The Elemental Wheels: Stronger element -> Weaker Element Fire -> Ice -> Wind -> Earth -> Lightning -> Water -> Fire Light <-> Darkness Psychic -> Spiritual -> Fighting -> Psychic So, Fire is strong to ice, which is strong to earth, and so on. Light and Darkness are directly opposed, so darkness attacks are strong vs. light creatures, and light attacks are strong vs. darkness creatures. Monsters have one level of optimized armor vs. attacks of the element they are strong to and their element. They have level 1 weakness (take double damage) from the element(s) they are weak to. If there is a Water and Fire monster, however, beyond a good explanation mechanically the creature's strength and weakness to water would balance out, so that the creature is strong against Ice and Fire, but weak to Lightning. All monsters must have at least one element and can take up to three. A monster can learn and use attacks from its element more easily. Mechanically this makes the attack deal an extra ten base damage. Neutral, or untyped attacks, are learned normally. Attacks that are not part of its element are harder to use, and have a 10 damage penalty for the monster to use. Attacks that the creature is opposed to (Ice and Water for Fire) have a 20 damage penalty for the monster to use. Combination Techniques: Monsters usually have their basic abilities, but sometimes trainers can help a monster through training, encouragement, fear, or whatever other sappy or creepy reason you want to come up with. Fact is, trainers can help monsters fight and do things better. To do this, the trainer and the monster each must have trained together somewhat and have spent CP in the ability they wish the monster to attain. The cost for the monster is the base technique: The ability the monster can do normally without the aid of the trainer. The cost for the trainer is 1/2 that of what it'd cost him to take normally. He cannot use this ability, but he can train a monster to do it under his direction. The cost for using this is CP/round in EP to the trainer, using the normal CP cost of the ability, if in combat or strenuous situation. If not in combat or other very strenuous situation, it is extended to CP/minute. Activating the combo technique takes an action for the trainer and an action for the monster. Usually a monster has another technique tied to the activation of such an ability: The monster can have one (and only one) ability (or combination of abilities, see below) tied to the activation of the trainer's techniques if they wish. If the monster does, the monster must always activate this ability when the trainer does its tied combination ability. If the monster does some other action, cannot activate the ability, or otherwise cannot do so, the action is lost for the trainer. Multiple abilities can be tied to one activation for the trainer or the monster. However, if this is so, they cannot be activated separately. It's all-or-nothing. Items: Using an item is a combat action, so you can only use one item per round unless you have extra attacks. Potions and ethers can only be used on monsters. Minor items: Potion - restores 30 hit points MID - Monster Identification Index. This basic hand-held booklet is full of information on identifying monsters and monster types for unknown monsters. Ether - restores 20 energy points 2 Minor items: Hi Potion - restores 60 hit points Hi Ether - restores 40 energy points Remedy - This basic cure-all removes all status effects (drained stats, burns, poisons, irritants, tangle effects, blindness, etc.) from the monster. 3 Minor items: Hyper Potion - restores 90 hit points Hyper Ether - restores 60 energy points Major items: Ultra Potion - restores 120 hit points Ultra Ether - restores 80 energy points EMI - Electronic Monster Index - This device (dubbed by many the Pokédex for some unknown reason) is a speaking encyclopedia on monster habits, types, and abilities. It has limited scanning capabilities to discern and identify more common monsters. New information is uploaded on a weekly basis. It is most often given to new trainers by their village monster expert when they take the path of a monster trainer. 2 Major items: Max Potion - restores all hit points Max Ether - restores all energy points Rare Candy - Instantly grants the monster this is given to 5 temporary CP in attributes it already has for one event. Cannot increase skill points. Rare candy does not stack with itself. 3 Major items: Elixir - restores all hit points and energy points. 5 Major items: Elemental Stone - Causes a monster to evolve into a new monster, possibly changing its type depending on the stone used. A monster can only evolve once, and almost always with a stone that is of its element or of an element not on its 'wheel'. This boosts the monster's CP by 10 permanently, investable in new attacks and abilities or old. The monster cannot increase skill points with this. The monster and trainer(s) for the monster lose all combination techniques that they had beforehand. They can still re-acquire them, but it takes time... Stone names: Charmandstone, Sandshrewstone, Pidgystone, Laprastone, Pikastone, Squirtlestone Espistone, Umbarstone Hypnostone, Ghastlystone, Hitmonstone I'm sure you can see the horrible ripping I'm doing here, but hey, it's late. I think it's funny.