PTU Useful Charts
PTU Useful Charts
PTU Useful Charts
Exp
Needed
0
10
20
30
40
50
60
70
80
90
110
135
160
190
220
250
285
320
360
400
Level
Damage Charts
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
Exp
Needed
460
530
600
670
745
820
900
990
1,075
1,165
1,260
1,355
1,455
1,555
1,660
1,770
1,880
1,995
2,110
2,230
Level
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
Exp
Needed
2,355
2,480
2,610
2,740
2,875
3,015
3,155
3,300
3,445
3,645
3,850
4,060
4,270
4,485
4,705
4,930
5,160
5,390
5,625
5,865
Rolled Damage
Damage
Base
1
2
3
4
5
6
7
8
9
10
11
12
13
14
Actual
Damage
1d6+1
1d6+3
1d6+5
1d8+6
1d8+8
2d6+8
2d6+10
2d8+10
2d10+10
3d8+10
3d10+10
3d12+10
4d10+10
4d10+15
Damage
Base
15
16
17
18
19
20
21
22
23
24
25
26
27
28
Level
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
Exp
Needed
6,110
6,360
6,610
6,865
7,125
7,390
7,660
7,925
8,205
8,485
8,770
9,060
9,350
9,645
9,945
10,250
10,560
10,870
11,185
11,505
Level
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Exp
Needed
11,910
12,320
12,735
13,155
13,580
14,010
14,445
14,885
15,330
15,780
16,235
16,695
17,160
17,630
18,105
18,585
19,070
19,560
20,055
20,555
Set Damage
Actual
Damage
4d10+20
5d10+20
5d12+25
6d12+25
6d12+30
6d12+35
6d12+40
6d12+45
6d12+50
6d12+55
6d12+60
7d12+65
8d12+70
8d12+80
Damage
Base
1
2
3
4
5
6
7
8
9
10
11
12
13
14
Actual
Damage
2/5/7
4/7/9
6 / 9 / 11
7 / 11 / 14
9 / 13 / 16
10 / 15 / 20
12 / 17 / 22
12 / 19 / 26
12 / 21 / 30
13 / 24 / 34
13 / 27 / 40
13 / 30 / 46
14 / 35 / 50
19 / 40 / 55
Damage
Base
15
16
17
18
19
20
21
22
23
24
25
26
27
28
Actual
Damage
24 / 45 / 60
25 / 50 / 70
30 / 60 / 85
31 / 65 / 97
36 / 70 / 102
41 / 75 / 107
46 / 80 / 112
51 / 85 / 117
56 / 90 / 122
61 / 95 / 127
66 / 100 / 132
72 / 110 / 149
78 / 120 / 166
88 / 130 / 176
Type-Effectiveness Chart
Immune: x0 Damage
Triply Resisted: .125 (1/8th) Damage
Doubly Resisted: x.25 Damage
Resisted: x.5 Damage
Neutral: x1 Damage
Super-Effective: x1.5 Damage
Doubly Super-Effective: x2 Damage
Triply Super-Effective: x3 Damage
Combat Maneuvers
Maneuver: Attack of Opportunity
Action: Free
Trigger: See Below
Effect: You may make a Struggle Attack against the
triggering foe as an Interrupt. You may use Attack
of Opportunity only once per round. Attacks of
Opportunity cannot be made by Sleeping, Flinched, or
Paralyzed targets.
Attacks of Opportunity can be triggered in multiple
ways:
An adjacent foe uses a Push, Grapple, Disarm, Trip,
or Dirty Trick Maneuver that does not target you.
An adjacent foe stands up.
An adjacent foe uses a Ranged Attack that does not
target someone adjacent to it.
An adjacent foe uses a Standard Action to pick up or
retrieve an item.
An adjacent foe Shifts out of a Square adjacent to
you.
Maneuver: Disengage
Action: Shift
Effect: You may Shift 1 Meter. Shifting this way does not
provoke an Attack of Opportunity.
Maneuver: Disarm
Action: Standard
AC: 6
Class: Status
Range: Melee, 1 Target
Effect: You and the target each make opposed Combat or
Stealth Checks. If you win, the targets Held Item (Main
Hand or Off-Hand for humans) falls to the ground.
Action: Standard
AC: 2
Class: Status
Range: Melee, 1 Target
Effect: You may perform any of the Dirty Tricks listed
below. You may use each trick only once each Scene per
target.
Hinder
Maneuver: Manipulate
Action: Standard
AC: 2
Class: Status
Range: 6, 1 Target
Effect: You may perform any of the Manipulations listed
below. You may use each Manipulation only once each
Scene per target. Manipulate can only be performed by
Trainers.
Bon Mot Make a Guile Check, opposed by the
targets Guile or Focus. If you win, the
target is Enraged and cannot spend AP for
one full round. The target does not gain a
Save Check against this effect.
Flirt
Make a Charm Check, opposed by the
targets Charm or Focus. If you win, the
target is Infatuated with you for one full
round. The target automatically fails their
Save Check.
Terrorize Make an Intimidate Check, opposed by the
targets Intimidate or Focus. If you win, the
target loses all Temporary Hit Points and
can only use At-Will Frequency Moves for
one full round.
Maneuver: Push
Action: Standard
AC: 4
Class: Status
Range: Melee, 1 Target
Effect: You and the target each make opposed Combat
or Athletics Checks. If you win, the target is Pushed
back 1 Meter directly away from you. If you have Movement remaining this round, you may then Move into
the newly occupied Space, and Push the target again.
This continues until you choose to stop, or have no
Movement remaining for the round. Push may only be
used against a target whose weight is no heavier than
your Heavy Lifting rating.
Maneuver: Sprint
Action: Standard
Class: Status
Range: Self
Effect: Increase your Movement Speeds by 50% for the
rest of your turn.
Additional Rules
Pokmon and Trainers may only Intercept against
Priority and Interrupt Moves if they are faster than
Maneuver: Trip
the user of those Moves.
Action: Standard
Moves that cannot miss (such as Aura Sphere or
AC: 6
Swift) cannot be Intercepted.
Class: Status
Pokmon and Trainers cannot attempt Intercepts if
Range: Melee, 1 Target
they are Asleep, Confused, Enraged, Frozen, Stuck,
Effect: You and the target each make opposed Combat
Paralyzed, or otherwise unable to move.
or Acrobatics Checks. If you win, the target is knocked Intercepts may not be used to move the Intercepting
over and Tripped.
Pokmon or Trainer OUT of the way of an attack.
They will always be hit, regardless.
Maneuver: Grapple
Action: Standard
AC: 4
Class: Status
Range: Melee, 1 Target
Effect: You and the target each make opposed Combat or Athletics Checks. If you win, you and the target
each become Grappled, and you gain Dominance in the
Grapple.
Pokmon and Trainers that are Grappled
Are Vulnerable
Cannot take Shift Actions, or any actions that would
cause them to Shift.
Gain a -6 penalty to Accuracy Rolls if targeting anyone outside of the Grapple.
Additionally, Grapple has other effects on whether
the target has or doesnt have Dominance.
Lower
Special Def.
Speed
HP
Attack
Defense
Special Atk.
Speed
HP
Attack
Defense
Special Atk.
Special Def.
HP
Attack
Defense
Special Atk.
Special Def.
Speed
A Pokmons Capture Rate depends on its Level, Hit Points, Status Afflictions, Evolutionary Stage, and Rarity.
First, begin with 100. Then subtract the Pokmons Level x2.
Next, look at the Pokmons current Hit Points. If the Pokmon is above 75% Hit Points, subtract 30 from the
Pokmons Capture Rate. If the Pokmon is at 75% Hit Points or lower, subtract 15 from the Pokmons Capture
Rate. If the Pokmon is at 50% or lower, the Capture Rate is unmodified. If the Pokmon is at 25% Hit Points or
lower, add a total of +15 to the Pokmons Capture Rate. And if the Pokmon is at exactly 1 Hit Point, add a total
of +30 to the Pokmons Capture Rate. Pokmon reduced to 0 Hit Points or less cannot be captured. Pok Balls will
simply fail to attempt to energize them.
Next, look at the Pokmons Evolutionary Stage. If the Pokmon has two evolutions remaining, add +10 to the
Pokmons Capture Rate. If the Pokmon has one evolution remaining, dont change the Capture Rate. If the
Pokmon has no evolutions remaining, subtract 10 from the Pokmons Capture Rate.
Next, consider the Pokmons Rarity. Shiny Pokmon subtract 10 from the Pokmons Capture Rate. Legendary
Pokmon subtract 30 from the Pokmons Capture Rate.
And last, consider any Status Afflictions and Injuries. Persistent Conditions add +10 to the Pokmons Capture
Rate; Injuries and Volatile Conditions add +5. Additionally, Stuck adds +10 to Capture Rate, and Slow adds +5.
Volatile Afflictions
Sleep: Cannot take actions or apply Evasion. DC 16
Save Check to wake up at the end of turns. Automati- Suppressed: PP Ups are canceled. At-Will becomes
cally wake up upon taking damage.
EOT. EOT and Scene x2 become Scene.
Bad Sleep: Lose 2 Ticks of Hit Points when making Save
Checks vs Sleep. Cured when Sleep is cured.
Power Chart
Power
Value
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
Heavy
Lifting
2-5 lb.
20-30 lb.
35-50 lb.
45-70 lb.
60-90 lb.
75-115 lb.
100-140 lb.
120-190 lb.
150-240 lb.
200-300 lb.
250-375 lb.
350-450 lb.
450-525 lb.
500-600 lb.
550-675 lb.
600-750 lb.
Weight Class 1
Weight Class 2
Weight Class 3
Weight Class 4
Weight Class 5
0 25 lbs; 0 11 kg
25 55 lbs; 11 25 kg
55 110 lbs; 25 50 kg
110 220 lbs; 50 100 kg
220 440 lbs; 100 200 kg
Any Pokmon heavier than 440 lbs;
Weight Class 6
200 kg
Any Pokmon heavier than 450 lbs
Weight Class 7
with the Heavy Metal Ability.
Contest Mechanics
Introduction Stage: Roll Charm for Cute, Command for Cool, Guile for Smart, Intimidate for Tough, or Intuition
for Beauty. Gain Contest Stat Dice on 3+.
Performance Stage: Gain 0 Appeal on 1, gain 1 Appeal on 2-5, gain 2 Appeal on 6.
Center of Attention: Gain 1 Fumble Point on 1. Gain 0 Appeal on 2-3. Gain 2 Appeal on 4-5. Gain 3 Appeal on 6.
Contest Effects
Attention Grabber: 1d6 Each adjacent competitor Inversed Appeal: Xd6 X is equal to 5 minus your
loses up to two Voltage; you gain Voltage equal to the current Voltage.
amount lost this way.
Reflective Appeal: Xd6 X is equal to your current
Big Show: 1d6 You gain +3 Voltage
Voltage.
Catching Up: 2d6 Roll +3d6 if all adjacent competitors Reliable: 3d6 If you used the same Move last turn, roll
have more Voltage Points than you do, and you gain +1 +1d6 and gain 1 Voltage. Moves with Reliable may be
Voltage.
used consecutively.
Desperation: 5d6 All results of 1 grant you +1 Fumble,
and all results of 6 grant you +1 more Appeal Point. This
Stacks with being at the Center of Attention.
Double Time: Xd6 You lose 2 Voltage. Roll +1d6 for Safe Option: 4d6 Rolls of 6 during this round only
every point of Voltage competitors adjacent to you have, grant 1 Point, but you cannot gain Fumble Points from
minus 1d6 for each point of Voltage you have remaining. rolling a 1.
Excitement: 3d6 You gain +2 Voltage
Exhausting Act: 4d6 If you have 2 or more voltage,
roll +2d6; you then lose 2 Voltage
Gamble: 2d6 All results of 6 this round grant you +1
Voltage.
Get Ready: 1d6 You lose 2 Voltage. Double the number
of Dice from your Move next round. Bonus Dice from
Contest Stats and Voltage are not doubled.
Good Show: 2d6 Roll +3d6 if all adjacent competitors Steady Performance: 5d6 You gain +1 Voltage
have less Voltage Points than you do, and you gain +1
Voltage.
Tease: 4d6 All results of 5 or 6 grant only +1 Point; but
all results of 6 cause each adjacent competitor to gain +1
Incentives: 3d6 If this Move matches the current Fumble Point.
contest Type, you gain 1 Voltage and each adjacent
Competitor loses 1 Voltage.
Unsettling: 5d6 You lose 2 Voltage, and each adjacent
competitor loses 1 Voltage.