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    Player’s Handbook

      BETA - 1.31

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    Contents

    004 Getting Started005 Te Game’s World

    006 Creating Your rainer007 rainer Level Chart008 rainer Stats010 Using rainer Stats

    012 How to Read rainer Features014 rainer Features016 General Features021 Arms Features

    024 Ace rainer027 Chaser

    030 Enduring Soul033 Stat Ace036 Strategist039 ag Battler042 ype Ace045 Underdog

    050 Breeder053 Botanist056 Che 059 Evolver062 Groomer065 Hatcher068 Medic071 Move utor

    076 Capture Specialist079 Artificer082 Collector085 Engineer088 Juggler091 Poke Ball Designer094 Snagger097 rapper

    102 Coordinator 105 Beauty Modeler108 Choreographer111 Cool rainer114 Cute Idol117 Fashion Designer120 Smart eacher123 ough Guy 

    128 Martial Artist131 Athlete134 Aura User137 Black Belt140 Dirty Fighter143 Massage Terapist146 Ninja149 Weapons Master

    154 Mystic157 Body Snatcher160 Buffet163 Godspeaker166 Guardian169 Rune Master172 Shaman175 ouched

    180 Psychic183 Air Adept186 Clairsentient189 Earth Shaker192 Empath195 Fire Breather198 Hex Maniac201 Influential204 Rain Waker

    210 Ranger213 Coach216 Commander219 Detective222 Rider225 Signer228 Special Operations231 Survivalist

    236 Researcher

    239 Cryptozoologist242 Dream Doctor245 Petrologist248 Photographer251 Proessor254 Scientist257 Watcher

    260 Cross Classing

    266 Managing Your Pokemon266 Stats267 Evasion267 Combat Stages268 Using and Leveling Pokemon Stats271 Natures272 SAB Chart273 Pokemon Experience Chart274 Breeding274 Fossil Reanimation275 Loyalty 276 Mounts

    277 Pokemon: Abilities/ Moves278 Pokemon Abilities279 Keywords280 Ability List (Alphabetical)

    297 Pokemon Moves299 Keywords303 Move List (ypes, then Alphabetical)304 Bug Moves

    306 Dark Moves

    310 Dragon Moves 

    311 Electric Moves

    314 Fighting Moves

    318 Fire Moves

    322 Flying Moves

    324 Ghost Moves

    326 Grass Moves

    330 Ground Moves

    333 Ice Moves

    335   Normal Moves

    355 Poison Moves

    357 Psychic Moves

    364 Rock Moves

    366 Steel Moves

    368  Water Moves

    372 Combat372 Initiative372 rainers372 rainer Actions372 Shif Actions373 Free Actions373 Issue Command373 Pokemon373 Move Action373 Shif Action374 Calculating Damage375 Weaknesses and Resistances

    378 Encounters378 Escaping379 Status Afflictions380 errain

    380 Basic380 Hindering380 Difficult

    381 Contests381 Contest Stats381 Poffins382 Contest Stages382 Rounds383 Round Order384 Contest Keywords

    386 Items386 Apricorns386 Aprijuice388 Berrydex391 Healing/Restoration Items392 Held Battle Items395 Held Evolutionary Stones/Keepsakes396 Miscellaneous Items396 Magical Flutes

    396 Repels396 Vitamins397 Poke Balls398 Ms and HMs

    400 Combat Demo

    408 Trainer/Pokemon Character Sheets

    410 Pokedex Checklist

    414 Credits

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    Getting Started

    The Game’s World

    Welcome to the world o Pokemon: abletop Adventures.

    o play you’ll need the ollowing thi ngs:

    Players

    As a Player, you’ll create a rainer, who might choose to take a up a proession, or Class, and capture andtrain Pokemon to fight alongside their rainer. Like the protagonists in the Pokemon ranchise’s games,manga or anime, Players will be the center o the game’s action.

    A Game Master

    One person must fill the speci al role o Game Master, or GM, who controls every non-Player rainer orPokemon. Tey must build adventures, narrate, control non-Player rainers, non-Player Pokemon andreeree and make judgement or any rules that are not perectly clear.

    Books and Dice

    Players will need access to the Player’s Handbook and Bestiary. Players have restricted access to thePokedex section o the Bestiary and should avoid metagaming by only looking up a Pokemon’s Pokedexentry when they’ve used the Pokedex on a particular Pokemon. Te GM should have acce ss to the Player’sHandbook, the Bestiary and the Game Master’s Handbook. Players should use the Character Sheets tohelp organize inormation relating to their rainers and Pokemon. Always use a pencil when writing onyour character sheets! Inormation or your rainer and Pokemon are constantly changing! You will alsoneed gaming dice (d4, d6, d8, at least 2 d10 or use in the common d100 roll, d12, d20). When rollingdice in Pokemon: abletop Adventures, you always want to roll high, the only exception is when you rolltwo d10s to generate a d100 roll. Whenever you roll a d100 roll in Pokemon: abletop Adventures, youwill want to roll as low as possible.

      Te game is played in a world where many antastic animals are able to be energized and storednicely in a machine c alled a Poké Ball. Tese animals are called “pocket monsters,” or Pokemon or short,and they are carried as tools, riends and partners by Pokemon rainers. rainers have various skillsand abilities each defined by a rainer’s goal. Tere are Ace rainers, who ocus all o the ir energy intomaking their Pokemon the best fighters they can. Breeders, who raise Pokemon as i they are their ownchildren and groom them up to be powerul. Te R esearcher gathers inormation and serves as a party’sgo-to guy when they conront a creature they’ve never met. Rangers are nature guards who dedicate theirlie to the protection o a wi ld creature’s habitat while employing wilds in their eats. A Capture Specialistis a techie rainer who can tweak equipment, including the Poké Ball to expand their collection. TeCoordinator employs their Pokemon in Contests instead o battle as she shows off their beauty. Mystics

    use old magics to link themselves with Pokemon. Finally, the Psychic and Martial Artist get their handsdirty and fight the beasts with their own supernatural powers.

      A rainer may explore the world and battle at Gyms to gather Badges which allow them entranceto the Pokemon League Championships. Tey may compete in Contests to enter Grand Festivals. Maybethey’ll uncover a secret plot to destroy the world and try to stop those who would use Pokemon or evil.Tey may be breeding th e most powerul Pokemon as their goal. No m atter the destination, Pokemonwill be valuable allies and tools i n your journeys.

      Tere are several types o people in the Pokemon world. Naturally trainer types are also various.Tere are rangers, ace trainers, capture specialists, researchers, co ordinators, breeders, master o martialarts and even humans who naturally can use psychic or mystic abilities. When these trainers ocus theirpractices, they can de monstrate unrivaled mastery o their chosen proession.

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    Creating Your Trainer

      rainer Level Chartrainer Level Feats Gained Stats Gained Feats Gained Stats Gained  0 0 0 0 0  1 1 1 1 1  2 1 1 2 2  3 1 1 3 3  4 1 1 4 4  5 1 1 5 5  6 1 1 6 6  7 1 1 7 7  8 1 1 8 8  9 1 1 9 9  10 1 1 10 10  11 1 1 11 11  12 1 1 12 12  13 1 1 13 13  14 1 1 14 14  15 1 1 15 15  16 1 1 16 16  17 1 0 17 16  18 1 1 18 17  19 1 0 19 17  20 1 1 20 18  21 1 0 21 18  22 0 1 21 19  23 1 0 22 19  24 0 1 22 20  25(+1 Class) 1 0 23 20  26 0 1 23 21  27 1 0 24 21  28 0 1 24 22  29 1 0 25 22  30 0 1 25 23  31 1 0 26 23  32 0 1 26 24  33 1 0 27 24  34 0 1 27 25  35 1 0 28 25

      36 0 1 28 26  37 1 0 29 26  38 0 1 29 27  39 1 0 30 27  40 0 1 30 28  41 1 0 31 28  42 0 1 31 29  43 1 0 32 29  44 0 1 32 30  45 1 0 33 30  46 0 1 33 31  47 1 0 34 31  48 0 1 34 32  49 1 0 35 32  50 0 1 35 33

      It is important to note that a Player’s rainer start out at level 0, and are initially ‘Classless’. Teymust earn their title in whatever Class they wish to aim or.

      When creating your level 0 trainer, distribute 64 stat points as you like, so long as each stat has atleast 6 points and no stat has more than 14 points.

      rainer Levels are gained when you achieve something that can prove your worth as a rainer.Tey mark your experience in triumphs, not experience points like your Pokemon. Whenever one o theollowing events are completed, you gain a rainer Level. Parentheses indicate how many levels you couldpotentially gain rom that category o ways to gain a level in the Pokemon: abletop Adventures canon.

      - When you gain a Badge rom any Gym Leader. (0-40 Canon)  - When you gain a Ribbon you have not earned beore in a Contest. (0-20 Canon)  - I you can deeat a region’s Elite Four and gain a Hall o Fame Ribbon, you gain our levels.

    (0-20 Canon)  - I you can deeat a Frontier Brain, the Symbol they award you will gain you two levels.

    (0-24 Canon)  - For every ten Pokemon you obtain, you will gain a level. I one o Pokemon evolves, both o their

    stages in their evolutionary line will be counted towards this count. When you trade a Pokemonaway, replace the Pokemon you traded away with the Pokemon you gained or this count u nlessyou own two o the Pokemon you traded away. Tis is to prevent a party o rainers rom tradingand then trading back, just to increase the count o “owned Pokemon”. (0-60 Canon)

      - For every twenty-five Pokemon you identiy with your Pokedex, you will gain a level. Tis is nota shared total with all o the rainers in your party. You must actually use your Pokedex, to add tothis total. Pokemon are everywhere! Be sure to always Pokedex the new ones! (0-24 Canon)

      - I you do something that your GM believes noteworthy, they may award you a level at that time.(0-∞)

      - Add all o these canon totals together and that would give 188 ways to level up, not including the  GM’s awarded levels. Even though there are over 180 ways to level up, the rainer level cap is 50.

    But, most ull campaigns, starting at level 0, still only get to the h igh twenties. Starting a campaignat a higher level can easily change that.

      Reer to the leveling chart to determine what is gained during a specific level up. Ten reer to the

    eats list to see what useable eats exist. Gain your Stat Points beore taking your Feature when you levelup, so you may use those Stats to meet prerequisites. When making your character, it might be a goodidea to cater stats toward a particular class e ven i you cannot yet get a class eat.

      When a trainer gains a level they might meet the prerequisites to gain a rainer Class. In place ogaining a Feature that level, they may instead take a Class Feature. When you choose to take a ClassFeature, you do not gain any other type o chosen Feature, as all Class Features, including AdvancedFeatures, come with two Features to go w ith your new class.

      rainers all start with the title “Pokemon rainer”. A Pokemon rainer can take up to three rainerClasses and/or Advanced Classes, and a ourth rainer Class or Advanced Class at level 25.

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    Trainer Stats

      When creating your rainer, you’ll notice on the rainer character sheet that a rainer hassix stats. Tese stats are Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.Tese are abbreviated throughout the Handbook into SR, CON, DEX, IN, WIS, and CHA.

      Strength  Strength measures your physical power. rainers who possess great physical prowess canactively involve themselves in battle while training a longside their Pokemon to inspire theirPokemon’s power as well.  rainers who excel in Strength become…  - Ace rainers, inspiring their Pokemon’s power with their own.  - Martial Artists, using their muscles to punish those who would harm their riends.  - Mystics, combining their souls with Pokemon and overcoming their will with their own.

      Constitution  Constitution measures the body’s concentration, stamina and lie orce. Tose with greatdeals o stamina find themselves lasting much longer while exploring and are more likely to survivea hostile encounter with wild Pokemon.  rainers who excel in Constitution become…  - Ace rainers, lasting long enough to command their Pokemon towards victory.  - Coordinators, using their body’s make up to influence a judge’s opinion.  - Psychics, sacrificing their lie orce to cause harm to those who would harm them.

      Dexterity  Dexterity relates to a rainer’s reflexes, balance, hand-eye coordination and speed. Te mostnimble rainers can avoid trouble, or bypass it, by using their skills in inventive ways.  rainers who excel in Dexterity become…  - Capture Specialists, directing Poke Balls toward desired targets in perect ways.  - Martial Artists, using their body’s perect training to combat oes acrobatically.  - Rangers, directing their Stylers in order to best restrain wild oes.

      Intelligence  Intelligence is a measure o mind and reason. Tose rainers without Intelligence may find ithard to learn new things or retain valuable inormation. However, with enough smarts, one couldmemorize the Pokedex.  rainers who excel in Intelligence become…  - Capture Specialists, using their knowledge o technology to modiy their inventions.  - Psychics, using their mind to impact the world in a literal manner.  - Researchers, memorizing thousands o bits o inormation to lead a team.

      Wisdom  Wisdom is used to keep one’s mind aware to the world around them. It is one’s common sense,intuition, perception and ability to empathize with humans and Pokemon alike. Minor details and t heintention o others are clear to one with g reat Wisdom.  rainers who excel in Wisdom become…  - Breeders, raising their Pokemon as children in order to empower their amily.  - Mystics, synchronizing their souls with nature itsel to perceive in ways unmatched.  - Researchers, using their intuitive sense to master all orms o inormation.

      Charisma  Charisma is likened to one’s charm, persuasiveness, and general orce o personality. With

    enough Charisma, one could influence others into letting them do whatever they please.  rainers who excel in Charisma become…  - Breeders, becoming a parent with a great deal o authority and trust among team mates.  - Coordinators, using their charms to cheat their way through any conversation.  - Rangers, who are respected law enorcers who serving their ellow man and Pokemon.

      Just because you create a trainer who happens to excel in Strength or Intelliegence doesn’t meanyou’ll need to orce them into any particular class. Tis list is simply a list o suggestions. You’ll find thatin making a trainer who is good at Dexterity and Strength, they will naturally be adept in the study omartial arts. It might be a good idea to figure out what kind o Class, or even Advanced Class, you’d liketo go in to whe n building your trainer. Teir starting stats will affect how e arly you can pick up yourdesired class.

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    Using Trainer Stats

      Afer creating your very own rainer, with the 64 points you can distribute across the rainer’sstats, you’ll be able to calculate modifi ers.

      Modifiers are used or ‘dice checks,’ that your GM may ask you to make to see i you aresuccessul in any particular endeavour and while using various Features. Features will constantly askyou to use Stat Modifiers to measure t he effectiveness o the Feature.

      o find a Stat’s Modifier, add 1 point or the Modifier or every 2 points the stat is above 10 orsubtract 1 point or the Modifier or e very point the stat is be low 10. For example, i a stat is 10, it doesnot have a Modifier; i a stat is 9, its modifier is -1; i a stat is 12, its modifier is +1.

      Here are a ew more examples  o the Modifiers at different

    levels o the six Stats:

      Sometimes a Feature will ask ora Stat instead o Modifier. In that

      case, just pull the correct stat-  No modifiers necessary.

    Strength  Te SR modifier is added to any improvised attack. Also, whenever perorming an athletic actor one that requires great strength, your GM may ask you to make a SR check. Add or subtract yourSR modifier rom this check.

    Constitution  Te CON modifier might be used when you are perorming a eat o endurance, like skipping anight o sleep or starving yoursel. Te Constitution stat also serves another special purpose.

    - A rainer’s HP is calculated by multiplying their Constitution stat by 4.- Each time a rainer levels up, they also gain 4 HP.- A rainer’s HP is calculated with this orumla:

      [(CON Stat X 4) + (rainer Level X 4)]

    Dexterity  DEX modifier is added to your Evasion bonus, unless it’s a negative number. Whenever you aretargeted by a hostile attack, the attacker must roll your Evasion bonus higher than their usual Accuracy

    Check to hit. Also, whenever perorming an act that requires aim, balance, flexibility or speed, your GMmay ask you to make a DEX check. Add or subtract your DEX modifier rom this check.

    Intelligence  Whenever perorming an act that requires academic knowledge, experience, or general intellectyour GM may ask you to make a IN check. Add or subtract your IN modifier rom this check.

    Wisdom  WIS modifier is your Perception Bonus. Whenever your GM asks you to make a perceptioncheck, you must roll and apply your WIS modifier to that check. Te better you roll, the more aware youare o a particular situation surrounding you.

    Charisma  Whenever perorming an act that requires bluffing, diplomacy, or how you present yoursel ingeneral your GM may ask you to make a CHA check. Add or subtract your CHA modifier rom thischeck.

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      How to ReadTrainer Features

    Feature Name  Class Feature Category   Prerequisites:  Frequency   arget/rigger:  Effect:

     Feature Reference Icons

      Next to the Feature Category, small icons are placed as a reerence as to when aFeature is appropriate to use, and how it affects your rainer’s turn.

    A Static ability. Tese do not require activation and areusually active rom the moment they are obtained.

      A Free Action. Free Actions are usually activated at anytime a rainer Actions could be activated, but they donot consume your rainer Action during your turn.

     

    A rainer Action. Tese take your rainer Action during

    your turn in encounters. Tey can also be made at almostany time outside o an encounter as well.

      An Interrupt Symbol. A Feature with this symbol can beused during combat to immediately activate, even i it isnot the rainer’s turn to act. Tese symbols can appearon Free Action Features or rainer Action Features.When a rainer Action is used as an Interrupt, therainer will not be able to make a rainer Action during their next turn.However, i they use another rainer Action with an Interrupt symbol again,they can prolong that loss o rainer Action until they do not use an Interruptingrainer Action and pass during their turn to use a rainer Action.

      Te Extended Action Symbol. A Feature with this symbolreminds the rainer that the Feature takes more than 6 sec ondsto use. Tis would mean that it would be odd to activate duringan encounter, when rounds are only 6 seconds long. Tis doesn’tmean you can’t use a Feature with this symbol during combat, itmight just not be a very good idea.

      A Non-Possession Icon. Tis icon is placed on Features

    that cannot be used while “Possessing” with theAdvanced Mystic Class, Shaman.

      Te League ‘Legal’ and League ‘Illegal’ icons. Green is orLegal and Red is or Illegal. I a Feature has a Legal icon,it can be used during official League sanctioned Pokemonbattles, such as Gym Battles or even c asual rainer Matches.

      I a Feature has an Illegal icon, you should rerain romusing the Feature during an official League sanctioned Pokemon Battle. TeseFeatures are deemed ‘Illegal’ because they usually will directly interere with thePokemon Battle and using them will usually result in your disqualification.

    rainer Features will be organized like this:

    Feature Name Class Feature Category  Te Feature’s Name and Category. Sometimes the category is important when counting howmany Features you have or a particular class, when tr ying to meet a prerequisite. Other then ClassFeatures or Advanced Features, there are a subset o Features or each existing class, Arms Features aswell as normal rainer Features.

    Prerequisites  Prerequisites must be met beore you can take any Feature.

    Frequency  Frequencies limit how ofen you can use a Feature. I a Feature is Static, it is an ongoingeffect that doesn’t need activation. I a Feature is At-Will, you can use a Feature as much as you’d like,provided you activate it. Other Features may be limited to once per Hour, Day, Week or even Month,noted as Hourly, Daily, Weekly or Monthly. Sometimes, a Frequency will have a cost or HP orPokecredits. Also, sometimes a Frequency will have a rate o increase, listing how many rainer levelsonce must be in order to use it an additional time pe r Hour/Day/Week/Month/etc.

    Target/Trigger  Te arget/rigger line explains when the Feature may be used, or what kind o target it canbe used on. I there is none, it probably means that there is no target, as the Feature is an ongoingeffect.

      I your available actions allow or it, you may activate multiple eats off one trigger, but youmay only activate any single eat only once due to the same instance o a trigger. For example, “IBelieve In You!” may be activated only once per attack.

    Effect  Te Effect will list in detail what the Feature does. Sometime the Effects o Features areongoing rom the moment you get them, or sometimes the Effects will work or a whole encounter ora single turn. Simply ollow the Feature’s Effect details. I anything a Feature says to do conflicts withanother existing rule, the Feature’s text overrules that rule or the purpose o that Feature.

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      When it comes to the Pokemon ranchise, usually the trainer sits back and lets theirPokemon do all the battling, the heavy lifing, travelling, and well pretty much everything that doesn’thave to do with handling money or talking to other trainers. In Pokemon: abletop Adventures,rainers take a proactive role during the game to help t heir Pokemon to victory. Whether it’s literallywith their Pokemon, like the combat classes; by boosting the power o th eir Pokemon, like the supportclasses; or by boosting the efforts o your whole party, like the leader classes; rainers have a dominantrole in Pokemon: abletop Adventures.  Each o the 9 Base Classes have multiple Advanced Classes that specialize in somethingspecific. Tese Advanced Classes can be ocused on, or picked up through Cross-Classing. BaseClasses immediately make your trainer proficient in a spe cific type o endeavor and with enough ocusinto a Base Class, through t he use o Advanced Classes, you can fi nd yoursel to be a rainer whodominates the Pokemon scene.  Class Features and Advanced Features, unlike most eatures, come with a stat Bonus that is

    immediatley added to your Stats. In addition to these stat Bonuses, each C lass Feature and AdvancedFeature comes with two Features, it’s like three Features at once! Tis is why you can’t take more than 3total Class/Advanced Features until a very high level.

    Below are each o the 9 Base Classes and the Advanced Classes that are built rom them.

    Ace Trainer -Chaser, Enduring Soul, Stat Ace, Strategist, ag Battler, ype Ace, Underdog

      Breeder -Botanist, Che, Evolver, Groomer, Hatcher, Medic, Move utor

      Capture Specialist -Artificer, Collector, Engineer, Juggler, Pokeball Designer, Snagger, rapper

      Coordinator -Beauty Modeler, Choreographer, Cool rainer, Cute Idol, Fashion Designer, Smart eacher, ough Guy 

      Martial Artist -Athlete, Aura User, Black Belt, Dirty Fighter, Massage Terapist, Ninja, Weapons Master

      Mystic -Bodysnatcher, Buffet, Godspeaker, Guardian, Rune Master, Shaman, ouched

      Psychic -Air Adept, Clairsentient, Earth Shaker, Empath, Fire Breather, Hex Maniac, Influential, Rain Waker

      Ranger -Coach, Commander, Detective, Rider, Signer, Special Operations, Survivalist

      Researcher -Cryptozoologist, Dream Doctor, Petrologist, Photographer, Proessor, Scientist, Watcher

      When playing a campaign with a Party, it might be a good idea to make sure there isn’t too muchoverlapping o Class Features. It might be a better idea i players choose different classes to maximizethe amounts o things your party can do well. For example, i each player decided to be Martial Artists,sure your party would be great in combat during wild encounters, but they might be lacking when itcomes to League matches. alk with your party me mbers beore a campaign to see i a compromise canbe made concerning who will play what. It won’t always be needed and depending on the campaign inquestion, it might even be better to have that Party ull o Martial Artists. Consider what Features youtake in the same way. I a Feature does something similar to what another party member can do, maybeit might be better to find something else to take or more variety?

      Leader Roles -  Te Coordinator, Ranger and Researcher Base Classes serve as good “leader roles” in a party.Tis doesn’t means that you will lead your party best o the other players you play with, but it will meanthat your role will be o t he most supportive to the group as a whole. Coordinators can grant benefits orPokemon and their Advanced Classes excel in a particular type o boosting. Some o the Coordinator’sAdvanced Classes can even design special clothing that can benefit anyone who wears it. Rangers serve

    as great leaders because o th eir public ‘ace.’ Rangers are enorcers o the law and aid people with theirunique Stylers. Advanced Ranger Classes ocus on b oosting an aspect o that lawul enorcement andusually enable even more Charismatic influence. Researchers are great leaders as well because o theirknowledge base. Trough them, your team will be very well inormed. Advanced Researchers gathermore inormation or your team to use against any oe or gain the ability to use oddities that they makethemselves or discover around them.

      Support Roles -  Unlike Leaders, who support players and Pokemon alike, a “support role” ocuses the most onyour own Pokemon. As an Ace rainer, a Breeder, or a Capture Specialist you will see your group oPokemon rising above the rest o the party’s Pokemon. Te Pokemon raised by Ace rainers grow muchaster than any other rainer’s. Teir Advanced Classes boast huge boosts in their Pokemon’s powerand find inventive new ways to inuse their Pokemon with more, more and more power. Breeders hatchand raise Pokemon to improve the quality o their Pokemon. While the y might not hit as hard as anAce rainer’s Pokemon, a Breeder’s Pokemon boasts more versatility and with their Advanced C lasses auniqueness unparalleled by any other class. Te Capture Specialist improve their Pokemon in a spe cialway too; they expand their collection as a whole very easily. In addition to being able to remove wildtargets rom a battle, simply by catching them, the ir vast collection o Pokemon will enable them to beuseul in any situation. Teir Advanced Classes go arther into the technical aspects o the Pokemonworld and use intellect to solve different problems or themselves.

      Combat Roles -“Combat Role” rainers have a lot o un in battle. Viewing their Pokemon as equals, or maybe

     viewing themselves as the equals o Pokemon, throw themselves into battle. Te Classes all into threemodes o power: Te Martial Artist uses physical strength, the Psychic uses the power o mind overmatter, and the Mystic uses... Well, ‘magic’ to tie themselves to Pokemon and fight. Martial Artists wieldphysical power o their body to deend allies and crush oes. At higher levels, the Martial Artist will beable to take on the strongest Pokemon in close-quarters-combat. Psychics use their mind to alter theworld around them. Advanced Class Psychics can exhaust their body to create flashy elemental attacksor influence others with their Psychic powers. Te Mystic uses ancient methods to become one withtheir Pokemon. By sharing their mind w ith their Pokemon, and vice versa, they can borrow abilities touse in battle. Te most advanced Mystics can greatly influence their bond w ith Pokemon or evencombine their spirit with Pokemon.

    Trainer Features

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    General Features

      Tese eatures are general rainer Features, and may be taken by any rainer, regardless o theirclasses, as long as they meet the required prerequisite.

    Aim For the Horn! Trainer Feature  Prerequisites: 13 WIS

    Daily – Every 4 levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon targeting with a Move.  Effect: On a roll o 19 or 20 during Accuracy Check, your Pokemon’s attack will deal Neutral damageregardless o Immunities or Resistances.

    Aim For the Horn! + Trainer Feature  Prerequisites: Aim For the Horn!, 16 WIS

    Daily – Every 2 levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon targeting with a Move.

    Effect: On a roll o 16-20 during Accuracy C heck, your Pokemon’s attack will deal Neutral damageregardless o immunities or resistances. Tis Feature replaces Aim For the Horn!

    Back Off Trainer Feature  Prerequisites: 13 CHA

    Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Trigger: A rainer, not involved in a Gym or Competition battle, challenges you.  Effect: Roll 1d20 and add your CHA modifier. I the result is higher then 10, the rainer is intimidatedand withdraws their challenge.

    Chosen One  Trainer Feature  Prerequisites: Level 16  Daily

    Trigger: You ail to roll high enough or any type o check.  Effect: You don’t ail the check. You may not apply this to a Pokemon’s check.

    Close Your Eyes! Trainer Feature  Prerequisites: 13 IN

    Daily – Every 5 levels gained, you may perorm this Feature another time per day.  Trigger: Your Pokemon is targeted by a Move listed below.

      Effect: Use when one o your Pokemon is targeted by one o these Moves: Attract, Astonish, Captivate,Charm, Encore, Follow Me, Flash, Glare, Hypnosis, Leer, Mean Look, Sand-Attack, Scary Face, SleepPowder, Spore, ail Whip, aunt, eeter Dance. Te oe must roll +2 during Accuracy Check to hit yourPokemon.

    Cover Your Ears! Trainer Feature  Prerequisites: 13 WIS  Daily – Every 5 levels gained, you may perorm this Feature another time per day.  Trigger: Your Pokemon is targeted by a Move listed below.  Effect: Use when one o you pokemon is targeted by one o these Moves: Bug Buzz, Ch atter,Grasswhistle, Growl, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Snore, Supersonic,Uproar, Yawn. Te oe must roll +2 during Accuracy Che ck to hit your Pokemon.

    Dual Wielding Trainer Feature  Prerequisites: Level 10, 12 SR , 12 CON, 12 DEX, 12 IN, 12 WIS, 12 CHA  Static  Effect: You may control 2 Pokemon at the same time. During a round o battle, they are each includedin the battle queue. You are still only allotted 1 rainer Action. During a round in which you use DualWielding, you may not use the effec ts o Multitasking.

    Give it Your All Trainer Feature  Prerequisites: Level 1  One ime Use Only - Once you take Give it Your All, gain one additional use per

    10 levels gained.  Effect: arget one o your Pokemon’s Moves. For one use, it is a Critical Hit that cannot miss.

    Hey Guys, Watch This Trainer Feature  Prerequisites: Level 1

      Static  Effect: From now on, instead o gaining a ne w Feature when you level up during levels that you wouldgain a Feature, you gain 1 Feat Point. A Feat Point can be spent at anytime you can use a rainer Action,and does not take a rainer Action to use. When you spend a Feat Point, you may add any Feature toyour Features whose prerequisites you meet. You may not regain any Feat Points you spend. You do notgain a Feat Point on the same level you take Hey Guys, Watch Tis.

    Hold Your Breath! Trainer Feature  Prerequisites: 13 CON

    Daily – Every 5 levels gained, you may perorm this Feature another time p er day.  Trigger: Your Pokemon is targeted by a Move listed below.  Effect: Use when one o you Pokemon is targeted by one o these Moves: Muddy Water, Poison Gas,Poisonpowder, Smog, Stun Spore, Sur, Sweet Scent, Whirlpool. Te oe must roll +2 during AccuracyCheck to hit your Pokemon.

    I Can Take a Hit Trainer Feature  Prerequisites: 13 CON  Static  Effect: When taking damage rom anything reduce that damage by 5. Tis does not reduce the cost oactivating Features that require HP loss.

    I Can Take a Hit + Trainer Feature  Prerequisites: 17 CON  Static  Effect: When taking damage rom anything reduce that damage by 10. Tis does not reduce the cost oactivating Features that require HP loss. Tis Feature replaces I Can ake a Hit.

    I Believe In You! Trainer Feature  Prerequisites: 19 CHA  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon that just hit a target with a Move.  Effect: Your Pokemon deals an additional 1d6 during the Move’s damage or each point you have inCHA modifier. You may not use I B elieve In You! With Moves that ignore weakness, resistances andstats. Tis may only be used once per Move.

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    I’ve Heard About This Place Before Trainer Feature  Prerequisites: 12 IN

    Daily   Target: A own or City   Effect: Roll 1d20 and add your WIS and IN modifiers. I you roll higher than 12, you know local lore,Gym specialties, major sights, and the names o important persons related to the town or city.

    League Member Trainer Feature  Prerequisites: 12 Badges OR Medals, Level 20, acilities

    (20,000 or Gym acility/40,000 or Frontier acility)  Static  Effect: You take on the responsibilities o either a Frontier Brain or a Gym Leader, and you must acceptchallenges at least once a week. I you lose, you must give the vi ctor a Frontier Medal i you are a brain,or a Gym badge i you are a leader. I you have 10 Badges you may b ecome a Gym Leader, but you donot need to choose an elemental type. I you have 10 me dals you may become a Frontier Brain. You don’tneed to remain in your acility’s location to accept challenges, but you do need to let those at your acili-

    ties know where you are to orward challengers. Each week you are issued 2000 (or Leaders) or 4500 (orBrains) or your services as a Leagu e Member and to create Medals/Badges, which can only be done atyour acilities or 1050 (or Leaders) or 2050 (or Brains). You are only paid weekly i you accept at least3 challenges. You may not take League Member more then once, even i you have qualified or multiplepositions. Add 2 to your CHA stat.

    Let Me Help You With That Trainer Feature  Prerequisites: Level 1  Daily – Every 4 levels gained, you may perorm this Feature another time per day.  Target: An allied rainer making a check.  Effect: Te ally has +2 added to their check. A check is made while using a Feature.

    Let Me Help You With That + Trainer Feature  Prerequisites: Let Me Help You With Tat  Daily – Every 7 levels gained, you may perorm this Feature another time per day.  Target: An allied rainer making a check.  Effect: Te ally has +5 added to their check. A check is made while using a Feature.

    Let’s Get That Lock Open Trainer Feature  Prerequisites: 15 IN

    Daily – Every 5 levels gained, you may perorm this Feature another time p er day.

      Target: A non-computerized lock.  Effect: Roll 1d20 and add your IN mo difier. I the result is higher then 15, the lock is unlocked and isundamaged and doesn’t appear tampered with.

    Look Out! Trainer Feature  Prerequisites: 17 DEX

    Daily – Every 10 levels gained, you may perorm this Feature another time pe r day.  Target: Your Pokemon that was targeted by a Move.  Effect: Flip a coin until you fl ip tails. Te oe must roll 1 high er during Accuracy Check to hit yourPokemon or each heads during the coin flips.

    Multitasking Trainer Feature  Prerequisites: 12 SR, 12 CON, 12 DEX, 12 IN, 12 WIS, 12 CHA  Static  Effect: During encounters, you may perorm 2 rainer Actions per round. During a round in whichyou use Multitasking, you may not use the effects o Dual Wielding.

    Not Yet! Trainer Feature  Prerequisites: 17 CON

    DailyTrigger: Your Pokemon is lowered to 0 HP or less, but not greater then -100% HP.

      Effect: Beore ainting, the targeted Pokemon can make one last shif and Move and then immediate-ly aints aferwards. Tis cannot be used w ith the Move Endeavor, Explosion, Flail, Pain Split, Reversalor Seldestruct.

    Random Knowledge Trainer Feature  Prerequisites: 14 IN or 14 WIS

      Daily – Every 5 levels gained, you may perorm this Class Feature another time per day.  Target: Anything you have line o sight to, or an ide a or phrase you just heard about romany source.

      Effect: Roll d20 and add your IN and WIS modifiers to the roll. I you roll highe r then 13, youknow about the thing you t argeted. I you are targeting a Pokemon, you must have targeted the Poke-mon with a Pokedex.

    Remedial First Aid Trainer Feature  Prerequisites: 13 IN or 13 WIS  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Target: A rainer.  Effect: Roll 1d20 and Add your WIS or IN Modifier. Heal the target th is much HP.

    Satoshi’s Karma Trainer Feature  Prerequisites: Satoshi’s Luck, released 3 ully-evolved, loyal Pokemon  Daily   Target: A roll.  Effect: You may re-roll any single die. Tis Feature replaces, Satoshi’s Luck.

    Satoshi’s Luck Trainer Feature  Prerequisites: released a ully-evolved, loyal Pokemon

      Daily   Target: A roll.  Effect: At the cost o 15 HP, you may re-roll any single die. Te 15 HP may not be reduced in anyway.

    Step Aside! Trainer Feature  Prerequisites: Level 1  One ime Use Only – Afer taking the eature, you gain one additional use,

    per 10 levels gained aferwards.  Trigger: Your Pokemon is targeted by a Move or rainer Attack.  Effect: Your Pokemon immediately Shifs. I it Shifs away rom the targeted area, the Move orrainer is avoided. I the target is unable to shif out o the way, it takes no damage rom the Move orrainer Attack. Only additional effects with th e “Spirit Surge” keyword may activate, should theAccuracy Check permit.

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    Study Session Trainer Feature  Prerequisites: Bought a book at least once.  Static  Effect: You must buy a book at e ach Pokemart or 70 per town visited. I you don’t have 70 when youenter a town you have never visited, you lose this Feature and cannot get it back. Your Wisdom stat gains1 point or your Intelligence stat gains 1 point. You may take the Study Session Feature multiple times. Iyou take this Feature multiple times, you still only nee d to spend 70 at a time.

    Voltorb Flip Trainer Feature  Prerequisites: 12 CON or 12 IN or 12 WIS

    At-Will  Trigger: A human or pokemon tries to pry into your mind to read it.  Effect: Roll 1d20 and add either your C ON, IN or WIS modifier to the roll. I the roll is 13 or higher,you begin to think o an elaborate game o Voltorb Flip. Te person reading your mind cannot readanything other then the game o Voltorb Flip in your mind and all other thoughts, secrets and bits oknowledge are sae rom the mind reader. I Voltorb Flip is successul, any attempts to read your mind

    are unsuccessul or the next hour.

    What a Guy Trainer Feature  Prerequisites: Donated to a charity at least once.  Static  Effect: You must donate 70 to a Pokecenter per town visited. I you don’t have 70 when you enter atown you have never visited, you lose this Feature and cannot get it back. Your Charisma stat gains 1point. You may take the What a Guy Feature multiple times. I you take this Feature multiple times, youstill only need to donate 70 at a time.

    Workout Trainer Feature  Prerequisites: Exercised at least once.  Static  Effect: You must exercise at least once ever y 3 days. A workout session should consume at least 30minutes o time. While exercising you lose 25 HP. I you orget to exercise at least once every 3 days youlose Workout. Your Strength stat gains 1 point or your C onstitution stat gains 1 point. You may take theWorkout Feature multiple times. I you take this Feature multiple times, you still only lose 25 HP.

    Yoga Break Trainer Feature  Prerequisites: You practice Yoga.  Static  Effect: You must practice yoga at least once every 3 days. A yoga session should consume at least 30minutes o time. While exercising you lose 25 HP. I you orget to do yoga at least once every 3 days youlose Yoga Break. Your Dexterity stat gains 1 point. You may take the Yoga Break multiple times. I youtake this Feature multiple times, you still only lose 25 HP.

      Arms Features

      Arms Features employ weapons to attack pokemon or other rainers. Tese eatures are to beused when a GM allows rainers to openly bear weapons in the campaign they are running. However,Arms User and Weapon o Choice can affect “Unarmed” combat, which is always defined as attacksmade with no material weapons.  Te Weapons themselves are handled abstractly. Te only mechanical difference betweenweapons deals with MELEE, SHOR-RANGE, and LONG-RANGE weapons. Unless affected by a ClassFeature, Arms Features always deal Physical Damage, and Normal-ype Damage. Te damage dealt isdetermined by your Arms User or Weapon o Choice Features, and possibly modified by the weaponitsel.  - Melee Weapons have a range o 1 Meter.  - Short Range Weapons, which include “Trown” weapons, have a range o 1 to 5 meters.

    - I attacking a target within melee range, Trowing Weapons deal damage at -1 Damage Base.  - Long Range Weapons have a range o 10 Meters, but have a minimum range o 4 Meters.

    Arms User Trainer Feature  Prerequisite: Gifed - EVERYONE  Static  Effect: Your AC check or Arms attacks is AC6. Whenever you deal damage with anARMS FEAURE, add the highest o your SR, DEX, or CON modifiers to the damage dealt.  - Whenever you use an Arms eature, you deal [Damage Base 1] damage.  - I you are level 10 or higher, you deal [Damage Base 2] damage instead.  - I you are level 15 or higher, you deal [Damage Base 3] damage instead. 

    Weapon of Choice Trainer Feature  Prerequisite: rainer  Static  Effect: Choose a specific weapon type such as ‘longsword’, ‘unarmed’, or ‘slingshot’. Tis becomes your“Weapon o Choice”. You may take Weapon o Choice multiple time s, each time choosing a new weapon.  - When using your Weapon o Choice, your AC check or Arms Features is

    AC4, and you deal [Damage Base 2] d amage.  - I you are level 10 or higher, you deal [Damage Base 4] damage instead.  - I you are level 15 or higher, you deal [Damage Base 6] damage instead. 

    Note: Tough Pokeballs may be used as part o an Arms Attack, Pokeballs essentially count as aWeapon and not a Pokeball when used in this way. Tis means you cannot trigger or benefit rom anyeatures that rely on a Pokeball being thrown when using them as Arms Features, and you cannot make aCapture Roll afer throwing a Pokeball as an Arms Feature.

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      Class Feature

      Prerequisites:13 SR, 13 CON

      Bonuses: +1 SR +1 CON  Penalties: -2 WIS

     

    Base Features

    Enhanced Training Ace Trainer Feature  Static  Effect: Each o your Pokemon gains and additional 20% the amount o experience they would g ainnormally.

    Improved Attacks Ace Trainer Feature  Static  Trigger: Your Pokemon’s damage dealing attack hits.

      Effect: When adding up damage dealt to the oe, add either hal o your SR modifier or hal oyour CON modifier beore your oes subtracts their deense or special deense rom the attack.

    Ace Trainer Ace Trainer FeaturesAffirmation Ace Trainer Feature  Prerequisites: Ace rainer, 16 SR   At-Will  Trigger: Your Pokemon ells a oe or scores a critical hit.  Effect: Your Pokemon gains temporary Hit Points equal to your SR modifier doubled.

    Beast Master Ace Trainer Feature  Prerequisites: Ace rainer, 8 Badges  Static  Target: Your Pokemon.  Effect: Your Pokemon do not protest to your commands. Tey cannot be disobedient unless they areLegendary.

    Break Through! Ace Trainer Feature

      Prerequisites: Ace rainer, 16 SR   Daily   Trigger: Your Pokemon’s damage dealing attack hits.  Effect: Your Pokemon’s attack deals typeless damage.

    Brutal Workout Ace Trainer Feature  Prerequisites: Ace rainer, 15 CON  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon who just deeated another Pokemon.  Effect: Te target loses hal o its ull HP but gains +100% the experience th ey would have gained romthe oe they just elled. Tis may only be used once per turn.

    Constructive Criticism Ace Trainer Feature  Prerequisites: Ace rainer, 16 CON  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon that missed all targets with a move on its previous turn.  Effect: Your Pokemon needs to roll -1 on accurac y checks or the remainder o the encounter.

    Focus Ace Trainer Feature  Prerequisites: Ace rainer, Constructive Criticism  Daily – Every 15 levels gained, you may perorm this Feature another time per day.

      Trigger: Your Pokemon uses a move without a Damage Dice Roll.  Effect: Subtract hal your CON modifie r rom the move’s Accuracy Check. Tis may not be used withmoves that set the target’s HP to 0.

    Improved Attacks + Ace Trainer Feature  Prerequisites: Ace rainer, 16 SR, 16 CON  Static  Trigger: Your Pokemon’s damage dealing attack hits.  Effect: When adding up damage dealt to the oe, add your SR modifier or your CON modifier beoreyour oes subtracts their deense or special deense rom the attack. Te Feature replaces ImprovedAttacks.

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    Improved Attacks Z Ace Trainer Feature  Prerequisites: Ace rainer, Improved Attacks +, 20 SR, 20 CON  Static  Trigger: Your Pokemon’s damage dealing attack hits.  Effect: When adding up damage dealt to the oe, add your SR modifier and your CON modifierbeore your oes subtracts their deense or special deense rom the attack. Te Feature replacesImproved Attacks +.

    Intimidate Ace Trainer Feature  Prerequisites: Ace rainer, 17 SR, 15 CON  Daily – Every 5 levels gained, you may perorm this Feature another time per day.  Target: A Pokemon.  Effect: You use th e Intimidate Ability on the target.

    Press Ace Trainer Feature  Prerequisites: Ace rainer  Daily – Every 5 levels gained, you may perorm this Feature another time per day.  Target: Your own Pokemon.  Effect: Deal damage to your Pokemon equal to 1/5th o their total HP with your weapon. Raise anyo their stats’ Combat Stages 1 level. Using Press more than once per Pokemon, per day m ay make themdislike you.

    Press + Ace Trainer Feature  Prerequisites: Ace rainer, Press  Daily – Every 5 levels gained, you may perorm this Feature another time per day.  Target: Your own Pokemon.  Effect: Deal damage to your Pokemon equal to 1/4th o their total HP with your we apon.. Raise any otheir stats’ Combat Stages 2 levels. Using Press more than once per Pokemon, per day may ma ke themdislike you. Tis Feature replaces Press.

    Taskmaster Ace Trainer Feature  Prerequisites: Ace rainer, Press+  Static  Effect: Whenever you use Press, Press+, or Positive Press on a target, remove the Flinched andConused conditions on the target i applicable, and raise any negative combat stages to 0.

    Advanced Feature

      Prerequisites:Ace rainer, 1 major oe’s escapeor 3 Pokemon with Pursuit

      Bonus: +1 SR 

     

    Chaser

    Base Features

    No Escape Chaser Feature  Static  Target: Sel.  Effect: When Pokemon or trainers try to flee during an encounter that you are participating in andtheir movement speed is equ al to or greater than yours or your Pokemon’s, they must roll 1d20 andadd either their DEX modifi er or hal their relevant speed capability. I they surpass 8 + your SRmodifier, they successully escape. Otherwise, they are unable to leave the encounter. Someone usingthe Run Away ability does not need to roll to e scape regardless o their movement speed.

    Torrential Assault Chaser Feature  Daily - Every 10 levels gained, you may perorm this Feature another time per day.  Trigger:  A pokemon or trainer successully flees or a trainer recalls their Pokemon.  Effect: You may have an active p okemon make an attack on a Pokemon or trainer as an Interruptbeore they escape or are returned. I you are attacking a Pokemon that has ainted and you lowerthem to -100% they must still make a death savings throw.

      Mechanic -Escaping From Combat- I your movement capability (not your Speed stat) ishigher than your opponent’s and you are not rapped, you can generally escape without ail. I youcannot outrun your opponent, you generally cannot escape unless the terrain is highly in your avoror you possess the Run Away ability. Chasers are Pokemon trainers who excel at making it difficultor even the astest o targets rom getting away, however, and are living exceptions to this rule.

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    Chaser Features

    Aha! Got you! Chaser Feature  Prerequisites: Chaser  Daily - Every 5 levels gained, you may perorm his Feature another time per day.  Effect: When your Pokemon use a move with the rap keyword, you may choose to maximize itsduration instead o rolling. Bloodthirst Chaser Feature  Prerequisites: Chaser, 18 SR   Static  Effect: You can tell i a target is under 50% HP. In addition to this, whenever a hostile target is below50% HP, your active Pokemon gains 1 Speed Combat Stage. Tis Speed Combat Stage ades w hen nohostile targets are below 50% health, and you do not gain multiple Combat Stages when multipleenemies are under 50% HP.

    Don’t Stop  Chaser Feature  Prerequisites: Chaser, 15 SR   Daily - Every 7 levels gained, you may perorm this Feature another time per day.  Trigger: Your Pokemon knocks out a oe.  Effect: Afer knocking out a oe, the triggering Pokemon may make another Shif and use anotherMove in that same turn during the encounter. You may only activate this eature once per Pokemon perencounter.

    Finish Them!  Chaser Feature  Prerequisites: Chaser, Bloodthirst  Daily - Every 10 levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon using a damaging Move.  Effect: Declare this Feature when a Pokemon hits with Move with a Damage Dice Roll. I the Move’starget has less than 20 HP afer dealing damage, the Pokemon aints, otherwise nothing happens.

    Hunting Techniques  Chaser Feature  Prerequisites: Ace rainer, Chaser, 2 pokemon with Mean Look, Odor Sleuth, or Pursuit.  At-Will  Target: A Pokemon.  Effect: Pay 1200, then roll 1d20 and add your SR mo difier. I you roll 15 or higher, that Pokemonlearns the Move Mean Look, Odor Sleuth, or Pursuit. You must have two Pokemon that already knowthe move you attempting to tutor to your Pokemon to be able to tutor that specific move.

    Natural High  Chaser Feature  Prerequisites: Chaser, Affirmation  At-Will  Trigger: You Pokemon ells a oe.  Effect: Afer knocking out a oe, chose a stat other than HP. Tat stat is raised 1 Combat Stage.

    No Escape +  Chaser Feature  Prerequisites: Chaser, No Escape, 15 SR   Static  Target: Sel.  Effect: When Pokemon or trainers try to flee during an encounter that you are participating in andtheir movement speed is equa l to or greater than yours or your Pokemon’s, they must roll 1d20 and addeither their DEX modifier or hal their relevant speed capability. I they surpass 12 + your SRmodifier, they successully escape. Otherwise, they are unable to leave the encounter. Someone using theRun Away ability must roll to escape as i they did not h ave that ability. I the target successully escapes,your movement speed as well as the movement speed o all o your pokemon increases by 4 meters perround or 10 minutes as long as you try to pursue the escapee. Pursuit Chaser Feature  Prerequisites: Chaser, 18 SR   Daily - Every 5 levels gained, you may perorm this Feature another time per day.  Target: A Pokemon or human.  Effect: Use the Move Pursuit. Use your SR modifier as your AK stat.

    Shifting Pursuit  Chaser Feature  Prerequisites: Chaser, Pursuit  Static  Target: A Pokemon or human.  Effect: When you purchase this eature, choose a type. When you or one o your Pokemon uses theMove Pursuit, Pursuit may instead be that chosen type instead o Dark. You may not change the ypeonce you pick the type. You may take this Feature more than once to acquire multiple elemental types orPursuit.

    Sprints Chaser Feature  Prerequisites: Chaser, 16 SR, a Pokemon with a Speed stat o 30 or greater  Static  Target: Your Pokemon.

      Effect: You may add to your Pokemon’s Speed stat during level up and ignore Base Relation, but onlyor the Speed Stat. Thrill of the Hunt  Chaser Feature  Prerequisites: Chaser  Static  Target: Your Pokemon gaining experience.  Effect: When your Pokemon pursues a oe and ells them, with Pursuit, due to the effects o a Chasereature, or in an encounter afer the target has previously escaped, they gain +25% the experience theywould have gained.

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      Advanced Feature

      Prerequisites:Ace rainer, rainer knockedunconscious by a oe at least onceor 3 Pokemon with Endure

      Bonus: +1 CON

     

    Enduring Soul

    Base Features

    Boundless Endurance Enduring Soul Feature  Static  Effect: You may add to your Pokemon’s HP stat when they level up, i gnoring Base Relation.

    Press On! Enduring Soul Feature  Static  Effect: Your Pokemon aint when they reach -25% HP instead o at 0 HP. Pokemon cannot use theMoves Endeavor, Explosion, Flail, Pain Split, Reversal or Seldestruct while they have 0 HP or less.

    Pokemon with the Soulless ability cannot benefit rom Press On!

    Enduring Soul Features

    Aware Enduring Soul Feature  Prerequisites: Enduring Soul  Static  Effect: You may sleep and have just as much awareness to sound, eeling, and smell as i you are awake.You also instinctively sense danger while asleep and can wake up instantly. I you have the statusaffliction Sleep, treat it as normal non-status afflicted sleep. You do not need to make perception che ckswith a penalty while asleep.

    Hold! Enduring Soul Feature  Prerequisites: Enduring Soul, 3 Pokemon with a Deense stat o 30 or more  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Trigger:  You are hit by a Move which consults the Attack stat or you are hit by a

    rainer Arms Feature attack.  Effect: Lose 25 HP instead o the damage you would have taken.

    Padding Enduring Soul Feature  Prerequisites: Enduring Soul, 19 CON  Static  Trigger: You are hit by a Move.  Effect: Subtract your CON modifier rom the damage you would take.

    Padding + Enduring Soul Feature  Prerequisites: Enduring Soul, Padding  Static  Trigger: You are hit by a Move.  Effect: Subtract twice your CON mo difier rom the damage you would take. Tis Feature replacesPadding.

    Soul’s Protection Enduring Soul Feature  Prerequisites: Enduring Soul, a Pokemon with the Move Protect  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Trigger: You are hit by a Move.  Effect: Use the Move Protect.

    Soul’s Endurance Enduring Soul Feature

      Prerequisites: Enduring Soul, a Pokemon with the Move Endure  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Trigger: You are hit by a Move.  Effect: Use the Move Endure.

    Split Enduring Soul Feature  Prerequisites: Enduring Soul  Daily – Every 7 levels gained, you may perorm this Feature another time per day.  Trigger: One o your adjacent Pokemon is hit by a damaging Move.  Effect: You take hal o the damage that would have been done to your Pokemon. Your pokemon takeshal o the damage it was supposed to take. Apply DEF and SP.DEF or your Pokemon. Apply anydamage modifiers or yoursel.

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    Stand! Enduring Soul Feature  Prerequisites: Enduring Soul, 3 Pokemon with a Special Deense stat o 30 or more  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Trigger: You are hit by a Move that consults the Special Attack stat.  Effect: Lose 25 HP instead o the damage you would have taken.

    Still Standing Enduring Soul Feature  Prerequisites: Enduring Soul, 18 CON  Static  Trigger: You are lowered to or below 0 HP.  Effect: You may still issue commands to your Pokemon while unconscious. I you chose to, and in th atencounter you are lowered to -100% HP, you may not make a death saving roll.

    Still Standing + Enduring Soul Feature  Prerequisites: Enduring Soul, Still Standing  Static  Trigger: You are lowered to or below 0 HP.  Effect: You may still issue commands to your Pokemon while unconscious. You may still make a de athsavings throw when lowered to -100% HP. Tis Feature replaces Still Standing.

    Stat Ace

      Advanced Feature

      Prerequisites:Ace rainer, 3 Pokemon with

      the chosen stat o 20 or more 

    Bonus: +1 SR 

      -Special- When you take Stat Ace, choose Attack,Deense, Special Attack, Special Deense, or Speed.Tis becomes your chosen stat. You may take Stat Acemultiple times, choosing different stats each time.

    Base Features

    Specialist Training Stat Ace  Static  Target: Te stat o choice or any o your Pokemon.  Effect: You may add hal o your SR mo difier to the Base stat chosen or Stat Ace to yourPokemon. I this changes which o the Pokemon’s base stats are the hig hest, treat the altered basestats appropriately.

    Stat Subversion Stat Ace  At-Will

      Target: Enemy Pokemon.  Effect: Tat Pokemon’s stat is decreased by one Combat Stage according to whichever Stat you’vechosen or Stat Ace. You may only effect one target with Stat Subversion at a time, you may notchange targets until the original is unable to battle.

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    Stat Ace Features

    Fixed Competence Stat Ace  Prerequisites: Stat Ace, 20 SR   Static  Effect: Your Pokemon may not lose Combat Stages in your chosen Stat.

    Positive Press Stat Ace  Prerequisites: Stat Ace, Press, 15 SR   Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon .  Effect: Deal damage to your pokemon equal to 1/5th o their total HP with your weapon. Raise yourchosen stats Combat Stage 2 levels. Tis Feature does not replaces Press.

    Specialist Training+ Stat Ace  Prerequisites: Stat Ace, Specialist raining, 3 Badges and/or Medals

      Static  Target: Your Pokemon.  Effect: Add hal your SR modifier to your chosen stat in the base stat o every pokemon you own. Forevery 10 levels your pokemon have, they gain 1 extra point i n your chosen Stat. I these points upset BaseRelations, you must fix the upset relation with your subsequent levels. Tis eature replaces Specialistraining.

    Stat Boost Stat Ace  Prerequisites: Stat Ace, Level 10  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Target: Your pokemon.  Effect: For 1 encounter the target gains t he Ability Speed Boost. I your chosen Stat is not Speed,replace the Ability’s name with Attack Boost, Special Attack Boost, Deense Boost or Special DeenseBoost appropriately. Also i your chosen Stat is not Speed, replace the word Speed in Speed Boost’s effectwith Attack, Special Attack, Deense or Special Deense appropriately.

    Stat Overflow Stat Ace  Prerequisites: Stat Ace, Press + or Positive Press  Daily   Target: A pokemon.  Effect: Your pokemon loses hal o its ull HP. Te Pokemon’s Stat, chosen or Stat Ace, is set to +6

    Combat Stages. Your Pokemon cannot use a Move during this round o encounter but may still shif.

    Stat Subversion + Stat Ace  Prerequisites: Stat Ace, 15 SR   At-Will  Target: Enemy Pokemon’s stat you chose Stat Ace or.  Effect: Tat Pokemon’s stat is de creased by two Combat Stages according to whichever Stat you’vechosen or Stat Ace. You may only effect one target with Stat Subversion at a time, you may not changetargets until the original is unable to battle. Tis Feature replaces Stat Subversion.

    Stat Unlock Stat Ace  Prerequisites: Stat Ace, a Pokemon with 30 in your cho sen Stat  Static  Target: Your Pokemon .  Effect: Your Pokemon ignore Base Relation, as long as the y are adding to the Stat chosen or Stat Ace.

    Superior Ability Stat Ace  Prerequisites: Stat Ace, 5 Badges and/or Medals  Daily – Every 8 levels gained, you may perorm this Feature another time per day.  Target: arget Pokemon.  Effect: I your active Pokemon’s Stat, chosen or Stat Ace, is higher than the target’s particular stat, thatStat is lowered 1 Combat Stage.

    Talent Scout Stat Ace  Prerequisites: Stat Ace, 2 Pokemon with Natures that add to chosen Stat  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Target: A wild Pokemon.  Effect: Roll 1d20 and add your SR mo difier. I the total exceeds 15, that pokemon has a Nature thatadds to your chosen Stat. I the total e xceeds 25, that pokemon has the Nature o your choice, that addsto your chosen stat.

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    Strategist

      Advanced Feature

      Prerequisites:Ace rainer, 18 SR, at least 10Moves without Damage DiceRolls across yourOwned Pokemon

     Bonus: +1 SR 

     

    Base Features

    Field Scout Strategist Feature  Daily – Every 5 levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon  Effect: On its next turn, the target may use the move Rapid Spin as i it was on their Move List, anddeals additional damage equal to your SR modifier.

    Terrain Mastery Strategist Feature  Daily – Every 5 levels gained, you may perorm this Feature another time per day.

      Target: Sel   Effect:  For the remainder o the encounter, none o your Pokemon receive movement penalties ormoving through Rough errain, nor Accuracy Penalties when targeting oes in Rough errain.

      Mechanic: Te Pokemon League o the region the game is set in sanctions official Matches.Te specific rules o the match may change rom place to place, but anything th at applies during anOfficial Match will at least apply to a battle against a Gym rainer, Gym Leader, opponent in aPokemon League match, Frontier Brain, Elite Four, or Champion.

    Strategist Features

    Adaptive Boost  Strategist Feature  Prerequisites: Strategist  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Trigger: Your Pokemon uses a Sel-argetting move that raises Combat Stages.  Effect:  Your Pokemon gains an additional combat stage in any Stat in which they didn’t gain a combatstage that turn. Heightened Potential Strategist Feature  Prerequisites: Strategist  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Trigger:  Your Pokemon makes a check on a 1d20 to use a C apability   Effect: Add your SR modifier to the 1d20 result. Tis may be used to modiy an Accuracy Roll whenusing the Treaded Capability. 

    Helpful Priorities Strategist Feature  Prerequisites: Strategist  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Trigger:  Your Pokemon uses a Move that targets only other allies.  Effect: Your Pokemon gains X HP, where X is your SR Modifier doubled. Helpul Priorities may betriggered on Burst moves like Heal Bell t hat target Sel as well, but only i they affect an Allied Pokemon. Hazardous Intent Strategist Feature  Prerequisites: Strategist  Static  Effect:  When your Pokemon are placing Hazards, your Pokemon may place an additional X meters oHazards, where X is your SR modifier. You may place Hazards as you like within your range, and eachmeter o hazards need not be adjacent to another. I you put Hazards in a square occupied by an enemy,they immediately suffer the effects o the Hazard.

    Move Recognition  Strategist Feature  Prerequisites: Strategist, 6 Strategist Features  Static  Effect: When your opponent’s pokemon uses a Move that it has already used in that encounter, it mustroll 2 higher on Accuracy C heck to hit your Pokemon.

    Personal Walls Strategist Feature  Prerequisites:  Strategist  Daily – Every 5 levels gained, you may perorm this Feature another time per day.  Trigger:  Your Pokemon uses a Move with the Wall Keyword.  Effect:  When using moves with the Wall keyword, instead o creating a Wall, your Pokemon createsa coat with the wall’s effect. Tis effect has a single target, and your Pokemon may target itsel or otherswith this effect. Tese coats last until the end o the encounter, or until the target is recalled. 

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    Tag Battler

      Advanced Feature

      Prerequisites:Ace rainer, Dual Wielding

     Bonus: +1 CON

    Base Features

    Team Spirit Tag Battler Feature  Static  Target: Your two active pokemon.  Effect: Each o your pokemon are treated as i one o their Combat Stages are raised 1 CombatStage. Te Combat Stage raised depends on what the highest Base Stat o your other activePokemon is, ignoring HP. For example, i one o your active pokemon’s highest stat, ignoring HP, isAttack, the other active pokemon’s Attack will be raised 1 C ombat Stage. When switching, theCombat Stages are lowered and then raised again depending on the stats o each active pokemon.

    Together! Tag Battler Feature

      Daily   Target: Your two active pokemon.  Effect: Te targets may combine two moves that share the same Stat, Elemental ype, and caneach legally target the target ac cording to each move’s range.

      Mechanic: When you use a Feature that combines two Moves, the Combined Move happenson the slower participant’s turn; the aster participant shifs and uses the move along with the sloweron that turn. I the moves are o the same type, the Combined Move shares that type. I combinedmoves are o differing types, the Combined Move is typeless. Te Moves must both be able to legallytarget the target according to each Move’s Range. Neither Move can have the S catter keyword. TeMove’s Accuracy Check is the average o the two Moves’ Accuracy Checks. Te Damage Dice Roll isboth o the Moves’ Damage Dice Rolls combined. reat the Frequencies o the Moves chosen as youwould i you weren’t combining Moves. All Effects are added to the new, combined Move. CombinedMoves may not be used by only one pokemon.

    Quick Set-Up Strategist Feature  Prerequisites: Strategist  Daily   Trigger: Your Pokemon uses a move with the Coat, Hazard, Wall, or Weather keyword, or uses a

    Capability to affect errain.  Effect: Your Pokemon may immediately use a different move with the Coat, Hazard, Wall, or WeatherKeyword, or use a different Capability to affect errain. Terrain Tactics Strategist Feature  Prerequisites: Strategist  Static  Target: Your Pokemon  Effect:  Your Pokemon with the Fountain, Freezer, Groundshaper, Materializer, or SprouterCapabilities may, instead o perorming a Move on its turn, target up to X square meters within 6 meters,turning the targetted spaces into Rough errain. X is equal to hal your SR Modifier plus thePokemon’s Power or Intelligence Capability, whichever is higher. Tis ability may be limited by thetargetted terrain; or example, while a Pokemon with Fountain could turn dirt into mud to create roughterrain, it may not be able to create rough terrain when fighting on concrete. Versatility Strategist Feature  Prerequisites: Battle Strategist, 24 SR   Daily   Target: Your Pokemon  Effect: Te target may oreit the use o a Battle Frequency Move to regain use o a different BattleFrequency Move, or they may oreit the use o a Center Frequency Move to regain the use o a differentBattle or Center Frequency Move rom their Move List. Weather Vortex Strategist Feature  Prerequisites: Strategist  Daily – Every 15 levels gained, you may perorm this Feature another time per day.  Trigger: Your Pokemon uses a move with the Weather keyword  Effect: Te target’s Weather does not affect the entire field, and does not replace any existing Weatherconditions. Instead, your Pokemon targets a space within 6 meters o itsel. From that space originatesa Blast with a radius o up to 4 meters, though it may be smaller i you wish. Your Weather Move affectsonly this area, and acts as normal within this area.

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    Tag Battler Features

    Brace Each Other! Tag Battler Feature  Prerequisites: ag Battler  Static  Target: Your two adjacent active pokemon.  Effect: As long as your two active pokemon are adjacent, neither can suffer Push damage nor bePushed. I your pokemon are adjacent to you, you cannot be Pushed nor suffer Push damage either.

    Combine Them! Tag Battler Feature  Prerequisites: ag Battler, 22 CON  Daily   Target: Your two active pokemon.  Effect: Te targets may combine two moves t hat share the same Stat, and can each legally target thetarget according to e ach move’s range. Tis eature does not replace ogether!

    Dual Assault Tag Battler Feature  Prerequisites: ag Battler, Dual Intererence  Daily - every 8 levels gained, you may use this Feature another time per day.  Trigger:  Your Pokemon damages an opponent another o your pokemon has damaged th is turn.  Effect: Te damaged pokemon loses one Combat Stage in the trigge ring pokemon’s highest stat.

    Dual Interference Tag Battler Feature  Prerequisites: ag Battler  Static  Target: Your Pokemon damages a oe another o your pokemon has damaged this turn.  Effect: Te targeted oe must roll +2 on Accuracy checks during its next turn when targetting yourPokemon.

    Taking One For A Friend Tag Battler Feature  Prerequisites: ag Battler  Daily - Every 10 levels gained, you may perorm this Feature another time per day.  Trigger:  One o your two adjacent active pokemon is targeted by a Move.  Effect: Roll 1d20 and add you C ON modifier. I you roll higher than 15, t he active pokemon who wasnot targeted may intercept the Move or the targeted pokemon. I the move’s area o effect still hits b othpokemon, the pokemon who is intercepting the hit may take both sets o damage beore applyingDeense or Special Deense.

    Taking One For A Friend + Tag Battler Feature  Prerequisites: ag Battler, aking One For A Friend  Daily - Every 10 levels gained, you may perorm this Feature another time per day.  Trigger: One o your adjacent active pokemon or ally’s pokemon is targeted by a Move.  Effect: Roll 1d20 and add you C ON modifier. I you roll higher than 15, th e active pokemon who w asnot targeted may intercept the Move or the targeted pokemon. I the move’s area o effect still hits b othpokemon, the pokemon who is intercepting the hit may take both sets o damage beore applyingDeense or Special Deense. Tis Feature replaces aking One For A Friend.

    With Them! Tag Battler Feature  Prerequisites: ag Battler  Daily   Target: Your one active pokemon while you are in a trainer battle with allies.  Effect: Your pokemon and one o your ally’s pokemon may combine two moves that share the sameStat, Elemental ype, and can each legally target the target according to each move’s range.

    Try This! Tag Battler Feature  Prerequisites: ag Battler, Combine Tem!  Daily   Target: Your two active pokemon.  Effect: Te targets may combine two No Damage moves, that do not directly affect HP, have the Wallkeyword or copy other moves and can each legally target the target according to each move’s range.

    Synchronized Shove Tag Battler Feature  Prerequisites: ag Battler, Dual Intererence  Daily - Every 5 levels gained, you may use this Feature another time per day.  Trigger:  Your Pokemon damages an opponent another o your pokemon has damaged th is turn.  Effect: Te enemy is pushed a number o meters in a direction o your choice equal to the sum o youractive pokemon’s Power capabilities.

    Teamwork Tag Battler Feature  Prerequisites: ag Battler, eam Spirit  Static  Target: Your two active pokemon.  Effect: Each o your pokemon are treated as i one o their Speed Capabilities are raised by an amountequal to hal o your CON mo difier. Te Capability raised depends on what the highest Speed Capabilityo your other active pokemon is.

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    Type Ace Type Ace FeaturesElemental Shifting Type Ace Feature

    Prerequisites: ype Ace, 15 CON  Daily – Every 5 levels gained, you may perorm this Feature another time per day.  Target: A Pokemon.  Effect: X is your CON mo difier multiplied by 6 seconds, or your C ON modifier multiplied by 1 round.Te target temporarily gains the ype you eel bound to. I it has 2 ypes already, temporarily replace oneo their types. It becomes that ype or X. At the end o combat apply experience multipliers rom yperaining.

    Elemental Sync Type Ace FeaturePrerequisites: ype Ace, Elemental Shifing

      One ime Use Only - You gain one additional use, per 15 levels gained.  Target: A pokemon.  Effect: Elemental Sync takes approximately 10 hours to complete. Te targeted pokemon is

    permanently gains the ype you eel bound to. I the target has two ypes, permanently replace oneype. I this pokemon is a single type, it gains a second type. Te pokemon’s physical appearance isaltered appropriately. You may take this eature up to three times.

    Improved Type Attacks + Type Ace FeaturePrerequisites: ype Ace, 16 CON

      Static  Trigger: Your Pokemon’s chosen type damage dealing attack hits.  Effect: When adding up damage dealt to the oe, add your CON modifier to the total. Tis eaturereplaces Improved ype Attacks.

    Move Shift Type Ace FeaturePrerequisites: ype Ace, Elemental Shifing

      Daily – Every 5 levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon’s Move.  Effect: Te Move’s ype temporarily becomes the ype you eel bound to or th at use.

    Move Sync Type Ace FeaturePrerequisites: ype Ace, Move Shif

      One ime Use Only - You gain one additional use, per 10 levels gained.  Target: A pokemon’s move.  Effect: Move Sync takes approximately 5 hours to complete. Te targeted move is now permanentlythe type you eel bound to.

    Soulbound Type Ace FeaturePrerequisites: ype Ace

      Static  Effect: When taking damage o your chosen type, treat yoursel as i you are Resistant.

    Advanced Feature

      Prerequisites:Ace rainer, 4 o the same ypePokemon Owned in Pokedex

     Bonus: +1 CON

    Base Features

    Type Training Type Ace Feature  Static  Trigger: Your chosen type Pokemon gains experience points.  Effect: Each o your chosen typed Pokemon gains +30% the amount o experience they would gainnormally.

    Improved Type Attacks Type Ace Feature  Static  Trigger:  Your Pokemon’s chosen type damage dealing attack hits.

      Effect: When adding up damage dealt to the oe, add hal o your CON modifier to the total.

    -Special- You may take ype Ace multiple times.Each time, you must choose different types.

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    UnderdogSuperior Typing Type Ace FeaturePrerequisites: ype Ace, ype Soul

      Static  Target: Your Pokemon o your chosen type.  Effect: When your oe uses attacks o your cho sen type they do not add SAB. When your oe usesMoves o your chosen type they cannot Critical Hit or kill your chosen typed pokemon with thoseMoves.

    Type Soul Type Ace FeaturePrerequisites: ype Ace

      Static  Effect: You eel bound to that Elemental ype, but are not obligated to only use that type. You cansense Pokemon o that type nearby; 5-meters multiplied by your CON modifier. You can also sense thatype in Movesets o pokemon; 5-meters multiplied by your CON modifier.

    Type Connection Type Ace FeaturePrerequisite: ype Ace, ype Soul

      At-Will  Target: An indifferent or hostile Wild Pokemon o your chosen type  Effect: Roll 1d20 and add your CON modifi er. I the result is 15 or higher, the pokemon be comes moreriendly. argets that were initially indifferent may show interest in the trainer. argets that wereinitially hostile may still be wary, or may decide to flee, but will cease attacking. argets may becomehostile again i you attack it or its allies. You may target any single Pokemon with this eature only onceper day.

    With The Elements Type Ace FeaturePrerequisites: ype Ace

      Daily   Trigger: You start an encounter with wild pokemon.  Effect: Roll 1d20 and add your CON modifier. I the result is 15 or higher, i the area contains a wildPokemon o your chosen type, at least one wi ld Pokemon o that type appears in the current encounter

    Advanced Feature

      Prerequisites:Ace rainer, prevented 3Pokemon rom evolving

     Bonus: +1 CON

    Base Features

    Everstone Finder Underdog Feature  Weekly   Target: Anywhere on a Route.  Effect: Roll 1d20 and add your C ON modifier. I the result is above 15, you fi nd an Everstone.

    Hidden Strength Underdog Feature  Daily - Every 10 Levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon, which has at least one e volutionary stage remaining.  Effect: Choose a Move o the same type as the arget that one o its evolved orms can learn natu-

    rally. Te arget may use that Move once. Tis may only apply to moves learned at X levels above thetarget’s level or lower where X is your CON modifier doubled.

      Mechanic: Preventing a pokemon rom evolving is surprisingly simple or an Underdog.I the Pokemon is loyal to you, then it will stop itsel rom evolving i asked or commanded to, ori touched with an Everstone during evolution. Tis almost ne ver has an effect on the Pokemon’sloyalty, though i you can’t get it an Everstone afer several instances o attempted e volution, stoppingitsel rom evolving could become very straining.

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    Underdog Features

    Hidden Strength + Underdog Feature Prerequisites: Underdog, Hidden Strength

      Daily - Every 10 Levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon, which has at least one evolutionary stage remaining.  Effect: Choose a Move that one o the arget’s evolved orms can learn naturally. Te arget may usethat move once. Tis may only apply to moves learned at X levels above the target’s level or lower whereX is your CON modifier. Tis Feature replaces Hidden Strength.

    Hidden Strength X Underdog Feature  Prerequisites: Underdog, Hidden Strength+, 18 CON  Daily - Every 8 Levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon, which has at least one evolutionary stage remaining.  Effect: Choose a utor Move or Level Up Move that one o the arget’s evolved orms can learn. Tearget may use that move once. Tis may only apply to moves learned at X levels above the target’s level

    or lower where X is your C ON modifier doubled. Tis Feature replaces Hidden Strength+.

    Versatile Technique Underdog Feature  Prerequisites: Underdog  Static  Target: Your Pokemon, which has at least one e volutionary stage remaining and whose

    evolved orms are o a different ype.  Effect: Te arget may add SAB as i it were o a ype that one o its evolved orms has.

    Forceful Technique Underdog Feature  Prerequisites: Underdog  Static  Target: Your first or second-stage Pokemon.  Effect: Te arget may add SAB as i it were 10 Levels higher. I the target is at le vel 91 or higher addone bonus SAB.

    Anything You Can Do Underdog Feature Prerequisites: Underdog, 3 Underdog Features

      Daily - Every 6 Levels gained, your may perorm this eature another time per day.  Target: Your Pokemon, which has at least one e volutionary stage remaining and

    whose evolved orms are o a different ype.

      Effect: Your CON modifier h alved is X. For X rounds, the arget replaces one o its ypes with that oone o its evolved orms.

    Capable Underdog Feature  Prerequisites: Underdog, 20 CON  Static  Target: Your first or second-stage Pokemon.  Effect: All o the arget’s existing numerical Capabilities are increased by 1. You may only apply thisFeature to one arget at a time. Changing what it is applied to costs a trainer action.

    Highly Capable Underdog Feature  Prerequisites: Underdog, Capable  Daily - Every 5 Levels gained, you may perorm this Feature another time per day.  Target: Your Pokemon, which has at least two evolutionary stages remaining.  Effect: Your CON modifier is X. For X minutes, all o the arget’s existing numerical Capabilities areincreased by 2.

    Incredibly Capable Underdog Feature  Prerequisites: Underdog, Highly Capable  Daily   Target: Your Pokemon, which has at least one evolutionary stage remaining.  Effect: Your CON modifier h alved is X. For X minutes, the arget gains one o the Capabilities o oneo its evolved orms.

    Everstone Improvement Underdog Feature  Prerequisites: Underdog, Everstone Finder  Daily   Target: An Everstone.  Effect: Roll 1d20 and add your CON mo difier. I the result is above 20, designate a ype. From thenon, the arget, when held by a Pokemon o the desig nated ype that has at least one evolutionary stageremaining or is a first-stage Pokemonthat cannot evolve, allows that Pokemon to roll 1 additional SAB value.

    Everstone Perfection Underdog Feature  Prerequisites: Underdog, Everstone Improvement, 22 CON, 6 Underdog Features  Daily   Target: An Everstone.  Effect: Roll 1d20 and add your C ON modifier. I the result is above 20, designate an evolutionaryamily. From then on, when held by a Pokemon o the desig nated amily that has at least oneevolutionary stage remaining, the target acts as an Eviolite or that Pokemon’s two hig hest Stats.

    Champ In The Making Underdog Feature Prerequisites: Underdog, has prevented the evolution o a Pokemon whose

    final stage evolves at a minimum o Level 40 or higher  Daily   Target: A Pokemon with at least two evolutionary stages remaining,

    the last o which e volves at a minimum o Level 30 or higher.

      Effect: Choose one Stat. For one battle, the arget increases the chosen Stat by an amount equal to itsfinal stage’s chosen Base Stat.

    The Bigger They Are Underdog Feature  Prerequisites: Underdog  Static  Target: Your Pokemon when dea ling damage.  Effect: For every evolutionary stage t he arget is below the Pokemon receiving its damage, add yourCON modifier to the damage beore applying Deense or Special Deenses.

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      Class Feature

      Prerequisites:13 CHA, 13 WIS

     Bonuses: +1 CHA +1 WIS

      Penalties: -2 DEX

    Base Features

    Egg Factory Breeder Feature  Static  Effect: You may make up to 7 different Breeding Checks per day, and the che ck or Breeding is 35instead o 25. Subtract your CHA or WIS mod rom the breeding check. Your Pokemon must stillhave at least 4 hours together. You can identiy what pokemon will hatch rom an Egg.

    Natural Edge Breeder Feature  Daily 

      Target: A hatching egg you own.  Effect: Add hal o your CHA modifier to any o the p okemon’s base stat and add hal o your WISmodifier to any different base stat o the same pokemon. Tis becomes your pokemon’s new basestats. A Pokemon may only have one Natural Edge or Natural Edge + applied to it when it hatches.Tis bonus may not exceed +6 i n either stat.

    Breeder Features

    Breed Breeder Feature  Prerequisites: Breeder, 20 CHA, 18 WIS  Daily   Target: wo pokemon who are compatible or breeding.  Effect: Give the targets at least 8 hours o time alone, they will be guaranteed to produce an egg.

    Egg Hatcher Breeder Feature  Prerequisites: Breeder  Static  Target: Eggs in the possession o the Breeder.  Effect: Eggs hatch at ¾ o the rate they usually would.

    Egg Hatcher + Breeder Feature  Prerequisites: Breeder, Egg Hatcher, 18 CHA

      Static  Target: Eggs in the possession o the Breeder.  Effect: Eggs hatch at ½ o the rate they usually would. Te Feature replaces Egg Hatcher.

    Head Start Breeder Feature  Prerequisites: Breeder  At-Will  Target: A hatching egg.  Effect: Roll 1d20 and add your Charisma mod. I the result is 15 or g reater, the Pokemon learns allmoves learned at or beore level “X” where X equals your Charisma mod.

    Home Cooking Breeder Feature  Prerequisites: Breeder  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Effect: Roll 1d4 and add your WIS modi fier. Te total represents the amount o ood portions youmake or humans and or Pokemon, eeding them or the whole day. Pokemon that eat your ood havetheir loyalty towards you slightly increased. You know what dietary needs a Pokemon has.

    I’ll Take Good Care Of It Breeder Feature  Prerequisites: Breeder, 20 CHA  Daily   Target: A non-hostile Female Wild Pokemon with eggs.  Effect: Roll 1d100 and subtract your charisma mo difier. I you rolled lower than the target’s basecapture rate, you may receive an egg rom t he target Pokemon. Tis roll can be modifie d by your GMdepending on its mood towards you. I you ail, the target may become hostile.

    Latent Potential Breeder Feature  Prerequisites: Breeder, 18 WIS  Daily – Every 10 levels gained, you may perorm this Feature another time per day.  Target: A Pokemon who is leveling up to a level evenly divisible by 5.  Effect: Roll 1d20 and add your Wisdom Modifier. I the total exceeds 15, the pokemon learns a moverom its tutor list marked with an (N), or any move on its level-up list at a level lower than their currentlevel.

    Breeder

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    Litters Breeder Feature  Prerequisites: Breeder, 17 WIS, a Pokemon who has helped to make at least 2 eggs  Daily   Target: Pokemon who are breeding.  Effect: Roll 1d4. Te roll represents how many eggs are produced afer breeding i the breeding wassuccessul. Tis number may not be modified.

    Litters + Breeder Feature  Prerequisites: Breeder, Litters, a Pokemon who has produced at least 3 eggs at once.  Daily   Target: Pokemon who are breeding.  Effect: Roll 1d6 and add 1. Te roll represents how many eggs are produced afer breeding i th ebreeding was successul. Tis number may not be modified.

    Natural Edge + Breeder Feature  Prerequisites: Breeder, 20 WIS, 22 CHA  Daily   Target: A hatching egg.  Effect: Add your CHA modifier to any o the Pokemon’s base stat and add your WIS modifier to anydifferent base stat o the same Pokemon. Tis becomes your Pokemon’s new base stats. A Pokemon mayonly have one Natural Edge or Natural Edge + applied to it when it hatches. Neither bonus may exceed+6.