Link to New Rules
What the...?
Where... where am I?
Welcome!
Who are you? Where is this?
I'm a GM, or
Game Master, and this is a Portal to the
World of Pokemon!
...Okay?
Obviously, you can't just waltz in looking like that though, we're going to have to
make you a character!
Uh, if you say so, I guess. How do I do that?
First thing, you ought to pick what
Pokemon you'd like to be! If you know what a "Starter Pokemon" is, one of those would be great, or really any Pokemon that evolves twice. If you want to be something else that's perfectly okay too, as long as it isn't a
Legendary Pokemon or whatever.
Legendary Pokemon?
Oh right,
if you don't know what Pokemon are, or just want to see what I think, you can answer the
Questionnaire right here and I'll let you know what you ought to be (and maybe even make you a whole character, if you like).
1.) What's your favorite breakfast food?
2.) You run into two scary looking people walking down the street and they don't look happy to see you, what do you do?
3.) Your friend is in trouble, how long would it take you to go help them?
4.) Your enemy is in trouble, would you help them?
5.) What's your favorite color?
6.) What kind of music do you like?
7.) What do you want to be when you grow up?
8.) One of your friends just played a dirty trick on another friend of yours without them knowing. What do you do?
9.) You need to split a cake between 2 friends and yourself, how do you do it?
10.) You realize you have nothing to do today! What's the first activity that pops into your head?
11.) Who is the best person ever?
12.) There is a Pokemon Roleplaying game recruiting on a forum you read. Do you apply to play in the game?
Alright... and when I know what I want to be?
Well, next you get to choose what
Class you want your Pokemon to be. Each Class is a simplified version of an
Elemental Type so you should choose a Class that is the
same Type as the Pokemon you chose. You get the Class'
Inherent Ability, and may choose one of their other
Abilities to start off with. Also be careful you don't pick the same Class as someone else who is joining us, as one of you will probably
get left behind when we start the game! The polite thing to do is follow the rule
"First Come, First Served" in regards to Classes.
See next two Posts for Classes! What's a "Limitation"?
The
Limitation is only a roleplaying suggestion. If you want to, you can
ignore it, or
change it entirely into something you think would fit who you're playing better!
What if I don't like all my Class Abilities?
Not to worry! Every level you get a new non-inherent Ability, and you can
choose that Ability from any Class. You need only make sure you have
more Abilities from your Class then Abilities from other Classes.
So I can choose any Ability from any Class I want when I turn Level 2?
Exactly! When you turn level 3 you'll have to pick another Ability from your Class, though. Also you should probably
make sure any Ability you take fits the Pokemon you are playing. This takes a bit of
common sense but I will always be around to provide advice (and houserulings, and entirely new sets of rules) if you need it.
Am I done now?
Far from it! We need to calculate your
Attributes now. To do that you
roll 2d10 and add the results together, do this six times then consult the chart below.
5 or lower: -2
6 to 8: -1
9 to 11: 0
12 or 13: +1
14 or 15: +2
16 or 17: +3
18 or 19: +4
20: +5
You put one of each of those six bonuses (or penalties!) into either
Brawn,
Cunning,
Daring,
Commitment,
Charm, or
Awareness. Don't worry about having low scores or putting them in the wrong spot.
Attributes matter mostly for Checks outside of Combat and Abilities (and for Abilities you can easily see what kind of Attributes you want by reading the description).
Brawn - Body size, buffness, and physical intimidation
Cunning - Trickery, sneakiness, doing stuff others are trying to prevent
Daring - Courage, facing your fears and and attempting dangerous stuff without hesitation
Commitment - Devotion and intensity, catch-all saving throw, shrugging off magic and other wiles
Charm - Social Aptitude, ability to inspire or encourage pokemon to see things your way
Awareness - Alertness and perception, reflexes, "reading between the lines"
What if my scores are... really low?
Then reroll them, silly.
Done yet?
Almost, now we pick your Pokemon's starting
Tactic and Resilience Class. Your Pokemon's starting Tactic is the
Style and
Elemental Type of attack to which they default. Your Resilience Class is how easily your Pokemon can avoid
Damage to his or herself.
Choose one of the following styles, and one of the 17 Elemental Types.
This is your first Tactic! You'll get more of them later. If you want to use a Heavy Style, you must have a Brawn of at least +1, and if you want to use a Super Heavy Style, you need a Brawn of at least +2.
Light - Light Tactics favor fancy footwork, quick jabs, and accurate, probing attacks.
- 1 Damage
- A Light Tactic rolls 3d10 instead of 2d10, and ignores the lowest value die.
- +2 Bonus when used in Tight Arenas, that are narrow and limit movement.
- Examples: Scratch, Shadow Punch, Faint Attack, Doubleslap, Fire Spin, Poison Sting
Reach - Reach Tactics use long limbs, agile vines, or similar to keep the opponent away and block incoming attacks.
- 1 Damage
- As long as you use Reach Tactics, your RC is increased by one category.
- +2 Bonus when used in Hazardous Arenas, where footing is difficult or visibility is limited.
- Examples: Ember, Acid, Bubble, Vine Whip
Ranged - Ranged Tactics are fast and damage the opponent from a great distance away.
- 1 Damage
- Ranged Tactics can target opponents in adjacent Arenas as well as the one the user is in.
- +2 Bonus when used against a target who is in an Open Arena, which is wide open and has little or no cover.
- Examples: String Shot, Thunderbolt, Flamethrower, Water Gun, Egg Bomb
Heavy - Heavy Tactics are strong, bold attacks that deal massive damage to your opponent.
- 2 Damage
- Uses up 1 Strength as long as it's known.
- +2 Bonus when used in Dense Arenas, that are crowded and have lots of smashable terrain.
- Examples: Waterfall, Headbutt, Sky Uppercut, Dragon Claw
Super Heavy - Super Heavy Tactics are all-out, overwhelming attacks.
- 2 damage (sometimes 4)
- Uses up 2 Strength as long as it's known
- Beating an opponent's RC by 5 or more increases the Damage to 4.
- +2 Bonus when used in Dense Arenas, that are crowded and have lots of smashable terrain.
- Examples: Hydro Pump, Fire Blast, Hyper Beam, Thunder
Note: When a Pokemon uses a Tactic that is the same Type as their Class, they receive a +1 attack bonus. (STAB)
Note: Super Effective Tactics deal 1.5x Damage, rounded up. Not Very Effective Tactics deal 0.5x Damage, rounded down.
Note: The first d10 you roll in an attack is a "Critical Die". If it comes up a "10" you Crit and deal an extra point of Damage!
Choose one of the following
Resilience Classes. This is your Resilience Class or RF!
You'll be able to change it later, if you want. If you want to be Heavily Resilient, you must have a Brawn of at least +1, and if you want to be Super Heavily Resilient, you need a Brawn of at least +2.
Not Resilient - 8 RC - This Pokemon is a bit soft-skinned, and is easily damaged. However its sheer badassery assures that it gains 2 Voltage every time it survives a Battle (this is a very good thing).
Somewhat Resilient - 10 RC - This Pokemon has average defenses, just enough for it to maintain its mobility.
Heavily Resilent - 12 RC - This Pokemon is well-protected, and has a good chance of shrugging off attacks, but takes a -2 to all checks to accomplish something tricky or Sneaky. Uses up 1 Strength.
Super Heavily Resilient - 14 RC - This Pokemon scoffs at attacks, laughing off all but the most accurately placed attacks, but takes a -5 to all checks to accomplish something tricky or Sneaky. Uses up 2 Strength.
Note that Brawn requirements stack. If you want to be Super Heavily Resilient and use a Super Heavy Tactic, you need a Brawn of at least +4!
Alright, all finished!
Perfect!
Post everything you got right here in the thread and wait patiently, your journey will begin in just a
couple days. If you have any more
questions, post them in the thread and I will answer them as swiftly as I can.
Wait, is this really all I need to know? How will I attack? How about evolving, and what's "Voltage"? How much HP do I haaaaaaaave?
Calm down, calm down. Once we actually start playing I'll
reveal the rules as they become relevant. If you want to get a headstart and delve deeper into the rules I'll be using, take a look at
this and
this. That should confuse you
nice and
good.
Posts
Inherent - Super Luck: You have the capacity for great fortune. Once per game session you get an automatic success on any Cunning or Daring Check, or on a single attack roll.
Limitation - No Respect: Other Pokemon can't see past your plain nature. You will often find yourself ignored, or not being taken seriously.
Stylish - Constant Ability
Friendly - Constant Ability
Normalize - Immediate Action, Usable once per Arena
Connected - Focused Ability, Once per Rest
Multi-talented - Constant Ability
FIGHTING
Inherent - Martial Artist: Whenever you roll to Impede, Push, or Throw, you add 2 to the total. Your starting Daring is increased by 1.
Limitation - Upkeep: Staying fighting fit requires constant focus, training, and practice. Most of a your free time is spent honing their forms, stances and movements.
Showoff - Focused Attack, Usable once per Arena
Clever Feint - Immediate Reaction, Usable once after Rest
Stunning Blow - Special Attack, Usable once per Arena
Clash - Immediate Reaction, Once Per Rest
Battle-scarred - Constant Ability
FLYING
Inherent - Winged: You are immune to being Impeded by Pokemon not currently using a Ranged Tactic. You cannot be Cornered.
Limitation - Predatory: Other Pokemon find you a bit... bloodthirsty. Your ruthless nature and love of a good (preferably one-sided) fight gives other Pokemon reason to find you a distasteful associate.
Flight - Constant Ability
Agility - Double Action, Usable once per Arena
Tailwind - Focused Ability, Once per Rest
Sky Drop - Immediate Reaction, Once per Rest
Aerial Ace - Immediate Reaction, Once per Arena
POISON
Inherent - Infectious: You are immune to Poison. Increase your starting Cunning by 1.
Limitation - Odious: Something about your personality (or body odor) puts other Pokemon off. They don't want to be near you, and if they must put up with your proximity for long they head straight for the bath afterwards.
Devour - Constant Ability
Corrosive - Special Attack, Once per Arena
Self Destruct - Special Attack, Once per Rest
Corruption - Focused Ability, Once per Rest
Poison Point - Immediate Reaction, Once per Arena
GROUND
Inherent - Grounded: Ground types are doughty and resilient. You cannot be Pushed. Increase your starting Commitment by 1.
Limitation - Stubborn: You loathe being told what to do and how to do it. It's not unusual for you to intentionally subvert orders you're given, or stubbornly hold your ground over a silly disagreement.
Tunnelsense - Constant Ability
Arena Trap - Focused Ability, Anytime
Burrower - Constant Ability
Fissure - Focused Ability, Once per Rest
Mud Shot - Immediate Reaction, Once per Arena
ROCK
Inherent - Direct: Rock Types don't mess around. Every roll you make to hit something gets a +1 added to it. Increase your starting Brawn by 1.
Limitation - Thoughtful: You aren't one to rush into things, and you prefer to take time to reason things out before acting. Other Pokemon might consider you a bit dull or slow because of it.
Shielded - Special Defense
Rock Polish - Immediate Action, Once per Rest
Stoneshape - Focused Ability, Once per Rest
Rock Head - Constant Ability
Head Smash - Immediate Reaction, Once per Arena
BUG
Inherent - Insectoid: A Bug Type's sharp eyesight ensures they are always in tune with their surroundings and they are brave and loyal to their allies. Increase your starting Awareness by 2 and your starting Commitment by 1.
Limitation - Outcast: You left behind, or were kicked out of, an extremely tightly-knit family, group, or swarm. The loss of your former comrades wears on your nerves, and Pokemon will recognize you as an outcast.
Attack Order - Non-Combat Talent, Usable once after Rest
Heal Order - Focused Ability, Usable once after Rested
Hivefriend - Constant Ability
Forage - Constant Ability
Leech Life - Immediate Reaction, Once per Arena
GHOST [?]
Inherent - Intangible: You can phase through thin walls and floors and other materials no more than a couple inches thick.
Limitation - Mean-Spirited: You have a hard time resisting the temptation to commit awful pranks. Other Pokemon consider you a huge prick.
Skullduggery - Focused Ability, Once per Arena.
Empath - Constant Ability
Will-o-Wisp - Focused Ability, Once per Rest.
Pain Split - Focused Attack, Once per Rest
Curse - Focused Attack, Once per Arena
STEEL [?]
Inherent - Hardened: A Steel Type always puts up a solid defense. Your Armor Class is increased by 1.
Limitation - Dense: You're set in your ways, and don't like new developments. Startling revelations are met with skepticism and distrust, and if you go along with a cunning, novel plan, it will only be begrudgingly.
Armor Plating - Special Defense
Guardian - Special Defense, Once per Arena
Spikes - Focused Ability, Once per Rest
Bullet Punch - Immediate Action, Once per Rest
Sturdy - Immediate Reaction, Once per Rest
Inherent - Flash Fire: If subjected to excessive heat or Fire Type Damage, you are invigorated and gain a +1 Bonus to Damage until the end of the Combat. Increase your starting Daring by 1.
Limitation - Hot Blooded: You have a difficult time keeping your emotions in check. Trying to hold back only makes the inevitable explosion all the more potent.
Belly Drum - Immediate Action, Once per Arena
Scour - Constant Ability
Rivalry - Immediate Action, Once per Rest
Elemental - Constant Ability
Focus Energy - Immediate Reaction, Once per Arena
WATER
Inherent - Water Absorb: If submerged in water or subject to Water Type Damage, you gain a +1 Bonus to Attack until the end of the Combat. Increase your starting Commitment by 1.
Limitation - Thirsty: You need a lot of water to get through the day. Going without hydration for longer than a couple hours makes you a tired, irritable, and cranky companion.
Slippery - Immediate Reaction, Once per Arena
Aqua Ring - Immediate Reaction, Once per Arena
Shell Break - Focused Ability, Once per Rest
Brine - Focused Ability, Once per Rest
Aquatic - Constant Ability
GRASS
Inherent - Photosynthesis: You don't need to eat so long as you can sunbathe for a couple hours every day. You still need to drink (not as much as other Pokemon, though). For you, a Short Rest will always heal at least 1 Hit Point, even if you you are at "Nasty Hit" or worse on the Damage Track.
Limitation - Thermosensitive: This Pokemon is highly attuned to changes in temperature, and will get very uncomfortable in overly hot or cold enviroments.
Mega Drain - Immediate Reaction, Once per Rest
Vine Whip - Special Attack, Once per Arena
Ingrain - Focused Ability, Once per Rest
Cotton Guard - Immediate Ability, Once per Rest
Spore - Focused Ability, Once per Arena
ELECTRIC
Inherent - Battery: If subjected to a strong electric charge or Electric Type Damage, you gain a +2 Bonus to Initiative until the end of the Combat. Increase your starting Daring by 1 and your Initiative Bonus by 2.
Limitation - Erratic: You are full of energy, and have difficulty keeping your mind to one task for too long.
Twitchy - Immediate Reaction, Anytime
Charge - Special Attack, Once per Arena
Steady Aim - Delayed Attack, Usable once per Arena
Quick Attack - Double Action, Once per Arena
Fast Escape - Immediate Reaction, Once per Arena
PSYCHIC
Inherent - Telepath: You may speak with other Pokemon in your sight without uttering a sound, and they may mentally respond whether they can see you or not.
Limitation - Subtle: You are naturally illusive, keeping your counsel close, and finding it irresistible to speak cryptically at times. Other Pokemon don't often find this uncooperative behavior endearing.
Telekinetic - Focused Ability, Once per Arena
Oracle - Special Ability, Anytime
Hypnosis - Focused Ability, Once per Rest
Barrier - Focused Ability, Once per Rest
Miracle Eye - Focused Ability, Anytime
ICE
Inherent- Chilling: Any time you successfully Impede, it automatically Corners.
Limitation - Cold Shoulder: You are rarely at home in social situations, and can have a hard time forging lasting relationships. You may compensate for this by adopting a distant, unfriendly air.
Freeze - Immediate Reaction, Once per Arena
Blizzard - Focused Ability, Once per Rest
Glaciate - Immediate Reaction, Once per Arena
Hail - Focused Ability, Once per Rest
Snow Cloak - Constant Ability
DRAGON
Inherent - Regal:Dragon Types are powerful and proud creatures, second to none in raw potential. Increase your starting Brawn by 2 and your starting Charm by 1.
Limitation - Self-Important: Deep down, you believe you really are the very best, like no one ever was. Giving orders, demanding respect, and otherwise bossing around your fellow Pokemon almost comes as second nature.
Magisterial - Constant Ability
Alpha Pokemon - Focused Attack, Once per Rest
Brutal - Immediate Reaction, Once per Arena
Vengeance - Immediate Reaction, Once per Rest
Dragon Tail - Immediate Reaction, Once per Arena
DARK
Inherent - Moxie: Every time you deal the KO blow to a Pokemon, you gain 1 single-use bonus Damage token which you can apply to any successful attack as an Immediate Reaction. Unused tokens disappear at the end of the Combat.
Limitation - Mistrusted: You have a miserable time proving your worth to other pokemon. Pokemon will usually assume you're up to no good, no matter how pure your motives.
Exploit Weakness - Focused Attack, Once per Rest
Covet - Focused Action, Usable Anytime
Sucker Punch - Special Attack, Once per Arena
Smooth - Non-Combat Talent, Once per Rest
that you've done something bad. Your fellow party members may know better, however.
Infiltrator - Focused Attack, Anytime
Steam
Slowpoke, "Enh ki"
WATER type
Inherent - Water Absorb: If submerged in water or subject to Water Type Damage, you gain a +1 Bonus to Attack until the end of the Combat. Increase your starting Commitment by 1.
Limitation - Slow: Everything you do, you do ploddingly.
Brawn: +4
Cunning:+0
Daring:+0
Commitment:+4
Charm:+2
Awareness:-2
Heavy Water Tactic (Surf)
Super Heavy Resilience
Aquatic - Constant Ability
* You can breathe water and stay submerged indefinitely. You can also swim through liquids faster than most land-based Pokemon can run, and gain a +5 bonus to Initiative while Battling underwater.
Steam
Name: Rhott
Species: Grimer
Class: Poison
Brawn-18 +4 (-2)*
Cunning-11 +1
Daring-13 +1
Commitment-14 +2
Charm-6 -1
Awareness-8 -1
Tactic: Reach (Poison) Poison Jab
*Super Heavily Resistant
Inherent - Infectious: You are immune to Poison. Increase your starting Cunning by 1.
Limitation - Odious: Something about your personality (or body odor) puts other Pokemon off. They don't want to be near you, and if they must put up with your proximity for long they head straight for the bath afterwards.
Abilities:
Corruption - Focused Ability, Once per Rest
As a Focused Action, you can change the Terrain of your current Arena into Hazardous Terrain.
Case in point, as of the last post Poison types are Immune to Sheer Cold. Hilarious!
Shut someone's movement down like a boss. Turn Auto-Impede into an Auto-Corner (means they can't leave the current arena for two turns)
Then you drop a Hail/Blizzard on their ass.
: Pokemon!
This strange thing called having a place to work at means I'll put that up later, probably tomorrow night.
Name: Kaboom
Species: Pineco
Class: Bug
Brawn: +1
Cunning: +2
Daring: +2
Commitment: +3
Charm: -1
Awareness: +2
Tactic: Ranged (Bug) Pin Missile
Resilience: Heavily Resilient
Inherent - Insectoid: A Bug Type's sharp eyesight ensures they are always in tune with their surroundings and they are brave and loyal to their allies. Increase your starting Awareness by 2 and your starting Commitment by 1.
Limitation - Loose Cannon: Pineco always have a short fuse, and Kaboom is no exception. Pokemon tend to get nervous around him, particularly when he's excited.
Abilities:
Attack Order - Non-Combat Talent, Usable once after Rest. You may spend a few minutes making an impassioned speech to inspire those around you to great deeds. This grants allied Pokemon in your Arena either a +2 bonus to Daring, or a +1 bonus to attack rolls for the next hour, or may be used to inspire a Pokemon or group of Pokemon to see your side of things (a +5 bonus to a single Charm roll).
So if you roll an 8, and you have Awareness +2, your final bonus should be +1 (-1 + 2 = +1)
not +0 (8 + 2 = 10, which is +0)
You will get voltage from your fellow players for doing things they consider awesome, cool, or make them laugh. This lets you do a couple neat things, as well as recharge "per Arena" and "per Rest", and will finally act as your experience as well (Spending voltage brings everyone closer to leveling [and evolving]).
In short, Voltage is important stuff. If you have a "per Rest" ability, or plan on having a bunch of them later on, having No Resilience for the free Voltage bonus might be a good idea, but if you are determined to just be as awesome as possible to compensate, I have no problems with that.
: wwhy pokemon is piss #nidorino
Name: Rook
Species: Tyrogue
Class: Fighting
Brawn: -1
Cunning: +4
Daring: +3
Commitment: -1
Charm: +3
Awareness: +1
Tactic: Light:Fighting (Karate Chop)
RC: Not Resilient
Inherent - Martial Artist: Whenever you roll to Impede, Push, or Throw, you add 2 to the total. Your starting Daring is increased by 1.
Limitation - Stubborn: You loathe being told what to do and how to do it. It's not unusual for you to intentionally subvert orders you're given, or stubbornly hold your ground over a silly disagreement.
Abilities:
Battle Scarred - Constant Ability
You've been through some nasty battles and look the part. You start off with 7 hit points instead of the usual 5, and you gain a +2 bonus to Charm rolls to intimidate an Opponent.
Name:
Species: Dratini
Class: Dragon
Brawn: 15+4
Cunning: 8-1
Daring: 10+0
Commitment: 17+3
Charm: 14+3
Awareness: 12+1
Tactic: Super Heavy: Dragon (Draco Meteor)
RC: Not Resilient
Inherent - Regal:Dragon Types are powerful and proud creatures, second to none in raw potential. Increase your starting Brawn by 2 and your starting Charm by 1.
Limitation - Self-Important: Deep down, you believe you really are the very best, like no one ever was. Giving orders, demanding respect, and otherwise bossing around your fellow Pokemon almost comes as second nature.
Abilities:
Magisterial - Constant Ability
You are mighty and enthralling. Your Strength is increased by 1. You also gain a +2 bonus to Charm checks whenever you engage in diplomacy or debate.
I didn't include the bonuses from Magisterial into the scores above since I wasn't sure if Strength was the same as Brawn and since the Charm is situational. Lemme know if I screwed anything up.
This thread is in your debt.
<_<
: Surrender now or prepare to fight!
: Meowth, that's right!
: Never stop mottoing.
Name: Daryl
Species: Meowth
Class: Normal
Brawn: 8 -1
Cunning: 17 +3
Daring: 18 +4
Commitment: 7 -1
Charm: 13 +1
Awareness: 8 -1
Inherent - Super Luck: You have the capacity for great fortune. Once per game session you get an automatic success on any Cunning or Daring Check, or on a
single attack roll.
Limitation - No Respect: Other Pokemon can't see past your plain nature. You will often find yourself ignored, or not being taken seriously.
Tactic: Ranged: Pay Day (normal)
RC: Not Resilient (8)
Stylish (Ranged) - Constant Ability
You are intimately familiar with a Tactical Style, any time you use that Style all of your Attack Dice are Critical Dice. If you decide to take up a new primary Style, you may adjust this Talent towards that Style with one week of training.
6 to 8: -1
9 to 11: 0
12 or 13: +1
14 or 15: +2
16 or 17: +3
18 or 19: +4
20: +5
Name: Nevada
Species: Eevee
Class: Ice
Brawn: 3 (-2)
Cunning: 14 (+2)
Daring: 11 (+0)
Commitment: 18 (+4)
Charm: 4 (-2)
Awareness: 16 (+3)
Inherent- Chilling: Any time you successfully Impede, it automatically Corners.
Limitation- Disconcerting: Your abilities raise some…questions, so you tend to be a bit of a loner. Makes combat a pain, but it’s better to have the confused idiots on the receiving end of your attacks than watching your back.
Also, you're kind of an ass.
Tactic: Ice Fang (Light, Ice)
Resilience Class: Somewhat Resilient (10)
Hail - Focused Ability, Once per Rest
• You chill an Arena down to well-below sub zero temperatures. Pokemon who remain in the Arena after the end of the Next round take [1] Damage at the end of each round, and are Staggered until the end of the Combat.
Double stamp, in the book, no erasies.
Means you don't have a chance of Bleeding Out, so if it looks like you might go down and you're feeling unlucky you might be better off just blowing yourself up and hoping your buddies can finish the fight.
So healing a KO'd pokemon after they have been KO'd doesn't render them conscious again? Ow
Apparently the phoenix pokemon idea is not viable, which makes me sad. Rising from the ashes like that would've been neat
What happens to a live devoured pokemon? What actions can they take in there and how much damage do they take per turn in the belly?
Steam
who wants to kiss me
It's a Tight Arena, movement in and out of the Arena is more difficult then usual movement, Tactics used by the devouree other than "Light" probably get negatives to hit, the devourer gets bonuses to damage the eaten Pokemon.
Depends on the Pokemon really, in OSH it was a monster ability only.
NOW
WOAH
NOW
Steam