The bread and butter of pokemon battles are their moves. The “Special Attack” attribute will represent pokemon moves, but I had to make serious changes to it in order to keep it balanced. First, as with the video games, there is a limit to how many times a pokemon can use its special attacks. However, this is not limited for individual moves, like it is in the games. I will be using the “Energy Points” system in BESM D20 to curb special attack usage. Pokemon will have an energy point reserve that they will pull from when using special attacks. This reserve will increase at a rate of 1d8 per level (max at first).
The special attack attribute’s character point cost will depend on the “type” of the attack. Attacks that share a type with the pokemon cost 1 character point per rank. Attacks that are “normal” type cost 2 character points per rank (except, of course, for normal type pokemon). Attacks that do not share a type with the pokemon cost 4 character points per rank.
Usage of a special attack will cost 1 energy point per rank of the attack. The special attack attribute, rather than doing 1d8 per rank, will do a d4 at rank 1 and will upgrade die types as it progresses in rank. Therefore, a rank 4 special attack will do 1d10 points of damage. The “melee” attack disability is removed and replaced by the “ranged” attack ability which only counts for one slot (this makes the standard for special attacks melee). Normal modifiers apply (strength for melee, dexterity for ranged).
A pokemon may always choose to “Struggle” which is a normal type melee attack (1d3) that costs 1 point of energy (if there is any remaining) and 1 point of health. The damage increases to a d6 at level 5, a d8 at level 10, a d10 at level 15, and a d12 at level 20. The cost increases as follows: 2 points of energy and health at level 5, 3 points of energy at level 10, and 4 points of energy and health at level 20.