Nazir Homebrew Rules

General Rules and Setting Definitions

- Pokemon are at most as smart as a 6 year old child, except pokemon with Telepath, Aura Reader, or Aura Pulse abilities, which act as regular npcs with an average mind stat. Some individual  Pokemon have transcendent mental abilities.

- Aquatic and water type pokemon without walking limbs float when on land only if they are Trainer pokemon. They move at an overland speed of 1 and must keep in contact with the ground at all times. Trainer pokemon may take some time to get used to this strangeness and will take a -1 on this attack chance rolls until they undergo any type of training. Regular water pokemon will flop around on land if they cannot normally walk.

- Knowledge checks reveal information specific to the Region or different between versions of the franchise or subject to change through stochastic systems. ex. Pokemon Education could reveal abilities or social patterns or shiny distribution or moves. Homebrew pokemon should be explained to the level of minimum Trainer knowledge, but the rest should be discovered through play. - Depending on which entities players encounter, one of several will eventually disrupt the finale. The group players are furthest into will be the finale disrupted. The group second most contacted and ingratiated will join in to assist, and that pair will have a joint villain. - Norms and Laws Surrounding Pokemon

- Players have an alternate way of gathering Pokemon data. Along with capturing Pokemon, players who have met Professor Mangrove can use the PokeTag system to gain pokedex progress towards leveling up without using pokeballs. They make a Grapple Maneuver to attach a tag, until players upgrade to the Homing Tags which are thrown or launched and hit at the rate of a Great Ball, and then when they gain access to Stun Darts they can tag a stunned Pokemon at 100% rate.

Terminology
 * Gentry Rules - Trainers and Pokemon face off without relying on environmental hazards or abilities
 * Tactician Rules - Players and their opponents can not attack opponents directly. If they wish to deal damage, it must be indirectly through environment or trickery.
 * Harmony Rules - The goal is to immobilize or incapacitate the opponent while dealing as little damage as possible. Items are provided to allow Trainers to “capture” an opponent's Pokemon without changing ownership.
 * Pulled Punches - combatants cannot kill or cause permanent damage to their opponents.
 * Obstacle Battles - Purely focused on out-competing opponent on an obstacle course, whether by racing to a goal or performing an activity for points
 * Contest Battles - Pokemon use Pokemon moves to put on a spectacular show which is evaluated subjectively by judges representing various relevant sectors.
 * Initiation Battles - Entrants complete a combination of Pokemon fights and logical trials and other hazing rituals.
 * X-mon Bench - Number of Pokemon allowed into battle