Cool! Now as for some mechanics I've been thinking about incorporating. [hider=adding pokemon mechanics] type into it since it makes sense to give a little bonus for using pokemon mechanics. So here it is. If a [s]pokemon[/s] Demon is 4x resistant to a move then treat the foe's roll as 10 less. If a demon is 2x resistant to a move then treat the foe's roll as 5 less. If a demon is Immune to a move then it can still be hit as an "inappropriate cliche" according to the file. If a demon is 2x weak to a move then treat the foe's roll as 5 more. If a demon is 4x weak to a move then treat the foe's roll as 10 more. Now a thing about this is that this only works with [s]pokemon[/s] demon vs demon. If a shinobi is attacking a foe along with a team of demons then it'll be treated as a team with no type advantage or disadvantage. Since people are getting teams of demons then each [s]trainer[/s] shinobi will be treated as an individual team. You'll get 1 roll per body so if Shavodri used Taijutsu, Absol used Sucker Punch, and Blaziken used Blaze Kick then that's 3 rolls. However since the file says that the Leader of the team is more important compared to the others. So we'll treat the [s]trainer[/s] Shinobi as the leader and the pokemon as subordinates. Lets say Shavodri uses a Taijutsu kick of 2d6 and 2d4 for a roll of 3, 5, 2, and 4. Absol rolls 5, 6, 1, and 2. Blaziken rolls 2, 4, and 1. They're all combining their attacks on a single target/team. The subordinates contribute their highest roll to the leaders by replacing their lowest die. So the Taijutsu kick becomes [s]3[/s] 4, 5, [s]2[/s] 6, and 4 for a total of 19. "Shavodri the Hellfire Brawler. Absol Pokémon Trainer: (22 points, 4 dice) 3 D6's and a D4 Taijutsu User: (20 points, 4 dice) 2 D6's and 2 D4's Blaziken Trainer: (18 points, 3 dice) 3 D6's" Statuses and Conditions. If a foe is under any status then they lose 5 points on their roll. Simple as that. To inflict a status you'll use the pokemon, since they all (most?) have access to Toxic you'll roll their dice against a foe's dice. If he loses then instead of losing a die on his cliche he'll get minus 5 on all his rolls. You can't stack statuses and conditions. If you use a stat boost move like Howl then you'll get +5 on your next roll, no matter what has been boosted. On the opposite side, if you lower a foe's stat with something like Growl then the foe's next roll will be -5. In both cases you'll need to roll against the foe's roll. If their result is lower then they'll keep their die but take the stat deboost if their is one. If their roll is higher then you'll lose a die and won't be able to use your boost on the next roll. Big thing though, you can't use this in a team setting. So in the example above if you use Sand Attack it'll be flavor instead of actual mechanics. Now if it gets too confusion or too overpowering to use status, conditions, and boosts/deboosts then I'll drop them. The last thing I want to make rping a mire! Anyway, If you want to discus any aspect of what I've written here, do it! I'm open for suggestions and making this all the more fun for us as well as exciting. [/hider]