PTE Rule Book-3
PTE Rule Book-3
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
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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
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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.
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.
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Chapter 1 - System Intro
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
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Chapter 1 - System Intro
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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.
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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 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 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
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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.
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Chapter 2 - Character Creation
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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.
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Chapter 2 - Character Creation
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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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.
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.
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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.
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!
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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.
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.
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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.
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.
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Chapter 2 - Character Creation
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!
And with that, Olivia the Commanding Beauty has been created, with
a full Build planned of Strategist, Debonair, Training Specialist
and Duelist!
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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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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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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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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.
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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.
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.
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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.
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Chapter 3 - Fundamentals of PTE
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
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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
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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.
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Chapter 3 - Fundamentals of PTE
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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.
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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
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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.
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Chapter 3 - Fundamentals of PTE
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.
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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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.
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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.
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Chapter 3 - Fundamentals of PTE
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
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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
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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.
44
Chapter 3 - Fundamentals of PTE
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.
45
Chapter 3 - Fundamentals of PTE
46
Chapter 3 - Fundamentals of PTE
47
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.
48
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.
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
50
Chapter 3 - Fundamentals of PTE
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.
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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
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:
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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
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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
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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
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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
Signature Techniques
Are on the next Page
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Chapter 4 - Trainer Classes
SIGNATURE TECHNIQUES
Prerequisite Prerequisite
The Attack is Line, Burst or Blast Range The Attack is Physical or Special Category
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.
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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.
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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
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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)
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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
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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
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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.
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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
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.
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Chapter 4 - Trainer Classes
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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.
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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.
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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.
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.
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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
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Chapter 4 - Trainer Classes
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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 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.
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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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
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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
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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
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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.
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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.
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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.
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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
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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.
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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.
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Chapter 4 - Trainer Classes
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
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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
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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
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Chapter 4 - Trainer Classes
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.
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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.
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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.
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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
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
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Chapter 4 - Trainer Classes
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
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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Chapter 4 - Trainer Classes
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.
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.
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
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Chapter 4 - Trainer Classes
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:
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Chapter 4 - Trainer Classes
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
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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
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Chapter 4 - Trainer Classes
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
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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Chapter 4 - Trainer Classes
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 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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Chapter 4 - Trainer Classes
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.
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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
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Chapter 4 - Trainer Classes
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 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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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.
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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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
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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.
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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
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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
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.
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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.
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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
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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
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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
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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
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Chapter 4 - Trainer Classes
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
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Chapter 4 - Trainer Classes
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.
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Chapter 4 - Trainer Classes
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
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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Chapter 4 - Trainer Classes
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.
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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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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
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Chapter 4 - Trainer Classes
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.
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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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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
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Chapter 4 - Trainer Classes
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.
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.
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Chapter 4 - Trainer Classes
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.
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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Chapter 4 - Trainer Classes
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
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Chapter 4 - Trainer Classes
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.
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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.
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.
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
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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.
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
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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.
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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
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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
» 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.
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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.
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.
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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.
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Chapter 4 - Trainer Classes
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.
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
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
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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.
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Chapter 5 - Combat Rules
Alternative Initiative
There are a few additional ways you can start a Scene, listed below.
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.
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!
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.
Artist: Unknown
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Chapter 5 - Combat Rules
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.
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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.
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Chapter 5 - Combat Rules
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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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- 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.
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
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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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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.
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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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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.
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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).
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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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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)
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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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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.
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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.
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.
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
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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.
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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.
Artist: U
@ nknown
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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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Chapter 5 - Combat Rules
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.
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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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Chapter 5 - Combat Rules
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.
Artist: U
@ nknown
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Chapter 5 - Combat Rules
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.
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Chapter 5 - Combat Rules
[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: 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
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]
[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]
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Chapter 6 - Managing Pokemon
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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Chapter 6 - Managing Pokemon
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!
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@ 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!
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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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.
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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.
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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:
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?
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.
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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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.
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.
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Chapter 7 - Non-Combat Rules
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.
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!
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.
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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.
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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.
Campfire Topics
If you’re having trouble setting up the Scene, use any of the following prompts as an ice breaker!
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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!
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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!
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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)
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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
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.
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.
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.
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 - 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.
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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
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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]
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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.
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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.
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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.
Recommended Skills
Relevant Education Skill associated with crafting the Item
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!!
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@ nknown
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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.
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 (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.
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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.
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.
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[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.
Artist: Un
@ known
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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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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
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» 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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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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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.
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Chapter 7 - Non-Combat Rules
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
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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.
Artist: @rebusalpa
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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.
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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.
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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
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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.
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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.
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