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PTE Rule Book-3

Pokemon Tabletop Evolution (PTE) is a tabletop RPG system designed as a spiritual successor to Pokemon Tabletop United (PTU), addressing its flaws while allowing for customization and modular gameplay. PTE diverges from the video game franchise, focusing on fun and community engagement, with an emphasis on making all character paths viable. Key differences from PTU include streamlined mechanics, reworked abilities, and a new initiative system to enhance combat engagement.

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0% found this document useful (0 votes)
147 views230 pages

PTE Rule Book-3

Pokemon Tabletop Evolution (PTE) is a tabletop RPG system designed as a spiritual successor to Pokemon Tabletop United (PTU), addressing its flaws while allowing for customization and modular gameplay. PTE diverges from the video game franchise, focusing on fun and community engagement, with an emphasis on making all character paths viable. Key differences from PTU include streamlined mechanics, reworked abilities, and a new initiative system to enhance combat engagement.

Uploaded by

dw8967782
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 230

ELUR KO B

Pokemon Tabletop Evolution

Version 0.1.36 1
Table of Contents
Chapter 1 - System Intro Styler Mods 68
What is PTE? 4 Rider69
System Design Principles 4 Signer70
PTE vs PTU? 5 Type Specialist 72
System Documentation 7 Bug Specialist 73
Rule Book vs GM Guide 7 Adaptation Technique List 74
PTE Modules 8 Dark Specialist 75
System Terminology 9 Dragon Specialist 76
Electric Specialist 77
Fairy Specialist 78
Chapter 2 - Character Creation Fighting Specialist 79
First Character Tips 10 Fire Specialist 80
Character Creation Checklist 11 Flying Specialist 81
Character Creation Steps 12 Ghost Specialist 82
Trainer Creation Examples 14 Grass Specialist 83
Trainer Archetype Examples 19 Ground Specialist 84
Trainer Progression 26 Ice Specialist 85
Gaining Merits 27 Normal Specialist 86
Poison Specialist 87
Chapter 3 - Fundamentals of PTE Psychic Specialist 88
Aspects of a Character 28 Rock Specialist 89
Understanding PTE Text 29 Steel Specialist 90
Skills30 Water Specialist 91
Skill List 31
Skill Checks 33 Education Based Classes
Skill Check Modifiers 34 General Researcher 92
Difficulty Checks 35 Chronicler 93
Stress Tokens 36 Minstrel 94
Action Types 37 Medicine Researcher 95
Combat Stats 39 Alchemist 96
Combat Values 40 Apothecary 97
Carrying Objects 41 Nature Researcher 98
Combat Stages 42 Nature Researcher Charts 99
Character Tiers 43 Nomad100
Talents 44 Herbalist101
General Features 49 Occult Researcher 102
Hex Maniac 103
Chapter 4 - Trainer Classes Sage105
Trainer Classes 52 Tech Researcher 106
Types of Classes 52 Artificer 107
Jailbreaker108
Pokemon Based Classes
Commander53 Combat Based Classes
Cheerleader 54 Defender110
Hunter55 Bulwark111
Strategist56 Juggernaut112
Training Specialist 57 Sentinel 113
Signature Techniques 58 Fighter 114
Duelist59 Berserker115
Mastermind60 Gladiator116
Stat Ace 61 Monk117
Taskmaster62 Mystic 118
Ranger63 Mystic Techniques 119
Ranger Techniques 64 Aura Guardian 120
Officer 65 Empath 121
Operator67 Battle Bond Powers 122

2
Esper123 Capturing via Fainting 188
Marksman 124 Retraining Pokemon 189
Artillerist 125
Gunslinger126 Chapter 7 - Non-Combat Rules
Sniper127 Social Encounters 190
Strider128 Social Encounter Examples 191
Acrobat129 Time Phases 192
Dancer130 Campfire Scenes 193
Dance Techniques 131 Journeys 194
Skirmisher 132 Travel Check Table 196
Rogue133 Sample Journey 197
Assassin 134 Bonds198
Ninja135 Improving Bonds 199
Swashbuckler 136 Invoking a Bond 200
Swashbuckler Techniques 137 Downtime Phase 201
Provocateur138 How to Resolve Downtime Actions 201
Debonair139 Downtime Action List 203
Trickster 140 Downtime - Working203
Ruffian 141 Downtime - Training 204
Downtime - Socializing 204
Chapter 5 - Combat Rules Downtime - Crafting 205
Starting Combat 142 Downtime - Innovation 206
Alternative Initiative 143 Downtime - Researching 206
Example Combat 144 Downtime - Exploration 207
Moving on the Field 145 Downtime - Relaxation 208
Combat Positioning 145 Downtime - Questing 209
Terrain Tags 146 Item Keywords & Slots 210
Environmental Modifiers 147 Essential Items 211
Basic Attacks 148 Basic Items 212
Attack Info 149 Equipment Items 215
Attack Keywords 150 Treasure Items 219
Tutor Attacks 152 Creating Weapons 222
Range Keywords 153
Using Attacks 155 Chapter 8 - Misc Rules
Dealing Damage 156 Misc Rules 226
Other Damage Types 157 PTE Roadmap 227
Type Effectiveness 159 Credits229
Combat Maneuvers 160 Version Notes 230
Basic Orders 165
Improvised Orders 166
Capabilities 167
Status Afflictions 172
Conditions 174
Fainting 175
Resting & Recovery 175
Combat Example 176

Chapter 6 - Managing Pokemon


Battling with Pokemon 179
Switching Pokemon 179
Leveling Up Pokemon 180
Pokemon Progression 181
Evolution 182
Pokemon Roles 183
Capturing Pokemon 187

3
Chapter 1 - System Intro

What is PTE?
Pokemon Tabletop Evolution is intended to be a system built off of the Pokemon Tabletop United (PTU) system in
a way that diverges from the video games and addresses a large portion of the flaws of PTU. Most comparatively, it
is intended to be the same type of transition that PTU made from the framework of Pokemon Tabletop Adventures
(PTA), as inspiration and a framework but going our own direction.

Much like everyone who has played PTU for a suitable amount of time, the system’s flaws are glaring but every
attempt to address them has gone in their own direction, inspired by their own pool of knowledge. While that is valid,
PTE is intended to be as much of a [Fan-Made] spiritual successor or sister branch as possible so that those who’ve
played PTU can easily transition to something that shares a lot of the same concepts from it. Considering that the PTU
system has been discontinued, PTE, by namesake, is the evolution of the system in a way that continues its legacy.

System Design Principles


1 - Pokemon Canon is ignored 3 - Nearly All Paths should be Viable
Let’s face it. Pokemon doesn’t make the wisest decisions One of the common pitfalls I saw in PTU was the struggle
and translating them one to one into a tabletop setting between character fluff and character mechanics. The
is a recipe bound for disaster. Why does Sneasel not get most intuitive thing for a Player to do is come to the
any Ice moves it can use until Level 47 with Ice Shard? decision that they should take the Dancer Class because
Sneasel is a late game encounter and they probably their Character would have that as a prominent thing
didn’t care cause you could give it TMs anyway. Why are they do. Makes sense to a new person but when
Attacks locked behind Egg Move Lists? To give trainers they start playing, they’ll realize that Dancer’s output
a reason to use the breeding mechanic. Why are there compared to other classes is extremely weak. Because
little to no Rock Type Attacks? No clue, I think they just of a rational decision of aligning fluff and mechanics,
had an identity crisis between Ground and Rock. they ended up not having fun.

So basically, when we translate the Pokemon series Of course, you don’t need to take the Dancer class in
into a tabletop genre, we will factor in what is fun for order to dance in character, but Players that come to
tabletop gameplay, not giving a Pokemon something that conclusion should not be punished for doing so,
because it does that in the games and using Gamefreak so the solution and a goal of PTE is for all paths to be
as a scapegoat. Because sometimes we give Pokemon viable. This includes wide playtesting and constant
something they don’t have in the game and that makes balance updates to make sure that no character is
them more fun to play with. underperforming because they chose a trap option.

2 - PTE is Modular & Customizable 4 - Focus on the Community


No two Campaigns of PTE should be the same, and A large issue I had with PTU is how segmented the
homebrew will be developed over time in order to community is. Everyone is essentially in their own
support this. While there is core material and all bubble for making PTU content or homebrew or
Classes in here should be core, I encourage homebrew campaigns and I feel like every month I find someone
content to be made to cater to how you wish to run who started their own Dex or started a new Living World
the system so that every campaign will be a different or tore PTU down and built up their own from scratch.
experience. Homebrew will be organized and if liked, Since i started development alone I discovered that
polished by development in order to make any style of the PTR system is making PTR 2e as an offshoot, one
play enjoyable. developer of a Living World is making a fantasy based
Pokemon system known as PTF, and I discovered a half
This includes introducing a plethora of mechanics finished project called “Pokemon Tabletop Evolution”
and homebrew classes that can be co-opted by GMs that seemed to have died in 2023 but I’m keeping the
if they desire. Due to the Modular nature, you can name because I finished first.
play PTE by just reading the Rule Book and skimming
other reference docs. This means that no amount of My intent with the way this system will be built is to
homebrew we add as potential options will lead to a form a cohesive community and support GMs in any
system bloat, as they’re not core to the system and way we can, because when we do, their players will
can exist without it. Basically, if you have an idea for a have more fun. This will primarily involve a network of
Campaign, Character Class or Mechanic, like Shadow homebrew that is dev supported and co-developed but
Pokemon, we will do our best to support it and make it will also focus on creating a space that people will look
accessible to the playerbase. forward to engaging with.

4
Chapter 1 - System Intro

WE ARE NOT AFFILIATED WITH THE PTU DEV TEAM


PTE vs PTU?
The primary difference between PTU and PTE is This will also include some interpretations of Pokemon
glaringly obvious and it’s the lack of regard towards lines, such as Annihilape being a split evolution instead
the video game franchise. PTU was developed in a of an evolution of Primeape, or removing Finizen as a
manner that directly transferred video game content pokemon and renaming Palafin (Zero Form) into Finizen
to a tabletop format. Obviously this comes with issues (If you don’t agree with these, just homebrew change
since it’s 1 to 1. We surely don’t need 50+ Berries. The them).
only thing from the video game that has been faithfully
kept is the type effectiveness chart because that is all As for all other differences, nearly everything has been
burned into our memories. Everything else is up to our adjusted with a fine-tooth comb so there are plenty
interpretation. This includes having homebrew Attacks, of things that are the same conceptually but different
Abilities, Levelup Lists, etc. mechanically. So for this section I’ll divide the list into
an overview of changes and a full change list on the
next page.

Overview of Changes
» Alot of unneccessary mechanics and bloat hs been
removed such as Tutor Points, Action Points, Training
Pokemon, Injuries, Base Stat Relation, Loyalty, Throwing
Range, Poke Edges, Jump Movement, Pokemon EXP, etc

» Evolution can now trigger in the middle of battle and


GMs get examples on how they can implement this.

» Pokemon now get mini-classes in their progression


known as Roles

» You can no longer capture in battle and it is relegated


to social capturing or post battle

» Struggles are now Basic Attacks, can be physical


or special and can shift to the user’s types without
capabilities like Firestarter

» The Action System has been adjusted, especially with


having more Swift Options and making Full Actions cost
a Standard + Swift but be more impactful.

» Egg Moves, Tutor Moves and TM Lists are all


combined into one Tutor List

» Versatile Keyword has been added to give Status


Attacks better usage compared to straight damage
meta.

» All Afflictions are reworked, separated into Physical


and Mental and a few added Conditions

» All new Classes are added and reworked

» The Initiative system has been changed to make


combat more engaging and hopefully quicker

» Abilities have all been reworked from the ground up


and are more core to a playstyle, but you get fewer of
them. Artist: Unknown

5
Chapter 1 - System Intro

An Almost Full List of Differences


Skill Backgrounds consist of 2 Additional Novice Skills. Base make Status Moves more viable. The Tutor Attack List has been
Stat Relations has been removed in favor of a 50% Max per Stat made which combines all Egg Moves, TM Moves, TR Moves and
investment. Trainers have a Maximum Level of 20 instead of 50. Tutor Moves into one list along with a codified Tier List. Cone was
Instead of Trainers alternating between gaining a feature and then removed as a range because figuring out anything past Cone 2 gave
an edge at each level, each Level they gain a Feature and a choice me a headache, changed to Close Blast. Clarified that a Stat can’t
of a Skill Increase or Talent. Features no longer give +1 Stat Point. be added twice to damage calculations from weird sources. Other
Trainers get +5 Stat points per Level Up. Trainers have a Maximum sources of Damage have been polished slightly like improvised
Pokemon Level for Pokemon they own based on their Trainer Level damage, environmental, falling and suffocating. Capabilities
by intervals of 5 and they cannot exceed this by normal means. have been separated into 3 Categories of Movement, Combat and
Instead of Starting with 4 Features and 4 Edges you start with 4 Narrative and pretty much have all changed, things like Phaser
Features and 1 Talent. Trainer EXP has been removed by default letting guys move through Blocking Terrain. All Status Afflictions
in favor of milestone progression. Edges have been replaced with have been reworked and some new ones added like Dazed and
Talents, Talents being incredibly minimally affecting combat while Entranced and Wounded. All Status Afflictions can be cured with
edges were a gray zone between narrative and weak in combat. a Save Check at the end of their Turn, not only specific ones. All
Class Hierarchy has been reorganized into [Base] and [Advanced] Afflictions are cured at the end of the Scene and no longer are
Classes for better organization, Base isn’t mandatory but a simpler considered Persistent. Most Conditions have been reworked and
way to qualify for advance and all of their [Adv] options can benefit some new ones added like Provoked. Combat Maneuvers have
from the mechanics provided by their [Base] Classes. Action Points been given a fresh coat of paint and buffed pretty well so I don’t
(AP) has been removed. Tutor Points (TP) has been removed. have to use a Standard Action push a guy. New Maneuvers have
[Stratagem] is removed. All Triggers have been specified whether been added as well such as Distract, Help, Riposte and Defend.
they’re Reaction or Interrupt for sake of action order clarity. All Concepts like Jumping are now a Maneuver so Hazards aren’t 100%
new Talent options are added. All new General Features are added. Irrelevant. Take a Breather is renamed to the Respite maneuver.
New Classes are added and none of the old classes are the same Terrain Types have been revamped to be more strategic and offer
1 for 1. Identity wise, sure, Duelist is still Momentum based and more field variety such as Blessed Terrain, Hazardous Terrain and
some other classes still have their identity but most if not all are Cover Terrain. A list of Environmental Modifiers are added. A Formal
revamped. A huge order list has been added in preparation for Downtime Phase has been codified to cover time in a campaign
a non-Trainer Combat Module and general command support. where nothing urgent is occurring. Inventory is no longer infinite
Virtuoso is no longer “Rank 8” but instead lets them roll twice, and has set slots to take items with you into an area. This means
second time without positive modifiers. Pokemon actually have of course Items have been updated with new keywords based on
Skills that aren’t arbitrarily given out now and given a ranking the new system. Also maybe 70% of items have been culled and
system of their own, Inept, Untrained, Proficient and Mastered. new items have been written. Equipment is no longer based on
Survival has been renamed to Nature Edu. Skill Checks have been where it is like a foot slot but instead divided into 2 Equipment
clarified a little more and given more options. Speed Evasion is Slots one for Armor one for Weapons, Weapons being the “Hand
now capped at 9 Evasion so you can have max Evasion from just Slot”, its easier to just read than explain. Throw Maneuver has
speed if desired. Additionally every 5 Speed gives +1 Modifier to been added for convenience with items. Creating weapons is more
Initiative Checks. Instead of every combatant having their own in depth now. PTE is also modular in nature similar to PTU with
Movement value based on the movement type, everything is Game of Throhs and Porygon dream of Mareep, but the intent is to
standardized at 6 Movement Speed. Those with Slow Capability be much more expansive than that, given time of course. Trainers
have it changed to 4, Quick changes it to 8. I think the Power can now carry only 3 Pokemon in their Party instead of 6. Natures
Capability and moving objects are more simplified now instead are removed. Abilities are now increased in power but you don’t
of calculating Weight numbers. Full Actions are now Standard + get as many. Pokemon EXP is removed. Poke Edges are removed.
Swift instead of Standard + Shift. Calculating Initiative is changed Loyalty is changed to a Bond System and clarified in the GM Guide
compared, becoming more of a Popcorn Initiative, passing from and isn’t a hard rule. Breeding is removed, may be reworked in
group to group regardless of speed and the initial Initiative Check. Artisantry Module. Fossils are removed but will be reworked in
Battle Pairs is now a concept where you and your Pokemon take Artisanry Module, you can still give them out they just have no
their turn at the same time if desired, should make things quicker. rules around them. Fishing is removed, may be a small thing in
Using Stealth to surprise attack enemies always felt gamey and Artisanry. Mounting Pokemon is reduced to a Capability for rules.
not clarified so now Surprise Rounds are a written thing so it isn’t Diagonal Movement costs 1m instead of 1, 2, 1, 2 Struggle Shifting
abused to be “give me free attack before combat starts’ ‘. Pokemon Capabilities are removed obviously. Injuries have been removed
now have a Battle Attack List and a Known Attack List and can and will be reworked in Lethality Module. Healing Potions are
swap between these when trained during Downtime. Pokemon once per Scene per Guy anyways excluding Medicine Edu
have a progression path of their own on levels 1,10,20,30,40 and Classes. Death is narrative only by default. Pokemon
50 each with their own perks to choose from. Evolution can now Contents have been removed, may be added in
happen on a trigger, outside of battle or in the middle of battle and Gimmick Module but no promises. Oh yeah, all
rules are written on how to allow that. Pokemon Roles are added as Attacks and Abilities have been reworked and
sort of mini-classes and archetypes for Pokemon to have generic balanced and new ones have been added to.
effects to fill a gameplay role and differentiate them from other Just because I feel like it
Pokemon such as one being a healer and another being a ranger.
Capturing Pokemon is no longer allowed in battle and solely social This isn’t all of it. Just some changes..
or extended action captures if fainted. I don’t know if post capture
retraining was a section in PTU but now it is. Struggles are now
Basic Attacks and can change type based on the user’s Type
and ignore Ghost Immunity. All Attack and Ability Keywords are
polished and most have changed slightly. New Attack Keywords
have been added such as Slide and Sureshot and Drain. Weather
has been expanded and a lot of things now reference it but it no
longer damages guys like hail did. Versatile Keyword added to
Artist: U
@ nknown

6
Chapter 1 - System Intro

System Documentation
As a Player and GM of the PTE system, a lot of Documentation Links
information about specifics in the system are relocated
in other documents to keep everything organized. » Digital Character Sheet - This document is where you’ll
In my opinion, this is essential to keep the system as record all of your Character’s information when making a
streamlined as possible and to prevent the size from Trainer.
being intimidating. The amount of people i’ve seen
turned away from a 500+ Page book is numerous. » PTE Pokedex - This document has all information
regarding statting Pokemon in PTE.
Half of the Documents are also organized into Google
spreadsheets (Excel) because the information is easier » GM Guide - This document is essential and must be read
to update and add to over time that way without by GMs in order to run PTE, containing a lot of other crucial
people needing to redownload their documentation. information listed below.
In addition, it allows for data to be pulled directly to
the Digital Character Sheet. » Attacks & Ability Reference List - All Attacks & Abilities
are listed here with information of their effects, etc.
Please download or bookmark the following documents
as supplemental PDFs that contain the rest of PTE’s » Homebrew Compilation - All Homebrew, official or
Content. otherwise, is listed here. This includes official modules
listed in the PTE Roadmap when completed.
Click the blue text to go to the linked documents.

Rule Book vs GM Guide


GM Guide Rule Book
This Document contains all the “Soft Rules” of the This Document contains all the “Hard Rules” of the System.
System. The GM Guide is focused on information that The Rule Book is focused entirely on information that is vital
is necessary for a GM to know in order to run the PTE for a Player to know in order to play the PTE System.
System.
Rules in this System are designed to be less flexible and
These however can be deviated from depending on the should be followed more strictly. It also contains the more
discretion of the GM and how they wish to run their essential information compared to information that would
game, allowing PTE to be narratively flexible on how be more useful for a GM and padding to be skimmed through
outcomes are determined. These are a compilation of by a player.
best practices however and provide frameworks on
how a GM can run certain parts of their Campaign and Information in this document can include:
it is ultimately how we feel PTE should be ran. Players
should also read the GM Guide if they want a full » How to build a Character, how to build a Pokemon, available
understanding of the system but it is separated for the Classes, etc
sake of digestibility.

Information in this document can include:

» Campaign Types, Alternate Pokemon templates, Tips


on running PTE, Campaign Tools, etc

7
Chapter 1 - System Intro

PTE Modules
Path of Elementalism
This Module will provide a list of rules and bonus classes if you want an elemental facet in your Campaign, allowing
Trainers to channel the elements. Similar to the Elementalist Classes in Game of Throhs, this will provide a similar
framework but structured as a toolbox class rather than a set of predefined features. These classes give you tools to
express your preferred style of Elemental powers.
Status - Complete [Link]

Path of the Mundane


This Module will cover how to run a Campaign without Trainer’s being a Fighter in combat. These Campaigns will
be more centric on the anime similarly to PTA and be solely Pokemon Support while Trainers are on the backline.
The basis of PTE is that Pokemon Trainers contribute to the fight, usually physically, but this Module will enable
Campaigns that do not have Trainers being a physically active combatant.
Status - In process

Path of Occultism
This Module will provide a list of rules and bonus classes or mechanics if you want occult facets in your
Campaign, allowing Trainers to gain supernatural powers. This will introduce a plethora of ways to use Occult
Education which can be plugged into your campaign based on its setting and worldbuilding. This can include
elements such as Oracles with Divination, Arcanists that master Arcane Weapons, Warpers that can teleport, or even
Chronomancers that control Time.
Status - Not Started

Path of the Divine


This Module will reintroduce Legendary Pokemon that have powers beyond just normal Pokemon. It will include
gifts that they can bestow, tiers of legendary strength, and ways to introduce legends as divine bosses. It will include
methods of servitude and interacting with Legendaries in a divine manner, like patronage or usurpation.
Status - Not Started

Path of the Artisanry


This Module provides anin depth system of jobs and professions that can expand character depth and introduce
systems that let Characters interact with economic aspects of their Character. GMs can use parts of this module
that are relevant to their Players such as a Brewing system for an Alchemist or Archeology for a Paleontologist. This
Module includes elements such as Breeding, Farming, Fossils, Fishing, Cooking, Enchanting, Alchemy, etc.
Status - Not Started

Path of Lethality
This Module will provide rules on how to run harder and more lethal campaigns where death and injury is fully
expected. It will also introduce less desired systems that tend to be loved by niche audiences such as attrition
mechanics or more in depth Injuries.
Status - Not Started

Path of Eras
This Module will cover any facet of a Campaign with relevancy based on the age its played in, primarily ancient past
and distant future. Tech Education will gain many ways of being used as GMs can use this Module to do high tech
campaigns and Players can be put to the test if they’re thrown in an ancient world without modern technology such
as the Pokeball. Classes and concepts will be introduced such as hacking, high tech weapons and even space travel
or augmentation.
Status - Not Started

Book of Pokemon Gimmicks


This Module will cover all of the various Pokemon Gimmicks that have been added over the years and how to
implement them into your Campaign. This includes Megas, Terastralizing, Z-Moves, Burst Pokemon, Contests,
Shadow Pokemon, Totem Pokemon, Rangers, Dynamaxing, etc. As of right now they have temporary Items that can
be implemented with GM nuance.
Status - Not Started

8
Chapter 1 - System Intro

System Terminology
We use a lot of short hand so things may be hard to understand as a new player just learning PTE. In this section we’ll
list some common terminology that can be found. If you wish to gain more information, search this book for the listed
term. If there’s any you feel should be added, let us know!

We highly encourage you to jump around the book to read different sections to gain a total understanding. For
example, a lot of Talents refer to other game mechanics being affected, especially Downtime rules, which are
explained in a further chapter.

Abbreviations Terms
PTE = Pokemon Tabletop Evolution Default Value = The Default Value of all Combat Stages are +0 CS.
PTU = Pokemon Tabletop United Some Features and other Effects may alter this and set or increase
PTA = Pokemon Tabletop Adventures it to a different value like +1. If two sources would set the value, set
Feat = Feature it to the higher value.
DC = Difficulty Check
AC = Accuracy Check Naturally & Natural = It has not been altered by any source.
DB = Damage Base Naturally Ground Type means nothing altered it to become Ground
CS = Combat Stage Type. A Natural 11 on an Accuracy Roll means that a roll that was a
PC = Player Character 9 but had a +2 Accuracy Modifier does not mean it’s a Natural 11.
NPC = Non-Player Character Same concept as “Dirty 20 vs Nat 20 in D&D”
STAB = Same Type Attack Bonus
DR = Damage Reduction Damaging = Either Physical or Special. Basically shorthand for
EoT = Every other Turn saying “Not Status and does Damage”
AoO = Attack of Opportunity
Tick = 1/10 of someone’s Total Hit Points Slide = Forced Movement that doesn’t provoke Attacks of
6m = 6 Meters Opportunity and does not count towards the maximum movement
per turn.

Artist: Happycrumble

9
Chapter 2 - Character Creation

Artist: Un
@ known

First Character Tips


Starting your first character can be rough! Especially in a system that
has vast customization as one of its foundational principles, it may be
hard to find out where to start. In this section we’ve laid out a few tips
on what to do.

1. Read this Chapter in detail


The Character Creation Chapter has listed out in detail how to build
a Character, including some examples so don’t skim it! There’s also
a check list under this section for Character Creation.

2. Consider an Archetype
In the Trainer Archetype Examples Section, we’ve listed out a few
general ideas for a Trainer to be built around. If you’re running low
on ideas or want to emulate a character in the Pokemon Series,
check out that section for a template! Each Archetype includes
Skills that are essential to them and possible classes you could take
if you want your character to be like that.

3. Create a rough Character Plan


Before I set anything in stone, I usually plan out my character and how
they’d shape out in the early stages of the Campaign. This includes
at least 2 concrete Classes that shape their identity and 4 Skills that I
know I want to focus on improving. Planning this much out gives me a
solid basis of who my Character is while still being flexible enough to
adapt in the Campaign.

4. Ask other Players what they want to do


Having a balanced party is essential to the group of players
performing well, regardless of the game you play. You wouldn’t
want to have a party with 2-3 Clerics in D&D so consider the same
when making a Character in PTE. If other players have a solid idea
of what they want their character to be, start forming ideas of what
build would fill in potential weaknesses of the party. If one Player
wants their central classes to be Taskmaster and Berserker, they’ll
be very offensive and reckless in nature so perhaps you can counter
it with a Provocateur Class and be more social in nature? Or maybe
play as a leader with Commander!

5. Pay attention to Action Usage


Once you start getting experienced with building Characters,
especially in PTU, you’ll start to factor in the action usage of a Class
so keep that in mind when making choices. Does this Class have too
many standard actions? Classes like Empath tend to be very action
heavy so pairing it with classes like Fighter who want to use their
Standard Action to attack may not be the best idea. If you have
an action heavy class you may want to look at some classes with
the static frequency so you have more passive elements and your
Classes don’t clash with each other.

6. Don’t worry about Mistakes


There’s a section in the GM Guide regarding the idea of “Retraining”
or redoing aspects of your Character as you learn the system. This is
to be expected and only natural for new players!

10
Chapter 2 - Character Creation

Character Creation Checklist


Making a Character may be a lot to digest, especially if you’re new to the system, so in this section we’ll go over
each individual aspect of creating a Character, from the Sheet to your mechanics. Consider this chapter a step-by-
step guide on creating a Character.

Step 1 - Learn the Character Sheet Step 6 - Determine your Characteristics


Thanks to automation and Google Sheets, the Character As with your Concept and Background, lay out what your
Sheet is able to streamline all information regarding Trainer’s Characteristics may be. Characteristics include
your character. Go through each Tab and get familiar their narrative Backstory, their Personality Traits, their
with what each cell does, and don’t edit the ones with Goals, Desires, Strengths, Flaws, Virtues, Key Principles,
code in them unless you know what you’re doing. Cells and any existing bonds or ties to other Trainers or NPCs.
that are editable will be the lightest shade of blue as an This doesn’t have to be extensive! Just write down a few
indicator! Click here for the Sheet. foundational notes and add to it over time and as you play
with the Trainer more.
Step 2 - Think of a Character Concept
One of the more prominent parts of Character-building Step 7 - Assign your Combat Stats
is having a concept. If you have an idea for a character, Level 1 Trainers have 10 Level-Up Stat Points to distribute
you’ll have a better understanding of what mechanics as they wish among their Stats, but remember that this
you want them to have, which can help with selecting system utilizes the Glass Cannon Clause: you cannot put
Talents and Features. more than 50% of your Level-Up Stat Points (rounded up)
into a Stat.
Step 3 - Create a Background
A Background, or backstory, is pretty important to Step 8 - Choose your Starter Pokemon
characters in PTE. This includes your Skill Background, Your GM will set guidelines for which Pokémon you can pick
which consists of raising one Skill to Adept, three Skills from as a Starter. It might be as simple as any traditional
to Novice, and lowering three Skills to Pathetic to show Starter, as from the games, or your choices might span
what your character is already good at and what they’re every Underdog Pokemon. You could even be allowed to
already not as good at. As a reminder, it’s also always start with multiple Pokemon! Be sure to ask if you’re not
nice to have reference art for your character, as that told!
might help you visualize their backstory a little better.
Step 9 - Determine your starting Wealth
Step 4 - Choose a Talent Your GM might set a starting Wealth or give you starting
You gain 1 Talent for which you qualify at Level 1 Items at the beginning of your Campaign. Talk to your GM
Talents tend to lean toward the domain of granting and determine how much money your Trainer starts with
Capabilities, expanding your Skills or even tweaking and what items they start with. You may even be allowed
them, and overall providing non-combat utility. to look through the Item Index and pick what you want!

Step 5 - Choose Features


You gain four Features at level 1, selecting them from
Classes or General Features that you qualify for.

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Chapter 2 - Character Creation

Character Creation Steps


Your Character Concept Your Fluff Background consists of the remainder of your
You may feel tempted to immediately jump to crunching Background. This includes your:
the numbers and optimizing your Trainer, especially
if you’re an experienced roleplayer. Don’t yet! At » Backstory, Personality Traits, Strengths & Flaws, Goals
minimum, skim through the Rule Book and get an idea and Desires, Virtues, Key Principles, and Bonds and
of what’s available before coming up with a concept for Relationships with others.
your character.
You do not need to have a super detailed background
Your Character Concept is the foundation for your at the start, as part of the fun is discovering how the
character, so take as much time as you want to plan character would react when presented with certain
it out. Alternatively, you could start with a simple or situations, however you should have enough of a basis
basic concept but expand it as your trainer progresses, to give yourself a foundation on how to roleplay as that
depending on your campaign’s setting. character.

If you need assistance in what kind of Characters can Try to have at least one small fact about each section,
be made, there is a Trainer Build Examples section then a decent summary of the history and backstory of
that shows a Character being built from the ground up your Character. Coordinate these with your GM as it will
and the decisions being made when building them. In give them ways to incorporate your character into the
addition you could look in the Trainer Archetype Section setting.
to get some insight in how they could be built if you have
an idea in mind. Talents and Features
Talents and Features are a major part of your Trainer
Your Character Background and the brunt of all mechanics your Trainer can perform.
Your Background encompasses many factors, a small This page consists of a brief explanation of each of the
number of which include mechanics and the majority two, but if you want a greater explanation you should
of which are tied to your character’s fluff, or roleplay check out their respective chapters.
facets.
You start with 1 Talent at Level 1. Talents are slightly
Your Mechanical Background consists of your Skill Mechanical but mostly Fluff-based, granting Capabilities,
Background, which is a depiction of your character’s expanding and tweaking your Skill set, and providing
strengths and flaws in the Skill System when they start utility that can be used outside of combat. Talents
their journey. Refer to the Skills Section for a more in may also be obtained by forgoing a Skill Rank increase
depth list of skills and their ranks, but they represent whenever you level up if desired but you get one for free
the training that your character uses to interact with the at the start! Be sure to check the Prerequisites on the
world, as well as incorporating a Trainer’s natural talent Talent to ensure you qualify.
in certain fields.
You also start with four Features. The four Features
Choosing your Skill Background is basically determining you choose may either be General Features for which
what your Trainer inherently excels at and struggles you qualify or taken from Classes, provided you meet
with. At the start of Character Creation you choose the the prerequisites. Class Features tend to be the primary
following: use for Feature slots, as they grant the most combat
utility, but General Features provide you with a host of
» One Skill to raise to Adept Rank other options that a Class might not. When choosing
» Three Skills to raise to Novice Rank what Features to take, first look at the section on How to
» Three Skills to lower to Pathetic Rank understand PTE, so you know what benefits it provides
in combat and the restrictions, such as only being able
Once chosen, adjust their Rank value accordingly and list to take Features from 4 Classes in total.
them in your Skill Background in your Trainer Tab.

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Chapter 2 - Character Creation

Your Combat Stats Your Starting Wealth & Items


Combat Stats are simple to change. Simply access your Your GM will also determine how affluent your
Combat Tab and distribute your remaining Level-Up Character is upon starting their Campaign. This is
Points into the Level-Up Cells on your Stats. Remember heavily dependent on the setting and GM negotiations
the Glass Cannon Clause: you cannot put more than but below are three common levels that they could
50% of your Level-Up Stat Points into a Stat. As such, choose from if they desired.
at Level 1, you may not put more than 5 Level-Up Stat
Points into any one Stat. Later in the book there’s a Fresh Trainer - Fresh Trainers are any Character that
section for Combat Stats which has a full explanation is either starting their journey without any support
if you wish to know what each Stat can do before you or does not have access to any source of resources
invest in it. as they begin the campaign. This could be a Trainer
from a poor village or someone who was abandoned
Your Starter Pokemon by family to go off on their own. If this is the starting
Once your Trainer’s attributes have been set up, now line, these Trainers start with $1,000 - $2,000 worth of
is the time to choose your Starting Pokemon! This is a Money or Items whose value equals this range. If they
conversation your GM will likely have with you on what are a combat trainer, they would likely have a Training
your limitations could be for choosing one. Weapon, being very crude. They would likely only
have one Pokemon of very common origins. This could
Some may have a selective pool of Starters or some include starters limited to their home, limited to what
may allow access to any number of Pokemon as a they come across or basics like Pidgey or Gastly.
starter despite not being a canon Starter, such as Gastly
or Nidoran. After your GM confirms your Starter, you Supported Trainer - Supported Trainers are any
can stat them like any normal Pokemon (Refer to those Character they either are starting from an easier
sections if need be). starting point or have some support network so they
start with more resources. This could be a Trainer who’s
This will usually consist of setting up their inherit been given basic supplies from their family or a Trainer
information like their Name, Combat Stats, Gender, who’s older and worked a bit to gain some resources of
Starting Attacks, Ability and Role! Refer to the Pokedex their own. If this is the starting line, these Trainers start
for this information. with $3,000 - $5,000 worth of Money or Items whose
value equals this range. If they are a combat trainer,
they would likely have a simple Weapon to start with.
They would likely have 1-2 starters or one starter that
GM Note - You should usually allow your Trainers to all start from can be from common to uncommon origins. This could
a Supported Trainer wealth or average out their wealth. If Players include Pokemon like Doduo or Phantump.
start at different levels, obtain their consent to do so so there’s
little starting disparity. Some players enjoy rags to riches so they
may be fine with it. Privledged Trainer - Privileged Trainers are any
Character that is starting with affluence of some kind
Example - The Party graduated from the Pokemon Academy and and have a solid support network for them to start
were sponsored by Professor Oak, getting ample resources and a their journey. This could include a Trainer who has
rare starter each! come from a wealthy side of town or lives in a well off
community. If this is the starting line, these Trainers start
with $3,000 - $8,000 worth of Money or Items whose
value equals this range. If they are a combat trainer,
they would likely have a simple weapon to start with.
They would likely have 1-3 starters or 1-2 starters from
common to rare origins. This could include Pokemon
like Dratini or Yamask.

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Trainer Creation Examples


@ known

Learning a new Tabletop System is difficult, we get it! This section


will go through the Character Creation Checklist and create a
Character so you can have concrete example on how to build one.

Concept #1 - Theodore Wilson


1. Create a Character Concept
The Campaign this Character is for is set in the Sinnoh region.
I’ve looked through the book briefly and decided on playing a
Trainer who was a Ranger from Snowpoint City and a nature
conservationist. With this idea in mind it can determine every other
facet of Theo.

2. Create a Background
I decide to make my mechanical background first. I decide to
make Nature Education my Adept Skill considering he knows a lot
about the wild. For my Novice Skills, I decided to pick Athletics,
Acrobatics and Command. Athletics and Acrobatics cover Theo
being physically fit from being an outdoorsy character and
Command can display his confidence and control over his Pokemon.
For his Pathetic Skills I decide to lower Tech Edu, Focus and
Intimidate. Tech Edu was lowered because he has a difficult time
learning new tech and no interest. Focus was due to me deciding
he was more scatterbrained and easily distracted. Intimidate was
because I decided he was good at being a leader but wasn’t good at
being threatening.

For my fluff background, I decided to make a few additional notes


about Theo. One was that he’s never been outside of Snowpoint
due to his family’s religious obligations and longs to explore nature.
Another was deciding that he has an intense rebellious spirit and
will go against any organization to do what’s right. Lastly I decided
that he would be a very confident personality and the leader of any
party if given the chance to be.

3. Choose a Talent
Now that i have a decent idea of how Theo will be played, it’s time
to choose my Level 1 Talent! I skimmed through the list and wrote
down all the possible Talents I would like on this Character.

This includes
» Confident, Home Advantage, Scavenger, Survivalist,
Wild Companion and Wild Instincts.

That’s a lot to narrow down! I decide to cross out Wild Companion


and Wild Instincts due to the lack of exposure Theo would’ve had
to Pokemon while in nature. After mulling it over some, I decide to
take the Confident Talent so half his Command Rank will be added
to Social Checks! Considering that I have novice Command, I qualify
to take this!

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4. Choose Features
Now it’s time to take my 4 Starting Features! For these, I can choose
either from the General Features or from any Class.

Firstly I skim through the General Features and decide that I don’t want
Theo to directly deal damage, but instead support his allies. With this in
mind, I take the Assistive Combat General Feature to allow me to learn
the Helping Hand and Coaching Attack, which will give me something to
do in combat! I skimmed the rest of the General Features and nothing
stood out to me immediately so now I decided to look through Classes.

Immediately, two classes stood out as fitting my concept, Ranger


and Nature Researcher. So for my second Feature I take the Nature
Researcher Feature, taking one of my four possible [Classes] in the
process. Because I took that Feature, its effects allow me to gain the
Naturewalk Capability for Terrain of my choice, so I decided that Tundra
would be the best fit, so I noted having Naturewalk (Tundra) in my
Combat Page.

For my third Feature, I decided that another feature under Nature


Researcher stood out to me, being Survival Instincts. I also qualify for
this because I have Adept Nature Edu from my background and I have
the Nature Researcher Feature. Its effects allow me to cure myself of a
Status Affliction and have a bonus if I’m in Tundra Terrain, which may be
rare but fits Theo’s resilient nature!

Lastly I decide to take the Ranger Feature, which counts as my second


out of four Classes I can take. This lets me gain the Ranger Styler with
its effect! Not only that but it grants a bonus while I have it equipped,
which is great because I don’t have a lot of items yet.

5. Assign Combat Stats


I now get to assign 10 Level-Up Stat Points to Theo. Considering he
won’t be dealing damage in combat, I know Attack and Special Attack
will be useless. I decided to put 5 Points in HP and 5 in Speed. The
Speed will account for his nimbleness and allow him to have 2 Speed
Evasion and the points in HP will make him more difficult to faint.

6. Choose a Starter
I know I want something local to Snowpoint city because he was unable
to leave the city so I decided on a Cubchoo!

7. Determine a Starting Wealth & Items


Considering my origins, I spoke to my GM and we decided I would be a
Fresh Trainer for my wealth level, having about $2,000 to start and no
Training Weapon considering my aversion to inflicting harm on others.
My GM allows me to purchase items before the campaign starts so I
decide to spend $1,000 on a Light Armor, so I can be slightly tankier to
start since I would’ve had some equipment when I explored the wild.
Then I decide to buy 2 Basic Healing Potions and a Pokeball to spend
the last $1,000, just for basic supplies. And with that, Theo the Ranger
is created!

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Chapter 2 - Character Creation

The first Trainer is created! How about we try another one out? Here’s
the next concept.

Concept #2 - Olivia Harper


1. Create a Character Concept
For my next character, let’s say this Campaign takes place in a Pokemon
Academy that’s a college equivalent for advanced Trainers who want to
take battling to the professional level! This will take place in Kalos so I
decided to create a Trainer named Olivia Harper. She’s from a wealthy
family in Lumiose City and her parents are tycoons in the real estate
industry.

2. Create a Background
I decide to make my mechanical background first. For my Adept Skill, I
decided to take Command. Considering her background, I’ll treat her as
being highly educated and an expert at battling, not to mention she has
a controlling personality so Command could be her social skill of choice.
For her Novice Skills, I decided to take Charm, Poke Edu and Focus.
Charm will be because of her popular nature and ability to sway others.
Pokemon Education will be because she’s well versed and studies
battling as her profession. Lastly, Focus was chosen due to her ability to
be studious. For her Pathetic Skills, I decided to take Intuition, Stealth
and Acrobatics. Intuition is because I see her as fairly dense and thick
headed. Stealth is because she has no sense of her surroundings and
isn’t secretive at all. Acrobatics is because she is not athletically skilled
and is clumsy.

For my fluff background, I decided to add a few more notes to her. One
is that she prefers to train Psychic Type Pokemon due to their cute but
powerful nature. Another was deciding that she’s a Teacher’s Pet and
will stop at nothing to achieve her goals, including being top at class.
Lastly, I chose to make a list of enemies she would have in school, mostly
for petty reasons which could all be negative bonds the GM uses to
annoy her.

3. Choose a Talent
Next up is talents! I’m still mulling over a direction for her Classes to go
so I’ll choose this first and skim through the list. The following Talents
below are all ones I think would fit her.

This Includes
» Charismatic, Confident, Fashionista, Innovative Mind
(Poke Edu), Natural Beauty, Pokemon Psychologist,
Pokemon Trainer and Researcher

That’s a lot to choose from! While all of these stick out, I talked to my
GM for a bit and we had the idea to take Innovative Mind for Pokemon
Education. We agreed that Olivia could be able to perform the Innovate
Downtime Action in order to create custom [Orders] and Attacks to
teach her Pokemon and her Allies’ Pokemon! This sounds right up her
ally and enables her to be unique so I’m all on board with doing that as
soon as possible.

Artist: Un
@ known

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Chapter 2 - Character Creation

4. Choose Features
Now it’s time to take my 4 starting features! Firstly, I skim through the
General Features. I find the following General Features interesting to
take but I don’t take any yet. I noted them down as options down the
line but I want to look at Classes first.

This Includes
» Alluring Combat, Commanding Trainer, Focused Commander, Skill
Consistency (Command or Poke Edu)

Next I skim through Classes to see what kind of identity I want for Olivia,
as there are multiple directions I could go. The following classes I could
see Olivia take:

This includes
» Commander, Strategist, Training Specialist, Duelist, Psychic Specialist,
Provocateur, Debonair

Clearly, this is too many classes and I can’t take them all since I can only
take from a maximum of 4 Classes. At this point I need to narrow down
an identity for Olivia. I ruled out Psychic Specialist because I think it’s
just a preference for her, not a focus for her team. When it comes to
combat, I think she would prioritize [Orders] on her allies to control the
battle rather than using social moves to torment enemies. With this
in mind I then ruled out Provocateur since that is more generic social
gameplay. Lastly I ruled out Commander since I don’t want her to have
too many [Orders], but the features from Strategist will give her enough
to do in battle.

With this narrowed down, I decide her final build will be Strategist,
Training Specialist, Duelist and Debonair. This allows her primary role
in battle to be handing out orders and enacting strategy but on the side
she can use her feminine wiles to manipulate her enemies, as Debonair
has some passive and lower action Features. Now it’s time to select her
Features!

I decided that in the early game I’ll focus more on her commanding side,
then develop the charming side later, as I don’t currently qualify for
Debonair or the Social Features. The first Feature I took was the Training
Specialist Feature. This allows me to improve the Default Combat Value
of some of my Pokemon, then grants me my first Class.

Considering I have Adept Command, I also decided to take the Signature


Technique Feature from the Training Specialist Class. This allows me
to grant my Pokemon custom attack modifications and improve their
combat output!

For my third Feature, I decided to take the Strategist Feature. This


lets me use Orders as a free action sometimes when i plan out the
battlefield accordingly.

For my last Feature, I decided to take the Initiate Protocol Feature. This
allows me to have more [Orders] I can perform at a low level.

Artist: U
@ nknown

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Chapter 2 - Character Creation

5. Assign Combat Stats


I now get to assign 10 Level-Up Stat Points to Olivia. Her role in combat
is shooting out Orders and sometimes being social and applying Mental
Afflictions to enemies, so she doesn’t need Attack or Special Attack. I
decided to put 5 Points in HP so she can be slightly bulkier and 5 Points
into Special Defense considering I feel as though her mind is firm and
resolute. I could add more into speed later but that’s not as important
to her.

6. Choose a Starter
With the amount of affluence her family has she could likely pick any
starter, affirmed by my GM. However I feel like the perfect match for her
would be a Hattena! It fits her personality, is likely common to urban
areas and nearby forests, and is adorable!

7. Determine a Starting Wealth & Items


Considering her origins, the GM agreed that she could start as a
Privileged Trainer, provided some of the wealth be shareable to
the Party which I agreed she would, after they gain her trust. She
started with about $5,000 to start and decided to not gain a Weapon
considering her aversion to physical combat. However, I do come to the
conclusion that she would be adept at playing the Violin, so the GM
agrees to let me spend $3,000 for a Bardic Instrument with the Heal
Bell and Screech Attacks being applied to it. I then ask to buy some
[Small] Stylish Clothes for $2,000 which I choose to be an accessory for
the Charm Skill Check.

And with that, Olivia the Commanding Beauty has been created, with
a full Build planned of Strategist, Debonair, Training Specialist
and Duelist!

Artist: U
@ nknown

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Chapter 2 - Character Creation

Trainer Archetype Examples


In this section we’ll list out some Archetype Examples of themes you could build your Character around in case you
need some ideas.
Artist: U
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The Adventurer The Athlete


The Adventurer is a Trainer who is driven by a sense of The Athlete is a Trainer who prioritizes physical prowess
wanderlust and exploration, one who is most likely to and excels in their combat abilities. Unlike other Trainers,
partake in a journey, having no other roots to attach they great not in commanding pokemon, but fighting
themselves to besides a passion for excitement and alongside them and being able to fend for themselves
discovery. These types of Trainers are characterized when push comes to shove.
by their curiosity, adaptability and knowledge of the
world outside civilized society. Key Skills - Acrobatics, Athletics, Combat, Focus
Recommended Classes - Defender, Fighter, Marksman,
Key Skills - Poke Edu, Nature Edu, Gen Edu, Strider
Perception Character Examples - Brawly, Korrina
Recommended Classes - Nature Researcher, Training
Specialist, General Researcher, Nomad, Minstrel, Summary
Chronicler Skills like Acrobatics and Athletics are the embodiment
Character Examples - Ash Ketchum, Goh of your physical form and depending on if you’re more
nimble or bulky, should be taken to represent your
Summary athletic prowess. Combat would express your ability to
Skills like Poke Edu and Nature Edu can explain your perform combat maneuvers which is your experience at
expertise with exploring out in the wild. Gen Edu fighting rather than your physical strength. Focus would
can explain your Trainer’s array of knowledge from be a representation of your discipline as an athlete and
traveling multiple places. Lastly, Perception could your fortitude.
show your Trainer’s alertness due to traveling.
The Recommended Core Classes are all dependent on
Classes like Nature Researcher can grant the your preferred style of fighting which we recommend
adventurer Nature Walks, the ability to set traps at least one Advanced class be your specialty. Examples
in the wild, and the ability to adapt to their include being a Defender, to represent a physical
surroundings based on terrain they’ve experienced bulkiness and devotion to endurance. Fighter, which
in the past. Training Specialist would be common for demonstrates your offensive capabilities to strike down
Adventurers because of their reliance on Pokemon others in a fight up close and personal. Marksman could
to aid them in the wild and their frequent exposure. be for Trainers with more of a perceptive mastery for
General Researcher could display the Trainer’s vast ranged combat. Lastly, Strider can be a representation
array of talents and general knowledge from their of acrobatic prowess and being a nimble athlete.
past journeys. Nomad would allow the Trainer to
carry more items and better utilize them in combat.
Minstrel can be taken on more of a traveling vagabond
that is more musically inclined and supportive in
nature. Lastly, Chroniclers specialize in taking notes
on things they encounter and could represent a
trainer who explores a lot.

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The Battler The Caretaker


The Battler is a Trainer who specializes in Pokemon The Caretaker is a Trainer that prioritizes the well-
Battles, even beyond other Trainers that casually have being and development of others around them above
Pokemon companions. This rank of Trainer would be themselves. They tend to have a nurturing nature and
comparable to Ace Trainers and Champions who excel ultimately have the desire to be a support for their party,
in knowledge of Pokemon and how to command them helping everyone achieve through their specialties.
so that they never even need to step into the fray.
Key Skills - Charm, Intuition, Med Edu, Poke Edu
Key Skills - Command, Poke Edu Recommended Classes - Cheerleader, Apothecary,
Recommended Classes - Commander, Training Empath, Defender
Specialist, Type Specialist Character Examples - Brock, Nurse Joy
Character Examples - Cynthia, Leon, Gary Oak
Summary
Summary Skills like Charm can be used to display your character’s
Skills like Command display your ability to hold outwardly warmness towards others along with their
sway over others and demonstrate your ability to empathy. Intuition could be raised due to their innate
command Pokemon in combat. Poke Edu would also ability to sense what is wrong with others around them.
be very beneficial considering that you have a lot of Med Edu could be taken if your character tends to care
exposure with battling with other Pokemon so you’d for others through medical means such as a nurse or
know some more uncommon knowledge that could even basic medical knowledge! Poke Edu can be taken
be relevant to battles. if your Trainer has more of a breeder background or has
taken care of Pokemon in the past rather than other
The Recommended Core Classes are all Pokemon humans.
Based, as we’d recommend at least one Advanced
class to be your specialty to show prowess as a Classes like Cheerleader can grant you supportive
battler. Examples include Commander, which you features that enable your allies to succeed! Apothecary
could show to display your ability to command others can be taken if you have more of a medical background,
even beyond Pokemon. Training Specialist would be helping you administer medicine better in combat.
the most generic choice as it allows you to specialize Empath can be taken if there is a supernatural sense
Pokemon based on how you train. Lastly, Type behind your empathy, allowing you to sense the
Specialist could be an option, such as gym leaders emotions of others. Lastly, Defender can be an option
having an affinity towards using certain Pokemon if your Trainer is athletically capable of being a guard
over their career as battlers. to others, possibly taking the Sentinel Class as well if
you’re a defender of the weak!

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The Criminal The Innovator


The Criminal is a Trainer with sketchy origins, usually The Innovator is a Trainer that comes from a
having some sort of specialty that has strayed them background in education and who excels in the
from the path of being law abiding in society. This creation of items that can assist them and their
could be involvement with some villainous team or party. Most commonly, these Trainers excel in
possibly straying from the path normal Trainers take technology but more generally specialize in a field
for their own self interests. of study.

Key Skills - Combat, Guile, Intimidate, Stealth Key Skills - Tech Edu, Perception, Focus
Recommended Classes - Alchemist, Rogue, Recommended Classes - Tech Researcher, Artificer,
Taskmaster, Trickster, Roughneck Jailbreaker, Operator
Character Examples - Team Rocket, Giovanni Character Examples - Clemont, Colress

Summary Summary
Skills are highly dependent on your type of Skills like Tech Edu are your basic bread and butter
criminality. Skills like Combat could be used more ability to discern technology and create it at your
for thugs and to show your ability to scrap in the whim, which is central to the Innovator archetype.
field. Guile could be better for conmen and those Other education skills can be swapped in, such as an
who scam others easily. Intimidate is for criminals innovator specialized in the wild and plants would be
who frequently interact with normal civilians and good at Nature Edu. Perception could display your
use fear to get their way. Lastly, Stealth can be used ability to find fine details which would be a common
for more covert criminals. skill when making new inventions. Lastly, Focus is
something any innovator would need when creating
Classes like Alchemist could be taken by criminals magnificent contraptions.
that specifically create their own illicit substances.
Rogue and its advanced classes like Assassin, Ninja Classes you could take depend on your field of
and Swashbuckler are a key part to any criminal’s innovation, most commonly it’d be Tech Researcher
skill set and could easily fit your build. Trickster but it could be a class like Herbalist, one specialized in
could be for more guile focused Trainers, lying and utilizing seeds in combat. Tech Researcher in general
manipulating their enemies. Taskmaster could focus allows you to create gadgets that can help narratively,
on your rough treatment of your Pokemon, training while their advanced classes specialize in other
them in a harsh manner. Lastly, Roughneck could be things. Artificer allows the trainer to specialize in type
for more intimidating Trainers that focus on benign shards and create items that can utilize the elements.
an imposing figure. Lastly, Jailbreaker specializes in pokeball creation and
manipulation.

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@ known

The Mystic The Performer


The Mystic is a Trainer who specializes in the art of the The Performer is a Trainer who captivates others with
occult, however that may manifest in your Campaign. their skills and talents, usually having some basis in
Compared to physical attributes that Athlete Specialize beauty or entertainment in some cases. They often use
in, the Mystic specializes in mental attributes. their performative skills to assist them and shape their
method of combat, usually on the defensive or support
Key Skills - Focus, Occult Education side.
Recommended Classes - Occult Researcher, Aura
Guardian, Empath, Mystic, Type Specialist Key Skills - Acrobatics, Command, Charm, Guile
Character Examples - Sabrina, Morty Recommended Classes - Acrobat, Dancer, Cheerleader,
Minstrel, Provocateur
Summary Character Examples - Dawn, Nando, Wallace
Skills like Occult Education are the basis of the
Mystic, as they tend to specialize in one occult topic Summary
in one way or another. Whether its telekinesis, the Skills like Acrobatics allow your Trainer to be nimble, if
art of empathic connections, aura, or even ghost type that’s the style of performing the do, especially if they
history, there’s bound to be knowledge that can be take classes like Strider. Charm allows them to excel at
pursued. Lastly, Focus can be a good measure of the the art of performance and others being charmed by
mental fortitude that a Mystic has. their skills. Command can lead your Trainer to having
more of a presence on stage and represent their
For Classes, you have various options that all notoriety. Lastly, Guile allows more deceptive types of
depend on your occult specialty. Occult Researcher performances, possibly including magicians and con
is a generic one that grants you some special men!
supernatural abilities and empowers its Advanced
Class. Mystic, however are Trainers that are born Classes like Acrobat and Dancer are more on the combat
with innate supernatural abilities and can provide and acrobatics side of performance, allowing your Trainer
offensive support similar to Fighter. Some Advanced to be more evasive and nimble in combat or support
Class options are Aura Guardian which give you a others through dance, respectively. Cheerleaders are
mastery of Aura similar to Lucario or Empath which more on the charming side of performance to support
provide a connection to the minds of others around allies. Minstrel allows the Trainer to gain bardic qualities
you. You also could do Sage which lets you protect and take music combat! Lastly, Provocateur can allow
others or Esper which gives you psychic abilities performers to spice up their combat with verbal jabs
like Sabrina. You could also go the route of a Type and improve their social qualities such as becoming a
Specialist like Fairy, Ghost or Psychic and specialize Debonair to sway others.
your knowledge based on Pokemon of that category.

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Chapter 2 - Character Creation

Artist: U
@ nknown Artist: U
@ nknown

The Protector The Ranger


The Protector is a Trainer who excels in defending The Ranger is a Trainer who is in tune with the wild around
their allies and has a sacrificial spirit at heart. They them and Pokemon life in their world. The abilities of a
rarely have any offensive capabilities and tend to ranger vary depending on your definition but they often
devote their turn in combat to protecting those who serve as protectors of nature and pokemonkind, doing
can. These are the quintessential tanks of the party. their best to keep the peace as enforcers

Key Skills - Athletics, Combat, Command Key Skills - Command, Perception, Nature Edu, Poke
Recommended Classes - Defender, Bulwark, Edu
Sentinel, Rider Recommended Classes - Nature Researcher, Hunter,
Character Examples - Kiawe Marksman, Ranger
Character Examples - Officer Jenny, Solana
Summary
Skills like Athletics and Combat easily show your Summary
Trainer’s bulkiness, endurance, and ability to Skills like Command can help your Trainer increase the
withstand damage. Command could also be used for authority they may command along with the respect
a leader that is more defensive, calling the shots as others grant them. Perception can be helpful if you’re in
they protect their allies. the path of a marksman, using ranged weapons to easily
spot danger. Nature Edu can display your knowledge of
Classes like Defender and all of their Advanced Classes the natural world around you and Poke Edu can display
are the primary skills you need to excel as a protector, your ability to train and command Pokemon.
as it grants you defensive tools to withstand hits as
you intercept for allies. Bulwark can allow you to Classes like Nature Researcher can allow you to gain
defend allies easier and control the battlefield, while tools such as Naturewalks that increase your combat
Sentinel can retaliate against those who would harm capabilities in certain environments you specialize in.
their allies. Alternatively there are some classes like Hunter could allow you to have better coordination
Rider which mechanically allow you to act alongside with your Pokemon in combat. Lastly, Marksman could
your Pokemon and protect each other when the allow you access to ranged combat so you can enforce
scene is dangerous. As a protector, your primary goal the peace easier and defend the weak!
is to Intercept and defend others.

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Chapter 2 - Character Creation

Artist: U
@ nknown Artist: U
@ nknown

The Rebel The Scholar


The Rebel is a Trainer who defies the traditional The Scholar is a Trainer whose skills come from their
norms of a Pokemon Trainer and is generally a pain education and what they specialize in academically. This
for others to be on a team with. This could include can include general knowledge, medical knowledge,
how they train Pokemon, how they act in combat or natural knowledge, occult knowledge, pokemon
general attitude towards the world around them. knowledge or technological knowledge. This tends to be
the path of most professors in the Pokemon world.
Key Skills - Charm, Guile, Intimidate
Recommended Classes - Taskmaster, Minstrel, Key Skills - Any Edu Skill
Rogue, Provocateur Recommended Classes - Type Specialist, Any
Character Examples - Gladion, N Researcher
Character Examples - Any Professor
Summary
Skills like Charm, Guile and Intimidate are all social Summary
skills by which you can enact rebellion and sway All Education Skills are core to the Scholar, they just
others to join your ideals in some way. need to pick which one they specialize in!

Classes you take depend on your style or rebellion Classes like Type Specialist can symbolize knowledge
and how you choose to act out against society in your of training Pokemon of a specific type, such as gym
setting. Some generic examples could be Taskmaster, leaders. Each Researcher class also has options you
which tends to train their pokemon harsher for a can go based on what edu skill you specialize in. For
more disciplined Pokemon in battles. Minstrel could example, if you’re a medical scholar, you can go
be a supportive rebel that uses the power of rock Medicine Researcher for generic tools that help with
and roll songs to achieve their goals! Rogues tend to potion usage. You could also specialize as an Alchemist
be more ferocious in nature, such as Swashbucklers if your medical knowledge is more chemical in nature,
living by their own creed and excelling in combat allowing you to use malicious potions in battle.
when they’re in more advantageous positions. Lastly, Alternatively you could be an Apothecary, specializing
Provocateur classes tend to focus on social prowess in restorative medicines that help your allies.
in combat such as being a Trickster and manipulative
rebel.

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Chapter 2 - Character Creation

Artist: Un
@ known Artist: Un
@ known

The Specialist The Tactician


The Specialist is a Trainer who specializes in a specific The Tactician is a Trainer that specializes in quick wit and
category of Pokemon, whether the basis is a type, a mastery over the battlefield. Their innovative strategies
species or genus. Examples could include a trainer who and quick thinking help them adapt to anything that
specializes in canines like Houndour and Greavard, occurs within a battle and they’re often leaders in their
a trainer who specializes in Fire Type Pokemon, or a adventuring party.
Trainer who specializes specifically in Vivilon breeds.
Key Skills - Command, Intuition, Perception
Key Skills - Poke Edu Recommended Classes - Commander, Cheerleader,
Recommended Classes - Type Specialist, Training Strategist, Training Specialist
Specialist, Chronicler Character Examples - Steven Stone, Cynthia, Ash
Character Examples - Gym Leaders Ketchum

Summary Summary
Pokemon Education is the primary skill that links all Skills like Command are essential to Tacticians, allowing
Specialist Trainers, as they need extensive knowledge them to more effectively order around those around
of their current obsession. them and convince them of their plans. Intuition helps
the Trainer analyze the scenario around them, granting
Classes like Training Specialist would be appropriate them additional information that others may miss!
for these Trainers, as they’re always exposed to Perception can also be used to find small details that
Pokemon and likely have their own special way of may influence their plans.
training and caring for the Pokemon they study.
Chronicler can also be an option as they’re likely Classes like Commander, Cheerleader and Strategist
used to studying Pokemon to fulfill their specialty. are all essential to this archetype, allowing them to
Lastly, Type Specialists help if a Specialist is focused have influence over their allies and help assist them
on a specific type as it allows them to excel at utilizing in battle to succeed as a party! Lastly you could take a
them in combat or training with them. Training Specialist class or even something like Duelist
to show your expertise over Pokemon.

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Chapter 2 - Character Creation

Trainer Progression
Trainers usually all start at Level 1 and can reach a Leveling Up as a Trainer
Maximum of Level 20. At Trainer Level 1, apply all of As you proceed on your Journey as a Trainer, you will
the following benefits to your Trainer! gain Merits, which serve as Experience Points for your
Character.
At Level 1 you start with...
» 4 Features PTE follows a Psuedo-Milestone level based
» 1 Talent progression system, so whenever the GM narratively
» 1 Adept Rank Skill, 3 Novice Rank Skills, feels as though a goal has been accomplished they
and 3 Pathetic Skills grant Merits to the Party based on the impact of the
» +10 Level-Up Stat Points to Distribute Milestone.
» Base Stats as a Trainer of 10 HP, and 5 in
every other Stat Whenever the Party reaches the Merits Needed in the
chart below, they reset to 0 Merits and Level up!
After this point, each time your Trainer levels up, they
gain the following benefits listed below. Follow this list We reccommend that whenever the Party is at the
to determine what your Trainer gets everytime they Level on the Left, they need the following amount of
Level Up. Merits to advance to the next Level, however, based
on your preference you can adjust how fast they level
up. For example if you want a slower paced Campaign,
Each Level-Up they could need 5 Merits from Level 1-5 to Level up.
» You gain a Class Feature or General Feature
» You rank up a Skill or gain a Talent
» You gain +5 Level-Up Stat Points to Distribute.
Party Level Merits Needed
[Remember the Glass Cannon Rule] Level 1-5 3
» Your Maximum Pokemon Level increases by +5 Level 6-10 5
» Your Pokemon increase their Level by up to +5
Level 11-15 7
Level 16-20 10
Example (Leveling Up) - A Trainer levels up from Level 1 to 2! They
gain the following, each chosen from the list above.

» They gain the Criminal Combat General Feature


» They raise their Stealth from Novice Rank to Adept
» They put +3 Stat Points into Attack and +2 into HP
» Their Max Pokemon Level changes from 5 to 10
» Their Spoink increased from Level 5 to 10

Specific Level Milestones


At Level 5, 10 and 15, you gain or unlock certain
Milestones which are listed below!

» At Level 5 - You gain +10 Level-Up Stat Points and


qualify to take Expert Rank Skills
» At Level 10 - You qualify to take Master Rank Skills
» At Level 15 - You gain +10 Level-Up Stat Points and
qualify to take Virtuoso Rank Skills

Artist: U
@ nknown

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Chapter 2 - Character Creation

Gaining Merits
As you progress in your Campaign and accomplish tasks as the heroes, your Party will gain Merits over time and level
up. The below section notes how many Merits you tend to gain based on the Milestone you completed and can be a
rough guide on how the GM can distribute EXP.

Simple Milestones - 1 Merit Major Milestones - 3 Merits


The simplest of milestones should only grant 1 Merit. Major Milestones are given out when a pillar of your
These tend to be either easy missions or above and Campaign has been completed. These should usually be
beyond successes that a Player performs, allowing you clear before a Campaign begins on what quantifies as a
to give chip exp as a reward. If you’re impressed with Major Milestone. For a Gym Crawl, a Major Milestone
how the Players dealt with an encounter, grant them a is defeating a Gym. For Dragonball Z, finding one of the
bonus Merit! Not all Encounters or battles qualify as a 7 dragon balls is a Major Milestone, etc.
Simple Milestone.
Example (Gym Campaign) - The Players go to Cerulean City
Example (Simple Quest) - The Players are asked to go clear and spend the next session preparing for and eventually
some Rattata that are frequently stealing from a Pokemart’s defeating Misty. This counts as one of their 8 Gym Badges
storage facilities. They go to the storage and defeat them and they are granted with 3 Merits.
in battle, rewarding them 1 Merit alongside other rewards
offered by the shopkeep. Example (Conquest Campaign) - The Players are reclaiming
cities that are overtaken with Shadow Pokemon. After
Example (Notable Success) - The GM is impressed after defeating a big Guardian Boss and the pack dispursing, they
a Level 2 Trainer manages to trick a Nidoking into leaving save the town and gain 3 Merits.
their party alone after they have their Zorua conjure an
Illusion of a Tyranitar. Example (Narrative Campaign) - The Party has a big
confrontation with an Admin of Team Rocket with the goal
Example (Notable Success) - The GM is impressed after being taking down Giovanni from within.
the Party successfully convinces a group of cultist Pokemon
to abandon their ritual in favor of helping the community. Legendary Milestones - 5 Merits
Legendary Milestones are pivotal moments in your
Notable Milestones - 2 Merits Campaign that defy the odds. These should rarely be
Notable Milestones are basically a Simple Milestone given out but if your Party succeeded something truly
in scope, but it was mechanically harder or more difficult, they should be rewarded in kind with 5 Merits.
time consuming than normal. It doesn’t need to have
the same impact as a Major Milestone but if it was a Example (Defeating a Legendary) - The Party is called on a
mission to reclaim an island that is being overan by minions
difficult scenario, grant 2 Merits. Notable Milestones controlled by Pecharunt. After a few sessions they finally
are usually a difficult task that works towards the encounter the Legendary and defeat it!
greater scheme of the Campaign.
Example (Defeating the Elite Four) - Nearing the end
Example (Harder Quest) - The Party is planning a heist of of their Journey, the Party challenges the Elite Four and
Professor Oak’s lab and spend the session preparing for it. becomes Champions, moving the Campaign into the end
The heist itself is fairly challenging with multiple obstacles game zone where they roam the region and challenge
and Pokemon to face but they succeed and gain 2 Merits! bigger bosses.

Example (Defeating an important NPC) - The Party comes Example (Beating a major NPC) - The Party confronts
across the admin of Team Magma and is ambushed into Giovanni and ambushes him with a group of police, ready
a battle. This is certainly more difficult than your everday to arrest him. A major confrontation happens and against
trainer and they have to deal with threats on all sides. all odds, the players succeed!
After defeating the admin and escaping however, they’re
rewarded with 2 Merits.

Example (Leveling Up) - A Party is at 2 Merits and is Level 3 and


they manage to defeat the Pewter City Gym! This is a Major
Milestone for a Gym Crawl Campaign so the Party gains 3 Merits.
This lets them Level Up immediately, then sets them to 2 Merits
again, since they only need 3 to Level Up at this stage.

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Chapter 3 - Fundamentals of PTE

Aspects of a Character
Now you should have your Character created! So let’s overview
each aspect that makes your Character who they are.

Talents
Talents are almost always non-Mechanical aspects that support
a Character’s non-combat utility. Talents could grant effects such
as being able to see in the dark, being able to speak to pokemon,
allowing them to craft specific items or allowing them to use
Skills in more versatile manners.

General Features
General Features that allow Trainers to become better in
mechanical aspects of the system but not good enough
to specialize in it. These grant Players tools that should be
accessible regardless of the classes taken by the Player, such as
learning Attacks or Orders.

Classes
Other than General Features, there are also Class Features
which are bundled into a group known as a Class. Classes are
small pools of mechanical effects that are focused on improving
combat capabilities around a certain idea. For example, the
Berserker Class will grant you tools to mechanically become an
enraged warrior and live out the trope. The first Feature in each
Class has a [Class] Tag, and you can only have 4 of these Features
in total, thereby, you can only benefit from features from 4
Classes per Character.

Classes have two Categories, [Base] and [Advanced]. [Base]


Classes tend to have generic tools that support a playstyle of
your choice, while [Advanced] Classes tend to be more specific
in how the associated playstyle is expressed. All Fighters are
good at punching Pokemon but Berserkers specialize in doing so
while enraged.

Note - GMs should be wary of Characters that take multiple


[Advanced] Classes from the same [Base] Class. These builds tend to
be way more synergistic, minmaxy and lead to builds that are hyper
specific but not versatile. It used to be a rule of only having 1 Advanced
Class from a root [Base] but we will instead have that be a home rule
where GMs can ban certain combos like stacking tons of Damage
Reduction from Defender Classes.

Artist: U
@ nknown

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Chapter 3 - Fundamentals of PTE

Understanding PTE Text


Features, Orders and Traits are a large mechanical basis of your Character, and as such you should learn how to read
and comprehend them! Below is an example of a Feature that has been labeled

NAME Gladiator
TAGS [Class][Advanced]
Prerequisite 1: Fighter or Provocateur [or]
Prerequisite 2: Adept Combat and Novice Charm or Command
FREQ. At-Will - Free Action, Reaction
Trigger: You Provoke an Enemy, an Attack misses you or you cause an Enemy to faint with an Attack.
Effect: You gain +1 Glory Counter (Max 6). For each Glory Counter you have, you have a +1 Modifier
to Accuracy for Melee Attacks. Whenever you Faint or at the end of the Scene, you lose all Glory
Counters. Whenever your Pokemon Faint, you lose half of your Glory Counters (Rounded Down).
Bonus: You learn the Taunt Attack.
Note: If you provoke or faint multiple enemies with the same instance, you only get 1 Counter.

The Name is simply the name of the Feature. When Gladiator is an At-Will Feature that can be used as a Free
performing data entry for your Trainer, this name will pull Action, but only as a Reaction to its Trigger. Frequencies
up all of its information you will see on Features are as follows:

The Tags convey the information about the Feature. The » At-Will - These Features have no restriction on how often they can
be used
following Feature Tags that you will find are listed below. » Static - These Features are always in effect and treated as
“Passives”.
» [Class] - You can only have 4 Features with the [Class] Tag. » Scene xY - This means you can only use the Feature Y amount
[Class] Features are always the first feature in a Class, which of times during the Scene. If [xY] isn’t shown, it can only be used
qualifies you to take further Features in that Class! once per Scene.
» Bind X - These Features may be bound to a number of Targets
» [Base] -Some Classes will have the [Base] Tag. This Tag is to equal to X. Each time this Feature is used, you must choose a
signify that this Class is designed around a general playstyle and new Target to Bind its effects to. Whenever a Target is bound,
its features grant tools to support that concept. These classes it persists even after a Scene is completed and carries into new
are also one method of qualifying for [Adv} Classes, such as Scenes.
taking Marksman which qualifies you to take the Sniper Class.

» [Advanced] - Advanced Classes are meant to be specialized in The Trigger specifies what is needed in order to activate
design around a specific concept based on one of their [Base] the Feature and it cannot be used without it. The Target
Classes. This Tag and [Base] are tags notifying its category and line specifies what Combatants the Effects will apply to.
hierarchy, not having any mechanical distinction or restrictions Triggers can only lead to one activation per instance, so
of its own. with cases like the Gladiator Feature, there may be multiple
» [Order] - Orders can only be given while the User is able to Triggers listed, but if an instance leads to multiple Triggers,
communicate with their Target. Non-Basic Orders are always a it can only Trigger once. Triggers are always considered
Priority (Limited) Action as Priority (Advanced). Lastly, a Condition may be listed
which must be met in order to use the Feature.
» [Ranked X] - Features with the Ranked Tag may be taken up to
X times. Each time you take a new rank, follow the Effect under The Effect determines its details and what it does upon
that Rank. In order to meet the prerequisites for each Rank,
you must have taken the previous Ranks and meet any listed activation.
Prerequisite under that specific Rank. Each Rank is treated as
a different Feature, for the sake of needing X amount of Class The Bonus line in a Feature is an additional Effect, however
Features, for example. it is always treated as a Static Frequency and is separated
from the main effect and activations of the feature. For
The Prerequisites lists the minimum requirements needed example, with Gladiator, you always have the Taunt Attack
to take the Feature. If there are two sets of Prerequisites, learned.
you only need to meet one in order to take it, so in order
to take the Gladiator Feature, you need either the Fighter The Note line will often have reminders related to possible
Feature or at least Adept Combat and at least Novice confusion related to the Feature. For Gladiator, some
Charm or Command. (If you have Master Combat, you players may think they gain multiple counters if they
qualify because you exceed the Prerequisites) trigger multiple conditions, however, one activation means
one token and it can’t trigger multiple times off the same
The Frequency / Action of a Feature lists how often you triggering event.
can use this Feature and what Action it takes to activate it.

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Chapter 3 - Fundamentals of PTE

Skills
The Attributes of your Trainer and what they’re good Pokemon Skills
at is measured in what are known as Skills and Skill Similar to Trainers, Pokemon also have Skills, albeit
Ranks. Skills represent a Character’s conscious they have different Ranks and names when compared
interest, training and are used to measure if someone to Trainers. Considering Skills potency should change
is successful at a task through Skill Checks. upon evolution, they’re separated into 4 Ranks.
There are 7 Ranks of Skills, each rank causing you to Inept- The First and second Stage of a 3 Stage Pokemon
roll a different number of dice when performing a Skill or the first stage of a 2 Stage Pokemon has 1d6 in an
Check. When you do so, roll the value under Dice Rolls Inept Skill. The last Evolution of any Pokemon has 2d6.
and then add or subtract any modifiers if relevant. If Inept Skills cannot be increased by any means.
the Skill Check would meet or exceed the Difficulty
Check (DC), then you succeed! Untrained - The first and second stage of a 3 Stage
Pokemon or the first stage of a 2 Stage Pokemon
When you “Rank Up” a Skill, it simply increases from has 2d6 in this Skill. The last Evolution Stage of any
one rank to the next. Skills begin at Untrained and can Pokemon has 3d6.
be modified at either Level 1 or whenever you Level Up.
Virtuoso Rank is the same as Master Rank, however if Proficient - The first stage of a 3 Stage Pokemon has
you fail a Skill Check in that Skill, you may perform it 3d6 in this Skill. The second stage in a 3 Stage Pokemon
again, but without any Positive Modifiers. or the first stage of a 2 Stage Pokemon has 4d6. The last
Evolution Stage of any Pokemon has 5d6.
Rank # Rank Name Dice Roll Mastered - The first stage of a 3 Stage Pokemon has
1 Pathetic 1d6 4d6 in this Skill. The second stage in a 3 Stage Pokemon
or the first stage of a 2 Stage Pokemon has 5d6. The last
2 Untrained 2d6
Evolution Stage of any Pokemon has 6d6.
3 Novice 3d6
4 Adept 4d6 Example (Pokemon Skills) - A Charmander has Proficient Combat
which means it rolls a 3d6. A Scizor with Proficient Combat rolls
5 Expert 5d6 5d6. Scyther with Proficient Combat rolls 4d6. Why? Charmander
is the first stage of a 3 Stage Line (Charmander, Charmeleon,
6 Master 6d6 Charizard). Scyther is the first stage in a 2 Stage Line (Scyther,
Scizor). And Scizor is the last stage of an evolution line.
6 Virtuoso 6d6

When Ranking up a Skill, there are also Level Skill Categories


requirements. For example, you cannot rank a Skill up Skills are divided into 3 Categories for the sake of
to Expert until you reach Trainer Level 5. Same with organization. They aren’t referenced often but can be
Master at Level 10. Same with Virtuoso at Level 15. used for quick reference of what they affect.
Ex: A Player is sleepy so their Body Skills have a penalty.

Body- Acrobatics, Athletics, Combat, Intimidate, Stealth


Example (Skill Check)- Theo the Ranger was sent on a mission to
track a child that went missing in the forest a week ago and hasn’t Spirit - Charm, Command, Focus, Guile, Intuition,
returned. He heads out to the woods and is asked to perform a Perception
Perception or Nature Edu Check with an undisclosed DC of 12. Knowledge - Gen Edu, Med Edu, Nature Edu, Occult
Edu, Poke Edu, Tech Edu
He performs a Nature Edu Check. He currently has Adept Rank
so he rolls a 4d6. His results are 3,5,3,2, resulting in 13. The GM
informs Theo that through his knowledge of tracking in the wild, he
notices some footprints that seem fresh going a specific direction.

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Chapter 3 - Fundamentals of PTE

Skill List
Below is a list of each Skill, what it controls and enables your Character to be good at, and an example of an Occasion
where it’d be requested for a Skill Check.

As a GM, remember that there are some facets of Skills that a Character could be weaker in. Especially for skills like
Occult Education, a Trainer may excel in witchcraft but have no knowledge of artificing that isn’t common knowledge,
despite being under the same skill umbrella. A Character could have a high Combat Rank due to theoretical battle
tactics, but be bad at performing maneuvers. This nuance could be factored into Skill Checks by being treated as a
lower Rank, for example.

Athletics Focus
» Your ability to perform feats of strength and » Your ability to concentrate on high precision tasks or
endurance when distracted
» Your level of physical fitness, health and immunity » Your ability to perform while distracted or in a high
Ex 1: A Trainer is trying to lift a fairly large boulder stress situation
Ex 2: A Trainer is trying to see how many beers they can » Your ability to be precise and accurate
drink before they get drunk Ex 1: A Trainer is lockpicking a fairly sturdy and advanced lock
Ex 2: A Mime Jr. is trying to hold concentration to the invisible
Acrobatics walls it made
» Your ability to be nimble and fleet footed
» Your ability to perform precise footwork or Guile
be swift » Your ability to lie, deceive and manipulate others
Ex 1: A Trainer is attempting to jump across a roof in a » Your ability to control your body language and
pursuit expressions
Ex 2: A Trainer is running through the city and would trip on
a crate » Your ability to improvise and use your wit to plan
Ex 1: A Trainer comes up with an idea to hide amongst a crowd
when escaping enemies
Charm Ex 2: A Trainer lies to a guard when they didn’t have a permit
» Your ability to soothe and calm others to enter the city.
» Your ability to be convincing in a persuasive manner
» The level of physical or psychological attractiveness Intimidate
you can express at will or naturally » Your ability to be convincing in a fearful manner
Ex 1: A Trainer is trying to console a crying Teddiursa that » Your ability to scare or impose your presence on others
lost its mom » The level of physical or psychological fear you can inflict
Ex 2: A Trainer is trying to get information by flirting with a Ex 1: A Trainer attempts to scare off a hostile mimikyu
bartender Ex 2: A Trainer is interrogating a prisoner and demands
information and threatens them
Combat
» Your ability to perform tactics in a battle Intuition
» Your knowledge on battle tactics and how factors » Your sensation of instinct and gut feeling to analyze
would affect combat surroundings
Ex 1: A Trainer is attempting to gauge what an enemy may » Your ability to analyze information and gain insight
do next in battle
Ex 2: A Trainer wants to know which attack may deal more » Your ability to discern if something abnormal in a non-
damage to a heavily armored enemy physical sense such as behavioral
Ex 1: A Trainer can tell something is off when an NPC is
attempting to lie to them
Command Ex 2: A Trainer can sense a disturbance in Pokemon around
» Your ability to lead, order and inspire others them from an ambush nearby
» Your ability to be convincing in an authoritative
manner
Ex 1: A Trainer orders a wild Pokemon to assist them in a jail
break
Ex 2: A Trainer speaks to a crowd trying to instill a rebellion

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Chapter 3 - Fundamentals of PTE

Perception Nature Education [Nature Edu]


» Your awareness and attentiveness of your » Your knowledge of nature, flora and ecosystems
surroundings » Your knowledge of undomesticated
» Your ability to discern details and if something is wild Pokemon
physically abnormal » Your ability to survive in the wild or perform
» Your ability to see with clarity further distances activities in the nature
Ex 1: A Trainer notices a strange marking on the armor of a Ex 1: A Trainer recognizes that this cluster of mushroom are
Golurk, like an insignia indeed poisonous
Ex 2: A Trainer spots a Kecleon that is attempting to ambush Ex 2: A Trainer recalls on how to start a campfire in the
the party in hiding middle of the woods to set up camp

Stealth Occult Education [Occult Edu]


» Your ability to stay undetected from others » Your knowledge on any supernatural or mystical
» Your ability to perform sleight of hand subject unique to your setting
Ex 1: A Trainer attempts to pickpocket a passerby while Ex 1: This can include magical forces of reality, religion,
their friend talks to them mythical forces or ghosts.
Ex 2: A Trainer is performing a magic trick and doesn’t want Ex 2: A Trainer recognizes material used for a ritual to
the trick to be discovered summon Darkrai
Ex 3: A Trainer is aware of the history of Moltres and the
General Education [Gen Edu] past Trainers that commanded it
» Your ability to recall knowledge that doesn’t fall
under any other category Pokemon Education [Poke Edu]
» Your knowledge on History, Cultural or Geographical » Your Knowledge on Pokemon Biology, Behaviors and
Information their Habitats
Ex 1: A Trainer recalls information on a war in Kalos » Your ability to interact with Pokemon
Ex 2: A Trainer remembers information about a famous Ex 1: A Trainer is observing foot prints and recognizes it is a
mafia boss in Kanto Mightyena
Ex 2: A Trainer remembers that Scrafty bond by being
mischievous together rather than charming and social.
Medicine Education [Med Edu]
» Your ability to understand the anatomy and biology
of living creatures
Technology Education [Tech Edu]
» Your ability to understand, manipulate or create
» Your ability to use medicinal items and perform
Technology unique to your setting
medical procedures Ex 1: A Trainer is reviewing a security camera system to see
» Your ability to discern afflictions and ailments and if they can delete footage
how to treat them Ex 2: A Trainer wishes to hack a Villain’s Pokeball in order to
Ex 1: A Trainer is able to use medical tools to bandage a release the Pokemon they stole
gash on a nidorino
Ex 2: A Trainer is able to treat a burn wound on their ally
without it causing worse damage

Artist: Un
@ known

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Chapter 3 - Fundamentals of PTE

Skill Checks
For this section, let’s say we have a rogue Trainer who Basic Skill Check
is a part of team rocket named James. In order to Basic Skill Checks are when a Character interacts with
determine how James succeeds or fails when interacting a non-Character entity that has a static difficulty.
with the world, he’ll perform Skill Checks that test his Altertively this could be a Character entity that isn’t
capabilities, each of which having a Difficulty Check opposing you or contesting your attempt. This can
(DC) which needs to be met to succeed. include attempting to recall information, attempting to
clean up a landslide or trying to climb a tree.
There are multiple types of Skill Checks that a GM can
choose from listed below, and when decided, the GM Ex: James is attempting to scavenge for some rare plants that
will also set its DC and how hard it is to succeed. In can create dye he needs for a disguise. The GM decides to
addition, they will also list a Skill(s) that will be tested set the DC to 15 and the Skill could either be Perception or
in this Skill Check. The GM and the Player may also Nature Edu.
compromise and choose a different Skill if applicable,
if it makes sense to do so. Opposed Skill Check
Opposed Skill Checks are always when a Character
Below is a step by step list of questiosn to ask when interacts with another living entity that can oppose the
creating a Skill Check: Character’s attempts. When choosing this, pick which
Skill(s) will be used to perform the task and which will
1. What Type of Skill Check is it? be used to oppose the task. If the opposed entity is
Listed below there are multiple types of Skill Checks, higher, the initiator fails the opposed check.
including Basic, Opposed, Assisted, Group or Luck
Ex: James is attempting to pickpocket a merchant while they
Checks. talk to a customer. It will be a Stealth Roll opposed by the
Merchant’s Intuition or Perception.
2. How difficult is the Skill Check
There are 6 levels of difficulty, ranging from very easy
to very hard, listed in a section on the next page. The
Group Skill Check
Group Skill Checks are Skill Checks that involve all or
DC can be 5, 10, 15, 20, 25, or 30. at least 3+ Characters performing the same task, each
having the ability to fail. When performing this, each
3. What Skills can be used for this Task? affected Character performs the Skill Check. If half or
Oftentimes multiple Skill can apply to a single skill more pass the DC, the Group Skill Check succeeds.
check so negotiate with the table on what would make If less than half succeed, the Group Skill Check fails.
most sense. Penalties may be lesser on those who succeeded.
4. What happens on a Success or Failure? Ex: James and his gang of 3 grunts attempt to sneak through
The GM will finally decide what occurs when the Player a town hall. 3 of the 4 fail the save check and it leads to some
succeeds or fails the check, along with possibly varying visitors hearing a noise where they were traveling.
degrees of success.
Luck Check
A Luck Check is something that is the opposite of Skill
Checks. Whenever you want randomness in a result,
perform this. To do so, simply roll a d20. The GM will set
a range of outcomes depending on the task. A 3 or less
is usually a very bad result. A 4-10 is an average result.
11-16 is a good result. A 17+ is a very good result. And a
20+ is a very lucky result! These are also known as Luck
Rolls. Luck Checks cannot have Skill Modifiers applied
to them.

Ex: James decided to play blackjack. He rolls a d20 and has


an 11 as a result. The GM determines he has a two pair. The
Dealer however rolled a 14 meaning they had a 3 of a kind!

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33
Chapter 3 - Fundamentals of PTE

Skill Check Modifiers


Whenever a Pokemon or Trainer would make a Skill Desperation
Check, either as a Downtime Action or during Narrative Whenever a Skill Check is failed, if the GM deems that
Play, they can enact various modifiers to improve their the Player wants success badly enough or the Situation is
odds of success and gain modifiers to their roll, each of dire, through sheer force of will they may choose to enact
them listed below the Desperation Modifier. This allows a Player to reroll the
Skill Check, however they can apply no Positive Modifiers
GM Note - As a GM, you may reject any of the following modifiers other than Exertion to the roll. Before enacting the
to be applied to a roll. For example, if a situation has little to no Desperation Modifier, the GM and Player will coordinate
chance of success such as a bad speech, no amount of exertion will both of the following to occur. (The both parties must
allow them to succeed so asking for it should be denied. know the consequences before enacting the modifier)
If the Players are performing a simple check with no reasonable
consequences being a possibility like a Poke Edu Check on the » Regardless of the result of the rerolled Skill Check, a
diet of a Taillow, it wouldn’t make sense to allow a Desperation consequence will occur based on the context of the Skill
Modifier to be used. Also don’t let players abuse Exertion for free Roll and the Character’s desperation. If they fail this roll, a
+5 Modifiers by dumping the Stress in a bad Skill they don’t care worse result may occur due to recklessness.
about succeeding. » The Character will gain 1-3 Stress Tokens, depending on
the context of the Skill Roll.
Assistance Ex (Dire): A Trainer is attempting to parkour and jump across
Whenever a Skill Check would be made, allies may
the gap of a building and fails the Acrobatics Check. They
assist in the task with GM Approval. In these instances, failed the Skill Check and decided to perform a Desperation
choose the Character who will perform the Check Modifier so they don’t fall to the ground. Due to the dire
and who will assist the Skill Check. When the initiator nature, this reroll will be riskier. The GM states that if they fail
performs the Skill Check, add half (Rounded Up) of the this reroll, the fall to the ground will be alot more dangerous
Skill Rank of each assisting character as a modifier. The and even if they succeed they’ll have a heavy blow. However,
they reroll and succeed the check. The result is landing
relevant Skill Rank is either whatever Skill is helping the hard on the concrete roof, taking 4 Ticks of HP Loss, gaining
Initiator, or the same Skill that the Skill Check is for. Wounded Affliction and 2 Stress Tokens, one applied to
Acrobatics and one applied to Athletics.
The Modifier cannot make the Skill Check exceed a +5
Bonus, so if the Initiator is already benefiting from Skill Exertion
Check Modifiers of that value or higher, they cannot Whenever a Skill Check would occur, a GM may allow a
help any further. If the Skill Check is part of a Downtime Player to overexert themselves and spend extra effort in
Action, the assisting Characters must have also spent a attempting to succeed. The Player then may choose to
Downtime Action pursuing a similar or the same task in add a +5 or +10 Bonus to the Skill Roll. Before enacting
order to count as assisting. the Exertion Modifier, the GM and Player will coordinate
which one of the following to occur. (The both parties must
Ex (Opposing): James didn’t realize there were 2 more know the consequences before enacting the modifier)
merchants nearby that were also able to notice a thief
sneaking around their marketplace. His opposed roll now » Regardless of the result of the rerolled Skill Check, a
results in the Merchant having a +4 Modifier from the
Merchants being nearby. consequence will occur based on the context of the Skill
Roll and how they’re over exerting themselves. If they
Ex (Assisting): James is attempting to pickpocket a merchant added +10, a greater consequence will occur.
while his friend is talking to them and being a distraction. » The Character will gain 1 Stress Token per +5 Modifier
The friend adds half their Skill Rank for the Command Skill to added to the Roll, depending on the context of the Skill
serve as keeping their attention which is +2 to Jame’s Stealth
Check to pickpocket them. Roll.

Ex (Light Consequence): A Character isn’t great at being


stealthy and while traveling with the group on a heist, adds
+5 of Exertion to their Stealth Roll. The Player suggests that
while they’re focused on being stealthy, however, they’ll
accidentally drop a locket of their missing lover and not
notice it. Another player will have to make a Perception
check to notice it.

Ex (Heavy Stress): A Character is making an important


speech and adds a +10 Modifier but gains 2 Stress Tokens in
Command, feeling drained after the important event.

34
Chapter 3 - Fundamentals of PTE

Difficulty Checks
There are 6 Levels of Difficulty Checks a task can be, all Varying Success Levels
of which depending on the player performing the task. When creating a Skill Check, you should always
Some examples are listed below. determine the results on success or failure, however
what if they’re close to a success? You may decide
Remember that DC’s should be set by their innate that this situation calls for leniency and allow a Partial
difficulty then altered by their contextual modifiers. Success.
Picking a specific lock may be a DC of 15, but
considering the Thief has ample time when picking it, Before a Skill Check would occur, you can mentally note
the DC is lowered to 10, however if they were under a what range would lead to a Partial Success, along with
time crunch, it could be raised to DC 20. what occurs as a result of it. Partial Successes usually
result in successes with consequences or failures that
The context shouldn’t factor the Player performing are less harsh, usually being a middle ground in doing
it, because their experience is represented by their well enough to not cause the worst result. Be sure to
Skill Rank. Some contextual modifiers may make DCs make the partial success not lead to results that are
different for different players however when experience worse than outright failing.
isn’t a factor. An example of this would be recalling
information about a Groudon when one Player is from Ex 1 (Basic): A Thief is picking a lock that is fairly complex
Hoenn and the other is from Alola. with a DC of 20. The Party however has enough time to focus
on picking the lock so even a worse attempt can result in the
lock being picked. Despite being a DC of 20, the GM notes
DC Challenge Level that on a 12-19, the lock will be picked but it will leave a few
scratches inside, so those who examine it know how it was
5 Very Easy broken into. The Thief is made aware that there was success
10 Easy but he made a few mistakes that could lead to complications
further down unless they do something about it.
15 Medium
Ex 2: The brute of the party decides to insult and intimidate
20 Hard one of the party’s rivals who is a rich and influential kid within
the region. They are doing so to attempt to stop him from
25 Very Hard bullying some wild Pokemon. The kid is fairly arrogant but will
easily fold to pressure, leading to a DC 15 Intimidate Check.
30 Nearly Impossible On a bad enough failure however, he will be unaffected and
continue to do so. On a success he’ll be scared and leave
them alone. However on a Partial success of 8-14, he’ll leave
Ex 1 (Basic): James prepares a disguise as a server at a the Pokemon alone, but complain about it to his parents and
wedding. He rolls a basic Guile Check vs the initial wave possibly affect the narrative.
of employees to gain entry without suspicion. The GM
determines this to be easy with DC 10. He rolls an 18 and
makes it in.
Ex 2 (Opposed): James then runs into a supervisor who
doesn’t recognize him as working there. He lies and says he’s
covering someone else’s shift, resulting in an opposed Guile
vs Intuition Check. He rolls 16 and the supervisor rolls a 19.

Ex 3 (Opposed): James decides to run away through the


kitchen and halls of the palace, attempting to find a hiding
spot where he can lose the supervisor. The GM Determines
the high stress chase results in a DC 15 Perception or Stealth
Check. He rolls a 16 Perception, finding a cabinet he could fit
to lose the guy .

Ex 4 (Failed): James finds a storage room where the artifact


he’s supposed to steal is located but the door has a keycard.
He fails a DC 15 Tech Edu Check trying to figure out the
device and decides to send out a rhydon to break down the
door. Since it’s a Rhydon and that’s a small door, it would be
fairly easy to do so, resulting in a DC 10 Athletics Check for
Rhydon.

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35
Chapter 3 - Fundamentals of PTE

Stress Tokens
Trainers can often push their limits during Skill Checks The primary method of removing Stress Tokens is
in order to get better results, but a downside is that through the Relaxation downtime Action which is
they may get Stress Tokens. If one of your Players is deemed either destressing mentally or physically
locked in their lab studying a rare artifact, they may recouperating, otherwise they persist until you do so.
want to gain Stress Tokens in order to guarantee better
results by using the Exertion Skill Modifier! If desired by the GM, you may have other methods of
curing Stress Tokens depending on what the Character
Why gain Stress tokens? would deem relaxing, however it should be limited to
Skill Modifiers allow you as a Trainer to perform Skills one alternate method per Character or GM Discretion
with either a greater consistency or have a chance at and Relaxation should be the best way to cure it.
success when you normally would be unable to, but
Stress tokens are risk associated with it. Example (Alternative Relaxing) - A Trainer’s comfort zone is in
the sparring arena and they can’t really sit idle and relax to relieve
Gaining Stress Tokens allow you to achieve what you stress. The GM allows the Trainer to cure 1 Stress Token on a Great
Result whenever they perform the Downtime Action (Training).
would normally be bad at and offers a great risk and
reward when it comes to narrative play that is great to Example (Alternative Relaxing) - A Trainer’s comfort zone is in
have as an option. Not only that but it allows GMs to the workshop, designing in peace without any outside factors
grant penalties based on the physical and mental state contributing to stress. The GM allows the Trainer to cure 1 Stress
of a Player. Token on a Good+ result whenever they perform the Downtime
Action (Innovate) when they don’t use a Stress Token

The Downsides of Stress Tokens


So what does a Stress Token do? Each time you gain Gaining Stress Examples
Example (Exertion): James is being chased by a security
a Stress Token, you assign it to a non-Knowledge Skill. guard and wishes to hide. The stress is high and he uses an
For each Stress Token a Skill has, it has a -1d6 Penalty Exertion modifier to increase his chances of escaping with a
when performing Skill Checks with it (Or you roll one +5 Modifier. He succeeds but gains a Stress token, leading
less die, of your convenience). The assigned Skill is him to be on edge and have a penalty to Intuition.
based on the context of gaining the Stress Token or GM
Example (Downtime): A Ruin Maniac is spending downtime
preference. A Skill can only be affected by a number studying an artifact and uses an Exertion modifier to roll
of Stress Tokens equal to their Skill Rank. again and add the result. He is exhausted and has a penalty
Removing Stress Tokens to Focus.

GM Note- When determining what Skill a Stress Token affects, you


should always choose what makes the most sense. A Player may
decide to put a Stress Token in a Skill they never succeed anyways
because it minimizes the risk, compared to what makes the most
sense, so use your best judgment to make sure they don’t take
advantage of the system.

Secondly, Stress tokens may also apply negative modifiers to


Combat Values like a -2 to Save Checks while affected by a Mental
Affliction, however it isn’t recommended to be the norm. It could
be applied however if agreed to by the Player and GM. An Example
of this could be gaining a Stress Token from a beer drinking contest
which gives a -2 Penalty to Save Checks while affected by a Physical
Affliction.

36
Chapter 3 - Fundamentals of PTE

Action Types
During each round of Combat, each active combatant Shift Actions
has one Standard Action, one Swift Action and one The Shift Action is the most straightforward action; it’s
Shift Action they may take on their turn in any order. simply used for Movement most of the time. You may
In addition, they may take any number of Free Actions, use Shift Actions to perform any of the following:
though actions with a Trigger can only be activated
once per Trigger. » Moving your Character, also known as Movement
Action. By Default, Combatants can move 6 Meters
Standard Actions per Shift Action. You cannot move more than your
Attacks and many Features require a Standard Action Movement Value in a single turn.
to activate and use. You may use a Standard Action to » Returning a Pokémon, or sending out a
use the following: Pokémon
» Returning a Fainted Pokémon and sending out a
» Use an Attack from your Attack List replacement Pokémon
» Use a Basic Attack other than Attack of Opportunity
» Using or Throwing an Item in your Inventory Free Actions
» Trade a Standard Action for a Swift Action Many features can be activated as Free Actions. You can
» Trade a Standard Action for a Shift Action, but this activate as many Free Actions as you like, or when they
cannot exceed your total Movement Value. are triggered. Unless they are triggered, Free Actions
» Use some Combat Maneuvers still can only be used on your Turn and cannot be used
» Use some Features or Abilities in the middle of other actions unless they have Priority.

Swift Actions Extended Actions


You may use Swift Actions to perform any of the Extended Actions take at least a few minutes to
following: complete, depending on the task. If unspecified,
assume at least a few minutes with concentration
» Giving an Adjacent Ally an Item from your Inventory adequate to the task. Simply, these actions cannot be
(Or Switching Items) performed in the middle of a combat scene.
» Equipping or Unequipping an Item from your
Inventory or Equipment Slots
» Use some Combat Maneuvers Full Actions
» Use Attacks through the Versatile Keyword Whenever something mentions a Full Action, it requires
» Use some Features or Abilities you use both your Standard and Swift Action in order
to perform it. This can include some Attacks, or strong
Features.

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37
Chapter 3 - Fundamentals of PTE

Note - Priority, Interrupt and Reactions are just categorization of prior


listed Actions, not limited in themselves.

Priority Actions
Priority Actions can be declared upon being Triggered or
between Turns in a Round in order to use the associated Effect
despite it not being your Turn. When a Priority Action is being
used, it is not considered to be part of that Combatant’s Turn.
This allows actions to be used before passing the Initiative to
the enemy’s Turn if desired! There are two types of Priority
Actions, (Limited) and (Advanced). If multiple combatants
attempt to declare priority, whoever has more speed goes First.

Limited Priority Actions allow the user to use the Effect and
expend its action cost despite it not being their Turn, however
if they already expended the required Action this Round,
it cannot be used. For example, [Orders] from Features are
Priority (Limited), so at any point during a Round between
turns, a Trainer may use an [Order] to grant a Target the Order’s
Effect. However if they already used a Swift Action this Round, it
cannot be used. After they do so, the interrupted Turn proceeds
and they may take the rest of their Turn at some other point
in the Round, however they will have had their Swift Action
already expended.

Advanced Priority Actions allow the user t o use the Effect


and expend its action cost even if they already expended that
Action this Round. Advanced Priority functions the same as
Limited, however it allows the user to use their Actions from
next Round in order to activate it if it is already expended this
Round. For example, attacks such as Protect allow the user to
use a Standard Action to use the Attack even if they used their
Standard Action this Round. However during the next Round,
they won’t have a Standard Action. If you do not have the
required Action available during your next Round or this Round,
it cannot be declared with Advanced Priority. If a Pokemon
expends a future action and is then replaced, the replacement’s
actions are consumed

Interrupt Actions
Interrupt Actions may be declared in the middle of another
combatant’s turn to allow the user to take an action. They work
the same as Priority (Advanced) effects in that they only allow
you to take the action that has Interrupt and use the Action
cost from this Round or next Round if applicable.

Reaction Actions
Reaction Actions must be declared upon being Triggered and
work similarly to Interrupts, however their effects do not
resolve until the Triggering condition is fully resolved. If it was
an Attack, the attack usually must resolve before applying.

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38
Chapter 3 - Fundamentals of PTE

Combat Stats
Pokemon Tabletop Evolution uses the same Stat Speed
Concepts similar to the mainline games, however they Speed Values determine a few things. Every 5 Points a
function slightly differently in regards to calculations and Combatant has in Speed, they gain +1 Evasion, up to a
what they can do in battle. Maximum of +9. Unlike Special or Physical Evasion, this
can be applied to any opposing Attacks. Additionally,
These 6 Stats are known as HP, Attack, Special Attack, for every 5 Points a Combatant has in Speed, they have
Defense, Special Defense and Speed a +1 Modifier to Initiative Checks.

Temporary Hit Points


HP (Hit Points) Some effects grant Temporary Hit Points which serve as
HP Stat Values determine your Hit Points and your a shield and HP Buffer for combatants. If a Pokemon is
ability to take hits in combat and remain conscious. recalled with Temporary HP, it is lost.
If a Combatant would reach 0 Hit Points, they gain
the Fainted Condition and are unable to take actions. Temporary Hit Points are “bonus” health that stacks on
Hit Points are calculated differently for Pokemon and top of “real” Hit Points- so you can benefit from gaining
Trainers using the following Equation it even if you are already at full health. However,
Temporary Hit Points are always lost first from damage
Trainer Hit Points - Trainer Level x5 + (HP x3) +10 or HP Loss effects. Damage carries over directly to
Pokemon Hit Points - Pokemon Level + (HP x3) +10 real Hit Points once the Temporary Hit Points are lost.
Furthermore, Temporary Hit Points do not stack with
Attack other Temporary Hit Points – only the highest value
Attack Values determine how hard you can hit Physical applies.
Attacks. When performing Damage Rolls, you add your
Attack Value as the Offensive Stat for Physical Category For example, if you have 10 Temporary Hit Points, and
Attacks. then gain 8 Temporary Hit Points - nothing happens. If
the next turn you were then to gain 15 Temporary Hit
Special Attack Points, your Temporary Hit Points would go up to 15
Special Attack Values determine how hard you can hit Temporary Hit Points also do not stack with “Real” Hit
Special Attacks. When performing Damage Rolls, you Points for the purposes of determining percentages of
add your Special Attack Value as the Offensive Stat for Hit Points. If a Pokémon has exactly 1 real Hit Point and
Special Category Attacks. has 50 Temporary Hit Points, they would use the Moves
and effects as if they have 1 Hit Point, not 51.
Defense
Defense Values determine how easy it is to avoid
Physical Attacks and your ability to endure damage Glass Cannon Rule
from Physical Attacks. Whenever a Combatant is hit Whenever you level up as a Trainer or Pokemon, you
by a Physical Attack, they subtract their Defense Stat can invest Level-Up Points into Stats and grow stronger,
from the damage first before applying Damage to their which is great! But there is one rule you must follow
Hit Points. Additionally, for every 5 Points a Combatant when leveling up and investing Points.
has in Defense, they gain +1 Physical Evasion, up to a
Maximum of +6. Evasion gained this way does not apply You cannot have more than half of your total gained
to Special or Status Attacks. Stat Points invested in one stat.
Special Defense Note: This rule may be ignored if you intend to split between
Special Defense Values determine how easy it is to two stats. Due to the nature of leveling up, if I want to end
avoid Special Attacks and your ability to endure damage up to 50% in HP and 50% in Speed with no other investment,
from Special Attacks. Whenever a Combatant is hit by a leveling up to level 2 will lead me to have 10 invested in HP
and 5 in Speed which breaks this rule. However with this
Special Attack, they subtract their Special Defense Stat intent in mind, the rule would be resolved next level when
from the damage first before applying Damage to their they put 5 points in speed for 10 in each. Just inform your
Hit Points. Additionally, for every 5 Points a Combatant GM first.
has in Special Defense, they gain +1 Special Evasion, up
to a Maximum of +6. Evasion gained this way does not
apply to Physical or Status Attacks.

39
Chapter 3 - Fundamentals of PTE

Combat Values
In addition to Combat Stats, there are other Values Critical Hit Range
that affect Combat in some ways. Most of these values Critical Hit Range, also known as Crit Range, is a
can be changed temporarily for a duration in combat modifier that is used to extend the number needed to
but some sources may lead to permanent modifiers in become a Critical Hit. Some Attacks may have a larger
these categories. range at which it can lead to a Critical Hit, but most
are default at a natural 20. You cannot have a Crit
Note: As a general rule of thumb, Modifier Bonuses cannot
exceed +6 in value and Penalties to Combat Values cannot Range Modifier that exceeds +6. So Leaf Blade with a
exceed -6. If you would have a -2 Penalty to Accuracy Crit Range of 17+, can never exceed 11+. Sources such
but you’re already Blinded and have -6, the -2 is ignored. as Super Luck (Ability) may improve Crit Range. If an
However if you have a positive modifier while exceeding Crit Range has a penalty/negative modifier, it adds to
this threshold, it does not ignore it. If you have a total of -8 the Crit Range. For example, a 15+ Crit Range with a -2
Accuracy and gain +2, you still have -6 Accuracy.
Penalty to Crit Ranges would result in a 17+ Crit Range.
This cannot exceed a range of 20+ to result in never
Accuracy being able to Critical hit.
Accuracy Values are applied to your Accuracy Rolls and
added as a Modifier. You cannot have an Accuracy
Value higher than +6. In addition, Accuracy rolls that
Evasion
Evasion is the Combat Value for determining how
are modified by an Accuracy value do not lead to an
Combatants can avoid Attacks. There are two types
Effect Range or Crit Range triggering, as it must be a
of Evasion, Specified and General. Specified Evasion
Natural Roll. If an Effect Range is 17+, and you roll a 15
only applies to specific types of circumstances. This is
but have a +3 Accuracy Modifier, the final result is 18,
rare but is primarily in regards to Physical and Special
but it does not trigger the Effect Range.
evasion, derived from the Defense and Special Defense
Stat. If a Combatant with 4 Physical Evasion is hit by
Effect Range Confusion, they cannot apply it since the attack is
Effect Range Values are modifiers that you may use to Special. Then there is General Evasion which is usually
extend Effect Ranges of Attacks you use. If you have a just called Evasion. This can be applied to any Attack
+2 to Effect Ranges, an Attack with a 18+ Effect Range or Maneuver used against you such as from the Speed
to Burn the Target becomes 16+ instead. You cannot Stat or from outside sources. When Applying Evasion,
have an Effect Range Modifier that exceeds +6. So the you cannot choose more than one Stat Evasion Value
18+ Effect Range can never exceed 12+. Sources such to apply and the Evasion cannot exceed a value of 9.
as Serene Grace (Ability) may improve Effect Ranges. If
an Effect Range has a penalty/negative modifier, it adds Example (Low Evasion): A Nidoran has 16 Defense (3 Physical
to the Effect Range. For example, a 15+ Effect Range to Evasion) and 11 Speed (2 Evasion) and 4 Special Defense (0
Burn a Target with a -2 Penalty to Effect Ranges would Special Evasion). They’re hit by a Physical Attack like Horn
Attack. They apply 3 Evasion against it since it’s a Physical
result in a 17+ Effect Range. This cannot exceed a range Attack. (They choose Defense as their Stat Evasion to apply
of 20+ to result in never applying the Effect Range A so they cannot add the 2 Evasion from Speed). If they’re hit
specific Effect Range Modifier always stacks alongside by a Special Attack like Confusion, they can only apply their
generic modifiers for the sake of being a maximum 2 Evasion from Speed.
of +6. For example, if Electric Specialist increases
Example (Bonus Evasion): Nidoran from the previous
Paralyzed Ranges by +1, they can only benefit from +5 example is holding an Item that grants them +2 Evasion.
more Effect Range increases. When they’re’ hit by the same Horn Attack, their Evasion
against it instead becomes 5 because they can add bonus
Save Checks Evasion modifiers to their evasion derived from Stats.
Save Check Values are applied to your Save Checks Example (Exceeding Evasion Cap): A few sessions pass and
whenever you roll them. These allow you to cure he becomes a Nidoking with 20 Defense (4 Physical Evasion),
afflictions easier but modifiers gained this way cannot 35 Speed (7 Evasion) and 10 Special Defense (2 Special
exceed +6. Evasion). His Item he holds is also improved to grant +3
Evasion. If he’s targeted by the same Horn Attack, he may
instead apply 9 Evasion against it. This is because he adds
the Speed Evasion plus his external evasion to get 10, but
cannot exceed 9, so he applies 9 Evasion against it.

40
Chapter 3 - Fundamentals of PTE

Movement Weight Class Values determine how much an Object or


Your Movement Value determines how many spaces Character Weighs. The system rarely references this but
you can move when using a Shift Action to move. This refer below to see your Weight Class Value.
can also interchangeably be called a Movement Action.
By default, all creatures have a Movement Value of » WC 1 (0-25 lb), WC 2 (25-55 lb), WC 3 (55-110 lb),
6, however this can be changed through other sources WC 4 (110-220 lb), WC 5 (220-440 lb),
or Movement Capabilities. This can also be temporarily WC 6 (Heavier than 440 lb)
changed during combat. During your Turn, you cannot
move more spaces than your Movement Value. Power
Power is a rough estimate of a Character’s physical
Size strength and ability to lift heavy objects. A Trainer’s
Your Size refers to how many spaces your Character Power Value is equal to your Athletics + Combat Rank
takes up. This can encompass multiple values such as combined (Rounded Up). You cannot have more than
Small (1x1), Medium (1x1), Large (2x2), and Huge 12 Power.
(3x3).
Weight Class
Carrying Objects
There are three states of carrying objects, Ease, Staggering and Unable. If you’re able to carry an object with Ease,
there are no issues but you need an empty Weapon Equipment Slot to carry them (Same with Staggering). If you’re
able to carry it with Staggering, you’re Vulnerable and Weakened while carrying it and your Movement Value is
halved, but able to do so. If you’re Unable, you can’t pick up the object at all.

The Chart below will list what your Power Value needs to be to carry objects depending on their Weight Class.

WC Power Value for Ease Power Value for Staggering Unable to Carry
1 1+ N/A N/A
2 4+ 3 or Less N/A
3 7+ 4-6 3 or Less
4 10+ 7-9 6 or Less
5 11+ 8-10 7 or Less
6 N/A 11+ 10 or Less

Artist: Un
@ known

41
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Chapter 3 - Fundamentals of PTE

Combat Stages
Many Attacks alter stats by raising or lowering their Additionally, Speed Combat Stages have a special
Combat Stages (shorthanded to CS), making them property about them. For every 2 Combat Stages in
either more or less formidable respectively. Only Speed, a Character’s Movement Value is adjusted by
Attack, Defense, Special Attack, Special Defense and 1. For example, if a Combatant has -4 CS in Speed, their
Speed have Combat Stages while HP and Hit Points do Movement Value is lowered by-2, resulting in 4 instead
not have any. of the default of 6. If a Combatant has +2 CS in Speed,
they’ll gain +1, resulting in 7.
Attacks and Effects may alter Combat Stages any
number of times but they may never be raised higher Lastly regarding Combat Stages, there is a concept
than +6 or lower than -6. For every Combat Stage known as Default CS Value. Whenever you enter a
above 0, a Stat is raised by 20%. This means that if a Scene, your Combat Stages are reset to their Default CS
Stat has raised 6 CS, its affected Stat should be 220% Value, which is almost always at +0 CS! (This prevents
of its original value. For every Combat Stage below , a you from sitting in a tree, swords dancing a couple of
Stat is lowered by 10%. This means that if a Stat has -6 times then initiating battle)
CS, its affected Stat should be 40% of its original value.
However some things refer to increasing your Default
Consult the following chart to see the multipliers for CS in a Stat. If this occurs, these Combatants will start a
any given Combat Stage. To derive the correct value for Scene with higher Combat Stages! When your Default
a given stat, simply multiply it by the multiplier of its CS is adjusted, make sure to note the verbiage used. If
corresponding Combat Stage. the Default CS Value is “Set” to a value, it becomes that
Value, but if the Default CS Value is “Increased” it takes
the value you’re set at and improves it. If you have
your Default CS for Attack set to +1, then an Item that
CS (Negative) Multiplier increases it by +1, your Default CS Value is now +2 CS.
-1 x 0.9
-2 x 0.8
-3 x 0.7
-4 x 0.6
-5 x 0.5
-6 x 0.4

CS (Positive) Multiplier
+1 x 1.2
+2 x 1.4
+3 x 1.6
+4 x 1.8
+5 x 2.0
+6 x 2.2

Artist: Un
@ known

42
Chapter 3 - Fundamentals of PTE

Character Tiers
In order for some effects to remain relevant at different Tier 1
stages of the game and for combat values to be Tier Level: 1
balanced at different stages, some effects may scale Tier Value: 5
through Level Tiers. If an Effect refers to a Tier Value For Trainers: Trainer Level 1 - 4 is Tier 1
or Tier Level, refer to the number listed under its Tier. For Pokemon: Pokemon Level 1 - 20 is Tier 1
You can find your current Tier listed in the paragraph
to the right

Note: Tier Values and Tier Levels are not the same thing Tier 2
Tier Level: 2
Example 1: Anger Point grants a bonus to Damage Rolls Tier Value: 10
equal to their Tier Value while Enraged and a Modifier to For Trainers: Trainer Level 5 - 9 is Tier 2
Critical Hit equal to their Tier Level. For Pokemon: Pokemon Level 21 - 49 is Tier 2
For Tier 1, this would be a +5 bonus to Damage and +1
Modifier to Critical Hits. For Tier 2, this would be a +10 bonus
to Damage and +2 Modifier to Critical Hits. For Tier 3, this
would be a +20 bonus to Damage and +3 Modifier to Critical
Tier 3
Hits.
Tier Level: 3
Tier Value: 20
Example 2: Effect Spore has a DC that increases based on the For Trainers: Trainer Level 10+ is Tier 3
Tier of the Triggering Enemy. At TIer 1, it is DC 10 Athletics For Pokemon: Pokemon Level 50+ is Tier 3
Check. At Tier 2, it is DC 14. At Tier 3, it is DC 18.

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Chapter 3 - Fundamentals of PTE

Talents
When you Level-Up, you may also choose to gain Effects known as Talents instead of ranking up a skill. This allows
your Trainer to gain special perks that either minorly affect combat or primarily serve as narrative or out of combat
tools. If you create homebrew Talents, be sure to make it something that can’t be done with a normal Skill Check,
such as the ability to identify poisonous mushrooms.

Acute Vision Confident


Prerequisite: Expert Perception Prerequisite: Novice Command
Static Static
Effect: You gain the Darkvision Capability. Effect: You may add half of your Command Rank
(Rounded Up) as a Modifier to Charm, Guile or
Alert Intimidate Checks.
Prerequisite: Novice Perception or Intuition
Static Fashionista
Effect: You gain a +5 to Skill Checks involved with Prerequisite: Novice Focus or Gen Edu
Stealth Attacks against your Party. Your Allies gain a Static
+2 to Skill Checks involved with Stealth Attacks against Effect: You may craft Survival Boots and Small Stylish
your Party. Clothes. At Expert Rank of your qualifying Skill, you
may craft Large Stylish Clothes.
Armorsmith
Prerequisite: Novice Athletics or Focus Fearsome Aura
Static Prerequisite: Novice Intimidate
Effect: You may craft Crude Armor. At Adept Rank of Static
your qualifying Skill, you may craft Light Armor. At Effect: You may add your Intimidate Rank as a Modifier
Master Rank you may craft Heavy Armor and if you to Command Checks. When performing a Charm Check,
have Adept Rank Occult Edu, you may also craft Arcane if the opposing Character would be easily swayed by
Armor. At Virtuoso Rank you can craft High Quality imposing figures, you may add your Intimidate Rank
Light or Heavy Armor. as a Modifier.

Ball Crafter Gymnast


Prerequisite: Adept Tech Edu Prerequisite: Adept Acrobatics
Static Static
Effect: You may craft the Pokeball Item. Effect: You gain the Jumper Capability

Beast Master Herb Crafter


Prerequisite: Novice Intimidate Prerequisite: Novice Nature Edu
Static Static
Effect: When a Pokemon that has a Bond of Distrusted Effect: You may craft Simple Poultices. At Expert Rank
or Enemy would disobey and order and require a Nature Education, you may craft Greater Poultices.
Command Check, you may instead use Intimidate or
add your Command Rank as a Modifier. Home Advantage
Prerequisite: You have the Naturewalk Capability
Caravanner Static
Prerequisite: Novice Athletics Effect: Choose a Naturewalk Capability you have. You
Static gain a +3 to Skill Checks while in the chosen Terrain
Effect: While you are on an Average or Long Journey, or involving Pokemon that have that Naturewalk
[Large] Items in your Inventory (Not Equipment) are Capability. This modifier may only be applied to Skill
treated as only taking 1 Slot instead of 2. Checks related to being in this Terrain. This may be
taken multiple times, choosing a different Terrain each
Charismatic time.
Prerequisite: Novice Charm or Guile
Static Note: An example of an Urban Terrain would be an
Effect: Whenever you perform the Socializing Acrobatics Check for urban parkour, Charm Check for
Downtime Action you gain a +3 to Skill Checks. talking to street vendors or Intuition Check for knowing
where a store that sells a specific Item is.

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Chapter 3 - Fundamentals of PTE

Innovative Mind Medical Brewer


Prerequisite: Any Skill at Novice Rank Prerequisite: Novice Med Edu
Static Static
Effect: Whenever you perform the Innovate Downtime Effect: You may craft Basic Healing Potions, Malady
Action and perform a Skill Check based on the Skill Potions, Strength Potions and Vitality Potions. At
used to qualify for this Talent, you gain a +3 Modifier Expert Rank, you may craft Greater Healing Potions,
to Skill Checks. You may take this Talent multiple times, Malady Potions, Strength Potions and Vitality Potions.
using a different Skill to qualify for it each time.
Mentor
Lapidary Prerequisite: Novice Poke Edu
Prerequisite: Novice Focus, Occult Edu or Tech Edu Static
Static Effect: Whenever you get a Good or higher result
Effect: You may craft Type Boosters or Type Braces. If when Training a Pokemon with a Training Downtime
you are an Artificer, at Expert Rank of your qualifying Action, you may teach them a Tutor Attack for which
Skill, you may craft Type Augmentors, Stat Boosters they qualify for via tutor rules.
and Status Guards.
Natural Beauty
Leatherworker Prerequisite: Adept Charm
Prerequisite: Novice Focus, Gen Edu or Poke Edu Static
Static Effect: You gain the Alluring Capability.
Effect: You may craft Light Backpacks. At Adept Rank of
your qualifying Skill, you may craft Cargo Bags, Artisan Occult Mastery
Bags and Pokemon Saddles. At Expert Rank, you may Prerequisite: Master Occult Edu
craft Heavy Backpacks. Static
Effect: You learn a difficult Occult Skill that is possible
Lucky in your Setting
Prerequisite: None
Static Occult Training
Effect: You gain a +2 Modifier to Luck Rolls you or your Prerequisite: Novice Occult Edu
Pokemon would perform. Static
Effect: You learn a basic Occult Skill that is possible in
Lurker your Setting. You may take this Talent multiple times,
Prerequisite: Master Stealth choosing a different Skill each time.
Static
Effect: You gain the Dead Silent Capability.
Note - Occult Training and Mastery are temporary Talents until an
Manipulator Occult Module is released which will come with a comprehensive
list of options. Consult with your GM if there is any occult ability
Prerequisite: Novice Guile
native to your setting that would be possible and whose power
Static level correlates to a Talent. Examples of this could include True
Effect: You may add your Charm Rank as a Modifier Sight, Teleportation, Telepathy, Telekinesis, Aura Reading, Empathic,
to Guile Checks if the creature being lied to finds you Premonition, Invisibility, Soul Seer, etc. Whether they’re learned
charming. under Training or Mastery is also GM dependent.

Masked Aura
Prerequisite: Adept Occult Edu, Adept Focus or Guile
Static
Effect: In order for creatures to perform the Aura
Reader or Soul Seer Capability against you, they must
make an opposed Focus Check against your Focus or
Guile. If they fail, you may tell them what information
they see and falsify your true Aura or Soul. This Talent
can be ignored if you consent to the Capability usage,
such as from an ally.

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Chapter 3 - Fundamentals of PTE

Pokemon Psychologist Scout


Prerequisite: Adept Poke Edu Prerequisite: Expert Nature Edu or Perception
Static Static
Effect: When performing a Social Check or Skill Check Effect: Whenever your GM performs a Travel Check
on a Pokemon you’ve learned about or encountered during a Journey, they must inform you if a result of
in the past, you may instead use Pokemon Education 9 or less was rolled. You then gain some information
instead of the corresponding Skill. Your GM may about what the Travel Check will result in before your
determine the extent of your past knowledge and group encounters it. Instead of Encountering it, your
when this applies but for good table ethics, pick a group may decide to avoid it, requiring a Skill Check
specialty you’ve studied in the past if it is part of your or penalty of some sort, then the Travel Check will be
backstory, such as Forest Pokemon or Fire Types. resolved. The difficulty or penalty will depend on what
the Travel Check resulted in.
Pokemon Specialist
Prerequisite: Novice Poke Edu Note - This information could be seeing a massive Nidoking in the
Static distance or hearing crackling thunder of an approaching storm
Effect: You may craft Basic Pokefood. At Expert or just an ominous feeling of something up ahead. The clarity of
Rank, you can craft Specialty Pokefood. You can only information depends on what was rolled. The penalty or difficulty
of the Skill Check also depends on what’s rolled. For example,
craft Typed Pokefood for Pokemon you’ve studied. running into the Guardian Mandibuzz of the forest may require a
Whenever you Train a Pokemon as a Downtime Action, lot of time to figure out a safe route through the forest, taking the
on a Good Result or higher, they become Studied or entire Afternoon Time Phase but letting them avoid it.
it may instead be a Research Downtime Action that
requires a DC 15 Poke Edu Check. Scavenger
Prerequisite: Novice Nature Edu or Perception
Pokemon Trainer Static
Prerequisite: Novice Command or Poke Edu Effect: Whenever you perform the Exploration
Static Downtime Action, roll a d20 Luck Roll. On a 6 or less
Effect: When performing the Training Downtime you find nothing. On a 7-12 you find something worth
Action, you may choose choose Pokémon equal to $500 or less. On a 13-18 you find something worth
your Command or Poke Edu Rank instead of half of $1,000 or less. On a 19+ you find something worth
your Command Rank. $2,000 or less. As a GM you may determine when this
Talent is applicable and what they may find depending
Powerlifter on their Environment, such as finding spare cash
Prerequisite: Adept Athletics in a city.
Static Note: Just ban this Talent if you would find this tedious.
Effect: Your Power is determined by double your
Athletics Rank instead of both your Athletics and Skill Adept
Combat Rank. Prerequisite: None
Static
Researcher Effect: Choose a Skill and a scenario in which you’d
Prerequisite: Any Skill at Novice Rank use this Skill. Whenever you make a Skill Check for
Static the relevant scenario, you roll one less die and add a
Effect: Whenever you perform the Research Downtime +6 Modifier. This scenario should not be generic and
Action and perform a Skill Check based on the Skill must be approved by the GM. This Talent may be
used to qualify for this Talent, you gain a +3 Modifier taken multiple times but a different Scenario must be
to Skill Checks. You may take this Talent multiple times, provided for each instance.
using a different Skill to qual
Note: Examples could include Grapple Checks for
Athletics, identifying gems and shards for Nature
Edu or picking locks for Stealth. They should not be
something vague or widely used such as lying for
Guile. An example of an acceptable alternative would
be lying with the intent to spare feelings or lying to
children or younger Pokemon.

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Chapter 3 - Fundamentals of PTE

Speedster Toned Physique


Prerequisite: Expert Acrobatics Prerequisite: Novice Athletics
Static Static
Effect: You gain the Quick Capability. Effect: You may replace Charm, Command or Intimidate
Skill Checks with Athletics if an involved Combatant is
Species Savant a Fighting Type, has Proficient (or Expert+) or above
Prerequisite: Novice Pokemon Education Athletics or Combat or would otherwise respect
Static strength.
Effect: Choose a single Evolutionary Family. Your
Skill Checks related to the Pokemon in the chosen Trained Mind
Evolutionary Family or have a +5 Modifier. Prerequisite: Novice Focus
Note: An Evolutionary Family of Vulpix would include Static
Vulpix, Ninetales, Alolan Vulpix, and Alolan Ninetales. Effect: You gain the Mindlock Capability.
An Evolutionary Family of Wurmple would be
Wurmple, Silcoon, Cascoon, Beautifly and Dustox. Traveler
Prerequisite: Adept Focus
Strategic Static
Prerequisite: Novice Intuition or Perception Effect: Once per Average Journey or Twice per Long
Static Journey, you may perform any of Downtime Action
Effect: You gain a +5 Modifier to any Skill Check during a Time Phase you otherwise wouldn’t be able
resulting from the Analyze Maneuver. to. You must have resources on hand where it would
make sense to be able to do this. Any associated Skill
Stress Resistant Checks have no positive modifiers and have a penalty
Prerequisite: Adept Focus to them equal to double your Tier Level.
Static Example: Reading a book while traveling. Socializing
Effect: You lose -1 Stress Token at the start of every with your Pokemon while traveling. Setting up a quick
Morning Time Phase. fire to Craft some food.

Supply Carrier Warm Reader


Prerequisite: Expert Athletics Prerequisite: Novice Intuition
Static Static
Effect: You may put Items without the [Equipment] Effect: When performing Charm Skill Checks involving
Keyword in your Equipment Slots. interacting with a person or Pokemon, you may
instead use your Intuition. You may perform Research
Survivalist Downtime Actions to study a specific person or
Prerequisite: Novice Nature Edu, GM Approval Pokemon species, with the DC depending on the
Static difficulty of learning about them. When they are fully
Effect: You gain the Naturewalk Capability. You must studied, you may also replace Guile, Command or
choose which Terrain this applies to upon gaining this Intimidate Checks with your Intuition when interacting
Talent. Your Character must have spent a considerable with them.
amount of time in the chosen Terrain to gain this Talent.
You may take this Talent multiple times, choosing a Wall Runner
different Terrain each time. You cannot take this Talent Prerequisite: Novice Acrobatics
if you already have at least 3 Naturewalks already. Static
Effect: You gain the Climber Capability.
Swimmer
Prerequisite: Novice Athletics Weaponsmith
Static Prerequisite: Novice Athletics or Focus
Effect: You gain the Swimmer Capability Static
Effect: You may craft Simple Weapons. At Expert Rank
Synchronized Battler of your qualifying Skill, you may craft Fine Weapons
Prerequisite: Adept Command or Poke Edu and Braced Shields. At Virtuoso Rank you may craft
Static Legendary Weapons and Heavy Shields.
Effect: Once per Scene you may Invoke a Bond with a
Pokemon you own with the Combat Aid effect without
it expending your once per Scene limit for Invoking a
Bond.

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Chapter 3 - Fundamentals of PTE

Wild Companion
Prerequisite: Novice Nature Edu
Static
Effect: When performing a Social Check to affect
disposition with a feral or wild Pokemon, you may
instead use Nature Edu instead of the requested
Skill. This does not affect any Pokemon who has had
frequent contact with humans or is domesticated.

Wild Instincts
Prerequisite: Novice Nature Edu
Static
Effect: When interacting with Wild Pokemon or trying
to Perceive something in non-Urban Terrain, you may
replace Intuition and Perception checks with the
Nature Edu Skill.

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Chapter 3 - Fundamentals of PTE

General Features
When you Level-Up, instead of Class Features you may instead gain a General Feature. These are generic effects that
could apply to any Character with a high enough skill rank, regardless of their classes.

Alluring Combat Brutal Attacker


Prerequisite: Provocateur or a [Class] Feature with Prerequisite: Adept Athletics, Combat or Intimidate
Provocateur as a possible Prerequisite Static
Static Effect: When performing a Melee Attack, before the
Effect: Choose two Attacks from the Basic Attack List Attack’s declaration as a Free Action, you may have a
below to learn. When you have Expert Charm or Guile, penalty to Accuracy equal to your Tier Level. If you do,
choose two Attacks from the Basic or Expert Attack List the Attack gains a bonus to Damage Rolls equal to your
below to learn. Tier Value. This cannot be applied to Attacks with the
Sureshot Keyword and it cannot be applied if you are
Basic Attack List: Captivate, Charm, Confide, Fake Immune to having your Accuracy reduced.
Tears, Flatter
Expert Attack List: Attract, Baby-Doll Eyes, Lovely Kiss, Criminal Combat
Sweet Kiss, Tearful Look Prerequisite: Rogue or a [Class] Feature with Rogue as
a possible Prerequisite
Assistive Combat Static
Prerequisite: Novice Charm or Command Effect: Choose two Attacks from the Basic Attack List
Static below to learn. When you have Expert Combat or
Effect: You learn the Attacks Helping Hand and Stealth, choose two Attacks from the Basic or Expert
Coaching. When you reach Master Charm or Attack List below to learn.
Command, you learn Assist and Moral Support.
Basic Attack List: Blindside, Feint Attack, Gash, Hone
Basic Combat Claws, Sucker Punch, Thief
Prerequisite: Novice Athletics or Combat Expert Attack List: Ambush, Beat Up, Cackle, Lash
Static Out, Night Slash, Punishment
Effect: Choose two Attacks from the Basic Attack List
below to learn. When you have Expert Athletics or Defensive Combat
Combat, choose two Attacks from the Basic or Expert Prerequisite: Defender or a [Class] Feature with
Attack List below to learn. Defender as a possible Prerequisite
Static
Basic Attack List: Double Hit, Chip Away, Focus Effect: Choose two Attacks from the Basic Attack
Energy, Headbutt List below to learn. When you have Expert Athletics,
Expert Attack List: Body Slam, Take Down, Mega Combat or Focus, choose two Attacks from the Basic
Punch, Mega Kick or Expert Attack List below to learn

Battle Commander Basic Attack List: Block, Harden, Quick Guard, Taunt,
Prerequisite: Expert Command, Novice Focus Withdraw
Static Expert Attack List: Body Press, Iron Defense, Protect,
Effect: All instances of “Your Pokemon” in the Trigger Wide Guard
line for Basic Orders are replaced with “An Ally”.
Fleet Footed
Blur Prerequisite: Adept Acrobatics
Prerequisite: Expert Acrobatics or Stealth Static
Static Effect: You ignore penalties to Movement from Slow
Effect: You gain +3 Evasion. Terrain.

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Chapter 3 - Fundamentals of PTE

Focused Commander Master Martialist


Prerequisite: Adept Command or Poke Edu Prerequisite: Martial Combat, Master Athletics or
At-Will - Special, Priority (Limited) Combat
Target: Your Inactive Pokemon on the Field Static
Effect: Focused Commander must be declared at the Effect: Choose two Attacks from the list below to Learn
start of a Round if it were to be used. The user may
spend any of their Actions in order to grant them to Attack List: Adrenaline Boost, Close Combat, Dynamic
the Target for this Round. If they were to faint before Punch, High Jump Kick, Superpower
they can be used, the Actions may be regained by you.
Bonus: You may have up to 2 Pokémon on the Field at Nimble Combat
one Time instead of only one. You can still only Prerequisite: Strider or a Class Feature with Strider as
command one when not using this Feature, by which a possible Prerequisite
one of them, of your choice at the start of the Round, Static
becomes Inactive and Uncommanded for the Round. Effect: Choose two Attacks from the Basic Attack List
The uncommanded pokemon cannot take any Actions below to learn. When you have Expert Acrobatics or
including Free Actions, and its Abilities cannot affect Combat, choose two Attacks from the Basic or Expert
other Pokemon. When using this Feature, your Combat Attack List below to learn.
Pair may include you and both active Pokemon,
ignoring the limit of 2 per pair. Basic Attack List: Aerial Ace, Acrobatics, Agility, Quick
Attack, Quick Strike, Splash
Jack of all Trades Expert Attack List: Double Team, Extreme Speed,
Prerequisite: None Mach Speed, Me First
Static
Effect: Choose two Skills that are Novice Rank or Psionic Combat
Lower to increase to the next Rank. This Feature may Prerequisite: Occult Researcher or Mystic or a Class
be taken multiple times. Feature with either as a possible Prerequisite
Static
Imposing Combat Effect: Choose two Attacks from the Basic Attack List
Prerequisite: Provocateur or a Class Feature with below to learn. When you have Expert Focus or Occult
Provocateur as a possible Prerequisite Edu, choose two Attacks from the Basic or Expert
Static Attack List below to learn.
Effect: Choose two Attacks from the Basic Attack List
below to learn. When you have Expert Command Basic Attack List: Calm Mind, Cosmic Power, Light
or Intimidate, choose two Attacks from the Basic or Screen, Reflect, Safeguard
Expert Attack List below to learn. Expert Attack List: Barrier, Imprison, Heal Pulse,
Hypnosis, Kinesis, Mirror Coat
Basic Attack List: Leer, Mean Look, Roar, Swagger,
Taunt
Expert Attack List: Glare, Imposing Stare, Noble Roar, Note - This Talent is temporary until the Occultism Module. As
Parting Shot, Torment a GM you can deny access to some of the listed Attacks or grant
additional options based on what is possible for the Character or
Setting. Some Trainers may have access to Psychic Type Damaging
Martial Combat Attacks for example but we don’t think it should be accessible to all
Prerequisite: Fighter or a Class Feature with Fighter as types of occult training such as Aura Guardians.
a possible Prerequisite
Static
Effect: Choose two Attacks from the Basic Attack List Quick Switch
below to learn. When you have Expert Athletics or Prerequisite: Adept Acrobatics or Guile
Combat, choose two Attacks from the Basic or Expert Static
Attack List below to learn. Effect: You may switch your Active Pokemon out of
combat as a Swift Action instead of a Standard Action.
Basic Attack List: Bulk Up, Concentration, Double
Kick, Low Sweep, Mach Punch, Meditate, Power-Up
Punch
Expert Attack List: Body Press, Brick Break, Counter,
Drain Punch, Jump Kick, Sky Uppercut

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Chapter 3 - Fundamentals of PTE

Resilient Body Tactical Mind


Prerequisite: Adept Athletics Prerequisite: Expert Combat or Intuition
Static Static
Effect: You have a bonus to Save Checks equal to your Effect: Whenever you perform a Manipulate or Tactic
Tier Level while you’re affected by a Physical Affliction. Maneuver, its AC becomes 2 if it would otherwise be
You may perform the Respite Maneuver as a Standard higher.
Action instead of a Full Action.
Vocational Versatility
Resilient Mind Prerequisite: None
Prerequisite: Adept Focus Static
Static Effect: You gain two Talents for which you Qualify. This
Effect: You have a bonus to Save Checks equal to your Feature may be taken multiple times.
Tier Level while you’re affected by a Mental Affliction.
As a Swift Action, you may double this bonus for your Weapon Specialist
next Save Check this Turn, but can only cure a Mental Prerequisite: Expert Combat
Affliction if the Save Check succeeds. Static
Effect: You may use Damaging Attacks you learned as if
Stat Specialist they were Weapon Attacks. When used this way, their
Prerequisite: Expert Combat Range is replaced with the Weapon’s Range. Any other
Static Range Keywords may still apply. If they’re Damaging,
Effect: Choose a Stat other than HP. That Stat cannot their Category is also shifted based on your Weapon.
be reduced below +0 CS by non-Boss Pokemon. The
Default CS for that Stat is set to +1 CS.

Sharpshooter
Prerequisite: Expert Focus or Perception
Static
Effect: You ignore Accuracy Penalties as a result of
Rough or Cover Terrain.

Signature Attack
Prerequisite: You’re at least Trainer Level 5
Static
Effect: Choose an Attack on your Attack List. The
Attack’s Frequency is improved by one step (EOT to At-
Will, Scene to Scene x2, Scene x2 to Scene x3). If the
chosen Attack is granted through a Weapon or Item, it
only has this improvement while you’re Equipping it.

Skill Consistency
Prerequisite: Adept Rank in the chosen Skill
Static
Effect: Choose a Skill. Whenever you perform a Skill
Check for that Skill, you reroll all results of 1.

Skulker
Prerequisite: Adept Stealth
Static
Effect: Whenever you use the Hide Maneuver, its effect
persists until you’re hit with an Attack, not necessarily
ending at the start of your next Turn.

51
Chapter 4 - Trainer Classes

Trainer Classes
The last aspect of a Trainer that can affect how they Features that share a common identity and help a
function in battle are known as Trainer Classes. Trainer fulfill an archetype mechanically. If you take
While Classes may be a familiar term to you, unlike the Defender Class, Features residing under it are all
other TTRPGs, PTU and by extension, PTE are more defensive options that help your Character tank better.
“Classless” in their scope.
As iterated earlier, the only limitation is that you
This means that while there are classes, you’re not can only have up to 4 Classes in total. This means
limited to one or two and multiclassing is the norm, that you cannot have more than 4 Features with the
and in fact, expected of all Trainer Builds. The limit [Class] Feature Tag. (And considering you can’t qualify
of 4 Classes is primarily for the sake of filling out the for the rest of the class without the [Class] Feature,
number of Features you would get when leveling up you can’t take the class)
and it being the optimal amount of classes needed
without sacrificing your Trainer’s identity.
Functionally speaking, Classes are simply groups of

Types of Classes
Base vs Advanced Classes In Base PTE, There are three categories of Classes
When categorizing Classes, we have [Base] Classes that we have created when designing them originally,
and [Advanced] Classes. If you take a Base Class, you’ll all of which are listed below
tend to get generic Features that anyone who wants to
pursue that playstyle will benefit from. Pokemon Classes
These Classes are all known as Pokemon Support.
If you take the Defender Class, it’ll give a lot of generic Features granted in these classes are designed to
tanking and defensive support, however its Advanced power up your Pokemon, rather than you or they’re
Classes are all more specific in what they grant based centered around interacting with Pokemon.
off of the direction of “Tank” they want to be.
The Base Classes in this category are Commander,
Training Specialist, Ranger and Type Specialist.
Choosing Classes
When deciding on the Classes you’ll take, there are a Education Classes
few essential questions you should ask, listed below: These Classes are a mixed bag of Features that benefit
your Pokemon and benefit yourself, however it leans
1. Is there going to be Trainer Combat? more towards Combat Classes. However, these are
If the GM says there is going to be “Direct” Trainer mainly separated by them all needing Education Skills
combat, you need to be able to do something to to qualify for them.
contribute to Combat. The easiest way to do so is take
a Class or Features that provide Damage. The Base Classes in this category are General
Researcher, Medicine Researcher, Nature Researcher,
PTE however is built in a way that no matter what Occult Researcher and Tech Researcher.
classes you decide on, you’ll always have something
of value in combat, but just keep your actions in mind Combat Classes
when deciding on Classes. These Classes are all known as Trainer Support or
Direct Combat Classes. Conversely to Pokemon
More importantly, if there is no Trainer Combat, you Classes, these Classes power up you instead of your
likely should only take Classes in “Pokemon Classes” Pokemon. These Classes tend to provide you with
Attacks and ways to contribute to battle. You’ll find
2. What is your primary Trainer Identity? that these Classes tend to align more with traditional
Whatever their identity is, you should usually take the RPG Roles!
Base Class and one of its Advanced Classes so it’ll be
an easy decision. Are you a Trainer who’s a Water Type The Base Classes in this category are Fighter, Defender,
Gym Leader? Take Type Specialist, Water Specialist Marksman, Strider, Rogue and Provocateur.
and maybe a few Pokemon Classes here and there.

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Chapter 4 - Trainer Classes

COMMANDER
Commanders are Trainers that are your professional “Trainers”. They
know how to command not only pokemon, but their allies. They’re
masters on the battlefield and know how to be in sync with their allies
in order to secure victory at the end of the day.

Commander
[Base] [Class]
Prerequisite: Novice Command
At-Will - Free Action, Reaction
Trigger: You use an Order
Effect: One Target of the Triggering Order gains a Rallied
Coat. A Rallied Coat can be expended as a Swift Action before
the user rolls a d20 to add a d4 Modifier to it. At Tier 3, this
upgrades to a d6. Commander can only be used once per
Round.
Bonus: You gain the Battle Commander General Feature,
ignoring Prerequisites.
Artist: Unknown

Battlefield Tactics Impactful Order


Prerequisite: Commander, Novice Command Prerequisite: Commander, Adept Command
Static Static
Effect: Once per Round you may use a Basic Order as Effect: You may use Basic Orders as if they were a Standard
a Free Action instead of a Swift Action. Action, Interrupt if desired. If you do, the numerical Values of
the Order’s Effect is doubled.

Tactical Correction
Prerequisite: Commander, Expert Command Rallying Command
Scene x2 - Free Action, Reaction [Order]
Trigger: An Ally fails a Skill Check, Save Check or Prerequisite: Commander, Master Command
Accuracy Check in Combat Scene x2 - Swift Action, Priority (Limited)
Effect: The Triggering Check is rerolled. A Roll can only Target: An Ally
trigger this Feature once. Effect: Choose an Effect below to apply to the Target:

» The Target gains 3 Ticks of Temporary Hit Points


» The Target is cured of a Mental Affliction
» The Target gains their choice of an extra Swift or Shift
Action on their next Turn. This cannot be selected if there are
multiple Targets.

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Chapter 4 - Trainer Classes

CHEERLEADER
For some Trainers, the path to victory isn’t paved with strategy
or harsh training, no. For some, all that they need is the power of
encouragement and friendship in order to win! Trainers that are
cheerleaders perform orders in a way to inspire their allies.

Cheerleader
[Advanced] [Class] [Order]
Prerequisite 1: Commander [or]
Prerequisite 2: Adept Charm and Novice Command
At-Will - Swift Action
Target: Up to three Allied Combatants
Effect: The Targets gain a Cheered Coat.
Bonus: You gain the Battle Commander General Feature,
Mechanic - Cheered Coat ignoring Prerequisites
A Cheered Coat can be expended as a Free Action in any of the
following ways:
» When the Cheered Ally is hit by an Attack they gain Damage
Reduction against it equal to your Tier Value
» When the Cheered Ally makes a Save Check, they have a bonus
to it equal to Double your Tier Level.
» When the Cheered Ally hits an Attack, after the Attack’s
resolution, they gain +1 CS in a Stat of their Choice.
Artist: Unknown

Motivational Cheering Go, Fight, Win!


Prerequisite: Cheerleader, Novice Charm or [Order]
Command Prerequisite: Cheerleader, Adept Charm or Command
Scene x2- Free Action, Reaction Scene x2 - Swift Action, Priority (Limited)
Trigger: You use an Order Target: An Ally within 5m
Effect: All Targets of the Triggering Order gain a Effect: Choose an Effect below to apply to the Target:
Cheered Coat. » The next time the Target would expend a Cheered Coat,
they instead don’t.
» The Target is cured of a Status Affliction.
Inspirational Support » The Target’s next Attack gains the Sureshot Keyword.
Prerequisite: Cheerleader, 2 Cheerleader Features,
Expert Charm or Command
At-Will - Extended Action, Reaction Don’t Give Up!
Trigger: You use a Downtime Action to Train your Prerequisite: Cheerleader, 3 Cheerleader Features, Master
Pokemon Charm or Command
Target: Your Trained Pokemon Scene - Free Action, Interrupt
Effect: The Target gains the Helper or Friend Guard Trigger: An Ally with a Cheered Coat would Faint
Ability. Your Pokemon can only have one Ability Effect: The Triggering Ally expends the Cheered Coat and is
gained this way at a time. set to 1 Hit Point instead of Fainting. They also gain a number
Bonus: You learn the Helper Ability. When you use of Ticks of Temporary Hit Points equal to the number of Allies
an Order on a Single Ally, it also Triggers the Helper within 2m of them.
Ability.

54
Chapter 4 - Trainer Classes

HUNTER
Some Commanders have a deep partnership over their Pokemon
and have trained them to become in sync with them. As a result, the
Hunter can pursue targets alongside their Pokemon without even
needing to issue commands and their Pokemon will know how to act.

Hunter
[Advanced] [Class]
Prerequisite 1: Commander [or]
Prerequisite 2: Adept Command or Nature Edu
Static
Effect: Your Pokemon learn the Pack Hunt Ability. You gain the
Battle Commander General Feature, ignoring Prerequisites.

Artist: Unknown

Hunter’s Mark Don’t Look Away


Prerequisite: Hunter, Novice Command or Nature Edu Prerequisite: Hunter, 2 Hunter Features, Expert Command
At-Will - Swift Action, Priority (Advanced) or Nature Edu
Target: An Enemy within 10m At-Will - Free Action, Interrupt
Effect: The Target becomes Marked with a Prey Trigger: An Enemy triggers an Attack of Opportunity from
mark. When you or your Pokemon move and end your Pokemon by moving out of an adjacent space
their movement in a space that is adjacent to an Effect: You may choose one of the following Effects to apply
Enemy with your Prey Mark, that movement does not instead of the Attack of Opportunity, but it still counts as
provoke Attacks of Opportunity. When Enemies with having an Attack of Opportunity triggered for the sake of
your Prey Mark move, you and your Pokemon may Features or Limitations. An Enemy can only be affected by
move as a Priority (Advanced) Shift Action but they each Effect of this Feature once per Scene.
must end in a space that is adjacent to the Marked
Enemy. Enemies with the Prey Mark cannot perform » The triggering Enemy becomes Slowed or Vulnerable.
the Disengage Maneuver. Both of these automatically are cured at the end of the next
Round.
» The triggered Pokemon may use an At-Will Attack with a DB
Trained Reflexes of 6 or less (before modifiers) instead of a Basic Attack
Prerequisite: Hunter, Adept Command or Nature Edu » The triggered Pokemon may perform a Trip Maneuver
Static instead. If it succeeds, the triggering Enemy instead does not
Effect: When you or your Pokemon perform Attacks move out of the adjacent space.
of Opportunity, the Target is always considered to be
Vulnerable against it. Your Pokemon can perform up
to two Attacks of Opportunity per round. Master of the Hunt
Prerequisite: Hunter, 3 Hunter Features, Master Command
or Nature Edu
Static
Effect: While an Enemy is affected by a Prey Mark, they are
Vulnerable against Attacks or Maneuvers derived from your
Pokemon while they’re adjacent to the Marked Enemy. While
an Enemy with a Prey Mark has a Status Affliction, they
cannot Trigger Attacks or Abilities in response to Attacks from
your Pokemon.

55
Chapter 4 - Trainer Classes

STRATEGIST
Trainers who are strategists go beyond the level of commanders,
preferring field wide tactics and excelling and commanding multiple
allies at the same time. Not only that, they can adapt to enemy tactics
with Protocols or Tactics of their own to counter any strategy they have.

Strategist
[Advanced] [Class]
Prerequisite 1: Commander [or]
Prerequisite 2: Adept Command and Novice Focus
At-Will - Free Action, Priority (Limited)
Effect: Strategist must be declared at the start of the
Round and can only be used once per Round. Create a 3x3
Observation Zone on the Field that lasts until the end of the
Round. You may use Basic Orders on Allies within this Zone as
a Free Action instead of a Swift Action. A Combatant can only
be affected by an Order this way once per Round.
Bonus: You gain the Battle Commander General Feature,
Artist: Unknown ignoring Prerequisites

Initiate Protocol Adaptive Tactics


[Order] Prerequisite: Strategist, Adept Command or Focus
Prerequisite: Strategist, Novice Command or Focus At-Will - Standard Action
At-Will - Swift Action, Priority (Limited) Condition: You’re not affected by a Mental Status Affliction
Target: An Ally within 5m Effect: Create a 5x5 Zone on the Field and select one of the
Effect: Choose a Protocol listed below to apply to the Tactics listed below to apply to allies within this zone and
Target. Modifiers and Bonuses gained this way last yourself if you’re in the zone as well. (This zone does not
until the end of the next Round. A Target can only persist on the field and is solely for designating targets)
be affected by one Protocol at a time and it does not
stack. X is equal to your Tier Value and Y is equal to » Bolstering Tactics: All affected Combatants have all negative
your Tier Level. Combat Stages reset to their Default Value and cannot lose
Combat Stages until the end of the next Round.
» Protocol - Offense: The Target has a +X Bonus to » Breaching Tactics: All affected Combatants have their
Damage Rolls and +Y to Critical Hit Ranges. next Damaging Attack that hits be unable to be resisted and
» Protocol - Defense: The Target gains +X Damage cannot Trigger Defensive Abilities.
Reduction and a Tick of Temporary Hit Points » Fortified Tactics: All affected Combatants resist the next
» Protocol - Inspire: The Target has a +Y Modifier to Damaging Attack that hits them.
Accuracy Rolls and Effect Ranges. » Recovery Tactics: All affected Combatants pass their next
» Protocol - Recover: The Target has +Y Bonus to Save Save Check and cannot gain Status Afflictions until the end of
Checks and restores a Tick of Hit Points the next Round.

Personal Instruction Field Commander


Prerequisite: Strategist, 2 Strategist Features, Prerequisite: Strategist, 3 Strategist Features,
Expert Command or Focus Master Command or Focus
Static Scene - Free Action, Interrupt
Effect: You learn the Attacks Coaching and Instruct. Trigger: An Ally or Enemy within your Observation Zone is
Instruct cannot be targeted by the Signature Attack Attacked
Feature. When using either of these Attacks, their Effect: If the Target of the Triggering Attack is an Ally, the
Range is also treated as 6, 1 Target. Attack misses all Allies within your Observation Zone. If the
Target of the Triggering Attack is an Enemy, the Attack gains
the Sureshot Keyword. Once per Scene, if the Triggering
Attacker is also within your Observation Zone, this Feature’s
Frequency is not expended.

56
Chapter 4 - Trainer Classes

TRAINING SPECIALIST
How can one be a Pokemon Trainer without specializing in training?
Training Specialist is the quintessential and default Class for Trainers
who want their Pokemon to be better. This is achieved by improved
stats and signature techniques that can be applied to them.

Training Specialist
[Base] [Class]
Prerequisite: Novice Command or Poke Edu
Bind X - Extended Action
Target: Your Pokemon
Effect: Choose a Stat to become the Target’s Trained Stat. The
Target’s Trained Stat has their Default CS Value set to +1. A
Target may only be bound by the Training Specialist Feature
once at a time. If you chose HP, they instead start the Scene
with 2 Ticks of Temporary Hit Points. You may have this
Feature bound a number of times equal to half the higher of
your Command or Poke Edu Rank.
Artist: Unknown

Experienced Trainer Signature Technique


Prerequisite: Training Specialist, Novice Command Prerequisite: Training Specialist, Adept Command or
or Poke Edu Poke Edu
Static At-Will - Extended Action
Effect: You gain the Pokemon Trainer Talent (Or Trigger: You use a Training Downtime Action
another Talent for which you qualify if you already Effect: Choose one of your Pokemon being trained and apply
have it). The first time each scene that your Pokemon a Signature Technique to one of their Attacks or remove
use a Combat Boon, it isn’t expended. a previous Signature Technique and apply a new one. A
Pokemon can only have one Attack affected by a Signature
Technique at a time. In order for a Signature Technique to be
Combat Memory chosen, it must meet any listed Prerequisites of
Prerequisite: Training Specialist, 2 Training Specialist the Technique.
Features, Expert Command or Poke Edu
Scene x2 - Swift Action
Target: Your Pokemon within 5m Ace Trainer
Effect: Choose an Attack on the Target’s Battle Attack Prerequisite: Training Specialist, 3 Training Specialist
List and Known Attack List. Until the end of the Scene, Features, Master Command or Poke Edu
the Target adds the Attack from the known list onto Bind 1 - Extended Action
their Battle Attack List, then removes the chosen Target: Your Pokemon
Attack that was on their Battle Attack List. Effect: While this Feature is Bound, the Target has different
limitations applied to them regarding Signature Techniques.
They may have an Attack benefit from two Signature
Techniques or they may have two different Attacks benefit
from a Signature Technique.
Bonus: The Trained Stats for your Pokemon have their Default
CS Value increased by +1 or they start the scene with 3 Ticks
of Temporary Hit Points if it is HP.

Signature Techniques
Are on the next Page

57
Chapter 4 - Trainer Classes

SIGNATURE TECHNIQUES
Prerequisite Prerequisite
The Attack is Line, Burst or Blast Range The Attack is Physical or Special Category

Efficient Blast Alternative Energy


Effect: If the Attack has the Full Action Keyword, it is Effect: The Category of the Attack is switched from
removed and the Attack is instead a Standard Action. Physical to Special or Vice Versa.

Scattershot Bloodied Rush


Effect: The Attack’s Range is changed to 4, 2 Targets Effect: This Attack gains the Priority (Limited)
Keyword. This is changed to Priority (Advanced) if the
Vicious Storm User is under 50% Hit Points.
Effect: The Attack gains the Smite Keyword. If the
Attack is Status Category, instead, it’s AoE is increased Elemental Infusion
by +1. Effect: As a Swift Action, the User may use this Attack
as if its Type were one of the User’s Types instead.

Prerequisite
The Attack is 1-Target Prerequisite
The Attack is Status Category
Guarding Strike
Effect: Whenever this Attack hits an Enemy, the next Adaptive Utility
Attack that Enemy uses against the user becomes Effect: IIf the Attack is used with the Versatile
resisted by an additional Damage Step. Each Enemy Keyword, on a 15+, its Effect is replaced with its
can only be affected by this Effect once per Scene. normal Effect. This Effect Range ignores Effect Range
Modifiers and if the Attack has no Accuracy Roll,
Reliable Attack perform a Luck Roll instead.
Effect: If the Target of this Attack is Flanked, or if the
user uses a Swift Action, this Attack cannot miss. If Double Curse
the Attack would have multiple Accuracy Rolls such as Effect: The user may Target an additional Enemy with
Five Strike, this only applies to the first one. this Attack. This Effect is ignored if the Attack is used
through the Versatile Keyword. This cannot be applied
Unbalancing Blow to Attacks that allow you to use a Non-Status Attack
Effect: The Target of this Attack cannot apply Evasion such as Copycat and cannot be used if the Range
against the next Attack that Targets them. is “Self”

Supreme Concentration
Effect: When performing an Accuracy Roll for this
Attack, roll twice and take the better result. This can
only be applied to Attacks with an AC.

58
Chapter 4 - Trainer Classes

DUELIST
Trainers that are a Duelist are experts in your standard, typical
Pokemon battles. They excel in singling down enemies and taking them
down, then moving onto the next Enemy until none stand in their way.
As time progresses in a battle, Momentum makes them even stronger.

Duelist
[Advanced] [Class]
Prerequisite 1: Training Specialist [or]
Prerequisite 2: Adept Focus or Intuition
At-Will - Free Action, Priority (Limited)
Target: An Enemy within 10m
Effect: The Target becomes Marked with a Tagged Mark.
The Tagged Mark has no effect other than applying to the
Momentum Counter Mechanic.

Mechanic - Momentum Counters


Your Pokemon can have a Maximum of 6 Momentum Counters. At the end
of each Round, your Pokemon gain +1 Momentum Counter. Whenever your
Pokemon hit a Tagged Enemy with an Attack or Maneuver, they gain +1
Momentum. Whenever your Pokemon miss a Tagged Enemy, they lose -1
Momentum. Whenever your Pokemon Faint, are Recalled, or end Combat, all
Momentum Counters are lost. Your Pokemon have a Bonus to Accuracy and
Artist: Unknown Evasion against Tagged Enemies equal to their Momentum Counters.

Duelist’s Gambit Tides of Combat


Prerequisite: Duelist, Novice Focus or Intuition Prerequisite: Duelist, Adept Focus or Intuition
At-Will - Swift Action, Priority (Advanced) At-Will - Free Action, Reaction
Target: Your Pokemon with Momentum Counters Trigger: Your Pokemon inflict a Status Affliction, avoid an
Effect: Apply one of the following Effects to the Attack from a Tagged Enemy, or land a Critical Hit against a
Target, then expend the listed amount of Momentum Tagged Enemy
Counters on the Target. This cannot be used if the Effect: After the resolution of the Triggering Attack, all of your
Target does not have enough Momentum Counters. Active Pokemon gain +1 Momentum. Tides of Combat can
» Expend 1 Momentum: The Target’s next Attack only be activated up to twice per Round.
against your Tagged Enemy has a bonus to Effect
Range or Critical Hit Range of your choice equal to
their Momentum Counters, instead of Accuracy. Clash of Fate
» Expend 2 Momentum: The Target is cured of a Prerequisite: Duelist, 3 Duelist Features, Master Focus or
Mental Affliction. Intuition
» Expend 3 Momentum: The Target has an Attack Scene - Free Action, Interrupt
fully restored of its Frequency. They can only be Trigger: A Tagged Enemy would hit your Pokemon
affected by this Effect once per Scene. with an Attack
Effect: Your Pokemon may immediately make a Damaging
Attack as if it were Priority (Advanced), Interrupt and it can
Calculated Strategy only Target the Tagged Enemy. They then may declare any
Prerequisite: Duelist, 2 Duelist Features, Expert Focus amount of Momentum Counters they have, which they
or Intuition expend after the Attack’s resolution. If you declare at least
Scene x2 - Free Action, Interrupt 2 Momentum, it gains the Sureshot Keyword. If you declare
Trigger: See Effect at least 5 Momentum or the Triggering Enemy faints after
Effect: You may have a Pokemon expend 2 Damage Calculation, the Attacking Ally regains their Standard
Momentum Counters to perform either Effect when Action they used for the Attack, as if the Attack was
this Feature is Triggered. If your Pokemon would a Free Action.
take Super Effective Damage from a Tagged Enemy,
it is treated as Neutral Effectiveness instead. If your
Pokemon would deal Resisted Damage to a Tagged
Enemy, it is increased by an additional damage step.

59
Chapter 4 - Trainer Classes

MASTERMIND
Mastermind Trainers are always one step ahead of their enemies. As
such, their Pokemon are trained specifically to exploit their enemies’
weaknesses, directed by the mastermind themselves. These Trainers
specialize in status moves compared to direct damaging attacks.

Mastermind
[Advanced] [Class]
Prerequisite 1: Training Specialist [or]
Prerequisite 2: Adept Guile or Intuition
Static
Effect: Your Pokemon may use the Help Maneuver or use
Attacks through the Versatile Keyword even if they used
a Damaging Attack this Round. Additionally, they are not
restricted from using Damaging Attacks if they did perform
one of these Actions during their Turn.

Artist: Unknown

Exploited Strike Cunning Wit


Prerequisite: Mastermind, Novice Guile or Intuition Prerequisite: Mastermind, Adept Guile or Intuition
Scene x2 - Free Action, Interrupt Static
Trigger: Your Pokemon use an Attack against an Effect: You start the Scene with 1 Wit Counter. You or your
Enemy(s) with a Status Affliction Pokemon may expend one of your Wit Counters in order to
Effect: If the Triggering Attack’s Damage Base is gain an additional Swift Action during their Turn. This Action
7 or lower or has an EOT or At-Will Frequency, can only be used to perform Maneuvers or Attacks through
the Triggering Attack has the Sureshot Keyword. the Versatile Keyword. Whenever an Enemy fails a Save Check
Otherwise, all applicable Targets cannot apply Stat with a result of 3 or less (After Modifiers), you gain a Wit
Evasion against the Triggering Attack. Counter. You can only gain one Wit Counter per Round this
way and Combatants can only expend one Wit Counter per
Round.
Effective Tactics
Prerequisite: Mastermind, Expert Guile or Intuition
Scene x2 - Free Action, Interrupt Devious Training
Trigger: Your Pokemon use an Attack through the Prerequisite: Mastermind, 3 Mastermind Features, Master
Versatile Keyword Guile or Intuition
Effect: The Triggering Attack’s Frequency is ignored Scene - Free Action, Interrupt
and not expended. Trigger: Your Pokemon use an Attack as a Swift Action
Bonus: You may expend a Wit Counter to ignore the through the Versatile Keyword that Targets an Enemy
Frequency of this Feature. Effect: The Triggering Attack instead uses the normal Effect of
the Attack as if it were used by a Standard Action.
Bonus: You start the Scene with an additional Wit Counter
and instead gain a Wit Counter if an Enemy fails a Save Check
with a result of 5 or less (After Modifiers).

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Chapter 4 - Trainer Classes

STAT ACE
While some Trainers specialize by a favored type of Pokemon, some
Trainers just like Pokemon that excel in a certain stat. This could be
bulky defenisve walls like Golem and Bastiodon or it could be swift
Pokemon like Yanmega and Weavile.

Stat Ace
[Advanced] [Class]
Prerequisite 1: Training Specialist [or]
Prerequisite 2: Adept Poke Edu or an Adept Stat Skill
Static
Effect: Choose Attack, Defense, Special Attack, Special
Defense, Speed or HP to become your linked Stat. Your
Pokemon gain the Ability listed in parenthesis next to your
Linked Stat.
Note - Each Skill has an associated Stat which also may be used to
qualify for Stat Ace Features. Attack (Athletics or Combat), Defense » Attack (Huge Power), Defense (Stoicism), Special Attack
(Athletics or Focus), Special Attack (Occult Edu or Focus), Special (Sorcery), Special Defense (Mysticism), Speed (Alacrity), HP
Defense (Occult Edu or Focus), Speed (Acrobatics or Combat), HP (Abominable)
Artist: Unknown
(Athletics or Focus)

Stat Link Stat Training


Prerequisite: Stat Ace, Novice Poke Edu or a Prerequisite: Stat Ace, Adept Poke Edu or an Adept Stat Skill
Novice Stat Skill At-Will - Extended Action
Static Trigger: You perform a Training Downtime Action on
Effect: Your Pokemon have their Default CS for their linked your Pokemon
Stat set to +1 CS. If the Stat is HP, they instead start the Effect: Your Trained Pokemon learns an Attack listed below
Scene with 2 Ticks of Temporary hit Points. At the end based on your chosen Stat even if they cannot normally learn
of your Pokemon’s Turn, if they didn’t use a Damaging
Attack, they gain +1 CS in their Linked Stat or gain a Tick of it or may swap one of their Attacks learned this way with
Temporary Hit Points if it is HP. another listed Attack under the chosen Stat. This Attack does
not take an Attack Slot on their Battle Attack List.

Stat Specialty » HP: Recover, Refresh


» Attack: Swords Dance, Feint
Prerequisite: Stat Ace, 3 Stat Ace Features,
Master Poke Edu or a Master Stat Skill » Defense: Iron Defense, Reflect
Scene x2 - Free Action » Special Attack: Nasty Plot, Hidden Power
Effect: This Feature’s Effect is dependent on your » Special Defense: Amnesia, Light Screen
Linked Stat. » Speed: Agility, After You
» HP: You may Target your Pokemon within 5m to have
them restore 3 Ticks of Hit Points or have them be cured of
a Status Affliction. A Pokemon can only be Targeted this way
once per Scene. Stat Mastery
» Attack: You may Target your Pokemon within 5m to have Prerequisite: Stat Ace, 2 Stat Ace Features, Expert Poke Edu
their next Physical Attack treat its range as “Melee, Pass” or an Expert Stat Skill
or “Melee, All Adjacent Enemies”. This Attack ignores any Static
positive Combat Stages in Defense. Effect: Your Pokemon gain an Ability based on your chosen
» Defense: You may Trigger this Feature when your
Pokemon are hit by a Special Attack to instead apply Defense Stat:
towards Damage Calculations.
» Special Attack: You may Target your Pokemon within » HP: Vigor
5m to have their next Special Attack treat its range as “4, » Attack: Defiant
2 Targets” or “8, Ranged Blast 3”. This Attack ignores any » Defense: Stamina
positive Combat Stages in Special Defense. » Special Attack: Mental Force
» Special Defense: You may Trigger this Feature when your
Pokemon are hit by a Physical Attack to instead apply Special » Special Defense: Magic Guard
Defense towards Damage Calculations. » Speed: Accelerate
» Speed: You may Trigger this Feature when your Pokemon
make an Attack to have them ignore Speed Evasion. If
it’s Damaging, Targets must use their Speed Stat instead
of the relevant Defense Stat to determine the Damage
Calculations.

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Chapter 4 - Trainer Classes

TASKMASTER
Trainers dont’ always treat their Pokemon as friends. Taskmasters
are trainers that tend to be more brutal when training their Pokemon.
Whether its treating them as tools rather than companions or treating
them with tough love, Taskmasters tend to be outliers as Trainers.

Taskmaster
[Advanced] [Class]
Prerequisite 1: Commander or Training Specialist [or]
Prerequisite 2: Adept Command or Intimidate
Static
Effect: Your Pokemon gain the listed benefits if their Current
HIt Points are lower than the following HP Thresholds.
75% - +2 Modifier to Accuracy Rolls and Save Checks
50% - +5 to Damage Rolls and +5 Damage Reduction. These
become +10 if you have 5 Taskmaster Features.
25% - +2 Modifier to Critical Hit Ranges and Effect Ranges.
0% - All the previous values are doubled.
Artist: Unknown

Strict Command Pain Tolerance


Prerequisite: Taskmaster, Novice Command or Prerequisite: Taskmaster, Adept Command or Intimidate
Intimidate Scene x2 - Free Action, Interrupt
At-Will - Free Action, Interrupt Trigger: Your Pokemon are hit by a Damaging Attack
Trigger: You use a Basic Order on your Pokemon Effect: They resist the Attack by an additional Damage Step. A
Effect: Double all numerical values on the triggering Pokemon can only benefit from this Feature once per Scene
Order when applying them to targeted Pokemon. unless they have negative Hit Points.
All affected Targets have their next Damaging Attack
they hit gain the Recoil 1/3 Keyword and they cannot
apply Stat Evasion against the next Attack that Targets Hardened Expectations
them. Prerequisite: Taskmaster, 3 Taskmaster Features, Master
Command or Intimidate
Scene - Free Action, Interrupt
Endure the Pain Trigger: Your Pokemon would be hit by an Attack, would fail a
Prerequisite: Taskmaster, 2 Taskmaster Features, Save Check or hit an Attack
Expert Command or Intimidate Effect: If the Trigger was being hit by an Attack, the Attack
At-Will - Free Action, Reaction instead misses. If the Trigger was failing a Save Check, the
Trigger: You Target your Pokemon with an Order result is treated as a 20 instead. If the Trigger was hitting an
Effect: The Targeted Pokemon gains a Tick of Attack, the Attack becomes a Critical Hit
Temporary Hit Points.
Bonus: Your Pokemon Faint when they reach -25% of
their Maximum Hit Points instead of when they reach
0 Hit Points.

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Chapter 4 - Trainer Classes

RANGER
Some Trainers have a special connection with Pokemon, either being
able to control them or command them, usually resulting in the path of
a Ranger. Rangers have great authority in Pokemon settings and use
Ranger Stylers as their tool to command Pokemon around them!

Ranger
[Base] [Class]
Prerequisite: Two Novice Ranger Skills
Static
Effect: You gain the Ranger Styler Item and it gains the [Trinket]
Keyword and is always treated as Equipped. If it were to occupy
an Equipment Slot despite having the [Trinket] Keyword, you
may instead use its Effects as a Standard or Swift Action, but
an Enemy can only be affected by your Styler once per Round.
Additionally, when using a Styler, you may use any Ranger Skill
for the Opposed Skill Check.
Note - Your Ranger Skills are - Charm, Command, Intuition, Nature
Artist: Unknown Edu or Poke Edu

Ranger Training Poke Assist Chart


[Ranked 3]
Rank 1 Prerequisite: Ranger, Two Novice Ranger Skills Type Attack Options
Rank 2 Prerequisite: Ranger, an Expert Ranger Skill
Rank 3 Prerequisite: Ranger, a Master Ranger Skill Bug Sticky Web or String Shot
Static Dark Gash or Torment
Effect: For each Rank, choose two Ranger Techniques
on the next page to learn. Dragon Draconic Roar or Primal Energy
Electric Eerie Impulse or Thunder Wave
Poke Assist Fairy Fae Blessing or Sweet Kiss
Prerequisite: Ranger, an Adept Ranger Skill Fighting Coaching or Concentration
At-Will - Standard Action
Condition: You have a Companion Pokemon Fire Fire Wall or Will-o-Wisp
Effect: Choose a Type that one of your Companions Flying Defog or Whirlwind
have, then refer to the Poke Assist Chart to the right.
You may choose one of the Attacks listed under the Ghost Confuse Ray or Curse
associated Type and then immediately use it as a Grass Aromatherapy or Leech Seed
Free Action as if it were on your Attack List (Following
Frequency). Ground Dust Cloud or Sand Pit
Ice Haze or Mist
Mechanic - Companion Normal Helping Hand or Safeguard
Pokemon that are your Companion are not considered to be
captured but follow you and take orders as if they were captured.
These Pokemon do not need Stat Sheets and cannot participate Poison Poison Powder or Toxic Spikes
in Combat unless otherwise stated. Companion Pokemon are not Psychic Light Screen or Reflect
counted towards your limit of 3 Pokemon in a Party but you may
only have one Companion at a time unless otherwise stated. When Rock Crystalize or Stealth Rock
a Pokemon loses the Companion Title they cannot assist the Party
in any way and are treated as a Wild Pokemon that cannot become Steel Iron Spikes or Metal Sound
a Companion again, and may either choose to follow the Players to
be later captured with a Pokeball or return to their home and leave Water Aqua Infusion or Life Dew
the Scene. A Pokemon loses the Companion Title whenever they
do any of the following:
» They use a Capability
» They succeed a Skill Check that assists the Party
» They are dismissed by the Trainer
» A Downtime Phase would occur

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Chapter 4 - Trainer Classes

Ranger Techniques
Call of the Wild Partner Pokemon
Scene x2 - Swift Action Bind 1 - Extended Action
Effect: You gain a random Pokemon from the nearby Target: A Pokemon you own
area as a Companion Pokemon. If you expend Effect: While this Technique is bound, the Target is
another usage of this Technique, then you may considered a “Companion” for anything that would
choose the Pokemon instead from a list of available reference it but cannot lose the Companion Title. This
Pokemon the GM gives you (Or the GM Approves one Pokemon cannot be targeted with the Officer Feature.
you ask for). This Technique can also be used once
per Day as a Downtime Action if you pass Poke Edu Ranger Leadership
or Nature Edu Skill Check with the DC determined Static
by how difficult it would be for this Pokemon to be Effect: You may use Basic Orders as if the Trigger was
nearby “An Allied Pokemon” instead of “Your Pokemon”.
When making a Command Check you may add your
Companion Link highest Ranger Skill’s Rank as a modifier.
Static
Effect: You gain a +3 to Skill Checks against Pokemon Wild Commander
who share a Type with a Companion Pokemon you Prerequisite: Ranger, Poke Assist
currently have. Scene x2 - Free Action
Effect: You may use Poke Assist as if it were a Swift
Field Expertise Action this Turn, however you must select an Attack
Static with the Swift Action or Versatile Keyword and it is
Effect: Choose two Ranger Skills to increase to the used with that Effect. After the Attack resolves, unless
next Skill Rank, if you meet the prerequisites for that you have the Officer Feature, the chosen Companion
Rank. This Technique may be taken up to two times. Pokemon loses the Companion Title.

Pack Leader Wilderness Bond


Static Static
Effect: You may have a number of Companion Effect: You gain the Wild Companion Talent. If you
Pokemon equal to half your highest Ranger Skill already have the Talent or gain it in the Future, you
Rank instead of being limited to one. You have a +3 may use any Ranger Skill instead of just Nature Edu
Modifier to Skill Checks against Pokemon with the for it. You also gain the Empath Capability but it only
Pack Mon Capability. applies to Pokemon.

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Chapter 4 - Trainer Classes

OFFICER
Rangers that are more authoritative tend to follow the path of an
Officer, the law enforcement in most settings. These Characters
handle combat against villains and aggressive Pokemon and are able
to command their Companions to assist in battle!

Officer
[Advanced] [Class]
Prerequisite 1: Ranger [or]
Prerequisite 2: Adept Combat or Command
Bind 1 - Free Action
Target: Your Companion
Effect: While Bound, the Target becomes a Battle Companion.
When the Target is no longer a Companion, this Feature is
unbound. If you have multiple Companions in a Scene, they
share Actions similar to switching Pokemon during Combat.
Bonus: Your Battle Companions can move as a Shift Action. They
may use a Standard Action to grant an Adjacent Ally a bonus to
their next Accuracy or Save Check equal to your Tier Level.
Artist: Unknown

Assisting Strikes Combat Assist


Prerequisite: Officer, Novice Combat or Command Prerequisite: Officer, Adept Combat or Command
At-Will - Standard Action Static
Target: A Battle Companion within 5m Effect: You gain the Poke Assist Feature from the Ranger
Effect: Choose an Attack under the Companion Attack Class, however, Attacks used from it originate from your
Chart on the next page that is your Tier Level or lower Battle Companion instead of yourself. If you already have
and matches a Type that the Target has. The Target the Poke Assist Feature or get it in the Future, your Battle
uses the chosen Attack. You cannot choose Tier 3 Companions learn all Attacks listed under Poke Assist as if
Attacks unless you have at least 4 Officer Features. they had a Stat Sheet and may use them on their Turn for
their normal Action cost.

Coordinated Assistance
Prerequisite: Officer, Expert Combat or Command Companion Commander
Scene x2 - Free Action, Interrupt Prerequisite: Assisting Strikes, Master Combat or Command
Trigger: An Ally that is Adjacent to your Battle Static
Companion fails an Accuracy Check or Save Check or Effect: Your Battle Companions learn all Attacks listed on the
is hit by an Attack Companion Attack Chart listed under their Type as if they had
Effect: Your Battle Companion loses their Standard a Stat Sheet and may use them on their Turn as a Standard
Action on their next Turn. The Triggering Check is Action.
performed again with a +2 Modifier or the Attack they
were hit by is resisted by an additional Damage Step.

Mechanic - Battle Companion


Battle Companions are treated as normal Companions but may be
used in Battle and can be Commanded by you as if they were an
Active Pokemon in your Battle Pair (But do not have Stat Sheets).
Battle Companions can only perform Actions specified by Officer
Features, unlike normal commanded Pokemon. For example,
Battle Companions cannot use Maneuvers, including Attacks of
Opportunity, since no Feature mentions it. If a Battle Companion
would use a Damaging Attack, the Offensive Stat is equal to
triple your Tier Value. When a Battle Companion is targeted by a
Damaging Attack, they lose their next Turn. When you Faint, the
Battle Companion can no longer take their Turn in the Scene

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Chapter 4 - Trainer Classes

Companion Attack Chart


Type Attack Options
Fury Cutter (T1), Struggle Bug (T1), Lunge (T2), Signal Beam (T2), Megahorn (T3),
Bug
Silver Cyclone (T3)
Bite (T1), Dark Waves (T1), Night Slash (T2), Dark Pulse (T2), Punishment (T3),
Dark
Shadow Bolt (T3)
Dragon Dash (T1), Dragon Breath (T1), Dragon Claw (T2), Breath Blast (T2),
Dragon
Dragon Rush (T3), Draco Meteor (T3)
Static Jolt (T1), Thunder Shock (T1), Thunder Punch (T2), Thunderbolt (T2),
Electric
Plasma Tail (T3) Thunder (T3)
Snuggle (T1), Fairy Wind (T1), Play Rough (T2), Dazzling Gleam (T2),
Fairy
Sparkling Slam (T3), Moonblast (T3)
Karate Chop (T1), Vacuum Wave (T1), Brick Break (T2), Aura Blast (T2), Close Combat (T3), Focus
Fighting
Blast (T3)
Fire Claw (T1), Ember (T1), Fire Punch (T2), Flamethrower (T2), Flare Blitz (T3),
Fire
Fire Blast (T3)
Flying Peck (T1), Gust (T1), Drill Peck (T2), Air Slash (T2), Brave Bird (T3), Hurricane (T3)
Shadow Sneak (T1), Haunted Breeze (T1), Shadow Claw (T2), Shadow Ball (T2),
Ghost
Wrathful Blitz (T3), Spectral Storm (T3)
Leafage (T1), Absorb (T1), Seed Bomb (T2), Energy Ball (T2), Power Whip (T3),
Grass
Leaf Storm (T3)
Earth Shard (T1), Mud Hurl (T1), Drill Run (T2), Quicksand (T2), Earthquake (T3),
Ground
Shifting Soil (T3)
Ice Shard (T1), Powder Snow (T1), Ice Punch (T2), Ice Beam (T2), Arctic Quake (T3),
Ice
Blizzard (T3)
Tackle (T1), Starbeam (T1), Take Down (T2), Swift (T2), Giga Impact (T3),
Normal
Hyper Beam (T3)
Poison Dart (T1), Acid (T1), Cross Poison (T2), Sludge Bomb (T2), Gunk Shot (T3),
Poison
Sludge Wave (T3)
Force Dash (T1), Confusion (T1), Force Punch (T2), Psychic (T2), Mind Flay (T3),
Psychic
Psycho Boost (T3)
Rock Throw (T1), Stygian Stone (T1), Rock Slide (T2), Gleaming Ore (T2),
Rock
Stone Edge (T3), Crystal Cyclone (T3)
Bullet Punch (T1), Alloy Beam (T1), Iron Head (T2), Flash Cannon (T2), Iron Tail (T3), Steel Beam
Steel
(T3)
Water Aqua Jet (T1), Water Gun (T1), Waterfall (T2), Bubblebeam (T2), Riptide (T3), Hydro Pump (T3)

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Chapter 4 - Trainer Classes

OPERATOR
Officers and other Rangers need to get their gadgets and equipment
from somewhere, and that calls for Operators! Operators excel in
utilization of the Ranger Styler and can adjust it in various ways to
always have an advantage in their combat missions!

Operator
[Advanced] [Class]
Prerequisite 1: Ranger or Tech Researcher [or]
Prerequisite 2: Adept Tech Edu
Static
Effect: While your Ranger Styler occupies an Equipment Slot,
it is treated as a Simple, Short Ranged Martial Weapon. Its
qualifying skill is Technology Education. At Tier 2, it improves
to Fine Quality and at Tier 3, it improves to Legendary
Quality. You may choose the granted Attacks but it does not
get Keywords.
GM Note: You should make sure Operators are able to obtain a
Artist: Unknown Ranger Styler fairly early.

Activate Module! Styler Gadgetry


Prerequisite: Operator, Novice Tech Prerequisite: Operator, Adept Tech Edu
Edu At-Will - Extended Action
At-Will - Swift or Shift Action Effect: Styler Gadgetry can only be activated by using a Downtime Action.
Condition: You have a Ranger Styler Choose a Gadget below to apply to your Ranger Styler. A Styler can only
equipped benefit from one Gadget at a time unless you have 5 Operator or Ranger
Effect: Apply a Styler Mod on the next Features, then you can benefit from two instead. You can unlock new
page to your Ranger Styler. Your Styler Gadgets to apply to your Ranger Styler as a Downtime Innovate Action at
can only benefit from one Styler Mod your GM’s discretion.
at a time and Mods are removed at the
end of the Scene. » Aura Scanner - While equipped, you gain the Aura Reader Capability.
Instead of you seeing Aura however, you must wave the Styler while
adjacent to the target and it will expose their Aura for everyone to see.
Zone Control » Electro-Link - While equipped, when you use the Analyze Maneuver on
Prerequisite: Operator, Expert Tech Edu an adjacent piece of technology, you gain a +5 to the Skill Check. At your
Scene x2 - Free Action GM’s discretion, this Gadget may allow the holder to perform different
Effect: Choose an Effect to Apply: technical actions like hacking a machine they’ve analyzed or interfering
» The next time you use a Ranger with it in some way such as disabling its functions.
Styler’s Effect, if you used it as a Swift » Holo Projector - While equipped, you gain the Illusionist Capability.
Action, you may target enemies in a However, any Illusions created this way are holographic in nature and are
2x2 Zone instead of one within 5m. If obvious for most creatures to discern.
you used it as a Standard Action, you » Ranger Beacon - When installed, choose a group of willing Allies who also
may instead target enemies in a 3x3 have Ranger Stylers. While equipped, you may share any of the following
Zone. to this group via your Styler, regardless of distance. Data Transfer, Verbal
» The next Weapon Attack you use Communication, Video Information, Health Status of Creatures.
through your Ranger Styler has its Area
of Effect increased by +1 or is treated
as Ranged Blast 2. Advanced Module
Prerequisite: Activate Module, Master Tech Edu
GM Note Scene - Free Action
Throughout the Campaign as rewards, allow your
Ranger to learn new Styler Mods and ways to Condition: You have a Ranger Styler equipped
utilize their gadgets and styler! Depending on your Effect: Apply a Styler Mod to your Ranger Styler. Your Styler can only
setting, different tech could be useful so allow your benefit from one Styler Mod at a time.
Players to get creative. In a Shadow Campaign you Bonus: Your Styler Mods have their Effects improved based on having this
could possibly have a Styler Gadget to determine if Feature.
something is a Shadow.

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Chapter 4 - Trainer Classes

Styler Mods
Aggression Nullifier Field Disruptor
Effect: Whenever you succeed a Skill Check for the Effect: Your Styler gains an additional Effect it can
Pacify action on your Ranger Styler, their Damaging apply.
Attacks next Turn are treated as Resisted instead of » Disrupt - Choose a Maneuver, Attack you’ve seen
resisted by an additional damage step and ignore the Target use, or an Ability you’ve seen the Target
Type Effectiveness. If you have the Advanced Module use. They cannot use it during their next Turn. If
Feature, their Attack and Special Attack are also you have the Advanced Module Feature, it instead
lowered by -2 CS, or -1 CS if used as a Swift Action becomes Disabled.

Capture Device Guard Shatterer


Effect: Whenever you succeed a Skill check for the Effect: Whenever you succeed a Skill Check for the
Restrain action on your Ranger Styler, the Target also Guard Break action on your Ranger Styler, its Effects
becomes Slowed. If you have the Advanced Module apply to the next two Attacks instead of the next
Feature, the Slowed Affliction cannot be cured during Attack. If you have the Advanced Module Feature,
their next Turn. their Defense and Special Defense are also lowered
by -2 CS, or -1 CS if used as a Swift Action.
Energy Amplifier
Effect: While this Mod is active you gain the Helping Magnetic Pulser
Hand and Coaching Attack. If you have the Advanced Effect: Weapon Attacks used through your Ranger
Module Feature, you also gain the Moral Support and Styler may be treated as Electric Type instead. If you
Heal Bell Attack. have the Advanced Module Feature, they also have
a 16+ Effect Range to cause all Targets hit to become
Paralyzed.

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Chapter 4 - Trainer Classes

RIDER
Sometimes Rangers specialize in riding Pokemon or act alongside
their partners. Riders specialize in acting in unison with their
Pokemon, defending one another, retaliating for one another and
battling as a synchronized unit, even during dire situations.

Rider
[Advanced] [Class]
Prerequisite 1: Ranger or Training Specialist [or]
Prerequisite 2: Adept Acrobatics or Athletics
Static
Effect: Your Pokemon are all treated as having the Mountable
Capability. When Mounting a Pokemon, it may be performed as
a Free Action instead of a Swift Action. While you are Mounted,
you and your Mount each use the highest of each other’s
Speed Evasion.

Note - A Mounted Pokemon does not need to be physically


Artist: Unknown ridden to benefit from Rider Features.

Cavalier’s Reprisal Ride as One


Prerequisite: Rider, Novice Acrobatics or Athletics Prerequisite: Rider, Adept Acrobatics or Athletics
At-Will - Free Action, Reaction Scene - Free Action, Interrupt
Trigger: You or your Mounted Pokemon would be hit Trigger: You or your Mounted Pokemon Intercept for each other
by an Adjacent Enemy Effect: The Triggering Attack is resisted by an additional
Effect: Either you or your Mounted Pokemon may damage step.
trigger an Attack of Opportunity against the Attacker. Bonus: You and your Mount may Intercept for each other as a
Shift Action, Interrupt instead of a Standard + Shift Action.

Strafing Maneuver
Prerequisite: Rider, 2 Rider Features, Expert Synchronized Strike
Acrobatics or Athletics Prerequisite: Rider, 3 Rider Features, Master Acrobatics or
Scene - Free Action, Interrupt Athletics
Trigger: You and your Mount would be hit with a At-Will - Full Action
Blast, Burst or Line Attack Condition: You’re mounting a Pokemon
Effect: Either you or your Mounted Pokemon may use Effect: The Pokemon you’re mounting may use a Damaging
a Shift Action as a Priority (Advanced) Action, which Attack as a Free Action, however it must target an Enemy
must be used for a Movement Action to move out they haven’t Targeted this Round yet. They cannot Attack those
of the Area of Effect of the Triggering Attack. After Targets for the rest of the Round.
this Action resolves, the Triggering Attack instead Bonus: Your Mounted Pokemon benefit from any Accuracy,
misses you and your Mounted Pokemon. Movement Critical HIt and Damage Modifiers that you are currently
performed this way does not provoke Attacks of benefiting from. This excludes conditional modifiers that they
Opportunity. do not qualify for.

GM Note - A Mounted Pokemon does not need to be physically


ridden to benefit from Rider Features.
Rider Examples
It could simply be moving close in unison, however the typical 1. A Rider has his ace Pokemon as a Charizard and mounts it in battle to fly
intent is for Pokemon like Arcanine to be ridden. Alternatively you around and command him from the sky.
could create custom shapped saddles similar to how the Machamp 2. A Rider who is also a skirmisher battles alongside his Excavalier side by
ride mechanic works in alola. Smaller Pokemon like Pichu can side, slicing their targets with precision.
also ride on the Trainer’s shoulder or run alongside them in the 3. A Rider carries a Smoliv in their backpack and protects it as they fight.
same occupying space to functionally have the same effects
as being ridden.

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Chapter 4 - Trainer Classes

SIGNER
Some Rangers are able to form deep connections with Legendaries
and Pokemon of grand power. These Trainers may draw on their
connections and form sigils which draw upon the power of these
Guardians and can assist them or act on behalf of the Guardian.

Signer
[Advanced] [Class]
Prerequisite 1: Ranger or Occult Researcher [or]
Prerequisite 2: Adept Occult Edu or Poke Edu
Bind 1 - Extended Action
Target: A Pokemon with significant power that you have at
least a Trusted Bond with
Effect: The Target becomes your Guardian for the duration
they are bound by this Feature.
Bonus: You may communicate with your Guardian(s) as if you
had the Telepath and Empath Capability, regardless of your
current distance from them.
Artist: Pokemon Guardian Signs

Guardian Sign Guardian Aspect


Prerequisite: Signer, Novice Occult Edu or Poke Edu Prerequisite: Signer, Adept Occult Edu or Poke Edu
At-Will - Standard Action Static
Effect: Choose a Guardian Sign from the list on the Effect: You gain 3 Blessing Points (Max 3). At any time you can
next page and apply its effects. expend a Blessing Point to use a Guardian Aspect from the list
on the next page and apply its effects. If used during combat,
it is considered a Free Action. Whenever you perform a
Battle Emblem Downtime Action involving one of your Guardians, you regain
Prerequisite: Guardian Sign, Expert Occult Edu or an amount of Blessing Points based on the result and impact
Poke Edu of the action.
At-Will - Swift Action
Effect: Choose a Guardian Sign from the list on the
Example (Gaining Blessing Points) - A Player has a Guardian Darkrai
next page and apply its effects. Each time you use and at night, he spends a Downtime Action to perform relaxation.
this Feature after the first time during an Encounter, He meditates in his room and communicates to Darkrai through
you must expend 1 additional Blessing Point to do so. telepathy and updates them on their journey thus far, resetting their
(First usage is 0 Points, next is 1, next is 2, etc…) Blessing Points to 3.
Bonus: You may use the Signer Feature as a Swift
Action twice per Day, choosing a new Target to
become your Guardian. Divine Intervention
Prerequisite: Guardian Sign, Master Occult Edu or Poke Edu
Scene x2 - Free Action, Reaction
Trigger: You or an Ally fall below 50% of their Maximum Hit
Points
GM Note - A Pokemon with significant power could be a Legendary Effect: Choose a Guardian Sign from the list on the next page
Pokemon or a Pokemon with mythological importance to
your setting such as an elder Venusaur that rules a forest. It is and apply its effects to the triggering combatant. They also
recommended that when your Player takes Signer, they have at have a +2 bonus to Accuracy Checks, Save Checks and Skill
least 1 Pokemon they have a bond with from their Backstory. They Checks until the end of their next Turn.
are meant to gain more as they journey which can expand what
they can do and who they choose to draw power from at a given
time.

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Chapter 4 - Trainer Classes

Guardian Signs Guardian Aspects


Sigil of Elements Sigil of Authority
Effect: Choose an Attack that you or an Ally within Effect: Whenever you fail a Skill Check involving a
5m knows and a Type that one of your Guardians is. Pokemon whose Type matches one of your Guardians,
The Attack is treated as that Type until the end of the you may use this Aspect to reroll it. This Aspect may
Scene. only be performed once per Skill Check.

Sigil of Empowerment Sigil of Connection


Effect: Choose you or an Ally within 5m and one of Effect: This Aspect may be used to have one of your
your Guardians. The chosen combatant gains +2 CS in Guardians assist you in some way that they are
any Stat, or +1 CS in your Guardian’s highest base stat currently able. You must be within their domain of
if used as a Swift Action. influence for this to work or what you ask of them
must be within their power profile. Depending on
Sigil of Imbuement the scope of how they help, you may need to expend
Effect: Choose you or an Ally within 5m and one of more than one Blessing Points. This cannot be used
your Guardians. The chosen combatant gains one during Combat.
Attack the Guardian can learn until the end of the
Scene, provided the combatant could legally learn it Example (Forest Elder) - A Player has a Guardian of an Elder
through Tutor Rules. Venusaur. While running away from a group of Team Rocket,
they use Sigil Connection to have Venusaur summon ivy
Sigil of Protection that tangles their pursuers. A Player has a Guardian Xerneas.
When encountering a Poisoned Audino in the wild, they
Effect: Choose you or an Ally within 5m. The chosen call upon Xerneas to cure them, however it costs 2 Blessing
Combatant gains 2 Ticks of Temporary Hit points. If Points.
used as a Standard Action, they also resist all attacks
by an additional damage step until the start of your Sigil of Insight
next Turn. Effect: Whenever you perform a Skill Check that one
of your Guardians is Proficient or Mastered Rank in,
Sigil of Restoration you may use this Aspect to gain a +3 Modifier to it.
Effect: Choose you or an Ally within 5m. If used as a
Standard Action, the chosen combatant restores 5 Sigil of Symbiosis
Ticks of Hit Points or is cured of a Status Affliction. Effect: When this Aspect is used, choose one of your
Otherwise, they restore 2 Ticks of Hit Points and have Guardians. For up to 10 minutes, either you or the
a +2 bonus to their next Save Check. A Combatant can chosen Guardian may spiritually enter the willing
only benefit from the Standard Action effect once per other’s body, as if they shared a consciousness. While
Scene. in this state, they experience all senses of the body
they entered. If either participant takes damage for
this duration, the connection is severed.
GM Note
Whenever a Player develops their relationship with one of
their Guardians, you should encourage new Signs or Aspects Example (Forest Elder) - A Player has a Guardian of an Elder
to be discovered depending on the fluff of the Guardian, Venusaur. While traveling, the Player is telepathically made
as these are meant to be generic and usable across an aware that someone is attacking the forest, they set up a
assortment of entities! This should be given as rewards for Sigil of Symbiosis and the Player connects with Venusaur,
invested time or success. An example could be that a Player seeing a group of Team Rocket attacking native Pokemon
with a Guardian Ho-Oh can use a special Sign once per and setting up fires.
Scene known as the Sigil of Revival, which allows them to
revive a Combatant and set them to 2 Ticks of Hit Points if Sigil of Unity
used as a Standard Action. Another example could be a Sigil Effect: Choose a Capability that one of your Guardians
of Nightmares, allowing a Player to cause a Drowsy Enemy
to become Cursed. has. You gain that Capability until the end of the Day.

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Chapter 4 - Trainer Classes

TYPE SPECIALIST
Between Gym Leaders and Trainers who just prefer certain types, Type
Specialist is the class meant for those who love a specific type. While
some specialists may run only one type on their team, these classes allow
you to use other Pokemon whie boosting their ability to use that type.

Type Specialist
[Base] [Class]
Prerequisite: 1 Pokemon of your Chosen Type. Type Linked Skill
or Poke Edu at Novice
Static
Effect: Choose a Type to become your Chosen Type. You gain
the Type Aura Ability. “Your Type” for Type Aura is considered
to be your chosen Type. Your Pokemon always benefit from
your Type Aura Feature regardless of if they’re within 2m of
you.
Note: If you qualify for this Feature through Poke Edu, you
may choose any Type, otherwise it must meet the Skill
Artist: Unknown Requirements associated with that Type.

Type Sync Type Expertise


Prerequisite: Type Specialist, Type Linked Skill or Poke Prerequisite: Type Specialist, Type Linked Skill or Poke Edu at
Edu at Novice Adept
At-Will - Free Action, Interrupt Scene - Free Action, Interrupt
Trigger: An Allied Pokemon uses an Attack Trigger: You or an Ally are hit with a Damaging Attack of your
Effect: The Triggering Attack’s Type is treated as your chosen Type
chosen Type instead. This may cause the Attack to Effect: You and all Allies targeted by the Triggering Attack
Trigger other Features as if the Triggering Attack was resist it by an additional damage step.
your chosen Type instead of its natural type. Bonus: You treat your chosen Type as resisted whenever
you’re Attacked by a Damaging Attack that matches it.

Type Exploit
Prerequisite: Type Specialist, Type Linked Skill or Poke Type Embodiment
Edu at Expert Prerequisite: Type Specialist, 3 Type Specialist Features, Type
Scene - Free Action, Interrupt Linked Skill or Poke Edu at Master
Trigger: Your Pokemon hit with an Attack of your Bind 3 - Extended Action
chosen Type Target: Your Pokemon
Effect: The Attack is resisted one step less, to a Effect: While Bound, the Target’s Type is adjusted in order
maximum of neutral effectiveness. If the Target(s) to include your chosen Type. Adjusting this way can either
were to be Immune to the Triggering Attack, it instead replace a Type for your chosen Type, or add the Type if they
becomes neutral effectiveness. only have one Type. If a Type is replaced, all of the Target’s
Attacks that are the replaced Type instead become your
chosen Type (For example, Thunderbolt becoming Fire Type).
Type Linked Skills Once this Feature is bound, it cannot be unbound outside of
Bug - Command or Nature Edu | Dark - Guile or Stealth GM discretion.
Dragon - Command or Intimidate | Electric - Focus or Tech Edu
Fairy - Charm or Guile | Fighting - Athletics or Combat
Fire - Focus or Intuition | Flying - Acrobatics or Perception Note - Your GM may allow Pokemon Targeted this way to become
Ghost - Intimidate or Occult Edu | Grass - Gen Edu or Nature Edu Type Shifts and if so, they may have additional alterations by their
Ground - Intuition or Perception | Ice - Athletics or Nature Edu discretion. This may include added Attacks to their Tutor List,
Normal - Charm or Intuition | Poison - Intimidate or Stealth changed Abilities or changed Attack Effects. This Feature has the
Psychic - Focus or Occult Edu | Rock - Combat or Nature Edu Bind Frequency instead of a “3 Times Usage” frequency in case
Steel - Focus or Tech Edu | Water - Athletics or Intuition they no longer want to use a Pokemon and want to essentially
“Retrain”. This is not intended for the Trainer to bind and unbind
their team whenever they want and keep separate sheets for when
they’re bound.

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Chapter 4 - Trainer Classes

BUG SPECIALIST
Bug Specialists excel in training Pokemon that are insectoids in nature.
Compared to normal Trainers, Bug Specialists specialize in unlocking
the adaptive nature of Bug Types, being able to command temporarily
evolutionary forms depending on what they need in combat.

Bug Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Bug as your chosen Type) [or]
Prerequisite 2: Command, Nature Edu or Poke Edu at Adept
At-Will - Special, Priority (Limited)
Target: Your Bug Type Pokemon
Effect: The Target gains an Adaptation Technique until the
end of the Scene or switches a Technique currently applied to
them with a different one. Your Pokemon may only have one
Adaptation at a time. To Activate this Feature, either You or
the Targeted Pokemon must use a Swift Action.

Artist: Unknown » Adaptation Techniques are on the next Page

Reactive Adaptation Advanced Evolution


Prerequisite: Bug Specialist, Command, Nature Edu or Prerequisite: Bug Specialist, Command, Nature Edu or Poke
Poke Edu at Novice Edu at Adept
Scene x2 - Free Action, Interrupt Bind 1 - Extended Action
Trigger: A Combatant would perform any Roll Target: Your Bug Type Pokemon
Target: Your Bug Type Pokemon Effect: Choose an Adaptation Technique to apply to the Target
Effect: The Target gains an Adaptation Technique which persists while this Feature is bound. This Pokemon may
until the end of the Scene or switches a Technique have two Adaptations at a time.
currently applied to them with a different one.

Disruptive Pest
Transitory Improvement Prerequisite: Bug Specialist, 3 Bug Specialist Features,
Prerequisite: Bug Specialist, Command, Nature Edu or Command, Nature Edu or Poke Edu at Master
Poke Edu at Expert Scene x2 - Free Action, Reaction
At-Will - Free Action, Reaction Trigger: Your Pokemon hit a Bug Type Attack
Trigger: Your Bug Type Pokemon start their Turn Effect: After the Attack’s resolution, choose an Effect to apply
Effect: The Triggering Pokemon gains a +2 Modifier to all Targets of the Triggering Attack. An Enemy can only be
to one of the following Combat Values until the end affected by Disruptive Pest once per Scene.
of the Round. If the Target is bound by Advanced
Evolution, it becomes a +3 instead. » They lose -2 CS in all Stats they have positive CS in.
» They fail their next Save Check.
» Accuracy, Effect Range, Critical Hit, » They become Dazed and suffer -3 to their next
Evasion, Save Checks Accuracy Roll.

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Chapter 4 - Trainer Classes

Adaptation Technique List


Chitin Shield Piercing Power
Effect: The user has a bonus to Evasion equal to Effect: The user’s Bug Type Attacks cannot be resisted
double your Tier Level against Status Attacks. If user by Type Effectiveness. The user ignores Damage
is Targeted by an Attack, the Attack has a penalty to Reduction equal to your Tier Value.
Effect Ranges and Critical Hit Ranges equal to your
Tier Level. Predator Senses
Effect: The user can sense when an Enemy is 50% HP
Exoskeleton or lower. The user’s Bug Type and Melee Attacks have
Effect: The user has Damage Reduction against non- the Sureshot Keyword when Attacking Enemies that
Melee Attacks equal to your Tier Value have less than 50% HP or have a Status Affliction.

Nimble Speed Strength Sapper


Effect: The user has a bonus to their Movement Value Effect: Whenever the user hits an Attack against a
equal to double your Tier Level and cannot provoke single Enemy used as a Standard Action, they lose
Attacks of Opportunity via movement. -2 CS in a Stat of your choice. On a 14+, they gain +1
CS in the chosen Stat or gain a Tick of Temporary Hit
Venomous Glands Points. On a 19+, they instead gain +2 CS or two Ticks
Effect: The user’s Damaging Attacks have a 16+ Effect of Temporary HP.
Range to Poison all Targets hit by the Attack. This
extends existing Poison Effect Ranges by +2. The user Swarm Commander
may use any Bug Type Attack as if it were Poison Type. Effect: Allies that Attack an Enemy that the user is
Adjacent to have a bonus to Accuracy Rolls equal to
your Tier Level. Allies within 2m may Intercept for the
user as a Swift + Shift Action instead of a Standard +
Shift.

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Chapter 4 - Trainer Classes

DARK SPECIALIST
Dark Specialists excel in training Pokemon that tend to be either
aggressive or sly in nature, as Dark Types tend to be. Whether it’s a
mischevious Pokemon like Morgrem or an aggressive Pokemon like
Pangoro, these specialists excel in dark type and social attacks.

Dark Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Dark as your chosen Type [or]
Prerequisite 2: Guile, Poke Edu or Stealth at Adept
Static
Effect: Your Pokemon have a bonus to Accuracy equal to
your Tier Level if the Target is Flanked, Drowsy, Slowed,
Suppressed, Tripped, Weakened or Vulnerable. If the Attack is
Dark Type and they gain this bonus, they also have a bonus to
Effect Ranges equal to your Tier Level.

Artist: Unknown

Clever Ruse Sly Scheme


Prerequisite: Dark Specialist, Guile, Poke Edu or Prerequisite: Dark Specialist, Guile, Poke Edu or Stealth
Stealth at Novice at Adept
At-Will - Free Action, Reaction At-Will - Free Action, Reaction
Trigger: Your Pokemon hit a Dark Type Attack against Trigger: Your Pokemon resolve a Dark Type or Status Attack
an Enemy Effect: Choose an Effect below to apply to the Triggering
Effect: Choose an Effect below to apply. Clever Ruse Pokemon. Sly Scheme can only be activated once per Round
can only be activated once per Round: and cannot be used if you used Clever Ruse for the Triggering
Attack:
» Targets of the Triggering Attack lose -1 CS in a Stat
of your choice. » They may use the Disengage Maneuver as a Free Action
» They may use a Manipulate Maneuver against one » They gain +1 CS to a Stat of their choice
Target as a Free Action » Their next Attack or Maneuver ignores Stat Evasion
» Targets of the Triggering Attack have a Penalty to
their next Save Check equal to your Tier Level.
Master Plan
Prerequisite: Dark Specialist, 3 Dark Specialist Features,
Devious Guile, Poke Edu or Stealth at Master
Prerequisite: Dark Specialist, Guile, Poke Edu or Scene x2 - Free Action, Reaction
Stealth at Expert Trigger: Your Pokemon hit a Maneuver (With an AC) or Dark
Scene - Free Action, Reaction Type Status Attack against a single Enemy
Trigger: Your Dark Type Pokemon use an Attack with Effect: Choose an Effect below to apply to the Enemy. An
the Social Keyword Enemy can only be affected by Master Plan once per Scene.
Effect: After the Triggering Attack is resolved, they
immediately use a Dark Type Status Category Attack » The Target fails their next Save Check
or a different Attack with the Social Keyword as a » The Target has a Stat with Positive CS set to -2 CS
Swift Action. This Attack must have a different Target » The Target has all Abilities or an Attack you’ve witnessed
than the Triggering Attack. Disabled until the end of the next Round.

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Chapter 4 - Trainer Classes

DRAGON SPECIALIST
Dragon Specialists excel in training Pokemon that are regal and
ferocious in nature, often being just as formidable as their Pokemon.
Dragon Specialists can bring out the primal power of their Dragons to
be as ferocious as their type should be, effectiveness be damned.

Dragon Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Dragon as your chosen Type
[or]
Prerequisite 2: Command, Intimidate or Poke Edu at Adept
Static
Effect: Your Pokemon may become Enraged as a Swift Action.
Whenever your Pokemon are Enraged, they cannot become
Provoked. While your Pokemon are Enraged, their Dragon Type
Attacks have their Area of Effects increased by +1. If an Attack
would be 1-Target, it may become Blast 2 instead of having its
Area of Effect increased.
Artist: Unknown

Unyielding Spirit Draconic Sovereignty


Prerequisite: Dragon Specialist, Command, Intimidate Prerequisite: Dragon Specialist, Command, Intimidate or Poke
or Poke Edu at Novice Edu at Adept
Scene x2 - Free Action, Reaction At-Will - Free Action, Interrupt
Trigger: Your Pokemon become Enraged or fall below Trigger: Your Pokemon hits a Dragon Type Damaging Attack
50% Hit Points against a single Enemy that is Vulnerable, Weakened, or is
Effect: The Triggering Pokemon has a Status Affliction suffering from a Status Affliction
they’re affected by cured or remove a Coat that is Effect: The Triggering Attack ignores Type Effectiveness
affecting them. Whenever they Trigger this Feature, (Excluding Immunities) and is instead treated as Super
their next Damaging Attack gains the Smite Keyword Effective (1.5x Effectiveness). This Feature cannot be
Bonus: While your Pokemon are below 50% Hit Triggered if another one of your Features were Triggered
Points, their Dragon Type Damaging Attacks have the by the Triggering Attack and none of your Features can
Smite Keyword, or Sureshot Keyword if they already be Triggered after this Effect resolves until the end of the
have the Smite Keyword. Triggering Pokemon’s Turn.

Empowered Tyrant Dominus Prime


Prerequisite: Dragon Specialist, Command, Intimidate Prerequisite: Dragon Specialist, 3 Dragon Specialist Features,
or Poke Edu at Expert Command, Intimidate or Poke Edu at Master
Scene x2 - Free Action, Reaction Scene x2 - Free Action, Interrupt
Trigger: Your Pokemon use a Dragon Type Damaging Trigger: Your Pokemon use a Dragon Type Attack
Attack Effect: The Triggering Attack cannot miss. If the user has at
Effect: The Triggering Pokemon may use an Attack least +2 CS in Attack, the Triggering Attack is automatically
with the “Self’ range as a Swift Action, if able. This a Critical Hit. If the user has at least +2 CS in Special Attack,
Attack must be At-Will or EoT for its Frequency. the Triggering Attack automatically triggers its Effect Range.
Bonus: Your Dragon Type Pokemon may use Status A Pokemon may only be affected by this Feature once per
Category Attacks with the “Self” range even if Scene
they’re Enraged.

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Chapter 4 - Trainer Classes

ELECTRIC SPECIALIST
Electric Specialists excel in training Pokemon that obviously use
electricity and lightning in some capacity. Unlike normal Trainers,
Electric Specialists have the ability to measure the electrical voltage
of their Pokemon and utilize it to their advantage in combat.

Electric Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Electric as your chosen Type) [or]
Prerequisite 2: Focus, Poke Edu or Tech Edu at Adept
Static
Effect: Your Pokemon’s Damaging Electric Type Attacks gain a
18+ Effect Range to cause their Targets to become Paralyzed
if they don’t have one already. If they already have one, it is
increased by +1. Whenever your Pokemon use a Damaging
Attack against a Paralyzed Enemy, they cannot resist it.

Artist: Unknown

Electrical Charge System Shock


Prerequisite: Electric Specialist, Focus, Poke Edu or Tech Prerequisite: Electric Specialist, Focus, Poke Edu or Tech Edu
Edu at Novice at Adept
Static Scene x2 - Free Action, Reaction
Effect: Whenever your Pokemon use an Electric Attack, Trigger: Your Pokemon cause an Enemy to become Paralyzed
they gain Charge Counters based on the Accuracy Roll or would Paralyze an Enemy that is already Paralyzed.
(Before Modifiers) after the Attack’s resolution. If it was Effect: Choose one of the Effects to apply to the affected
10 or less, they gain +1 Charge Counter. If it was 11- Enemy:
18, they gain +2. If it was 19+, they gain +3. They may
have a maximum of 6 Charge Counters at a time. If the » The Target becomes Suppressed.
Attack does not have an Accuracy Roll, perform a Luck » The Target cannot use a Shift Action during their next Turn.
Roll instead. Your Pokemon have a bonus to Paralyze » The Target’s Abilities are disabled while they’re Paralyzed.
Effect Ranges equal to the number of Charge Counters
they have. Whenever they inflict the Paralyze Affliction
an Enemy, they lose all Charge Counters.
Chain Lightning
Electrical Overload Prerequisite: Electric Specialist, 3 Electric Specialist Features,
Focus, Poke Edu or Tech Edu at Master
Prerequisite: Electrical Charge, Focus, Poke Edu or Tech Edu Scene x2 - Free Action, Interrupt
at Expert Trigger: Your Pokemon hit with a 1-Target Electric Attack
At-Will - Special Effect: Before Damage Calculation, choose another Enemy
Effect: Your Pokemon must activate this Feature as a Swift within 3m of the Target. They also become a Target of the
Action when they declare they’re using an Electric Type Triggering Attack and perform another Accuracy Roll against
Attack. They then expend any number of Charge Counters
to apply any of the Effects below to the Triggering Attack, them. This Accuracy Roll has a penalty equal to the number
then they may proceed with the Accuracy Roll after declaring of meters they are away from the original Target. If this Attack
Targets. Multiple Charge Counters can be expended on the hits, you may repeat this effect but based on the position of
same Effect if desired. the 2nd Target. The 3rd Target cannot be the original Target.
» 1 Charge Counter may be expended to increase the Area of
Effect Range by +1 or change the Attack to a Blast 2.
» 1 Charge Counter may be expended to increase the DB by
+2, if it’s Damaging Attack
» 2 Charge Counters can be expended to grant the Attack the
Smite Keyword, or 4 for the Sureshot Keyword.
Bonus: Whenever your Electric Type Pokemon use an Attack
that’s Range is “Self”, they roll a d3 and gain that many
Charge Counters. (This may stack with the Electrical Charge
effect)

77
Artist: Unknown Chapter 4 - Trainer Classes

FAIRY SPECIALIST
Fairy Specialists excel in training Pokemon that have a mystical or
even a chaotic aura. Through this Class, these Trainers can harness
the power of Fairy Lights, created by their Pokemon in order to
redirect their energy to help their allies or lead to magical ruin!

Fairy Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Fairy as yourchosen Type) [or]
Prerequisite 2: Charm, Guile or Poke Edu at Adept
At-Will - Free Action, Reaction
Trigger: Your Pokemon use a Fairy Type Attack or your Fairy
Type Pokemon use a Status Category Attack
Mechanic - Fairy Light Effect: A Fairy Light is summoned in an Adjacent, unoccupied
Fairy Lights float in the space they occupy, have the Glow Capability, space. If the Triggering Attack’s Accuracy Roll was 15+ (Before
have 1 Hit Point and are Immune to Physical Damage. On your Turn, modifiers) and/or if it was a Status Attack used as a Standard
you may have each Fairy Light move up to 6m as a Free Action (This Action, one more Fairy Light is Summoned. If the Triggering
does not provoke Attacks of Opportunity). If they were to enter the Attack didn’t have an Accuracy Check, you may perform a Luck
space of an occupied Combatant, you may apply an Effect from the
Fairy Specialist Class that a Fairy Light is able to do when expended, Roll instead.
then the Fairy Light disappears. Fairy Lights are expended at the Bonus: Fairy Lights may be expended to grant the Target a Tick
end of an Encounter and cannot be summoned as an Extended of Temporary Hit Points which may stack on existing Temp HP.
Action, but you may summon one briefly to use as a source
of light, provided it is non-mechanical.

Mystic Blessing Fae Trance


Prerequisite: Fairy Specialist, Charm, Guile or Poke Prerequisite: Fairy Specialist, Charm, Guile or Poke Edu at
Edu at Novice Adept
At-Will - Free Action Scene x2 - Special
Trigger: Your Fairy Type Pokemon target an Ally with Trigger: Your Pokemon hit a Fairy Type Attack or a Social
an Ability or Status Attack or Maneuver Attack
Effect: Choose Accuracy, Save Checks or Effect Ranges Effect: Your Pokemon must use a Swift Action to activate
for the Target(s) to gain a bonus equal to your Tier this Feature. Choose a Target hit by the Triggering Attack to
Level until the end of their next Turn. This Feature can become Dazed, Entranced or Suppressed, Whenever this
only Target a Combatant once per Round. Target would end their Turn while having an Affliction gained
Bonus: Fairy Lights may be expended to restore a this way (After Save Checks), a Fairy Light is created in a space
Tick of Hit Points to the Target, or two Ticks if they’re that is adjacent to them.
below 50% HP. Bonus: Fairy Lights may be expended to grant the Target a
bonus or penalty to their next Save Check equal to your Tier
Level. (Remove the once per)
Phantasmal Folklore
Prerequisite: Fairy Specialist, Charm, Guile or Poke
Edu at Expert Ancient Rite
Static Prerequisite: Fairy Specialist, 3 Fairy Specialist Features,
Effect: Each of your Pokemon gain an Ability based on Charm, Guile or Poke Edu at Master
the type of Fairy you perceive them as or have trained Scene - Standard Action
them as. You may change this choice as an Extended Target: Two Fairy Lights on the Field and your Active Pokemon
Action when Training the Pokemon during Downtime. with a Damaging Fairy Type Attack on their Battle Attack List
Effect: Draw a Zone in the shape of a rectangle that connects
» Caretaker (Blessed Touch), Cursed (Cursed Body), both of the Targeted Fairy Lights as corners of the Zone,
Guardian (Gentle Vibe), Malicious (Pressure), then the Fairy Lights are expended. The Targeted Pokemon
Mystical (Starlight), Nature Spirit (Flower Veil), may use a Fairy Type Damaging Attack as a Free Action with
Temptress (Cute Charm), Trickster (Prankster) the Range being replaced with all Allies or Enemies (Of your
choice) in the Zone, ignoring Frequency. Using an Attack this
GM Note - As a GM, you may allow more ability options based on way does not create Fairy Lights.
how the Trainer is training their Pokemon in the ways of a Fairy
Ace. Malicious could grant Cruelty instead if desired but be wary
with what you allow.

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Chapter 4 - Trainer Classes

FIGHTING SPECIALIST
Fighting Specialists excel in training Pokemon that prioritize brawn
over brains, often prefering to punch their way to a solution. This
Class’s strategy is to allow your Pokemon to single out an enemy and
gain bonuses as they fight in close range to them in a one v one duel.

Fighting Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Fighting as your chosen Type)
[or]
Prerequisite 2: Athletics, Combat or Poke Edu at Adept
At-Will - Free Action, Reaction
Trigger: Your Pokemon hit with a Melee or Fighting Type
Damaging Attack on a single Target
Effect: The Target becomes Marked with an Adversary Mark.
Bonus: Your Pokemon’s Fighting Type Damaging Attacks have a
bonus to Damage Rolls equal to your Tier Value and a bonus to
their Accuracy Rolls equal to your Tier Level. These bonuses only
Artist: Unknown apply if the only Target is an Enemy with the Adversary Mark.

Retaliating Strike Boastful Challenger


Prerequisite: Fighting Specialist, Athletics, Combat or Prerequisite: Fighting Specialist, Athletics, Combat or Poke
Poke Edu at Novice Edu at Adept
Scene x2 - Free Action, Reaction Scene x2 - Free Action, Reaction
Trigger: Your Pokemon are hit by an Adjacent Enemy Trigger: Your Pokemon hit a Fighting or Melee, 1 Target
Effect: After the Triggering Attack resolves, the Damaging Attack
Pokemon hit by the Attack may perform an Attack Effect: The Target becomes Provoked by the Attacker until the
of Opportunity against the Triggering Enemy. If the end of their next Turn. If the Target was their Adversary, the
Triggering Pokemon had their Adversary Mark, they attacker resists their next Damaging Attack by an additional
may instead use a Damaging Fighting-Type Attack step. An Enemy can only be affected by Boastful Challenger
with a Frequency of At-Will instead of a Basic Attack. once per Scene.
Bonus: Whenever a Combatant with your Adversary
Mark would Disengage out of a space that is
Adjacent to your Pokemon, they trigger an Attack of Smashing Punishment
Opportunity, ignoring Disengage. Prerequisite: Fighting Specialist, 3 Fighting Specialist
Features, Athletics, Combat or Poke Edu at Master
Scene - Free Action, Interrupt
Who’s Next? Trigger: Your Pokemon hit an Adjacent Enemy with a
Prerequisite: Fighting Specialist, Athletics, Combat or Fighting-Type Damaging Attack
Poke Edu at Expert Effect: The Target becomes Vulnerable until the end of the
Scene x2 - Free Action, Reaction next Round. In addition apply one of the following Effects to
Trigger: An Enemy with an Adversary Mark applied by the Target:
you Faints » Before Damage Calculations, the Target’s Defense or Special
Effect: Choose an Enemy to apply the Adversary Mark Defense is set to -2 CS.
to. Your Active Pokemon gain a Tick of Temporary Hit » The Target gains the Wounded Affliction.
Points and +1 CS in a Stat of their Choice. » The Target loses one Coat that they are currently affected
by and it cannot be Activated in response to this
Feature’s Activation.
Bonus: Your Pokemon’s Attacks against their Adversary ignore
their Physical Evasion.

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Chapter 4 - Trainer Classes

FIRE SPECIALIST
Fire Specialists excel in training Pokemon that burn with a fiery spirit
as hot as their flames. Their specialty lies in empowering the fire of
their Pokemon, leaving residual embers on the field and leaving burns
that are stronger than normal. It’s time to turn up the heat!

Fire Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Fire as your chosen Type) [or]
Prerequisite 2: Focus, Intuition or Poke Edu at Adept
Static
Effect: Your Pokemon’s Damaging Fire Type Attacks gain a
18+ Effect Range to cause their Targets to become Burned. If
they already have a Burn Effect Range, it is increased by +2.
Whenever a Fire Hazard or your Pokemon Burn a Target that
is already Burned, they lose a Tick of HIt Points and gain +1
Combustion Counter (Max 3). Whenever a Burned Combat
with a Combustion Counter would cure the Burned Affliction,
Artist: Unknown they instead remove a Combustion Counter.

Fan the Flames Severe Burns


Prerequisite: Fire Specialist, Focus, Intuition or Poke Prerequisite: Fire Specialist, Focus, Intuition or Poke Edu
Edu at Novice at Adept
Scene x2 - Free Action, Interrupt Static
Trigger: Your Pokémon uses a Fire Type Attack Effect: Enemies that are Burned by your Pokemon or Fire
Effect: Instead of its usual range, the attack may be Hazards you create cannot restore Hit Points while Burned.
performed as if it had a range of Burst 1 if Melee, or In addition, whenever they would lose Hit Points from
Close Blast 2 if ranged. If the Attack is already a Burst, the Burned Affliction, they lose an Additional Tick per
Blast, or Line, increase the size of the Attack’s area by Combustion Counter they have.
+1 (Burst 1 becomes Burst 2, etc). Regardless of if the
Attack hits, Fire Hazards are created on each space
within the Attack’s Range. Spontaneous Combustion
Prerequisite: Fire Specialist, 3 Fire Specialist Features, Focus,
Intuition or Poke Edu at Master
Blazing Battlefield Scene x2 – Free Action, Interrupt
Prerequisite: Fire Specialist, Focus, Intuition or Poke Trigger: Your Pokemon use a Fire Type Attack against a
Edu at Expert Burned Enemy
Scene - Free Action, Interrupt Effect: All Burned Targets of the Triggering Attack become
Trigger: Your Pokémon would use a Fire Type Attack cured of the Burned Affliction and all Combustion Counters
Effect: You may ignore the Range of the Triggering they had. The Triggering Attack cannot miss Targets cured this
Attack. Instead, choose any number of Fire Hazards way. If the Triggering Attack was Damaging and they cured
within 3m of the Triggering Pokemon and create a Combustion Counters, the Attack also becomes a Critical HIt
3x3 Zone around each chosen Fire Hazard, centered automatically and they cannot activate Interrupts against it.
on the Hazard. The Attack’s Range is all spaces within
the created Zones. Each Hazard chosen this way is
destroyed after Attack Resolution.
Bonus: Your Pokemon may originate any Fire Type Mechanic - Fire Hazard
Any Combatant who ends their turn on or enters as space with a
Attack from a Fire Hazard within 5m of them, but Fire Hazard becomes Burned. Ground and Rock Type Pokemon are
after Attack Resolution, the Hazard is destroyed. immune to Fire Hazards and destroy them when shifting through
them. Ground, Rock, and Water Type Attacks that Target these
Spaces also destroy these Hazards. Fire Type Pokémon are Immune
to this Hazard’s effects.

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Chapter 4 - Trainer Classes

FLYING SPECIALIST
Flying Specialists excel in training Pokemon that are as free as the
wind itself. These Trainers specialize in swift Pokemon that can use
the sky to their advantage, can manipulate the battlefield with their
gales, and can act swiftly with speed only an avian can perform.

Flying Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Flying as your chosen Type) [or]
Prerequisite 2: Acrobatics, Perception or Poke Edu at Adept
Static
Effect: Your Pokemon gain the Quick Capability. Your Flying Type
Pokemon may use the Disengage Maneuver as a Swift Action
as well as a Shift Action and when they do, they may move 3m
instead of 1.

Artist: Unknown

Skyward Bound Gale Strike


Prerequisite: Flying Specialist, Acrobatics, Perception or Prerequisite: Flying Specialist, Acrobatics, Perception or Poke
Poke Edu at Novice Edu at Adept
At-Will - Special Scene x2 - Free Action, Interrupt
Effect: Your Pokemon with the Flier Capability may Trigger: Your Pokemon miss a Flying Type Attack
activate this Feature as a Shift Action to fly up to Effect: The Accuracy Roll is performed once again. If the
25m into the air and leave the Field. They cannot be Attack would result in a Critical Hit, it is instead a normal hit,
Targeted in any way during this time. At the beginning but Gale Strike’s Frequency is not expended.
of their next Turn they re-enter the Field as a Shift
Action and descend down to any space within 10m of
their previous location, then their next Damaging Attack Tornado Surge
this Turn gains the Smite Keyword. Each Pokemon may Prerequisite: Flying Specialist, 3 Flying Specialist Features,
only activate Skyward Bound once per Scene. Acrobatics, Perception or Poke Edu at Master
Scene - Free Action, Interrupt
Note: This Feature cannot be used if the user is in an Trigger: Your Pokemon would take their Turn
area with a height of less than 10m. This Feature allows Effect: Choose two different options from the following list to
the user to ignore the Flier Capability, allowing them to grant the Triggering Pokemon for this Turn.
exceed 4m in the air.
» An Extra Standard Action: This can only be used to use a
Flying Type Attack that is At-Will, use a Flying Type Attack that
Aerial Control is EOT, or use a Naturally Flying Type Status Attack.
Prerequisite: Flying Specialist, Acrobatics, Perception or » An Extra Swift Action: This can only be used for Abilities,
Poke Edu at Expert Maneuvers or Flying Specialist Features.
At-Will - Special » An Extra Shift Action: This must be used for a Movement
Effect: Your Flying Type Pokemon may activate this Action and may let the user exceed total Movement Value
Feature as a Swift Action to perform any of the per Turn.
following: » An Extra Save Check: Taking this allows you to roll your
Save Check twice, taking the higher result.
» Choose an Enemy within 5m to Slide 3m in any
direction unless they pass a DC 15 Acrobatics Check
» The Weather becomes Windy or the Weather is
removed, of your choice. The Weather may only
become Windy this way once per Scene
» In a Close Blast 3 or Line 6 Range, all Hazardous
Terrain that was created by an Attack or Ability is
destroyed and reverted to Basic Terrain.

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Chapter 4 - Trainer Classes

GHOST SPECIALIST
Ghost Specialists excel in training Pokemon that live on the edge of life
and death and have a spectral nature. Being attuned to Ghost Types
allows these Trainers to hex their enemies with curses and debuffs
utilizing Curse Tokens which are gained from ghastly events in combat.

Ghost Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Ghost as your chosen Type [or]
Prerequisite 2: Intimidate, Occult Edu or Poke Edu at Adept
Static
Effect: Whenever your Pokemon use a Ghost Type Attack,
you gain 1 Curse Token (Max 6) after Attack resolution. Your
Pokemon may use a Standard Action, or a Free Action upon
Fainting, to expend any amount of Curse Tokens to apply
conditions to an Enemy within 5m of them listed below at their
listed cost:
» 1 Curse Token: The Target becomes Suppressed
» 2 Curse Tokens: The Target becomes Cursed or loses -2 CS in a
Stat of your Choice
» 3 Curse Tokens: The Target has one Stat of your choice lowered
to -2 CS
» 4 Curse Tokens: The Target becomes Drowsy and cannot be
Artist: Unknown cured through sources other than a Save Check.

Phase Shift Vampirism


Prerequisite: Ghost Specialist, Intimidate, Occult Edu Prerequisite: Ghost Specialist, Intimidate, Occult Edu or Poke
or Poke Edu at Novice Edu at Adept
At-Will - Special Scene x2 – Free Action, Reaction
Effect: Your Ghost Type Pokemon may activate this Trigger: Your Pokémon hits an adjacent enemy with a Ghost
Feature as a Shift Action to remove themselves from Type Attack
the field. They cannot be Targeted in any way during Effect: Choose a Stat. After Damage Calculations (If any),
this time. At the beginning of their next Turn they the triggering enemy loses a Tick of Hit Points and a Combat
may reappear in any space they could have moved to Stage in that Stat. Your Pokémon gains 1 Combat Stage in
from their previous location, then their next Attack the chosen Stat, and a Tick of Temporary Hit Points. If the
ignores Speed Evasion. Each Pokemon may only Triggering Attack was a Critical Hit or the Weather is Foggy,
activate Phase Shift once per Scene. this Feature’s Frequency isn’t expended.
Bonus: Your Pokemon with the Phaser Capability may
instead use it as a Free Action.
Spectral Surprise
Prerequisite: Ghost Specialist, 3 Ghost Specialist Features,
Cursed Malediction Intimidate, Occult Edu or Poke Edu at Master
Prerequisite: Ghost Specialist, Intimidate, Occult Edu Scene x2 - Free Action, Interrupt
or Poke Edu at Expert Trigger: Your Pokemon use a Ghost Type Attack
Scene x2 - Free Action, Reaction Effect: The Triggering Attack gains the Smite Keyword. After
Trigger: Your Pokemon is hit by an Attack the Triggering Attack is resolved, they may spend any of their
Effect: After Damage Calculations, you may spend any Curse Tokens and apply its conditions to any targets of the
of your Curse Tokens and apply its conditions to the Triggering Attack as a Free Action.
Triggering Enemy. If the Triggering Enemy has a Status
Affliction, they have a -4 Penalty to their next Save
Check.
Bonus: Whenever an Enemy fails a Save Check, you
gain a Curse Token. You can only gain up to two per
Round this way.

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GRASS SPECIALIST
Grass Specialists excel in training Pokemon that abide in nature. These
Trainers often specialize in the wide array of status attacks a Grass
Pokemon can learn and the growth potential of grass Pokemon. This
allows them to make their Grass Types stronger and be versatile.

Grass Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Grass as your chosen Type) [or]
Prerequisite 2: Gen Edu, Nature Edu or Poke Edu at Adept
At-Will - Extended Action, Reaction
Trigger: You use a Downtime Action to Train your Pokemon
Target: Your Trained Pokemon and a Grass Type Status Attack
on their Battle or Known Attack List
Effect: The Targeted Attack no longer takes an Attack Slot and
is always on their Battle Attack List. A Pokemon can only have
one Attack affected by this Feature at a time; if a new Attack is
chosen for the Targeted Pokemon, the previous one loses
Artist: Unknown this Effect.

Floral Embodiment Photosynthesize


Prerequisite: Grass Specialist, Gen Edu, Nature Edu or Prerequisite: Grass Specialist, Gen Edu, Nature Edu or Poke
Poke Edu at Novice Edu at Adept
At-Will - Extended Action Scene x2 - Free Action, Reaction
Trigger: You use the Training Downtime Action on Trigger: Your Grass Type Pokemon end their Turn without
your Grass Type Pokemon using a Damaging Attack or in Sunny Weather
Effect: They gain either the Flower Power or Flower Effect: Choose an Effect to apply::
Veil Ability. A Pokemon can only have one Ability
gained this way at a time. » The user restores two Ticks of Hit Points.
» The user gains a Tick of Temporary Hit Points.
» The user is cured of a Status Affliction.
Enduring Bloom
Prerequisite: Grass Specialist, Gen Edu, Nature Edu or
Poke Edu at Expert Cross Pollination
Scene x2 - Free Action, Interrupt Prerequisite: Grass Specialist, 3 Grass Specialist Features, Gen
Trigger: Your Grass Type Pokemon is dealt Super Edu, Nature Edu or Poke Edu at Master
Effective Damage Scene - Free Action, Interrupt
Effect: The Grass Type Pokemon gains a Tick of Trigger: Your Pokemon hit a Damaging Grass Type Attack as a
Temporary Hit Points and gains +1 CS in a Stat of your Standard Action
choice. If the Weather is Sunny, they also resist the Effect: The Effect of the Triggering Attack is replaced with the
triggering Attack by an additional damage step. A Effect of a Naturally Grass Type Status Attack on the User’s
Pokemon may only be affected by this Feature once Battle Attack List.
per Scene.
Example - Cross Polination
Your Pokemon use Leaf Storm and hit with it. They replace
following effect with the effect of Grass Whistle, which is also on
their Battle Attack List.

Before (Leaf Storm)


After Damage Calculations, lower the Offensive Stat used for this
Attack by -2 CS. Smite

After (Leaf Storm w/Grass Whistle Effect)


The Target becomes Drowsy or Entranced. On a Miss, they instead
become Vulnerable until the end of the next Round. Spirit Surge.

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GROUND SPECIALIST
Ground Specialists excel in training Pokemon that are masters of the
ground beneath us, being able to manipulate the very soil that we walk
on. These Trainers specialize in manipulating the field, creating spikes,
creating large attacks and even tripping others as you control the land.

Ground Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Ground as your chosen Type) [or]
Prerequisite 2: Intuition, Perception or Poke Edu at Adept
At-Will - Free Action, Reaction
Trigger: Your Pokemon use a Ground Type Attack
Effect: After the Attack’s resolution, create a 3x3 Zone that
includes one Target of the Triggering Attack. Spike Hazards are
created in Spaces in this Zone. If the Triggering Pokemon has
the Groundshaper Capability, they may use it on any number of
spaces in this zone as a Free Action.

Artist: Unknown

Embedded Thorns Upheaval


Prerequisite: Ground Specialist, Intuition, Perception Prerequisite: Ground Specialist, Intuition, Perception or Poke
or Poke Edu at Novice Eduat Adept
Static Scene x2 - Free Action, Reaction
Effect: When Enemies Trigger Spike Hazards that Trigger: Your Pokemon use a Ground Type Attack or an Attack
are created by you or your Pokemon they gain with the Groundsource Keyword
an Embedded Coat. Whenever an Enemy with an Effect: After the Accuracy Roll and before determining if it
Embedded Coat uses a Shift Action for anything other hit or not, one Target of the Triggering Attack must make a
than removing the Embedded Coat, they lose a Tick DC 10 Acrobatics Check or else they become Tripped. If the
of Hit Points and cannot gain Hit Points or Temporary Triggering Attack’s Accuracy Roll (Before Modifiers) resulted in
Hit points until the end of the next Round. The a 15+, the DC becomes 15 instead. If the Triggering Pokemon
Embedded Coat may be expended as a Shift Action is Tier 3, add a +5 to the required DC.

Seismic Warning Unraveled Earth


Prerequisite: Ground Specialist, Intuition, Perception Prerequisite: Ground Specialist, 3 Ground Specialist Features,
or Poke Edu at Expert Intuition, Perception or Poke Edu at Master
At-Will - Special Scene - Free Action, Interrupt
Effect: Your Pokemon may use a Swift Action to create Trigger: Your Pokemon use a Ground Type Attack or an Attack
a 3x3 Zone on the Field within 5m of them, then with the Groundsource Keyword
choose a Naturally Ground Type non-Field Attack Effect: The Range of the Triggering Attack is changed to Burst
on their Battle Attack List. At the end of the next 5 and gains the Friendly and Smite Keyword. If any Target
Round, the Attack is used as a Free Action (Following would be Immune to the Ground Type, it is instead treated as
Frequency) with its Range being all spaces within that Neutral Effectiveness.
Zone. If the Attack is Damaging, it is resisted by an
additional Damage Step.
Mechanic - Spike Hazard
Spaces with Spike Hazards are treated as Slow Terrain. Any
Grounded Enemy that enters a space with a Spike Hazard loses one
Tick of Hit Points and cannot gain Hit Points or Temporary Hit Points
until the end of the next Round.

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Chapter 4 - Trainer Classes

ICE SPECIALIST
Ice Specialists excel in training Pokemon whose cold tactics weaken
those around them. The job of an ice specialist is to make their Ice
Pokemon sturdier and to empower their Pokemon’s Ice Attacks to
cause worse effects on their enemies, including a deep chill.

Ice Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Ice as your chosen Type) [or]
Prerequisite 2: Athletics, Nature Edu or Poke Edu at Adept
Static
Effect: Your Pokemon’s Ice Type Attacks inflict the Chilled
Affliction on an 18+ or increase existing Chilled Effect Ranges
by +2. Whenever your Pokemon would cause a Chilled
Pokemon to become Chilled again, they gain a Permafrost
Coat. Whenever an Enemy with a Permafrost Coat is hit by a
Damaging Attack, it automatically becomes a Critical hit, then
the Coat is expended.
Artist: Unknown

Glacial Body Frozen Solid


Prerequisite: Ice Specialist, Athletics, Nature Edu or Prerequisite: Ice Specialist, Athletics, Nature Edu or Poke Edu
Poke Edu at Novice at Adept
Scene x2 - Free Action, Interrupt Scene x2 - Free Action, Interrupt
Trigger: Your Ice Type Pokemon are hit by a Damaging Trigger: Your Pokemon would apply a Permafrost Coat
Attack Effect: Instead of having the Coat apply to them, they lose
Effect: The Ice Type Pokemon gains Damage their next Standard Action and become Slowed. An enemy
Reduction against the Triggering Attack equal to their can only be affected this way once per Scene.
Tick Value. If the Weather is Snowy and the Triggering Bonus: Your Pokemon also apply a Permafrost coat when
Attack is Super Effective, it is resisted by an additional they cause an Enemy to become Chilled if they are Vulnerable
damage step as well. or Weakened.

Arctic Zeal Deep Cold


Prerequisite: Ice Specialist, Athletics, Nature Edu or Prerequisite: Ice Specialist, 3 Ice Specialist Features, Athletics,
Poke Edu at Expert Nature Edu or Poke Edu at Master
Scene x2 - Free Action, Reaction Scene - Swift Action, Reaction
Trigger: Your Pokemon use with an Ice Type Attack as Trigger: Your Pokemon hit with an Ice Type Damaging Attack
a Standard Action Effect: One Target of the Triggering Attack becomes Chilled,
Effect: Choose one of the Effects to apply: then choose a Stat of theirs to be set to -2 CS.

» All Targets of the Triggering Attack lose -2 CS in a


Stat of your Choice (Choose for each)
» You may use an Ice Type Blessing Attack with its
Versatile Effect as a Free Action, ignoring Frequency
» If the Weather is Snowy, gain +1 CS in a Stat of your
choice

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Chapter 4 - Trainer Classes

NORMAL SPECIALIST
Normal Specialists excel in training Pokemon that are, well, normal.
Average. Run of the mill. There’s nothing special about normal ace
except its ability to make normal Pokemon less normal and excel in raw
strength or prowess. Or they could bring others down to their level.

Normal Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Normal as your chosen Type)
[or]
Prerequisite 2: Charm, Intuition or Poke Edu at Adept
Static
Effect: Your Pokemon’s Normal Type Attacks have a Damage
Bonus equal to your Tier Value. Whenever your Pokemon use a
Normal Type Attack, they gain Damage Reduction equal to your
Tier Value until the end of the next Round. Damage Reduction
gained this way cannot stack with itself.

Artist: Unknown

Plainly Precise Extra Ordinary


Prerequisite: Normal Specialist, Charm, Intuition or Prerequisite: Normal Specialist, Charm, Intuition or Poke Edu
Poke Edu at Novice at Adept
Static At-Will - Special, Reaction
Effect: Your Pokemon’s Normal Type Damaging Trigger: Your Pokemon resolve a Normal Type Attack
Attacks have their Accuracy Roll performed twice, Effect: The Triggering Pokemon must use a Swift Action to
taking the higher result activate this Feature. The Triggering Pokemon either gains
+1 CS in a Stat of their choice or a +2 Modifier to any of the
following Combat Values for the rest of the Scene.
Simple Minded
Prerequisite: Normal Specialist, Charm, Intuition or » Accuracy, Effect Range, Critical Hit, Evasion, Save Checks
Poke Edu at Expert
Static
Effect: Your Normal Type Pokemon gain the Simple
Ability. Contagious Normality
Prerequisite: Normal Specialist, 3 Normal Specialist Features,
Charm, Intuition or Poke Edu at Master
Scene x2 - Free Action. Reaction
Trigger: Your Pokemon hit an Enemy with a Normal
Type Attack
Effect: Choose one of the Effects to apply to the Targets hit
by the Triggering Attack. An Enemy can only be affected by
Contagious Normality once per Scene:

» The Target’s next Damaging Attack cannot exceed Neutral


Effectiveness
» The Target’s Abilities are disabled until the end of the
next Round.
» The Target’s Combat Stages are set to +0 until the end
of the next Round. After this duration, they revert to their
original value, overwriting any changes that may have
occurred since this was inflicted.

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POISON SPECIALIST
Poison Specialists excel in training Pokemon that weaken and subdue
their enemies with their venom. These Trainers specialize in having
more effective poison that has a stronger potency on their enemies
and can even weaken their physical health and combat stats.

Poison Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Poison as your chosen Type) [or]
Prerequisite 2: Intimidate, Poke Edu or Stealth at Adept
Static
Effect: Your Pokemon’s Damaging Poison Type Attacks gain a
18+ Effect Range to cause their Targets to become Poisoned.
If they already have a Poisoned Effect Range, it is increased
by +2. Whenever a Hazard or your Pokemon Poison a Target
that is already Poisoned, they gain +1 Venom Counter (Max 3).
Whenever a Poisoned Combat with a Venom Counter would
cure the Poisoned Affliction, they instead remove a
Artist: Unknown Venom Counter.

Miasma Potent Venom


Prerequisite: Poison Specialist, Intimidate, Poke Edu Prerequisite: Poison Specialist, Intimidate, Poke Edu or
or Stealth at Novice Stealth at Adept
Scene x2 – Free Action, Reaction At-Will - Free Action, Reaction
Trigger: Your Pokémon uses a Poison Type Attack Trigger: Your Pokemon Poison an Enemy or grant them a
Effect: Gas Hazards are created in the spaces within Venom Counter
the Range of this Attack. If the Triggering Attack had Effect: If they became Poisoned, you may have any Stat
a single Target, it may instead create Gas Hazards become lowered by the effects of the Affliction, not just
in a Ranged Blast 3 centered around that target. If Special Defense. Additionally, the chosen Stat can’t be raised
the Triggering Attack missed, this Feature does not while they’re Poisoned. If they gained a Venom Counter, they
require a usage of its Frequency to be activated. lose -2 CS in a Stat of your Choice.
Enemies that Trigger this Hazard become Poisoned. Bonus: Whenever Poisoned Enemies would lose Hit Points
from the Poisoned Affliction, they lose an Additional Tick per
Venom Counter they have.
Debilitate
Prerequisite: Poison Specialist, Intimidate, Poke Edu
or Stealth at Expert Corrosive Blight
Scene - Free Action, Reaction Prerequisite: Poison Specialist, 3 Poison Specialist Features,
Trigger: Your Pokemon would Poison an Enemy, Grant Intimidate, Poke Edu or Stealth at Master
them a Venom Counter or land a Critical Hit with a Scene x3 - Free Action, Reaction
Poison Type Attack. Trigger: Your Pokémon hits a Poisoned Enemy with a Poison
Effect: They instead become Weakened or Vulnerable Type Attack
(Of your choice) until the end of the next Round. If Effect: The Target loses a Tick of Hit Points, then loses
the Trigger was a Critical Hit, the Triggering Attack another for every Stat they have negative CS in. A Target may
is no longer a Critical Hit but inflicts one of the prior only be affected by Corrosive Blight once per Scene.
listed Conditions.
Mechanic - Gas Hazard
Any Enemy who ends their Turn on or enters a space with a Gas
Hazard loses one Tick of Hit Points and suffers any additional effects
derived from the source. This Effect is ignored by Combatants with
the Breathless Capability.

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Chapter 4 - Trainer Classes

PSYCHIC SPECIALIST
Psychic Specialists excel in training Pokemon that are trained in the
mystic arts and sometimes have intelligence equal to our own. Unlike
other specialists, the Trainers psionically link with their Pokemon,
allowing them access to the psychic capabilities their partners possess.

Psychic Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Psychic as your chosen Type) [or]
Prerequisite 2: Focus, Occult Edu or Poke Edu at Adept
Bind 2 - Extended Action
Target: A Pokemon you own and a Psychic Status Attack
currently on their Battle Attack List
Effect: While this Feature is bound, you have the chosen Attack
added to your Attack List.
GM Note - As a GM you may curate which Attacks they’re allowed to
choose through this Feature for sake of balance or table fun. Attacks like
Teleport can be deemed to be unlearnable if you don’t want players to
Artist: Unknown access it. Additionally be wary of type shifted Attacks.

Psychic Sponge Psychic Resonance


Prerequisite: Psychic Specialist, Focus, Occult Edu or Prerequisite: Psychic Specialist, Focus, Occult Edu or Poke
Poke Edu at Novice Edu at Adept
Static Scene x2 - Free Action, Reaction
Effect: All of your Pokemon gain +1 Attack Slot on Trigger: Your Pokemon hit with a Psychic Type
their Battle Attack List, however it can only be used Damaging Attack
for a Psychic Type Status Attack. Whenever your Effect: After the Attack’s resolution, roll 1d4. All Targets hit
Psychic Type Pokemon see a Psychic Type Attack used with the Triggering Attack become inflicted with the following
by another Combatant, they may add it to their Battle Status Affliction. On a 1, they become Suppressed. On a 2,
Attack List for the rest of the Scene. Attacks added they become Dazed. On a 3, they become Enraged. On a 4,
this way do not take an Attack Slot. they become Drowsy.

Mindbreak Psionic Manipulation


Prerequisite: Psychic Specialist, Focus, Occult Edu or Prerequisite: Psychic Specialist, 3 Psychic Specialist Features,
Poke Edu at Expert Focus, Occult Edu or Poke Edu at Master
At-Will - Free Action, Interrupt Scene x2 - Free Action, Reaction
Trigger: Your Pokemon use a Psychic Damaging Attack Trigger: Your Pokemon use a Psychic Typed Attack as a
Effect: Choose one of the following to apply. You may Standard Action
choose an additional effect for each Mental Affliction Effect: Your Pokémon may immediately use a different
the Target is affected by: Psychic-Type Status Attack from its Attack List with a range
of Blessing, Field, Hazard, or Self as a Swift Action. If the
» The Triggering Attack gains a bonus to Damage Rolls Triggering Attack was not a Status Attack, they cannot Trigger
equal to your Tier Value this Feature for the rest of the Scene.
» The Triggering Attack gains a bonus to Effect Ranges
equal to your Tier Level
» The Triggering Attack ignores Evasion from Special
Defense.

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Chapter 4 - Trainer Classes

ROCK SPECIALIST
Rock Specialists excel in training Pokemon that are born of the earth,
soil and mountains. They specialize in flooding the field with rocky
hazards that they can then use to either bolster their attacks, defend
themselves or just have them impair the movement of their enemies.

Rock Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Rock as your chosen Type)
[or]
Prerequisite 2: Combat, Nature Edu or Poke Edu at Adept
At-Will - Extended Action, Reaction
Trigger: You use a Downtime Action to Train your Pokemon
Target: Your Trained Pokemon
Effect: The Target learns the Stealth Rock Attack, even if they
normally can’t learn it. If the Target is Rock Type, the Attack
doesn’t take an Attack Slot on their Battle Attack List. Your
Pokemon may treat the Stealth Rock attack as if it were EOT
Artist: Unknown Frequency instead of Scene x2.

Igneous Impact Basalt Blockade


Prerequisite: Rock Specialist, Combat, Nature Edu or Prerequisite: Rock Specialist, Combat, Nature Edu or Poke
Poke Edu at Novice Edu at Adept
Scene x2 - Free Action. Reaction Scene x2 - Free Action, Reaction
Trigger: Your Pokemon hit a Rock Type Trigger: Your Pokemon use a Rock Type Attack with a Burst or
Damaging Attack Blast Range
Effect: After the Attack’s resolution, choose an Effect Effect: Choose up to 6 Spaces within the Triggering Attack’s
below to apply to one Target of the Triggering Attack: Range that are unoccupied to have Stealth Rock Hazards or
Blocking Terrain created in them. Blocking Terrain created this
» The Target becomes Vulnerable against the next way is treated as Small.
Attack to Target them
» The Target is Slid up to 3m away from the user
» The Target loses -2 CS in Defense. Seismic Storm
Prerequisite: Rock Specialist, 3 Rock Specialist Features,
Combat, Nature Edu or Poke Edu at Master
Sedimentary Shield Scene - Special, Interrupt
Prerequisite: Rock Specialist, Combat, Nature Edu or Trigger: Your Pokemon use a Rock Type Damaging Attack
Poke Edu at Expert Effect: Your Pokemon must activate this Feature as a Swift
Scene - Free Action, Interrupt Action when Triggered. Apply one Effect below to the
Trigger: Your Rock Type Pokemon are hit by a Super Triggering Attack. You may destroy 3 Stealth Rocks within 3m
Effective Damaging Attack of the Target to repeat the Effect of this Feature any number
Effect: They resist the Triggering Attack by an of times.
additional Damage Step. After Damage Resolution,
you may destroy 5 Stealth Rock Hazards within 3m » The Attack’s Area of Effect is increased by +1 or becomes a
of the Target to have the Frequency of this Feature Blast 2
refreshed. » The Attack gains the Smite Keyword or if it already had it,
gains the Sureshot Keyword
» This Feature’s Frequency is refreshed.

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Chapter 4 - Trainer Classes

STEEL SPECIALIST
Steel Specialists excel in training Pokemon that are the peak of
technological marvels. These Pokemon tend to have great defensive
capabilities and even if they are more offensive like Bisharp, being a
specialist of this type enhances their abilities to sustain themselves.

Steel Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Steel as your chosen Type) [or]
Prerequisite 2: Focus, Poke Edu or Tech Edu at Adept
Static
Effect: Non-Adjacent Attacks have a penalty to their Critical Hit
Range, Effect Range and Accuracy Rolls against your Steel Type
Pokemon equal to your Tier Level. Your Pokemon have a bonus
to Effect Ranges for their Steel Type Attacks equal to your Tier
Level.

Artist: Unknown

Assault Armor Ironclad Bond


Prerequisite: Steel Specialist, Focus, Poke Edu or Tech Prerequisite: Steel Specialist, Focus, Poke Edu or Tech Edu at
Edu at Novice Adept
Scene x3 - Free Action, Interrupt Scene x2 - Free Action, Interrupt
Trigger: Your Pokemon hit a Steel Type Damaging Trigger: An Ally or Yourself that is adjacent to your Steel Type
Attack or Your Steel Type Pokemon hits a Physical Pokemon would take Damage from a Physical Attack
Damaging Attack Effect: When applying Damage Calculations, they may use the
Effect: The Triggering Pokemon may use their Defense Defense Stat Value of the Steel Pokemon.
as an Offensive Stat in place of its normal Offensive Bonus: You and your Allies that are adjacent to your Steel
Stat. Type Pokemon may have their Physical Evasion treated as the
Physical Evasion of that Pokemon.

Ironclad Resolve
Prerequisite: Steel Specialist, Focus, Poke Edu or Tech True Steel Body
Edu at Expert Prerequisite: Steel Specialist, 3 Steel Specialist Features,
Scene x2 - Free Action, Reaction Focus, Poke Edu or Tech Edu at Master
Trigger: Your Pokemon uses a Steel Type Attack Scene x2 - Free Action, Interrupt
Effect: Choose an Effect below to apply to them until Trigger: Your Pokemon is hit by a Damaging Attack
the start of their next Turn. If the Triggering Pokemon Effect: Your Pokemon gains Damage Reduction against the
is a Steel Type, you may either ignore the Frequency Attack equal to triple your highest Type Linked Skill Rank.
of this Feature or apply all Effects below. Ironclad Additionally, you may calculate Type Effectiveness against this
Resolve may only activate once per Round. Attack as if your Pokemon was only Steel Typed. A Pokemon
may only be affected by True Steel Body once per Scene.
» The User gains +3 to Save Checks
» The User gains a Tick of Temporary Hit Points
» The User has +3 Evasion against non-Adjacent
Attacks

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Chapter 4 - Trainer Classes

WATER SPECIALIST
Water Specialists excel in training Pokemon that live in bodies of
water all around the world. Their training allows their water Pokemon
to increase the strength of their water, allowing for bigger waves and
possibly even persistent water typhoons that circle their enemies.

Water Specialist
[Advanced] [Class]
Prerequisite 1: Type Specialist (Water as your chosen Type)
[or]
Prerequisite 2: Athletics, Intuition or Poke Edu at Adept
Static
Effect: Your Pokemon’s Water Type Attacks gain a 17+ Effect
Range to cause Enemy Targets to become Vortexed. If they
already have a Vortex Effect Range, it is increased by +2. Your
Pokemon may originate Water Type Attacks from any space
within the Storm of a Vortex created by a Water Specialist
Feature or Water Type Attack.
Artist: Unknown

Torrential Surge Shifting Tides


Prerequisite: Water Specialist, Athletics, Intuition or Prerequisite: Water Specialist, Athletics, Intuition or Poke Edu
Poke Edu at Novice at Adept
At-Will - Special Scene x2 - Free Action, Priority (Limited)
Effect: Your Pokemon may activate this Feature as a Target: Your Pokemon within 5m
Swift Action to use their next Water Type Damaging Effect: The Target cannot provoke Attacks of Opportunity
Attack as if it were Line 6, Burst 1 or Close Blast 2. If during their next Turn and their next Water Type Damaging
the Weather is Rainy, it may instead become Line 10, Attack may be used as if its Range were Melee, Pass if
Burst 2 or Close Blast 3. desired. Targets of this Attack cannot apply Speed Evasion.
Bonus: Your Water Type Pokemon have the Slow Capability
removed if they have it.
Fountain of Life
Prerequisite: Water Specialist, Athletics, Intuition or
Poke Edu at Expert Maelstrom Whirlpool
At-Will - Free Action, Reaction Prerequisite: Water Specialist, 3 Water Specialist Features,
Trigger: You or an Ally are hit by your Pokemon’s Athletics, Intuition or Poke Edu at Master
Damaging Water Type Attack or your Pokemon Target Scene x2 - Free Action, Reaction
an Ally with a Water Type Status Attack Trigger: An Enemy is hit by a Water Type Attack from
Effect: If the Triggering Attack was Damaging, you your Pokemon
and all Targeted Allies take no Damage and ignore Effect: One Enemy hit by the Triggering Attack becomes
the effects of the Attack. Apply one of the following Vortexed. An Enemy may only be Vortexed this way once
Effects to all Allies Targeted by the Triggering Attack per Scene.
(And yourself if applicable). Each Combatant this Bonus: Your Pokemon’s Water Type Attacks treat Enemies
applies to may choose a different Effect if desired: within the Storm of Vortexes created by Water Specialist
Features as if they were Vulnerable.
» They gain a Tick of Temporary Hit Points
» They are cured of a Physical Affliction
» They have a Stat with Negative CS set to +1 CS.

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GENERAL RESEARCHER
Some Trainers don’t really have a research specialty and prefer
to study a general topic or study a wide array of topics. General
Researchers excel at being a jack of all trades and being able to be
decent and good at multiple topics or subjects.

General Researcher
[Base] [Class]
Prerequisite: Novice Gen Edu
Static
Effect: You may Rank up two different Skills you’re able to
upgrade. Whenever you make a Skill Check for an Education
Skill other than General Edu, you may add your General Edu
Rank as a modifier. If the Skill has an equal or greater Rank
than your General Edu Rank, you only add half of it as a
Modifier (Rounded Up).

Artist: Unknown

Dilettante General Studies


[Ranked 2] [Ranked 2]
Rank 1 Prerequisite: General Researcher, Rank 1 Prerequisite: General Researcher, Adept Gen Edu
Novice Gen Edu Rank 2 Prerequisite: General Researcher, Master Gen Edu
Rank 2 Prerequisite: General Researcher, Static
Expert Gen Edu Rank 1 Effect: Choose a Skill that is at least Novice Rank to be
Static your Trained Skill. Then choose a Feature in a Class without
Effect: Each Rank of Dilettante, you may perform two the [Class] Tag that has at most Adept Rank Prerequisites
different options below. You do not need to meet for its Skills and lists your Trained Skill. You gain that Feature
the Skill prerequisites of chosen Talents or General despite not meeting its prerequisites.
Features. You must meet any other Prerequisites Rank 2 Effect: Choose a Feature in a Class without the [Class]
and have a General Education Skill Rank equal to Tag that has at most Expert Rank Prerequisites for its Skills
the highest listed Skill Prerequisite of the chosen and lists your Trained Skill. You gain that Feature despite not
Feature or Talent. Whenever you gain a Feature or meeting its prerequisite.
Talent this way, change any Skill Ranks or Skill Checks
used directly by the Talent or Feature into General Example: If you choose your Trained Skill to be Combat, you
Education Skill Checks or Rank applications instead. can take Features from the Gladiator Class despite not having
the Gladiator Feature listed in its prerequisites.
» You gain a General Feature
» You gain a Talent
» You upgrade two different Skills by a Rank Example
Myra Witherbloom is an aspiring florist but doesn’t know too much
about nature despite studying about it a lot. She takes Nature Edu
Example: If a Feature says it requires Adept Athletics, as her Trained Skill.
it becomes Adept General Edu.
For the first Rank of General Studies, she takes the Floral Diversity
Feature from the Herbalist Class, allowing her to have access to
more Seed Bag Attacks.

For her second Rank of General Studies, she take the Survival
Instincts Feature from the Nature Researcher Class, since she
knows a lot about survivng in the wilderness.

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CHRONICLER
Characters with talented insight, good memory and the ability to take
notes will likely be most comfortable as a Chronicler. These Characters
absorb the world around them and analyze observations in order to
gain an edge over the competition and any challenge they face.

Chronicler
[Advanced] [Class]
Prerequisite 1: General Researcher [or]
Prerequisite 2: Adept Chronicler Skill
Static
Effect: Whenever you use the Analyze Maneuver on a Pokemon
or Trainer and pass its associated Skill Check (If any), they become
Studied. If you would need to make a Skill Check for an Analyze
Maneuver that isn’t a Chronicler Skill, you may add your highest
Chronicler Skill Rank as a Modifier.
Note - Chronicler Skills are Gen Edu, Intuition or Perception.
Some common aspects to ask about during Combat for Analyze
Maneuvers are the Combatant’s battle stance, their body language,
Artist: oka_mochi @Twitter their disposition, or what attack they look like they’re preparing.

Character Profile Studied Weakness


Prerequisite: Chronicler, two Chronicler Skills at Prerequisite: Chronicler, an Adept Chronicler Skill
Novice Rank Scene x2 - Swift Action, Interrupt
Scene - Free Action, Interrupt Trigger: You or your Pokemon hit a Flanked Enemy or hit an
Trigger: You or your Pokemon use a Maneuver with Attack that would be Super Effective against an Enemy
an Accuracy Check Effect: The Target cannot Trigger Abilities, Attacks or Features
Effect: The Maneuver automatically hits but still must in response to the Triggering Attack. If the Target is Studied,
make an opposed check if applicable. they become Vulnerable until the end of the next Round. An
Bonus: You have a +3 Bonus to Skill Checks involving Enemy can only become Vulnerable this way once per Scene.
Studied Creatures. If they were permanently Studied,
this is instead a +5 Bonus.
Predictable
Prerequisite: Chronicler, 3 Chronicler Features, a Master
Analyzed Reflexes Chronicler Skill
Prerequisite: Chronicler, 2 Chronicler Features, an Scene - Free Action, Interrupt
Expert Chronicler Skill Trigger: You or your Pokemon are hit with an Attack
Scene - Free Action, Interrupt Effect: They resist the Triggering Attack by an additional
Trigger: You or your Pokemon use an Attack Damage Step. Once per Scene, if the Triggering Attacker is
Effect: Targets of the Triggering Attack cannot apply Studied, you may choose to either not expend the Frequency
Speed Evasion towards the Triggering Attack. Once of this Feature or instead cause the Attack to miss.
per Scene, if a Target is Studied, you may choose
to either not expend the Frequency of this Feature
or instead cause the Triggering Attack to gain the
Sureshot Keyword but only against Studied Targets.

Mechanic - Studied
Your Chronicler Features have a benefit when used against Enemies that are Studied. At the end of the Session,
Enemies are no longer considered to be Studied, however if you cause the same Creature to become Studied at least
three times over the course of a Campaign, they become permanently Studied in all future Encounters with them.
(If you study 3 different Charmander, all Charmander become Studied)

At your GM’s Discretion, Creatures may be Studied as an Extended Action even if Combat hasn’t occurred, however the
User must have either passed a Skill Check with the intent to learn more about the Target or spent a Downtime Action
with the Target somehow (Such as Socializing or Training or even reading about the Target). This should not be used
to start the Scene with a Creature Studied, but more to count towards the three times to permanent studied bonus
without needing to get into a Combat Scene with them in addition to studying allies to interact with them better.

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MINSTREL
Trainers who follow the path of a Minstrel come in many vocations
and profession, though most adore the spirit of music. Whether as
a musician or a vocalist, Minstrels regal those around them with
inspiring tales from journeys past or songs from the soul.

Minstrel
[Advanced] [Class]
Prerequisite 1: General Researcher [or]
Prerequisite 2: Adept Minstrel Skill
At-Will - Swift Action
Effect: You create a Zone of Song in a Burst 3 Range that
follows you unless you remove it as a Free Action or activate
Minstrel again to change Songs. When Minstrel is used,
choose a Song listed below to apply to listed Combatants
within the range of this Zone. You can only have one song
playing at a time and effects from the Minstrel Feature do not
stack (Choose if a Combatant is in the range of multiple).

Artist: Unknown Note - Your Minstrel Skills are - Gen Edu, Guile, Charm & Focus.

Tools for Tales Bardic Influence


Prerequisite: Minstrel, two Novice Minstrel Skills Prerequisite: Minstrel, an Adept Minstrel Skill
Static Scene x2 - Free Action, Interrupt
Effect: You learn the Attack Sing and Moral Support. Trigger: An Ally performs a Save Check, Skill Check in Combat
While you have a Bardic Instrument Equipped, you or Accuracy Roll
have the following Attacks added to your Attack list, Effect: The Triggering Ally adds a 1d6 as a Modifier to the
Echoed Voice and Uproar. When you have at least Triggering Roll. If the Minstrel Feature is activated and they’re
4 Minstrel Features, you also have Hyper Voice and within the range of your Song, the Frequency of Bardic
Boomburst added. Influence is not expended, but this can only occur once
per Round.

Inspiring Presence
Prerequisite: Tools for Tales, an Expert Minstrel Skill, Motivating Performance
an Adept Minstrel Skill Prerequisite: Minstrel, 3 Minstrel Features, a Master Minstrel
Scene x2 - Swift Action, Reaction Skill, an Adept Minstrel Skill
Trigger: You use a Sonic Attack Scene x3 - Free Action, Reaction
Effect: Choose an Ally or Enemy within the Range of Trigger: You use the Minstrel Feature or start your Turn with a
the Triggering Attack. If you choose an Ally, they’re prior Song playing
cured of a Mental Affliction. If you choose an Enemy, Target: An Ally within 3m
they become Entranced. A Combatant can only be Effect: Choose an Effect to apply to the Ally. You may only use
affected by Inspiring Presence once per Scene. Infectious Motivation once per Round.
Bonus: Your Attacks with the Sonic Keyword gain the
Friendly keyword. » They gain +1 CS in a Stat of their Choice
» They gain the benefits of a different Song as well
» They gain double the Effects of the Song played

Minstrel Songs
» Song of Despair - When this Song begins, choose Save Checks, Evasion or Accuracy. Enemies that
start their Turn within the range of this Song have a penalty to the chosen combat value equal to your Tier Level.
» Song of Inspiration - The user and all allies within the range of this Song have a bonus to
Save Checks and Skill Checks equal to your Tier Level
» Song of Life - The user and all allies recover Hit Points equal to double your Tier Value when they
end their Turn within the range of this Song.
» Song of Valor -The user and all allies have a bonus to Damage Rolls equal to your
Tier Value while within the range of this Song.

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MEDICINE RESEARCHER
If not for medicine researchers, perhaps Pokemon fighting would be
much more limited. However, thanks to modern medicine, potions may
be crafted which have near instantaneous medical effects, allowing
Medicine Researchers to be very benefitial to any adventuring party.

Medicine Researcher
[Base] [Class]
Prerequisite: Novice Med Edu
Static
Effect: Whenever you use or Throw a Basic or Greater Healing
Potion, you ignore the following restriction: “A Combatant
cannot be Targeted by a Healing Potion more than once
per Scene.”

Artist: Unknown

First Aid Training Medicinal Mastery


Prerequisite: Medicine Researcher, Novice Med Edu Prerequisite: Medicine Researcher, Adept Med Edu
Scene x2 - Free Action Scene x2 - Free Action, Interrupt
Trigger: An Adjacent Ally Trigger: You use or Throw a “Potion” Item on yourself or a
Effect: You may use the Help Maneuver on the Target. single Ally
You may still use the Maneuver this way even if you Effect: Choose one of the following Effects to apply. This
used a Damaging Attack this Round and may still use cannot be Triggered on Potions used through the Quick Fix
one after the Maneuver resolves. An Ally can only be Feature.
Targeted by First Aid Training once per Scene.
» The Target restores two Ticks of Hit Points
» The Target is cured of a Status Affliction
Quick Fix » The Target gains Damage Reduction against the next Attack
Prerequisite: Medicine Researcher, 2 Medicine they’re hit by equal to your Tier Value.
Researcher Features, Expert Med Edu
Scene x2 - Swift Action
Effect: You may use a “Healing Potion” Item as a Free
Action. A Combatant may only be Targeted by Quick Stay With Us!
Fix once per Scene and this can only Target Allies. Prerequisite: Medicine Researcher, 3 Medicine Researcher
Features, Master Med Edu
Scene - Full Action, Reaction, Priority (Advanced)
Trigger: An Ally would Faint
Effect: You may immediately Throw or Use a “Potion” Item
on the Triggering Ally as a Free Action (You may use a Shift
Action as Priority [Adv] in order to become Adjacent to them
if you choose to). After resolving the condition that caused
the Triggering Ally to Faint, they apply the Effects of the
Potion, not being treated as Fainted yet. If they would end
with an Hit Point value above 0, they are instead not Fainted
from the Triggering condition.

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ALCHEMIST
Some Medical Researchers pursue the study of natural elements
and chemicals in the pursuit of creating potions. Depending on
the ingredients, the effects can vary wildly, however the pursuit of
Alchemy is one that leads to wide flexibility and is near limitless.

Alchemist
[Advanced] [Class]
Prerequisite 1: Medicine Researcher [or]
Prerequisite 2: Adept Med Edu
At-Will - Swift Action
Effect: Choose any “Basic Potion” Item. You may instead
choose a “Greater Potion” Item if you have at least 4
Alchemist Features. Then apply any Effect below:

» You create the chosen Item and it is added to your


Inventory, however, it is destroyed at the end of the Scene.
» One Item in your Inventory that matches the declared Item
Artist: Unknown cannot miss when next used with a Throw Maneuver.

Caustic Chemistry Elemental Elixirs


Prerequisite: Alchemist, Novice Med Edu Prerequisite: Alchemist, Adept Med Edu
Scene x2 - Special, Interrupt Bind 2 - Extended Action
Trigger: You use a Throw Maneuver with a Target: A “Potion” Item in your Inventory Slot that isn’t
“Potion” Item “Healing” and a Willing Pokemon
Effect: As a Swift Action, the Range is changed to Effect: Choose a Type that the Targeted Pokemon has. That
either X, Ranged Blast 2, or Close Blast 2. As a Type is applied to the Targeted Item while this Feature is
Swift+Shift Action, it is changed to either X, Ranged Bound. Whenever the Targeted Item is used in Combat,
Blast 3, or Close Blast 3. X is equal to your Throwing all Targets hit by the Item are treated as though they were
Range as stated in the Throw Maneuver. hit with a Special Category Attack of the chosen Type. The
Bonus: The Throw Maneuver’s AC is treated as 2 Damage Base is equal to double your Med Edu Rank. Instead
when Throwing a “Potion” Item. of an Offensive Stat, make a Medicine Edu Check and add
that as a Damage Modifier. If you are Tier 3, add twice that
result as a Damage Modifier.
Mutated Mixture
Prerequisite: Alchemist, 2 Alchemist Features, Expert
Med Edu Experimental Brew
Static Prerequisite: Alchemist, 3 Alchemist Features, Master
Effect: Whenever you use a “Potion” Item listed Med Edu
below, you may instead treat their Effects as the Scene x2 - Full Action
following. An Enemy can only be affected by an Item Effect: You may use a Throw Maneuver as a Free Action,
adjusted this way once per Scene. however you may expend 2 different “Potion” Items when
doing so, one being “Basic” and the other being either “Basic
» Healing Potion - The Target loses 2d3 Ticks of Hit or Greater”. Their Effects are combined and both applied to
Points and cannot restore HIt Points until the end of the Target if they hit. The chosen Potions cannot have the
their next Turn. same Name.
» Malady Potion - The Target is instead cured of the
listed Affliction.
» Strength or Vitality Potion - The Target instead Brewing Example
has a negative Modifier or loses Combat Stages in You cannot expend a Basic and Greater Healing Potion or a Basic
and Greater Malady Potion. You also cannot expend two of the
the value specified by the potion. If the Target has a same Potion but with different effects such as a Basic Malady
Negative Modifier this way, it is treated as a Physical Potion (Paralyze) and Basic Malady Potion (Burn). You can however
Status Affliction that may be cured. combine a Basic Strength Potion with a Greater Healing Potion.

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APOTHECARY
Some Trainers who research medicine go the more natural and herbal
route compared to chemically processed. Apothecaries can either
process poultices out of potions or find them naturally in the wild and
use their wide array of curative properties to help their allies.

Apothecary
[Advanced] [Class]
Prerequisite 1: Medicine Researcher [or]
Prerequisite 2: Adept Med Edu and Novice Nature Edu
At-Will - Swift Action
Condition: You’re in an area with floral life
Effect: You gain 2 Simple Poultice. If you have Expert Nature
Edu, you instead gain 2 Greater Poultice or 3 Simple Poultice.
Bonus: You gain the Herb Crafter Talent, even if you don’t
qualify for it. Your “Poultice” Items are treated as “Healing
Potions” for the sake of Triggers and Effects from Medicine
Researcher.
Artist: Unknown

Natural Variety Botanical Purity


Prerequisite: Apothecary, Novice Med Edu or Nature Prerequisite: Apothecary, Adept Med Edu or Nature Edu
Edu Scene x2 - Free Action
Static Target: Yourself or an Adjacent Ally
Effect: When using a Poultice as a Standard Action, Effect: Expend a Poultice, then apply one of the following
you may choose any of the following Effects as well to Effects to the Target.
apply instead of the listed ones.
» All Negative CS are reset to their Default CS Value
» The Target gains a +2 Modifier to their choice of » One Coat is removed from the Target
Accuracy or Save Checks for the rest of the Scene. If it » The Target is cured of a Status Affliction
is a Greater Poultice, they instead gain +3.
» The Target gains +2 CS in a Stat of your Choice. If it
is a Greater Poultice, they choose two Stats.
» The Target gains three Ticks of Temporary Hit Natural Remedies
Points. If it is a Greater Poultice, they also restore two Prerequisite: Apothecary, 3 Apothecary Features,
Ticks of Hit Points. Master Med Edu or Nature Edu
Scene - Swift Action, Interrupt
Trigger: You use a Poultice
Protective Salve Effect: The Effects of the Triggering Item do not apply
Prerequisite: Apothecary, 2 Apothecary Features, immediately. At the start of your next Turn, the Poultice’s
Expert Med Edu or Nature Edu Effects apply, however any numerical values are doubled. If
Scene x2 - Full Action the Target is fainted, this Effect may still applies and revives
Target: Yourself or an Adjacent Ally them.
Effect: Expend a Poultice, then the Target gains a
Salve Coat. While a Target is affected by a Salve
Coat, they have +3 to Save Checks. The Target may
expend the Salve Coat to benefit from the Poultice’s
Effect or an Effect from the Natural Variety Feature.
A Combatant may only gain a Salve Coat once per
Scene.

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Chapter 4 - Trainer Classes

NATURE RESEARCHER
Trainers that follow the path of a nature researcher specialize in, well,
being in nature. Their primary benefit is choosing a type of terrain to
excel in, such as living in a Tundra for most of your live. When you do,
you gain benefits from having lived there long specific to the terrain.

Nature Researcher
[Base] [Class]
Prerequisite: Novice Nature Edu
Static
Effect: When you gain this Feature, you gain the Naturewalk
Capability with a Terrain of your choice. Whenever you use
the Downtime Research or Innovate Action for something
related to nature and use an Exertion Skill Modifier, you gain
one less Stress token. While you’re in Terrain that matches
one of your Naturewalks, you gain a bonus to Accuracy Rolls
equal to your Tier Level. (This bonus does not stack with
itself)
Artist: Unknown

Wild Trapper Survival Instincts


Prerequisite: Nature Researcher, Novice Nature Edu Prerequisite: Nature Researcher, Adept Nature Edu
At-Will - Special Scene - Swift Action
Effect: As a Swift Action, choose up to 3 Unoccupied Effect: You are cured of a Status Affliction. Once per Scene,
Spaces that are continuous with each other and start if you’re in Terrain that matches one of your Naturewalk
in an Adjacent Space to create one of the following Capabilities, using this Feature doesn’t expend its Frequency.
Hazards in it. If you’re in Terrain that matches one of Bonus: While you’re in Terrain that matches one of your
your Naturewalk Capabilities, you instead may choose Naturewalk Capabilities, you gain a bonus to Save Checks
up to 6 Spaces or use this as a Free Action once per equal to your Tier Level. (This bonus does not stack with
Round. This may be used as an Extended Action to itself)
create a Trap that is a 3x3 Zone instead, which takes
10 Minutes to set up.
Wild Adaptation
Wild Trapper Options are on the next page Prerequisite: Nature Researcher, 3 Nature Researcher
Features, Master Nature Edu

Natural Connection Static


Effect: Choose a Terrain listed on the next page for which
Prerequisite: Nature Researcher, 2 Nature Researcher you have the corresponding Naturewalk and gain the listed
Features, Expert Nature Edu Ability. For each Naturewalk you have, you gain the listed
Bind 1 - Swift Action Static Effect after the corresponding Terrain.
Target: An Allied Pokemon within 3m of you
Effect: While you’re within 3m of the Target, you’re Wild Adaptation Options are on the next page
treated as being in the Terrain(s) listed under
its Naturewalk Capability for the sake of Nature
Researcher Features or your Naturewalk Capability.
Bonus: You gain the Naturewalk Capability with a
Terrain of your choice.

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NATURE RESEARCHER CHARTS


Wild Trapper Hazards Wild Adaptation List
Dust Trap Grassland
Effect: Spaces with Dust Traps are treated as Rough Ability: Aroma Veil
Terrain. An Enemy that enters a Space affected by this Static Effect: You gain the Quick Capability.
Hazard have a penalty to Accuracy equal to double
your Tier Level until the end of their next Turn. This is Forest
ignored by Enemies with Blindsense. Ability: Flower Veil
Static Effect: You gain the Blender Capability.
Pitfall Trap
Effect: Spaces with Pitfall Traps are treated as Slow Wetlands
Terrain. A Grounded Enemy that ends their Turn on Ability: Mud Dweller
a Pitfall Trap becomes Tripped and Weakened while Static Effect: You are Immune to the Poisoned
Tripped this way. Affliction.

Slow Trap Tundra


Effect: Spaces with Slow Traps are treated as Slow Ability: Snow Cloak
Terrain. A Grounded Enemy that enters a Space Static Effect: You are Immune to the Chilled Affliction.
affected by this Hazard has their Speed lowered by -3
CS, becomes Slowed and is Vulnerable while Slowed Mountain
this way. Ability: Rough Skin
Static Effect: You gain the Climber Capability.
Spiked Trap
Effect: Spaced with Spiked Traps are treated as Slow Cave
Terrain. Any Grounded Enemy that passes through a Ability: Cave Dweller
Spiked Trap loses two Ticks of Hit Points and cannot Static Effect: You have a +2 Modifier to Perception.
gain Hit Points or Temporary Hit Points until the end
of their next Turn. Desert
Ability: Desert Weather
Static Effect: All Accuracy Penalties against you are
reduced by 2. (-3 Penalty is reduced to -1)

Ocean
Ability: Hydration
Static Effect: You gain the Swimmer Capability.

Urban
Ability: Pickpocket
Static Effect: You may add half of your Nature Edu
Rank as Evasion against Maneuvers. When using the
Jump Maneuver, you may use Nature Edu instead of
Acrobatics.

Space
Ability: Starlight or Sunglow
Static Effect: You have a +5 bonus to Skill Checks
involved with the Oppressive Force Environmental
Modifier

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Chapter 4 - Trainer Classes

NOMAD
Nomads are Trainers that are wanderers by nature. They’ve probably
already journeyed across the region from town to town and their
survival skills display this prowess. Nomads specialize in using their
inventory to the fullest and always have an item on hand to use.

Nomad
[Advanced] [Class]
Prerequisite 1: Nature Researcher [or]
Prerequisite 2: Adept Gen Edu or Nature Edu
Static
Effect: While you’re in Terrain that matches one of your
Naturewalk Capabilities, you cannot become Slowed or
Tripped. You gain 2 Inventory Slots and another 2 when
you have 3 Nomad Features and another 2 when you have
5 Nomad Features. You cannot have more than 12 total
Inventory Slots.

Artist: Unknown

Improvised Items Traveling Caravan


Prerequisite: Nomad, Novice Gen Edu or Nature Edu Prerequisite: Nomad, Adept Gen Edu or Nature Edu
Scene x2 - Free Action, Interrupt Bind 1 - Extended Action
Trigger: You use the Throw Maneuver Target: A Small [Equipment] Item in one of your Inventory
Effect: It gains the Sureshot Keyword or the Throw Slots
Maneuver’s range becomes Ranged Blast 2. Effect: While this Feature is bound, the Targeted Item is
treated as being Equipped, despite being in an Inventory Slot.
Bonus: When you have 5 Nomad Features, this Feature
Venerable Vagabond becomes Bind 2, instead.
Prerequisite: Nomad, Expert Gen Edu or Nature Edu
Static
Effect: Choose a Nomadic Expertise listed in this Supply Tactics
Feature. Whenever you would make a Skill Check with Prerequisite: Nomad, 3 Nomad Features, Master Gen Edu or
either of the Skills listed next to the Expertise, you roll Nature Edu
twice, taking the higher result. Scene x2 - Special
» Communicating (Charm & Guile), Journeying (Gen Effect: Choose one of the following effects to apply:
Edu & Intuition), Performing (Acrobatics & Charm), » As a Swift Action, you may use an Item that would normally
Scavenging (Perception & Nature Edu), Trading require a Standard Action.
(Command & Intuition) » As a Free Action, you may use an Item that would normally
require a Swift Action.
» As a Swift Action, you may use a Throw Maneuver.

GM Note - As a GM, you can create new Expertise combos for


Venerable Vagabond to better fit the Player, such as if they were a
Trader but more charming, you may have Trading become Charm &
Intuition instead of Command & Intuition.

The gameplay of Nomad revolves around using items better and more efficient
than normal Trainers. As such, their strength lies in the versatility of Items they
can bring to an Encounter and additional Equipment space. As a GM, make sure
your Nomad has regular access to items such as Potions or Hazard Bags or even
Harnessed Attack Items that are cheaper than the treasure rarity!

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HERBALIST
Herbalists are Trainers who share a deep connection with nature,
likely having a deep knowledge of flora in their region. Herbalists
tend to use this knowledge offensively, being able to utilize seeds and
powder to cause ailments in their enemies while others wield steel.

Herbalist
[Advanced] [Class]
Prerequisite 1: Nature Researcher [or]
Prerequisite 2: Adept Nature Edu
Static
Effect: You gain the Seed Bag Item and it gains the [Trinket]
Keyword and is always treated as Equipped. If it were to
occupy an Equipment Slot despite having the [Trinket]
keyword, you have a bonus to Accuracy equal to your Tier
Level for Attacks provided by it and the Herbalist Class.

Artist: Unknown

Seed Spray Floral Diversity


Prerequisite: Herbalist, Novice Nature Edu Prerequisite: Herbalist, Adept Nature Edu
At-Will - Swift Action, Interrupt Static
Trigger: You use an Attack provided by the Effect: When adding Attacks to your Seed Bag, you also may
Seed Bag Item choose from the following Attacks:
Effect: You may use the Triggering Attack as if its
range was 6, Ranged Blast 3 or Close Blast 2. » Cotton Spore, Magic Powder, Powder, Rage Powder,
Bonus: You learn the Attack Bullet Seed. At Expert Spore, Worry Seed
Rank Nature Edu, you learn the Attack Seed Bomb.

Seed Specialist Potent Powder


Prerequisite: Herbalist, 2 Herbalist Features, Expert Prerequisite: Herbalist, 3 Herbalist Features, Master
Nature Edu Nature Edu
Scene - Free Action Scene x2 - Free Action, Reaction
Target: An Attack on your Attack list that was granted Trigger: You miss all Targets with an Attack provided by your
by the Seed Bag Item Seed Bag or a Herbalist Feature
Effect: The Targeted Attack has its Frequency fully Effect: Repeat the Triggering Attack as a Free Action with
replenished. different Targets if desired. If the Triggering Attack was
Bonus: The Maximum Attacks your Seed Bag can Damaging, it’s resisted by an additional Damage Step. If
grant are 6 attacks instead of 3. the Triggering Attack was a Status Category, it applies the
Versatile Effect instead if applicable (Ignoring any changes to
AC or Range).

Seed Bag Reference - As a Downtime Action, add 3 of the following Attacks to your Seed
Bag or switch out any number of Attacks in the Bag with others listed Attacks. While
Equipped, you may use the chosen Attacks as if they were on your Attack List. You cannot
have more than 3 Attacks in your Seed Bag. The Available Attacks are: Leech Seed, Burn
Powder, Mystic Powder, Sleep Powder, Stun Spore, Poison Powder [Large] [Equipment]

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OCCULT RESEARCHER
Having supernatural abilities doesn’t always come naturally. Some
need to actually study the occult in order to gain an understanding
of it and possibly gain powers. Those who do study it however gain a
deeper understanding of the topic and end up being even stronger.

Occult Researcher
[Base] [Class]
Prerequisite: Novice Occult Edu
Static
Effect: Upon gaining this Feature, choose a [Class] Feature
that has Occult Researcher as a Prerequisite and you gain it as
a Bonus Feature, becoming your Linked Class. When Features
in a Linked Class refer to a Skill, you may replace it with
Occult Education.
Example: Empath’s Twisted Emotions can be taken with
Novice Occult Edu instead of Intuition. Using the Empath
Feature may use Occult Education instead of Intuition vs their
Artist: Unknown Focus.

Esoteric Knowledge Arcane Recovery


[Ranked 2] Prerequisite: Occult Researcher, Adept Occult Edu
Rank 1 Prerequisite: Occult Researcher, Novice Scene - Swift Action
Occult Edu Effect: Choose a Feature on your Linked Class, an Attack
Rank 2 Prerequisite: Occult Researcher, Expert granted by your Linked Class or an Ability granted by your
Occult Edu LInked Class. Its Frequency is restored by one additional
Static usage.
Effect: Choose a Supernatural Topic that your
Character is studying to become your Occult Study.
For each Rank, gain two effects listed below that are Occult Efficiency
related to your Occult Study. Coordinate with your Prerequisite: Occult Researcher, 3 Occult Researcher
GM for an Effect that is most applicable to what your Features, Master Occult Edu
Character has studied and would benefit from Scene - Free Action
as a result. Effect: Choose a Feature on your Linked Class, an Attack
granted by your Linked Class or an Ability granted by your
» Choose a Type related to your Occult Study. You now LInked Class. During this Turn, the Feature’s Action Cost is
treat this Type as Resisted. This can only be gained improved by one step. If it uses a Full Action, it becomes a
once per Rank. Standard. If it was a Standard it becomes a Swift. If it was a
» Choose a Skill and a scenario in which you’d use this Swift it becomes Free. If it becomes free it can only be used
Skill related to your Occult Study. Whenever you make once this Turn.
a Skill Check for the relevant scenario, you roll twice,
taking the higher result. Esoteric Knowledge Examples
1. My Character is a Ghost Type Specialist who took the Occult
» Choose a Capability related to your Occult Study Researcher Class and the Empath Class as a result. Ghost Hunting
to gain. is my specialty (Occult Study) so for my first Rank, I chose to resist
» Choose an Item related to your Occult Study. You Ghost Type Attacks and I coordinated with my GM to create a device
can now create this Item during Crafting Downtime that traps Ghost Types when used. For my second Rank, I gained the
Actions and gain a +5 Modifier to Skill Checks made to Telepath Capability but can only use it to communicate with Ghosts,
and then I made a device that can make Ghosts Weakened for a Full
create it. Round when hit.

2. My Character is a Fighter, Monk and Occult Researcher who took


the Aura Guardian Class as a result. Aura and Ki are my specialty
(Occult Study) so for my first Rank, I chose to Resist Fighting Type
Attacks and then I chose to gain the Illusionist Capability, as I can
manifest my Aura visibly this way. For my second Rank I chose to
gain the Tremorsense Capability as I can see Aura through objects,
and whenever I make an opposed check for someone to notice my
Aura Illusions, I roll twice, taking the higher result.

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HEX MANIAC
Researchers of the more darker side of the occult, Hex Maniacs are
scholars that are adept in hexes and curses. Often seen as witches and
warlocks, these Trainers specialize in inflicting ailments on enemies
and inflicting numerous curses that have a wide array of effects.

Hex Maniac
[Advanced] [Class]
Prerequisite 1: Occult Researcher or Mystic [or]
Prerequisite 2: Adept Occult Edu, Novice Intimidate
At-Will - Swift Action
Target: An Enemy within 5m
Effect: The Target gains a Hexed Coat. While they have this
Coat, they have a penalty to Save Checks equal to your Tier
Level and each time they fail a Save Check, they have their
highest Stat lowered by -2 CS.
Bonus: Choose two Attacks to learn. When you have 5 Hex
Maniac Features, you learn the ones you didn’t choose.
Artist: Unknown » Confuse Ray, Curse, Haunting Aura, Malice

Witchcraft Curses Forbidden Studies


[Ranked 2] Prerequisite: Hex Maniac, Expert Occult Edu or Intimidate
Rank 1 Prerequisite: Hex Maniac, Novice Occult Edu Static
or Intimidate Effect: Choose a Forbidden Study to gain its associated Ability
Rank 2 Prerequisite: Hex Maniac, Adept Occult Edu or in parenthesis.
Intimidate
Static » Control (Shadow Tag), Fate (Probability Control),
Effect: For each Rank, choose two Witchcraft Malediction (Cursed Body), Pain (Voodoo Doll)
Techniques on the next page to learn. Whenever
you cause an Enemy to gain a Hexed Coat, you may
apply one Witchcraft Technique you know to them Lingering Curse
which lasts while they have the Coat. Each Witchcraft Prerequisite: Hex Maniac, Master Occult Edu or Intimidate
Technique has a Curse Effect that can be applied in Scene x2 - Free Action, Reaction
the following methods. Only one Creature can be Trigger: A Mental Affliction would be cured or an Combatant
affected by a Curse Effect at a time. with a Mental Affliction would faint
Effect: Choose an Effect to apply:
» A Curse Effect can occur with a Downtime Action by
expending a suitable personal object relating to the » Choose an Enemy with a Hexed Coat within 5m of the
Target. This applies the Curse Effect for 24 Hours. Triggering Combatant to gain the cured Affliction or a Mental
» A Curse Effect can occur as an Extended or Swift Affliction the fainted Combatant had upon fainting
Action when touching a creature. When doing this, » Cursed Hazards are created within a 3x3 Zone, centered
perform an Occult Edu or Intimidate Check opposed on the Triggering Combatant as if it were Hazardous Terrain.
by their Focus and if they win, they’re immune to the Whenever an Enemy would trigger this Hazard, they gain the
Curse for the next 24 Hours and are aware you did so, cured Affliction
otherwise it applies for the next Hour.

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Witchcraft Techniques
Hex of Delusion Hex of Madness
Effect: If the Hexed Enemy becomes Dazed, they Effect: The Hexed Enemy immediately becomes
cannot Target their Allies with Attacks or Abilities and Enraged, however if they are cured of the Enraged
cannot perform Bolster Maneuvers as well. Whenever Affliction, the Hexed Coat is also removed. While
they become Cursed or Suppressed, you may instead they’re Enraged this way, they cannot be cured of
have them become Dazed. Afflictions other than Enraged.
Curse: You gain Illusionist Capability for the Duration Curse: The Target’s mood becomes much more
of this Curse but only the Target sees them. volatile and rash for this duration.

Hex of Enchantment Hex of Sealing


Effect: If the Hexed Enemy becomes Entranced, you’re Effect: If the Hexed Enemy becomes Suppressed, all
also treated as the Fixation. If you Entrance them, you of their Attack Frequencies are treated as one step
may choose an additional Fixation for them to have. higher (At-Will to EOT)l. Whenever they become
Whenever they become Cursed or Suppressed, you Cursed, you may instead have them become
may instead have them become Entranced. Suppressed.
Curse: You have a +5 Bonus to Charm and Guile Curse: Choose a Capability you know the Target has
Checks against the Target for this duration. to become disabled for this duration.

Hex of Foresight Hex of Weakness


Effect: You have a bonus to Evasion against this Hexed Effect: While Hexed, choose a Type they currently
Enemy equal to your Tier Level. For each Mental resist or are Immune to. They treat the Effectiveness
Affliction they have, increase this bonus by your Tier as Neutral instead. While they’re Hexed and affected
Level again. by a Mental Affliction, they are Vulnerable
Curse: For this duration, you are treated as having Curse: The Target suffers a penalty to Skill Checks
the Premonition Capability but only regarding actions equal to double your Tier Level for this duration.
involving the Target.

Hex of Insight
Effect: You learn 3 facts about them from the GM
which may include their knowledge of their Abilities,
Attacks, Progression choices, Equipped Items, etc.
This is treated as using the Analyze Maneuver.
Curse: For this duration, you are treated as having the
Telepath Capability but only against the Target. If used
as a Downtime Action, they ignore the 10m range to
the Capability.

GM Note - Researching new Witchcraft techniques can be a good reward for Players who
take this Class! Have it be a Research Long Term Project and allow them to get custom
curses or possibly hexes. Depending on the tone of your Campaign, the severity of the
curses could differ but for the base system, they’re more tame.

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Chapter 4 - Trainer Classes

SAGE
Compared to Hex Maniacs, Sages are on the other side of the spectrum
when it comes to studying the occult. These Trainers specialize in
restorative and protective powers such as warding and barriers that
can prevent their allies from becoming harmed during fights.

Sage
[Advanced] [Class]
Prerequisite 1: Occult Researcher or Mystic [or]
Prerequisite 2: Adept Occult Edu, Novice Focus
At-Will - Special, Interrupt
Trigger: An Ally within 5m would take Damage
Effect: You may use any one Action below to apply the following
Effect to all Allies hit by the Triggering Attack.
» Standard - They treat the Triggering Attack as if it were
Resisted instead of its resulting Effectiveness. Each Ally may only
be affected by this Effect once per Scene.
» Swift - They have Damage Reduction against it equal to
double your Tier Value
» Free - They have Damage Reduction against it equal to your
Tier Value. The Ally must be Adjacent to use this Effect and Sage
Artist: Unknown can only be used this way once per Round.

Abjurative Research Protective Ward


Prerequisite: Sage, Novice Occult Edu or Focus Prerequisite: Sage, Adept Occult Edu or Focus
Static Scene x2 - Free Action, Reaction
Effect: You may learn two Attacks from the Basic Trigger: An Ally gains Damage Reduction as a result of the
Attack List below. Once you have 4 Sage Features you Sage Feature
learn the other two Attacks from the Basic List and Effect: The amount of DR they gained against the Attack
one Attack from the Expert Attack List below. persists until the start of your next Turn or end of their next
Turn, whichever comes second. For this duration, they also
» Basic - Light Screen, Lucky Chant, Reflect, Safeguard have a bonus to Save Checks equal to your Tier Level.
» Expert - Heal Bell, Mystic Circle, Protect, Wish

Reactive Shielding
Sacred Studies Prerequisite: Abjurative Research, Master Occult Edu or
Prerequisite: Sage, Expert Occult Edu or Focus Focus
Static Static
Effect: Choose a Sacred Study to gain its associated Effect: You may use Attacks on the Basic Attack List granted
Ability in parenthesis. by the Abjurative Research Feature as if they had the
Interrupt Keyword, but only when their effects would have
» Blessings (Blessed Touch), Revitalization (Natural triggered if they were already affecting the Field. Their effect
Cure), Tranquility (Gentle Vibe), Warding (Magic may immediately be Triggered if desired after this Feature
Guard) resolves. Attacks can only be used this way once per Round.

Capstone Note
For example, if an Ally is hit by a Physical Attack, you can use Reflect
as an Interrupt Attack and they may immediately use an Activation
to resist it by a step. This can apply to either its normal or Versatile
Effect.

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Chapter 4 - Trainer Classes

TECH RESEARCHER
The powers that can be created from technology are practically
limitless, and Trainers who pursue this line of research know this first
hand. Tech Researchers specialize in creating inventions and gadgets
that can help solve whatever problem they have at hand.

Tech Researcher
[Base] [Class]
Prerequisite: Novice Tech Edu
Static
Effect: Whenever you perform an Innovate or Research
Downtime Action, you gain a bonus to Skill Checks equal to
your Tech Edu Rank.

Artist: Unknown

Innovative Gadgets Utility Belt


[Ranked 3] Prerequisite: Innovative Gadgets Ranked 1, Adept Tech Edu
Rank 1 Prerequisites: Tech Researcher, Bind 1 - Extended Action
Novice Tech Edu Target: A Small Gadget Item in your Inventory
Rank 2 Prerequisites: Tech Researcher, Effect: The Target is treated as being in an Equipment Slot
Expert Tech Edu despite being in an Inventory Slot. If you have at least 4 Tech
Rank 3 Prerequisites: Tech Researcher, Researcher Features, you can also Target a Large Gadget Item
Master Tech Edu in your Inventory or treat this Feature as Bind 2.
At-Will - Extended Action
Effect: This Feature may be activated when you
perform a Crafting Downtime Action. You may GM Note
craft Small or Large Gadgets. When created, you As a GM, you may restrict capabilities listed from being created,
may assign them a Capability based on the Rank of adjust the DC to create it successfully, allow additional Capabilities
Innovative Gadget you have or lower. to be granted or allow restrictions on usage. Some Capabilities such
as Teleporter could be game changing so be wary with what you
allow.
Rank 1 Gadgets: Alluring, Chilled, Climber, Darkvision,
Gilled, Glow, Heater, Jumper, Magnetic, Naturewalk,
Quick, Repulsive, Swimmer, Tracker

Rank 2 Gadgets: Blender, Dead Silent, Flier,


Groundshaper, Illusionist, Mindlock, Reach,
Telekinetic, Threaded, Tremorsense

Rank 3 Gadgets: Aura Reader, Blindsense, Empath,


Invisibility, Phaser, Teleporter, Telepath, Thermal
Vision, True Sight, X-Ray Vision

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Chapter 4 - Trainer Classes

ARTIFICER
Artificers are Trainers who are fascinated by the phenomena of ‘Type
Shards’ which are located underground. These shards harness the
power of Elemental Types and can be harnessed by those with enough
knowledge to be a great asset in battle and a tool of great versatility.

Artificer
[Advanced] [Class]
Prerequisite 1: Occult Researcher or Tech Researcher [or]
Prerequisite 2: Adept Occult Edu or Tech Edu
At-Will - Special
Effect: You create a Shard and add it to an open Inventory
Slot. If used as a Swift Action, its color is chosen instead of
randomized. If used as a Free Action, it is randomized as
normal. Artificer may only be used once per Round.
Downtime
Artist: Action - Shard Excavation
Unknown Bonus: You may perform the Shard Excavation Downtime
When you perform a Shard Excavation, perform an Occult, Nature, Action listed below. During Crafting Downtime Actions
or Tech Edu Skill Check. If an area would be less likely to find shards,
roll one less d6. If an area would be likely to find shards such as a you may create Type Augmentors, Type Boosters and Type
cave, roll three more d6. If you use the Exertion Skill Modifier, roll Braces. Each Shard you have can be used as if they were
the Skill Check an additional time. For each individual dice that 5 “Ingredient” Items for Artificer Recipes, however their
resulted in 4+, you find a Shard Item. Whenever you gain a associated Type must match the crafted Item.
Shard, to determine the color of the Shard, roll a d6. 1 is Red.
2 is Orange. 3 is Yellow. 4 is Green. 5 is Blue. 6 is Violet.

Shard Versatility Gem Flux


Prerequisite: Artificer, Novice Occult Edu or Tech Edu Prerequisite: Artificer, Adept Occult Edu or Tech Edu
Static At-Will - Swift Action
Effect: Shards in your Inventory may be expended if Target: You or an Adjacent Ally with an equipped
an Ally within 3m were to Trigger their effects as well, Type Augmentor, Type Booster or Type Brace
not just the holder. Your Shards can be expended for Effect: Expend a Shard from your Inventory and choose one
any of the following effects, not just their listed effect. of its associated Types. The Targeted Item is treated as if it
were that Type instead until the end of the Scene.
» If the holder would be hit by an Attack that Bonus: You may treat the “Shard” Item as if it had the
corresponds to one of the Shard’s Types, tthey gain [Resource] Keyword.
Damage Reduction against it equal to your Tier Value
» If the holder would use an Attack that corresponds
to one of the Shards Types, they gain Accuracy for it Prismatic Power
equal to your Tier Level Prerequisite: Artificer, 3 Artificer Features, Master Occult Edu
or Tech Edu
Scene x2 - Standard Action, Interrupt
Crystal Imbuement Trigger: A listed Trigger below occurs
Prerequisite: Artificer, 2 Artificer Features, Expert Effect: Expend a Shard from your Inventory that corresponds
Occult Edu or Tech Edu to the Trigger, then apply its effect.
Scene x2 - Free Action, Interrupt
Trigger: You or an Ally uses an Attack » Red - When an Ally uses a Physical Attack it automatically
Effect: Expend a Shard from your Inventory to change hits and is one step more effective (Max 1.5x)
the Triggering Attack to a Type associated with the » Orange - When an Ally is hit by a Physical Attack, it instead
expended Shard. If the Triggering Combatant is misses and they suffer no effects of the Attack.
holding a Type Augmentor, Type Booster or Type » Yellow - When an Ally is hit by an Attack and isn’t Fainted,
Brace, you may have it shift to the associated Item’s they restore 5 Ticks of Hit Points.
Type instead of expending a Shard. » Green - When an Ally gains a Status Affliction, it is
automatically cured.
» Blue - When an Ally uses a Special Attack it automatically
Shard Types - Red (Fire, Fairy, Psychic), Orange (Normal, Fighting, hits and is one step more effective (Max 1.5x)
Dragon), Yellow (Electric, Rock, Steel), Green (Bug, Grass, » Violet - When an Ally is hit by a Special Attack, it instead
Ground), Blue (Flying, Ice, Water), Violet (Dark, Ghost, Poison) misses and they suffer no effects of the Attack.

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Chapter 4 - Trainer Classes

JAILBREAKER
Pokeballs are the central piece of tech that is important to all
Pokemon trainers regardless of their reason. Jailbreakers are the
creators of these balls and not only them, they can modify them as
weapons or augments to their own pokemon inside them.

Jailbreaker
[Advanced] [Class]
Prerequisite 1: Tech Researcher [or]
Prerequisite 2: Adept Poke Edu or Tech Edu
Bind X - Extended Action
Target: A Pokeball you or an Ally owns with a Captured
Pokemon inside.
Effect: Assign a Pokeball Modification from the list below to
the Target which applies to the captured Pokemon while this
Feature is bound to it. A Target can only be affected by one
Pokeball Modification at a time. X is equal to the higher of your
Poke Edu or Tech Edu Rank.
Bonus: You gain the Ball Crafter Talent even if you do not
qualify. If you already have the Ball Crafter Talent or gain it in
the future, you may also craft the Protoball Item for $100 per.
Artist: Unknown Pokeball Modifications are on the next page

Dense Steel Utility Balls


Prerequisite: Jailbreaker, Novice Poke Edu or Prerequisite: Dense Steel, Adept Poke Edu or Tech Edu
Tech Edu Scene x2 - Swift Action, Interrupt
Static Trigger: You use a Throw Maneuver by expending a Pokeball
Effect: Pokeballs in your Inventory gain the Effect: Apply one of the following effects:
[Throwable] Keyword. When expended through the
Throw Maneuver, the Maneuver is treated as being » Bounce Ball - Choose an Enemy within 5m of the Target to
the Physical Category instead of Status and when hit, also be Targeted by the Maneuver.
the Target is hit by a DB X Physical Normal Attack. X » Flash Ball - The Target and all Combatants within 1m
is equal to 4 plus the higher of your Tech Edu or Poke become Blinded until the end of their next Turn on a hit, or
Edu Rank. have a penalty to their next Accuracy Roll equal to your Tier
Level.
» Gravity Ball - Choose a Combatant within 5m of the Target.
Overloaded Components They must pass a DC 15 Athletics Check or else be Slid into
Prerequisite: Dense Steel, Expert Poke Edu or any unoccupied space adjacent to the Target.
Tech Edu » Net Ball - The Target becomes Slowed on a hit or loses -3 to
At-Will - Swift Action their Movement Value until the end of their next Turn on
Trigger: You use a Throw Maneuver by expending a a miss.
Pokeball
Effect: The Triggering Attack gains the Smite Keyword.
If the Attack hits, all Enemies within 1m of the Target Homebrew Masterpiece
also take damage as if they were hit but resist it by an Prerequisite: Jailbreaker, 3 Jailbreaker Features, Master Poke
additional damage step. Edu or Tech Edu
Bonus: When using the Throw Maneuver with a Scene x2 - Full Action
Pokeball, you may treat the Attack as if it was Electric Target: A Pokemon whose associated Pokeball is bound by
Type instead of normal if desired. your Jailbreaker Feature
Effect: Apply the listed Effect that corresponds to the Pokeball
Modification that the Target is affected by. A Pokemon can
only be Targeted this way once per Scene.

Homebrew Masterpiece Effects are on the next page

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Chapter 4 - Trainer Classes

Jailbreaker (Continued)
Pokeball Modifications Homebrew Masterpiece
Targets a Pokemon and applies the modification while Require a Full Action to use, Targeting the Pokemon bound
bound by the associated Module and Jailbreaker Feature

Immunity Module Immunity Module


Effect: When this Modification is bound or as an Effect: All Enemies within a Burst 1 Range of the
Extended Action, choose a Status Affliction for the Pokemon become inflicted with the chosen Status
Pokemon to become Immune to. Affliction.

Power Module Power Module


Effect: Whenever the Pokemon ends their Turn they Effect: The Pokemon chooses a Stat to set to +6 CS
gain +1 CS in a Stat of their Choice. until the end of the next Round. After this duration it
returns to its former CS Value +2.

Recovery Module
Effect: At the end of the Pokemon’s Turn, they recover Recovery Module
a Tick of Hit Points. They also have a bonus to Save Effect: The Pokemon restores 5 Ticks of Hit Points and
Checks equal to your Tier Level. is cured of all Status Afflictions.

Resistance Module Resistance Module


Effect: When this Modification is bound or as an Effect: The Pokemon may immediately use an Attack
Extended Action, choose a Type for the Pokemon to on their Battle Attack List that matches the chosen
resist by an additional damage step. Type as a Free Action, however its range is changed to
Burst 1.

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Chapter 4 - Trainer Classes

DEFENDER
The classic tank characters should look towards being a Defender
when picking a class, as it provides many generic defensive tools
that Trainers could benefit from such as better intercepting, better
defending and being better at making enemies attack you over allies.

Defender
[Base] [Class]
Prerequisite: Novice Athletics or Combat
Static
Effect: When using the Defend Maneuver, you do not lose
Evasion for its Duration and you may choose to Target
yourself instead of an Adjacent Ally if desired. You may learn
two Attacks from the Defensive Combat Feature’s Basic Attack
List.

Note -: Defensive Combat’s Basic Attack List is:


Artist: Magik_Jack_Art @Instagram » Block, Harden, Quick Guard, Taunt, Withdraw

Draw Aggro Instinctive Defense


Prerequisite: Defender, Novice Athletics or Combat Prerequisite: Defender, Adept Athletics or Combat
Static Static
Effect: Whenever you use the Provoke Maneuver, Effect: Once per Round you may use an Intercept Maneuver
you may also use it as if its Range were “All Adjacent as a Shift Action, Interrupt. If done this way, you cannot use
Enemies”. Your Provoke Maneuvers gain the Sureshot the Intercept Maneuver for the rest of the Round. You cannot
Keyword. Whenever you Provoke an Enemy, it is use this Feature if you already intercepted this Round.
treated as a Mental Affliction instead of a Condition
and must be cured, removing any listed time
durations. Impenetrable Fortress
Prerequisite: Defender, 3 Defender Features, Master Athletics
or Combat
Defensive Tactics Scene - Standard Action
Prerequisite: Defender, 2 Defender Features, Expert Effect: You gain a Fortified Coat. While you’re affected by
Athletics or Combat a Fortified Coat, you resist the next two Damaging Attacks
Static you’re hit by for an additional damage step. The Fortified
Effect: Choose a listed Defensive Tactic to gain its Coat is expended after Damage Resolution when you’re hit by
associated Ability in the parenthesis. a second Damaging Attack since gaining this Coat.
» Armored (Battle Armor), Bulky (Absorb Force),
Guardian (Friend Guard), Protective (Bodyguard)

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Chapter 4 - Trainer Classes

BULWARK
Defenders that are a master at field control end up as a Bulwark.
Bulwark trainers specialize in crowd control, being able to provoke
and trap enemies and manipulate the field by creating obstructions
that can be used to block attacks or mitigate damage.

Bulwark
[Advanced] [Class]
Prerequisite 1: Defender [or]
Prerequisite 2: Adept Athletics or Focus
At-Will - Standard Action
Effect: You create Large Blocking or Cover Terrain in up to 3
unoccupied adjacent spaces. Terrain Created this way is also
[Fragile & Breakable]. Whenever you or an Ally are adjacent
to this Terrain, they have Damage Reduction equal to your
Tier Value (This does not stack with itself). If you have 4
Bulwark Features you may use this as a Swift or Shift Action
as well, but only choose 1 unoccupied adjacent space instead.
Artist: Unknown

Crowd Control Stalwart Bastion


Prerequisite: Bulwark, Novice Athletics or Focus Prerequisite: Bulwark, Adept Athletics or Focus
At-Will - Swift Action Static
Target: An Enemy within 3m or all Adjacent Enemies Effect: You gain 5 Damage Reduction. When you reach Tier
Effect: Choose an Effect to apply to the Target(s): 2+, this is increased to 10 Damage Reduction. While an Ally is
adjacent to you, they also have this Damage Reduction. Your
» They are Provoked by you until the end of their [Equipment - Armor] Items cannot be affected by the Disarm
next Turn. Maneuver.
» They are Trapped by you until the end of the
next Round.
» You resist the next Damaging Attack from all Targets Steelclad Fortress
by an additional damage step. Prerequisite: Bulwark, 3 Bulwark Features, Master Athletics
or Focus
Scene x2 - Free Action, Interrupt
Trigger: You or an Adjacent Ally would be hit by a
Fortified Rampart Damaging Attack
Prerequisite: Bulwark, 2 Bulwark Features, Expert Effect: When calculating the damage of the Triggering Attack,
Athletics or Focus you and all allied Combatants that were hit are considered
Scene - Standard Action, Interrupt to be Steel Type for the sake of calculating Weaknesses and
Trigger: An Ally adjacent to Blocking or Cover Terrain Resistances.
you created would be hit by an Attacker who isn’t
adjacent to them
Target: A Blocking or Cover Terrain you created that is
Adjacent to the Triggering Ally
Effect: The Ally is instead not hit by the Triggering
Attack, nor do they take any damage or are affected
by any of its Effects. The Targeted Terrain is then
destroyed.

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Chapter 4 - Trainer Classes

JUGGERNAUT
Defensive Trainers that refuse to faint are often known as
Juggernauts, sometimes lovingly referred to as Behemoths.
Juggernauts excel in having a massive durable body that can
withstand a lot of damage and recover from anything thrown at them.

Juggernaut
[Advanced] [Class]
Prerequisite 1: Defender [or]
Prerequisite 2: Adept Athletics or Combat
Static
Effect: You gain +5 Stat Points in HP. When you have 3
Juggernaut Features, you gain an additional +5. When you
have 5 Juggernaut Features, you gain an additional +10. Stat
Points gained this way go in the Extras Column. You start the
Scene with a Tick of Temporary Hit Points.

Artist: Unknown

Built Different Overwhelming Might


Prerequisite: Juggernaut, Novice Athletics or Combat Prerequisite: Juggernaut, Adept Athletics or Combat
Static At-Will - Swift Action, Interrupt
Effect: Allies that are Adjacent to you treat you as Trigger: You hit with a Melee Attack
if you were Cover Terrain and Enemies cannot pass Effect: You may use your Adjusted HP Stat Total (not Hit
through spaces you’re occupying. The User may shift Points) as an Offensive Stat when calculating the Damage
through Spaces occupied by Enemies as if they were Roll for this Attack or add your Tick Value as a Damage Bonus
Basic Terrain but cannot occupy their space at the instead.
end of their Movement. If you are Targeted by a Line
Attack, its Range stops at you and it cannot exceed to
any further space. Indomitable Body
Prerequisite: Juggernaut, 3 Juggernaut Features, Master
Athletics or Combat
Cover Terrain - If a Ranged Attack would Target a Combatant Scene - Special
adjacent to Cover Terrain it is resisted by an additional damage Effect: As a Swift Action, choose one of the Effects to apply.
step unless the Attacker is either Adjacent to the Target or this As a Full Action, all are applied.
Cover Terrain. Cover Terrain must have a size designated and can
only provide cover to Combatants of equal or smaller size, such » You are cured of a Physical Affliction
as a Bush not providing cover for a Rhydon. » You restore three Ticks of Hit Points
» You gain two Ticks of Temporary Hit Points
Bonus: Once per Scene, when you fall below 25% Hit Points,
Resilient Recovery the Frequency of this Feature is refreshed.
Prerequisite: Juggernaut, 2 Juggernaut Features,
Expert Athletics or Combat
Static
Effect: Whenever you start your Turn without any
Temporary Hit Points, you gain a Tick of Temporary
Hit Points.

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Chapter 4 - Trainer Classes

SENTINEL
Defenders that dont’ seek to just be tanky for themselves, end up
following the path of a Sentinel. These Trainers are much more self
sacrficing and built to protect others and deal back revenge when
their allies are harmed, often using defense as their strength.

Sentinel
[Advanced] [Class]
Prerequisite 1: Defender [or]
Prerequisite 2: Adept Combat or Command
Static
Effect: Enemies trigger your Attacks of Opportunity in the
following additional method. “An adjacent Enemy uses an
Attack on an Ally”. Whenever an Enemy would Trigger an
Attack of Opportunity from you, you may use an At-Will
Damaging Attack instead of a Basic Attack. Once you have at
least 4 Sentinel Features, this may instead be an At-Will or
EOT Damaging Attack.
Artist: Magik_Jack_Art @Instagram

Stand Behind Me Get Down!


Prerequisite: Sentinel, Novice Combat or Command Prerequisite: Sentinel, Adept Combat or Command
Bind 1 - Swift Action Scene - Free Action, Interrupt
Target: An Adjacent Ally Trigger: You Intercept for an Ally and they would still be hit by
Effect: While this Feature is Bound, the Target the Intercepting Area of Effect Attack
becomes Guarded while they are Adjacent to you. Effect: The Ally you Intercepted for is slid up to 3m instead
Guarded Allies cannot be targeted by 1 Target Ranged of into an Adjacent Space. If they slide into a Space that isn’t
Attacks. If they were to be targeted by one, you are in the original range of the Attack, it misses them instead of
instead targeted, then you and the adjacent Target dealing damage as if they resisted it by an additional damage
switch spaces by sliding. step.
Bonus: Whenever a Guarded Ally moves, you may
move alongside them as a Shift Action Interrupt. This
cannot cause you to shift more than your normal Guardian’s Punishment
Movement Value. Prerequisite: Sentinel, 3 Sentinel Features, Master Combat or
Command
Scene x2 – Special, Interrupt
Sacrificial Sturdiness Trigger: You hit an Enemy with a Damaging Attack
Prerequisite: Sentinel, 2 Sentinel Features, Expert Effect: As a Swift Action, you may use your Defense as an
Combat or Command Offensive Stat when calculating the Damage Roll for this
Scene x2 - Free Action, Interrupt Attack. If the Triggering Attack was Physical, use Defense and
Trigger: You Intercept an Attack if it was Special, use Special Defense. If the Triggering Attack
Effect: You resist the Triggering Attack by an was an Attack of Opportunity, this may be activated as a
additional damage step. Free Action instead. If the Triggering Attack was an Attack of
Bonus: When Intercepting for a Guarded Target, it Opportunity or only Targeting an Enemy that is Provoked by
ignores the limitations of the Instinctive Defense you, the Frequency is not expended.
Feature, if you have it, where you cannot use it if you
already Intercepted this Round and cannot Intercept
after using it.

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Chapter 4 - Trainer Classes

FIGHTER
Fighters are trainers that have basic martial combat knowledge in
close range quarters. Whether with weapons or with fists, fighters
excel at fighting others and even standing up to other Pokemon with
only their strength to use against them.

Fighter
[Base] [Class]
Prerequisite: Novice Athletics or Combat
At-Will - Extended Action
Effect: Choose a Stat to become your Trained Stat (You can
only have one at a time). Your Trained Stat has their Default
CS Value set to +1. If you chose HP, you instead start the
Scene with 2 Ticks of Temporary Hit Points.
Bonus: You may learn two Attacks from the Martial Combat
Feature’s Basic Attack List.
Note - Martial Combat’s Basic Attack List is Bulk Up,
Concentration, Double Kick, Low Sweep, Mach Punch, Meditate,
Artist: Unknown Power-Up Punch

Close Combat Martial Tactics


Prerequisite: Fighter, Novice Athletics or Combat Prerequisite: Fighter, Adept Athletics or Combat
Scene x2 - Swift Action, Interrupt Scene x2 - Free Action, Interrupt
Trigger: You use a Melee Attack Trigger: You would use a Riposte or Tactic Maneuver
Effect: The Triggering Attack is treated as having no Effect: Choose one effect to apply.
effect, but apply one of the following: » The Triggering Maneuver automatically hits the Target.
» After the Attack’s Resolution, you may perform one » All Targets of the Triggering Maneuver fail their
of the following Maneuvers against the Target as a opposed check.
Free Action. The Maneuver automaticallly hits but Bonus: The first time you use a Combat Boon during a Scene,
still needs an opposed check if necessary: Trip, Push, it is not expended.
Hinder, Disarm, Distract or Provoke.
» This Attack ignores the Physical Evasion of
all Targets. Combat Momentum
» After the Attack’s Resolution, the Target loses -2 CS Prerequisite: Fighter, 3 Fighter Features, Master Athletics
in Defense or Special Defense. or Combat
At-Will - Free Action, Reaction
Trigger: You roll a natural 15+ on a Melee Attack or cause an
Enemy to faint with a Melee Attack
Martial Style Effect: Choose one of the following effects to apply:
Prerequisite: Fighter, 2 Fighter Features, Expert » You gain +1 CS in your Trained Stat (1 Tick of Temporary HP
Athletics or Combat if it’s HP)
Static » Your next Melee Attack ignores Stat Evasion
Effect: Choose a listed Martial Style to gain its » You gain an additional Shift Action. For the rest of your
associated Ability in the parenthesis. Turn, Movement does not trigger Attacks of Opportunity.
» Agile (Vanguard), Brutal (Huge Power), Bonus: Your Trained Stat’s Default CS Value is increased by +1
Guarded (Absorb Force), Nimble (Combo Striker) or you start the scene with 3 Ticks of Temporary Hit Points if
it is HP.

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BERSERKER
Fueled by fury and rage, Berserkers are fighters that are full blown
fighters. These Trainers can specialize in their rage to ramp up in
power, fight past their limits or deal insane damage. In addition they can
build up fury and pain in order to recover or deal even more damage.

Berserker
[Advanced] [Class]
Prerequisite 1: Fighter [or]
Prerequisite 2: Adept Combat and Novice Intimidate
Static
Effect: Whenever you’re hit with an Attack or hit a Damaging
Attack, you gain a Fury Counter (Max 6). For each Fury
Counter you have, your Critical Hit Range is increased by
+1. Whenever you land a Critical Hit, all Fury Counters are
expended. You learn the Attack, Rage.

Artist: Unknown

Reckless Strike Power from Pain


Prerequisite: Berserker, Novice Combat or Intimidate Prerequisite: Berserker, Adept Combat or Intimidate
At-Will - Free Action, Interrupt Static
Trigger: You miss a Melee Attack Effect: Whenever you take Damage, note half of the Damage
Effect: You may perform the Accuracy Roll again. After you took and you gain that many Pain Counters. Whenever
the Attack’s resolution, you become Vulnerable and you hit a Damaging Attack, you lose all of your Pain Counters
Weakened until the end of the next Round. and add that as a Damage Bonus to the Damage Roll.

Embodiment of Rage Fueled by Fury


Prerequisite: Berserker, 2 Berserker Features, Expert Prerequisite: Berserker, 3 Berserker Features, Master Combat
Combat or Intimidate or Intimidate
Static Scene x2 - Swift Action
Effect: You cannot become Provoked as a result of the Effect: You may expend any number of Pain Counters and/or
Enraged Affliction. In addition, choose a listed Rage Fury Counters. You gain Temporary Hit Points equal to X + Y.
Style to gain its associated Ability in the parenthesis. X is equal to the amount of Pain Counters expended and Y is
equal to the number of Fury Counters expended multiplied
» Enduring (Enduring Rage), Feral (Berserk), Wrathful by your Tick Value.
(Anger Point). Bonus: Whenever you land a Critical Hit, you only expend half
of your Fury Counters (Rounded Up)

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GLADIATOR
Trainers that follow the path of the Gladiator live for the glory of battle.
They’re not simply street brawlers but they’re more entertainers and
win a fight in style. Through the Glory mechanic, Gladiators can ramp
up their power in a Scene based on their performance.

Gladiator
[Advanced] [Class]
Prerequisite 1: Fighter [or]
Prerequisite 2: Adept Combat and Novice Charm or Command
At-Will - Free Action, Reaction
Trigger: You Provoke an Enemy, land a Critical hit, an Attack
misses you, or you or your Pokemon cause an Enemy to faint
Effect: You gain +1 Glory Counter. For each Glory Counter you
have, you have a +1 Modifier to Accuracy for Melee Attacks.
Whenever you Faint or at the end of the Scene, you lose all Glory
Counters. Whenever your Pokemon Faint, you lose half of your
Glory Counters (Rounded Down). You cannot have more Glory
Counters than double your Tier Level.
Artist: Unknown Bonus: You learn the Taunt Attack.

Rising Glory Calling all Challengers


Prerequisite: Gladiator, Novice Combat, Novice Prerequisite: Gladiator, Adept Combat, Novice Charm
Charm or Command or Command
Static Static
Effect: You gain the following benefits while you don’t Effect: You learn the Regal Challenge Ability. If you Provoke
have a Mental Affliction: at least 3 Combatants through this Ability, you instead gain
+2 Glory Counters if you Triggered Gladiator through it. You
» You have a +5 Bonus to Damage Rolls multiplied by may use Taunt through the Versatile Keyword even if you use
your current Glory Counters. At Tier 3, this changes to a Damaging Attack during your Turn and can use a Damaging
a +10 bonus. Attack even if you used Taunt through the Versatile Keyword
» You have 5 Damage Reduction against Enemies this Turn.
Provoked by you equal to your current Glory Counters
and against all other Enemies multiplied by half your
of your Current Glory Counters (Rounded Down) Star of the Show
» You have a +1 bonus to Evasion against Enemies Prerequisite: Gladiator, 3 Gladiator Features, Master Combat,
Provoked by you multiplied by your current Glory Adept Charm or Command
Counters. Scene x2 - Free Action, Interrupt
Trigger: You hit, or are hit by, an Enemy who’s
Provoked by you
Flaunting Glory Effect: If the Trigger was being hit by a Provoked Enemy, you
Prerequisite: Gladiator, 2 Gladiator Features, Expert resist the Triggering Attack by an additional Damage Step. If
Combat, Adept Charm or Command the Trigger was hitting a Provoked Enemy, the Attack becomes
Scene x2 - Swift Action a Critical Hit. An Enemy can only be affected by Star of the
Effect: You may expend up to 2 Glory Counters and Show once per Scene.
choose an effect below to apply for each Counter
expended. (They can be the same Effect)
» Choose an Enemy within 5m to become Provoked
by you for a until the end of their next Turn. This
cannot Trigger the Gladiator Feature.
» Gain +1 CS in a Stat of your choice.
» An Enemy within 5m that has a Mental Affliction
suffers a -3 to their next Save Check.

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MONK
While other Fighter classes are usually solely offensive, Monk
Trainers focus on durability and versatility. When they desire, they can
empower themselves to have brutal strikes or stunning strikes, but
they can also have a mastery of body and mind, having sustainability.

Monk
[Advanced] [Class]
Prerequisite 1: Fighter [or]
Prerequisite 2: Adept Combat and Novice Athletics
At-Will - Free Action, Reaction
Trigger: You start your Turn
Effect: Choose a Stance below to enter. You benefit from the
Stance’s effects until you enter a new stance or the Scene ends.
» Ferocious Stance - You have a bonus to the Damage Rolls for
Melee Attacks equal to your Tier Value.
» Defensive Stance - You have Damage Reduction against
Physical Attacks equal to your Tier Value
» Flowing Stance - Your Movement Value is increased by +3 and
you do not provoke Attacks of Opportunity by moving.
» Meditative Stance - You have a bonus to Save Checks and
Evasion equal to your Tier Level.
Artist: Unknown

Flurry of Blows Purity of Body & Mind


Prerequisite: Monk, Novice Combat or Athletics Prerequisite: Monk, Adept Combat or Athletics
At-Will - Swift Action, Reaction Static
Trigger: You miss a Melee Attack Effect: Upon gaining this Feature, choose Body or Mind. If
Effect: You perform the Accuracy Roll again. If the you choose Body, while you’re affected by a Physical Status
Attack hits, it is resisted by an additional damage Affliction, you may perform Save Checks twice, taking the
step, cannot be a Critical Hit and cannot trigger Effect higher result. If you choose Mind, while you’re affected by a
Ranges. If you have at least 4 Monk Features and the Mental Status Affliction, you may perform Save Checks twice,
rerolled Attack misses, you may roll it once more. taking the higher result. If you have 5 Monk Features, you
benefit from both instead.

Stunning Strike
Prerequisite: Monk, 2 Monk Features, Expert Combat Damage Deflection
or Athletics Prerequisite: Monk, 3 Monk Features, Master Combat or
Scene x2 - Swift Action, Interrupt Athletics
Trigger: You roll a Natural 15+ on a Damaging Melee Scene x2 - Free Action, Interrupt
Attack against a Single Enemy Trigger: You’re hit by a Damaging Attack
Effect: The Effect of the Triggering Attack is ignored. Effect: Choose one of the Effects below to apply. Each effect
Instead, the Target may become Vulnerable or may only be applied once per Scene:
Weakened until the end of the next Round or
Paralyzed, of your choice. If the Triggering Attack was » You resist it by an additional Damage Step. Then your next
a Critical Hit, it is no longer a Critical Hit. Damaging Attack gains the Smite Keyword.
» You resist it by an additional Damage Step. An Enemy within
2m is also hit by the Triggering Attack but resists it by an
additional Damage Step.
» If the Triggering Attack wasn’t from an Adjacent Enemy, it
misses instead.

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MYSTIC
Compared to Occult Researchers, some Trainers have innate mystical
abilities. While Fighters are pros at all things physical, Mystics are
on the opposite side, mastering everything special and magical. The
specialty of Mystics lay in their Mystic Techniques, altering their attacks.

Mystic
[Base] [Class]
Prerequisite: Novice Occult Edu or Focus
Static
Effect: You learn two Basic Weapon Attacks with the
Requirement of [Arcane] Only or two Attacks from the Psionic
Combat Features’ Basic Attack List or one Attack from each
list. When you have 4 Mystic Features, you learn two more
from the Advanced Weapon list with the same requirement
or from the Psionic Combat Features Expert Attack List.
Weapon Attacks learned this way can be used through a
qualifying Weapon as if it was granted through them or as if
Artist: Unknown the Weapon Range was 6 and usable without a Weapon.

Arcane Alteration Channeled Mysticism


Prerequisite: Mystic, Novice Occult Edu or Focus Prerequisite: Arcane Alteration, Adept Occult Edu or Focus
Scene x3 - Swift Action, Interrupt Scene x2 - Free Action, Interrupt
Trigger: You use a Special Attack Trigger: An Ally within 3m uses a Special Attack
Effect: Apply a Mystic Technique to the Triggering Effect: Apply a Mystic Technique to the Triggering Attack.
Attack.
Note: Some Mystic Techniques can stack their effects
if applied to an Attack multiple times. Magical Mastery
Prerequisite: Arcane Alteration, Master Occult Edu or Focus
Bind 2 - Extended Action
Mystical Style Target: A Special Attack you know and a Mystic Technique
Prerequisite: Mystic, 2 Mystic Features, Expert Occult Effect: While the Targeted Attack is bound by this Feature,
Edu or Focus they may choose to apply the targeted Mystic Technique as a
Static At-Will - Free Action whenever it is used.
Effect: Choose a Mystical Style to gain its associated
Ability in parenthesis.

» Archaic (Sorcery), Overflowing (Magical Surge),


Tactical (Mental Force), Warding (Magic Guard)

Mystic Attack Reference


Basic Arcane Weapon Attacks - Arcane Fury, Bane, Energy Blast,
Healing Aura, Rending Spell, Resonance Beam

Advanced Arcane Weapon Attacks - Empowerment, Missile Shot,


Magical Burst, Mirror Coat, Mystic Ward, Shield

Psionic Combat Basic Attacks - Calm Mind, Cosmic Power, Light


Screen, Reflect, Safeguard

Psionic Combat Expert Attacks - Barrier, Imprison, Heal Pulse,


Hypnosis, Kinesis, Mirror Coat

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MYSTIC TECHNIQUES
Amplified Sorcery Fated Spark
Effect: The Attack’s area of Effect is increased by +1. If Effect: The Triggering Attack cannot be Intercepted,
it is 1-Target, it instead becomes Ranged Blast 2. Riposted, and Targets cannot Trigger any Effect that
would cause them to resist the Triggering Attack or
cause it to miss.
Berserk Blast
Effect: The Triggering Attack has a bonus to Critical Hit
Ranges equal to your Tier Level but its Effect Ranges Serene Spirit
are ignored. Effect: The Triggering Attack has a bonus to Effect
Ranges equal to your Tier Level and is treated as
having the Spirit Surge Keyword, but it cannot
Channeled Element become a Critical Hit.
Effect: Choose an adjacent willing Pokemon and one
of their Types. The Triggering Attack is treated as that
Type instead. The chosen Pokemon cannot apply Warped Energy
Evasion against the next Attack that Targets them. Effect: Targets hit by the Triggering Attack subtract
their Defense during Damage calculations instead of
Special Defense.
Controlled Sorcery
Effect: The Triggering Attack gains the Friendly
Keyword but it cannot deal Super Effective Damage
via Type Effectiveness.

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Chapter 4 - Trainer Classes

AURA GUARDIAN
The nature of Aura is the very spirit or life force of a creature,
exhibited by both Pokemon and Humans. Aura Guardians can harness
this energy and see it. Using this energy they can bolster the power of
their allies or give restorative energy to those who are injured.

Aura Guardian
[Advanced] [Class]
Prerequisite 1: Occult Researcher or Mystic [or]
Prerequisite 2: Adept Occult Edu or Intuition, Novice Focus
Static
Effect: Choose two of Aura Blast, Detect, Force Bullet, or
Vacuum Wave. You learn the chosen Attacks. When you have
4 Aura Guardian Features, choose two of Aura Burst, Aura
Sphere, Focus Blast or Heal Pulse. You learn the
chosen Attacks.

Artist: Unknown

Aura Reading Ambient Aura


Prerequisite: Aura Guardian, Novice Occult Edu or Prerequisite: Aura Guardian, Adept Occult Edu or Intuition,
Intuition, Novice Focus Novice Focus
Static At-Will - Free Action, Reaction
Effect: You gain the Aura Reader Capability. When Trigger: You use an Attack with the Aura Keyword or a
you have Master Occult Edu or Focus, choose either Combatant rolls a Natural 15+ on any d20
the Blindsense, Empath, Telepath or Tremorsense Effect: You gain an Aura Counter (Max 3). If the Triggering
Capability to gain. Whenever you sense that a Attack was a Double Strike or Five Strike, it can only Trigger
Combatant has negative intentions, you have a +3 this Feature once.
bonus to Skill Checks opposed by them. Bonus: Aura Counters may be expended as a Free Action in
any of the following ways.

Sacrificial Shield » When you or an Ally perform an Accuracy or Save Check,


Prerequisite: Ambient Aura, Expert Occult Edu or you may expend Aura Counters to grant it a bonus equal to
Intuition, Adept Focus your Tier Level for each Counter expended.
Scene x2 - Free Action, Interrupt » When you or an Ally end their Turn, you may expend Aura
Trigger: You or an Ally use the Intercept Maneuver Counters to have them restore Ticks of Hit Points equal to
Effect: You may expend any number of Aura Counters double the counters expended.
to alter the Attack that the Triggering Combatant is
Intercepting in the following ways, which may stack if
multiple instances are applied: Unleashed Aura
Prerequisite: Ambient Aura, Master Occult Edu or Intuition,
» 1 Counter: The Attack is resisted by an additional Adept Focus
Damage Step, up to Resisted. Scene x2 - Swift Action, Interrupt
» 1 Counter: The Effect Range no longer Triggers or is Trigger: You use a Damaging Aura Attack
no longer a Critical Hit. Effect: You may expend any number of Aura Counters and it
benefits from the following effects based on the number you
expended:

» 1+: The Attack’s DB is increased by double the number of


Aura Counters expended until the of the Scene.
» 2+: Targets cannot apply Physical or Special Evasion against
them.
» 3+: Its Critical Hit Range is increased by +2 and it gains the
Smite Keyword or Sureshot if it already had Smite.

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EMPATH
Some Trainers gain the supernatural ability to feel the emotions of
others around them, including a special connection to Pokemon. Much
like Yellow in the manga series, Empaths have the power to connect to
others on a deep level, which allows for a total synchronized pair.

Empath
[Advanced] [Class]
Prerequisite 1: Occult Researcher or Mystic [or]
Prerequisite 2: Adept Intuition
Bind X - Free Action
Target: A Creature
Effect: While a Target is bound by this Feature they become
Channeled by you. If the Target is unwilling you must make
Mechanic - Channeling
While Channeling a Creature, it may communicate its intentions, an Intuition Checks opposed by their Focus Check to Bind this
emotions and motivations to you and you may communicate in Feature to them. You may stop Channeling any Target as a
a similar fashion, neither party being able to be deceitful in this Free Action at any time. If a Channeled Combatant would go
exchange. If you Faint, all Targets bound by the Empath Feature are further than 20m away from you they stop being Channeled.
unbound and no longer Channeled. If a Channeled Target Faints, they You are always considered a Channeled Combatant. You may
are unbound by the Empath Feature and no longer Channeled. As
a general note, Channeling allows both individuals to be treated only use this Feature on an Enemy once per Round. X is equal
as having the Empath Capability, removes any risk of falsity to the higher of your Intuition or Occult Edu Rank.
and communicates more than just emotions Bonus: You gain the Empath Capability.

Twisted Emotions Soothing Connection


Prerequisite: Empath, Novice Intuition Prerequisite: Empath, Adept Intuition
At-Will - Special Scene x2 - Standard Action
Target: A Channeled Enemy Effect: For yourself and each Allied Channeled Combatant,
Effect: As a Full Action, choose a Status Affliction grant one of the following benefits listed below to them:
or Condition to grant the Enemy listed below. If
Entranced or Provoked are chosen you may choose » The Combatant is restored of 3 Ticks of Hit Points
their Fixation or Provoker respectively. If Provoked is » The Combatant is cured of a Mental Affliction
granted this way it lasts until the end of the Target’s » The Combatant gains two Ticks of Temporary Hit Points
next Turn. An Enemy can only have one Status
Affliction granted this way at a time. As a Swift Action,
if the Target has a listed Affliction or Condition below, Battle Bond
you may cure it and inflict a different Affliction or Prerequisite: Empath, 3 Empath Features, Master Intuition
Condition listed below. Bind 1 - Extended Action
Trigger: You perform the Training Downtime Action with your
» Dazed, Enraged, Entranced, Provoked, Suppressed. Pokemon that has an Ally Level Bond
Effect: This Feature becomes Bound to the Triggering
Pokemon. While Bound, the Triggering Pokemon is always
Shared Conduit treated as being Channeled regardless of distance and
Prerequisite: Empath, 2 Empath Features, Expert doesn’t count towards the limit of Channeled Combatants.
Intuition When Bound, the Triggering Pokemon gains 3 Battle Bond
Scenex x2 - Swift Action Charges. They may expend 1 Battle Bond Charge to perform a
Target: Two Channeled Combatants Battle Bond Power when desired or triggered. While Bound,
Effect: Apply one of the following Effects: if they were to be Trained again, their Battle Bond Charges
reset to 3.
» Choose a Stat. Both Targets trade the CS Values for GM Note: If you’re ignoring the Bond Mechanic, the Trainer
that Stat. may Target any Pokemon you deem deeply trusts them.
» Choose a Target to remove a Coat from and grant to
the other Target. Battle Bond Powers are on the next page
» Choose a Target to gain all the Mental Afflictions
that the other Target is suffering from.

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BATTLE BOND POWERS


Symbiotic Connection Symbiotic Defender
Effect: Until the end of the Scene, The Empath and Effect: The Empath or Bonded Pokemon may
Bonded Pokemon are treated as having the Empath perform the Intercept Maneuver as a Free Action by
and Telepath Feature but only with each other and expending a Bond Charge. This may only be activated
ignoring distances. once per Round.

Symbiotic Resilience Symbiotic Retaliation


Effect: If the Empath or Bonded Pokemon are hit by Effect: If the Empath or Bonded Pokemon are hit by
an Attack, you may expend a Bond Charge to have an Attack, the other may use a Bond Charge to have
them treat their Type Effectiveness as if it were the their next Attack against the Triggering Enemy gain
other’s. Any Immunities are instead treated as being the Sureshot Keyword.
Resisted for this sake of this Effect.

Symbiotic Unity
Symbiotic Senses Effect: If the Empath or Bonded Pokemon uses a
Effect: Until the end of the Scene, If either the Damaging Attack, you may expend a Bond Charge
Empath or the Bonded Pokemon have a Capability to have the Attack deal Damage as if its Type were
listed below, both of them are treated as having instead one of the Types that the Bonded Pokemon is
it. Aura Reader, Blindsense, Darkvision, Dream or the corresponding Type of the Empath’s Type Ace
Reader, Premonition, Soul Seer, Tracker, True Sight, or Elementalist Classes, if applicable.
Tremorsense.

Artist: Unknown

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Chapter 4 - Trainer Classes

ESPER
Trainers who are experts in the art of mysticism can sometimes have
psychic abilities similar to Pokemon. These manifest in many different
techniques, including the ability for telekinessis, telepathy or even
teleporting! Espers excels in the variety of these psionic talents.

Esper
[Advanced] [Class]
Prerequisite 1: Occult Researcher or Mystic [or]
Prerequisite 2: Adept Focus, Novice Occult Edu
Static
Effect: Choose two of Cognition Strike, Hypnosis, Psybeam, or
Psychic Terrain. You learn the chosen Attacks. When you have
3 Esper Features, choose two of Psycho Cut, Psychic, Psychic
Storm or Psionic Surge. You learn the chosen Attacks.

Artist: Unknown

Psionic Prowess PK Force


Prerequisite: Esper, Novice Focus or Occult Edu Prerequisite: Esper, Adept Focus or Occult Edu
Static Scene x2 - Swift Action, Reaction
Effect: Choose a Capability to gain along with the Trigger: You resolve a Psychic Type Attack on your Turn that
associated Attack in its parenthesis. Targets an Enemy
Effect: Apply one of the Effects below:
» Dream Reader (Dream Illusion), Empath (Psycho
Shift), Mender (Heal Pulse), Mindlock (Calm Mind), » All Targets Slide up to 3m in any direction away from you.
Premonition (Mind Reader), Telepath (Imprison), » All Targets lose -2 CS in Special Defense, or -3 if it is positive.
Telekinetic (Telekinesis), Teleporter (Teleport), » You may perform a Disarm, Hinder or Trip Maneuver as a
Wallshaper (Barrier) Free Action against all Targets hit by the Triggering Attack,
ignoring range. When performing the opposed roll, you
must use either Focus or Occult Edu. An Enemy can only be
Mental Shield affected by this Effect once per Scene.
Prerequisite: Esper, Expert Focus or Occult Edu
Scene x2 - Free Action, Interrupt
Trigger: You’re inflicted with a Mental Affliction or hit Metaphysical Mastery
with a Special Attack Prerequisite: Psionic Prowess, Master Focus or Occult Edu
Effect: If the Trigger was being inflicted with a Mental Static
Affliction, your next Save Check automatically passes. Effect: Choose two of Psycho Boost, Psycho Slash, Psionic
If the Trigger was being hit with a Special Attack, you Boost or Mirror Coat. You learn the chosen Attacks. In
may use your Special Attack Stat towards Damage addition, you gain another Capability from the Psionic
Calculations instead of Special Defense or add half of Prowess Feature and its associated Attack.
it to your Special Defense when performing Damage
Calculations.

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MARKSMAN
Experts in keeping their distance and firing from afar, Marksman
Trainers excel in ranged combat. Whether by using a bow, gun, or
simply throwing fireballs from the backline, Marksmen are masters as
precision, accuracy and staying far away from potential trouble.

Marksman
[Base] [Class]
Prerequisite: Novice Combat or Perception
At-Will - Special
Effect: As a Swift or Shift Action, your next Ranged Attack gains
a bonus to Accuracy equal to your Tier Level. As a Swift + Shift
Action, it also gains a bonus to Critical Hit Range equal to your
Tier Level. Marksman may only be used once per Round and
the bonuses are removed at the end of the next Round.

Note - When taking this Class you need to have a few Ranged
Attacks learned. This can be gained through other classes that
Artist: Royalnoir @Deviantart grant Ranged Attacks or primarily with Ranged Weapons.

Clear Shot Cover Fire


Prerequisite: Marksman, Novice Combat or Prerequisite: Marksman, Adept Combat or Perception
Perception At-Will - Free Action
Static Condition: You have a Ranged Weapon Equipped or know a
Effect: Whenever you use a 1-Target Ranged Attack Ranged Damaging Attack
against an Enemy that is adjacent to no other Effect: Choose up to 5 connected unoccupied spaces within
Combatants, they’re treated as Vulnerable against 6m to create a Zone that lasts until the start of your next
it. If they’re already Vulnerable, it instead gains the Turn. Whenever an Enemy would willingly move into this
Sureshot Keyword. Zone, they Trigger an Attack of Opportunity from you,
ignoring Range. Cover Fire may only be used once per Round.

Modified Ammo
Prerequisite: Marksman, 2 Marksman Features, Dead-Eye Shot
Expert Combat or Perception Prerequisite: Marksman, 3 Marksman Features, Master
Bind 1 - Swift Action Combat or Perception
Target: A Ranged Weapon you have Equipped Scene x2 - Free Action, Interrupt
Effect: While this Feature is bound, choose an Ammo Trigger: You use a Ranged Attack
below to apply to Weapon Attacks used through the Effect: Perform the Accuracy Roll twice, taking either result. If
Targeted Weapon. As a Swift Action, you can swap both results would have hit one of their Targets, they resist it
which ammo a Target is affected by. one step less to a maximum of Neutral Effectiveness.

» Armor-Piercing - Before Damage calculations, the


Targets lose -1 CS in the associated Defense Stat. On a
16+ they instead lose -2 CS.
» Barbed - On a 16+, the Target becomes Slowed or
gains the Wounded Affliction of your choice.
» Distracting - On a Hit, the Target has a -2 Penalty to
their next Accuracy Check. On a miss, it is instead a -3
Penalty.
» Explosive - Any Single Target Ranged Weapon
Attacks become Ranged Blast 3 instead, however
all Targets that aren’t in the center space resist an
additional damage step.

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ARTILLERIST
Some Marksmen are experts at wide scale destruction, opting for the
battle style of a cannon. Artillerists specialize in wide range attacks
and raining down pain onto enemies, being able to make projected
attacks and zones by which enemies get hurt if they cross its path.

Artillerist
[Advanced] [Class]
Prerequisite 1: Marksman [or]
Prerequisite 2: Adept Focus or Perception
At-Will - Free Action, Interrupt
Trigger: You use a Ranged Attack
Effect: If the Triggering Attack is 1-Target and Damaging, it
instead becomes Ranged Blast 2. If it already has an Area of
Effect, it is increased by +1. After Damage Calculations you
may choose to keep this changed Range on the Triggering
Attack, however it is reverted at the end of the Scene.
An Attack cannot be adjusted more than twice this way.
Artist: Unknown Artillerist may only be used once per Round.

Projected Barrage Sieging Strike


Prerequisite: Artillerist, Novice Focus or Perception Prerequisite: Artillerist, Adept Focus or Perception
At-Will - Swift or Shift Action, Reaction Scene x2 - Free Action, Interrupt
Trigger: A Round Starts Trigger: You use a Ranged Damaging Attack
Effect: The user may choose any Line or Ranged Effect: Choose one of the Effects to apply to the
Blast Attack on their Attack List, then they may pick Triggering Attack.
spaces on the field to target for its range as if they
were going to use it. At the end of the Round, the » If the Triggering Attack was made through Projected
chosen Attack may be used as a Free Action and Barrage, it is not resisted by an additional damage step.
doesn’t expend its Frequency, attacking the targets » All Terrain within this Range are changed to Slow Terrain
who are still within the designated zone. The Attack is and all Blocking or Cover Terrain are destroyed.
resisted by an additional damage step. If a Line Attack » It ignores all positive Combat Stages in Defense or Special
is chosen, it cannot be used if the User would move Defense.
from the space they’re currently in upon declaring
this Feature

Precision Strike
Early Bombardment Prerequisite: Artillerist, 3 Artillerist Features, Master Focus or
Prerequisite: Projected Barrage, Expert Focus or Perception
Perception Scene - Swift Action, Interrupt
Scene x2 - Free Action, Reaction Trigger: You use a Line or Ranged Blast Attack
Trigger: You use the Projected Barrage Feature with a Effect: Choose one of the Effects to apply to the
Damaging Attack declared Triggering Attack.
Effect: All Spaces within the Zone are treated
as Bombing Hazards until the Feature Resolves. » It gains the Friendly Keyword
Whenever an Enemy enters a Space with a Bombing » It gains the Sureshot Keyword
Hazard it Triggers, allowing you to use the declared
Attack as a Free Action, Interrupt against them,
then they may continue their Movement. An Enemy
cannot Trigger a Bombing Hazard more than once for
the duration of this Feature. The Projected Barrage
Feature still resolves as normal even if this Feature
would trigger.

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GUNSLINGER
Gunslingers dont’ need to literally have a gun, but they’re simply
marksmen that specialize in close range combat. Their nimble nature
allows them to bob and weave and get close up in combat, blasting
enemies with whatever projectiles they’re trained in up close.

Gunslinger
[Advanced] [Class]
Prerequisite 1: Marksman [or]
Prerequisite 2: Adept Acrobatics or Intuition
Static
Effect: Whenever you use a 1-Target Ranged Attack, you have
a bonus to Accuracy equal to X subtracted by Y (Even if it’s
Range would change as a result of a Feature). X is equal to
the higher of your Acrobatics or Intuition Rank. Y is equal to
the distance in Meters the Target is away from you.
Notet: If the result is negative, you don’t have a penalty,
simply no modifier.
Artist: Unknown

Fan the Hammer Trick Shot


Prerequisite: Gunslinger, Novice Acrobatics or Prerequisite: Gunslinger, Adept Acrobatics or Intuition
Intuition Scene x2 - Swift Action, Interrupt
At-Will - Swift Action, Interrupt Trigger: You use a 1-Target Ranged Attack
Trigger: You use a 1-Target Ranged Attack Effect: Choose one of the two Effects to apply to the
Effect: You may change the range of this Attack to Triggering Attack.
Close Blast 2 or Burst 1. When you have at least 4
Gunslinger Features, you may also change the range » Enemies cannot Trigger Interrupts or Reactions against the
to Close Blast 3 or 3, 2 Targets. Triggering Attack. The Target must be within 2m of Cover or
Blocking Terrain to choose this Effect.
» Enemies that are Adjacent to the Target of the Triggering
Quick Draw Attack also become a Target but the Attack is resisted by an
Prerequisite: Gunslinger, 2 Gunslinger Features, additional Damage Step.
Expert Acrobatics or Intuition
Scene x2 - Standard Action, Interrupt
Trigger: You are Targeted by an Attack
Effect: You may use a 1-Target Ranged Attack against Rapid Fire Shot
the Triggering Enemy as a Free Action, Priority Prerequisite: Gunslinger, 3 Gunslinger Features, Master
(Advanced) and they cannot apply Speed Evasion Acrobatics or Intuition
against it. If they would faint as a result, the Triggering Scene - Full Action
Attack no longer occurs. Effect: You may perform a Ranged Damaging Attack as a Free
Action, but it may only Target one Enemy and cannot trigger
any other Features. The Attack is treated as having the Five
Strike Keyword, however you may keep rolling even if you
miss. If you would hit once, the Attack hits, even if you missed
the first roll.

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SNIPER
Compared to Gunslingers, Snipers are the oppose. These Trainers
specialize in combat from afar, as far as possible from the safest and
most secure position. They specialize in controlling zones, impairing
enemies and having high precision with deadly results.

Sniper
Advanced] [Class]
Prerequisite 1: Marksman [or]
Prerequisite 2: Adept Focus or Perception
At-Will - Free Action, Reaction
Trigger: You miss a 1-Target Ranged Attack
Effect: Your next 1-Target Ranged Attack gains one of
the following benefits of your choice upon the Attack’s
declaration.
» It gains a bonus to Critical Hit Ranges equal to your Tier Level
» Targets may only apply Speed Evasion against it
» Defensive Abilities and Attacks with the Shield Keyword
Artist: Marceline Liu @Facebook cannot be used against it.

Overwatch Targeted Strike


Prerequisite: Sniper, Novice Focus or Perception Prerequisite: Sniper, 2 Sniper Features, Expert Focus or
At-Will - Swift or Shift Action Perception
Condition: You have a Ranged Weapon Equipped or Scene x2 - Swift Action, Interrupt
know a Ranged Damaging Attack Trigger: You hit a 1-Target Ranged Damaging Attack
Effect: Create a 3x3 Zone on the Field within 10m of Effect: Choose one of the following areas to strike on the
you that lasts until the start of your next Turn. This Target and apply the effect listed next to it. An Enemy can
zone cannot overlap a Zone you’ve created through only be affected by Targeted Strike once per Scene:
the Cover Fire Feature. Whenever an Enemy in this » Head Shot - The Target becomes Blinded until the end of
Zone performs any of the following, you may use a their next Turn.
Basic Attack as a Free Action, Interrupt against them, » Chest Shot - The Target becomes Vulnerable until the end
treating it as a 10m, 1 Target Attack. An Enemy can of the next Round.
only be hit by a Basic Attack this way once per Round. » Arm Shot - The Target is treated as though they failed a
Disarm Maneuver against the user.
» They use an Attack against an Ally that is not within » Leg Shot - The Target becomes Slowed.
that Zone or Adjacent to them. » Wing Shot - The Target has all Movement Capabilities
» They miss an Attack on an Ally that is Adjacent to disabled until the end of the next Round.
them.
» They move out of the Zone.
Perfect Precision
Prerequisite: Sniper, 3 Sniper Features, Master Focus or
Trained Marksman Perception
Prerequisite: Sniper, Adept Focus or Perception Scene - Swift Action, Interrupt
Static Condition: You have no Combatants within 2m of you
Effect: You gain the Sniper Ability. Trigger: You use a 1-Target Ranged Attack against an Enemy
with no Combatants adjacent to them
Effect: The Triggering Attack gains the Smite Keyword. If the
Attack hits, it automatically becomes a Critical Hit.

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Chapter 4 - Trainer Classes

STRIDER
Experts of agility, Trainers who follow the path of a Strider specialize
in the Speed Stat and their Advanced Classes focus on being nimble.
Striders have the ability to use Speed for Damage, reacting to physical
attacks sent their way and can even perform multiple shift actions.

Strider
[Base] [Class]
Prerequisite: Novice Acrobatics
Static
Effect: Enemies cannot trigger Attacks of Opportunity as a
result of your Movement. You may learn two Attacks from the
Nimble Combat Feature’s Basic Attack List.

Note -: Nimble Combat’s Basic Attack List is:


Artist: Unknown » Aerial Ace, Acrobatics, Agility, Quick Attack, Quick Strike, Splash

Swift Striker Striding Shifter


Prerequisite: Strider, Novice Acrobatics Prerequisite: Strider, Adept Acrobatics
At-Will - Free Action, Interrupt Static
Trigger: You use a Damaging Physical Attack Effect: During each of your turns you have 2 Shift Actions
Effect: Choose one effect to apply. instead of one. This may allow you to perform movement
twice in one Turn, ignoring normal restrictions.
» You may use your Speed as an Offensive Stat
» After the Attack’s Resolution, You may Move up to
3m which doesn’t count towards total Movement. Evasive Maneuvers
» All Targets cannot use their Speed Evasion against Prerequisite: Strider, 3 Strider Features, Master Acrobatics
the Attack Static
Effect: You gain the Dodge Ability.

Barely Grazed
Prerequisite: Strider, 2 Strider Features, Expert
Acrobatics
Static
Effect: You may use half of your Speed instead of
Defense when calculating the damage of Physical
Attacks against you.

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Chapter 4 - Trainer Classes

ACROBAT
Trainers who are Acrobats take speed to the level of full Evasion. They
excel at not being hit by attacks and if they’re ignored, helping their
less nimble allies avoid the hit as well. Through Evasion tokens and
their Features, they don’t need armor if they’re never hit.

Acrobat
[Advanced] [Class]
Prerequisite 1: Strider [or]
Prerequisite 2: Adept Acrobatics or Intuition
At-Will - Swift + Shift Action
Effect: You gain an Evasion Token.
Bonus: You start the Scene with 1 Evasion Token (Max 3). You
may expend any number of Evasion Tokens when you’re hit
by a non-Adjacent Damaging Attack to downgrade it. If it was
a Critical Hit, it is instead a normal hit. If it was a normal hit,
you resist it an additional step. If you resisted it, it instead
misses. You cannot use Evasion Tokens if you have Damage
Artist: Unknown Reduction from any Item you’re holding or equipping.

Sidestep Look out!


Prerequisite: Acrobat, Novice Acrobatics or Intuition Prerequisite: Acrobat, Adept Acrobatics or Intuition
Scene - Free Action, Interrupt Static
Trigger: You’re hit by a Line, Burst or Blast Attack Effect: Whenever an Adjacent Ally is hit by an Attack, you may
Effect: You may slide 1m into an unoccupied space. expend Evasion Tokens or Trigger your Acrobat Features as
If you are no longer in the original range of the if it hit you instead, then they benefit from the Effects of the
Triggering Attack, it instead misses you. You may Feature.
expend an Evasion Token when using this Feature to
slide an additional 1m or not expend the Frequency
of Sidestep. Bob and Weave
Prerequisite: Acrobat, 3 Acrobat Features, Master Acrobatics
or Intuition
Acrobatic Reflex Static
Prerequisite: Acrobat, 2 Acrobat Features, Expert Effect: You may use Evasion Tokens against Adjacent
Acrobatics or Intuition Damaging Attacks. The Acrobat Feature’s Action usage
Scene x2 - Special, Interrupt instead becomes Swift or Shift Action. You cannot gain more
Trigger: You’re hit by a Ranged 1-Target Attack than two Evasion Tokens per Round.
Effect: You may slide into an Adjacent unoccupied
space. If you do, the Triggering Attack instead misses.
This Feature is a Standard Action, Interrupt, but if
you expend 1 Evasion Token it may be used as a Shift
Action, Interrupt instead.

Evasion Token Note - You can spend multiple Evasion Tokens to downgrade an attack
multiple times if desired. If an Attack is a normal hit, you can spend 2 Evasion Tokens to
downgrade it to resisted, then because it’s resisted, it then misses.

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Chapter 4 - Trainer Classes

DANCER
The spirit of dancing can take many forms, from the nimble
movements of a pirate to a shrine maiden performing sacred arts.
Dancers specialize in utilizing their Shift Action for more than just
movement, allowing them to dance in place and impact the field.

Dancer
[Advanced] [Class]
Prerequisite 1: Strider [or]
Prerequisite 2: Adept Acrobatics and Novice Charm or Guile
Static
Effect: Choose two Basic Dance Technique to learn. All Dance
Techniques performed by you or your Pokemon can only
Target the same Combatant once per Round.

Artist: Unknown

Signature Performance Choreographer


[Ranked 2] Prerequisite: Dancer, Adept Acrobatics, Novice Charm
Rank 1 Prerequisite: Dancer, Novice Acrobatics and or Guile
Novice Charm or Guile At-Will- Extended Action
Rank 2 Prerequisite: Dancer, 3 Dancer Features, Trigger: You perform a Training Downtime Action on your
Master Acrobatics and Adept Charm or Guile Pokemon who has at least Proficient Acrobatics and doesn’t
Static know a Dance Technique
Rank 1 Effect: Choose two Basic Dance Techniques on Effect: Choose a non-Signature Dance Technique you learned.
the next page to learn. The Target also learns that Technique.
Rank 2 Effect: Choose two Basic Dance Techniques
or one Signature Dance Technique listed on the next
page to learn. Captivated Audience
Prerequisite: Dancer, 2 Dancer Features, Expert Acrobatics
Dance Technqiues are on the next page and Adept Charm or Guile
Scene x2 - Free Action, Interrupt
Trigger: You use a Dance that Targets an Enemy
Effect: Choose one effect to apply to the Target. Each Enemy
can only be affected this way once per Scene.

» Any Status Affliction they gain as a result can’t be cured


during their next Save Check
» They suffer -5 to their next opposed Skill Check
» Their Positive Combat Stages are set to their Default Value

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Chapter 4 - Trainer Classes

DANCE TECHNIQUES
Basic Dance Techniques Signature Dance
Beguiling Rhythm Techniques
At-Will - Swift or Shift Action
Target: An Enemy within 5m Dance of Devotion
Effect: Choose a Stat for the Target to lose -2 CS in. Scene- Shift Action, Interrupt
Trigger: An Adjacent Ally is Targeted by an
Charming Serenade Attack
At-Will - Swift or Shift Action Effect: You may use an Intercept
Target: An Enemy within 5m Maneuver as a Free Action. You have
Effect: You may perform the Distract or Intrigue Maneuver against the Damage Reduction against it equal to
Target as a Free Action. You may use your choice of Charm or Guile instead triple your Acrobatics Rank.
of listed skills on the Maneuver.

Duet’s Momentum Dance of Elegance


Scene - Swift or Shift Action
At-Will - Free Action, Reaction
Trigger: An Allied Combat Pair ends their Turn Effect: Perform a Charm or Guile Check
Effect: You and your Combat Pair may take their Turns immediately, not opposed by all Enemies within 3m and
passing the intuitive to the next Party. This can only occur once per Round. their Focus Check. Each Enemy that fails
becomes Vulnerable until the end of the
Evasive Footwork next Round.
Static
Effect: You gain Evasion equal to your Tier Level. Dance of Elements
Scene - Swift or Shift Action
Inspiring Performance Target: Two Allies within 5m, one being a
At-Will - Swift or Shift Action Pokemon
Target: An Ally within 3m Effect: During this Scene, the second
Effect: Choose Accuracy Rolls, Skill Checks or Save Checks. The Target gains Target may use Damaging Attacks as if it’s
a bonus to their next Roll of that Type equal to your Tier Level.
Type was one of the Types belonging to
Motivating Performance the first Target.
At-Will - Swift or Shift Action
Target: An Ally within 3m Dance of Life
Effect: Choose a Stat for the Target to gain +1 CS in. Scene - Swift or Shift Action
Target: An Ally within 3m
Performer’s Stamina Effect: The Target is cured of a Status
At-Will - Free Action Affliction.
Trigger: You use an Action on a Dance Technique or move as a Shift Action
Effect: You gain a Tick of Temporary Hit Points or a bonus to your next Save Dance of Spirits
Check equal to your Tier Level. Scene - Swift or Shift Action
Target: An Enemy within 5m
Solo Performer Effect: Perform a Charm or Guile Check
Static opposed by their Focus. If you succeed,
Effect: Anytime you use a Dance that would Target an Ally, you may instead the Target becomes Cursed or Suppressed
Target Yourself.

Taunting Flourish Dance of War


At-Will - Swift or Shift Action Scene - Swift or Shift Action
Target: An Enemy within 3m Target: An Ally within 3m
Effect: The Target becomes Trapped by you. You may make a Command or Effect: The Target’s next Damaging Attack
Guile Check opposed by their Focus. If you succeed they become Provoked has a +2 bonus to Crit Range and gains the
by you until the end of their next Turn. Smite Keyword.

Thrilling Performance
At-Will - Swift or Shift Action
Target: An Ally within 3m
Effect: Perform an Acrobatics, Charm or Guile Check. The Ally gains a
bonus to their next Damage Roll equal to the result.

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Chapter 4 - Trainer Classes

SKIRMISHER
Skirmishers are nimble fighters at heart. These Trainers live in the fray
and jump all over the battlefield going from one target to the next. Speed
is their specialty and they can use it to confound their enemies, perform
quick strikes and prevent them from responding to your punches.

Skirmisher
[Advanced] [Class]
Prerequisite 1: Strider [or]
Prerequisite 2: Adept Acrobatics or Combat
At-Will - Free Action, Reaction
Trigger: You use a Damaging Attack
Effect: After the Triggering Attack resolves, you may
Disengage as a Free Action.
Bonus: Whenever you use the Disengage Maneuver you may
instead move a number of spaces equal to half the higher of
your Acrobatics or Combat Rank. Whenever you Disengage it
does not count towards your total Movement per Turn.
Artist: Unknown

Quick Footed Tactical Striker


Prerequisite: Skirmisher, Novice Acrobatics or Combat Prerequisite: Skirmisher, Adept Acrobatics or Combat
Scene x2 - Swift or Shift Action Static
Effect: Choose one of the Effects to apply: Effect: Whenever you hit a Damaging Attack against an
Enemy, all Riposte and Tactics Maneuvers you use against
» You ignore Movement Penalties this Round them gain the Sureshot Keyword and have +5 to Opposed
» Enemies cannot Trigger Interrupts until the end of Checks until the end of the Round.
your Turn.
» You become cured of the Slowed Affliction or
Trapped Condition Blade Dancing
» You ignore Speed Evasion this Round Prerequisite: Skirmisher, 3 Skirmisher Features, Master
Acrobatics or Combat
Scene x2 - Swift or Shift Action
Opportunist Effect: You may use an At-Will or EOT Damaging Melee Attack
Prerequisite: Skirmisher, 2 Skirmisher Features, as a Free Action, however it is resisted by an additional
Expert Acrobatics or Combat damage step. You may only use this Feature once per Round.
At-Will - Free Action, Reaction
Trigger: An Adjacent Enemy Disengages or misses an
Attack against you.
Effect: You may perform an Attack of Opportunity
against them (Ignoring the Disengage Maneuver’s
Effect)
Bonus: You may perform two Attacks of Opportunity
per Round, but an Enemy may only Trigger it once
per Round.

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Chapter 4 - Trainer Classes

ROGUE
Masters of the shadows, Trainers that are rogues are experts in
criminal behavior and a sketchy style of fighting. Whether its the
sacred art of a ninja or the underground workings of an assassin, or
even the egotistical path of a swashbuckler, Rogues always play dirty.

Rogue
[Base] [Class]
Prerequisite: Novice Stealth
At-Will - Free Action, Reaction
Trigger: You hit a Damaging Attack against an Adjacent Enemy
Effect: After Damage Resolution, you may perform a Manipulate
or Tactic Maneuver against one Target of the Triggering Attack
as a Free Action, excluding Throw or Attack of Opportunity.
Bonus: You may learn two Attacks from the Criminal Combat
Feature’s Basic Attack List.

Note -: Criminal Combat’s Basic Attack List is:


Artist: Unknown » Blindside, Feint Attack, Gash, Hone Claws, Sucker Punch, Thief

Sneak Attack Hidden Shroud


Prerequisite: Rogue, Novice Stealth Prerequisite: Rogue, Adept Stealth
At-Will - Free Action, Interrupt Scene x2 - Free Action, Reaction
Trigger: You hit a Damaging Attack against an Enemy Trigger: You use the Hide Maneuver
that is Flanked, Vulnerable or Unaware of your Effect: For the Duration of the Hide Maneuver or until you
presence. use an Attack (Whichever comes first), you have a Shrouded
Effect: The Triggering Attack has a Damage Bonus Coat. While you have this Coat, all Enemies that fail a
equal to your Tier Value. Perception Check opposed by your Stealth become unaware
of your presence and cannot Target you with Attacks that
aren’t an Area of Effect (Line, Burst, Blast) and suffer a -3
Criminal Specialty Penalty to Accuracy Rolls against you.
Prerequisite: Rogue, 2 Rogue Features, Expert Stealth
Static
Effect: Choose a listed Criminal Specialty to gain its Cunning Bladework
associated Ability in the parenthesis. Prerequisite: Rogue, 3 Rogue Features, Master Stealth
Scene x2 - Swift Action, Interrupt
» Aggression (Defiant), Infiltration (Infiltrator), Trigger: You hit a Damaging Attack against an Adjacent Enemy
Manipulation (Analytic), Thievery (Pickpocket). Effect: Choose an Effect to apply. An Enemy can only be
affected by Cunning Bladework once per Scene:

» The Target gains the Wounded Affliction and cannot cure it


for their next Save Check
» The Target becomes Slowed and Tripped
» The Attack is treated as Super Effective. This may only
be applied if the Target has a Status Affliction or is
under 50% HP.

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Chapter 4 - Trainer Classes

ASSASSIN
Fighters or Rogues that master the art of hunting down a single target
can carry the name of an Assassin. As an assassin, they choose a
target on the field to single out with a death mark. From then they can
have high effectiveness with critical hits or massive damage on them.

Assassin
[Advanced] [Class]
Prerequisite 1: Rogue [or]
Prerequisite 2: Adept Combat or Stealth
At-Will - Swift Action
Target: An Enemy you can see
Effect: The Target makes an Intuition or Perception Check
opposed by your Combat or Stealth. If they fail, they become
Marked with the Death Mark. Whenever you use an Attack
with its only Target being one with a Death Mark, Enemies
cannot Interrupt it, but may still Trigger Reactions.

Artist: Unknown

Lethal Attack Fatal Expertise


Prerequisite: Assassin, Novice Combat or Stealth Prerequisite: Assassin, Adept Combat or Stealth
At-Will - Free Action, Interrupt Static
Trigger: You hit a Damaging Attack against an Enemy Effect: Choose Shadows or Toxin. For each Assassin Feature
that is Flanked, Vulnerable or Unaware of your you have, learn an Attack listed below. Whenever you gain an
presence. Assassin Feature, learn an Attack listed below. If you chose
Effect: The Attack has a bonus to Critical Hit Ranges Shadows, all Damaging Attacks gained this way are Dark Type.
equal to your Tier Level. If the only Target is an Enemy If you chose Toxin, all Damaging Attacks gained this way are
with your Death mark, the bonus also applies to Effect Poison Type.
Ranges.
» Assassinate, Cross Poison, Night Slash, Camouflage,
Sharpen, Mind Reader, Lock-On, Concentration, Gash,
Exploit Weakness Hone Claws
Prerequisite: Assassin, 2 Assassin Features, Expert
Combat or Stealth
Scene x2 - Swift Action, Interrupt Assassination
Trigger: You hit a Damaging Attack against a Single Prerequisite: Assassin, 3 Assassin Features, Master Combat
Enemy that has a Status Affliction, has a Death Mark or Stealth
or is Vulnerable. At-Will - Free Action, Interrupt
Effect: The Triggering Attack is one step more Trigger: You hit a Damaging Attack against a Single Enemy
effective against the Target (Max 1.5x Effectiveness). with your Death mark and 50% or fewer Hit Points
An Enemy can only be affected by this Feature once Effect: The Attack is automatically a Critical Hit. An Enemy can
per Scene. If the Target has 2 or more Afflictions, the only be affected by this Feature once per Scene.
Frequency of this Feature is not expended. Bonus: You are able to sense when an Enemy has 50% or
fewer Hit Points.

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Chapter 4 - Trainer Classes

NINJA
Ninjas are likely the most versatile of fighters within any setting, and
Pokemon isn’t any exception. Characters like Koga and Janine may
follow the traditional path of a ninja, but there are plenty of other
options! This includes an illusionary specialty, psionics and shadows.

Ninja
[Advanced] [Class]
Prerequisite 1: Rogue [or]
Prerequisite 2: Adept Ninja Skill
Static
Effect: Choose a Ninja Specialty listed below. You then gain the
associated Capabilities of that specialty.
» The Path of Deception - Blender & Illusionist
» The Path of Psionics - Pick two of Aura Reader, Mindlock,
Telekinetic, Telepath & True Sight
» The Path of Shadows - Dead Silent, Darkvision, Shadow Meld
» The Path of Tradition - Climber, Jumper & Quick
Artist: Unknown Note: Ninja Skills are Acrobatics, Guile, Intimidate or Stealth

Ninja’s Arsenal Shinobi Combat


Prerequisite: Ninja, two Novice Ninja Skills Prerequisite: Ninja, two Adept Ninja Skills
Static Static
Effect: Your Damaging Attacks have a 17+ Effect Effect: You learn all the Attacks listed under your chosen
Range to cause Targets to become Poisoned. When Ninja Specialty except the one with the [Master] tag. Once
performing a Crafting Downtime Action you may you have 4 Ninja Features, you learn the Attack under your
create Hazard Bags with any of the following Attacks: Specialty with [Master] listed next to it.

» Iron Spikes, Poison Gas, Smokescreen, Spikes, » The Path of Deception - Double Team, Devious Strike,
Toxic Spikes Haunting Visage, Deception [Master]
» The Path of Psionics - Imprison, Magic Powder, Psycho Cut,
Psycho Slash [Master]
Precise Attack » The Path of Shadows - Shadow Strike, Shadow Snare,
Prerequisite: Ninja, 2 Ninja Features, an Expert Shadow Veil, Shadow Bolt [Master]
Ninja Skill » The Path of Tradition - Agility, Toxic, Cross Poison,
At-Will - Free Action Interrupt Assassinate [Master]
Trigger: You use a Damaging Attack against an Enemy
that is Flanked, Vulnerable or Unaware of your
presence. Mastered Technique
Effect: The applicable Targets are treated as Prerequisite: Ninja, 3 Ninja Features, a Master Ninja Skill
Vulnerable against the Triggering Attack. If they are Static
already Vulnerable or Poisoned, it gains the Sureshot Effect: Choose two Abilities to gain; one without a Ninja
Keyword instead. Specialty listed and one with your Specialty listed. You cannot
choose an Ability with a listed Specialty that isn’t the one
you picked.

» Ambush, Infiltrator, Run Away, Copy Master (Deception),


Illusion (Deception), Shadow Tag (Shadows), Spectral
Cloak (Shadows), Mental Assault (Psionics), Memory Wipe
(Psionics), Deadly Poison (Tradition), Poison Point (Tradition)

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Chapter 4 - Trainer Classes

SWASHBUCKLER
The life of a pirate is one that varies depending on the person. A
swashbuckler could be a trainer with fighting prowess or verbal
prowess, as they come with many skills. However all Swashbuckler
have a sense of superiority and always end up on top in combat.

Swashbuckler
[Advanced] [Class]
Prerequisite 1: Rogue [or]
Prerequisite 2: Adept Swashbuckler Skill
Static
Effect: Your Damaging Attacks have a 12+ Effect Range to
grant you a Panache Coat. This Effect Range cannot be
extended like normal Effect Ranges.

Panache Mechanic is explained below

Note - Your Swashbuckler Skills are Acrobatics, Charm, Combat,


Artist: Unknown Command, Guile, Intimidate and Stealth.

Creed of the Corsair Flourishing Finisher


[Ranked 3] Prerequisite: Swashbuckler, 3 Swashbuckler Features, a
Rank 1 Prerequisite: Swashbuckler, two Novice Master and Expert Swashbuckler Skill
Swashbuckler Skills At-Will - Free Action, Reaction
Rank 2 Prerequisite: Swashbuckler, two Adept Condition: You have a Panache Coat
Swashbuckler Skills Trigger: You hit and resolve a Damaging Attack
Rank 3 Prerequisite: Swashbuckler, an Expert and Effect: You may perform any of the following Maneuvers
Adept Swashbuckler Skill as a Free Action against a Target of the Triggering Attack.
Static Additionally, you may expend a Panache Coat to treat the
Effect: For each Rank, choose two Swashbuckler Maneuver as if they had the Sureshot Keyword and the
Techniques to learn. Resistant Keyword for Maneuvers is ignored.

Swashbuckler Techniques are on the next page » Distract, Intrigue, Provoke, Terrorize, Disarm, Hinder,
Push, Trip
Mechanic - Panache Coat
This Coat may be expended as a Free Action when performing
an Accuracy Roll, Save Check or Skill Check in Combat to roll
twice, taking either result. If the user gains a Status Affliction
or is Critically Hit by an Attack, any Panache Coat they have is
expended. Whenever you expend your Panache Coat, you cannot
gain another during the same Turn.

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Chapter 4 - Trainer Classes

SWASHBUCKLER TECHNIQUES
Braggart’s Swagger Nimble Superiority
At-Will - Free Action, Reaction At-Will - Free action, Interrupt
Trigger: You cause an Enemy to become Provoked by Trigger: You’re Targeted by an Attack
you or inflict a Mental Status Affliction Effect: You may expend a Panache Coat to have the
Effect: You gain a Panache Coat. Triggering Attacker perform the Accuracy Roll against
you twice, taking the lower result. While you have
a Panache Coat, you gain Evasion equal to your Tier
Combat with Style Level.
Static
Effect: Choose two Attacks from any combination
of the following Feature’s Basic Attack Lists to learn. Outnumbered but
Once you have 4 Swashbuckler Features you may never Outmatched
choose two more. Alluring Combat, Criminal Combat, At-Will - Free Action, Reaction
Imposing Combat, Martial Combat, Nimble Combat Condition: You are Flanked
Trigger: You hit a Damaging Attack against an Enemy
that is Flanking you
Feinting Strike Effect: You gain a Panache Coat.
At-Will - Free Action, Interrupt
Trigger: An Enemy would Trigger an Attack or Ability
in response to your Attack Privateer’s Prowess
Effect: You may expend a Panache Coat to ignore Static
its effects but the Frequency and Action used are Effect: Choose two Swashbuckler Skills to increase to
refunded. the next Skill Rank, if you meet the prerequisites for
Bonus: Whenever you expend a Panache Coat on that Rank.
an Accuracy Roll, it cannot Trigger Interrupts or
Reactions.
Stylish Attack
At-Will - Swift Action, Reaction
Flamboyant Ego Trigger: You hit a Damaging Attack against an Enemy
Static that is Flanked, Vulnerable or Unaware of your
Effect: While you have a Panache Coat, you cannot presence
gain a Mental Status Affliction. Effect: You gain a Panache Coat.

Humbling Reassessment Victorious Bravado


Scene - Free Action, Interrupt At-Will - Free Action, Reaction
Trigger: You’re hit by a Critical Hit or gain a Status Trigger: An Enemy faints
Affliction while you have a Panache Coat Effect: You gain a Panache Coat. If you already have
Effect: The Panache Coat is still expended as normal, one, you instead gain +1 CS in a Stat of your choice or
however the Triggering Attack is no longer a Critical a Tick of Temporary Hit Points
Hit or you are immediately cured of the Affliction.

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Chapter 4 - Trainer Classes

PROVOCATEUR
Do you want to be a silver tongued menace? Provocateurs and their
Advanced Classes are Trainers that specialize in using words as
weapons. Through attacks like Charm or Taunt, they can easily inflict
Mental Afflictions on enemies and pester them all day.

Provocateur
[Base] [Class]
Prerequisite: Novice Provocateur Skill
At-Will - Free Action, Reaction
Trigger: You hit a Social Attack or Manipulate Maneuver
Effect: One Enemy hit by the Triggering Attack or Maneuver
has a penalty to all Accuracy Rolls, Skill Checks and Save
Checks equal to your Tier Level until the end of their next
Turn. Provocateur can only be used once per Round.
Bonus: You may learn two Attacks from either the Alluring
Combat Feature or Imposing Combat’s Basic Attack List, or a
combination of either.
Artist: Unknown Note: Provocateur Skills are Charm, Command, Guile, or Intimidate.

Quick Wit Mind Games


Prerequisite: Provocateur, a Provocateur Skill at Prerequisite: Provocateur, a Provocateur Skill at Adept
Novice Scene x3 - Swift Action, Interrupt
Scene x2 - Free Action, Interrupt Trigger: You hit a Social Attack used as a Standard Action
Trigger: You use a Social Attack or Manipulate Effect: The Attack gains one of the following effects. An
Maneuver Enemy can only be affected by each effect of Mind Games
Effect: Targets cannot apply Speed Evasion against the once per Scene.
Triggering Attack or Maneuver. » All Targets become Provoked by you until the end of their
Bonus: Your Social Attacks gain the Priority (Limited) next Turn.
Keyword and you can use Manipulate Maneuvers as if » All Targets become Suppressed or Enraged of your choice.
they were Priority (Limited). » All Stats lowered by the Triggering Attack are lowered by an
additional -1.
» Status Afflictions gained by the Triggering Affliction cannot
Cutting Words be cured during their next Save Check.
Prerequisite: Provocateur, 2 Provocateur Features, a
Provocateur Skill at Expert
Static Under their Skin
Effect: Your Social Attacks have a 18+ Critical Hit Prerequisite: Provocateur, 3 Provocateur Features,
Range. If they were to Critical Hit, roll a 1d4. All a Provocateur Skill at Master
Targets hit by the Triggering Attack lose X Ticks of Hit Scene - Free Action, Reaction
Points where X is equal to the result. You have a +2 Trigger: You’re hit with an Attack from an Enemy with a
Modifier to Critical Hit Ranges when using a Social Mental Affliction or that is Provoked by you
Attack against an Enemy for each Mental Affliction Effect: If the Triggering Attack was a Status Attack, it misses. If
they have. the Triggering Attack was a Damaging Attack, it is reduced by
an additional damage step.
Bonus: You have +3 Evasion against Enemies that are affected
by a Mental Affliction.

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DEBONAIR
Some Trainers go beyond just smooth talking and their Charisma is truly
breathtaking. Even their enemies aren’t immune to their influence, as
Debonairs have the power of Coersion. This special Affliction allows the
Trainer to have some sway over what Enemies do in combat.

Debonair
[Advanced] [Class]
Prerequisite 1: Provocateur [or]
Prerequisite 2: Adept Charm or Guile
Mechanic - Coerced
Static
Coerced is a Mental Affliction that cannot be cured unless the affected Effect: You learn the Cute Charm Ability. Whenever you
Combatant is cured of the Entranced Affliction (By which this is cured Entrance an Enemy that is already Entranced, they become
as well). At the Start of a Coerced Combatant’s Turn, apply one of the Coerced.
Effects below, then they must make a DC 12 Save Check. If they fail,
they have a -3 Penalty to their next Save Check this Turn.
» Choose a Maneuver. The Coerced User cannot use that Maneuver
until the end of the next Round.
» Choose a Type. The Coerced User cannot use Attacks that match that
Type this Turn.
» Choose an Enemy. The Coerced User cannot be Targeted by
them or Target them until the end of the next Round.
» Choose yourself or an Ally. The Coerced User becomes
Provoked by them this Turn.

Silver Tongue Mind Manipulator


Prerequisite: Debonair, Novice Charm or Guile Prerequisite: Debonair, Adept Charm or Guile
At-Will - Swift Action, Interrupt Scene - Free Action
Trigger: You hit a Social Attack against a single Enemy Target: An Enemy within 6m that has a Mental Affliction
used as a Standard Action Effect: You may use a Manipulate Maneuver against them as
Effect: The Attack gains one of the following effects. a Free Action.
An Enemy can only be affected by each effect of Silver Bonus: Your Manipulate Maneuvers gain the Sureshot
Tongue once per Scene. Keyword against Enemies with a Mental Affliction. You also
» The Enemy becomes Entranced gain +3 to Skill Checks with the Analyze Maneuver against
» The Enemy becomes Vulnerable until the end of the these Enemies.
next Round.
» Choose an Ally. the Enemy treats that Ally as their
Fixation as well if they’re Entranced. Swayed Allegiance
Prerequisite: Debonair, 3 Debonair Features,
Master Charm or Guile
Charming Visage Scene - Full Action
Prerequisite: Debonair, 2 Debonair Features, Target: A Coerced Enemy within 3m
Expert Charm or Guile Effect: The Target may perform an Attack as a Free Action
Static as a Priority (Limited) Action. The user however chooses
Effect: You gain the Beautiful Ability. The User’s the Attack that is used and the Targets of the Attack, which
Entranced Effect Ranges for Status Attacks are may be the Target’s Allies. The chosen Attack does not have
increased by +2. Whenever the user would inflict a its Frequency expended. During the period of this Effect,
Mental Affliction, they may instead Entrance they also gain a Shift Action which can only be used for a
the Targets. Movement Action in order to perform the declared Attack.

GM Note
As a GM you can either have the Player choose Targets to Attack
and you choose what they use or you may disclose the Target’s
Attack List and have the user decide

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Chapter 4 - Trainer Classes

TRICKSTER
Much like Masterminds, Tricksters are Trainers who have mastered
the art of trickery and non-violent combat. Trickster take provocation
to the next level and torment through maneuvers and are much more
efficient with their deception compared to other types of Trainers.

Trickster
[Advanced] [Class]
Prerequisite 1: Provocateur [or]
Prerequisite 2: Adept Guile or Gen Edu
At-Will - Swift Action, Reaction
Trigger: You hit an Enemy with a Status Attack
Effect: After the Attack resolves, you may perform a
Manipulate or Tactic Maneuver that isn’t Attack of
Opportunity or Throw against one Target of the Triggering
Attack as a Free Action, provided you’re in range. For any
opposed Checks you may use Guile or Gen Edu along with
listed Skills.
Artist: Unknown

Tormenting Wit Sly Malediction


Prerequisite: Trickster, Novice Guile or Gen Edu Prerequisite: Trickster, Adept Guile or Gen Edu
Static Scene x2 - Free Action, Reaction
Effect: You have +3 Evasion against Enemy Attacks Trigger: You inflict a Status Affliction on an Enemy.
for each Status Affliction the Attacker is affected by. Effect: The Combatant automatically fails its next Save Check.
Enemies apply 3 less Evasion against your Status Sly Malediction can only affect an Enemy once per Scene.
Attacks for each Status Affliction they’re affected by.

Encore Performance
Quick Trick Prerequisite: Trickster, 3 Trickster Features, Master Guile or
Prerequisite: Trickster, 2 Trickster Features, Expert Gen Edu
Guile or Gen Edu Scene x2 - Free Action, Reaction
Static Trigger: You use a Status Attack with the Versatile Keyword as
Effect: You gain the Prankster Ability. a Standard Action
Effect: You may use it again as a Swift Action using the
Versatile Effect, ignoring the restrictions of the Versatile
Keyword and ignoring its Frequency. A specific Attack can
only Trigger this Feature once per Scene.
Bonus: You may use Status Attacks through the Versatile
Keyword regardless if you used a Damaging Attack this Round
and you may still use Damaging Attacks after resolving an
Attack this way.

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Chapter 4 - Trainer Classes

RUFFIAN
Trainers who are Ruffians impose authority and fear on those they
face. Whenever they speak, enemies cower and for good reason. In
combat they also have plenty of defensive capabilties such as gaining
grit and defense, shrugging off damage and being an outright menace.

Ruffian
[Advanced] [Class]
Prerequisite 1: Provocateur [or]
Prerequisite 2: Adept Command or Intimidate
At-Will - Free Action, Reaction
Trigger: You hit an Attack or Maneuver
Effect: One Target of the Triggering Attack or Maneuver loses
-1 CS in a Stat of your choice. If the Triggering Attack was a
Social Attack, it affects all Targets instead. A Combatant may
only be affected by this Feature once per Round.

Artist: Unknown

Fearsome Force Combat Grit


Prerequisite: Ruffian, Novice Command or Intimidate Prerequisite: Ruffian, Adept Command or Intimidate
Scene x2 - Free Action, Reaction At-Will - Free Action, Interrupt
Trigger: You hit a Social Attack Trigger: You’re hit by a Damaging Attack or hit a
Effect: You may use the Terrorize Maneuver against Damaging Attack
all Targets hit by the Triggering Attack. The Maneuver Effect: You gain +1 Grit Counter. You may have a Maximum
cannot miss but still performs the Opposed Check. number of Grit Counters equal to double your Tier Level.
Bonus: For each Grit Counter you have, you have +5 Damage
Reduction. Whenever you restore Hit Points or gain a Status
Shrug Off Affliction, you lose half your Grit Counters (Rounded Up).
Prerequisite: Ruffian, 2 Roughneck Features, Expert
Command or Intimidate
Scene x2 - Swift Action Not even a Scratch
Effect: Choose one of the following Effects to apply. If Prerequisite: Ruffian, 3 Roughneck Features, Master
the user is below 50% Hit Points, this doesn’t expend Command or Intimidate
the Frequency of Shrug Off. Scene - Free Action, Interrupt
» The User gains a Tick of Temporary Hit Points Trigger: You would Faint
» The User is cured of a Physical Status Affliction Effect: You are instead set to 1 Hit Point. If you have any Grit
» The User removes a Coat or Mark affecting them Counters, they may all be removed and you gain a Tick of
Temporary Hit Points equal to the number removed, however
these Temporary Hit Points are removed at the start of your
next Turn.

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Chapter 5 - Combat Rules

Starting Combat
Combat in Pokemon Tabletop Evolution takes place over multiple 10 second Rounds where combatants each have a
Turn (Or initiative, used interchangeably) in which they can perform actions.

To determine the order by which combatants take their Turns, perform the following steps below. Once you get used
to playing, some of these steps you’ll know already and not have to determine when combat starts!

1. Divide all Combatants into Parties. 5. The Party with the next highest Initiative
These parties will all become allies of each other. Result goes next.
This will usually result in two groups, the Players vs The Party decides on which Combatant or Combat
the Enemies, but it could also allow for independent Pair’s turn will proceed the first one, then after they
groups such as NPCs that act in their own interest. perform all actions they desire and their Turn is ended,
Initiative is passed to the next Party.
2. Determine all Combat Pairs
A Combat Pair is a group that shares an Initiative and This continues until all Parties have had one Combatant
when they gain it, they both may use their Actions act, and then initiative is passed to the Party who won
simultaneously. By default, this consists of a Trainer the Initiative Check. If there are only 2 Parties, it simply
and all of their Active Pokemon (Max of 2 Combatants goes back and forth. If there were 3+ for example, it
per pair), however different pairings may be decided would go in a circle from highest result in the Initiative
depending on the context. For example, two Trainers Check, to the lowest.
may fight in a pair while their Active Pokemon are
paired with each other instead, or two Pokemon in the 6. The Party chooses anyone who hasn’t
wild with great synergy pair up. acted yet, to take their Turn.
As the Turns proceed, each Party takes turns choosing
After a Combat Pair uses all the Actions they wish, the a Combatant or Combat Pair who hasn’t acted yet to
Initiative is passed to the next Party and their Turns take their Turn, even if they don’t have actions this
end. However, when a Combat Pair gains Initiative, a Round due to Priority. After they perform their actions,
Combatant in a Pair may choose to delay their Actions they pass the initiative to the next group to end their
and act at a later point in the Round. If this is the case, Turn and so forth. If a Party no longer has Combatants
they cannot perform any actions alongside their paired that can perform Actions this Round, they are skipped.
ally and must act independently later. This is primarily This can result in a Party having multiple Turns in a row
a way to optimize combat pacing. if they outnumber the other Party.

3. Determine the Combatant in each Party 7. Once all Combatants have taken a Turn,
that will perform the Initiative Check Miscellaneous Actions may be taken, then
This combatant will usually either be the Character the Round Ends.
leading the charge into battle or be the one with the At the end of a Round, Misc Actions may be performed
highest speed, depending on the preference of the by the GM if they don’t have a Trigger. This can include
group. Once each Combatant is determined from each changes in the environment that would affect the
Party, each of those Combatants roll a d20. Then, they battlefield, lair actions, boss perks, etc. During this end
add a modifier based on their Speed Value modifier to of round phase, also note what conditions may expire
the result. This modifier is equal to their Speed divided due to a round ending, especially if they were inflicted
by 5 (Rounded Down). The Party with the highest last round! Use this time to remind everyone to check
result gets to go first each Round! This is called an their battle conditions to make sure afflictions were
Initiative Check. applied, save checks were rolled, etc.

4. The Party with the highest Initiative 8. Repeat Steps 4-7.


Result goes first. This continues until a battle condition is met such as
That Party may choose a Combatant or Combat Pair all members of a Party fainting or surrendering. The
to go first. Once all Actions that are desired to be used Initiative Check is not repeated and Rounds always
are used and the Turn is ended, Initiative is passed to start with the Party that succeeded.
the next Party.

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Chapter 5 - Combat Rules

Alternative Initiative
There are a few additional ways you can start a Scene, listed below.

Alternative Initiative Rules


Take the Speed Stat of all Combatants and organize them in a list from highest
to lowest. We recommend the other version but if you don’t wish to move from
PTU, it doesn’t kill anything besides the flow of combat being less dynamic. Note
that mechanics that reference the Initiative will not factor into this method of
tracking Initiative.

Surprise Rounds
Sometimes the flow of a Scene can be interrupted by a sudden
action such as a Charizard suddenly using a flamethrower, or a sniper
suddenly shooting from stealth. When this occurs, determine which of
the following applies to the situation.

1. Sudden Attack
If all opposing Combatants are aware of the Initiator’s presence, but
someone decides to start combat unexpectedly, they may not have
time to prepare! When beginning the Scene, there is no Initiative
Check. Instead, the first Combatant or Combat Pair to act are the ones
who act first. During the next round however, the Initiative Check is
performed at the start of the Round and it continues as normal.

For example, if the villain is monologuing in order to distract the


players, they may suddenly call for an allied grunt to charge and launch
an Attack! The Players however are aware of the grunt attacking but
they won’t be able to act faster than them. This allows the grunt to act
first, ignoring their Speed or normal Initiative conventions.

2. Stealth Attack
If all opposing Combatants are not aware of the Initiator’s presence,
the Surprise Round may instead lead to a Stealth Attack! In this
example, let’s say the villain is monologuing and while doing so, they
send a secret code to a hidden Intelleon that is hiding in a nearby bush.
The Intelleon then uses Sniper Shot on the Party and initiates combat!
The same as Sudden Attacks, there is no Initiative Check for the first
Round, but in addition, the Initiator treats all Enemies as if they were
Vulnerable!

The only difference however is that a Skill Check is required in order


to succeed in a Stealth Attack. If the Initiator wins, they may continue
as normal. If they lose however, any Attack the initiator performs is
resisted by an additional Damage step and enemies gain +9 Evasion
against it (Basically maximum evasion value). This Skill Check is made
upon the Attack’s declaration and can be any Skill determined by the
GM. In this example, they could have an Intuition Check to determine
the body language of the villain. Or there could be a Perception vs
Stealth Check to see if the Intelleon was found by the Players!

Artist: Unknown

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Chapter 5 - Combat Rules

Example Combat
In this example we will list a basic encounter: Turn 4 - Party 2 goes next and only Spritzee is left
to take an Action, as Shieldon is fainted. They use
Party 1 (Players): Confusion as well to retaliate against Jimmy, who looks
[Combat Pair 1: Jimmy (Trainer, Speed 8), Combusken hurt now and was even Dazed from the Attack!
(Active, Speed 16)]
[Combat Pair 2: Rachel (Trainer, 15), Marshtomp Turn 5 - Party 1 has the Initiative next, and it looks like
(Active, Speed 3)] Party 2 is out of Actions! This means they can take
[Combat Pair 3: Darius (Trainer, 10), Grovyle (Active, the rest of their Turns this round in succession. Since
Speed 12)] Darius didn’t act his turn, he’ll go up and use a Healing
potion on Jimmy. Rachel will then take her turn and
Party 2 (Wild Pokemon): send out an Order to Marshtomp that powers up his
next Attack! Marshomp will then act and use a Mud
Spritzee (Speed 3), Flabebe (Speed 7), Shieldon
bomb on Flabebe, being strong enough to knock it
(Speed, 2)
out somehow so I don’t need to write more! Party 1 is
now out of actions they wish to use.
In this Scenario, the Trainer duo send out their
Pokemon to begin combat with a group of wild
End of Round - The GM determines that the
Pokemon that are terrorizing a field of flowers! All
environment’s floral nature was enough to soothe
of the Combat Pairs and Parties are determined,
Jimmy, immediately curing him of the Dazed Affliction.
Combusken is determined to be leading the Players
Lucky him!
while Flabebe is chosen to perform the check for the
enemies.
Round 2, Turn 1 - Party 1 gets to start the next
round as well since they won the Initiative Check, so
They both roll d20’s for the Initiative Check.
Combusken will use Blaze Kick on Flabebe and knock
Combusken gets a 4 while Flabebe gets a 5.
them out in one hit as well with a Critical Hit. Lucky!
Combusken then adds a modifier based on their
The Scene then ends, as all Combatants have been
speed which ends up being +3 considering their
eliminated.
Speed is 16, ending with a 7. The Flabebe adds a
modifier based on their speed which ends up being +1
considering their Speed is 7, ending with a 6.

The Players have won the Initiative Check!

Round 1, Turn 1 - The First round begins and


Combusken’s Combat Pair is allowed to start the
round. They can act in any order between the two, so
Jimmy goes up to Combusken and uses the Coaching
Attack on Combusken, increasing its Stats. Combusken
then runs up to Shieldon to Jump Kick it, brutally
hurting it. Both have used all actions they desired and
end their Turns.

Turn 2 - Flabebe decides to go next. They use Fairy


Wind in retaliation on Jimmy. Since they aren’t part of
a Combat Pair, nobody else in their party is allowed to
perform alongside them.

Turn 3 - Party 1 gets to go next. Darius and Rachel talk


amongst themselves and determine that the Shieldon
is close to being defeated so Grovyle will finish it off
with a Mega Drain! Shieldon is then fainted. Darius
then saves his turn as there is nothing pressing at the
moment.

Artist: Unknown

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Chapter 5 - Combat Rules

Moving on the Field


Movement during combat is fairly simple so we’ll This can be altered by Movement Capabilities or Terrain
resolve the basics in a few bullet points. you move through. You cannot split up Movement when
you use a Shift Action unless you perform another Shift
» Pokemon Tabletop Evolution uses a square combat Action.
grid. Each Square (Or Space) is considered 1 meter and
it takes 1m of movement to move into that Square, For example, you cannot move 3 Meters, Attack, then
regardless if it’s diagonal or not. move another 3 Meters, as after the first 3m moved,
your Shift Action is resolved. Additionally, you cannot
» Each Combatant occupies a number of spaces move more spaces than your Movement Value during
based on their Size Category. Small and Medium your Turn. (Unless you’re Slid somehow)
Combatants take up a 1x1 Square. Large Combatants
take up 2x2 and Huge takes up at least 3x3. Depending » Sliding is the process of moving involuntarily, such
on the Combatant’s shape, Huge Combatants could be as through an Attack like Hydro pump that slides you
a custom size, such as an Arbok being 2x5. away from the source. This movement does not Trigger
Attacks of Opportunity but does apply the effects of
» Movement Maneuvers exist as options you can Terrain you’re Slid through. The source of the Sliding
do, all under the Bolster Maneuvers. This includes determines the path in which you take whenever you
Disengaging, which allows you to move 1m without Slide, however the GM has the final say.
Triggering an Attack of Opportunity, Jumping, which
allows you to ignore Terrain and Hazards you move over
and jump up to a possible 3m, and Sprinting, which
allows you to extend how far you can move in a round.
» Movement (Known as a Movement Action despite
not being an Action Type) can be performed as a Shift
Action where by default you can move up to 6 Meters.

Combat Positioning
There are a few different states one can be in during High Ground - A Combatant has the High Ground State
combat based on where they are on the field, these whenever a Target is at least 2m below them. Targets
are known as Position States, each of which are listed of someone who has the high ground apply -3 less
below. Consider these equivalent to Conditions that Evasion against the Attacks of the Combatant with the
persist while they’re in this position. high ground.

Adjacent - Two Combatants are Adjacent if they occupy Low Ground - A Combatant has the Low Ground State
spaces that are touching each other (Including corners) whenever they Target an Enemy that is at least 2m
or occupying the same space. above them. Targets of someone who has the Low
Ground compared to them have +3 additional Evasion
Flanked -A Combatant is Flanked whenever they have against their Attacks.
two Enemies adjacent to them, but those Enemies are
not Adjacent to each other. If a Combatant is Large
Sized or bigger, they need at least three Enemies to
become Flanked, or one of the two must be Large Size
or bigger. While a Combatant is Flanked, they apply -3
less Evasion against Attacks from Enemies.

Surrounded -A Combatant becomes Surrounded


whenever they have at least three Enemies adjacent
to them. Enemies that are Large Sized or bigger cannot
be Surrounded. While Surrounded, a Combatant
cannot apply Evasion against Attacks from Enemies.
Surrounded Combatants are also considered Flanked.

Example (Flanking): Aipom is currently being flanked

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Chapter 5 - Combat Rules

Terrain Tags
The Battlefield has a lot of diversity depending on the [Breakable] - This Terrain or an Object within this
area surrounding you. You could battle in a simple city Terrain can be destroyed when targeted by a Damaging
or basic terrain or you could be in a hazardous cave Attack. When this Terrain or Object is destroyed,
with a lot of lava pools and stalactites! Each space on something may happen, which usually can be figured
the battlefield may have numerous different Terrain out through an Analyze Maneuver or prior knowledge.
Tags assigned to them or objects occupying those Breakable Objects are automatically hit when Targeted.
spaces, each of which adding diversity to what you may Fragile Breakable Objects are destroyed when hit by
encounter. All Tags are listed below. one Attack and Dense Breakable Objects are destroyed
when hit by two Attacks.
[Basic] - Nothing is special about this Terrain Example: An explosive barrel that causes an explosion
Example: Simple Grassland, Dirt, Pavement when hit. A pulsating artifact that causes a buff while not
destroyed.
[Slow] - Entering this Terrain costs 2 Movement
Value instead of 1. Slow Terrain can be ignored if the [Hazardous] - This Terrain is considered to have a
Combatant has the Naturewalk for the associated Hazard Effect in them. Whenever a Combatant enters
Biome Tag on the Terrain. the space willingly or unwillingly or ends their Turn on it,
Example: Mud, Shallow Rivers, Spider Webs they’ll be affected by its Effects unless otherwise stated
by the Hazard of its trigger conditions. A Combatant can
[Rough] - Ranged Attacks that Target a Combatant only be affected by a specific Hazardous Terrain Effect
within Rough Terrain or travel through Rough Terrain once per Round, regardless of how many they activate.
have a -2 Penalty to Accuracy Rolls. Only one Hazard may exist on a space at a time and
Example: Tall Grass, Dust Clouds, Smoke Hazards cannot be placed on a space that already has
one.
[Elevated] - Compared to base level, assign a value Example: Scorched ground that causes burns. Caltrops that
of 1-4 Meters to this space to be higher than those inflict wounded. Miasma that lowers Sp Atk by -1 CS.
around it. Melee Attacks cannot Target Enemies that
are at least 2 Meters above or below them and are [Blessed] - This Terrain or an Object in is the source
not considered Adjacent when occupying an Adjacent of a buff. The GM determines how this buff is granted,
space. usually by either being within a range of the Terrain
Example: Towers, Hills, Cliffs, Boxes or starting your turn on, ending your turn on or
entering the Terrain. Combatants can only be affected
[Cover] - If a Ranged Attack would Target a Combatant by a specific Blessed Terrain Effect once per Round,
adjacent to Cover Terrain it is resisted by an additional regardless of how many they activate.
damage step unless the Attacker is either Adjacent to Example: A Flag that while active, grants Temp HP within 2m
the Target or this Cover Terrain. Cover Terrain must at start of Turn. Holy ground that grants +3 to Saves while
standing on it.
have a size designated and can only provide cover to
Combatants of equal or smaller size, such as a Bush not [Reactive] - This Terrain or Objects within it have a
providing cover for a Rhydon. Trigger condition. When that Trigger condition occurs,
Example: Barricades, a Large Tree, Edge of Blocking Terrain
something will happen, which can usually be figured
[Blocking] - This Terrain cannot be occupied by out by an Analyze Maneuver. To determine this Trigger,
Combatants other than through the Phaser Capability either set a time limit (# of Rounds) or a range by which
and cannot be moved through. Blocking Terrain can the Trigger can occur.
Example: A sizzling bomb will explode in 1 Round. Crumbling
either be Small or Large. If the Terrain is Large, it Terrain that will collapse after being entered. A rare crystal
breaks line of sight and blocks Attacks that would may shatter if an Attack hits a Combatant within 1m of it.
travel through it such as Line or Ranged. If it is Small, it
doesn’t break line of sight or block Attacks. [Biome] - This space can be assigned with any Biome
Example: Small could be Barricades or Machinery. Large stated in the Naturewalk and it categorizes Combatants
could be Walls or Trees.
as standing in that Terrain.
Default Terrains: Grasslands, Forest, Wetlands, Tundra,
Mountain, Cave, Desert, Ocean, Urban, Space

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Chapter 5 - Combat Rules

Environmental Modifiers
Sometimes you may want to add a sense of danger Shifting Terrain - At the start of each Round, the GM
or realism to a location a Party is going in. When may shuffle any number of spaces and on a failed
determining a scene, you may add any of the following Acrobatics Check (DC 10), any Combatants standing on
environmental modifiers depending on what makes them are either Tripped or follow the space to its new
sense to be present. destination. During this action, you may also create any
Cover or Blocking Terrain in any pattern that is desired.
As a note, you should have all native Pokemon immune
to Environmental Modifiers, as they’re usually native to Oppressive Force - Some kind of energy or force is
the area and have adapted to its conditions. If desired present on the battlefield and negatively affects the
you could have them affected as well but it would make Players and their Party. On a failed Focus Check, they
sense for a Lillipup that was raised in a dark cave to suffer the negative effects. Examples could include a
gain darkvision and be used to the low lighting. Some psychic energy that makes them vulnerable to Special
Water Pokemon found at sea may also not have the Attacks, a Magnetic Field that paralyzes them or
Gilled Capability to go underwater which would make oppressive energy that drains CS from those who are
more sense to ignore. exposed without masks. This check may be repeated
at the end of each Round if it is still present, however
Note: Have any suggestions? Feel free to send a message in the DC is lowered by 3 for each subsequent time it is
our Discord! needed to be rolled.
Storming Weather - Weather will be persistent Mystical Force - Some kind of beneficial energy is
throughout the Encounter, whose type is most logical present on the battlefield, positively affecting either
for the terrain. This could include Sunny Weather in a the native Pokemon or all combatants. Examples could
Volcano, Snowy Weather in a Tundra, or Foggy Weather include a blessed field that cures all Status Afflictions,
in a City. an Aura that increases Damage by +3 DB, or the energy
of a crowd that increases all Rolls by +2.
Harsh Heat - All Water Type and Ice Type Damaging
Attacks are resisted by an additional step. Burn Ranges
are extended by +2. Any Combatant wearing [Large]
or heavy equipment such as steel plating or a winter
jacket will be treated as Vulnerable. It is likely to be
Sunny in this Area. Example (Gym Modifiers) - A Gym Battle in a Ghost/Dark Gym
has a small fog that spreads across the battlefield, which results in
Harsh Cold - Combatants that aren’t Fire or Ice Type the Storming Weather Effect and causing the battle to begin with
suffer a-3 to Evasion. Chilled Effect Ranges are extended Foggy Weather. In addition, in the crowd of the gym, there are
many ghost enthusiasts and supernatural fanatics that are cheering
by +2. It is likely to be Snowy in this Area. for the gym leader, some even performing rituals to boost their
performance, resulting in the Mystical Force Effect that causes all
Underwater - Combatants without the Swimmer Ghost Type Damaging Attacks to gain the Smite Keyword.
Capability treat all spaces as Slow Terrain. Whenever
a Combatant ends their Turn without the Breathless or Artist: Unknown
Gilled Capability, they take Suffocation Damage.

Low Vision - Combatants without the Blindsense,


Darkvision or Glow Capability suffer a -3 to Accuracy
Roll and -2d6 to Perception Checks. If there is instead
no Vision and complete darkness, those without
the above Capabilities are instead Blinded until their
situation would change.

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Basic Attacks
Basic Attacks are always on a Trainer and Pokemon’s This is the default information for a Basic Attack,
Battle Attack list without taking an Attack Slot, however they can be altered in numerous ways listed
symbolizing the simplest of attacks, such as punching below.
someone or a charmander shooting a puff of flames at
someone. » When performing a Basic Attack, the user may change
the Type from Normal to any of the Types they are,
Basic Attacks are referred to by other sections of the such as a Charmander using a Fire Type Basic Attack.
system, such as using Attacks of Opportunity. The » If the user has the Ranger Pokemon Role, the Range
following has the information on a Basic Attack: of Basic Attacks may also be 6, 1 Target.
» If the user is holding a Short Ranged Weapon, its
Basic Attack Range may be changed to 6, 1 Target. If it’s a Long
Frequency: At-Will Ranged Weapon, its Range may be changed to 12, 1
Range: Melee, 1 Target Target, but cannot Target Adjacent Enemies. If the
Category: Physical or Special Weapon is Melee, the DB is increased by +2 when used
Type: Normal this way.
AC: 4
DB: 4 Additionally, here are some rules that apply to Basic
Effect: None Attacks
» Basic Attacks are treated as an “Attack” and can have
To those of you familiar with PTU, this is basically the a STAB bonus for Pokemon and can have DB modifiers
same as a “Struggle” Attack, but expanded slightly more applied to them such as through Technician.
in order to give it some quality of life improvements » Basic Attacks ignore Ghost Type Immunity, instead
and removing Struggle Modifiers like Firestarter or being treated as if it were Resisted.
Fountain.

Artist: Unknown

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Chapter 5 - Combat Rules

Attack Info
Pokemon may learn up to a Maximum of 6 Attacks at a time (Unless something would grant Attacks that don’t
expend an Attack Slot). Trainers however may learn as many Attacks as they gain from sources that apply to them!
Unless stated in the Attack’s Range, all Attacks require a Standard Action to utilize. Keywords like Versatile may allow
some Attacks to be used as Swift Actions with different effects, and keywords like Full Action mean an Attack requires
a Standard and Swift Action. An example of an Attack is listed below, along with an explanation of each component
of an Attack.

Attack: Silver Wind


Type: Bug
Frequency: At-Will
Range: 6, 1 Target
Category: Special
AC: 2
DB: 6
Effect: On a 18+, the user gains +1 CS in all Stats. Spirit Surge

Attack- The first line is obviously the name of the Attack, Category - The Damage Category will also be listed on
which is what you declare when using the Attack. In the Attack and will be one of 3 types, Physical, Special
this case, it’s called Silver Wind. or Status. Physical Attacks are resisted by the Defense
Stat and can be avoided via Physical or Speed Evasion
Type - Next up is the Elemental Type of the Attack. and use the Attack Stat as the Offensive Stat. Special
There are Bug, Dark, Dragon, Electric, Fairy, Fighting, Attacks are resisted by the Special Defense Stat and can
Fire, Flying, Ghost, Grass, Ground, Ice, Normal, Poison be avoided via Special or Speed Evasion and use the
Psychic, Rock, Steel and Water Attacks! This will Special Attack Stat as the Offensive Stat. Status Attacks
determine the Type effectiveness. do not have Damage Bases and may only be evaded by
Speed Evasion.
Frequency - Frequency determines the rate at which
you can use this Attack and how often during a Scene. Accuracy Check (AC) - The Accuracy Check is used when
a Combatant uses an Attack in which they perform an
» At-Will: These Attacks can be performed every turn if Accuracy Roll with a d20. The Accuracy Check is the
desired result you need to match or exceed in order for the
» EOT: Every Other Turn, these Attacks can only be used once Attack to hit.
every other Turn and cannot be used two turns in a row.
» Scene: Scene Attacks have a limited number of times they
can be used during a Scene, notified by the number next Damage Base (DB) - The number next to the Damage
to them. An Attack with the Scene Frequency can only be Base indicates the base amount of Damage dealt. Refer
used once, while one with Scene x2, may be used twice. In to the Damage section further on to determine what the
addition, these Attacks function similarly to EOT where they equation is for the Damage Roll of the corresponding
cannot be used two turns in a row. Damage Base. Many Effects or Features could modify
» Static: Given to very few Attacks, some Attacks like Wrap the Damage Base of an Attack!
are given Static Effects which passively apply,
Effect - Effects list what the Attack does in addition to
Range - Range specifies the distance in meters from its Damage. Effects do not activate unless the Attack
which the Attack can hit. Keywords are also tagged on hits, or if the Attack has the Spirit Surge Keyword.
in the Attack’s Range. If an Attack’s Range changes, the Effect Ranges can be extended by other Effects. For
Keywords are not changed, such as Dash or Priority. example, with Silver Wind, the Effect Range is an 18+.
Besides the standard numerical distances, other If it is extended by +2, it now Triggers on a 16+. Some
common distances include Melee, Self and Field. Self Features or external factors may extend Critical Hit or
Attacks simply target the user, Melee Attacks have a Effect Ranges, however they cannot be extended past
range of 1, and thus must target an Adjacent Target. a total of +6 from their Natural Range. If an Attack has
The Field Range applies to the entire Field or Targets a Burn Range of 19+, the most it can be extended to is
every Combatant if applicable, but rare. When using 13+.
Area of Effect Attacks, such as ones with the Burst
or Blast Range, make a single Accuracy Roll for the
entire Attack. If a Target of the Attack would result in
a different Accuracy Modifier when Targeting them
specifically, only apply that modifier in the calculations
against its relevant Target (Such as if you’re Provoked)

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Attack Keywords
In order to minimize text, Keywords are added to Attacks for common effects. There are two types of Attack Keywords,
Passive Keywords and Effect Keywords.

Passive Keywords are listed in the Range of the Attack to describe Attacks that have a unique category. Examples
include Aura Attacks, Blessing Attacks or Full Action Attacks. These Keywords persist even if an Attack’s Range is
changed, despite being in the Range Cell.

Effect Keywords denote a common effect that is abbreviated to shorthand that are less of a category and more of an
Attack’s Effect. Examples include Smite Attacks, Drain Attacks and Slide Attacks.

Passive Keywords Hazard - Hazard Attacks cover a stated portion of


Aura / Bite / Defensive / Healing / Punch / Sonic the field, turning the Terrain into Hazardous Terrain,
These Attacks are referred to by other Features or applying on top of any other effects applied to that
Abilities such as Strong Jaw. Terrain. (Allowing Terrain to be both Slowed and
Hazardous). Each Hazard will specify whether it affects
Blessing- All Combatants allied to the user and the user only Allies, only Enemies or all Combatants. A Space
may benefit from the Blessing’s Effects. The Attack’s may only be affected by one Hazard at a time, and if
Effects describe how a Blessing may become activated. another Hazard would be set there, it replaces it unless
The Blessing persists until all activations are used or the it is a Blocking Hazard. An Enemy can only be affected
Scene ends. by the same Hazard Effect once per Turn.

Coat - Coat Attacks grants the Target a Coat which Interrupt - Interrupt Attacks may be declared in the
while they have it, grants them its effects. A Combatant middle of another Combatant’s Turn in order to allow
cannot have multiple coats of the same name. Coats the user to take an Action. They work the same Priority
have listed methods by which they are expended but (Advanced) effects in that they only allow you to take the
are otherwise removed when the Target faints, the Action that has Interrupt and not a Full Turn. Interrupt
Scene ends, or an effect would destroy them. Attacks resolve before the Triggering Condition would
take place.
Dash- Dash Attacks cannot be used if the user is Slowed
and may be used as a Free Action at the end of a Sprint Pass - At any point during a Shift Action used to move,
Maneuver when it is used as a Standard Action by them. the user may declare a Pass Attack. Once declared,
Only one Attack may be used by a Combatant this way the user may move forward up to 4 Meters, moving
per Round. Dash Attacks have additional effects that through occupied spaces as if it were Basic Terrain. The
can be activated when used as a Free Action this way. user must end in an Unoccupied Space. The Pass Attack
These effects also activate if the Sprint Maneuver was Targets all Combatants that were moved through in
used as any other Action Type but cannot be used as a this way, but each Target may only be hit once. The
Free Action. user cannot continue their Shift Action after moving
through the 4 Meters. Shifting as a result of the Pass
Full Action - Full Action Attacks require a Full Action to Keyword does not provoke Attacks of Opportunity. In
use, taking both a Standard and Swift Action. order to use a Pass Attack this way, the user must have
sufficient Movement remaining.
Groundsource - Groundsource Attacks do not have
their Accuracy lowered as a result of Terrain and
ignore Blocking Terrain. These Attacks may also be Ability Keywords
used without line of sight, however if they hit, they are Connection (X)- The listed Attack next to the Connection
treated as if they missed with the Smite Keyword. Keyword is automatically learned when the Ability is
gained and doesn’t take an Attack Slot

Innate - Abilities with the Innate Keyword cannot be


disabled, removed or obtained by combatants other
than the Pokemon who took this ability.

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Priority - The Priority Keyword may be declared to act Weather - Attacks with the Weather Keyword create
immediately without taking their full Turn. A Priority Weather on the Field while they’re affecting the Field.
Attack may not be declared during someone else’s turn If a Blessing or Field Effect were to be removed, the
and must be declared between Turns. Priority can be Weather that was created from it is also removed. The
either (Limited) or (Advanced). An Attack with Limited Field can have up to two Weathers affecting it at a time,
Priority cannot be used if the user has already used then any further Weather introduced overwrites the
its corresponding Action this Round, while Advanced least recent Weather added to the Field. Weather itself
Priority lets them use their Action for either this Round, doesn’t do anything but other Attacks, Features or
or ante up their Action from next Round, if available. Abilities may reference a Weather condition and have
a bonus effect. There are 8 Types of Weather. Windy,
Reaction - Reactions work the same as the Interrupt Foggy, Mystical, Sunny, Snowy, Rainy, Thunderstorm
Keyword, however they occur after the Triggering and Sandstorm.
condition is fully resolved. The user must survive the
Trigger condition to be able to perform the Reaction.
Effect Keywords
Reckless- Reckless Attacks usually have some sort of Double Strike - Double Strike Attacks have their
negative penalty in their Effect applied to the user and Accuracy Roll performed twice. If both Accuracy Rolls
may be referred to by other Abilities or Features. would result in hitting the Target, the Damage Base
Value is doubled. Each hit may Critically Hit separately;
Recoil- When this Attack hits, determine the Target that when adding damage from Critical Hit, add the Damage
took the most Damage from this Attack. The user then Base before it is doubled. For example, if one Double
loses hit points equal to the Damage taken multiplied Kick Attack is a Critical Hit, add 1d8+5 to the Damage
by the Fraction listed next to the Recoil Keyword. Roll. If both are Critical Hits, add 2d8+10.
Set-Up - This Attack requires two Standard Actions to Drain- When this Attack hits, determine the Target that
perform. The first Action will result in the Set-Up Effect took the most Damage from this Attack. The user then
being used. After which, the user may use a future restores Hit Points equal to half the Damage taken.
Standard Action to perform the Resolution Effect. The
user may not perform any other Standard Action until Friendly - Allies of the user of this Attack ignore the
they perform the Resolution Effect. Effects of this Attack and do not take Damage from it,
and are not treated as being hit by the Attack.
Shield - This Keyword is attached to some Interrupt
Attacks when the Attack would prevent another Attack Five Strike - Five Strike Attacks have their Accuracy Roll
from hitting. Any Effects that activate off of being hit, performed up to 5 Times, however you cannot perform
beyond the Shield’s Trigger, do not occur. In order to any more if you would miss one. After the initial hit, add
use a Shield Attack it must be the first thing Triggered +2 to the Attack’s Damage Base for each subsequent
(Ex: You cannot use Flame Body, then Protect) Accuracy Roll that would have hit. Critical Hit and Effect
Ranges may only be triggered from the first Accuracy
Social - Social Attacks are socially manipulative based Roll, regardless if subsequent rolls would trigger it.
and may be referred to by other Abilities or Features.
These Attacks cannot be Intercepted. Slide X- All Targets are moved a number of Meters with
the max number moved being the value of X. The user
Versatile - Attacks with the Versatile Keyword may also may determine the path and final destination of the
be used as a Swift Action if the user has not performed Target, following listed restrictions. Restrictions may
a Damaging Attack this Round (Excluding Attacks of be listed in parenthesis after the Slide Keyword such as
Opportunity). When a Versatile Attack is used this way, (Towards) or (Away). If it specifies Towards, they cannot
Damaging Attacks (Excluding Attacks of Opportunity) slide into spaces further than the user and conversely
cannot be used by the user for the remainder of for Away. Movement via the Sliding triggers Hazards
the Round. When using an Attack as a Swift Action but not Attacks of Opportunity. Combatants cannot
through the Versatile Keyword, refer to the text next to slide vertically.
“Versatile” for its new Effects or to see how the Attack
is altered. An Attack with the Versatile Keyword cannot
be used twice in the same Round.

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Sureshot - Attacks with the Sureshot Keyword do not


have an AC and automatically hit unless they would
otherwise be avoided such as through a Shield Attack.
They may still perform an Accuracy Roll for sake of being
a Critical Hit or Effect Ranges. These Attacks cannot be
intercepted.

Smite - Smite Attacks deal damage as if they were


resisted by an additional damage step whenever they
would miss. Targets dealt damage this way ignore
the Effect and other Effect Keywords of the Attack
(Excluding Damage).

Spirit Surge - This Attack’s Effects and Effect Keywords


occur regardless if it hits its Target(s). If an Effect Range
must be met, the Accuracy Roll still must meet this
condition. Attacks used through the Versatile Keyword
ignore the Spirit Surge Keyword.

Tutor Attacks
Each Pokemon has two sets of Attack Pools they Tutor Rules - Whenever a Pokemon would learn a
can learn from, their Level-Up List and their Tutor Attack or be granted one, they must follow the
Tutor List. restrictions below. Any of the listed DB restrictions are
before applying STAB.
Level-Up Lists are Attacks they learn when they reach a
certain level, as the name suggests. » Pokemon under Level 20 can only learn Attacks of
an At-Will or EOT Frequency and with a Max Damage
Tutor Lists are a consolidated group of Attacks that Base of 7. These Attacks are listed under the Pokemon’s
the Pokemon could learn from all other sources. In the Tier 1 Tutor Attacks
games, this was Tutor Moves (From NPCs), Egg Moves
(From Breeding), and Technical Moves (Learned from » Pokemon that are at least Level 20 may learn Attacks
TMs). Combining it all under one list makes it easier to that aren’t Scene [x1] with a Max Damage Base of 9.
teach them these Attacks! These Attacks are listed under the Pokemon’s Tier 2
Tutor Attacks
Learning Tutor Attacks - Pokemon can access Attacks
from their Tutor List multiple ways. One way is through » Pokemon that are at least Level 40 have no restriction
level milestones, as some milestones allow you to and may learn any Attacks on their Tutor List. These
learn a free Tutor Attack! Another way is through Tutor Attacks are listed under the Pokemon’s Tier 3 Tutor
Records, our version of TMs which can be rewarded to Attacks
teach Tutor Attacks of a specific category. One last way
they can be learned is through the Mentor Trait and » Attacks that modify their Damage Base are all Tier 2
the Training Downtime Action! Tutor Attacks, ignoring the rules above.

Note: The Pokedex will be inaccurate with their Tier Lists,


as they’ve been changed many across multiple versions I’ve
used the dex for. Please refer to the rules above to verify
the the Attack has the correct listed Tier. Feel free to report
inaccuracies as i’ll update them at some point!

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Range Keywords
Range Keywords denote the area of effect and how this Attack can be used. Below is a list of Range Keywords, how
they’d be listed on an Attack and a picture to show how they may be used.

Note: If a Range has a Semicolon [ ; ] in it, it has two different Ranges and can be used either way and is grouped separately. If
a Range says [8, 1 Target, Double Strike; or 8, 2 Targets, Full Action, Smite], it should be viewed as (8, 1 Target, Double Strike) or
(8, 2 Targets, Full Action, Smite)

Palossand is using a Melee Attack on Machamp Claydol is using a 6, 1 Target Attack on Solosis
Melee Ranged X, Y Targets
Example: Range: Melee, 1 Target | Range: Melee, All Example: Range: 6, 1 Target | Range: 8, 3 Targets
Adjacent Enemies
The Attack can only be used to Target Y Enemies within X
The Attack can only Target Combatants that are in a Space Meters of the User. In the Example, the Attack can Target 1
that is Adjacent to the User. Most Melee Attacks are 1 Target Enemy within 6m of the User. This is considered a Ranged
but if they specify more than 1 Target, all Targets must be Attack for anything that would mention it
within melee range. This is considered a Melee Attack for
anything that would mention it.

Xatu is using a 6, Ranged Blast 2 Attack on Torracat & Morgrem Seaking is using a Line 4 Attack on Marshtomp & Combusken
X, Ranged Blast Y Line X
Example: Range: 6, Ranged Blast 2 | Range: 8, Ranged Blast 3 Example: Range: Line 3

The Attack creates a Y by Y Zone up to X Meters away and hits The Attack creates a line that is at most X Meters long starting
all legal Targets within. This is considered a Ranged Attack for from the User and hits all Targets in that Line. A line must
anything that would mention it. originate from an Adjacent Space to the User and continue in
that direction as straight as possible. If an Attack is Line 7,
it could be utilized as if it were Line 4, as 7 is the maximum
length it can be.

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Chapter 5 - Combat Rules

Excadrill is using a Close Blast 2 Attack on Sandslash Nidoking is using a Burst 2 Attack on Raichu & Malamar
Close Blast X Burst X
Example: Range: Close Blast 2 Example: Range: Burst 1

The Attack creates a X by X Zone, by which one space of the The Attack hits all Targets in a zone where the User is at the
Zone must be in an adjacent space to the User and hits all center and all spaces are X meters away from the User. If the
Targets within. Attack is Burst 1, it Targets all adjacent spaces because they’re
all of the spaces within 1m of the User.

Swalot is creating a 2x3 Zone of Toxic Spikes


Zone
Example: Create a “3x3” Zone

A Zone is a range of Spaces that cover the listed area. The


above example is both a “3x3” Zone and a Zone of 6 Connected
Spaces. The Effect that created the Zone is applied to all of
these Spaces.

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Chapter 5 - Combat Rules

Using Attacks
Whenever you attempt to use an Attack, you must make an
Accuracy Roll, and to hit, this roll must meet or exceed the
Accuracy Check (AC).

An Accuracy Roll is always simply 1d20, but is modified by the


user’s Accuracy Modifier, by certain Attacks and other effects.
Note that modifiers to Accuracy Rolls do not affect effect ranges
or critical hit ranges, as those have to be natural results before
modifiers are applied.

Example: If you use Flamethrower with an Accuracy Bonus of +4 and


roll a 16 this would neither be a Critical Hit, nor inflict a Burn despite
the Effect Range being 18+.

An Accuracy Check is the number an Accuracy Roll needs to


meet or exceed to hit. It’s determined first by taking the Attack’s
base AC and adding the target’s Evasion. For example, if using
Earthquake, which has an Accuracy Check of 2, against an
opponent with a Physical Evasion of +4, you would need to roll
a 6 or higher on your Accuracy Roll to hit the target. Conversely,
it may be easier to subtract the relevant evasion from the
result of the Accuracy Roll and compare it to the Attack’s AC to
determine if it hits, whichever method is easier.

Here are some notes and rules when making Attacks:

» A roll of 1 is always a miss, even if Accuracy modifiers would


cause the total roll to hit. Similarly, a roll of 20 is always a hit
unless avoided, such as by a Shield Attack or by an Ability.

» Attacks, Features, Abilities, or other mechanics that trigger on


being hit may be declared before or after damage is rolled.

» Attacks that have multiple Targets roll once, but apply


modifiers separately. If you Target two Enemies with an area
of effect attack and roll a 15 and one gives you a -2 Penalty to
Attacks against them, the first Target is treated as the result
being 15 and the other is treated as the result being 13.

» When an Attack hits a Target and that Target uses a Feature,


Ability, Attack, or other mechanic that causes the attack to
miss, a combatant intercepts for the target, or otherwise
redirects the attack to themselves, the original target may not
trigger any Features, Moves, Abilities, or other mechanics that
require them to be hit (this does not retroactively invalidate the
mechanic that caused the attack to miss). In the case of a target
change, the new target may activate such mechanics.

» A Target can willingly choose to be hit by an Attack by not


applying their Evasion.

Artist: @leveguito

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Chapter 5 - Combat Rules

Dealing Damage
When an Attack hits, you apply any effects of the Attack
to the target, including damage. When rolling Damage,
Damage Formula
Putting this all together, the process for calculating damage
check the attack’s Damage Base. This number serves
as a guide for an Attack’s strength, which translates to is as follows:
a specific amount of damage. Many effects, such as
Same Type Attack Bonus or STAB for short may alter 1. Find initial Damage Base
the Damage Base of Attacks. 2. Apply Five/Double-Strike if applicable
3. Add Damage Base modifiers for final Damage Base
After applying all modifiers that alter Damage Base, 4. Modify Damage Roll for Critical Hit if applicable
see the corresponding Damage Roll in the Damage 5. Roll damage
Charts. This is the roll to which you add your Attack 6. Add relevant attack stat and other bonuses
or Special Attack Stat. After you have added your 7. Subtract relevant defense stat and damage reduction
appropriate Attack Stat (Based on its Category) to the 8. Apply weakness and resistance multipliers.
Damage Roll of the attack, add any additional modifiers
that may apply. You can add a single stat to Damage
9. Subtract final damage from Target’s Hit Points.
Calculations a Maximum of one Time. (No doubling
up through Feature usage!) Damage Chart Below this section is what each Damage Base
equates to as far as Damage Rolls. Simply roll the dice shown,
The Target then subtracts the appropriate Defense Stat adding the modifier next to it, and then add your Attack Stat
based on its Category. Physical Attacks have Defense to determine the total damage dealt.
subtracted from them; Special Attacks have Special
Defense subtracted from them. If the target has
Damage Reduction, that is subtracted afterwards. DB Damage Roll DB Damage Roll
After defenses and damage reduction have been
1 1d6+1 15 4d10+20
applied, apply Type Weaknesses or Resistances. A 2 1d6+3 16 5d10+20
Super-Effective hit will deal x1.5 damage. A Double
Super-Effective or higher hit will deal x2 damage. A 3 1d6+5 17 5d12+25
Resisted Hit deals 1/2 damage; a Double Resisted or 4 1d8+6 18 6d12+25
less hit deals 1/4th damage. See the Type Effectiveness
Chart to see how Pokémon Types match up against 5 1d8+8 19 6d12+30
each other.
6 2d6+8 20 6d12+35
7 2d6+10 21 6d12+40
Same Type Attack Bonus
If a Pokémon uses a damaging Attack with which 8 2d8+10 22 6d12+45
it shares a Type, the Damage Base of the Attack is
increased by +2. This is referred to as ‘STAB’. 9 2d10+10 23 6d12+50
10 3d8+10 24 6d12+55
Hit Point Loss
Effects that say “loses Hit Points” do not have Defensive 11 3d10+10 25 6d12+60
Stats or Damage Reduction applied to these Hit Point
changes. 12 3d12+10 26 7d12+65
13 4d10+10 27 8d12+70
Tick of Hit Points
Some effects use this term. A Tick of Hit Points is equal 14 4d10+15 28 8d12+80
to 1/10th of someone’s maximum Hit Points.

Critical Hits Note: These values will likely be changed once I get someone on
On an Accuracy Roll of 20 (Or possibly lower if their the team who is good with numbers
Critical Hit Range is extended or they have Crit Range
Modifiers), a Damaging Attack is a Critical Hit. A Critical Example (Damage Roll): A Bisharp uses the Throat Chop Attack on
Hit adds the Damage Roll a second time to the total an Alakazam. Going through the steps, the initial Damage Base is
8. There isn’t any Double Strike or FIve Strike. It has a +2 DB Boost
damage dealt, but does not add the Offensive Stat or from being STAB, leading to DB 10. It didn’t crit. The Damage Roll
Damage Bonuses a second time. For example, a DB is 3d8+10 and it adds a 27 Damage Bonus considerng the Attack is
6 Attack is originally 2d6 + 8. Because it’s doubled, it Physical and its Attack Stat is 27 (Offensive Stat). The roll result 20
becomes 4d6+16 instead if it crit. from the 3d8, plus 10 plus 27 equaling 57 Physical Dark Damage.
Alakazam has 8 Defense, leading to 45 Damage and it is Super
Effective, multiplied by 1.5. Alakazam takes 68 Damage.

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Other Damage Types


Any source of Damage that comes from non-Attack sources are listed below, along with the rules on how to resolve
it. Be sure to use other Damage Types to spice up conflict and remember that the battlefield is alive!

When using Attacks through the Improvised Damage or Environmental Damage method, the Offensive Stat you use
is either based on the Initiator of the Damage or based on its relative power level, listed below. If the Initiator is in
control of the Damage, use their Offensive Stat instead but if it is out of their control, use the following values:

Weak Damage (20) Strong Damage (40) Massive Damage (80) Mythical Damage (120)

Improvised Damage Environmental Damage


Sometimes during combat, you look at something and Environmental Damage is very similar in application to
get an idea. Next thing you know, you’re swinging a Improvised Damage, but entirely in the GM’s control
metal chair at an Incineroar. Or even better, you shoot on whether it occurs or not, considering it’s the setting
a Chandelier to drop onto someone. Or even better, reacting in a way to damage others. Similarly, when
you shoot an oil barrel to make an explosion! This is the Environment would deal damage, choose a similar
similar to Environmental Damage but is not from the Attack or a damage type and category. Then determine
environment and is instead a singular source used as a its strength level to determine its offensive stat.
tool to deal damage. Then determine its range and who and how it affects
others. Additionally, determine methods of avoiding
It’s basically resolved the same way but can lead to this damage such as passing a Skill Check or failing an
different scenarios. When dealing with Improvised Accuracy Check.
Damage, determine the source and determine how
the action is best to resolve. This usually results in an
Attack being used that the Initiator normally wouldn’t Environmental Damage Examples
know, however it is a one time usage. Do not let players Ex 1: A Steam Geyser in a cave starts sizzling, projecting a range in
repeat prior accepted sources just for expanded type which it will attack next round. It then explodes, causing the Attack
Scald to hit in a Burst 1 Range. It is considered strong damage,
coverage unless it comes at a cost such as by taking having 40 Special Attack. Good thing an enemy was pushed into it!
an Inventory Slot. It should’nt be a bit where every
combat, some guy goes “Do I see a metal chair neraby Ex 2: A Tree was knocked over after a Heracross missed a megahorn
to throw at them?” attack. This results in the tree performing the Wood Hammer
Attack as if it was a Line 3 Atack opposing the direction heracross
attacked. It was a smaller tree so it dealt weak damage with a 20
Improvised Damage Examples Attack Stat.
Ex 1: Swinging a Metal Chair at an Incineroar is determined to Ex 3: A windstorm is being caused by Tornadus, leading to
be equivalent to using the Brutal Swing Attack but it is Steel Type extremely dangerous Weather. Combatants that don’t pass a DC 10
instead of Dark. The Chair however becomes dented and unusable Athletics Check each round will be attacked by a Gust Attack based
afterwards. The GM Determines that the Player uses their Attack on Tornadus’s Special Attack Stat.
Stat since they control the chair.

Ex 2: The GM Determines that the Chandelier has a Physical


Evasion of 4 but on hit, it drops in a Blast 3 Range underneath
it. Those hit by it are hit with the Heavy Slam Attack as if it were
Weight Class 6. It also has a 15+ Effect Range to Trip Targets. The
GM determines this Chandelier results in strong Damage, giving it
an offensive stat of 40.

Ex 3: The GM determines that shooting the Oil Barrel will lead to a


DB 15 explosion, dealing Fire Type Damage with massive damage
giving it an offensive Stat of 80. The Damage will also be a Burst 3
Range, being very deadly to anyone inside.

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Suffocating Damage Falling Damage


While rare, sometimes creatures can suffocate and lose Before I even start, do not push people into ravines or
the ability to breathe! When they do so, perform the chasms unless it’s intended for a Narrative Death. This
following. is not meant for that kind of falling. With that out of
the way, Falling Damage is typeless Physical Damage
At the end of the Turn of a Suffocating Combatant, depending on how far you fall and some other factors.
if they’re still suffocating, they lose two Ticks of Hit For each Meter you fall before landing, roll a d6. You
Points. Then the next round if they’re still suffocating, may replace 3 Meters with a d20 if desired for physical
they lose three Ticks instead, then this continues, play or lack of dice or if you don’t like counting. You
adding a Tick each time, maxing out at 5 Ticks. take damage equal to the result. The following factors
Combatants only take Suffocation Damage once per may influence how much damage you take:
Round if they would have multiple Turns. This can be
a very deadly state of being, so make sure you remove Where did they Land?
the source of Suffocation or resolve Combat fast or else Depending on where they landed it could lead to
it could spell disaster! adding more “Meters Fallen” or subtracting from the
amount as it softened their blow. Did they land on a
Suffocation Damage does not need to only be from mattress? A 4m Fall could be lessened to 1m. Did they
sources such as the inability to breathe, but it is break their fall by landing on branches and a trash pile?
meant as a mechanic to deal increasing damage over It could be dropped to 2m instead of 4. Did they land
time. Any of the following examples could result in on concrete and had a harder fall? This means it dealt
Suffocating Damage. more damage and maybe felt like a 10m fall instead
of 4. This is all GM Discretion. If something leads to a
harder fall add more meters to the Damage Roll, if it
absorbed the blow, subtract a few meters.
Suffocation Damage Examples
Ex 1: A Trainer is being pinned into a pond while grappling with a Was the Falling Intentional?
Machamp and drowned while they have dominance. Sometimes people like to jump a little further than they
should or perhaps even fail an acrobatics check and fall
Ex 2: An Occult Trainer is dealing with exhaustion and takes while parkouring on rooftops. If a fall was unintentional
Suffocation damage whenever they perform a Special Category
Attack as a representation of mana thirst and mental overexertion. such as being pushed off a cliff, proceed as normal with
Damage Roll Calculations. If it was intentional such as
Ex 3: A King was poisoned and the castle is suddenly being raided jumping off a roof to get to safety, subtract half the
by marauders! This toxin is much deadlier than the Poisoned user’s Acrobatics Rank (Rounded Up) from the number
Affliction, leading to suffocation damage until he can get medical of Meters fallen.
attention.

Falling Damage Example


Ex 1: A Trainer riding a Braviary is 4 Meters up in the air and
the braviary faints, causing them to fall onto a rocky surface.
Considering it’s a tough terrain, they’re treated as falling an extra
2m. They take damage equal to 2d20.

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Type Effectiveness
This is the Type Effectiveness Chart! Whenever an Attack Type-Effectiveness is a bit more complicated if the
of one of the Types on the Left Targets a Pokemon, defender has two types:
find its Type(s) on the top for Type Effectiveness. Then
multiply the damage dealt by its effectiveness, after » If both Types are neutral, the attack of course is
defenses are applied, by the number shown above. simply neutral
If it’s Super Effective, it is multiplied by 1.5x. If it’s » If both Types are resistant, the attack is doubly
Resisted, it is multiplied by 0.5x. resisted and does x 0.25 damage
» If both Types are weak, the attack is doubly super
Note that Type Effectiveness does not affect Status effective and does x2 damage.
Attacks, only Physical and Special Attacks are affected. » If one Type is weak and one is resistant, the attack
Confuse Ray for example, despite being Ghost Type, can is neutral.
still hit Normal Type Pokemon. Attacks that cause loss » If either Type is Immune, the attack misses
of Hit Points such as Counter or Sonic Boom however
are affected by Immunity, though not resistances. If a Pokémon is Immune to the damage of an Attack, no
effect of that attack is applied to that Pokémon.
Unlike Pokemon, Trainers do not innately have a Type
and all Attacks on them do neutral Damage. For Example, rolling a 19 on Mud Slap vs a Flying
Pokémon does not lower their Accuracy. If an Attack
has the Spirit Surge Keyword, the effect still goes off
regardless if the target is Immune.

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Combat Maneuvers
Sometimes, the best option in a fight isn’t just to Some Maneuvers however have the Resistant Keyword.
hit the other side as hard as you can. You can gain a This Keyword means that once an Enemy is affected by
tactical advantage on the field of battle by relieving an this Maneuver, whenever they’re Targeted by the same
opponent of their weapon, momentarily tripping them, maneuver again, they have a +5 Bonus to any Opposed
or even simply pushing them in a specific direction. Checks or Save Checks involved with that Maneuver.

Pokémon and Trainers can use all Combat Maneuvers, This Bonus stacks for each time they’re affected by
unless otherwise noted (Such as Minion Pokemon). that Maneuver this Scene. This is meant to display a
Maneuvers with an Accuracy Check have Targets apply combatant’s adaptations to the combat tactics used
Speed Evasion against them but are not treated as against them and to prevent infinite tripping every turn
Status Attacks (For the sake of Abilities like Prankster). for example as the default Swift action option.

Each Combat Maneuver has a Category as well, which Example (Resistant Keyword): If a Jynx uses an Intrigue
may be referenced by outside sources. Maneuver against a Machop and it succeeds, they become
Entranced. 2 Rounds later the Jynx’s Ally, Salazzle, uses the
The Categories are: Intrigue Maneuver against them again. The Machop gains a
+5 bonus to their Focus or Intuition Check. If they fail it again
Bolster - Bolster Maneuvers are Maneuvers that and the next flirt they’re Targeted by, this bonus is increased
improve your own position in battle or help your to +10.
Allies, adapting to your Environment. This can include
Disengaging, Sprinting or Hiding. GM Note
You do not need to be literal with the Effects listed and depending
Manipulate - Manipulate Maneuvers involve social on the context you may allow different Skills to be used or different
methods of combat that affect your Enemies. This can Effects to apply, just don’t let your players abuse this for better
include Provoking, Distracting, Intriguing or Terrorizing effects or better outcomes, do what makes sense.
others. For example, a roughneck that is devilishly handsome may be able
to use the Intrigue Maneuver with their Intimidate Skill, however
Tactic - Tactic Maneuvers involve different styles of it may change the skill roll. If the Target would be attracted by
Combat that affect your Enemies. This can include their intimidating aura, it could work as normal, however if they’re
Disarming, or Grappling others. instead unaffected by that type of demeanor, they may gain +5 to
their opposed check.
All Combat Maneuvers are on the next few pages

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BOLSTER MANEUVERS Intercept


Action: Standard + Shift, Interrupt
Defend Trigger: An Ally would be hit by an Enemy’s Attack
Action: Swift or Shift without the Social or Sureshot Keyword
Target: An Adjacent Ally Effect: You must move as a number of Meters until you
Effect: Attacks that Target that Ally suffer a -3 to their reach the space the Ally is in, or until you’re in a space
Accuracy Rolls against them and you have a -3 Penalty that is directly between the source of the Attack and
to Evasion until the start of your next Turn. If you are the Targeted Ally. If you reach the space the Ally is in,
no longer Adjacent to the Target, these Effects are they are Slid into an Adjacent space, then you move
removed. into the space they were in, and then you’re hit with
the Triggering Attack.
Disengage
Action: Shift
Effect: You may Move up to 1m. This movement does Intercept Notes
not count towards your total Movement per Turn. » Priority and Interrupt Attacks may only be intercepted
When shifting this way, you do not provoke an Attack by Combatants with a higher Speed than them.
of Opportunity. » If a Combatant is unable to reach an Ally or Move,
they cannot Intercept.
Help » If an Attack is an Area of Effect, the Ally that was
Action: Swift intercepted for resists it by an additional Damage Step
Target: An Adjacent Ally if they would still be in Range.
Effect: The Target may immediately make a Save Check
to cure an Affliction as if it were the end of their Turn.
The User cannot perform this Maneuver if they used a Jump
Damaging Attack this Turn and cannot use one for the Action: Shift
rest of the Turn. Effect: Perform an Acrobatics Check. You then move a
number of spaces based on the result. When moving
Hide this way, you ignore any Effects or Penalties on Ground
Action: Shift Bound Terrain you moved over, including Hazards. The
Effect: Until the start of your next Turn, all Cover Terrain user is considered to reach 1m in height when moving
you’re Adjacent to is treated as Blocking Terrain and this way. If the result is 5 or less, they move 1m and
all Rough Terrain you’re standing in has its penalties become Tripped. If the result is 6-15, they move up to
double against Attackers. 2m and reach 2m in height. If the result is 16+, they
move up to 3m and reach 3m in height. WIth GM
Discretion, the user may still be affected by conditions
applied to a space being moved through, such as
jumping through a cloud of smog hazards would still
apply to the combatant.

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Respite Riposte
Action: Full Action: Full, Interrupt
Effect: The Respite Maneuver cannot be used if there AC: 4
are any Enemies within 2m. The user chooses one Range: Field
of the following to apply. After which, all Stats with Trigger: You or an Ally would be damaged by a 1-Target,
Positive CS are set to their Default Value. Line or Blast Attack without the Sureshot Keyword
Effect: Choose a Damaging Attack and expend a
» All of their Negative Combat Stages are reset to their usage of its Frequency, then perform this Maneuver
Default Value. (The Attack is not considered to be used, ignoring its
» The user becomes cured of a Status Affliction, effects). If it hits, perform a Damage Roll as if you used
» The user becomes cured of a Condition that isn’t the chosen Attack against the Triggering Enemy (Do not
granted by an Affliction they have. apply Damage Calculations). Subtract your Damage
» The user may remove any number of Coats or Marks Roll result from the Triggering Attack’s Damage Roll
affecting them. (Before Damage Calculations) and if it results in 0 or
below, the Triggering Attack instead misses all Targets
Sprint and they are not affected by any of the Attack’s Effects.
Action: Standard or Swift If the result is still positive it is the new Damage Roll
Effect: As a Standard Action, your Movement Value is for the Triggering Attack. If a Combatant hits this
doubled this Turn. As a Swift Action, your Movement Maneuver, they cannot perform it for the rest of the
Value is increased by +2 this Turn. Scene.

This is your classic Beam Struggle!


Riposte Notes
» If the chosen Attack is Melee, the Combatant performing this Maneuver must be between the source of the
Attack and the Target(s)
» If the Triggering Attack is Melee or Close Blast, the Combatant that uses the Riposte Maneuver must be
Adjacent to them. If it is Blast or Line, the chosen Attack must be Blast or Line and Super Effective.
» The chosen Attack must be either Neutral or Super Effective against the Type of the Triggering Attack.
» If the Accuracy Roll for Riposte resulted in a Natural 20 and/or the chosen Attack was Super Effective, multiply
your Damage Roll by 1.5x. Then the Triggering Attacker loses Hit Points equal to the difference in damage rolls if
yours would be higher. Hit Points lost this way cannot exceed more than 3 Ticks worth
of their Hit Points.

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MANIPULATE MANEUVERS Distract


Action: Swift
Analyze AC: 6
Action: Swift Range: 6, 1 Target
AC: None Effect: Make a Guile or Stealth Check opposed by the
Range: 6, 1 Target Target’s Focus or Perception. If you win, the Target
Effect: Select a specific facet about the Target you becomes Provoked by you or Dazed. Either of these
wish to analyze and gain intel in. The GM will tell you Effects last until the end of their next Turn. Resistant.
any information you can surmise about the Target
and the chosen facet. The GM may also request you Intrigue
make a Skill Check to gain more information or gain Action: Swift
any information about the Target. If the facet cannot AC: 6
be ascertained by any means and you are unable to Range: 6, 1 Target
Analyze a Target, this Maneuver cannot be used and Effect: Make a Charm or Command Check opposed by
must be stated upon declaration. the Target’s Focus or Intuition. If you win, the Target
Note: This Maneuver should only be used to gain intel becomes Entranced until the end of their next Turn.
for combat relevant Information. If they’re gaining Resistant.
minor information, you may instead upgrade this to a
Free Action Provoke
Action: Swift
AC: 2
Analyze Maneuver Examples Range: 6, 1 Target
Ex: A Player makes a Tech Edu Check to find the weak point for a Effect: The Target must make a DC 15 Focus Check.
mechanical tyranitar boss. On a Failure, they’re Provoked by you until the end of
their next Turn. Resistant.
Ex: A Player makes an Occult Edu or Intuition Check to find out
information about a weird aura surrounding a cultist Trainer.
Terrorize
Ex: A Player makes an Intuition or Perception Skill opposed by Action: Swift
a Stealth Check after noticing a Trainer holding his hand in his AC: 6
pocket, looking like they’re holding something. Range: 6, 1 Target
Ex: A Player makes a Pokemon Education Check to find out the Effect: Make an Command or Intimidate Check
Defensive Stat Value of an Aggron or what Ability a Vileplume took. opposed by the Target’s Intimidate or Focus. If you
They saw some haze around the Vileplume and noticed it took Hay win, the Target becomes Suppressed until the end of
Fever. their next Turn. Resistant.

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TACTIC MANEUVERS Grapple


Action: Standard
Attack of Opportunity AC: None
Action: Free, Interrupt Range: Melee, 1 Target, Sureshot
Effect: You may make a Basic Attack against the Effect: You and the Target make opposed Athletics or
triggering Enemy as an Interrupt. You may use Attack Combat Checks as a Grapple Check. If you win, you both
of Opportunity only once per round. Attacks of become Grappled and you gain Dominance in the Grapple.
Opportunity can be triggered in multiple ways: Combatants with Teleporter Speed or the Phasing
Capability cannot become Grappled. Combatants that
» An adjacent Enemy uses a Maneuver that does not are Grappled are Vulnerable, cannot take Shift Actions
Target you. (Not listed below) and are Provoked by the Combatant
» An adjacent Enemy stands up from being Tripped. they’re Grappled with. See the notes below for further
» An adjacent Enemy uses a Ranged Attack that does info. Resistant.
not Target someone adjacent to them.
» An adjacent Enemy willingly moves out of a space Grapple Notes
adjacent to you into a space that is not adjacent to » A Combatant with Dominance in the Grapple, on their
you. Turn, may perform any of the following alongside normal
legal Actions:
Disarm Drag: As a Shift Action, they may Shift and Slide
Action: Swift the Combatant they’re grappling into an Adjacent
AC: 4 space. Their Movement Value is lowered by the other
Range: Melee, 1 Target grappler’s Weight Class
Effect: You and the Target make opposed Combat or Strike: As a Full Action, they may perform an At-Will or
Stealth Checks. If you win, choose an Item in their EOT Attack against the other Grappler as if it had the
Inventory Slot to be removed from their Inventory and Sureshot Keyword.
dropped to the ground. Alternatively you may choose Secure: As a Shift or Swift Action, they gain a +2 Modifier
an Item in their Equipment Slot to become Impaired. to their next Grapple Check. As a Standard, they gain +5.
While Impaired, they cannot benefit from the Item’s Cease: As a Free Action they may end the Grapple.
Effects until the end of their next Turn or unless they » At the start of the Grappler’s Turn who doesn’t have
use a Swift Action on their Turn to remove the Impaired Dominance, as a Standard Action, they may repeat the
condition. Resistant. opposed Grapple Check. The winner gains Dominance in
the Grapple and may choose to continue or end it.
Hinder » A Combatant who is at least two Size Categories larger
Action: Swift than a Grapple Initiator automatically succeeds Grapple
AC: 4 Checks
Range: Melee, 1 Target
Effect: You and the Target make opposed Athletics
or Combat Checks. If you win, the Target becomes Throw
Vulnerable against the next Attack that targets them. Action: Standard
Resistant. AC: 4
Range: See Effect
Push Effect: You throw an Item with the [Throwable] Keyword at
Action: Swift or Shift a Target within Range. The Range of the Throw Maneuver
AC: 2 is equal to 4 plus your Athletics Rank. If the Target is hit,
Range: Melee, 1 Target the Item’s Effects are applied to the Target. If the Target
Effect: You are the Target make opposed Athletics or is Adjacent to the User, this gains the Sureshot Keyword.
Combat Checks. If you win, the Target Slides up to X
meters away from you, where X is the higher of your Trip
Athletics or Combat Rank subtracted by their Weight Action: Swift
Class. Resistant. AC: 6
Range: Melee, 1 Target
Effect: You and the Target make opposed Combat or
Acrobatics Checks. If you win, the Target becomes
Tripped. Resistant.

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Basic Orders
Orders are particular actions that can be shouted by a Trainer to issue a command to their allies. Similar to Maneuvers,
all Trainers have access to using Orders, however some Trainers gain specific Orders through Features, specified by
the [Order] tag, or as Rewards from bonding with a Pokemon or their Team. Additionally, Commander and the classes
that branch off of it specialize in commanding others and may perform Orders better than other Trainers.

Basic Orders are always a Swift Action, Interrupt (Unless otherwise specified) and each Basic Order will have a
different circumstance on when it can be used. In order for an Order to be used, one of the Trigger Conditions must
be met and the Target(s) must be able to hear you communicate their verbal command, usually being within 10m.
Additionally, Orders do not stack, so multiple Trainers cannot use an Order at the same time on the same Target or
a Target cannot be affected by they same Order multiple times. This means you cannot have 3 Trainers all shout at a
Pokemon to dodge with the Reactive Order to stack the effects.

Design Note: Orders are meant to be mechanical ways to show the effects of a Trainer’s verbal commands on their Pokemon.
Basic Orders are meant to emulate simple commands like “Dodge it!” or “C’mon Psyduck snap out of it!”, when it’s confused.
Improvised Orders are meant to enable a rules-lite type of gameplay that allows Trainers to be flexible when commanding their
Pokemon. Similar to Maneuvers, these are generic actions that can be performed so all Trainers can have a wide array of options
to perform on their turn regardless of class choices.

Basic Order Examples


Ex 1: A Level 3 Trainer sees their Burmy being hit by an Attack. They shout to them “Hang in there Burmy just a bit longer!”, and use the
effect of Defensive Order, granting it 5 Damage Reduction against it as its Tier Value.

Ex 2: A Level 7 Trainer’s Psyduck is confused and suffering. A Trainer shouts at it, “Snap out of it Psyduck!”. It’ll use the Effect of Inspiring
Order, granting it +2 to Save Checks as its Tier Level.

Basic Order List


Defensive Order
Trigger: Your Pokemon is hit by a Damaging Attack
Effect: The Target gains Damage Reduction equal to your Tier
Value against the Triggering Attack.

Energetic Order
Trigger: Your Pokemon hits a Damaging Attack
Effect: The Target gains a bonus to the Triggering Attack’s Damage
Roll equal to your Tier Value.

Inspiring Order
Trigger: Your Pokemon would perform an Attack or Save Check
Effect: The Target gains a modifier to the Triggering Accuracy
Check or Save Check equal to your Tier Level.

Reactive Order
Trigger: Your Pokemon is Targeted by an Attack or Maneuver
before the Accuracy Check
Effect: The Target gains Evasion equal to your Tier Level against
the Triggering Attack or Maneuver

Tactical Order
Trigger: Your Pokemon uses an Attack
Effect: The Target gains a modifier to the Triggering Attack’s Effect
Range or Critical Hit Range equal to your Tier Level.

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Improvised Orders
If desired, your GM can also create custom Effects
based on the fluff of your command known as an GM Note: Improvised Orders can allow for Trainers to
basically do anything in a rules lite format so ensure that this
Improvised Order. Performing an Improvised Order can is only used to enable cool moments rather than grant them
allow you to affect the target in unique ways not listed more “pseudo-features” they can fall back on for power.
as a Basic Order, nor does it need a Trigger, however When a Trainer asks, can I have my Pokemon do this, this
it requires a Skill Check of some kind from either the is the arena to do so with “Playground rules”. These Orders
Order Recipient, Enemy Target or User to do so based should only be done in the moment to enable a Trainer and
their Pokemon to do something normally outside of their
on what they want to occur and the effects must be mechanical limits but makes sense thematically. Typically
balanced around a Swift Action. Improvised Orders can these effects shouldn’t be repeated so they’re used every
also be used as Standard Actions to have their effects fight, however some Improvised Orders can be granted as
be stronger. If the Skill Check involved fails, the Order rewards. When determining Order Effects, make sure the
is deemed ineffective and the expended action is still Action cost or Skill DC is appropriate.
used.
Example (Pokemon Check): A Team Rocket grunt is running away from a Scene and a Trainer shouts for their
Mightyena to “Quick, don’t let them escape!”. Nothing on the standard list would let them do so, so they use
an Improvised Order. The GM requests that Mightyena make a DC 10 Acrobatics Check or the user makes a
DC 15 Command Check. Upon passing, the GM allows the effect of the Order to be “The Target may perform a
Damaging Attack as a Priority (Advanced) Action and may spend their Shift Action to do so”, and the Order costs a
Swift Action from the Trainer.

Example (Enemy Check): A Trainer quickly commands their Venusaur, “Quick, bind them with your vines so
they can’t escape!” The GM allows this as a Swift Action to “Target an Enemy within 3m of Venusaur to become
Trapped on a failed Acrobatics Check”. The Venusaur sends out ivy towards a Hitmonlee who makes an Acrobatics
Check with a DC of 10. They succeed and jump out of the way. Over the course of the Campaign once their bond
with Venusaur improves, the GM grants them an Order that lets them repeat this effect.

Don’t let Players: Make up overpowered effects for little to no action cost or exchanging penalty.
Do let Players: Use fluff to enable utility that a Pokemon otherwise wouldn’t have access to.

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Capabilities
Capabilities are assigned to and can be gained by each Trainer and Pokemon to denote what is special about them.
If a Pokemon like Gastly has the ability to phase through walls, it could have the Phaser Capability. Capabilities can
also be gained, such as if a Trainer is wearing a Winter Coat, they could temporarily gain the Naturewalk (Tundra)
Capability. Capabilities are described in the next few pages and broken down into 3 sections.

Movement Capabilities - There are many Pokemon that can move in unique ways! Movement Capabilities describe
the ways in which Pokemon can interact with the environment and can deviate their movement when using Shift
Actions. This can include Pokemon that are faster, can teleport, can swim or jump higher, etc.

Combat Capabilities - Combat Capabilities are effects that can primarily influence battle such as being able to see in
the night, change forms mid battle or blend in with the shadows. They still can have narrative utility but their primary
effects can assist in combat.

Narrative Capabilities- These Capabilities have little to no combat utility, primarily serving as narrative tools. This can
include seeing aura, seeing souls, being able to make no noise or be immune to mind invasiveness!

Note: All numbers on a Capability are subject to GM Discretion and should only be followed verbatim on a standard usage. If a
Combatant is exceptionally weaker or stronger than the standard norm, you may adjust the numbers in a Capability. A Weaker
example could be a new Aura Guardian who needs to pass a DC 10 Focus Check in order to see the aura of a Pokemon, as they
haven’t trained with it to the point where it becomes Intuitive. A Stronger example could be that a Trainer made a bond with
Lugia and Lugia’s Telepathy ignores the 10m Range and they can always communicate provided they’re in the same region

MOVEMENT CAPABILITIES Flier - As a Swift Action, when declaring Movement


as a Shift Action, they may become Airborne and use
Movement to move up the Z-Axis. The user cannot
Quick - The user’s Movement Value is instead 8m. exceed 4m in the air this way. While Airborne, the
user ignores the Effects of any Hazard, Terrain Effects
Slow - The user’s Movement Value is instead 4m. that apply to Grounded Combatants, or Movement
Penalties as a result of Terrain. Once the user’s position
Burrower - As a Swift Action, when declaring is on the ground, they are no longer Airborne. Pokemon
Movement as a Shift Action, select a Space in which with the Flier Capability that are Dragon or Flying Type
you could reach via movement. The user automatically or with GM permission may exceed the 4m restriction
appears in that Space. This Movement cannot Trigger while outside of combat. All Creatures with the Flier
Reactions or Attacks of Opportunity. This may only be Capability are also considered to have the Glider
used if the spaces you travel through are connected Capability.
by ground or breakable in which you can dig a tunnel.
For example, a Diglett cannot use this Capability while Glider - The user is Immune to falling damage unless
they’re suspended on a platform in the air since there their method of gliding is restricted somehow.
is no connected ground or if they’re in a building with
metal tiling. Grounded - The user cannot perform the Jump
Maneuver.
Climber - The user may climb Vertical Surfaces, Slopes
or Cliffs without any Movement impairment or without Jumper- While performing Movement as a Shift Action,
needing to make any Skill Checks. If desired, the user the user may perform a Jump Maneuver as a Free
may end their Shift Actions while sticking to a vertical Action at any point during their Movement. The Meters
surface, provided they’re less than 4m up in the air, jumped count towards the total amount of Meters the
such as climbing a Tree without Skill Checks required. user may move during the Turn. When performing the
Jump Maneuver, as a Swift Action you can double the
number of Meters you can shift.

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Phaser - As a Swift Action, when declaring Movement Groundshaper - As a Swift Action, the user can
as a Shift Action, the user may move through spaces transform the terrain around them in order to create
occupied by Blocking Terrain and may treat Occupied Slow Terrain, Rough Terrain, or Basic Terrain. When
Spaces as if they were not Slow Terrain. The user this Capability is used, they may select any number
cannot end in a space with Blocking Terrain in it. This of spaces within 3m of the user to become affected.
Capability cannot be used if the User is suffering from a Spaces can have different types of alterations applied to
Mental Affliction or is unable to concentrate (If you’re them during one instance, such as 3 Spaces becoming
outside of Combat). Basic Terrain and 4 becoming Rough Terrain.

Swimmer - The user treats Ocean Terrain as if it were Invisibility - Users who have the Invisibility Capability
Basic Terrain instead of Slow Terrain when in a Space can turn invisible as a Shift Action. They cannot
affected by Water or in an Underwater affected Area. perform Standard Actions or Attacks while invisible.
While invisible, Enemies have a -4 penalty on Accuracy
Teleporter - As a Swift Action, when declaring Rolls against them. When a Pokémon turns invisible,
Movement as a Shift Action, select a Space within they can only remain invisible for up to 4 minutes.
X Meters, where X is your Movement Value or if Alternatively, they can become visible again as a free
you’re outside of Combat, your Focus Rank. The user action. After becoming visible, they must wait two plus
automatically appears in that Space, ignoring all spaces the number of minutes they spent invisible before
between. This Movement cannot Trigger Reactions turning invisible again.
or Attacks of Opportunity. The user can only select a
space by which they have line of sight and must end Living Weapon- The user can possess a Weapon owned
Teleporter Movement touching a surface (They cannot by its Trainer as an Extended Action. While possessing a
land in the middle of the air unless they have the Flier Weapon, it takes the form of that Weapon. If a possessed
Capability). This Capability cannot be used if the User Weapon is equipped by a Trainer, the Pokemon is not
is suffering from a Mental Affliction or is unable to considered part of the Party and cannot be used. The
concentrate (If you’re outside of Combat). Weapon is also treated as normal, but their Damaging
Weapon Attacks are Ghost Type instead of Normal.

COMBAT CAPABILITIES Mountable - Any Creature is able to mount or unmount


this Willing Active Pokemon as a Swift Action while
Blender - The user is able to blend their body with Adjacent to the User. While a Creature is Mounted,
their immediate surroundings through some sort of whenever they perform a Movement Action, they are
camouflage method or extreme stealth. The user may treated as having the mounted Pokemon’s Movement
use the Hide Maneuvers as a Swift Action instead of a Value and Movement Capabilities. Whenever either
Shift Action if desired. The User also gains +3 to Stealth the User or the Mounted Creature would perform a
Checks. Movement Action, both Combatants move. Lastly,
both Combatants are treated as Occupying the same
Blindsense - The user cannot be Blinded and gains Space. If either the Mounted Creature or the Mounted
the Darkvision Capability. Blindsense may have Pokemon would be Slid, both Combatants move the
different limitations or specifications depending on the required distance. If the Mounting Creature or Mounted
user, such as increased hearing, supernatural smell, Pokemon would trigger an Attack of Opportunity via
awareness of the environment or echolocation. If it movement, the attacking Enemy may choose either
were echolocation for example, this Capability could Combatant to Attack, but not both.
be disabled in a crowded area.

Darkvision - The user ignores Accuracy Penalties due


to Darkness and can see through it as if it were bright.

Form Change- The user is capable of changing forms


through an Attack, Ability or other effect. Keep a
different Character Sheet for each of the user’s forms.
All Forms must have the same total HP Stat Value and if
anything (such as an Ability) alters the user’s base stats,
all forms are affected in the same way.

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Naturewalk (X)- Naturewalk is always listed with Terrain Truant - The User’s Damaging Attacks take a Full Action
types in parentheses, such as Naturewalk (Forest and instead of a Standard Action.
Grassland). Users ignore the penalties of Slowed and
Rough Terrain within their listed Terrain. Underdog - These users are Pokémon that have a Base
Stat total of 45 or less. Some exceptions apply.
The possible Terrains by default include: Grasslands,
Forest, Wetlands, Tundra, Mountain, Cave, Desert, Wallshaper - The user can create Illusionary or
Ocean, Urban, Space Invisible walls within 5m of them while concentrating
as a Standard or Extended Action. If used as a Standard
Reach - A User has the Range of their Melee Attacks Action, the wall occupies up to 4 unoccupied spaces
and Maneuvers (Excluding Attack of Opportunity) that are connected, If used as an Extended Action it
increased based on their size category; Small and can create up to 10m of wall that are connected. This
Medium Pokémon may make Melee attacks from up Wall is treated as Blocking Terrain and is Immune to
to 2 meters away, and Large and bigger Pokémon may all Physical Damage. Creatures with a Weight Class
make Melee attacks from up to 3 meters away. of 4 or more cannot stand on a Wall created this way
and cause it to be destroyed if they do so. The User
Shadow Meld - As a Standard Action or Extended may allow creatures to phase through this wall as if it
Action, the user can merge with a Shadow casted by weren’t Blocking Terrain whenever they desire.
an Object or Creature and become Intangible. If the
Object or Creature faints or is destroyed, the user no Wielder (X) - The user may be given one [Equipment
longer becomes Intangible. While Intangible, they - Weapon] Item to hold as if it had the [Pokemon]
cannot perform Actions other than losing the Intangible tag. They add the associated Weapon Attacks to their
Condition, nor can they be Targeted. While Intangible, Attack List. The Wielding Pokemon cannot benefit from
they follow the Object whose Shadow they’ve merged any Weapon Effects other than its Weapon Keywords.
with and are always considered Adjacent to them. They Wielder will often have a Weapon Type or Category
also cannot be noticed except with a DC 20 Perception listed in parenthesis next to it, which denotes the only
Check. The user may re-emerge from the Shadow as a type of Weapons it can equip. If it says Wielder (Arcane),
Shift Action, appearing in a Space that is Adjacent to they cannot equip a martial weapon, for example. As a
the Object whose Shadow they merged with Swift Action, the Wielder can use any Damaging Attack
as if it were a Weapon Attack, but its range is replaced
Telekinetic - The user can lift objects within 10m with the Weapons’ Range.
using their Mind and utilizing the Focus Skill instead
of Athletics. If the user performs any of the following
Maneuvers, its Range changes to 6, 1 Target and Focus
must be used for the user’s Opposed Checks instead of
listed Skills: Disarm, Hinder, Push, Trip.

Threaded - The user can form String-Like Threads or


Vines which function as appendages. The Power Rank of
these appendages have strength equal to the number
of dice they roll for Focus plus half of their Power Rank.
The user may perform Tactic Maneuvers (Excluding
Throw or Attack of Opportunity) as if their range was
5, 1 Target and when performing the Push Maneuver
this way, they instead slide the Target towards the user.

Artist: U
@ nknown

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NARRATIVE CAPABILITIES Engine - The user has a special relation to motors


and vehicles. They can merge with vehicles or motors
and treat it as their new body. If used by a Varoom or
Alluring - The user is considered to smell very nice or Revavroom, they may gain an Attack or Capabilities
they can expel a sweet smelling substance. depending on the type of motor or vehicle.
Amorphous - The user has an inconsistent body shape. Gilled - The user does not take Suffocation Damage
They can flatten and reform like putty and stretch their when acting in Underwater Areas.
body material and condense it. They’re able to shape
their body by squeezing through tight spaces or doors. Glow - The user emits light. Depending on the size
of the Glow Source, the size of the light differs. If its a
Aura Reader - The user can read the Aura of other Small Source, 1m. If Medium, 3m. If Large, 5m. Spaces
living beings. Aura conveys two pieces of information. within this range are Illuminated, resulting in the user
First, its hue or color reveals something about the and Combatants in this range ignoring the effects of
personality of the Target. The hue of an Aura may the Low Lighting Environmental Modifier.
change over time if an individual undergoes significant
changes in personality or worldview. Second, Aura also Heater - The user emits heat. Depending on the size of
appears brighten or darkened at times. Bright aura the Heater Source, the size of the heat differs. If its a
can reflect good mood or intentions, whereas dark Small Source, 1m. If Medium, 3m. If Large, 5m. Spaces
aura can reflect a sour mood or deceptive or negative within this range are warmed, resulting in the user and
intentions. An Intuition or Perception Check may be Combatants in this range ignoring the effects of the
required for a clearer view of aura but the longer the Harsh Cold Environmental Modifier.
user is exposed to the target the more accurate their
assessment of this info may be. Illusionist - The user may create minor visual Illusions
as a Standard or Extended Action. These Illusions
Breathless - The user does not need to breathe and cannot be more than half a meter in any dimension
cannot suffocate. and produce no sensory sensations outside of sight.
Any physical contact noticeably disrupts an illusion,
Chilled - The user emits cold. Depending on the size of otherwise they appear life-like and can be made to
the Chilled Source, the size of the cold differs. If it’s a move. Illusions cannot move further than 10m from
Small Source, 1m. If Medium, 3m. If Large, 5m. Spaces the user.
within this range are colder, resulting in the user and
Combatants in this range ignoring the effects of the Magnetic - The user can lightly manipulate magnetic
Harsh Heat Environmental Modifier. fields. With this, they can repel or attract iron and/
or steel, holding it to their body or pushing it away.
Dream Reader - The user can view dreams of sleeping Through this magnetic manipulation, they can also
creatures they are adjacent to. With 10 minutes of sense magnetic fields, discern magnetic north and
concentration, they may shape their dreams when sense disruptions within magnetic fields within 50m.
they maintain physical contact. Users with the Magnetic Capability may communicate
with other Magnetic users as if they each had the
Dead Silent - The user does not noticeably breathe Telepath Capability.
or and can control the rate of their heartbeat (Or not
have one at all). The user does not make noise when Mender - The user can create something that has
they move unless they want to, provided they can medicinal properties using its body. This Capability has
concentrate. the same effects as a First Aid Kit (Item).
Empath - The user can sense the surface level emotions Mindlock - They user cannot have their minds read
and feelings of others around them within a 10m by Telepathy and is Immune to the Dream Reader and
range, even if they don’t show any body language to Empath Capability. The user gains +5 to any Opposed
indicate those emotions that could be determined in Checks against supernatural Capabilities such as Aura
an Intuition Check. The longer the user has exposure Reader or Soul Seer. If these Capabilities would be used
to a creature, the more they may be able to sense their against you, it involves opposed Focus Checks. The
deeper emotions. User can willingly suppress these effects if they wish.

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Pack Mon - The user is naturally inclined to form first view of a soul it normally starts foggy, but after a
around strong leaders and form in groups in the wild. minute it takes shape and the user may determine the
When socially interacting with the user and attempting former details. If the user is more than 5m away from
to change its disposition, Command and Intimidate their Target, they cannot discern the nature of a soul.
Checks have a +5 Modifier and Charm and Guile Checks
may be more ineffective. Telepath - The user may project their thoughts to the
minds of others and read the thoughts of others within
Premonition - The User can sense when a disastrous 10m. If the mind being read is unwilling, they must
event would occur within the near future. Depending make an Opposed Focus Check in order to succeed. If
on the Pokemon this can either be an innate feeling or the Target does not pass a DC 10 Intuition Check and
through some sort of ritual the Pokemon performs, and do not see the user, they are unaware of the Telepath
as such may be limited in how much information they Capability being used and cannot oppose it. The user
can obtain based on the user’s species. The further they can only focus on one mind at a time. If a Telepath
are away from the source of the event, the more blurry attempt fails an opposed Check, they cannot attempt
the details are with a chance at inaccuracies or not to read their mind for another Hour.
sensing. If the event would occur within an Encounter,
they may get a brief glimpse, such as an Entei they’re Thermal Vision - When focusing for at least a Minute,
fighting causing a volcanic eruption. This would occur they can switch their vision to Infrared, sensing infrared
one Round before the Event is expected to occur. The radiation around them. When observing the world this
extent of the Premonition is limited to the Pokemon’s way, objects with higher sources of heat will stand out
method of future seering, such as Gothitelle only being in shades of red, while objects that are colder will stand
able to predict the future through the star alignment out in shades of blue.
or Absol being able to sense natural disasters with its
horn. Tremorsense - The user can sense the Location, Size
and Shape of Objects in or on the ground within 10m of
Repulsive - The user is considered to smell very bad or them. If the surface of the ground isn’t earth-like (Such
they can expel a nauseous smelling substance. as Mud or Metal), an DC 15 Focus or Intuition Check
may be required to use this Capability.
Shapeshifter - The User can change their shape at will,
taking on different forms as an Extended or Standard Tracker - The user has a strong sense of smell that
Action. When using this Capability, the user cannot they can use to follow other Pokémon or People. If
increase or decrease its total mass by more than given direct exposure to the scent of their Target or
50%, and they cannot replicate complex machines an object they’ve had contact with, it requires a DC
such as computers or phones. They may take on the 15 Perception Check to know the direction of where
appearance of these devices, but they will appear they are or where they’ve been. The user can also
simplified in comparison and be non-functional. They recall past scents they’ve had exposure to. If it was
can, however, transform into other moving forms such direct exposure, the DC becomes 20. If it was a small
as acting as someone’s prosthetic limb, a living lever exposure or a suitable amount of time has passed, the
or pulley system, or a Pokémon comparable in size. DC becomes 25.
Note in this last case that the Shapeshifter doesn’t
gain any qualities of that Pokémon without actually True Sight - The user can see through Illusions and
using the Attack Transform. Anyone closely examining Invisibility as if their form were visible but ephemeral
a Shapeshifter User may determine its true nature with and translucent.
a Perception Check opposed by the User’s Guile or
Stealth. Wired - The user has a special relation to electronic
devices. They can enter machines and travel through
Soul Seer - The User can see the souls of creatures connected electronics through any cords that connect
around them. The lighter the soul is then the more them instantly. If used by a Rotom, Rotom may take
likely they are to do good and the more darkness that control of the machine from within, gaining an Attack
is in the soul means the more likely someone is to do chosen by your GM based on the machine
something bad. When a soul is smaller that means the
person is more injured, and the opposite is true the X-Ray Vision - When focusing for at least a Minute,
larger it is. If the soul has cracks on it then that means the user may see what lays beyond Blocking Terrain in
the person has suffered a traumatic event and they will the form of blurry shapes. The maximum distance this
only heal once those events have been overcome. Upon Capability can allow you to see through is within 2m of
you, everything beyond that range becomes distorted.

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Status Afflictions
Status Afflictions are divided into 2 Categories, Physical and Mental Afflictions. Physical Afflictions have a physical
detriment that usually tends to inflict damage over time. Mental Afflictions tend to result in more debuffs compared
to inflicting damage and deal with the psyche of the Combatant.

While they don’t have distinct differences, there are some Abilities or Effects that can only heal a certain type of
Affliction or be better at curing one category. Unlike the video games, there is no limit to the number of Status
Afflictions that a single target can have. The next few pages will list all of the Status Afflictions and Conditions, along
with their effects which are granted to the Combatant while they have the Affliction or Condition.

Removing Afflictions
Afflictions can be removed through any of the following methods:

» At the end of each Combatant’s Turn (After applying Affliction Effects), if they have a Physical or Mental
Affliction they may make a d20 Save Check. On a 15+, they are cured of one Affliction.
» At the end of a Scene, all Afflictions are cured.
» Combatants may perform a Respite Maneuver to recover from Status Afflictions they’re affected by.

PHYSICAL AFFLICTIONS Poisoned


» At the end of a Combatant’s Turn they lose a Tick of
Hit Points.
Burned » The Combatant’s Special Defense is lowered by -2
» At the end of a Combatant’s Turn they lose a Tick of CS and cannot be increased while Poisoned. When
Hit Points Poisoned is cured, unless the Combatant prevents
» The Combatant’s Defense is lowered by -2 CS and its CS from being lowered by this Affliction, the
cannot be increased while Burned. When Burned is Combatant’s Special Defense is raised by +2 CS.
cured, unless the Combatant prevents its CS from » Poison and Steel Type Pokemon cannot become
being lowered by this Affliction, the Combatant’s Poisoned.
Defense is raised by +2 CS.
» Fire Type Pokemon cannot become Burned.
Slowed
» The Combatant has their Movement Value halved
Chilled and cannot apply Speed Evasion.
» The Combatant gains the Vulnerable and Weakened » The Combatant cannot use Bolster Maneuvers
Condition while they have this Affliction. (Excluding Respite)
» Ice Type Pokemon cannot become Chilled. » The user cannot use the Priority Keyword and
cannot Trigger anything with the Interrupt Keyword
Paralyzed (but may Trigger Reactions).
» The Combatant cannot use Bolster Maneuvers
(Excluding Respite) and becomes Vulnerable.
» The Combatant can only take two Actions per Turn
Vortexed
» At the end of a Combatant’s Turn they lose a Tick of
(Excluding Free Actions). Hit Points.
» Electric Type Pokemon cannot become Paralyzed. » The Combatant has a Storm centered on them in
a Burst 2 Range (Including the space they’re on).
Wounded Additional Effects may apply to the Vortexed Affliction
» At the end of a Combatant’s Turn they lose a Tick or to those in this Range of the Storm.
of Hit Points, or two if they shifted more than half of » Whenever an Ally of a Vortexed Combatant starts
their Movement Value. their Turn on a Space affected by the Storm or Shifts
» The user cannot restore Hit Points. into one, they lose a Tick of Hit Points. Combatants
may only lose Hit Points due to the Vortexed Affliction
once per Round.

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MENTAL AFFLICTIONS Enraged


» While a Combatant is Enraged, they cannot use
Actions on anything other than Moving or using a
Cursed Damaging Attack.
» The Combatant has a -3 Penalty to Accuracy, Evasion, » When an Enraged Combatant is hit by a Damaging
and Save Checks. Attack they become Provoked with the Attacking
» When a Cursed Combatant misses an Attack or fails Combatant. If they are already Provoked, it changes to
a Save Check DC, they lose a Tick of Hit Points (Max: 2 the new Attacker.
Ticks per Round).

Dazed Entranced
» When a Combatant gains the Entranced Affliction,
» When the Combatant performs an Action (Excluding specify the Combatant that inflicted it. That
Free Actions), roll a 1d2. On a 2 they lose a Tick of Hit Combatant is their Fixation while they are Entranced.
Points or Two ticks if the Action was an Attack. (Max: 2 » The Combatant’s Damaging Attacks are resisted by
Ticks per Round) an additional step against their Fixation.
» The Combatant cannot perform Tactics Maneuvers
and fails all their Opposed Checks.
» The Combatant cannot use Actions to cure Suppressed
themselves of any other Affliction. » Whenever a Suppressed Combatant uses an EOT
Attack, after Damage Calculations, they become
Vulnerable until the end of the next Round.
Disabled » Whenever a Suppressed Combatant uses a Scene
» When a Combatant gains the Disabled Affliction, or Daily Attack or Ability, after its resolution, they
something is specified or chosen (Usually an Attack or become Vulnerable and Weakened until the end of
Ability). While a Combatant is Disabled they cannot the next Round.
use or benefit from anything chosen to be Disabled. » Combatants with a Boss Template are automatically
Instances of the Disabled Affliction may stack and cured of the Suppressed Affliction when they end
be cured separately depending on the source. their last Turn in a Round.
Combatants cannot have more than 3 instances of the
Disabled at a time.

Drowsy
» While a Combatant is Drowsy, they are Vulnerable
and cannot take Standard Actions. The Drowsy
Affliction is cured if the afflicted Combatant is hit with
a Damaging Attack or an attack that causes them to
lose Hit Points.
» Combatants with a Boss Template are automatically
cured of the Drowsy Affliction at the end of their next
Turn.

Artist:

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Conditions
Conditions are not considered Afflictions but are tracked in a similar manner. Conditions persist for either a timed
duration or persist as long as their associated Affliction is still on the combatant. If a Condition associated with
an Affliction or another Condition is cured, it is immediately re-applied if they are still afflicted with the associated
Affliction or Condition.

When a Pokemon is recalled, they lose all Conditions they’re affected by except Fainted unless it is inflicted by an
Affliction they still possess. For example, if a Combatant is Chilled and cures the Vulnerable Condition, it is immediately
reapplied because they’re still Chilled and are “Vulnerable while Chilled”.

Fainted Provoked
A Combatant that is at 0 Hit Points or lower is Fainted, While a Combatant is Provoked, any Attacks they make
or Knocked Out. A Fainted Pokémon or Trainer that that do not include the Provoking Combatant have a
is unconscious cannot use any Actions, Abilities, or penalty of -6 to their Accuracy Roll. While Provoked,
Features unless the Feature or Ability specifically says a Combatant may not have a total accuracy modifier
otherwise. Any Static Effects are also disabled while higher than 0 against Combatants that are not the
Fainted. The Fainted Condition can only be cured by Provoking Combatant. This Condition is cured if the
being healed over 0 Hit Points, or by being ‘Revived’. Provoking Combatant Faints, its associated Status
If the Fainted Condition is cured by being healed Affliction no longer would grant it, or the Combatant is
outside of a source that “Revives” them, during that Provoked by another source. If a Provoking Combatant
Combatant’s next Turn, they only may use 2 Actions can no longer be Targeted, the Provoked Combatant
(Excluding Free Actions). When a Combatant faints, ignores the penalties of this Condition until they are
they are cured of all other Afflictions and Conditions, Provoked by a different Combatant or the Provoking
excluding Fainted, however their Combat Stages are Combatant becomes Targetable again
reset to their Default Values.
Trapped
Blinded While Trapped, the affected Combatant cannot exceed
While Blinded, the affected Combatant has a -6 Penalty more than 3m away from the Combatant who Trapped
to Accuracy Rolls and is Vulnerable. When making a them unless the inflictor moves out of this range. If the
Shift Action to move, they must either move with half Afflicted Combatant is a Pokemon, they also cannot be
of their Movement Value or make a DC 10 Acrobatics recalled. This Condition is cured if the Combatant that
Check. If Failed, they become Tripped. Combatants inflicted it Faints, its source is removed, the Inflictor
with the Blindsense Capability cannot become Blinded. moves out of this Range, or the user Faints.

Marked Tripped
An effect that applies the Marked Condition on a Target While Tripped, the affected Combatant cannot
will specify that Mark’s effects. A Combatant can never perform Shift Actions except to cure this Condition
apply a Mark from the same effect to more than one and all Accuracy Checks suffer -6 to Accuracy Rolls.
Combatant at a time unless specified to have multiple While Tripped, the affected Combatant is Vulnerable.
Targets. If they apply a Mark to a new target, the old This Condition can only be cured when the affected
one is removed, unless specified to have multiple Combatant uses a Shift Action to stand up. If the
Targets. A Combatant can never have more than one Combatant is in Slow or Rough Terrain, they also need
of the same type of Mark. If a Marked Combatant is to use a Swift Action to stand up.
recalled or the applying Combatant Faints, they lose all
instances of the Marked Condition. Weakened
While Weakened, the affected Combatant has their
Vulnerable Damaging Attacks resisted by an additional step and
While Vulnerable, the affected Combatant cannot they resist all Attacks one less step (Max Neutral
apply Evasion against Attacks. This Condition is cured Effectiveness). This Condition is cured after its listed
after its listed Duration expires or if its associated Duration expires or its associated Status Affliction no
Status Affliction no longer would grant it. Combatants longer would grant it. Combatants with a Boss Template
with a Boss Template are automatically cured of the are automatically cured of the Weakened Condition at
Vulnerable Condition at the end of their last Turn in a the end of their last Turn in a Round.
Round.

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Fainting
Unlike the default PTU, PTE does not follow an Injury Sparring Fainted - If the context of the battle is simply
system. This is currently being playtested with more a spar on one or both sides, when a Combatant Faints,
restrictive restorative usage but may be changed down they are simply unable to continue fighting and step
the line! By default, whenever a Combatant is reduced off the field to general safety. They are still conscious
to 0 Hit Points, all excess damage is ignored and then but cannot contribute to the battle, nor do they have
they gain the Fainted Condition. As a GM, you then the strength to do so, losing their initiative and having
determine the conditions of the Fainted Condition, all mechanical effects they provide become disabled
with a few examples listed below. (Such as static effects where they stand). As a Trainer
however, you can still recall and send out Pokemon in
Non-Lethal Fainted - Non-Lethal Fainting refers to the your Party as a Free Action as a Trigger when their active
rules listed in the Fainted Condition verbatim. These Pokemon faints. You however cannot perform other
combatants are unconscious and no longer relevant actions while in this state. After the Scene resolves, the
on the battlefield, losing their initiative. Combatants Combatant revives and is set to 1 HP.
fainted this way recover and are revived and set to 1
HP after 1 to 24 Hours without assistance but can be Lethal Fainted* - This type of fainting will be set up in
woken up if assisted by another Combatant outside of the Path of Lethality Module
an Encounter.

Resting & Recovery


Your Party is looking worse for wear! Your Team has
traveled through the forest and taken a bit of damage,
so how do you go about recovering those HIt Points?
The following ways are all of the ways you can recover
Hit Points.

Item Usage - The quickest way to recover hit points


is through item usage such as Potions. This takes no
time to administer and can even occur during battle!
Be wary however as your Inventory is limited and you’ll
have to prepare for the journeys ahead.

You end a Scene or Excursion - Whenever you have


around 30 Minutes to an Hour of time that isn’t spent
in combat, each Player and Pokemon may recover half
of their Max Hit Points.

Resting Period - Whenever your GM determines that


your Party is going to sleep and gets a full 6-10 Hours
of uninterrupted sleep, they recover all of their Hit
Points. If the Sleep was interrupted or it was a napping
period of 1-4 Hours, they instead recover only half of
their Max Hit Points. This also applies when you’re at a
campsite while on a Journey.

Medical Facilities - If your Party comes across a medical


facility and has more than 30 Minutes of treatment,
they recover all of their Hit Points.

Artist: U
@ nknown

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Combat Example
The following few pages will be a full example of a GM: The Snovers look firm in their stance, almost like
combat encounter. they’re guards for the path. The cubchoo however
looks more resolute than cubchoo normally are.
Context
The Party consists of two Trainers, Mirai (F) and Caleb Caleb: That seems odd. With that Poke Edu roll, what
(M). Mirai has a Vulpix and Caleb has a Pawniard. For would I know about Cubchoo’s typical behavior?
the sake of a simple combat, Mirai only has Defender
Class and a few supporting Features and Caleb has GM: You recall that Cubchoo nearly always have
the Dark Specialist & Rogue Class. Let’s also say that a dismissive and passive demeanor due to being
they’re only Level 2 and their Pokemon are Level 10. protected by their parental figures and if they’re ever
I’m not fully statting sheets so the math will be just not around them, they’ll be fearful. Cubchoo that don’t
estimates. have authoritative figures tend to be more bold in the
wild, as though to prove themselves. Though that is
just the standard behavior, you wouldn’t assume that
GM: As you all travel up the pathway to the frozen it means no Beartic live somewhere in an area like this.
peak, you feel a harsh wind start to pick up. While you
were clearly told how cold it would be, you’ve never Caleb: “It seems like these guys won’t let us pass. Let’s
experienced it this cold, although that is likely fitting for skip the pleasantries and knock them aside before any
a place rumored to be the home of Articuno. bigger threats come along”

After around an hour of hiking, you reach the apex of Mirai: “Agreed. If i stay up here any longer my hair is
one of the mountains. You see a large shrine gate up going to freeze solid”
in front of you, covered in snow while this area seems
to be heavy covered in spruce trees, small Pokemon GM: The Pokemon, already weary, sense your hostilities
scurrying around quick enough to evade your sight, and immediately start to try and drive you off. Time to
if you weren’t so focused to reach the top that is. start combat!
Though as you get closer to the top, you come across
what seem to be a cluster of sentient trees and a small
bear that is blue and white in color, seemingly just as
freezing as you are.

Caleb: Do I know what those are?

GM: Roll me a Pokemon Education.

[Caleb rolls a 13]

GM: You can easily recognize the tree Pokemon as a


Snover, something you’ve studied when looking into
Articuno. The bear however is known as a Cubchoo,
a more rare Pokemon in tundras due to them rarely
leaving their caves. On a 13, you’d usually know that its
mother Beartic is usually not too far away

Mirai: Do they look hostile at all? If a Beartic is nearby


we may want to just ignore them.

GM: Gimme an Intuition.

[Mirai rolls a 12]

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Chapter 5 - Combat Rules

Initiative Mirai: Awesome.


Enemies
- Combat Pair 1 [Snover 1 & Snover 2] [Mirai rolls a 28 on a 2d6+8+10 on a Damage Roll]
- Cubchoo
GM: Ouch. You see that the snovers don’t really take it
Players well as the fire scorches its branches. It’s snow catches
- Combat Pair 1 [Caleb & Pawniard] fire and starts to melt as it looks very annoyed now at
- Combat Pair 2 [Mirai 1 & Vulpix] you. Are you going to act or pass Mirai?

Mirai: Uhhh, with the way those snovers look I’m


GM: Alright, I posted, the Initiative in the chat, who’s going to play defense. I’m going to rush over to vulpix
gonna do the Initiative Check against Cubchoo? and then use Taunt against one of the Snover. It has
sureshot by the way.
Caleb: I’ll have Pawniard go, he’ll likely rush in anyways,
as he does. GM: Cool, Snover 1 is now Provoked.

[GM rolls a 8 on a d20+2] Mirai: Gonna use a Provoke Maneuver as well on the
[Caleb rolls a 5 on a d20+3] second one. “Don’t you dare touch her you oversized
lumber dudes!”
GM: Tough luck, looks like Cubchoo will get the jump
on you guys while Pawniard rushes in. As he does, Caleb: Burned. Literally too.
Cubchoo is going to launch an Ice Shard at you Mirai.
GM: Alright, roll AC for the Maneuver.
[GM rolls a 14 on a d20 Accuracy Roll]
Mirai: The Draw Aggro Feature gives it Sureshot.
Mirai: Yep that hits. Mirai is going to hold up her shield
as the shard of ice comes at her. GM: That it does, damn. Snover 2 is also Provoked.

[GM rolls a 27 on a 2d6+8+12 on a Damage Roll] Mirai: That’ll be it for us.

GM: That’ll be 27 Ice Physical Damage. GM: That leads to the Snovers. Snover 1 is going to huff
and scoff at your Taunt, using the Swagger Attack as
Mirai: “As she raises her shield, most of it is deflected a Swift Action through Versatile which cures a Mental
on the wooden surface but some ice shards scatter and Affliction, which Provoked becomes because of your
hit her face, making her scoff in annoyance”. Damage Feature. It’ll then hold its arm to its mouth and play a
taken. Not that much melody of a Grasswhistle Attack!

GM: That’ll be the end of its Turn. [GM rolls a 9 on a d20 Accuracy Roll]

Caleb: Do you wanna have Vulpix go first before GM: An 9 hits I assume and it’ll make you Drowsy!
Pawniard? Double effectiveness and all against these
Snover. Mirai: Damn, it does.

Mirai: Gladly. “Vulpix, use Ember against that Snover GM: Luckily for you however, these guys aren’t that
before the stairs!” I’m also going to have her use a Shift coordinated and being taunted by you makes it a bit
Action to gain +2 Accuracy with her Ranger role. irrational. Snover 2 is going to shoot Powder Snow at
you and Vulpix!
[Mirai rolls a 4 on a d20+2]
[GM rolls a 3 on a d20 Accuracy Roll]
Mirai: Does a 4 Hit?
GM: It would miss, but you’re Vulnerable from being
GM: Luckily it only has 2 Special Evasion, hits. Drowsy so it hits instead!

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Chapter 5 - Combat Rules

Mirai: It misses Vulpix though, not even factoring in the unfortunately.


-6 Accuracy from Provoked.
Caleb: Sounds about right. *Caleb recoils from the
[GM rolls a 27 on a 2d6+8+11 on a Damage Roll] impact and holds onto his shins in relative pain*.

GM: That’ll be Ice Special damage. GM: That’ll be the end of Round 1! All of the sudden,
from a cave over the top of the hill, you start to hear a
Mirai: Taken, and she snaps awake from the damage, low revurberating growl. You see a sharp reaction from
curing from the Affliction. the Cubchoo, looking at that direction for some reason.

GM: And that’ll end their Turns. Caleb is up. Caleb: “That’s likely the Beartic, or at least something
more dangerous, let’s resolve this fast.”
Caleb: Cool, Cool. Pawniard is going to swing back
towards the Snover that was hit by the ember and then GM: Cubchoo is going to throw another Ice Shard at
use Pursuit on it. Caleb this time, then run off towards the cave.

[Caleb rolls a 13 on a d20 Accuracy Roll] [GM rolls a 6 on a d20 Accuracy Roll]

GM: Hits Caleb: Barely hits.

[Caleb rolls a 34 on a 2d6+10+14 on a Damage Roll] [GM rolls a 29 on a 2d6+8+12 on a Damage Roll]

Caleb: After that resolves, I’ll use Sly Scheme to boost GM: Ice physical damage as normal. Anyone without a
Pawniard’s Attack by +1 CS and end its turn. Pathetic Intuition can tell that the Cubchoo seems to
be fleeing towards the cave as it is its home. Whether
GM: As the Snover 1 is hit from behind by the metal or not its getting assistance...that’s your call to gamble
claws of Pawniard, it falls flat and thuds into the ground, on. Your guys turn next.
a bit singed and one of its branches are snapped from
the blade of the pawniard. Anything from you Caleb? Mirai: “Hear that? We better hurry up and trek further
up the mountain before whatever is in there gets out.
Caleb: Yeah, I’ll rush behind the other Snover that used Vulpix, make quick work of the last Snover, Ember!”
Grass Whistle and I’ll hit it with a Feint Attack. That has
sureshot so I’ll just roll for a crit. [Mirai rolls a 20 on a d20 Accuracy Roll]

[Caleb rolls a 18 on a d20 Accuracy Roll] GM: That’s a crit!


[Caleb rolls a 25 on a 2d6+8+10 on a Damage Roll]
[Mirai rolls a 41 on a 4d6+16+10 on a Damage Roll]
GM: Uh huh, 25 Dark Physical to Snover, taken.
GM: Yeahhhh. That Snover was already distracted by
Caleb: I’ll then use the Rogue Feature since i hit an the noise in the cave and it’s now also a crisp.
Attack to use a Tactic Maneuver as a Free Action and
try to Trip him. Caleb: “These guys are dealt with, let’s hurry”

GM: Roll Accuracy for Trip. Mirai: “Agreed” [Scene End]

[Caleb rolls a 7 on a d20 Accuracy Roll]

GM: Luckily for you, he has no speed at all for evasion.


Make a Combat or Athletics now.
[Caleb rolls a 13 on a 3d6 Athletics Check]
[GM rolls 15 on a 4d6 Athletics Check]

GM: As you try to low sweep the tree, its trunk is


extremely durable and you recoil a bit from the impact.
It seems to be hurt but heavily firm in the snow

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Chapter 6 - Managing Pokemon

Battling with Pokemon


Battling with Pokemon is essential for a Pokemon Inactive Pokemon can have no mechanical effect on
Campaign so there are a few rules to follow! the field and have no actions and merely exist but can
still be Targeted by Attacks. The Focused Commander
1. Each Trainer may carry up to 3 Pokemon that Feature allows a Trainer to instead command two
consist of their Pokemon Party. More Pokemon may be Pokemon at the cost of their own Full Action! While
carried if desired at the GM’s discretion but this limit is Inactive, none of their Static Effects affect the field.
in place solely for attrition and combat speed reasons.
Compared to the video games, battling through a team 3. When battling with Pokemon, you are grouped
of 6 Pokemon takes too long. into a Combat pair with your Active Pokemon. (The
GM Could set up other Combat Pairs if desired such as a
2. Each Trainer can only command one Pokemon at duo of wild Minun and Plusle teaming together). When
a time. This commanded Pokemon is known as their a Combat Pair would gain Initiative and begin their
Active Pokemon and when commanded, are granted Turn, all members of the Combat Pair may perform
the same Actions a Trainer would get on their Turn. Actions they have available. If desired, a member of a
Should any other Pokemon from their Party be on the Combat Pair may skip their entire Turn and act at a later
field, it is treated as an Inactive Pokemon, however point in the round instead of alongside their partner.
this should be disallowed by default.

Switching Pokemon
Trainers can Switch their Pokemon in battle, which Whenever a new Pokemon is switched into battle, they
returns their current Active Pokemon into their may only use Actions if there are available Pokemon
Pokeball and sends out another Pokemon to take their Actions this Round. If the previous Active Pokemon
place. This is often done as one Action , known as a Full used a Standard Action, the new Active may only use
Switch, but can be broken up into separate Recall and a Swift and Shift Action. Future Actions used up by the
Release Actions. previous Active Pokemon are also still used up, such as
Priority or Interrupt Actions.
When Switching out a Pokemon you can release them
to a space within 5m and only Recall them if you’re Full Switching a Pokemon
within 5m of them. A Trainer cannot perform a Recall Requires: Trainer or Pokemon’s Standard Action. If
Action or Release Action unless they’re in possession they’re Fainted, it can be a Trainer’s Shift Action.
of their Pokeball. If you faint, your Pokemon can still
Switch themselves out using their Standard Action, Recalling or Releasing a Pokemon
even if they’re within a Pokeball. Requires: Trainer’s Shift or Swift Action

Artist: @drakotitan

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Leveling Up Pokemon
While Trainers Level Up based on milestones and the Battle Attack List
number of Sessions they complete, Pokemon do not Unlike Trainers, Pokemon have two Attack lists, Battle
have experience or Level Up normally. Instead, their and Known. Their Battle Attack List consists of 6 Attack
Level is tied to the Trainer they belong to. (If they’re Slots by default. During an Encounter, the Pokemon
Wild they can be set to any level) may utilize any of the Attacks in their Battle Attack List.
At Trainer Level 1, the Maximum Level their Pokemon
may be is 5. Each time the Trainer Levels up, this Max Known Attack LIst
is increased by +5, all the way to Level 100 when they Whenever a Pokemon learns an Attack but doesn’t
reach Trainer Level 20! want to replace an Attack on their Battle Attack list, it is
instead added to their Known Attack List.
Additionally, whenever a Trainer Levels up, all of
their Pokemon may be increased by up to +5 Levels. Whenever the Pokemon is Trained as a Downtime
This allows them to keep up with their Trainer as far Action, they may relearn these Attacks and swap
as combat output. While this may be jarring to not them between the Battle and Attack List! This allows
have Pokemon levelup immediately, think of it as the Pokemon to accumulate learned Attacks over time and
same progression as Trainers! Whenever they Train to mix and match based on what challenges they may
a Pokemon via a Downtime Action, they may also face ahead! There is no limit to the number of Attacks
increase their Level by up to 20 (Unless it would exceed on this list.
their Max Level)!
Think of this as the explanation on why Pokemon in the
Example (Level 1): A Trainer starts with a Level 5 Charmander. anime know more than 6 Attacks and a mechanic for
After the Trainer Levels up to Level 2, the Charmander also Pokemon not magically forgetting how to use an Attack
gains +5 Levels and is set to Level 10. they’ve used in the past.
Example (Level 8): A Trainer that is Level 8 has a Maximum
Pokemon Level of 40. They find a wild Nidoran that is level 7
and convince it to join them. The Trainer Levels up, increasing
their Max Pokemon Level to 45 and increasing the Nidoran
to Level 13. During their next Downtime, they decide to Train
Nidoran a little and as a result, it gains 20 Levels and reaches
Level 33! If the Trainer performs another Downtime Action
to Train it, it’s set to Level 45 because it cannot exceed their
max! If you find it a little jarring to suddenly jump from a
NIdoran to Nidoking, you could have them gain fewer levels
per Training, have stipuations involved with evolving, or just
acknowledge that as a higher Level Trainer, you’re more
efficient at Training!

Whenever your Pokemon Levels Up, follow the list


below to grant the Pokemon benefits.

» They gain +1 Stat Point to distribute how they please


(They follow Glass Cannon Rules as well)

» They may learn an Attack on their Level-Up list if


their level is equal to or higher than the number next
to it.

» They may switch any Attack(s) between their Battle


Attack List and your Known Attack List.

» Check to see if your Pokemon has the possibility of


evolving!

Artist: U
@ nknown

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Chapter 6 - Managing Pokemon

Artist: U
@ nknown

Pokemon Progression
Similarly, Pokemon also have a progression system they
follow when reaching level thresholds and leveling up.
Unique Level Thresholds stop at Level 50 so all of the effects
are front loaded for shorter campaigns, if you have any
custom benefits to grant Pokemon at these levels, all power
to you!

GM Note - You may choose how many of these effects apply to


Pokemon opposing the Party. Applying them all of course will take
longer to stat but will lead to stronger Pokemon! If some pokemon are
meant to be weaker, instead pick and choose what they gain. Perhaps
this wild mankey doesn’t have a role or only has a basic ability! This way
it gives you less on your plate to think about in combat. Ensure however
that if one of these Pokemon are captured, they can be retrained to gain
full progression benefits.

At Level 1
» You learn all of your Species Starting Attacks.
» You learn an Ability on your Dex Ability List
» You may rank up a Skill from Untrained to Proficient
» You gain a Pokemon Role you qualify for and choose two
of its listed Starting Stats to gain +5 Stat Points in. These are
added to their Base Stats Automatically. You cannot select
the same stat.

At Level 10
» You are qualified to benefit from the Rank 1 Effect of the
Pokemon Role you chose at Level 1
» You may learn a Tier 1 Tutor Attack from your
Tutor List

At Level 20
» You may learn a Tier 1 or Tier 2 Attack from your Tutor
List.
» You may rank up a Skill from Untrained to Proficient or
Proficient to Mastered.

At Level 30
» You may either learn the Rank 2 Effect from your
Pokemon Role you chose or gain an additional Ability on
your Dex Ability List.
» You may learn a Tier 1 or 2 Attack from your
Tutor List

At Level 40
» You gain +5 Stat Points in two Stats of your choice. These
Stats must go in the Extra Column.
» You may learn a Tier 2 or 3 Attack from your
Tutor List

At Level 50
» You may learn a Tier 2 or 3 Attack from your
Tutor List

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Evolution
Whenever your Pokemon meet an Evolution Threshold, Mid-Battle Evolution
usually stated in the Pokedex, they may evolve at any Whenever a Pokemon reaches the threshold to Evolve,
point into their next Evolution stage! This involves and their Evolution does not require a Trigger, they
several changes occurring in the Pokemon, including can also perform Mid-Battle Evolution. If a Player is
the following planning to perform this, make sure they prepare their
Pokemon Sheet before the session so as to not spoil
1. Their Base Stats will change. You may also retrain combat pacing. In order to Evolve during battle, it is
your Pokemon’s Stats at no cost. a Swift Action, Interrupt from the evolving Pokemon.
Then once they evolve, they may benefit and boost
2. Their Ability List changes. When evolving, you can their power in battle depending on when they evolved.
replace your Abilities granted from Level Up Progression Refer to the examples below for some ways a Pokemon
with Abilities on their Evolution’s Ability List. If the List can evolve.
only has one Ability instead of 3, you must replace it
and this is not optional.
Example (Sturdy Evolution) - A Shieldon Intercept an Attack and
Note: Your GM must approve you evolving without replacing then evolves, upon hit they resist the Attack by an additional
abilities as it doesn’t make sense for some Abilities to be damage step or it is no longer a Critical Hit.
carried over, such as Metapod keeping Battle Armor on a Example (Empowered Evolution) - A Wartortle who rolled a Critical
Butterfree who is very fragile by comparison. However this is Hit Hydro Pump suddenly evolves with the power its exerting. The
kept optional by default to expand ability options. Hydro Pump’s Range is changed to Line 10 as a result, blasting its
enemies to shambles.
Example (Dramatic Evolution) - A Pawniard would faint but is left
3. Their Skills and Capabilities can change. standing at 1 HP as the smoke clears and a Bisharp is standing.
It gains two ticks of Temporary Hit Points and becomes Enraged,
4. They learn an Evolution (Evo) Attack, listed in the ready to strike back
Pokedex. Example (Emotional Evolution) - A Kirlia desperately tries to heal
its Trainer with Heal Pulse and its emotions lead it to evolve into
a Gardevoir. This empowers their Heal Pulse and it instead heals 8
Evolution can be performed in three different ways, Ticks of Hit Points instead of 5.
depending on GM Discretion and Player preference.
Considering Trainers can only level up after a session,
so can Pokemon, so be flexible with the fluff of your
Pokemon’s special moment!
Triggered Evolution
Also known as Narrative Evolution, some Pokemon may
refuse to evolve until a Trigger occurs. Once this Trigger
If you don’t want to have power imbalances, you can occurs, the emotional shock or circumstances of the
just stick with standard off-screen Evolution, but these scenario will lead into a sudden evolution and power
methods enable cooler and more cinematic evolution boost! This can be kept secret from players but do not
moments! (Remember that if Players can evolve this use it to punish them, as lower evolution stagers will be
way, you can have enemies perform this as well!) weaker in battle. In addition, if you do keep a Pokemon
unevolved for longer, it could lead to a power bonus
to compensate, especially if it has ties to the narrative.
Off-Screen Evolution
If you want to be simple and do a classic Evolution,
Example (Changes Beliefs) - A Trainer’s Ekans refuses to believe
Pokemon can simply evolve after a battle or while it needs to evolve in order to protect its allies. When their Trainer
downtime is occurring or between sessions. Nothing is faints during a battle, Ekans is shocked, evolves into Arbok, then
special about this but it certainly leads to less power becomes Enraged and gains +2 CS in Attack to avenge its friend.
imbalances so it is the safest bet. Off-Screen Evolution Example (Needs Strength) - A Charmeleon is weaker than the
is the most convenient as it doesn’t involve character average Charmeleon of its kind. After speaking with a Professor,
they’ll inform them that some Pokemon need supplements to gain
sheet changes mid battle and is the most common way the strength to evolve. This Charmeleon will require a Fire Stone to
to evolve Pokemon that don’t battle often. evolve as well as meeting the level prerequisites, however once it
evolves, for the next two sessions, its Default SP ATK CS is set to +3.
Example (Improved Bond) - A disloyal mankey finally sync’s with
Example (Off-Screen Player) - While being trained in a nearby city, their Trainer, agreeing with their orders mid combat and throws a
a Player’s Swinub evolved into a Piloswine. punch at an enemy Zangoose. Mid-punch, it evolves into Primeape
Example (Off-Screen NPC) - After meeting with their Rivals again and is allowed to change their Attack into one that primeape
after the 2nd Gym, the Rival’s Totodile evolved to Croconaw. knows.

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Chapter 6 - Managing Pokemon

Pokemon Roles
A Question you may ask yourself is, what distinguishes one Alakazam from another? Are they all the same? No they are
not, each of them have their own style of combat preference which gives them assistance on the battlefield. Similarly
to Trainer Classes, Pokemon also have Roles they can take when they’re born which grant them multiple effects to
vary their playstyle. Maybe the Alakazam is an artillerist that sets psychic mines that explode on the battlefield and
specializes in psionic explosions! Maybe the Alakazam is a Slayer that assassinates weaker targets.

When a Pokemon is born at Level 1, they gain a Pokemon Role for which they qualify, then they may choose two
different stats listed under that role to gain +5 Stat Points in (Which automatically apply to their Base Stats). At Level
10, they’ll learn the Rank 1 Effect of the Role they chose. At Level 30, they can either gain the Rank 2 Effect for their
Role or gain another Ability. The next few pages will list all Roles.

OFFENSIVE ROLES Dueler


Starting Stats: Any two Stats
Rank 1 Effect: As a Swift Action, choose an Enemy on
Artillerist the Field to become Marked with the Duel Mark. The
Starting Stats: HP, Attack or Special Attack user has a bonus to Accuracy Rolls against enemies
Rank 1 Effect: As a Shift or Swift Action, the user may with your Duel Mark equal to your Tier Level and a
choose any Line, Close Blast or Ranged Blast Attack on bonus to Damage Rolls equal to your Tier value. The
their List, then they may pick spaces on the field to user gains a bonus to Evasion equal to their Tier Level
target for its range as if they were going to use it. At against Attacks derived from the Enemy with your Duel
the end of the next Round if they haven’t moved from Mark.
the space in which they activated this Role, the chosen Rank 2 Effect: Whenever you hit a Status Attack or
Attack is used as a Free Action and doesn’t expend its Maneuver against an Enemy with your Duel Mark, they
Frequency, attacking the targets who are still within become Provoked by you until the end of their next
the designated spaces. The Attack is resisted by an Turn.
additional damage step.
Rank 2 Effect: As a Swift Action, the user may choose Mystic
an Damaging Attack on their Attack list and increase its Starting Stats: Attack, Special Attack or Special Defense
Area of Effect by +1 for the rest of the Scene. If they Rank 1 Effect: Whenever the User uses a Physical
choose a Single Target Ranged Attack, it becomes X, Attack, they may add half of their Special Attack as an
Ranged Blast 2, where X is the original range. If they Offensive Stat instead of their Attack. This Effect also
choose a Single Target Melee Attack, it becomes Close applies to Special Attacks, however it uses half of your
Blast 2. An Attack cannot be adjusted more than twice Attack Stat instead.
this way. Rank 2 Effect: Whenever the User uses the Effect of
the Rank 1 Mystic Effect, if the Attack is a Type they
Brawler apply STAB to, they may instead add their whole Stat
Value instead of half.
Starting Stats: HP, Attack or Defense
Rank 1 Effect: As a Swift Action, the user gains a bonus
to Accuracy Rolls equal to your Tier Level for their next
Ranger
Starting Stats: Attack, Special Attack or Speed
single Target Melee Attack. The User may use their non- Rank 1 Effect: As a Shift Action, the user gains a bonus
Melee Attacks as if their Range was Melee, 1 Target and to Accuracy Rolls equal to your Tier Level for their next
if they do, its AC increases by +1 and its DB increases by single Target Ranged Attack. These modifiers do not
+2 for that Attack. stack on themselves. The user’s Melee Attacks and
Rank 2 Effect: After you hit a Melee Attack or Maneuver, Basic Attacks may be used as if their Range was 6, 1
the User may either Disengage as a Free Action or gain Target.
a Tick of Temporary HIt Points. When you use the Rank Rank 2 Effect: As a Swift + Shift Action, the user gains
1 Brawler Effect, you may apply the bonus to Critical Hit a bonus to Critical Hit Ranges equal to your Tier Level
Ranges instead for their next single Target Ranged Attack. As a Swift
Action, the user can create a 2x2 or 3x3 Zone within
6m, provided that all spaces are unoccupied. If any
Enemy would move into one of the spaces in this Zone,
they Trigger an Attack of Opportunity from the user,
ignoring range.

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Chapter 6 - Managing Pokemon

Slayer Bastion
Starting Stats: Attack, Special Attack or Speed Starting Stats: HP, Defense or Special Defense
Rank 1 Effect: If a Target of the User’s Damaging Rank 1 Effect: As a Shift Action, you resist all Ranged
Attacks has at least -2 CS in either Defense or has a Attacks by an additional Damage Step until the start of
Status Affliction, they’re treated as Vulnerable against your next Turn. Whenever you end your Turn without
their Damaging Attacks. using a Damaging Attack, you gain Damage Reduction
Rank 2 Effect: The User’s Attacks cannot be resisted by equal to your Tier Value until the start of your next
Enemies that are Vulnerable, treated as Vulnerable, or Turn.
have a Status Affliction. Rank 2 Effect: Twice per Scene, whenever you’re hit
with a Physical Attack, when you’re calculating damage,
Underdog you may take your Defense Value and half of your
Prerequisites: You have the Underdog Capability Special Defense Value to subtract from the Damage
Starting Stats: Any two Stats Dealt instead of just Defense. This works vice versa as
Rank 1 Effect: Choose two Stats to have their Default well with Special Attacks taking half of your Defense
CS set to +1. The user may learn Tutor Attacks from Value.
the list of any of its Evolutions. In addition, the user
may learn Attacks from their Level-Up Lists as well, Juggernaut
excluding Evo Attacks. If the user evolves into a species Starting Stats: HP, Attack or Defense
without the Underdog Capability, all Effects from this Rank 1 Effect: Your Size is increased by +1 Category if
role are disabled or may be retrained. possible and desired (Small to Medium, etc). Allies that
Rank 2 Effect: Subtract the user’s Species Base Stat are Adjacent to the User treat them as Cover Terrain
Total by 51, then you gain Stat Points equal to the and Enemies cannot pass through spaces you’re
remainder. While the user is below 50% Hit points, they occupying. The User may shift through Spaces occupied
gain a +2 Modifier to Accuracy Rolls, Effect Ranges, by Enemies as if they were Basic Terrain but cannot
Critical Hit Ranges and Save Checks. occupy their space at the end of their movement.
Rank 2 Effect: Whenever the User moves through
a space that is occupied by an Enemy, they Slide
DEFENSIVE ROLES 1m opposing the direction you’re moving after the
Movement resolves. Whenever you hit an Attack with
Avenger the Dash or Pass Keyword, as a Swift Action, you may
Starting Stats: Attack, Defense or Special Attack add your Tick Value as bonus Damage or use your HP
Rank 1 Effect: Enemies may trigger your Attacks of Stat Value as an Offensive Stat if the Target is a smaller
Opportunity in the following additional method. “An Size Category than you.
adjacent Enemy uses an Attack on an Ally”.
Rank 2 Effect: Whenever an Ally Faints via a Damaging Obstructor
Attack, the Triggering Enemy becomes Marked by you Starting Stats: HP, Defense or Special Defense
until the end of your next Turn with a Vengeance Mark. Rank 1 Effect: As a Swift Action, you may choose any
Whenever you Attack an Enemy with a Vengeance 3 spaces that are interconnected within 5m of you.
Mark, they cannot apply Stat Evasion and if you use You may perform any of the following to these spaces:
a Damaging Attack, it is treated as Super Effective, Create [Fragile Breakable] Cover or Blocking Terrain on
ignoring Type Effectiveness. those spaces. Create Rough or Slow Terrain on those
Spaces. Remove any Hazards on those spaces. Slide any
number of Combatants on them up to 1m.
Rank 2 Effect: As a Swift or Shift Action, create a 3x3
Zone within 5m. Then, declare either an effect from the
Rank 1 Effect or a Status Hazard Attack on your Attack
List. At the end of the next Round, you may choose to
apply the declared result to any number of spaces in
that zone (Ignoring Frequency).

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Chapter 6 - Managing Pokemon

Strider
Starting Stats: Attack, Special Attack or Speed UTILITY ROLES
Rank 1 Effect: You gain an additional Shift Action per Breaker
Turn. You may perform a Sprint Maneuver as if it were Starting Stats: HP, Attack or Defense
a Shift Action and gain the effects as if you used a Swift Rank 1 Effect: As a Swift Action, whenever the User
Action. hits a Attack, Targets loses -1 CS in the corresponding
Rank 2 Effect: You start the Scene with 1 Evasion Token. Defensive Stat after Damage Calculations, or any Stat
As a Swift + Shift Action you gain an Evasion Token. You if the Attack was a Status Category. If the Target has
may expend an Evasion Token when you’re hit by a non- Positive Combat Stages in that Stat, they instead lose
Adjacent Damaging Attack to downgrade it. If it was a -2.
Super Effective Hit, it is instead a normal hit. If it was Rank 2 Effect: Whenever the User hits a Damaging
a Neutral Effectiveness hit, you resist it an additional Attack on an Enemy with at least -2 CS in Defense or
step. If you already resisted it, it instead misses. Special Defense, it has a 16+ Effect Range to cause
them to become Vulnerable or Weakened (Of your
Vitalist choice) until the end of the next Round or to remove a
Starting Stats: HP, Defense or Special Defense Coat they have applied to themselves. If they become
Rank 1 Effect: The user has a bonus to Save Checks Vulnerable or Weakened this way, after the duration
equal to their Tier Level. As a Swift Action they may expires, their Defense and Special Defense are reset to
double this bonus until the end of the Round. Unless their Default Values.
the Users has a Status Affliction, whenever the User is
hit with a Damaging Attack, they restore a Tick of Hit Companion
Points after the Attack’s Resolution. Starting Stats: HP, Special Defense or Speed
Rank 2 Effect: Whenever the user would restore Rank 1 Effect: You learn the Attack, Helping Hand, and
Hit Points, any amount that would not apply since it doesn’t take an Attack Slot. Whenever you Target a
they’re at Maximum Hit Points is instead transferred to single Ally with a Status Attack or Ability, you both gain
Temporary Hit Points. a Tick of Temporary Hit Points.
Rank 2 Effect: At the start of the Scene, choose an
Warden Ally to become Marked with the Friend Mark. As a
Starting Stats: HP, Defense or Speed Swift Action, during your Turn you may use non-Scene
Rank 1 Effect: Whenever you use the Defend Maneuver, Attacks with the “Self” Range as if they were Melee,
Attacks instead suffer a -6 penalty against them for the 1 Target, however they can only Target an Ally with
same duration. If an Ally under the effects of the Defend the Friend Mark. When used this way, “The User” is
Maneuver would use a Movement Action, you may use replaced with “The Target” in the Attack’s Effect.
one as well as a Shift Action, Interrupt but must end in
a space adjacent to them. Enhancer
Rank 2 Effect: Once per Scene you may perform an Starting Stats: Any two Stats
Intercept Maneuver as if it were only a Shift Action, Rank 1 Effect: As a Swift Action you may Target an Ally
Interrupt. If it’s for an Adjacent Ally, this frequency is within 3m and grant them a bonus to Accuracy Rolls,
not expended. Critical Hit Ranges, Save Checks or Effect Ranges of
your choice equal to your Tier Level until the end of
their next Turn or +1 CS in a Stat of your Choice. An Ally
can only be affected by this Effect once per Round.
Rank 2 Effect: Whenever you or an Ally would gain CS
or a Temporary Modifier as a result of your Attacks or
Abilities, the value is increased by +1.

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Chapter 6 - Managing Pokemon

Healer
Starting Stats: HP, Special Attack or Special Defense
Rank 1 Effect: Whenever you use the Help Maneuver,
the Target may roll the Save Check twice. The User may
equip “Potion” Items as if they had the [Pokemon] Tag.
Rank 2 Effect: As a Swift Action, the User may lose any
amount of Hit Points, then Target an Adjacent Ally. They
restore Hit Points or gain Temporary Hit Points equal to
the amount you lost.

Manipulator
Starting Stats: HP, Special Defense or Speed
Rank 1 Effect: You gain an additional Attack Slot that
may only be used for an Attack with the Social Keyword.
Manipulate Maneuvers you use have their AC treated
as 2, if they have one.
Rank 2 Effect: As a Swift Action when the user inflicts a
Mental Affliction, their next Save Check has a-3 penalty
and ignores positive modifiers. Whenever the user
uses a Damaging Attack, it treats Targets with Mental
Afflictions as though they were Vulnerable.

Mastermind
Starting Stats: HP, Special Defense or Speed
Rank 1 Effect: The user may perform Basic Orders
despite being a Pokemon, but can only target other
Allied Pokemon.
Rank 2 Effect: The first Basic Order the user performs
each Round is a Free Action instead of a Swift Action.
The user may also perform Improvised Orders at the
GM’s approval.

Trickster
Starting Stats: HP, Special Defense or Speed
Rank 1 Effect: Whenever you use a 1-Target Status
Attack with the Versatile Effect (Excluding the Effect of
Rank 2), you may choose another Enemy in Range to
be affected by the Attack, however it has a-2 Penalty to
Accuracy against them.
Rank 2 Effect: Whenever you miss a 1-Target Status
Attack that has the Versatile Keyword, you may use
the Attack again on the same Target as a Free Action,
ignoring its Frequency, however it applies the Versatile
Effect as if you used it as a Swift Action.

Artist: @Unknown

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Chapter 6 - Managing Pokemon

Capturing Pokemon
In the video games and PTU, you may be familiar with Capture Rolls and throwing a Pokeball in the heat of
battle to see if a Pokemon is captured! We don’t do that here. The primary reasons are as follows:

1. When it doesn’t work, it ruins combat pacing.


In the games, a Pokemon cannot be captured if it faints. Anyone who’s faced a legendary knows the woes
of bringing a legend down to red health, inflicting a status, then throwing as many Timer/Dusk/Ultra Balls as
humanly possible until luck decides you earned the capture.

Now imagine that but in a TTRPG where most people only get a turn once every 15 - 60 Minutes. If you don’t
capture it, all your friends simply wait and pass turns until it’s your turn again, while the victim can still act. Is it
really fun or just the way things are?

2. When it works, It kills the suspense of a scene.


If people adjust the modifiers enough and game the system, someone could easily get lucky and capture an
enemy before it even has time to act. Capturing a Pokemon is the same as fainting it in regards to removing it
from the encounter so it essentially is a button for Players to press in order to not see the full potential of that
Pokemon in combat. The only way to prevent this is by GMs to either have important Pokemon have a higher
capture rate modifier or deny it from being capturable, but at that point why allow it at all?

Think of it this way. If i gave you an item that said, “As a Standard Action, make a Pokemon within 5m faint if
you meet a dc on a d100” would it be balanced? Maybe, by sheer hit or wasting an action. Would it be fun?
No, especially if the GM could use it against you. After all, how many people enjoy when Fissure or Sheer Cold
hits them? Very skillful.

3. It’s high risk gambling.


Capturing in battle is using an execute move. Your turn is either skipped or you
remove a combatant. It’s either unfun for the player and they wasted a turn
(especially those who are salty against dice rolls), or it’s unfun for the
GM and it removes all the plans they had for that pokemon before
they were even fainted. If the goal is to have characters battle in
a scene, let them battle.

4. It doesn’t even happen in the Anime.


Capturing is always done as the conclusion of a scene.
Either they make a point to “weaken” the Pokemon first
before using a Pokeball or it never escalates into a fight
in the first place. By the way, Legends ZA likely will allow
capturing when a Pokemon is knocked out. Its canon.

Thus the solution is written in the Pokeball Item,


where you can only capture willing wild Pokemon or
unconscious wild Pokemon. Either way the Pokemon
will have been interacted with and it leads to a
satisfying capture.

The next few pages will detail how you can capture
Pokemon in PTE, either after battle or through social
interaction.

Artist: Un
@ known

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Chapter 6 - Managing Pokemon

Capturing via Fainting


Capturing via knocking a Pokemon unconscious is a
very simple concept. After a battle is fully resolved, a
Trainer as an Extended Action may expend a Pokeball
to target a Fainted Pokemon and capture them. That’s
it. From this point, there are three directions you can
go:

1. The Pokemon treats you normally


They are set at a Neutral Bond Level. Depending on
your setting it may be different, but being defeated
in battle and captured isn’t something that inherently
makes a Pokemon hate you. It’s a very normalized
concept to many Pokemon and some may even respect
you for defeating them in battle, possibly even making
them like you more! While capturing willing Pokemon
is the easiest outcome to becoming friends, capturing
them after battle shouldn’t be an option that’s always
penalized. Unless a Pokemon has a reason to dislike the
Trainer, just have them start at neutral terms.

2. The Pokemon dislikes you


They are set to a Distrusted Bond Level. Sometimes a
Pokemon doesn’t start on amicable terms, especially
if it’s unwilling and captured while unconscious. Think
of Pikachu in the anime as disliking ash at the start. If
the Pokemon has conflict with its Trainer or is naturally
stubborn, it may start with a lower bond and dislike
them. Be sure to make it aware to the Player why this is
the case and give them opportunities to grow together
to improve their bond

3. The Pokemon hates you


They are set to an Disliked Bond Level. Sometimes
capturing Pokemon isn’t always rainbows and
sunshine. Sometimes your Players may be genuine
bad guys, seeing a loving couple of Mr. Mime and Jynx,
then decide to capture one of them and separate the
lovely duo despite clear resistance. Sometimes they
may use a snag ball and steal a pokemon from the
Trainer it adores. In these circumstances, make it aware
to the Player why they don’t like the Trainer and give
them clear goals over time to be able to restore the
relationship, if possible. As a penalty, these Pokemon
will tend to need a narrative moment to bond with the
Trainer before they even get to Neutral Bond Level.

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Chapter 6 - Managing Pokemon

Retraining Pokemon
As a Gm, you stat a Pokemon in a specific way to suit your
Scene. You could have a grimer be an Artillerist and have
a lot of Special Attack so it can throw sludge from a hill
far away. Once a Player captures a Pokemon, they may
immediately retrain them and restat them however they
want.

This is allowed because if a Player wants a litten to be


a bulky tank and you stat them to be speedy, they will
not have fun using something they don’t have control
over. But at the same time, you as a GM don’t want the
Pokemon you made to lose its character integrity of how
you made it, so the solution is to compromise with your
Players each time a Pokemon is captured.

Refer to the following questions when a Pokemon is


captured:

1. What aspects can I change about


this Pokemon?
A Trainer may want to change the stat alignment, levelup
movelist, its advancement options and pokemon roles, or
even part of its personality! It’s up to the Player and the
GM to communicate what can freely be changed each
time something is captured. If a Pokemon is more of a
blank slate, you should generally allow anything to be
changed.

2. What aspects of this Pokemon must


stay?
Secondly, a GM may specify that certain attributes of a
Pokemon, listed prior, cannot be altered lest it become a
different Pokemon. This may include a Pokemon having
a grudge against you, having a specific role such as not
wanting to be an Enhancer, or preferring to deal a lot of
damage and having offensive stat investment.

3. How can these aspects be altered?


If there are any aspects that must stay, all of them must
have a method by which they can be retrained over time
and the GM must provide a method of doing so. This
could be using downtime to slowly train the Pokemon
into becoming an Enhancer, or bonding with it to
decrease its stubbornness, or bringing it to a Pokemon
caretaker who is more knowledgeable on training! So
long as the Player can achieve their desired results, you
can make them go through steps to make it fulfilling and
keep its original character integrity. This allows them to
go througha character arc and earn their new retrained
status.

Artist: Un
@ known

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Chapter 7 - Non-Combat Rules

Social Encounters
Similarly to battling, Pokemon and Trainers can also
initiate in Social Encounters. Phase 2 - Resolve the Scene
Unlike normal battles, Social Encounter occurs
1. Have your Players Observe the Scene
At the start of the Scene, each of your Players may
whenever a Character opposes the goals of a Player.
observe the scene in some way. This will usually be
This can be any opposition regardless of how dramatic
in the form of a question that the GM has to answer,
it would be. Social Encounter would occur if a Chimchar
although some may require a Skill Check to gain info
doesn’t want to be captured by a Player or it could
for. These actions are a method for the Players to learn
occur if the Players are trying to defuse a Rampaging
the opposing Enemy’s Character Aspects and learn
Nidoking from attacking them. Basically, the goal of
ways in which they can succeed in Social Encounter.
Social Encounter is to attempt to resolve the opposing
Enemies without violence. Whenever Social Encounter
would occur, follow the phases below:
2. Choose a Player to Act
After Step 1, the Players choose one Trainer or Pokemon
on their side to attempt to lower their Willpower in
some way. Depending on how the Enemy is opposing
Phase 1 - Setting the Scene their goals, this action can range from attempting to
feed a hungry pokemon, attempting to intimidate a
1. Determine the Willpower of all opposing guard or commanding a Pokemon to stand down.
Enemies
The Willpower Value of an Enemy is determined by 3. Determine how the Actions resolve
how strong their conviction is against the Party’s Goal. If the GM determines this Action is enough to convince
If the conviction is low, their Willpower Value is 1. If them, they will lose an amount of Willpower depending
the conviction is average, the Willpower is 3. If the on how much it impacted them. If the Enemy isn’t
conviction is high, the Willpower is 5. To determine immediately convinced or there’s a chance of failure,
how strong their conviction is, review their Character there will need to be a Skill Check in order to determine
Aspects and see how many align with their decision to if its Willpower was lowered. If it fails, their Patience
oppose. is instead lowered by an amount of how much it
displeases them, possibly even making future actions
When the Willpower Value is lowered to 0, they’ll riskier.
change their opinions and side with the Players they
opposed or allow their actions to go unchallenged. 4. Repeat Steps 1-3
The Social Encounter will then repeat Steps 1-3 until
either the Willpower or Patience is lowered to 0.
2. Determine the Patience of all opposing Enemies
The Patience Value of an Enemy is determined by
how long they’re willing to wait before acting on their Phase 3 - Determine the Results
Instincts. If the Patience is low, it is a value of 1. If it is
average, it is a value of 2. If it is high, it is a value of Depending on which value was lowered to 0 first
3. Each time the Player’s Actions don’t result in their determines the results of the Social Encounter. If the
Willpower lowering, their Patience is lowered by a Willpower was lowered to 0, the Enemy either no
value of the GM’s choice. longer opposes them or aligns with their goals and
is convinced. If the Patience was lowered to 0, the
When the Patience Value is lowered to 0, the Social Enemy either escalates the Scene or is unwilling to be
Encounter will be ended with the Enemy either being convinced to change its stance in the conflict.
unable to be convinced or escalating the scene by
carrying out their Instinct.

Basically, Patience is the number of tries your Party has


to change their mind and serves as a clock to failure.

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Chapter 7 - Non-Combat Rules

Social Encounter Examples


Example (Capturing a Pokemon)
The Party comes across a group of loud and chirping spearow in a nest.
They seem unwilling to be captured and get a combative stance as the party
approaches.

Phase 1 begins and the Willpower of the Spearow is 3 while their Patience
is 1. Phase 2 begins and the two players try to analyze the scene, one
watching its body language. With a successful Intuition Check they realize
the Spearows seem kind of skittish and defensive, likely not used to humans.
The other trainer will try to look in their nest from a distance to see if there’s
anything of note, which they’ll notice with a Perception Check that there
is no food in the nest. The two Trainers assume the Sparrow is hungry and
decide to attempt to feed it by approaching slowly with a sandwich.

The GM determines that the degree of this success will be determined by


a Stealth Check to see how slow they approach. With a successful Stealth
Check they’re able to lower the Willpower by 2 as they greedily take the
food and eat it, resulting in 1 left. Next round of actions begin as they
observe the reaction of the Spearow and they’re told it seems to be slightly
distrustful but more willingly to listen to them.

Their next Action will be the second Trainer lying and saying “We have
a bunch more food at our camp if you want to join us”, which will be an
opposed Guile vs Intuition Check. The Sparrow have no reason to doubt
them so it’s an easy check with a DC of 5. After succeeding, their Willpower is
now at 0 and the scene resolves with the Spearow willingly being captured!

Example (Drastic Defusing of a Social Encounter)


The Party has confronted a Tauros that is bullying a small Pidgey. They tell
the Tauros to stop attacking it, to which the Tauros confronts them, as it still
wants to attack the pidgey.

Phase 1 begins and the Willpower of Tauros is 5 while their Patience is


1. The Party starts by observing the Tauros, after a Pokemon Edu Check
they realize most Tauros are very standoffish but respect strength. They
also discover that the Tauros is seemingly confident in its stature, enjoying
bullying smaller Pokemon. They get an idea and they decide to act by
sending out their Tyranitar and having it Intimidate the Tauros into standing
down.

While its willpower is high, the threat of a massive Tyranitar and an Intimidate
result of 26 immediately results in its Willpower dropping to 0 in one action,
scared to death of the Tauros. Despite being very hostile and strong in its
willpower, the action taken was so drastic that there is zero reason why it
would still be motivated to go against the players and still attack the pidgey.

Remember, depending on your Player’s actions, you can adjust the


Willpower and Patience accordingly on what makes sense, not needing to
solely rely on Social Skill Checks.

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Chapter 7 - Non-Combat Rules

Time Phases
Using Time Phases, you can structure your sessions in get a full 8 Hours of sleep. (This Stress may be granted
a more granular way so your Players know how long at any time where it would make sense, not just the
actions take and they can plan what they want to do end of the day) Alternatively, instead of sleeping at
during a session. Midnight, they could Sleep in 2 other Time Phases,
allowing them to act while others are normally sleeping
There are 5 Time Phases, each listed below. in your setting.

4. Time Specific Activities


Some quests can only be performed at specific times
Midnight  [12 AM - 8 AM] of day. Allowing certain activities to be time locked
Morning  [8 AM - 12 PM] allows your Players to strategize what they do with
Afternoon  [12 PM - 4 PM]
their day. For example, a Gym could only be open
for being challenged in the Morning, Afternoon and
Evening  [4 PM - 8 PM] Evening Phase. A black market shop may only be open
Night  [8 PM - 12 AM] at Midnight. Your Players may have school during the
Morning and Afternoon phase but can have free time
in the rest of the day.
Interacting with Time Phases
There are multiple ways you can use Time Phases in 5. Time Specific Pokemon
your Campaign, some of which are listed below. Some Pokemon can only be found or can be found
more commonly at certain times of day. If your Player
1. Allocating Campaign Content is trying to hunt a Noctowl which is nocturnal, they may
only be able to do so during the Night and Midnight
When performing specific actions during your
Campaign, each of them take a specified number Time Phase. If your Players are going out at night, it
of Time Phases at your discretion as the GM. If your may also factor into what they encounter and how your
Players are doing a Gym Battle, you may determine Encounters are shaped.
that it takes all of the Evening Time Phase to do so. If
your Players are traveling from Viridian to Pewter City,
you may determine that all the encounters take up the Example of a session divided
Morning Phase to the Evening Phase and they arrive in into Time Phases
Pewter at Night, meaning the Pokemon Center may be
less staffed at that point. Midnight- The Party is out in the wild at a Campsite. Andrew sleeps
for 4 Hours and scouts the area for the other 4. Marie sleeps for 4
Hours and scouts the other 4, alternating with Andrew so they’re
2. Performing Downtime Actions not attacked. They’re both tired and gain a Stress Token.
A Time Phase can be used to perform a Downtime
Action, each of which costs 4 Hours of in game time. Morning - They both spend the morning phase meeting with a
This will be the primary usage of Time Phases whenever professor that consults with them about their current quest of
your Party doesn’t have something specific they need investigating a cave. After which, Andrew will spend some time
to do. For example, if your Players need to fight a Gym crafting a Darkvision Gadget for him and Marie. Marie will spend
which is only open from Morning to Afternoon, they some time socializing with miners around the area and asking
could spend the Morning Phase Training or gathering about the cave and what they may find inside. She gains some
intel. information about a dangerous Pokemon inside.

Afternoon- Andrew decides to continue his prior action of crafting


3. Resting Darkvision Gadgets, resulting in 2 Darkvision Gadgets. Marie
Players need at least 8 Hours set aside each day purely decides to take the chance to nap for 4 Hours and get a full night’s
for resting. By default, this is assigned to the Midnight rest before their quest. This allows her to remove the Stress Token
Time Phase so this doesn’t have to be thought gained from the 4 Hours of sleep in the morning.
about. Players can forgo resting in exchange for more
Downtime Actions if desired but suffer consequences Evening- Andrew and Marie go and explore the cave. They find
if they do. If a Player ends a Day with 4 Hours of Sleep, what they’re looking for and defeat an encounter.
they gain a Stress Token until they get a full 8 Hours Night - They spend the night phase leaving the cave and
of sleep. If they end it with no Sleep, they gain Stress backtracking, returning to the city and reporting to the professor.
Tokens in every Skill and become Suppressed until they

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Chapter 7 - Non-Combat Rules

Campfire Scenes
It’s currently Midnight Phase and your players are about to sleep and get their rest in for the day. They’ve set up camp
while out on a Journey or they’ve returned to the Pokemon Center to call it a night. Once per Day, whenever 2+ Player
Characters are grouped together, you may enact a Campfire Scene. Most frequently this can occur whenever two
or more Players perform a Downtime Action together, or when two or more Players enter Midnight Phase or are
about to end the day.

What is a Campfire Scene?


A Campfire Scene is moment in time where Players can take a breather, bond and catch up after all the events of their
journey thus far. It is a brief moment of roleplay within a Time Phase where two Players can simply get to know each
other better or even just banter! When this scene ends, you may gain or lose up to 5 Favor Points with one or more
of the other present Characters in the Scene (At GM Discretion).

Campfire Topics
If you’re having trouble setting up the Scene, use any of the following prompts as an ice breaker!

1. Character’s Curiousity 4. Backstory & Memories


Use this topic whenever a Player did something Use this topic to develop your backstory by creating a
questionable within past couple of sessions or they memory related to recent events.
want to know context behind their actions. Example - “If I had this much money when I was in Celadon, I
Example - “So...why did you become a Baker?” would’ve blown it all on gambling before noon!”
Example - “So...how are you so good at hacking?” Example- “Last time i delved in a cave...bad things happened”

2. Recent Events 5. Rumors, Myths & Gossip


Use this topic to discuss recent events in the past Use this topic to make up rumors and myths that your
couple of session or to discuss future plans. Character may have heard on their journey or in their
Example - “Seems odd to me that Rangers charge a toll” past. (The GM can make them real maybe!)
Example - “Does Professor Kukui seem off to you lately?” Example - “You know...I’ve heard that children go missing in
these woods.”
Example- “Have you ever heard the story of the frozen witch?”
3. Pokemon Mischief
Start the Scene with one of the Pokemon owned by any
Player in the Scene then describe what they’re doing or
6. Intrusive Questions & Thoughts
Give a random question to a Player which their Character
how they’re acting with others.
Example - The Scene is two Players researching an Ancient would randomly ask out of curiousity.
Curse in a library. One of the Player’s Yamper is chasing a kid Example - Two Players are in the woods gathering berries and
around, annoying a librarian who scolds the Player. one asks. “I’m curious, which region would you want to travel
to in the future?”

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Chapter 7 - Non-Combat Rules

Journeys
So you’ve just beaten the first Gym and you’re ready to 1. Determine how long the Journey
move on to the next city! How do you emulate travel in
PTE? Whenever your Party is traveling from one place will last
to the next, your GM may declare that this is a Journey! A Journey can either be Quick, Average, or Long. The
Journey’s speed will determine how many Encounters
Journeys are a gauntlet of Encounters and travel there will be before the Players reach their destination.
checks meant to emulate a series of instances that can These Encounters are preplanned instances and areas
occur while you’re traveling to a destination. Journey in which the Players find something. It doesn’t have to
Sessions follow the rules in this section: be combat! They could just stumble across a group of
solosis near a meteor!
Should this Session have a Journey? As a frame of reference, Journeys should usually take 1-2
There could be a lot of reasons why your GM can ignore Sessions.
Journeys despite traveling or not have traveling follow
its rules, such as the following: If a Journey is Quick, there are no encounters before
the destination (But you still perform a Travel Check!).
» If the distance traveled is short or brief enough your
GM could time skip past traveling and just appear at If a Journey is Average, there are 2 Encounters at a
the destination. If there are methods of fast traveling, Minimum before the Destination (Can be up to 4).
Journeys wouldn’t make sense.
» If traveling takes weeks or months, you could fast If a Journey is Long, there are 6 Encounters at a
forward and have a moment going over what happened Minimum before the Destination (Can be up to 8).
during the journey that was notable or do full sessions.
» If your GM wants to ignore travel events for the sake Example (Short) - The players are traveling to a farm from a
of time or lack of importance, it could just be concluded nearby city that is just a short walk. There are no Encounters
between but the GM rolls a Travel Check and determines a
that nothing happens in between the starting point Ralts follows them on the way there.
and the destination. Remember, if a Journey would
be boring or tedious, there’s no point in having it take Example (Long) - The players are traveling from Viridian City
session time! If the Players need to resolve something to Pewter City. The Journey is deemed to be long and will
in a Cave, they could just skip travel and appear in the travel through Viridian Forest, having a couple of encounters
they find while there and a bunch of travel checks between.
section of the cave where the important stuff is.

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Chapter 7 - Non-Combat Rules

2. Determine what the Players are 4. Determine how much time passes
bringing After each Encounter is resolved and the Players
A Journey notably is a prolonged Session without access continue traveling, determine how much time passes.
to your stored Pokemon or items in your storage. This If an Encounter was mostly ignored or minimally
means whatever your Party has equipped or in their interacted with (Small talk), it takes half a Time Phase
Inventory matters alot! Before leaving, ask each Player or no significant time, of your choice. If the Encounter
what they’re packing for the Journey. Additionally, ask was interacted with or they got something of value
them which 3 Pokemon will be in their Party, since they from it, it takes a full Time Phase.
won’t have access to their storage while traveling!
Example (Minimal Interaction) - One of the Encounters the
Players find while traveling through Viridian Forest is finding
Example - One Player decides to bring 2 Pokeballs, 2 Basic a waterfall with a Fisherman nearby fishing for Pokemon.
Healing Potions and 2 Pokepuffs while the second player They decide to talk with him a little bit before continuing on
brings the Tent for both of them, a Healing Potion, 2 Pokeballs their travels, not bothering him much. This only takes half a
and Some Food Ingredients. Time Phase
GM Note: Items gained on a Journey should not take an Example (Full Interaction) - While talking to the Fisherman
Inventory Slot until the Journey is concluded. This way they
from the prior example, a swarm of Poliwag suddenly rushes
don’t have to throw something away or keep slots open just out, being chased by a Seaking. The Players battle the swarm
in case they find something. and help the fisherman out, with him being grateful.

Important Note
If your Party doesn’t have a centralized base they can return to
after sessions, make it so that the transfer of Items in their Storage 5. Make a Campfire if needed
and their Pokemon are extremely easy and of no cost to them. If Sometimes Journeys take a lot of time and the Players
they leave Viridian City, their stuff should be accessible once they need to settle down in order to rest if it gets too late.
get to Pewter City even if they don’t have space to carry it all. At any point during a Journey the Players may find a
safe location to create a Campsite. If there is no safe
location nearby, a Skill Check may be required to find a
3. Perform a Travel Check before safe location or someone will need to keep watch.
each Encounter
Before your Players enter an Encounter on their While in a Campsite they can perform Extended and
Journey, the GM will perform a Travel Check which Downtime Actions freely (If they have necessary
consists of a secretive 3d6. After which, they’ll consult resources such as Travel Sets) and pass time that way.
the Travel Check Table on the next page to determine Additionally they may rest and regain health as they
what happens. This is usually something happening normally would sleeping in a secure place like an Inn. If
between Encounters or something that affects the pre a Player doesn’t have a Tent or Sleeping Bag on hand it
planned Encounter that they are about to enter. may result in a rougher night sleeping and they’d gain
2 Stress.
If something happens before they enter the Encounter,
it should be short in duration, no more than 5-10
Minutes and usually resolvable with a Skill Check or
clever solution. Remember, the Encounters are the
main source of substance in the session!

Example - While Traveling down a Route, the GM rolls a 7,


leading to a Traveling Mishap Event. The GM determines
that one of the bridges was broken by a wild Gyarados. If the
Party has no solutions, it could take an extra Time Phase to
find a route around it, wasting the Morning. The Party could
also bring out their Staraptor and take turns flying across the
Ravine, resolving the issue.

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Chapter 7 - Non-Combat Rules

Travel Check Table


3d6 Name Event Example
The Party stumbles across the Guardian of
A negative twist will occur in the next Encounter of some kind. The
3 Dire Encounter Party is in the wrong place at the wrong time. the Forest Mandibuzz. The Party finds a gang
that is trading illegal substances.
One of the Pokemon in the next Encounter will be upgraded to a boss A Mightyena that was bullying the Pokemon
4 Tough Enemy template or be increased a number of Levels equal to double the in the next Encounter is now an Alpha Boss
Party’s Tier Value. Pokemon.
Something in the environment changes as they travel which either This could cause the weather to suddenly
Environmental persists until they reach their desination or for your preferred duration. turn into a Snowstorm and reduce visibility.
5 Change If the effect is particularly hostile, there could be some penalty due to A surge of Ivy could start to block off future
the conditions. paths.
Dangerous Something about the route is dangerous and requires a Skill Check or This could include crumbling bridges, cliffs,
6 Terrain
creative solution. Upon failing, the Player could lose Items, Health, or uneven ground, ambushing Pokemon.
Money.
Some sort of obstacle is preventing the Party from going to the next This could be a physical barrier like mudslide
Traveling Encounter. Clearing the obstacle requires a creative solution of some or broken bridge or getting lost or a pokenav
7 Mishap sort or a Skill Check depending on the fluff. Upon failing, a Time Phase breaking or running into a big Pokemon that
will pass. chases you.
The Party encounters a less friendly NPC in some way. They could be The Party finds a group of Pokemon being
negatively affecting other people or Pokemon around them while the bullied by a Trainer and his Magmortar.
party passes by or they could directly confront the Players. If a conflict
8 NPC Nuisance should arise, it is minor enough where the Players will surely succeed The Party is confronted by a group of
Team Magma grunts wanting a toll before
but perform a luck check to determine how much they are set back, progressing on the trail.
either with damage or time.
A Random Pokemon will start to pursue the Party, somehow taking an This could be a Bisharp stalking the players,
Pestering interest in the Players or their Pokemon that are out or possibly wanting a Primeape that is trying to pick a fight with
9 Pokemon
to be mischevious or pester them. They will enter the next area with a Player’s Haxorus, or a Misdreavus trying to
this Pokemon. This Pokemon will have a more negative intention with steal from a Player.
their reason to follow.
10 & 11 Calm Travels Nothing eventful happens. --
A Random Pokemon will start to pursue the Party, somehow taking an This could be a Skitty following and begging
Wild interest in the Players or their Pokemon that are out or possibly wanting for food, or a Spearow wanting to nest in
12 Companion
to be mischevious or pester them. They will enter the next area with someone’s hair, or a pidove that wants to sit
this Pokemon. This Pokemon will have a more innocent intention with on a Player’s Rhyhorn.
their reason to follow.
An NPC needs assistance somehow. When helped, they’ll possibly grant This could be being harassed by a Pokémon,
13 NPC Assistance the Player a small reward less than $1,000 in value. This could usually having an injured Pokémon, wanting to know
be resolved with a Skill Check. if a berry is poisonous.
While traveling, the Party finds some sort of Item or cluster of Items. The party finds a cluster of berries that could
14 Scavenging Luck Have one of them roll a Luck Check. On a 10 or less it’s worth $500.
Any higher it’s worth $1000 approximately. On a 20+ they instead find a be used for food and gain 5 Ingredients
(Cooking).
Rare Treasure from the Lucky Table.
They could sell Equipment, Tutor Services,
The party comes across a Vendor or Caravan that is carrying their wares Books,
Traveling Fossils, Fashion, Tech. Pokemon Held
15 Vendor down the road and will be willing to trade with them. Items, Artificing Items, Medicine, Food,
Pokemon Eggs, Pokemon for Adoption,
Treasures, etc.
Guardian The Party comes across an extremely strong Pokemon which is added to A Torterra is guarding a group of grass
16 Crossing
the next area. It is unlikely that it is hostile towards the Players but has pokemon that are vibing. A Nidoking is being
some connection to the existing Pokemon pestered by Finneon.
A Player performs a Luck Check. For each Player with the Lucky Talent,
17 Fated Luck add a +2 Modifier. On a 15+, apply the Lucky Encounter. Otherwise, --
reroll this Travel Check.

18 Lucky Encounter Roll 1d3 from the Lucky Table or apply a custom benefits based on the
area or apply a positive twist to the next Encounter.
You can also choose instead of rolling if you
have a good idea!

The Lucky Table is on the next page!

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Chapter 7 - Non-Combat Rules

Lucky Table
1d3 Name Event Example
The Party comes across an odd Pokemon of some kind. This The party comes across a Turtwig that’s shell is
Pokemon will be added to the next area in some manner that
1 Rare Pokemon feels natural. This Pokemon will either be a Type Shift or have a completely made of stone and is a
Grass/Rock type.
Variant Effect.
The Party finds a lake with dratini and feebas. The
The Party finds a rare location while traveling that they can note
2 Rare Location in their map to visit at another time or explore later. Party finds an ruined and abandoned mage tower
in the distance.
A Player finds a glowing berry on a bush that
The Party finds a random item while traveling that is fairly
3 Rare Treasure rare. Something at least $2,000 in value. is a Tutor Record (Grass). A Player finds an
abandoned nest with a Snorunt Egg.

Sample Journey
So how does a Journey Session look? Let’s take a look below at an Average Length Journey for a Party consisting of
2 Players both at Level 2!

Determining Journey Duration - The Journey through Viridian Forest will be Average in length with 2 Encounters.

Determining Loadout - Player 1 (Adam) has two Pokemon, his Tailow and Treecko. Player 2 (Hailey) has two Pokemon
as well, her Mudkip and Seedot. Adam also brings 2 Pokeball, 2 Healing Potions and a First Aid Kit. Hailey will bring 2
Pokeballs, 2000 Ingredients (Tech), 1 Travel Set (Tech)

Journey Summary Travel Check #2


The Players head out bright and early in the Morning The Party then continues in the forest, performing
Time Phase and leave Viridian to head into the forest. another Travel Check. The GM rolls a 14 (Scavenging
Luck) on the Travel Check. He then has them perform
Travel Check #1 a Luck Check and it results in a 13. The GM tells them
The GM rolls a 13 (NPC Assistance) on the Travel Check. as they wander through the forest they come across a
The GM states that as they walk into the forest, they see berry cluster of Oran and Citrus, leading to finding 10
a young Trainer rushing past them holding a Pikachu Ingredients (Food).
that looks sickly. Adam calls out to the Trainer and asks
if they need help, telling them his Pikachu is Poisoned Encounter #2
and he’s rushing to the Pokemon Center. Adam tells They then continue through the forest and reach the
them not to worry, he has a First Aid Kit conveniently! 2nd Encounter Area. In this area they find their Rivals
After helping the Pikachu, he thanks them by handing chasing around a Bulbasaur and catching it! They talk
Adam 3 Ingredients (Food) as a bundle of berries he with them for a little bit and decide to have a fight.
found before they continue on.
Journey Conclusion
Encounter #1 After the fight resolves, they head out of the forest.
The group, having successfully completed the Travel Considering this was their last Encounter for the
Check, goes into the first Encounter. The group comes Journey, they have now reached their destination of
across a few bug Pokemon being swarmed by a group of Pewter City! That last Encounter was interacted with
Beedrill! The Party decides to be brave and interferes, in Full so when they reach Pewter City it is now the
fending off the Beedrill. A few of their Pokemon are hurt Evening Time Phase!
in the process and her Treecko faints, by which they
use their Healing Potions and First Aid Kit to restore
some of their Damage. The group of grass pokemon
are overjoyed and one of the Shroomish wants to join
Hailey, to which she uses a Pokeball and captures it!
Considering they interacted with the Encounter, it took
up a full time Phase and it is now the Afternoon.

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Note - This is a recommended Narrative System. If desired, just make a mental note whenever Bonds would change

Bonds
Over the course of your Journey, you will meet
many Pokemon and NPCs along the way! Each Bond Rank Die Size Favor Point Threshold
time you meet someone notable or capture a Disliked d4 -5 Favor Points
Pokemon, you create a Bond with them, noted
by a Bond Rank (The GM will inform you of Neutral d6 0 Favor Points
your starting Favor Points with them). If the Liked d8 10 Favor Points
character has disdain towards you beyond just
disliking you, you cannot form a Bond with Trusted d10 20 Favor Points
them until your relationship improves. Cherished d12 50 Favor Points

Bonds between Player Characters don’t gain Favor Points, instead


being agreed upon by the GM and both Players what their current Bond is narratively.

Bond Checks
Whenever you Invoke a Bond or at your GM’s Discretion, Example (Disobedience): A Pikachu doesn’t like their trainer
they may make you perform a Bond Check. To perform that much and is at a Disliked Rank. They use them in battle
a Bond Check, the GM will determine what the DC is, and tell them to use thundershock on a nearby Spearow.
They additionally try to sway them with a Command Check
depending on the difficulty of the test or the impact of and a DC of 10, which they pass. They roll a d4 for their Bond
your request. You will then roll the dice, determined by Rank. The DC for the action is deemed to be 4.
your Bond Rank with that character.
> [If they rolled a 1], the result is 3 from the +2 Sway Skill
A Simple DC will be 4, Moderate DC will be 6, Major DC will Check. The Pikachu attacks the Spearow but uses a Thunder
be 8 and an Extraordinary DC will be 10. Wave instead.

> [If they rolled a 3], the result is 5 from the +2 Sway Skill
Important Note Check. The PIkachu agrees and uses thundershock on the
Spearow.
Bond Checks should only be performed for impactful requests. If
there is no reason for the Bond to reject them, don’t perform a
Bond Check. Conversely, if there’s no way a Bond would perform
the request, it can’t be Invoked. Asking a friendly NPC to give
Pushing a Bond
you directions to the nearest Pokemon center isn’t meaningful. Whenever you fail a non-disliked Bond, you may
Invoking their bond and asking them to gather mushrooms for you attempt to push it in order to reroll the Bond Check.
is. Commanding your Pokemon in battle isn’t meaningful. If they In order to do so, you need to give the Bond a reason
have a disliked bond with you, it does become meaningful. to reconsider. If they agree, reroll the Bond Check.
However, on a Failure, they’ll lose up to 5 Favor Points
and if you succeed, there will always be a stipulation
If you meet the DC, they will be loyal to you or they will
or counter request in exchange for siding with your
honor your request, possibly anticipating something in
request.
return. If you beat the DC by at least 4, they will be
exceedingly loyal or honor the request with no strings Example (Large Request): A Trainer is planning a heist against
attached or at some benefit to the player. If you fail a the owner of a bar. They make friends with the bartender and
DC by at most 2, they’ll be loyal or honor the request end up with a Liked Bond (d8). They ask the barkeeper if they
but with some strings attached or with some penalty can give them a spare key to the storage room in exchange
applied. If you fail by more than 2, they either will for money. They try to use their Intimidation to coerce them,
succeeding and gaining a +2 bonus. Their first result is a 3+2
be unwilling to honor the request, be disloyal, or be for a 5, failing the DC that was deemed to be an 8. They try
unable to honor the request. to push their bond.

Whenever you perform a Bond Check, you may also > [If they Failed Again], the barkeeper will get suspicious
attempt to sway them with a Skill Check of some sort, and quietly reject their bribe, lowering their bond to Neutral
(d6), then informing their boss when they get the chance to
with the DC depending on how you do so. On a success, next heist.
add +2 to your Bond Check, but on a Failure, add a -2
penalty to it. > [If they Succeed], after some convincing, the barkeeper
will agree and “misplace” the key but requires them to catch
a Combee from the forest nearby or give him a bigger bribe.

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Improving Bonds
As you progress in your Journey, you’ll interact with characters which will shape your bond with them, either improving
their relations with you or possibly decreasing them! So how do you improve your bonds? By gaining Favor Points!

Whenever you improve a bond with someone, you’ll gain a number of Favor Points and if you pass a certain threshold,
your Bond Rank with them improves! (Your GM may restrict certain Bond Ranks until a Narrative moment occurs) The
prior section states the thresholds of points needed to improve a Bond Rank. Whenever you first create a Bond, you
start with Favor Points equal to the threshold.

Gaining & Losing Favor Points


Whenever you perform one of the following actions beneath this section, your Favor Points could be adjusted somehow
within GM Discretion. If an action is Minor, you gain or lose 2 Favor Points. If it’s Meaningful, you gain or lose 5 Favor
Points. If it’s Major, you gain or lose 10 or more Favor Points.

1. Vibing with your Bond


Whenever you interact with your bond and the vibes either match or oppose, you will gain or lose favor. If they hear
of actions you’ve done, they’ll also have Favor adjusted based on how they view it.
Example - If a ranger npc hears about you saving a popplio from a pack of carvahna, they may admire you and gain +2. If you
criticise your Rival’s methods of Training, they may lose -2. If you tell a funny joke or show a personality trait that they admire, you
may gain +2 Points. If an NPC learns you also serve Xerneas, they may immediately gain +10 Points out of alignment of values.

2. Conflicts with your Bond


Whenever you solve conflicts for your Bond, you’ll gain favor based on the severity of the problem. Conversely if you
cause problems for your bond, you’ll lose favor equal to the severity of the problem.

Example - The Players clear a weedle infestation for a Farmer, gaining +5 Favor. A Player breaks a promise to find a Fossil in a
nearby cave, losing -5 Favor. A Player thwarts a heist from Team Rocket, causing the store owner to gain +20 Favor, being thankful
for their livelihood being saved.

3. Spending Downtime with your Bond


Whenever you Socialize with a Bond or perform a Downtime Action with them, you’ll possibly gain Favor with them.
This is the primary way of players being able to spend time to improve their relationships.

Example - A Player goes on a date with a Gym Trainer and Socializes. It goes well and they gain +5 Points and some info about
their gym and gossip. A Player trains with their Burmy, gaining +2 Points as it goes well. A Player relaxes in a hot spring with their
combusken, gaining +2 Points. A Player tries to spend time with their Zorua that doesn’t like them, bonding with them and gaining
+5 Points, thus increasing them to Neutral Rank.

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Invoking a Bond
The primary way you perform Bond Checks is through Invoking a Bond. Once per Session per Player, whenever
appropriate and if approved by the GM, you can call on a Bond for any of the following options below. A Bond cannot
be invoked if they’re already performing a Favor.

Seeking Assistance
You may Invoke an appropriate Bond in order to gain assistance in a task they’re able to perform to help you. Whenever
you perform a Skill Check (Usually for Downtime Actions), you may perform a Bond Check and if it succeeds, you have
a +5 Modifier, or a +10 Modifier if the Bond Check succeeded by at least 4.

Example- A Player is performing a Downtime Action of “Innovating”, trying to create a new Pokeball. They Invoke their Bond with
one of the engineers they’ve met that’s a Liked Bond. They call them and ask them for assistance and advice with creating the
Pokeball. With a DC of 4, they pass the Bond Check and as a result, they add a +5, having learned a breakthrough from them.

Asking for a Favor


You may Invoke a Bond to have them perform a task of some sort for you with the DC being based on how difficult it
may be to convince them or perform the task. Offering them something they want or a Favor in return usually lowers
this DC. If they have little reason to do this Favor, the DC will be higher. This favor usually grants you some resource or
gives you an opportunity to gain something.

Example - A Player asks an Alchemist to brew them a custom potion that could help with a sickness that their Quilava is facing.
With a successful Bond Check they’ll be more than happy to research it and will give a discount because the Bond Check was high!

Gaining Information
You may Invoke a Bond to have them give you information regarding some topic or problem the Players are facing. A
higher DC usually occurs when the Bond either isn’t likely to know something or is reluctant to share it.

Example - A Player is denied entry to the Safari Zone. They call up on one of their Bonds that is tied to Team Rocket and ask them
for a way to get in. After succeeding the Bond Check, they tell the Player they’ll show them a secret tunnel that can get
them in.

Combat Aid
You may Invoke a Bond with a character that is currently in combat
with you to assist you in some way. This is very vague and meant to be
a method of negotiating with the GM to have characters with a good
relationship perform better teamwork in combat. If the Action is more
impactful the Bond may need to use an Action to perform it. This Bond
Check cannot have any modifiers. If the result is at least 4, there is a positive
effect. If the result is 8 or higher, the best result occurs for what they’re
invoking. If the Check fails, some sort of penalty will occur.

Example - A Player is battling alongside their starter Rhydon who is currently at a


Trusted Rank (d10). An avalanche of boulders are rolling down the hill and the Player
fails their Acrobatics Check. They Invoke their Bond with Rhydon to help save them.
They pass with a 6 and block the boulders from hitting them.

Example - Two Players have a strong trusted bond (d10) and one of them performs
the Help Maneuver on the other to cure them of the Poisoned Affliction. After
passing the Bond Check, the other player gains a +3 bonus to the Save Check from
the Maneuver.

Example - A Player is attacked by a Flamethrower and a Cherished Azumarill (d12)


performs an Intercept Maneuver. The Player Invokes their Bond and on a success,
they resist the Attack by an additional step. If they failed the Bond Check, they may
have become Burned as well as taking Neutral Damage.

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Downtime Phase
Whenever your Players have a gap in activities or have a decides to spend their Night Phase and half of a Midnight
Time Phase where they aren’t doing anything, you could Phase to perform their [Downtime Action - Research] as they
have them perform a Downtime Action. Whenever you chip away at their Long Term Project. This allows them to roll
twice, adding both results to the DC.
use a Time Phase for Downtime Actions, it is turned
into what we call a Downtime Phase. When performing
a Downtime Phase, answer these questions below. 2. What Downtime Actions will they
perform?
Ex - The Party knows the Gym is open until the Night Phase During this Phase, Players may choose how to spend
so they plan on using the early half of the day to prepare for
the upcoming battle, using the Morning and Evening Phase their time by performing Downtime Actions. The list
to use the Training Downtime Action. further on has a few basic options as examples but
GMs can come up with new ways if they desire! The
1. How much Time will they spend party usually will spend their time on their own doing
separate things but players can also choose to work
on Downtime Actions? together! If two players perform the same Downtime
Each Downtime Action takes 4 Hours to perform, Action during a phase, they must choose which one
usually a full Time Phase. The only exception is the of them will be the initiator and which will assist. The
Midnight phase which can allow a Trainer to perform Initiator performs the Downtime Action roll and adds
up to 2 Actions within it, at the cost of sleeping less. the Skill Rank of the assisting Players as a modifier to
If they simply spend one Time Phase on it, they may the roll. If multiple Players instead work together for
perform the Downtime Action as normal. However, a Long Term Project, they instead both perform the
if they spend multiple Time Phases on the same action separately, gaining no benefits together.
action, instead of repeating the action, they gain
a bonus. If the Downtime Action requires a Luck Ex- Two Players are going to a bar to [Socialize] with someone
Roll or Skill Roll, they gain a +5 bonus to it for each they’re planning on robbing. One Player leads while the
additional Time Phase they spent on it. If it was a other is the wingman. The assisting player has novice Charm,
Long Term Project, they roll multiple times instead. adding a +3 to the initiator’s Charm Check.

Ex - One of the Players decides to spend their morning Once the following questions have been answered at
pickpocketing strangers by using the [Downtime Action the table, take turns resolving each action person by
- Working]. They only spent 1 Time Phase so they’ll roll person. Once all Actions are resolved, the Downtime
normally. If they spent 2 Time Phases to do so, they’d add a +5 Phase is completed!
Modifier to their Roll instead of rolling twice. Another Player

How to Resolve Downtime Actions


Your Players have decided what they want to do, great!
Now you go around to each player and perform the
3. Factor in their Priority Level or
following steps outside Factors.
Once you establish the baseline DC to complete the task,
their Skill Check may have modifiers that are applied
1. Have the Player explain their Goal to it before they roll. This can include other Players
with this Action. performing the action alongside them, the Player
The first thing you’ll do is have the Player explain what spending more Time Phases performing this Action, or
their goal is with this Downtime Action and what they’re general Skill Modifiers such as Exertion or Desperation.
looking to gain from it. During this step you may tell
the Player which is the relevant Skill to use if there’s a
Difficulty Check involved in succeeding.
4. Have them Roll!
Once all factors have been adjusted, the Player
performing the Downtime Action may roll!
2. Determine the Difficulty of
achieving this Goal. 5. Determine their Result.
Depending on what they want, most Downtime Actions Each Downtime Action has an associated Reward list
will have an associated Skill related to determine how based on how they rolled vs your DC. If they meet the
well they do when performing this action. Just like a DC, they get the Average Result. If they got more than 5
normal Skill Check you will tell them what DC they need fewer than the DC, they get the Failed Result. If they got
to meet in order to succeed in this task. less than 5 fewer than the DC, they get a Bad Result. If
they get 5 or more than the DC, they get a Good Result,
and if they get at least 10 more than the DC, they get
a Great Result.

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Long Term Projects Lastly, you can set limitations on Long Term Projects
Unlike normal DCs, some Downtime Actions like that require a roadblock to be completed before they
Researching and Innovation are long term projects can continue progress.
so it is meant to be chipped over multiple Downtime
Phases. Whenever a Player uses a Downtime Action on An example of this could be that the Party needs to
an Action that follows Long Term Project Rules, they find a cipher before they can research an ancient
perform a Skill Check and subtract their result from the manuscript. Another could be that in order to reverse
DC. If the Downtime Subject is Basic, the DC is 30. If it engineer a specific piece of technology and innovate
is Intermediate, the DC is 50. If it is Advanced, the DC a new thing from it, they’ll need to find a specific NPC
is 100. And if it is Mythical, the DC is 150. who knows the tech personally and has worked with it
in the past.
Once the DC reaches 0, the topic is fully completed
and all available information is obtained or the goal is You could also limit progress to needing a specific
reached. A few other differences should be noted with Skill Rank but this should scarcely be used. Lastly you
these Downtime Actions. Whenever a Player uses the can limit how fast the project can be completed, for
Exertion Modifier, they may roll an additional Skill Check instance, it takes a minimum of 3 separate Downtime
instead of adding a Modifier, however you must take Phases in before the project can be completed. If
a Stress Token instead of consequence. Additionally, you do this however, be upfront with the player and
you may set milestones within the DC and each time a tell them how many times they can research it per
milestone is met, a piece of information is revealed or downtime phase (It allows you to prevent people from
something of significance occurs. rushing a project) and allows them to prioritize other
things instead of rushing completion.
For example, if they’re creating an item, at the halfway
point they may have a working prototype that isn’t as
effective but they can refine it later and it has only half
the effectiveness. Or if they’re researching something Example (DC Results) - If the DC of a Skill Check is 15. The following
they may make a breakthrough that reveals crucial plot show the ranges that qualify them as that result.
info. This ensures that there’s no boring Downtime
Failed Result - 10 or Less [More than 5 Fewer]
phases of just chipping down a number and there’s Bad Result - 11-14 [Less than 5 Fewer]
always something that could be attained. Drip feeding Average Result - 15-19 [Meet the DC]
content in a long term project ensures it stays exciting! Good Result - 20-24 [5 or More than DC]
Great Result - 25+ [At least 10 or more than DC]

Example (Long Term Basic) - A Player has discovered a book in a


library with the subject matter of “how to bond with your Egg”. The
GM Determines this is a Basic Long Term Project, meaning the DC
is 30. The Player spends the Afternoon and Night Time Phase to
perform 2 Downtime Actions, using the Pokemon Edu Skill to roll
twice and decrease the result. After succeeding, the Player learns
how to more efficiently hatch eggs, being able to permenantly gain
more Nurture Points each time they would gains some.

Example (Long Term Milestone) - A Player has found an ancient


compass in a pawn store and stole it in order to research its origins.
Due to the rarity, it was given a Mythical Long Term Difficulty with
the DC being 150. The Player is intrigued and spends a few Night
Time Phases for the next few sessions studying it with Occult Edu
Rolls. When the DC reaches 80, they make a breakthrough and
realize one of the symbols came from a cult in Snowpoint City
that served Regigigas. After completing the Research Project, they
determine that the Compass is actually a key to the entrance of
Snowpoint Temple.

Example (Long Term Limitation) - The Player finds an ancient


tablet, however it is in Unown Script, meaning its indecipherable
until they find an NPC that can help translate it.

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Downtime Action List


This list will compile a few of the most essential Downtime Actions, how to set their DC, their recommended skills, and
the suggested Rewards based on the result of the roll.

Downtime - Working
Working Example (Work Example) - A Trainer is part of Team Rocket and
Sometimes players just need extra money to fund their wishes to bodyguard a dangerous shipment in their downtime.
expenses and hobbies! Whenever a Trainer wishes to Luckily it was only ambushed by some novice thugs and with a 21
work during their Downtime, they must tell you how rolled in Combat, the shipment was protected. The base rate for
this job was $500 so they ended up with $3,500!
they work and it must be an established way they’ve
made money in the past or a confirmed way they can Example (Limited Opportunities) - A Trainer made their money by
make money. mining out rare ore which was their specialty, however they’re in
the middle of a Grassland encampment so they’re unable to work
The GM will then tell you what Skill it takes to perform as a Miner or even perform the action at all while in the wild.
this job. The Default DC for this Skill Check will be 15.
The Income Value by default for all Trainers is $300 but Failed Result - The Trainer gains money equal to 3
can be adjusted based on the perceived “Hourly Rate” times the Income Value and may gain a Stress Token.
of what the Player is doing.
Bad Result - The Trainer gains money equal to 4 times
If they’re able to work for a high end restaurant as a the Income Value.
waitress their rate may become $600 instead! Or this
could be a high end circus performance and they get Average Result - The Trainer gains money equal to 5
$800 as their Income Rate. This should vary based times the Income Value.
on what the Player can feasibly do at this point in the
campaign so be sure to give them opportunities for Good Result - The Trainer gains money equal to 7
higher rates of working! Be wary however that you times the Income Value.
don’t make an income rate too high and they have
more money than they know what to do with (You Great Result - The Trainer gains money equal to 10
don’t want them to make more money from Working times the Income Value! Going back to work at this
compared to quest rewards) place may result in a higher Income Value!

Recommended Skills
The Skill Check should be relevant to the work being
done. If they’re a bodyguard, Intimidate or Combat
could work. If they’re a charlatan or magician, Guile
could work. If they’re a Martial artist and tutoring for
some kids, Command or Combat could work. If they’re
a Pokemon Caretaker, Pokemon Edu could work.

My Players want to do something not on the Downtime List!


Just make one up! At first, try to match their action to a listed one,
especially if it’s a mechanical fit. Then if not, either determine if
it’s a long term project or something that a single skill check could
complete. Lastly, check the Modules to see if something more
appropriate is there, because these are only the most generic
types of actions that could apply to any setting. Then if you want to
make it something custom, determine if it’s something that can be
done outside of the Downtime Phase or if it’s something you want
to give a bonus to.

Ex - A Trainer makes custom [Orders] through Innovation Action.

Artist: U
@ nknown

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Downtime - Training
Training Example (Pokemon Training) - A Trainer is letting their Hitmonchan
Sometimes players will want to train and exercise, spar against some other Pokemon. This allows them to bond a little
either with their Pokemon or training their own and during their next combat they will be hyped and ready to fight.
physique. Whenever a Player wants to Train, they either
designate themselves or a number of Pokemon they’re Failed Result - The Trained Pokemon or Trainer gains
allies with to Train equal to half of their Command Rank +1 Combat Boon, however when it’s used the new roll
(Rounded Down). has a -4 Modifier if it was a d20.

The Default DC for this Skill Check will be 10. As for Bad Result - The Trained Pokemon or Trainer gains +1
rewards, the trained Pokemon or Trainer will gain Combat Boon, however when it’s used the new roll
Combat Boons! A Character can have a Maximum of 3 has a -2 Modifier if it was a d20.
Boons at a time and may use them in combat to reroll
any of their rolls that aren’t a Luck Check (Once per Average Result - The Trained Pokemon or Trainer
Roll). Lastly, whenever a Pokemon is Trained, you may gains +1 Combat Boon.
do the following:
Good Result - The Trained Pokemon or Trainer gains
» Swap any Attacks between their Battle and Known +2 Combat Boons. If they’re a Pokemon they gain +2
Attack List. Favor Points.
» Raise them up to 20 Levels, provided they don’t
exceed your Max Pokemon Level Great Result - If you’re a Trainer, you gain +3 Combat
Boons and your Default CS for all Stats are set to +1
until the next Morning Phase. If you’re a Pokemon,
Recommended Skills you gain +3 Combat Boons and +3 Favor Points.
The Athletics or Combat if a Trainer is Training,
Command or Pokemon Edu if they’re training a
Pokemon. If a Trainer has a specific Training method Favor Points - See “Bonds & Bond Checks”
you may allow other Skills, such as a taskmaster using
Intimidate to Train obedience.

Downtime - Socializing
Socializing Example (Socializing) - An Trainer is attempting to obedience
Sometimes players want to hang out with other NPCs train his Tropius and improve their relationship who currently
or their Pokemon and improve their relationships dislikes him. They try to reinforce the Tropius by feeding it fruits
with others around them. Whenever a Player wants and teaching it orders. The GM determines this type of socializing
would be a Command Skill at likely DC 15. The Trainer is harsh with
to improve their Bond with someone else, have them the training and uses a Stress token as well then rolls a 13, adding a
specify who they’re socializing with. Then, have them +5 Modifier to lead to an Average Result
tell you how they’re socializing which will determine
the Skill Check. Failed Result - Socializing went bad and you gained no
Favor. Depending on the context you may even lose up to
Lastly, the GM will determine the Difficulty Check of -5 Favor Points.
how easy it is for you to improve your bond with them.
Don’t go to extremes, a DC of 10, 15, or 20 is standard, Bad Result - Socializing didn’t go great but effort was
usually based on how they’d like the activity they’re given, granting +2 Favor Points
socializing in.
Average Result - Socializing went well, they gain +2 Favor
Recommended Skills Points and you gain a +5 Modifier to your next Socialize
Charm is the default Skill, however depending on or Training Downtime with them.
how they socialize it may be different. Socializing by
hiking may allow Nature Edu or Athletics. Socializing by Good Result - Socializing went good! They gain +5 Favor
dancing would instead be Acrobatics. Points with the Target.

Great Result - Socializing was just what they needed.


They gain +10 Favor Points with the Target.

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Downtime - Crafting
Crafting
Sometimes players want to create Items from their learned
recipes. Whenever a Player wants to craft items they know how to
create, have them tell you which Item Recipes they want to make
and assign a Skill for them to make a Skill Check in. It doesn’t have
to be a specific Item but it does have to be a specific category.
For instance, if a Player is creating Potions, they can create both a
Healing Potion and a Malady Potion during this action.

The Default DC for this Skill Check will be 15. This DC could be
increased if the Player is new to creating Items of that category or
what they’re creating is fairly complicated to create.

Lastly, the Player needs to spend Money based on how much they
crafted. This can be determined by taking half of the Shop Price
and applying it to each Item crafted or coordinating with your GM
on how many resources it would take to make the Items requested.

Another thing to consider is that you may want a crafting project to


be a Long Term Project if it’s something complicated. For example,
a Player making a Mega Stone could have the project be a DC 150
Occult Edu Project and at the end they craft one.

Recommended Skills
Relevant Education Skill associated with crafting the Item

Example (Small Crafting) - An Engineer wants to make some Pokeballs for


the Party. They perform a Tech Edu and result in a 13. Pokeballs cost $500 in
the store so he can make them for $250 each. He got a bad result so he can
craft up to 2 Pokeballs, expending $500 in the process.

Example (Expensive Item) - An Armorer wants to make a Longbow (Fine


Weapon) for an ally. It costs $10,000 so it’ll take $5,000 in resources to
create. He rolls a 22 on a Focus check and can craft up to $2,000 in value. He
subtracts from the Item’s total cost, resulting in $3,000 left. The downtime
phase resolves with the Longbow being half finished and will be worked on
later.

Example (Long Term Project) - A Player is creating a device that can disable
Granting Recipes
an electronic lock, requiring a DC 50 Tech Edu as a Long Term Project. As a reward or possibly by spending
money, a Player could be granted a
Recipe, allowing them to create a
Failed Result - The Player doesn’t gain any Items and new Item!
possibly wastes some resources. Example (Reward) - A Player forges a
bond with a baker and is taught how to
Bad Result - The Player crafts Items up to $500 in create Pokemon Food for their Axew.
value. Over time the recipe also evolves and
they can create Pokemon food for all
Dragn Types.
Average Result - The Player crafts Items up to $1,000
in value. Example (Research) - A Player borrows a
book from the library that teaches them
Good Result - The Player crafts Items up to $2,000 in how to perform a ritual to Xerneas.
value. After finishing the book, they gain a
recipe for ritual materials.
Great Result - The Player crafts Items up to $3,000 in
value.
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Downtime - Innovation
Innovation Example (Innovating a Cure) - An alchemist has found a Wartortle
Sometimes players want to discover and create with a strange disease. They want to create an antidote for it
something new. Whenever a Player wants to innovate however they don’t even know what the disease entails so the
and create something new, they must specify what Pokemon Researcher starts a Research Downtime Action in order
to study the Wartortle.
their goal is and gather all ingredients needed that are
required by the GM to perform such a task. Once they discover the negative effects and source of the
disease, the alchemist starts to innovate a remedy which the GM
Then, you must set a Difficulty Level of how hard it is to determines is an Advanced Project with a DC of 100. However
create the Item they’re intending to create, if it’s even when the DC reaches 70, they discover a makeshift remedy that
they can craft that temporarily removes the effects of the disease
possible. Then inform them of the associated Skill for for one scene. When they reach 0, they discover the recipe for the
creating this Item. Before allowing them to innovate, antidote and can craft it to cure them permanently!
make sure that it is something that you’re fine with
allowing to mechanically exist in your world and not
something that would be unfeasible to create. Do not Recommended Skills
let people make snag machines in a world you don’t Skill is based on the creation. For example, making a
want them to exist. herbal remedy would be Medicine or Nature Education.
Creating an anti-invisibility device would be Occult
Innovation is a Long Term Project so refer to those Edu. Making a custom Order for your allies would be
rules and the example below Command or Pokemon Edu.

Downtime - Researching
Researching Example (Resarching) - The Party finds a strange relic in the Ruins
Sometimes the Players want to research something in of Alph that nobody has ever seen before with unown hieroglyphics
the pursuit of gaining information Whenever Players on a tablet. The GM sets the DC at 100 and a milestone when they
want to Research or Study something, they must reach 50. The party is full of low level trainers so there is little way
they can research it all soon but one trainer is interested in the
specify what they’re studying. Then, you must set a occult and has Adept.
Difficulty Level of how hard it is to Research this and
associated Skill for researching the topic. When he’s first able to, he spends the first Night Time Phase and
half of Midnight obsessing over the relic, even using an Exertion
Researching is a Long Term Project so refer to those Modifier! His first roll is 14 from Night Phase Action. The Midnight
Phase Action results in a 13 and the roll from Exertion results in
rules and the example below an 8. The final result leads to a 35 which brings down the DC to
65 but gives him 2 Stress Tokens in the process. He gains some
Recommended Skills momentum but feels burnt out and doesn’t study it until a bit later.
Later down the line he gains more time to study and gets some
Associated Education Skill or Focus. For example, help with a friend, knocking the DC down to 20 and gaining a clue
researching an ancient runic language would be since they met the 50 mark which unlocked a quest for them! Later
General or Occult Edu. Researching what medicinal again he starts researching and knocks it down to 0, uncovering
properties an unknown plant would have is a Nature what the glyphs mean.
Edu or Medicine Edu Check.

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Downtime - Exploration
Exploration
Sometimes players want to explore their surroundings and
gain more information about where they are. In this case,
players can explore or scout with their free time. When a
Player wants to explore or scout an area, they must tell the
GM what area they wish to gain information about. The
GM will then determine the difficulty of exploring that area
unscathed and the relevant Skill Check based on how they’re
exploring.

Recommended Skills
Perception if it’s simply scouting or looking around. Stealth
if they’re hiding from potential threats. Nature Education
if they’re exploring the wild. Skill is based on the location.
Could even be something like Charm to talk to locals to gain
information about the area and flirt with passerbys!!

Example (Recon) - A Player is scouting a prison to observe the guard shifts


and possible ways of entry. The DC is only 10 considering they’re spending
two Downtime Actions on it. Their Skill Check is Perception since they’re
far away enough not to be noticed. If they got an Average result they could
learn some info about how the guards are acting. If they got a Great result
they could notice that they could infiltrate from a nearby building that isn’t
as secure and away from sight.

Example (Wild Exploration) - Another Player is scouting a nearby campsite.


On a Failed result, they could be attacked by a stealthed predator while
exploring. On a Great result they could find a small encampment of
Mightyena nearby and while they’re on the way back, they could notice a
small cave with a den of teddiursa nearby!

Failed Result - The Player is somehow compromised


while exploring. They either fail to gain information or
gain it with a consequence occurring in the process such
as being robbed, being discovered or being attacked by
wild Pokemon.

Bad Result - The Player is able to find some information


about their intended location. Afterwards, roll a d20 Luck
Check, on a 5 or less they are compromised somehow as
if they rolled a Failed Result.

Average Result - The Player finds a decent amount


of information they were looking for without being
compromised.

Good Result - The Player finds all information they were


looking for and even notices some other information they
weren’t expecting while exploring.

Great Result - The Player finds all information they were


looking for and notices something very interesting either
about the location or something nearby that could be
essential.

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Downtime - Relaxation
Relaxation
Sometimes Players just need to take a minute and relax. The
Player will use their Downtime to detox and get away from
the stress of their lives.

If the player is in an environment in which they can relax


more, such as a library they find solace in or a hot spring, or
if they relax socially with others who are also Relaxing, they
may gain a positive modifier for this Luck Check. If they’re in
an area that it’s harder to relax in like a battlefield, they may
have a penalty to this instead or even be unable to perform
the Action. In addition, a Player can also have one of their
Pokemon to relax instead of themselves, if they’re stressed.

Recommended Skills
Instead of a Skill Check, they will perform a Luck Check (d20)
with the DC being 10. Skill Modifiers like Exertion cannot be
used on this roll. Relaxation cannot cure Stress gained from
lack of sleep as well. Players that spend Downtime Actions to
Relax together gain a +2 Modifier.

Example (Joint Relaxation) - A Player decides to relax by going hiking with


another Player. Considering one of the Players is outdoorsy, the GM grants
them a +3 Modifier since they’re in their natural element. Each Player also
gains a +2 modifier for relaxing together. One Player rolls a 8 and adds the
+5 total modifier to get 13, an Average Result, removing 2 Stress Tokens.
The second Player rolls a 19 adding their +2 modifier and getting 21, a Great
Result! This removes all of their Stress tokens and they feel particularly
refreshed at the new experience, letting them take a future Stress Token at
no cost!

Example (Unable to Relax) - A Player has been given a benefit that when
they perform a good result in a Research Downtime Action, they remove a
Stress Token. However, they’re unable to relax at all without access to quiet
and a space to study or read. The party has some downtime while they’re
out in the wilderness in a camp and the Player cannot focus, having a -3
Modifier to their Luck Check when attempting to relax, due to the constant
bug Pokemon noises around them.

Failed Result - The Character is unable to find


relaxation and only removes 1 Stress Token

Bad Result - The Character is unable to find relaxation


and only removes 1 Stress Token

Average Result - The Character finds some peace and


removes 2 Stress Tokens

Good Result - The Character is now relaxed, removing


3 Stress Tokens

Great Result - The Character is thoroughly calm,


removing 3 Stress Tokens and the next time they gain
a Stress Token, they instead don’t.

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Downtime - Questing
Questing
Sometimes players don’t have a lot of time to focus on
the smaller picture but they still want to help out those
they’ve met along the way! Whenever a Player wants to go
questing, this is treated as a mini-session of sorts. Anything
that can happen “Off-screen” is possible here. Basically,
anything you don’t want to make a session around and
waste time on it is something that’s possible for Questing.

Unlike normal sessions, the result of the quest is reliant


solely on a dice roll so luck is largely a factor rather than
mechanical prowess. In order to go on a quest, the Player
will offer what they want to do. Then the GM will tell you
how difficult it would be to complete that quest and then
tell you the possible rewards of succeeding in the quest
along with its possible risks along with needed Skill Check(s).

Recommended Skills
The relevant skill is entirely dependent on the Quest. If the
quest is finding a Pokemon in an area, it could be Perception
or Pokemon Edu.

Example (Find a Pokemon) - A Trainer determines that in their downtime


while preparing for a mission they need a Magnemite to scramble the
security system. This miniquest requires an initial Skill check of Poke Edu
or Perception to find the Magnemite with a DC of 10. On a 12, they find it.
If they rolled a 7, they could’ve found it but it was hostile. If they rolled a 2
they could’ve been unable to find one. After they find it, another skill check
is required to convince it to join with a DC of 10 since it isn’t hostile. The
Player rolls a 16 and the GM sets a little scene where they meet it and they
bond a little and it starts with an additional +5 Favor points!

Example (Mini Session) - Another Player off screen decides to do a side


quest where someone’s cellar is full of rattata. Considering this is a combat
based quest, the GM thinks it’s more appropriate to do a Luck Check instead
of a Skill Check with a low DC of 5 since they’re relatively weak. However the
Player only rolls a 2! The GM determines this means they beat up the rats
but were fairly hurt in the process.

Failed Result - The Player did not succeed in the Quest


and some complications arose. The quest’s importance
determines its severity.

Bad Result - The Player succeeds in the Quest, but some


complications arose.

Average Result - The Player succeeds in the Quest,


gaining the baseline rewards that were stated.

Good Result - The Player succeeds in the Quest, gaining a


little more than baseline rewards. This could be boosted
Favor Points, more money or finding a rarer thing.

Great Result - The Player easily succeeds in the Quest,


gaining more than baseline rewards. This could be
boosted Favor Points, more money or finding a rarer
thing.
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Item Keywords & Slots


Each Trainer has a total of 6 Inventory Slots and 4
Equipment Slots. Each Pokemon has a total of 2 [Resource] Items: Resource Items follow the same
Equipment Slots, however any Item they Equip must rules as [Small] Items but if a [Resource] Item occupies
have the [Pokemon] Tag. Inventory Slots are reserved an Inventory Slot, you can have any amount of that
for their carry-on storage such as a backpack and Item (or its subtypes) in the slot for quantity.
Equipment Slots may only hold [Equipment] Items,
symbolizing what the Character is wearing. [Trinket] Items: Trinket Items do not take an Inventory
Slot and are always considered to be on hand for the
Inventory Slots are specifically for Items you are owning Character. These Items tend to be Items of
carrying on you that are not currently in usage but can little or niche mechanical value that wouldn’t be worth
be swapped at the holder’s whim as a Swift Action. bringing on a Journey (But may be handy in a niche
Their Effects are not applied as they are not “Equipped situation!), plot items that should always be carried
or Used” (Unless otherwise specified). For example, a but shouldn’t penalize an Item Slot, or Items that are
Potion can be stored in an Inventory Slot in order for centric to a Character that would always be carried
the Trainer to use later. Non [Equipment] Items within by them. Examples include a secret key, teddy bear or
an Inventory Slot can however be used/activated using guitar. Trinket Items are always treated as Equipped,
its listed Action or a Standard Action by default. A but may have a stronger bonus effect if they take an
Backpack in an Inventory Slot cannot hold Items in it Equipment Slot.
because it is not “Equipped”. You cannot have more
than 12 Inventory Slots by any means. Deck of Fate - This seems like an enchanted deck of
playing cards. While this Item occupies an Equipment
Alternatively, Equipment Slots are reserved only Slot, you gain the Metronome Attack and its Frequency
for [Equipment] Items and while they’re in these is changed to EOT. [Equipment] [Small] [Trinket]
Slots, they’re considered to be Equipped and their
effects apply. These Slots can have any [Equipment] [Equipment] Items: Equipment Items only have their
Item occupying them, however you cannot have two Effects applied while they occupy an Equipment Slot.
[Large] [Equipment - Weapon] Items or two [Large] If they are disarmed, moved to an Inventory Slot or
[Equipment - Armor] Items equipped at the same unequipped, their Effects are ignored. Equipment
time. The Last restriction for these Slots is that you Items may also have the Weapon or Armor Tag. You
cannot equip two of the same Item with the same can’t have two Large Weapons or two Large Armor
effect. They don’t stack. Items equipped at the same time. You can however
have one Large Weapon and two other Small Weapons
Remember that all Players should have a Storage area equipped! For example this could be a Rogue that
where they can keep Items they don’t have equipped carries a Large Spear but also has a Small Crossbow and
safely with an infinite limit. Knife in their pocket.

Item Keywords [Pokemon] Items: These Items may also be equipped


[[Large] Items: Large Items take two Equipment or and used by Pokemon. Pokemon gain no effects from
Inventory Slots. Items without this Keyword Tag.

[Small] Items: Small Items take one Equipment and [Throwable] Items: These Items can be expended with
Inventory Slot. If a Small Item is in an Inventory Slot, the Throw Maneuver and if the Maneuver hits, the
you can have a quantity of up to 3 of that Item in the Target has the Item’s Effects applied to them.
slot. If an Item has the same name but a different
subtype, this is also allowed. [Consumable] Items: These Items are expended when
they’re used and can only be used one time.
Example: One Slot can have 3 Pokeballs in it. If you want
to take 5 Pokeballs, this takes up 2 Slots, one with 3
Balls and one with 2. One Slot can contain a Basic
Malady Potion (Poisoned), Basic Malady Potion
(Entranced) and Basic Malady Potion (Enraged),
because they’re all the same base item but with
different subtypes.

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Essential Items
All of the following Items are considered essential 2. Make sure all Players have equal
and always carried by the party. They do not take any
Inventory Slots, similar to Trinkets and are always on access
hand when needed. As a GM you may adjust what The power level of your Party is fine at any level provided
you consider to be ‘Essential’ based on your Party’s you give them appropriate challenges and there’s no
circumstances. Your party does not need to spend inequality in access. All Players should roughly have the
money on any of this to consider it to be on hand, don’t same amount of special or altered items so there’s no
tax them for rations. feelings of favoritism.

» Tech like Pokedex, Party Pokeballs, Phone, Money, 3. Use existing Items as frameworks
Water and Rations, Basic Baggage, Towels, Clothing, for new Items
Water Filter, Lighter, Collection Jars. If you’re making a new weapon, use an existing
weapon as an example or equivalent of power. This
Creating Items goes for anything customly created such as being given
Part of the fun of being a GM is creating new and a custom move to a character’s starter pokemon.
unique Items, so here are a few considerations when
making your own. 4. Grant the Item Keywords based
on its usage
1. Be careful of the Power Level of Let’s say your Party is performing a heist. What they
custom Items and Trinkets know is that they need to carry a lot of items out but
It is fine if you have custom Items require Inventory they also want to be prepared and bring in necessary
Slots to bring, especially if they’re niche in usage. If you healing supplies to deal with whatever is inside. One
do create Trinket Items, have them be in one of two member of the party decides that instead of bringing
categories. The first category is fluff heirlooms. This his weapon, he’ll be a pack mule and carry an additional
could be a family crest that has no other effect other backpack for more storage space. However, he already
than being ID for a noble family. It could be a scarf is wearing a backpack and using his Armor Slot! Not to
given by a character’s mother. It could even have small worry, the GM is flexible and will allow them to carry
effects like the crest giving a +2 to Command Checks it in their Weapon Slot, granting it the [Equipment -
as their family has notoriety. The second category is Weapon] Keyword, so now he’s carrying 2 Backpacks!
plot devices. This could be a magic orb that allows the Though as a tradeoff, he’s weaker in combat and may
Party to communicate to Yveltal. This could be a parcel be slower if he’s carrying a lot. Alternatively you could
or package meant to send to a professor. This could fluff it is a big storage box he’s carrying.
be a Zygarde Cube that holds cells they’re collecting.
Basically if it would feel bad to need to waste a slot
on it, make it a Trinket. If any of the items have vast
mechanical effects, such as a guitar weapon being
blessed by meloetta and giving Sound Lance, they
should take an Inventory Slot.

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Basic Items
Item name  Price Pokeball
Effect: You may Target either a willing Wild Pokemon or an
Pokedex $10,000 unconscious Wild Pokemon and expend this Item in order to
Pokeball $500 capture them. Once captured, this becomes an Essential Item
while the Pokemon is in your Party. A Trainer may by default
Basic Pokefood $200 have up to 3 Pokeballs carried as Essential Items at a time to
Typed Pokefood $500 consist of their carried Pokemon/Party. [Small] [Consumable]
Pokepuff $500 Note: Pokeball Items should only take an Item Slot when they’re
empty. Don’t let people carry 8+ Pokemon in their Party.
Ingredients (Basic) $100
Basic Healing Potion $250 Basic Pokefood
Greater Healing Potion $500 Effect: This may be expended outside of battle to feed a
Basic Malady Potion $250 Pokemon and possibly influence any Social Skill Checks to
improve their disposition with the User. If expended with a
Greater Malady Potion $500 Throw Maneuver, choose a Space for the Food to land. All
Basic Strength Potion  $250 Pokemon Enemies within 3m of it must pass a DC 8 Focus
Greater Strength Potion $500 Check. If they fail, one of the Enemies that Failed will use their
next Standard Action to eat it like it was bait. This type of food
Basic Vitality Potion $250 is generic and is designed so all Pokemon will eat it and like but
Greater Vitality Potion $500 not all may love it. [Throwable] [Small] [Consumable]
Shard $200 Note: Pokemon may tend to only fall for bait once. Don’t let players
throw a bunch of food at a boss and prevent it from ever attacking.
Simple Poultice $100
Greater Poultice $300 Typed Pokefood
Hazard Bag $250 Effect: Upon being purchased, specify a Pokemon that this
Food is designed for. This may be expended outside of battle to
Trap Set Varies by Effect feed a Pokemon and possibly influence any Social Skill Checks
Tent $2,000 to improve their disposition with the User. If expended with
Sleeping Bag $1,000 a Throw Maneuver, choose a Space for the Food to land. All
Pokemon Enemies within 3m of it must pass a DC 8 Focus
Artisan Kit $5,000 Check. If one Enemy is the specified Pokemon, their DC is 15.
Climbing Kit $2,000 If they fail, one of the Enemies that Failed will use their next
First Aid Kit $3,000 Standard Action to eat it like it was bait. This food is specially
made to be loved by a certain breed of Pokemon. [Throwable]
Tool Kit $2,000 [Small] [Consumable]
Travel Set $2,000
Pokepuff
Pokedex Effect: When expended, choose a Pokemon. The next time
Effect: Whenever the User performs the they’re socialized with as a Downtime Action, add a +5
Analyze Maneuver, they may take out this Modifier. This Item may also be treated as if it were Basic
Item to gain +5 to any Pokemon Education Pokemon Food. This modifier does not stack with itself.
Checks they may perform as a result. As [Consumable] [Small]
an Extended Action, the User may Target a Note: This can be an easy way to bond with most Pokemon.
Pokemon within 10m with the Pokedex and
scan them. Scanning takes a Minute and Ingredients (Basic)
provides basic information about the species Effect: When created or noted down by a Player, designate
such as Attacks known, diet, habitat, height, what type of Items can be crafted using this item. Each 1
ability list, etc. [Small] Ingredient can be expended to craft up to $100 worth of Items
Note: Pokedexes are typically given out at the start in the designated category. [Resource]
of the journey but they may lead to Poke edu Rolls Note: Buying Ingredients allows Players to craft Items while they’re
mattering less. Journeying. While normally you can craft with pure money as
it’s stated as just going to a nearby store to buy necessary items,
sometimes Players are away from those resources. Ex: Ingredients
(Tech Scrap) / Ingredients (Food)

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Basic Healing Potion Greater Strength Potion


Effect: Choose one of the following Effects to apply Effect: Greater Strength Potions come in different
to the Target. A Combatant cannot be Targeted Variations which are determined by the GM. Attack,
by a ‘Healing Potion’ more than once per Scene. Special Attack, Critical Hit or Accuracy may be chosen.
[Throwable] [Small] [Consumable] If it is Attack or Special Attack, the Target gains +3 CS
» They restore 3 Ticks of Hit Points or 50 HP, in that Stat. If it is Critical Hit or Accuracy, they gain a
whichever is higher. +3 Modifier to that Combat Value for the rest of the
» They are cured of 1 Status Affliction of your choice. Scene. [Throwable] [Small] [Consumable]
» They are revived and set to 1 Tick of Hit Points or 20 Note: Don’t let these be common until Trainer Level 5+
Hit Points, whichever is higher.
Basic Vitality Potion
Greater Healing Potion Effect: Basic Vitality Potions come in different
Effect: Choose one of the following Effects to apply Variations which are determined by the GM. Defense,
to the Target. A Combatant cannot be Targeted Special Defense, Evasion or Save Checks may be
by a Healing Potion more than once per Scene. chosen. If it is Defense or Special Defense, the Target
[Throwable] [Small] [Consumable] gains +2 CS in that Stat. If it is Evasion, they gain a
» They restore 5 Ticks of Hit Points or 100 HP, +3 Bonus to Evasion for the rest of the Scene. If it is
whichever is higher. Save Checks, they gain a +2 Modifier to that Combat
» They are cured of 2 Status Afflictions. Value for the rest of the Scene. [Throwable] [Small]
» They are revived and set to 3 Ticks of Hit Points or [Consumable]
50 Hit Points, whichever is higher. Example: An X Defend could be a Basic Vitality Potion
Note: Don’t let these be common until Trainer Level 5+ (Defense)

Basic Malady Potion Greater Vitality Potion


Effect: Basic Malady Potions come in different Effect: Greater Vitality Potions come in different
variations which are determined by the GM. The Variations which are determined by the GM. Defense,
Target hit by this Item gains the chosen Status Special Defense, Evasion or Save Checks may be
Affliction. Basic Malady Potions can inflict the chosen. If it is Defense or Special Defense, the Target
following Afflictions. Burned, Poisoned, Enraged, gains +3 CS in that Stat. If it is Evasion, they gain a
Entranced, Suppressed, Wounded. [Throwable] +6 Bonus to Evasion for the rest of the Scene. If it is
[Small] [Consumable] Save Checks, they gain a +4 Modifier to that Combat
Example: A Molotov Cocktail would be a Basic Malady Value for the rest of the Scene. [Throwable] [Small]
Potion (Burned) [Consumable]
Note: Don’t let these be common until Trainer Level 5+
Greater Malady Potion
Effect: Greater Malady Potions come in different Shard
variations which are determined by the GM. The Effect: A Shard can be expended as a Free Action in
Target hit by this Item gains the chosen Status the user’s Inventory upon hitting a Damaging Attack
Affliction. Greater Malady Potions can inflict the that corresponds to an associated Type to increase
following Afflictions. Chilled, Paralyzed, Cursed, Dazed. its Damage Base by +3. The user may only expend
[Throwable] [Small] [Consumable] one Shard per Attack. A Shard can come in any of
Example: A Dark Elixir could be a Greater Malady Potion the following colors and has the associated Types.
(Cursed) Red (Fire, Fairy, Psychic), Orange (Normal, Fighting,
Note: Don’t let these be common until Trainer Level 5+ Dragon), Yellow (Electric, Rock, Steel), Green (Bug,
Grass, Ground), Blue (Flying, Ice, Water), Violet (Dark,
Basic Strength Potion Ghost, Poison). [Small] [Consumable] [Pokemon]
Effect: Basic Strength Potions come in different
Variations which are determined by the GM. Attack, Simple Poultice
Special Attack, Critical Hit or Accuracy may be chosen. Effect: Choose one of the following Effects to apply to
If it is Attack or Special Attack, the Target gains +2 CS an Adjacent Target. [Small] [Consumable]
in that Stat. If it is Critical Hit or Accuracy, they gain a » They restore 2 Ticks of Hit Points or 50 HP,
+2 Modifier to that Combat Value for the rest of the whichever is higher.
Scene. [Throwable] [Small] [Consumable] » They are cured of 1 Status Affliction of your choice.
Example: A Protien Potion could be a Basic Strength Potion Note: Unlike Potions, these can be applied multiple times
(Attack) and boost their CS. but can’t revive Combatants.

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Greater Poultice Climbing Kit


Effect: Choose one of the following Effects to apply to Effect: While this Item is in your Inventory, you do
an Adjacent Target. [Small] [Consumable] not need to make any Skill Checks in order to climb
» They restore 4 Ticks of Hit Points or 100 HP, or scale vertical surfaces such as a slope. This may be
whichever is higher. equipped as if it were an [Equipment - Weapon] Item
» They are cured of 2 Status Afflictions. in order to ignore Movement Penalites from vertical
Note: Don’t let these be common until Trainer Level 5+ surfaces that would be Slow Terrain. [Small]

Hazard Bag First Aid Kit


Effect: When this Item is created, the GM will Effect: The user is considered to have standard
determine what type of Hazard it is (It can contain medical supplies that can stabilize injuries out in the
any Attack with the Hazard Keyword). When this field. As an Extended Action with around 5 Minutes
Item is expended, the holder may use that Attack of time, anyone with at least Adept Medicine Edu
immediately as if they knew it. [Small] [Consumable] can cure any Physical Status Affliction. While this is in
Example: A Caltrop bag with the Attack Spikes, or a your Inventory, at the end of a Scene where Combat
poisonous one with Toxic Spikes, or an Hazard Bag fluffed as Occurred, the user and all Allies restore 3 Ticks of Hit
a Smoke Ball which contains Smokescreen. Point. Multiple instances of the First Aid Kit or Mender
Capability increase the Ticks restored by +1, instead of
Trap Set each seperately restoring 3. [Large]
Effect: When this Item is created, designate a Target
that it is designed to Trap and the Effects upon the Tool Kit
Trap Triggering. This Item may be expended as a Effect: Upon this Item’s Creation, choose a specific
Downtime Action to set the Trap. A Luck Roll may be type of Action. This Item has the tools required to
used to determine the success rate of the Trap or it perform that Action and when making Skill Checks
may be an opposed Check of the Target to detect the involving that Action, you may roll twice, taking the
Trap when relevant. [Small] [Consumable] better result. This only affects Skill Checks that aren’t
Example: A Trainer setting traps for Pokemon that would in the Downtime Phase. [Small]
ambush them at night to impair the would be ambushers. Note: You could also allow certain Tool Kits to be needed in
Something of this magnitude would cost $500. Another order to do Downtime Actions such as a chemistry set for
Trap could be putting a magic trap on a book so what Innovation, however don’t let it improve their Skill Checks.
whoever reads it triggers it. This may cost around $3000. Example: Lockpicking Kit (Picking Locks), Culinary Kit
(Making Food), Mining Kit (Precise Excavation), Fishing Kit
Tent (Fishing in Wild), Navigator Kit (Tracking or Navigation),
Effect: While you’re on a Journey, you may use this Potion Kit (Making Potions)”
Item to get a normal night’s rest. Up to 2 people may
fit in one tent. [Large] Travel Set
Effect: Upon this Item’s Creation, choose a type of
Sleeping Bag Item that can be crafted. While this Item is in your
Effect: While you’re on a Journey, you may use this Inventory, you have the tools to perform the Crafting
Item to get a normal night’s rest. Only 1 person may Downtime Action while on a Journey. You need
rest in this. [Large] Ingredients equal to the Crafting Cost in order to
create it. [Small]
Artisan Kit Example: Cooking for food items, Artificing for Artificer
Items, Engineering for Pokeballs, etc.
Effect: When buying this Item, choose a Topic.
Whenever you Innovate or Research during a
Downtime Phase and use an Exertion Modifier, if it’s
for something that is related to this Topic, you reroll all
dice that land on a 1. [Large]
Example: An Alchemy Kit for making new potions,
Chemistry Kit for making altered potions or a Fashion Kit to
innovate custom Clothes.

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Equipment Items
Item name  Price Item name  Price
Training Weapon $1,000 Air Balloon $3,000
Simple Weapon $5,000 Analytic Lens $5,000
Fine Weapon $10,000 Assault Vest $8,000
Legendary Weapon $20,000 Berserk Belt $5,000
Braced Shield $3,000 Blessed Relic $5,000
Heavy Shield $10,000 Covert Cloak $5,000
Ranger Styler $5,000 Dodge Scarf $5,000
Bardic Instrument Varies by Size Eject Module $5,000
Crude Armor $3,000 Focus Sash $5,000
Light Armor $10,000 Leftovers $5,000
Heavy Armor  $15,000 Lucky Charm $5,000
Arcane Armor $15,000 Pokemon Saddle $5,000
High Quality Light Armor $20,000 Psionic Vest $8,000
High Quality Heavy Armor $20,000 Precision Lens $5,000
Light Backpack $2,500 Quick Boots $5,000
Heavy Backpack $5,000 Quick Claw $5,000
Seed Bag $5,000 Razor Claw $5,000
Cargo Bag $3,000 Revenge Band $5,000
Artisan Pack $7,500 Rocky Helmet $5,000
Disguise Varies by Intricacy Scope Lens $5,000
Jewelry Varies by Effect Stat Booster $5,000
Stylish Clothes Varies by Size Status Guard $5,000
Survival Clothes $2,000 Type Augmentor $5,000
Small Gadget $500 Type Booster $5,000
Large Gadget $5,000 Type Brace $5,000

Weapons [Training, Simple...] Heavy Shield


Effect: To determine the Effects and Size of Effect: While Equipped, whenever the User
this Weapon while Equipped, refer to the uses a Defend Maneuver, the Target has
“Creating Weapon Item’s Section in the Core Damage Reduction equal to your Tier Value for
Book. [Small or Large] [Equipment - Weapon] the duration of the Maneuver. If the Target is
Note: “If the Weapon purchased is Small, it is half no longer Adjacent to you, they do not benefit
of the listed price. Players can also upgrade an from this Effect. Additionally, while Equipped,
existing Weapon to the next Tier in order to add
things to it, and if they do apply a discount. you may use a Swift Action to gain Damage
Reduction equal to your Tier Value for a Full
Round. [Large] [Equipment - Weapon]
Braced Shield
Effect: While Equipped, whenever the User
uses a Defend Maneuver, the Target has
Damage Reduction equal to your Tier Value
for the duration of the Maneuver. If the Target
is no longer Adjacent to you, they do not
benefit from this Effect. [Small] [Equipment -
Weapon]

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Ranger Styler High Quality Light Armor


Effect: Outside of Combat, whenever a Pokemon Effect: While Equipped, the user has +10 Damage
would be in a state where they could be Captured by Reduction. [Small] [Equipment - Armor]
a Pokeball, you may use this Item to cause them to Note: Don’t let these be common until Trainer Level 10+
become a Companion. While Equipped, as a Standard
Action you may Target an Enemy within 5m and High Quality Heavy Armor
perform a Command or Charm Check opposed by Effect: While Equipped, the user has +20 Damage
their Focus. If they fail, choose one of the following Reduction. [Large] [Equipment - Armor]
Effects to apply: [Large] [Equipment - Weapon] Note: Don’t let these be common until Trainer Level 10+

» Guard Break - The next Attack that Targets them Light Backpack
ignores Evasion. Effect: While Equipped, the user has 2 more Inventory
» Pacify - During their next Turn, the Target’s Slots. You can only put [Small] Items in this Inventory
Damaging Attacks are resisted by an additional step. Slot. If this Item is Impaired, you cannot access any
» Restrain - Until the end of their next Turn, the Target Items within these Slots. [Small] [Equipment]
either becomes Trapped by an Ally or Yourself or has Note: This Item may be fluffed as any sort of storage device
their Movement Value halved. The Ally must be within one would wear such as a suitcase or purse. If your Party
3m of the Target to be Trapped. plans on gathering items, put them in here!
Note: If a Trainer starts as a Ranger Class, give them this.
Heavy Backpack
Bardic Instrument Effect: While Equipped, the user has 6 more Inventory
Effect: When this Item is created, choose two of Slots. You can only put [Small] Items in these Inventory
the following Attacks to apply to it. While this Item Slots. If this Item is Impaired, you cannot access any
is equipped, the User may use those Attacks. If this Items within these Slots. [Large] [Equipment]
Item is Large, instead choose three. [Large or Small]
[Equipment ] Seed Bag
Options are: Heal Bell, Sing, Screech,Sonic Boom, Effect: As a Downtime Action, add 3 of the following
Supersonic or Metal Sound” Attacks to your Seed Bag or switch out any number
Note: Small costs $3,000 | Large costs $5,000 of Attacks in the Bag with others listed Attacks. While
Equipped, you may use the chosen Attacks as if they
Crude Armor were on your Attack List. You cannot have more than 3
Effect: While Equipped, the user has +5 Damage Attacks in your Seed Bag. If this Item is Impaired, you
Reduction. [Small] [Equipment - Armor] cannot use any Item granted this way. The Available
Attacks are: Leech Seed, Burn Powder, Mystic Powder,
Light Armor Sleep Powder, Stun Spore, Poison Powder [Large]
[Equipment]
Effect: While Equipped, the user has +10 Damage
Reduction. [Large] [Equipment - Armor]
Note: These Armor Items are a template for all Armor Cargo Bag
Types. Feel free to make alterations for different types of Effect: While Equipped, the user has 4 Inventory
armor or increase its effects further down in the game! Slots (Pokemon cannot use these Items). An adjacent
Example: Battlemage Light Armor Trainer may equip or use Items in these Slots as if they
Effect: While Equipped the User has 10 DR and +1 to Effect were in their own Inventory. Only Pokemon may equip
Ranges
this Item. Large Items cannot be put in these Slots if
the user’s size is Small. [Large] [Pokemon]
Heavy Armor Example: A Gogoat carrying some spare supplies but it’s at
Effect: While Equipped, the user has +10 Damage the cost of combat power!
Reduction and their Defense CS their Default CS Value
set to +1. While Equipped, the User has their Default Artisan Pack
Movement Value lowered by -2. [Large] [Equipment - Effect: As an Extended Action, choose a [Small] Item.
Armor] While Equipped, you treat that item as if it had the
[Resource] Keyword within GM approval. If this Item
Arcane Armor is Impaired, you cannot access any Items within these
Effect: While Equipped, the user has +10 Damage Slots. [Small] [Equipment]
Reduction and their Special Defense CS their Default Example: An Ingredient Bag, Berry Bag, Seed Bag, Potion
CS Value set to +1. While Equipped, the User has Belt or possibly a Utility Belt. A Potion Belt could only equip
their Default Movement Value lowered by -2. [Large] Items with “Potion” in thier name.
[Equipment - Armor]

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Disguise
Effect: Upon purchase or crafting via a Disguise Kit, Large Gadget
the User must declare what the Disguise is intending Effect: When this Item is created, the GM will
to be, its Item Size and how intricate it is. While determine what the effect of the Gadget is upon
equipped, The user gains +3 to Guile Checks as the usage. While equipped, the user benefits from
intended appearance if it’s Small and +6 if it’s Large. the effects of the Gadget. [Large] [Equipment]
If this was made as a Long Term Project, the user may [Pokemon]
roll Guile Checks twice when hiding their identity via Note: Large Gadgets are more sustainable and reusable.
this Disguise. [Small or Large] [Equipment] Example: A Large Gadget could be a Mining Helmet that
when worn provides the Glow Capability and can be reused.
Note: Price depends on the complexity of the Disguise.
Should range anywhere between 2,000 - 8,000.
Air Balloon
Jewelry Effect: This Item may only be equipped by Small
Effect: This Item does nothing without being given an Pokemon. While this Item is equipped, the User is
effect by the GM. [Small] [Equipment] [Pokemon] immune to Attacks with the Groundsource Keyword
Note: Jewelry such as a crown, ring or braclet should be and gains the Flier Capability. [Large] [Pokemon]
given magical effects depending on where they come from Note: Don’t let it pop. Let it be funny.
and their price should vary as such. Usually between 3,000
to 15,000.
Example: An Amulet of Frost that grants the wearer the Ice Analytic Lens
Beam and Aurora Veil Attack while equipped. Effect: While this Item is Equipped, the User has +1 to
Effect Ranges. [Small] [Equipment] [Pokemon]
Stylish Clothes
Effect: Upon purchase or crafting, the GM will Assault Vest
declare what Skill this Item affects. While this Item is Effect: While this Item is Equipped, the User gains a
Equipped, the user gains +2 to Skill Checks associated TIck of Temporary Hit Points whenever they’re hit by
with that Skill during a Scene if it’s Small or +5 if it’s a Physical Atack before Damage Calculations. [Large]
Large. This does not affect Downtime Actions. [Small [Equipment - Armor] [Pokemon]
or Large] [Equipment] [Pokemon]
Example: A fancy lab jacket for Medicine Edu or a Suit Berserk Belt
and Tie for Intimidate or a cute dress for Charm or Gi for Effect: While this Item is Equipped, whenever the
Athletics. Small Clothes are around $2,000. Large Clothes User causes an Enemy to faint via a Damaging Attack,
are around $4,000.
they gain +1 CS to Attack or Special Attack. [Small]
[Equipment] [Pokemon]
Survival Clothes
Effect: Upon purchase or crafting, the GM will declare
a Naturewalk. While Equipped, the User has that
Blessed Relic
Effect: While this Item is Equipped, the User has +2 to
Capability. [Small] [Equipment] Save Checks. [Small] [Equipment] [Pokemon]
Note: All possible Naturewalks are Ocean, Tundra, Desert,
Urban, Grasslands, Forest, Mountain, Cave, Wetlands, and
Space Covert Cloak
Example: Flippers for Ocean Terrain or Snow Boots for Effect: While Equipped, Attacks against the user have
Tundra. a -2 Penalty to Effect Ranges. [Small] [Equipment]
[Pokemon]
Small Gadget
Effect: When this Item is created, the GM will Dodge Scarf
determine what the effect of the Gadget is upon Effect: While this Item is Equipped, the User has +3 to
usage. If it grants a Capability, such as through Evasion. [Equipment] [Small] [Pokemon]
the Tech Researcher Class, it lasts until the end of
a Session or Scene, whichever is longer. [Small] Eject Module
[Consumable] [Pokemon] Effect: This Item may only be equipped by a Pokemon.
Note: Small Gadgets are meant to be temporary tools
Example: A Small Gadget could be an Oil Lamp that While this Item is Equipped, whenever the User is hit
provides Glow but has a limited amount of fuel. It also with an Attack, after Damage Resolution they may
could mean a Torch and nothing technical. choose to be recalled as a Reaction, Free Action. Their
Trainer may then send out a new Pokemon as a Free
Action in the same spot the holder was. This cannot
be used if the User fainted as a result of the Triggering
Attack. [Small] [Equipment] [Pokemon]

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Focus Sash Razor Claw


Effect: While this Item is Equipped, the user has the Effect: While this Item is Equipped, the User’s Melee
Endure Attack added to their Attack List without taking Attacks are treated as having the Pass Keyword.
a Slot. If the Endure Attack is used, the User’s Positive [Small] [Equipment] [Pokemon]
Combat Stages are reset to their Default Value. [Large]
[Equipment] [Pokemon] Revenge Band
Effect: While this Item is Equipped, the User has +3 DB
Leftovers to Attacks that Target Enemies that Targeted them last
Effect: While this Item is Equipped, as a Swift Action, Round. [Small] [Equipment] [Pokemon]
the user may gain a Tick of Hit Points or a Tick of
Temporary Hit Points [Small] [Equipment] [Pokemon] Rocky Helmet
Effect: While this Item is Equipped, whenever the User
Lucky Charm is Targeted by a Melee Attack, the Attacker loses a Tick
Effect: While this Item is Equipped, the User rerolls of Hit Points. [Large] [Equipment - Armor] [Pokemon]
any Accuracy Roll that was a natural 1. [Small]
[Equipment] [Pokemon] Scope Lens
Effect: While this Item is Equipped, the User has +1 to
Pokemon Saddle Critical Hit Ranges. [Small] [Equipment] [Pokemon]
Effect: While this Item is Equipped, the user gains the
Mountable Capability. This Item may only be equipped Stat Booster
by Pokemon that are Medium Size or Larger and Effect: When this Item is created, choose a Stat other
with GM Approval and it may only be equipped by than HP. While this Item is Equipped, the User’s
Pokemon. If this Item is Impaired, anyone currently Default CS Value for the chosen Stat is set to +1 CS.
Mounting the user becomes unmounted and Tripped [Small] [Equipment] [Pokemon]
unless they pass a DC 10 Acrobatics Check. [Large] Note: Set. Not increased by.
[Equipment] [Pokemon]
Note: Saddles should be dependant on the Pokemon it’s Status Guard
intended for. No you cannot Saddle a Weedle. You can Effect: When this Item is created, choose a Status
have a Saddle for a Growlithe but maybe limit it to children
mounting it. Affliction. While this Item is Equipped, the User’s
is Immune to the chosen Affliction. If it were to be
If a Saddle has to be custom made, it’ll likely cost around inflicted by a Boss, the user has to pass a DC 8 Save
double or more such as making a harness for a Machamp Check or else they become Afflicted by it [Small]
to carry you, as this is for the standard riding Pokemon like [Equipment] [Pokemon]
Rapidash or Arcanine. Please don’t make me make a section
for mounting rules. Example: A Ruby Heart to prevent the burned affliction.

Psionic Vest Type Augmentor


Effect: While this Item is Equipped, the User gains a Effect: When this Item is created, choose a Type.
TIck of Temporary Hit Points whenever they’re hit by While this Item is Equipped, as a Swift Action, the User
a Special Atack before Damage Calculations [Large] may change a Damaging Attack they know to become
[Equipment - Armor] [Pokemon] the Type of this Item for the rest of the Scene. [Large]
[Equipment] [Pokemon]
Precision Lens Example: An Augment for Magmortar to blast Ice instead.
Effect: While this Item is Equipped, the User has +2 to
Accuracy. [Small] [Equipment] [Pokemon] Type Booster
Effect: When this Item is created, choose a Type.
Quick Boots While this Item is Equipped, the User’s Damaging
Attacks of that Type gain the Smite Keyword. [Large]
Effect: While this Item is Equipped, the User has +2
to their Movement Value and gains +5 to Initiative [Equipment] [Pokemon]
Example: A Charm that empowers Ninetale’s Fire Attacks.
Checks. [Small] [Equipment] [Pokemon]

Quick Claw Type Brace


Effect: While this Item is Equipped, the User has +2 Effect: When this Item is created, choose a Type.
to their Movement Value and gain a +1 Modifier to While this Item is Equipped, the User resists Attacks
Initiative Checks for every 5 Points they have in Attack of that Type by an additional Damage Step. [Large]
instead of Speed. [Small] [Equipment] [Pokemon] [Equipment] [Pokemon]
Example: Padding that weakens Fighting Attack impacts.

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Note - Rewards & Treasures should tend to be unique to the setting and campaign

Treasure Items
Item name  Price Companion Ball
Effect: As an Extended Action, Target any Pokemon
Ability Capsule $10,000 you own to become bound by the Companion Ball
Book Varies by Topic (Limit 1). While you have this Item in your Inventory,
the Targeted Pokemon is considered to be in your
Companion Ball $3,000 Party, ignoring the Limit of 3 Pokemon in a Party.
Elemental Catalyst $10,000 Pokemon bound by this Ball cannot be used in Combat
Elemental Enchantment Varies in any way. You can only have one Companion Ball in
your Inventory at a time. At your GM’s Discretion, this
Elemental Essence $10,000 Item could provide some small benefit based on the
Evolution Stone $3,000 Pokemon inside. [Small]
Fossil $3,000 Note: This is meant to enable small travel partners that you
want to be with you but not necessarily be strong enough
Gemstone See Note to battle.
Harnessed Attack Varies by Power Example: Misty’s Togepi or Ash’s Pikachu would be prime
examples of this. If the GM wants to grant an Effect, while
Gym Badge Free Togepi is in your Inventory, the user’s Pokemon may use
Metronome as if it were on their Attack list, but the Attack
Ingredients (Unique) $1,000 originates from Togepi.
Mega Stone $20,000
Elemental Catalyst
Pokemon Egg Varies by Rarity Effect: When this Item is created, the GM will choose
Rare Candy $3,000 a Type. When this Item is expended, Target a Willing
Terastral Crystal $20,000 Pokemon. The Target becomes a Type Shift of the
listed Type and follows the rules under that section
Tutor Record $3,000 to guide how they’re altered. They may either choose
Z Crystal $20,000 to add the listed Type (If they only have one Type), or
replace one of their existing types with the listed Type.
Ability Capsule [Small] [Consumable]
Effect: When this Item is created, the GM Note: This Item can be fluffed to anything in your setting
will choose any Ability. When this Item is that would enable a Type to change. It could be a potion or
a small emblem granted by Tapu Lele.
expended, choose a Pokemon you own. The
Target may choose that Ability whenever Elemental Enchantment
they would be able to learn one, instead of Effect: When this Item is created, the GM will choose
one from their natural Ability List. [Small] an Attack. This Item may be expended to Target an
[Consumable] [Equipment] Item and grant the chosen Attack. An
Note: Be wary for balance level when handing this Item can only benefit from up to two Attack this way.
out. It’s mean to enable odd combos and unique While an Item with an Elemental Enchantment is
Pokemon, not break the system by giving Wonder
Guard to Spiritomb. This can also be used with equipped, the holder may use the chosen Attack as
Attacks instead of Abilities if desired. if it were on their Attack List. If it is Damaging, it can
Example: A Mismagius gets an Ability Capsule also be used as if it were a Weapon Attack. [Small]
(Sentry Units). These Sentry units are fluffed as [Consumable]
illusions of Mismagius that populate the field. Note: The Price varies on the strength of the Attack. Razor
Leaf could only be $2,000 while Flamethrower could be
Book $5,000 and Draco Meteor could be $10,000.
Effect: When this Item is created, the GM Example: A Cloak of Illusions that has the Double Team
will determine the topic of the book and Attack. A Blade of the Forest that has the Leaf Blade and
its associated Skill Level. This Item may be Swords Dance Attack. A Mask of Mystery that grants the
Hypnosis Attack.
studied during the Downtime - Research action
with a DC determined by the GM. When the Elemental Essence
Downtime Project is finished, the Player will Effect: When this Item is created, choose a Type.
learn the contents of the book, leading to When this Item is expended, the Trainer who
either information gained or a permenant expended it gains the Elemental Afffinity Talent for the
boost to your Character. [Small] chosen Type. (This Talent does not take a slot) [Small]
Example: A Player finds a book on an ancient [Consumable]
Unown Language which is a DC 100 Occult Edu Note: This is any item that would contain enough elemental
book. When fully studied, the Player now is able to energy to enable an Elementalist Class (See Path of
discipher objects that have this language. Elementalistm)

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Chapter 7 - Non-Combat Rules

Fossil Ingredients (Unique)


Effect: When this Item is created, choose a Pokemon Effect: When created or noted down by a Player,
Species. A person that has knowledge in the field designate what type of Items can be crafted using this
of Paleontology may study this Item as a DC 100 item. Each 1 Ingredient can be expended to craft up to
Research Downtime Action as a long term project. $500 worth of Items in the designated category. When
Once this project is completed, the Fossil may be an Item is created entirely with this Item, its effects
restored to its former state, provided they have may be altered based on the unique properties of this
equipment to do so. The chosen Pokemon is hatched Item. [Resource]
at Level 1 and if they aren’t Rock Type already, are Note: This is a great basic item to throw around due to
altered into a Rock Type Shift. [Large] enabling player creativity with what they can craft.
Note: Fossils don’t need to be limited to just the canon Example: A Player finds an Ingredients (Unique) fluffed as
Fossils like Cranidos and Anorith a frozen gold ore found in an Ice Mountain. This serves as
Example: A Party finds a Bronzor fossil that is Rock Type an Ingredients Item for Weapons or Tech Items but if they
instead of Steel, having a body of Iron filled Stone rather use entirely this Item, the effect will have some cold related
than pure Steel. effect. The Player makes a sword with this that starts with
an Elemental Enhancement (Frozen Claw)
Gemstone Mega Stone
Effect: This Item has no effect unless otherwise given
one. Depending on its Rarity it will be given a cost it Effect: When this Item is created, choose a Pokemon
could sell for. Common Gemstones sell for $1,000. and an Ability on their Dex List. While Equipped by a
Rare Gemstones sell for $3,000. Very Rare Gemstones Pokemon, the user may shift into their Mega form as
sell for $5,000. [Small] a Swift Action. When they do so, they gain +1 CS in a
Note: Main point is to sell these as loot. This is a blanket Stat of their choice, then gain the chosen Ability until
item for stuff like Nuggets or Pearls. the end of the Scene. The User may not shift into their
Mega Form during the Turn they used a Damaging
Harnessed Attack Attack and they cannot use a Damaging Attatck for
Effect: When this Item is created, the GM will the rest of the Turn once they do shift into their Mega
determine what Attack is harnessed in this Item. The Form. [Small] [Pokemon]
holder may expend this Item as a Standard action Note: This is temporary until the Book of Pokemon
(Or Swift if they’re using the Versatile Effect) to use Gimmicks
the Attack as if it were on their Attack List. [Small] Example: A Cameruptite could give Enduring Rage.
[Consumable]
Example: A Crystal that harnessed the power of a
Pokemon Egg
Thunderbolt, a heater that can use Overheat or a Pendant Effect: When this Item is created, choose a Pokemon
that can use Hurricane. The price should be around $500 Species. At the end of each Game Day (A full set of
multiplied by the Attack’s Tier Level. time phases) and/or as a Downtime Action, roll 2d10
and grant the Egg that many Nurture Points. If you
You can also modify this Item to be treated as an have at least Expert Pokémon Education, instead
[Equipment] Item and if you do, it removes the Consumable
Keyword and allows them to use it once per Scene instead roll 4d10. When this reaches 100 Nurture Points,
of its listed Frequency. it hatches into a Level 5 Pokemon of that Species.
[Small]
Gym Badge Note: The cost of this is determined by how Rare the
Effect: When this Item is created, choose a Type. Pokemon is in your setting along with additional charges
While Equipped, the user’s Attacks that match the if it would hatch with a special quality. Common Pokemon
chosen Type gain a bonus to Accuracy equal to their would be $500. Rare Pokemon would be $2,000. Very
Rare would be $5,000. A special Quality would range from
Tier Level. When you use the Training Downtime $2,000 to $5,000 extra depending on effect.
Action on your Pokemon you may teach them a Tutor
Attack that matches the chosen Type, however, only Rare Candy
one of your Pokemon may gain an Attack this way at a Effect: A Trainer or Pokemon may consume this
time. [Small] [Equipment] [Pokemon] Item to gain three Combat Boons, as if they were
Note: This is just a sample effect. Gym Badges could do Targeted by the Training Downtime Action. [Small]
anything related to the Gym. [Consumable]
Note: Make sure this stays a “Rare” item so it isn’t
consistently accessible and they always have boons.

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Terastral Crystal Tutor Record


Effect: When this Item is created, choose a Type. Effect: When this Item is created, the GM will choose
While Equipped by a Pokemon, once per Scene as a in either a Tier or Type for this Record. When this Item
Swift Action they may remove their current Typings is expended, the Targeted Pokemon may learn a Tutor
and they gain the chosen Type until the end of the Attack from their List that corresponds with the Type
Scene. Any Attack on their Attacks on their Battle List of Record this is. The Targeted Pokemon must comply
that matched their lost Type may be shifted to the with Tutor Rules in order to learn an Attack this way.
Type they changed to if desired. [Small] [Pokemon] [Small] [Consumable]
Note: This is temporary until the Book of Pokemon Note: They could find a Tutor Record (Tier 1) or a Tutor
Gimmicks Module is created. Record (Fire) for example.
Example: A Magnezone with a Fire Terrastral would lose Example: A party comes across a Crystal that is a fluffed
the Electric/Steel Typing and turn into Fire Type, possibly Tutor Record (Psychic). A power relic that is a fluffed Tutor
changing Thunderbolt to Fire Type. Record (Tier 3).

Z Crystal
Effect: When this Item is created, choose a Type.
While Equipped by a Pokemon, they may perform any
of the following. Once per Scene as a Standard Action,
they surge with Z-Energy and their next Damaging
Attack of the chosen Type that hits has its Damage
Base doubled. Up to twice per Scene as a Swift Action,
the next Damaging Attack of the chosen Type they
use has the Smite and Spirit Surge Keyword. [Large]
[Pokemon]
Note: This is temporary until the Book of Pokemon
Gimmicks Module is created.

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Creating Weapons
Do you want to know what’s crazier than making a Pokedex of 1000+ Pokemon? Making a Weapon Item List with
every single item a Player may want. So instead of making a hyper niche rwby-esque scythe gunblade, PTE will
provide you with the rubric for creating your own weapons. Whenever you create a Weapon or Purchase one, all of
the following criteria need to be met and answered.

Example (Custom): I made a Weapon called Bane of the Leviathan. It is a Martial, Melee, and Small Weapon that is Simple
in Quality. For Keywords, since it is supposed to be a Dagger, I gave it [Blessed] and [Serrated]. The GM allowed me to have it
Blessed against Dragon Types instead of Ghost considering it’s the tooth of a Gyarados. For Weapon Attacks, I gave it Double
Strike and Wounding Strike.

Example (Arcane): My Player wants a Magic Sword. This weapon is Arcane, Melee and Large that is Simple in Quality. For
Keywords I gave it [Enchanting] and [Sharp]. For Weapon Attacks I gave it Beatdown and Arcane Fury.

1. What is the Weapon’s Quality? Legendary Weapon


There are 4 Tiers of Weapons, each of which are Legendary Weapons are either the highest class or
listed below. Depending on what Tier the Weapon is, have some significance that grant them great power.
it determines how much this Weapon can have when Legendary Weapons require the holder to be at least
being created. Master Rank in its Qualifying Skill in order to equip it.
When created, Legendary Weapons gain two Weapon
Training Weapons Keywords of their choice. If it is [Small] you may
Training Weapons are the most basic of Weapons, grant it two Basic Weapon Attacks and one Advanced
only for beginners. Players should start with a Training Weapon Attack and one Master Weapon Attack based
Weapon if the Campaign involves Trainer Combat. off its Keywords. If it is [Large], you gain two Basic
Training Weapons require no Skills to be able to equip Weapon Attacks, two Advanced Weapon Attacks, and
it but gain no Weapon Keywords. When created, if it is two Master Weapon Attacks.
[Small] you may grant it a Basic Weapon Attack based
on what Keywords it ‘would have’ or other qualifiers. If
it is [Large], you instead gain two. 2. What are the Weapon’s Categories?
Weapons consist of three different Categories that
Simple Weapons must be noted upon creation. Their Type, their Range,
Simple Weapons are also basic but used for more and their Size. Modules can expand the number of
serious combat and not just practice. Simple Weapons categories and keywords that a Weapon can possess,
require the holder to be at least Adept Rank in its but here is the base list.
Qualifying Skill in order to equip it. When created,
Simple Weapons gain one Weapon Keyword of its Weapon Type
choice. If it is [Small] you may grant it two Basic There are two different Types of Weapons, Martial
Weapon Attacks based on what Keywords it has. If it and Arcane. Martial Weapons can only deal Physical
is [Large], you gain two Basic Weapon Attacks, and you Damage and any Damaging Weapon Attack used
gain an Advanced Weapon Attack. through this Weapon has its Category changed to
Physical. Typical examples could include a Sword,
Fine Weapon Dagger or Spear. Arcane Weapons are the reverse, only
Fine Weapons are more refined and elegant weapons dealing Special Damage and causing their Damaging
that most battlers would be delighted to have. Fine Weapon Attacks to become the Special Category.
Weapons require the holder to be at least Expert Typical examples could include a Tome, Spellbook or
Rank in its Qualifying Skill in order to equip it. When an Orb, but you could also have things like an Arcane
created, Fine Weapons gain two Weapon Keywords of Sword.
their choice. If it is [Small] you may grant it two Basic
Weapon Attacks and one Advanced Weapon Attack Weapon Range
based off its Keywords. If it is [Large], you gain two There are three types of Weapon Ranges, each of
Basic Weapon Attacks, and you gain two Advanced which determine the Range of your Basic Attacks and
Weapon Attacks. Weapon Attacks wherever WR is listed. If a Weapon is
Melee, its Attacks all shift to Melee Range and all Blasts
turn to Close Blast, but the Damage Base of all their
Attacks increase by +2. If it is Short Ranged, its Attacks

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all shift to 6 Meters for its Range and Blast Turns to 4. What are its Keywords?
Ranged Blast. If it is Long Ranged, its Attacks all shift Each Weapon is able to gain Keywords to grant it
to 12 Meters for its Range and Blast Turns to Ranged effects, give it access to special Attacks and distinguish
Blast, however they cannot Target Adjacent Enemies itself from other Weapons. These Keywords can be
with their Weapon Attacks. granted to any Weapon, regardless of its Categories, so
feel free to fluff it however you want. A Melee Serrated
Weapon Size Weapon could be an edged dagger while a Ranged
There are two Weapon Sizes which correspond to the Serrated Weapon could be barbed arrows.
Item’s Size and how many Inventory Slots it takes, Large
or Small. Depending on the Weapon’s Size, it grants
different keywords and attacks or may even qualify for [Ammo] - You start the Scene with 3 Ammo. Up to
some Attacks! twice per Attack, As a Free Action you may use Ammo
when using a Ranged Attack to grant it a bonus to
Accuracy Rolls equal to your Tier Level for each Ammo
3. What is its Qualifying Skill? expended. As a Swift + Shift Action when you have 0
Whenever a Weapon is created, choose a Skill to Ammo, you regain 3 Ammo. Ranged Weapons Only.
become its Qualifying Skill. Depending on its Weapon
Quality, the holder will need that skill at a certain Rank [Barbed] - Weapon Attacks used through this Weapon
in order to equip and use this Weapon. For example a have a 17+ Effect Range to cause their Target to become
Fine Weapon requires the qualifying skill to be at least Slowed. If it already has a Slowed Effect Range, it is
Expert Rank. Depending on certain Weapon attributes increased by +2. Martial Weapons Only.
you can usually determine what skill it should have.
[Blessed] - Upon this Weapon’s creation, a Type
Martial Weapons is chosen. As a Swift Action, when the User uses a
Combat should be its default Skill. Some weapons Weapon Attack on this Weapon against a Pokemon of
however can have alternate qualifying skills. For the chosen Type, it is one step more effective against
example, Heavy greatswords could require Athletics them. An example is a sword that is blessed against
instead. A Dagger could require Stealth. A Rapier could Ghost Types.
require Acrobatics. A Bow could require Perception.
[Blunt] - Weapon Attacks used through this Weapon
Arcane Weapons have a 17+ Effect Range to cause their Target to become
Occult Education should be its default Skill. Some Dazed. If it already has a Dazed Effect Range, it is
weapons however could have alternate qualifying skills increased by +2. Martial Weapons Only.
based on its origin. For example, an Orb could require
Focus. A Staff of the Forest could require Nature Edu. A [Concealed] - The First Weapon Attack you use through
Magitech Pistol could require Tech Edu. this Weapon during a Scene treats all Targets as if they
were Vulnerable against them. Small Weapons Only

[Cursed] - This Weapon does not count towards the


limit of Keywords per Item. While the Holder has this
Weapon Equipped, a negative effect applies to them
based on the Curse applied to this Weapon and GM
Discretion. How this Keyword is removed is up to
the GM discretion but likely can be researched as a
Downtime Action.

[Defensive] - While Equipped, The user has a bonus


to Evasion against Adjacent Attacks or Ranged Attacks
equal to your Tier Level. Which one it applies to is
chosen upon the Weapon’s creation.

[Elemental] - Upon this Weapon’s creation, a Type


is chosen. As a Swift Action, when the User uses a
Weapon Attack through this Weapon, it deals Damage
as if it were the chosen Type.
Artist: @rebusalpa

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Chapter 7 - Non-Combat Rules

[Enhancing] - All Weapon Attacks used through this [Serrated] - Weapon Attacks used through this
Weapon gain a 15+ Effect Range to “Increase one Stat Weapon have a 17+ Effect Range to cause their Target
on the User by +1 CS”. Arcane Weapons Only to gain the Wounded Affliction. If it already has a
Bleed Effect Range, it is increased by +2. Martial
[Extended] - Melee Weapon Attacks used this Weapons Only.
Weapon are instead treated as 2m. Melee Weapons
Only [Sharp] - Weapon Attacks used through this Weapon
have a Critical Hit Range of 18+. If it already has an
[Finesse] - Weapon Attacks used through this Weapon extended range, increase it by +1. Martial Weapons
may have the Speed Stat used as an Offensive Stat Only.
instead of Attack, if desired. Martial Weapons Only.
[Shifting] - As a Swift Action, this Weapon changes
[Homing] - Ranged Weapon Attacks used through this from Melee to Short Range or Long Range, or from
Weapon may ignore Blocking Terrain breaking line Short or Long Range to Melee or from Short Range
of sight. Whenever you use a Line Weapon Attack, it to Long Range or vice versa. This Weapon has a set
doesn’t need to be a straight line and may be any path of learned Weapon Attacks while it’s in Melee and a
of connecting spaces. Arcane Weapons Only. different set while it’s in Ranged.

[Life Stealing] - Once per Scene as a Swift Action, [Soulbound] - The owner of this Weapon always
when using a Damaging Weapon Attack through this knows where it is at all times. If they have an empty
Weapon, it gains the Drain Keyword. Weapon Equipment Slot, As a Free Action they may
have the Weapon appear in their hands and Equip it.
[Mending] - As a Swift Action when using a Damaging
Weapon Attack through this Weapon, all Targets do [Sundering] - On Martial Weapons, Weapon Attacks
not take Damage. Instead, roll the Damage Roll based have a 15+ Effect Range to lower the Target’s Defense
on the Attack’s Damage Base, not including Damage by -2 CS. On Arcane Weapons, this instead lowers
Modifiers or Offensive Stats. All Targets restore Hit Special Defense.
Points equal to the result. Arcane Weapons Only.
[Throwable] - Melee Attacks on this Weapon may be
[Oversized] - The User may use any Weapon Attack used as if they had a Range of 6m and gains the Smite
through this Weapon as if it were a Full Action. If they Keyword while used that way, however after you use
do, it gains the Smite Keyword. If it already had the it this way, the Weapon is unequipped and lands in a
Smite Keyword it gains the Sureshot Keyword. After space adjacent to the Target.
Damage Calculations, the User can’t apply Speed or
Bonus Evasion until the start of their next Turn. Large
Weapons Only.

[Piercing] - Weapon Attacks used through this


Weapon ignore half of the Target’s Damage Reduction
and on a 15+, Targets can’t activate Attacks with the
Shield Keyword against it. Martial Weapons Only.

Artist: @rebusalpa

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5. What Attacks will it Grant?


Each Weapon can gain access to Weapon Attacks
based on its Size and Quality (Listed in step 1). When a
Weapon is created, look at the Weapon Attack Tab in
the Attacks and Ability Reference Sheet in the following
link. Weapon Attack Index

While looking at the list, see what attacks you’re able to


learn then pick which ones! In order to have a Weapon
Attack be learned, the Weapon must meet any listed
Requirements such as mandatory Keywords. For
example, you can’t take Backswing on a Sniper Rifle
(Large Long Ranged).

Once you have all of your Attacks that are applied to the
Weapon, you can alter their Range and Damage Base if
necessary based on their Keywords or Range. Anything
listed as WT is replaced with the corresponding
Weapon Type, such as Physical for Martial. Anything
that is listed as WR is changed to your Weapon Range.
Damage Base is then modified if it’s a Range like Melee.

Note: Weapon Effects only apply to Weapon Attacks granted


by that Weapon or Attacks that are specified to be used
“Through” this Weapon. If you’re holding a Sundering Small
Weapon and a Serrated Small Weapon, Attacks granted by
the Sundering one won’t have the Serrated Effect.

Example (Simple Staff) - A Trainer is given a Staff of the Druids


by their herbalist uncle in order to defend themselves in the wild.
It is Simple Quality, which grants it two Basic Weapon Attacks
and an Advanced Weapon Attack since it is [Large]. It is also an
[Arcane] Weapon with the [Elemental] Keyword, allowing it to
switch Attacks to the Grass Type.

It gains the following Weapon Attacks:


» Energy Blast, Rending Spell, Mystic Ward

Example (Legendary Bow) - A Trainer is gifted a Legendary


Longbow as a gift for their servitude towards Xerneas. It is
Legendary Quality, which grants it two Basic, Advanced and
Legendary Attacks since it is [Large]. It is also [Martial] Weapon
with the [Soulbound] and [Blessed] Keyword against Dark Types.
As a plot reward, the GM also allows it to have the Moonblast
Attack but switched to Physical Category as a Weapon Attack.

It gains the following Weapon Attacks:


» Salvo, Take Aim, Deadly Strike, Reckless Strike, Deadly Volley,
Grand Rupture

Artist: Ma@ gik_Jack_Art

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Chapter 8 - Misc Info

Misc Rules
This section will be for miscellaneous rulings that I 6. Anything that says its “Extends” Critical Hit Ranges
don’t know where to put until things can be more or Effect Ranges counts towards the +6 limit of Effect
streamlined to resolve issues. Range and Critical Hit Modifiers that a character can
have. They’re essentially the same thing but worded
1. Unless it specifies otherwise, always round down differently for sake of grammar. Leaf Blade extending
when halving values in this System. their Crit Range by +2 and changing from 17+ to 15+
counts as a +2 bonus to Crit Range toward their total of
+6. If a Sceptile that uses Leaf Blade has its Critical Hit
2. When something specifies that it “Sets” the CS Range extended by +2, then has a +5 individual Critical
Value to a specific Value, it is treated as Increasing or Hit Modifer, then they can only apply +4 of their Bonus
Lowering the CS to that value. If a Pokemon is Burned Crit Range towards that Attack.
and cannot increase their Defense CS, you cannot use
an Effect that “Sets” their Defense CS to +2 CS because 7. If something is granted to an Attack, it only applies
that would “Increase” it from its current value. towards the first specified instance and isn’t retained
for the remainder of the Scene unless specified. If
a Feature would say “When you meet this Trigger,
3. When an Effect has a timed duration and it is based this Attack gains the Sureshot Keyword”, it only gains
on a specific Combatant, such as until the start of a user’s the Keyword for the Triggering instance, not for the
next Turn or the end of their next Turn, the following remainder of the Scene. If a Feature would say “When
case scenarios may occur which prevent a user’s “next you use a Rock Attack you can do a thing to change
turn”. Refer below on how to resolve it and remember its type to to Fire instead”, this only applies to the
that the GM may determine the approximate time in Triggering Attack.
which an effect would expire regardless of rules.

If the User Faints - It instead resolves at the end of the


round in which the fainted user did not act
If the User is switched out - it instead resolves at the
Turn start (or end) of the combatant who replaced it.

4. At your GM’s Discretion, you may choose to ignore


mechanical facets of your Character when you do not
wish to apply it. Some examples are as follows. You may
choose to be automatically hit by an Attack and not
apply Evasion if desired. You may choose to be affected
by Electric Attacks if you would normally be Immune
such as through Volt Absorb or a cinematic moment
like how Onix was soaked with water and affected by
Pikachu when Ash faced Brock.

This does not apply for ignoring negative parts of


an Ability such as ignoring Contrary when you would
have your Combat Stages boosted (And conversely
decreased).

5. No Effect of the same name can Stack. Unless it


specifies it can stack, no two effects with the same
name can affect a combatant. You cannot get two
abilities with the same name. You cannot have two
Scope Lens equipped. You cannot benefit from two
Helping Hands at the same time. There may be some
exceptions based on GM discretion. Additionally, Items
with the same name but different effects ignore this
such as Two Type Boosters with different Types.

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Chapter 8 - Misc Info

PTE Roadmap
As of today, the list below contains each piece of content that is planned to be added in the future along with their
priority level to implementation

HIGH PRIORITY MODERATE PRIORITY


» Server Staff - During this Playtesting period, structuring » Module | Path of Occultism - This Module will
the server, advertising for more interested players and provide a list of rules and bonus classes or mechanics
organizing a team of staff, including moderators and if you want occult facets in your Campaign, allowing
developers, is one of the more crucial steps in these Trainers to gain supernatural powers. This will
early phases, as right now there is a smalll “Official” introduce a plethora of ways to use Occult Education
Team. To anyone with TTRPG or PTU experience, feel which can be plugged into your campaign based on its
free to let us know your interest! setting and worldbuilding. This can include elements
such as Oracles with Divination, Arcanists that master
» Playtest Feedback - During PTE Version 1.0, we will be Arcane Weapons, Warpers that can teleport, or even
constantly monitoring feedback and general sentiment Chronomancers that control Time.
with the system. Playtest data will be compiled and
the future balance patches will occur to reflect what » Module | Path of Artisanry - This Module provides a
changes are needed alongside smaller hotfix patches. much more in depth system of jobs and professions that
If Classes would need reworks, instead of changing can expand character depth and introduce systems that
it immediately, we would compile them all into one let Characters interact with economic aspects of their
balance update. Character. GMs can use parts of this module that are
relevant to their Players such as a Brewing system for
» Small Hotfixes - Typos, minor quality of life changes an Alchemist or Archeology for a Paleontologist. This
and small adjustments will be the priority for now while Module includes elements such as Breeding, Farming,
modules are being made and larger reworks progress Fossils, Fishing, Enchanting, Alchemy, etc.
in the background.
» Module | Path of the Mundane - This Module will
» VTT Implementation - It is a high priority to add the cover how to run a Campaign without Trainer’s being
PTE System to virutal tabletops such as Roll 20 and a Fighter in combat. These Campaigns will be more
Foundry. We however are limited to the skillset of our centric on the anime similarly to PTA and be solely
development team and progress must wait until we Pokemon Support while Trainers are on the backline.
have members that are capable of coding and have The basis of PTE is that Pokemon Trainers contribute to
experience with these platforms. However, once we the fight, usually physically, but this Module will enable
do, making the system playable on these platforms is Campaigns that do not have Trainers being a physically
a priority! active combatant.
» Module | Path of the Divine - This Module will
» Quality of Life & Automation - Depending on what
reintroduce Legendary and Mythical Pokemon that
issues GMs run into, as a community we may attempt
have powers beyond just normal Pokemon. It will
to alleviate them as much as possible. This may include
include gifts that they can bestow, tiers of legendary
translations if feasible, pokemon generators, creating
strength, and ways to introduce legends as divine
digital assets, quicker statting process, and other tools
bosses. It will include methods of servitude and
that GMs or Players may benefit from. The streamlining
interacting with Legendaries in a divine manner, such
will be consist but limited to our technical prowess.
as patronage or usurpation.
» Module | Path of Lethality - This Module will provide
» New Canon Content - As soon as new game content
rules on how to run harder and more lethal campaigns
comes out we will address it as soon as possible
where death and injury is fully expected. It will also
on whether or not it should be added to the system
introduce less desired systems that tend to be loved by
and how it’ll be implemented. New Pokemon such as
niche audiences such as attrition mechanics or more
Legends ZA and Gen 10 will be rushed to immediate
in depth Injuries. It also may include grittier mechanics
high priority as soon as it becomes available.
that introduce a more tactical element but was cut due
to bloat.

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Chapter 8 - Misc Info

LOW PRIORITY
» Module | Path of the Eras - This Module will cover any
facet of a Campaign with relevancy based on the age
its played in, primarily ancient past and distant future.
Tech Education will gain many ways of being used as
GMs can use this Module to do high tech campaigns
and Players can be put to the test if they’re thrown in
an ancient world without modern technology such as
the Pokeball. Classes and concepts will be introduced
such as hacking, high tech weapons and even space
travel or augmentation.

» Module | Book of Pokemon Gimmicks - This


Module will cover all of the various Pokemon Gimmicks
that have been added over the years and how to
implement them into your Campaign. This includes
Megas, Terastralizing, Z-Moves, Burst Pokemon,
Contests, Shadow Pokemon, Totem Pokemon, Rangers,
Dynamaxing, etc. As of right now they have temporary
Items that can be implemented with GM nuance.

» Actual Play Update - Actual Play is not a major concern


at the moment, however it is on our radar to someday
polish the system so that it is easier to play via pen and
paper. We highly recommend it be played digitally or
using digital tools, however at this point we will focus
on Player accessibility and make things easier for those
who play in real life, such as consolidating dice values
to more common dice, making printable assets such as
physical Character Sheets instead of Digital ones, etc.

» PTE 2nd Edition - We currently are at a place where


the System is playable, however there are a lot of
aspects that were carried over from PTU that I would
like to eventually change over time. The scope however
is far too much to do all at once, considering how
intertwined everything is. It would take months and
possibly years to complete as a team of adults with
lives of our own.

While a community is being built and other aspects of


the system are tested, we will be figuring out possible
ways to change fundamental parts of the system to
improve it. This includes possibly the Skill System, Dice
System, Combat Math, Action System, how Stats work,
and anything that is affected by those core factors.
These changes will not change the design principles of
PTE and it will still remain PTE in its soul.

This will always be slowly developed over time, but


instead of not publishing the system until everything is
remade from the ground up, weve decided to release
what we have while the larger projects are chipped
away at in the background. This way there isn’t a major
update every month that has to be relearned.
Artis: U
@ nknown

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Chapter 8 - Misc Info

Credits
As the PTE System develops and expands, we’d like to take a moment to thank all the contributors to this project,
listed below.

System Lead
Azurespider

System Developers
Samfool

System Coders
Onarreshana | Thewonderwolf | Starshine

Community Moderators
TBD

Other Credits
All known Artwork has been cited next to the image with its creator. If you wish to have your artwork removed,
contact a System Developer on our official Discord Server. A lot of images remain unknown and will have their
artist cited once discovered.

Pokémon® is a trademark of Nintendo and does not sponsor, authorize or endorse Pokémon Tabletop Evolution.
Pokémon Tabletop Evolution is a free use fan distribution by fans, for fans of both tabletop RPGs and Pokémon®.

Pokemon: Tabletop Evolution is not affiliated with the developers of Pokemon: Tabletop United

Artist: U
@ nknown

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Chapter 8 - Misc Info

Version Notes
The history of all versions of PTE will be recorded in this document here. < Just click the link.

The top of the document will have the most recent versions of PTE and the further you go down it has the changes
that occurred in the older versions. It will also document the full list of changes each time a version change would
occur.

230

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