Pokemon RPG CGM/GM WPP Guide
by: Zion Sief
Have one 4 sided dice, one 6 sided dice, one 9 sided dice, one 10 sided dice, one 12 sided dice, one 12 sided dice, and one 100 sided dice (or 20 pennines)
Determine what the power of the Pokemon is (ie: If my Pikachu uses Thunder on you Blastoise, your Blastoise will be half power, but if my Pikachu hits your Blastoise with a Thunder Wave, Thunder Shook, and Thunder your Blastoise is pretty weak.)
If they have over done it (Tackle x10 then a Vive Whip x10 then the Pokeball) you can always break the attack (Let them get in one tackle and one vine whip, meaning your pokemon is still strong) and roll with them odds.
After determining power, roll, or flip. use the guide below to help.
If the Pokemon is caupture, tell them. If the pokemon broke free, the battle goes on as the wild pokemon attacks.
This goes on untill the pokemon is captured, the pokemon faints, the trainer leaves, or the trainers pokemons have all fainted. For every pokemon that faints, 100 credits will be taken away from them.
| Common Pokemon (Green) |
| Ball | Weak | Med | Strong |
| Pokeball | 1/4 | 1/6 | 1/12 |
| Greatball | 1/4 | 1/4 | 1/9 |
| Ultraball | 1/1 | 1/4 | 1/6 |
| Safariball | 1/4 | 1/6 | 1/9 |
| Masterball | 1/1 | 1/1 | 1/1 |
| Uncommon Pokemon (Yellow) |
| Ball | Weak | Med | Strong |
| Pokeball | 1/6 | 1/10 | 1/12 |
| Greatball | 1/6 | 1/9 | 1/12 |
| Ultraball | 1/4 | 1/6 | 1/9 |
| Safariball | 1/6 | 1/9 | 1/10 |
| Masterball | 1/1 | 1/1 | 1/1 |
| Rare Pokemon (Red) |
| Ball | Weak | Med | Strong |
| Pokeball | 1/10 | 1/12 | 1/20 |
| Greatball | 1/9 | 1/10 | 1/12 |
| Ultraball | 1/6 | 1/9 | 1/10 |
| Safariball | 1/9 | 1/10 | 1/12 |
| Masterball | 1/1 | 1/1 | 1/1 |
| Ultra Rare Pokemon (Light Purple) |
| Ball | Weak | Med | Strong |
| Pokeball | 1/20 | 1/20 | 1/100 |
| Greatball | 1/12 | 1/20 | 1/100 |
| Ultraball | 1/10 | 1/12 | 1/20 |
| Safariball | 1/12 | 1/20 | 1/20 |
| Masterball | 1/1 | 1/1 | 1/1 |
| Legend Pokemon (Dark Purple) |
| Ball | Weak | Med | Strong |
| Pokeball | 1/100 | 1/100 | 1/100 |
| Greatball | 1/100 | 1/100 | 1/100 |
| Ultraball | 1/20 | 1/100 | 1/100 |
| Safariball | NONE | IN | SAFARI |
| Masterball | 1/1 | 1/1 | 1/1 |
NOTE: Safariballs can only be used in the Safari
Zone!(SOON TO COME)
NOTE: Sleep/Stun take away a position (ie a full health pokemon
with stun is considered med)
NOTE: Burn/Freeze/Poison takes heath away little at a time!
NOTE: CGMs are not aloud to give out Ultra Rare and
Legend in WPPs, only GMs are!