (Erika's Clefairy)
Evolution Attack
Damage: None
Additional Energy: One Energy
Effect: Search your deck for an Evolution card, and attach it
to 1 of your own Pokemon that could be evolved by that
card. Shuffle your deck afterward.
Retreat Modifier: +0
Pokemon TCG Comparison: (Erika's Clefairy)
Self-Evolution
Damage: None
Additional Energy: Three Colored
Effect: Search your deck for the next stage of Evolution for
this Pokemon, and attach it to this Pokemon. Shuffle
your deck afterward.
Retreat Modifier: +1
Pokemon TCG Comparison: (Team Rocket Magikarp)
Trainer Search
Damage: None
Additional Energy: Two colored
Effect: Flip a coin. If heads, search your deck for a Trainer
card, show it to your opponent, then put it into your
hand. Shuffle your deck afterward.
Retreat Modifier: +0
Pokemon TCG Comparison: (Erika's Bulbasaur)
----------| CARD ATTACKS
Card Drawer v1.0
Damage: None
Additional Energy: One energy
Effect: Draw 1 card
Retreat Modifier: +1
Pokemon TCG Comparison: Send Kid
Card Drawer v2.0
Damage: 5 for each Energy used
(Round the final damage down)
Effect: Flip a coin. If heads, draw 1 card.
Retreat Modifier: +0
Pokemon TCG Comparison: Pay Day
Card Drawer v3.0
Damage: None
Additional Energy: One Energy
Effect: Discard 1 Energy card attached to this Pokemon in
order to use this attack. Draw 3 cards.
Retreat Modifier: +0
Pokemon TCG Comparison: (Team Rocket Golduck)
Card Exchange
Damage: None
Effect: Shuffle your hand into your deck, then draw 5 cards.
Retreat Modifier: +0
Pokemon TCG Comparison: (Erika's Exeggutor)
Card Manipulator
Damage: None
Additional Energy: One colored
Effect: Look at the top 3 cards of your deck or your
opponent's deck. Replace those cards in any order
that you wish.
Retreat Modifier: +0
Pokemon TCG Comparison: See the Future
Deck Shuffler
Damage: None
Additional Energy: One colorless
Effect: Shuffle your deck.
Retreat Modifier: +0
Pokemon TCG Comparison: (Takeshi's Mankey)
Energy Recover
Damage: None
Additional Energy: None
Effect: Choose up to 2 Energy cards in your Discard pile for
each colored Energy in this attack's Energy cost and
attach them to this card.
Retreat Modifier: +1
Pokemon TCG Comparison: (Promo Mewtwo)
Trainer Recover
Damage: None
Effect: Discard 1 Energy card attached to this Pokemon in
order to use this attack. Choose 1 Trainer card for
every two colored Energy in this attack's cost in
your discard pile and put it into your hand.
Retreat Modifier: +1
Pokemon TCG Comparison: (Fossil Slowpoke)
----------| OTHER ATTACKS
Attack Prevention
Damage: None
Additional Energy: One Energy
Effect: Flip a coin. If heads, the Defending Pokemon cannot
attack next turn.
Retreat Modifier: +1
Pokemon TCG Comparison: Leer
Copier
Damage: Special
Additional Energy: Three colorless for a Basic Pokemon
One colorless for a Stage 1 or 2 Pokemon
Effect: Choose 1 of the Defending Pokemon's attacks. This
attack copies that attack except for its Energy cost
and anything else required in order to use that
attack, such as discarding Energy cards.
Retreat Modifier: +1
Pokemon TCG Comparison: Metronome
Devolution Attack
Damage: None
Additional Energy: Two colored
Effect: Choose 1 of your own or your opponent's Evolved
Pokemon. Return the topmost Evolution card on that
Pokemon to its owner.
Retreat Modifier: +0
Pokemon TCG Comparison: Devolution Beam
Enhancement Attack
Damage: Special
Additional Energy: One colorless
Effect: During your next turn, one of this Pokemon's attacks
does twice as much damage.
Retreat Modifier: +0
Pokemon TCG Comparison: Sword Dance
Forgetful
Damage: None
Additional Energy: Two colored
Effect: Choose 1 of the Defending Pokemon's attacks. That
Pokemon cannot use that attack during your opponent's
next turn.
Retreat Modifier: +0
Pokemon TCG Comparison: Amnesia
Lure
Damage: None
Additional Energy: Two colorless
Effect: Choose 1 of your opponent's Benched Pokemon and
switch it with his or her Active Pokemon.
Retreat Modifier: +0
Pokemon TCG Comparison: Lure
Mirror Attack
Damage: Special
Additional Energy: Three Colorless
Effect: If this Pokemon was attacked last turn, do the final
result of that attack on the Defending Pokemon.
Retreat Modifier: +0
Pokemon TCG Comparison: Mirror Move
Power Down Attack
Damage: None
Effect: If the Defending Pokemon attacks during your
opponent's next turn, reduce that attack's damage by
10.
Retreat Modifier: +0
Pokemon TCG Comparison: (Unknown)
Retreat
Damage: None
Additional Energy: One colored
Effect: Choose 1 of your own Benched Pokemon and switch it
with this Pokemon.
Retreat Modifier: +0
Pokemon TCG Comparison: (Unknown)
=================================================================
V. POKEMON POWERS
=================================================================
NOTE: Remember, unless a Pokemon Power states otherwise, the
power can't be used if the Pokemon is Asleep, Confused or
Paralyzed.
----------| ENERGY MANIPULATION POWERS
Energy Dance
Effect: As often as you like during your turn, you may
attach 1 Energy of this Pokemon's type to 1 of your
same type of Pokemon.
Evolution Requirement: Stage 2
Pokemon TCG Comparison: Rain Dance
Energyzap
Effect: Any time during your turn, you may Knock Out this
Pokemon and attach it to 1 of your other Pokemon.
If you do, choose a type of Energy. This Pokemon is
now an Energy card that provide 2 energy of that type.
Evolution Requirement: Stage 1
Pokemon TCG Comparison: Buzzap
Power Burn v1.0
Effect: As often as you like during your turn, you may turn
all Energy attached to this Pokemon into Energy of
this Pokemon's type until the end of the turn.
Evolution Requirement: Stage 2
Pokemon TCG Comparison: Energy Burn
Power Burn v2.0
Effect: As long as Energy cards are attached to this Pokemon,
they provide (a chosen Energy type) instead of their
normal type.
Evolution Requirement: Basic
Pokemon TCG Comparison: (Erika's Oddish)
Power Trans
Effect: As often as you like during your turn, you may move 1
Energy of this Pokemon's type to 1 of your other
Pokemon.
Evolution Requirement: Stage 2
Pokemon TCG Comparison: Energy Trans
Receive Energy
Effect: Once during your each of your turns, you may move 1
Energy of this Pokemon's type from 1 of your own
Pokemon to this Pokemon.
Evolution Requirement: Basic
Pokemon TCG Comparison: (Team Rocket Charmander)
----------| CARD MANIPULATION POWERS
Card Drawer
Effect: Once during each of your turns, you may discard 1
card from your hand in order to draw 1 card.
Evolution Requirement: Stage 1
Pokemon TCG Comparison: (Team Rock Kadabra)
Card Viewer
Effect: Once during each of your turns, you may look at one
of the following cards: a random card from your
opponent's hand, a Prize, or the top card of any deck.
Afterward, return the card to its original place.
Evolution Requirement: Basic
Pokemon TCG Comparison: Peek
Hand Viewer
Effect: While this Pokemon is in play, your opponent must play
with his or her hand face-up on the table.
Evolution Requirement: Stage 1
Pokemon TCG Comparison: (Fossil Omayante)
----------| DEFENSIVE POWERS
Damage Reduction v1.0
Effect: Any time that more than 20 damage is done to this
Pokemon from an attack, that damage is reduced to 10.
Evolution Requirement: Basic
Pokemon TCG Comparison: Mysterious Barrier
Damage Reduction v2.0
Effect: Any time that damage is done to this Pokemon from an
attack, reduce that damage by half (rounding up).
Evolution Requirement: Stage 1
Pokemon TCG Comparison: Kabuto Armor
Damage Reduction v3.0
Effect: Any time that damage is done to this Pokemon from an
attack, reduce that damage by 10.
Evolution Requirement: Stage 1
Pokemon TCG Comparison: Shell Armor
Special Barrier v1.0
Effect: Any time that more than 30 damage is done to this
Pokemon from an attack, that damage is prevented.
Evolution Requirement: Basic
Pokemon TCG Comparison: Invisible Wall
Special Barrier v2.0
Effect: Any time that damage is done to this Pokemon from an
attack from an Evolved Pokemon, that damage is
prevented.
Evolution Requirement: Basic
Pokemon TCG Comparison: Neutral Barrier
Special Barrier v3.0
Effect: Any time that damage or an effect from an attack would
affect this Pokemon, flip a coin. If heads, prevent
all effects of that attack, including damage, done to
this Pokemon.
Evolution Requirement: Stage 1
Pokemon TCG Comparison: Transparency
----------| CANCELLATION POWERS
Evolution Blocker
Effect: While this Pokemon is in play, neither player can play
Evolution cards.
Evolution Requirement: Stage 1
Pokemon TCG Comparison: (Fossil Aerodactyl)
Power Blocker
Effect: While this Pokemon is in play, each Pokemon Power does
nothing (except for this Power).
Evolution Requirement: Stage 1
Pokemon TCG Comparison: (Fossil Muk)
Trainer Blocker
Effect: While this Pokemon is in play, neither player can play
Trainer cards.
Evolution Requirement: Stage 2
Pokemon TCG Comparison: (Unknown)
----------| OTHER POWERS
Change Color
Effect: As often as you like during your turn, you may change
this Pokemon's type to any type of a Pokemon you have
in play.
Evolution Requirement: Stage 1
Pokemon TCG Comparison:
Damage Movement v1.0
Effect: As often as you like during your turn, you may move 1
damage counter attached to 1 of your Pokemon and move
it to a different Pokemon, as long as it does not
Knock Out that Pokemon.
Evolution Requirement: Stage 2
Pokemon TCG Comparison: Damage Swap
Damage Movement v2.0
Effect: As often as you like during your turn, you may move 1
damage counter attached to 1 of your Pokemon and move
it to this Pokemon as long as it does not Knock Out
this Pokemon.
Evolution Requirement: Stage 1
Pokemon TCG Comparison: Strange Behavior
Damage Movement v3.0
Effect: Once during each of your turns, you may move 1 damage
counter attached to 1 of your opponent's Pokemon to
another of his or her Pokemon.
Evolution Requirement: Stage 2
Pokemon TCG Comparison: Curse
Evolution Search
Effect: Once during each of your turns, you may search your
deck for an Evolution card, show it to your opponent,
then put it into your hand. Shuffle your deck
afterward.
Evolution Requirement: Stage 1
Pokemon TCG Comparison: Evolution Beam
Ferocity
Effect: While this Pokemon is Confused, damage done by this
Pokemon is increased by half of this Pokemon's maximum
HP (round this value down)
Evolution Requirement: Stage 1
Pokemon TCG Requirement: Evil Primeape
Final Attack
Effect: You may use this power only when this Pokemon is
Knocked Out by the Attacking Pokemon. Flip a coin.
If heads, this power does 20 damage to the Attacking
Pokemon for each (a chosen Energy type) card attached
to this Pokemon.
Evolution Requirement: Stage 1
Pokemon TCG Comparison: (Team Rocket Evil Gyrados)
Healing
Effect: Once during each of your turns, you may flip a coin.
If heads, remove 1 damage counter from 1 of your own
Pokemon.
Evolution Requirement: Stage 2
Pokemon TCG Comparison:
Immunity
Effect: This Pokemon cannot be Asleep, Confused, Paralyzed or
Poisoned.
Evolution Requirement: Basic
Pokemon TCG Comparison: Thick Skinned
Luring
Effect: Once per turn, you may flip a coin. If heads, choose
1 of your opponent's Benched Pokemon and switch it
with his or her Active Pokemon.
Evolution Requirement: Stage 2
Pokemon TCG Comparison: (Erika's Victreebell)
Mimic
Effect: When this Pokemon is your Active Pokemon, it acts as
an exact copy of your opponent's Active Pokemon. All
Energy attached to this Pokemon provides whichever
Energy that you like.
Evolution Requirement: Basic
Pokemon TCG Comparison: (Fossil Ditto)
Retaliate
Effect: Whenever your opponent's attack damages this Pokemon
(even if this Pokemon is Knocked Out), this power does
10 damage to the attacking Pokemon. (Don't apply
Weakness and Resistance).
Evolution Requirement: Stage 2
Pokemon TCG Comparison: Strikes Back
Retreat Reducer
Effect: You may only use this power when this Pokemon is on
your Bench. Whenever your Active Pokemon retreats,
that Pokemon's Retreat Cost is reduced by 1.
Evolution Requirement: Stage 1
Pokemon TCG Comparison: (Jungle Dodrio)
Retreat Swap
Effect: You may only use this power when this Pokemon is on
your Bench. Switch this Pokemon with your Active
Pokemon.
Evolution Requirement: Stage 2
Pokemon TCG Comparison: (Fossil Dragonite)
Status Ailment
Effect: (Choose a status ailment when this Pokemon is created)
Once during each of your turns, you may flip a coin.
If heads, your opponent's Active Pokemon is affected
by the chosen status ailment. If tails, your Pokemon
is affected by the chosen status ailment.
Evolution Requirement: Stage 1
Pokemon TCG Comparison: (Some Team Rocket Pokemon)
=================================================================
VI. POKEMON CREATION EXAMPLES
=================================================================
Well, you really wouldn't be here unless you needed some help,
now would you? Or perhaps you're just browsing. At any rate,
here are some Pokemon creation examples.
----------| EXAMPLE ONE: EDO'S HITMONCHAN
Edo's Hitmonchan will be our first example. It's already an
existing Pokemon, so we will be working on its framework.
Our history of this particular Pokemon is that it was part of
Edo's Breeding Farm, back when he used to breed Mewtwos. One
particularly savage Mewtwo bit off this Hitmonchan's left arm.
So, this Hitmonchan only has one.
Hitmonchan is a Fighting Pokemon -- that's already decided.
Since Hitmonchan does a lot of Fighting, its Weakness is
Psychic, and has not Resistance. Looking at the original
Hitmonchan, 70 HP seems a little bit too much for this little
scrapper. We'll just kick it down a notch (for you Emerel fans
out there), and give her 60 HP.
We want to give her more than one attack, but no Pokemon Power
(she's not TOO special). So, two attacks it is. We still want
a little fast damage. I'll pick a coin attack, Coin Attack
v2.0. We'll just put 1 Fighting Energy in it, and call it
"Illusion Combo".
Our little Hitmonchan gets tougher as she charges up, so we'll
give her a "Water Gun" like attack, called Pump-Up Attack. How
about two Fighting and one Colorless? That sounds about good.
Call it "Illusion Grander".
Finally, we do her Retreat Cost. Her HP is 60, which means a
Basic Retreat of 1. Neither of the attacks have a modifier
(+0), so out Retreat is: 1 + 0 + 0 = 1.
Well, that's about it. Here's our output.
Edo's Hitmonchan
Type: Basic Fighting Pokemon
LV.20 HP 60
R: Illusion Combo: 10x
Effect: Flip 3 coins. This attack does 10 damage times the
number of heads.
RRC: Illusion Grander: 30+
Effect: This attack does 10 more damage for each Fighting
Energy attached to this Pokemon, but not used to pay for this
attack's Energy Cost. Extra Fighting Energy after the second
doesn't count.
-C Retreat
P Weakness
----------| EXAMPLE TWO: PRISSA
Prissa will be out next Pokemon. Prissa? That's not an
existing Pokemon. And you're right. It will be a brand-new
Pokemon that I'll be creating.
Our design will be inspired by the greater fan base of
Pokemon -- children. So, this Pokemon will appear to look like
a little girl in a Japanese student uniform. I'm thinking of a
Psychic Pokemon. I'm also thinking of giving it a Pokemon
Power similar to that of Erika's Miniryuu (Dratini).
Since it's a Psychic Pokemon, and not ghostlike, it's going to
have a Weakness to itself. We don't want to create a broken
card, so we're going to give it a relatively low HP total --
say, 50 HP. This is because of the Pokemon Power I am thinking
of.
I wanted to give it a Pokemon Power, Damage Reduction v1.0.
We're going to call it "Psychic Barrier".
Our one attack will be Coin Attack v3.0. We'll only drop one
Psychic Energy into it, and call it "Psibolt".
Finally, we'll calculate our Retreat Value. Our Base Retreat
is 1, and we add + 0 for our one attack. Pokemon Powers don't
add to the Retreat Value. Thus, 1 + 0 = 1.
Here's our output:
Prissa
Type: Basic Psychic Pokemon
LV.29 HP 50
[Pokemon Power] Psychic Barrier
Effect: Whenever 20 or more damage is done to this Pokemon,
(after applying Weakness and Resistance), reduce that damage
to 10. This power can't be used if Prissa is already Asleep,
Confused or Paralyzed when the opponent attacks.
P: Psibolt: 20x
Effect: Flip a coin for each Energy card attached to this
Pokemon. This attack does 20 damage times the number of
heads.
-C Retreat
P Weakness
----------| EXAMPLE THREE: MEWTWO
Here, we're going to make a broken card. Something that will
do a LOT of damage in a short time.
Well, it's a Mewtwo -- not much more needs to be said. It has
a weakness to itself, and we're going to give it 70 HP (like
the rest of them).
Two attacks will be superb for what we're going to do. We'll
take Energy Recover, and dump two Psychic Energy into it.
Let's call it "Energy Absorption" (like the promo Mewtwos).
The second attack will be Coin Attack v3.0 (like in the above
example). This one will be called "Psycho Flash". We'll put
four Psychic Energy into it.
Our Retreat Cost will be 1 + 1 + 0 = 2.
So, our output will be:
Mewtwo
Type: Basic Psychic Pokemon
LV.58 HP 70
PP: Energy Absorption
Effect: Choose up to 4 Psychic Energy cards in your discard
pile, and attach them to this Pokemon.
PPCC: Psycho Flash: 80x
Effect: Flip a coin for each Energy attached to this
Pokemon. This attack does 80 damage times the number of
heads.
-CC Retreat
P Weakness
No. 150
-----------------------------------------------------------------
Fin
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