quickstart trainer guide

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Compatible with PTU 1.04 QUICKSTART TRAINER GUIDE For use with the PTU Community Adventure Book or just to get a quick start

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Page 1: Quickstart Trainer Guide

Compatible with PTU 1.04

QUICKSTART TRAINER GUIDE

For use with the PTU Community Adventure Book or just

to get a quick start

Page 2: Quickstart Trainer Guide

Welcome to the Quickstart Trainer Guide! This is your friendly neighborhood Arcran here! Welcome to the Quickstart Trainer Guide! Like it

says on the tin, these Trainers are primarily for quick use for novice players although that's

hardly the extent of their useage. All are solid in their mechanics enough to be a throwaway

adventure character or to be used as a GM. They are fairly low level, but that’s to be expected

as a low level trainer.

This book is obviously made for use in conjunction with the Pokemon Tabletop United system. If

you somehow found this before the system I'd like to know how. The books for the system can

all be found on this forum. If you already know the system, great! It's currently made in

conjunction with 1.04 and will be updated as the system is. It contains eight different trainers all

with different specialties and focuses as well as three potential starter Pokemon for each Trainer.

I'd like to thank chocographs who made the cover drawing. The deviantArt may be found at

http://chocographs.deviantart.com/. If your art is in this book and you don't want it to be feel

free to PM me at any time! My account name is Arcran on the forums linked above and I'll be

happy to remove the piece. Uncredited artwork is original stuff by Ken Sugimori. You know, the

guy that does all the Pokemon artwork?

And, of course, thanks to the various people who helped make this possible! The PTU Developer

team is an obvious one. Thanks for putting together this amazing system that lets us make silly

things like this! Also thanks to The Black Glove for putting together the Community Adventure

Book to make this a thing!

Below are the explanations for each Trainer and their Pokemon as well as the best ways to use

them. In the Appendices there are character sheets for each and every Trainer and Pokemon for

when you need their actual stats.

Also, this was often made on late nights and, frankly, has eight trainers and twenty-four

Pokemon statted. It's more than likely that I've made typos, errors and the like within the book;

please, please, please point these out to me! You'll go in the Credits and also help to make this

book better!

And without further ado either scroll down to our first trainer or use the handy bookmarks on the

side to quickly jump to something specific!

Page 3: Quickstart Trainer Guide

Table of Contents Cole Battlem – The Dedicated Trainer ................................................................................. 1

Alice "KARATE CHOP" Akame – The Muscle Girl .................................................................... 5

Sir Dominic of Snarlmans – The Rich Trainer ....................................................................... 9

Rita Meins – The Reluctant Psychic ................................................................................... 13

Douglas Fir – The Boy Genius .......................................................................................... 17

Paula Jean – The Fashionable Coordinator ......................................................................... 21

Caleb "Cap" Turing – The Pokeball King ............................................................................ 25

Thea Doctran – The Almost Nurse .................................................................................... 29

Trainer Sheets ............................................................................................................... 33

Pokemon Sheets ............................................................................................................ 50

Credits .......................................................................................................................... 75

Page 4: Quickstart Trainer Guide

1

Art by KAZECoyote at http://kazecoyote.deviantart.com/

Cole Battlem – The Dedicated Trainer Pokemon Trainers come in all shapes and sizes. Some are naturally good.

Some are smart. Some are neither and have to work hard to accomplish

anything.

That's what Cole Battlem is. He was always a lazy student in school,

dozing off and hardly paying attention. He's managed to fail the last three

consecutive quizzes about the Pokemon Type Chart and can hardly tell

the difference between a Wurmple and a Weedle. He enjoys day dreaming

far more than school and often finds himself lost in one of his many

fantasies. Instead of memorizing what Psychic is weak against he begins

to construct these scenarios of how he could be the ultimate trainer. He's

battled the top Trainers in the region dozens of time. Sure, he might not

know their teams or their specialties but he has their voices down

perfectly. He has one simple dream: to be the best there ever was. That's

why he quit school and left to become a Trainer, ignoring what his

parents wanted him to do. He'd beat all the Gyms, trounce the

supposedly "Elite" Trainers in the region and come back home with a

jacket full of badges and a camera crew following him and show

everybody that he isn't as dumb as they think. With his Pokemon, his

loyal companions, he'll set forth and change the world.

Character Sheet Explained

Attributes and Background Cole is a Trainer that is physically skilled and has a huge presence but is a bit slow, hence the

negative Mind. He is average so Just an Average Guy fits. Command helps with Ace Trainer.

Edges Group Trainer is an Edge that is basically essential to Cole being able to function as an Ace

Trainer. He needs to Train a large number of Pokemon and that allows that. Ranking up Charm

and Intuition provides useful Skills as well as opening future advancement paths.

Features Inspired Training was chosen for Cole because it is both a prerequisite for becoming an Ace

Trainer and it fits his character the best. Ace Trainer was an obvious choice for a Trainer

centered around training. Finally, Training Techniques is best taken early to maximize the

benefit. As long as Cole manages to Train his Pokemon every day they will be a very potent

force.

Page 5: Quickstart Trainer Guide

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Items Cole has fairly standard items. Potions help to keep his team up and running while Antidotes are

a good counter for Poison, the most common early Status. Pokeballs are obviously so he may

acquire more Pokemon while his various travel gear is to help him in the wilderness.

Strategy Cole is a very passive Trainer. In a battle he rarely does anything except for rare circumstances,

simply commanding his Pokemon and letting them do the work. Fortunately, with Inspired

Training and Ace Trainer he can provide his Pokemon potent buffs. As stated above it is

absolutely essential that Cole gets his Training time in with his Pokemon. All three of Cole's

features require Training to be put onto his team. Inspired Training may be used as a Standard

Action so even without some Training his Pokemon can still have a small buff.

Cole has no Features that use AP which means that his AP pool is basically useless. That means

that the best use for Cole's AP is using it to boost the AC of Moves that have to hit. Because AP

replenishes at the end of every scene you can essentially boost four attacks per fight (one AP is

lost due to Ace Trainer) in relative safety.

Advancement Cole will obviously need to spend Edges to rank up Skills required for Classes which for him

means Command and whatever Skills his other classes require. As for Stats you'll want to focus

HP and Speed to maximize survivability and Orders, respectively.

Leader: After You basically allows Pokemon to use your Initiative at the cost of a Standard

Action. If Cole is fast this is an excellent Edge for non-League battles.

Instinctive Aptitude: If Cole gains more Intuition being able to boost AC by two is huge.

Order Features, Affirmation, Command Versatility, and Training Features: All of these Features

are very solid options for an Ace Trainer that specializes in combat and allows Cole to make use

of his Standard Action but should generally be put at a lower priority than new classes or

Trainings. Cole will get an additional Training feature from Elite Trainer; unless you find that the

two you have aren't enough just stick with them.

Ace Trainer: It's heavily suggested that Cole progresses further down the Ace Trainer tree. All of

the feats are extremely powerful although Signature Technique does require specific Moves to

truly be potent.

Mentor: Cole already has the prerequisites for Mentor. The whole class really contributes to how

Cole can enhance his Pokemon and make them better over time. Currently he'd enter with the

Intuition and Charm routes which will allow him to eventually change Pokemon's Natures and

Evolve them sooner than normal.

Cheerleader: If you want Cole to take a more active role in combat he also has the prerequisites

for this class. With the various cheers and other Standard Action Feats Cheerleader provides

Cole can take a very active role in buffing his Pokemon and supporting the team.

Page 6: Quickstart Trainer Guide

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Spuds Explanation Spuds is on his way to becoming a superb Status Pokemon.

Bulbasaur's movepool is ripe with nasty Status Moves; by

Level 13 he'll have Leech Seed, Poison Powder and Sleep

Powder. This build is built around the use of Status as well as

a little bit of Support. To be a good Status Pokemon you need

to go first, hence why the Speed of this Bulbasaur is so high as

well as the Jolly Nature. Why Jolly though, you might ask.

Until Bulbasaur is a higher level Special Attack doesn't do

much for it and, even then, it has extremely solid Physical

options. Bulbasaur's basic strategy will be to quickly get Leech

Seed or Poison Powder onto a foe and simply wear them down

with Tackle and, when they get it, Vine Whip.

However, until Level 7 Bulbasaur is stuck with using Tackle. To make the best of that use Ace

Trainer to boost Spuds' Attack to deal a bit more damage. Soon enough you'll be at Level 7 and

later 9 when you'll pick up Vine Whip which should all but replace Tackle.

When advancing you'll want to keep your Bulbasaur speedy and fairly bulky. That means

investing in HP, Defenses, and Speed. That will make him the most effective Status Pokemon.

Most of his best Moves come from Level Up although there are some potent TM and Tutor Moves

that can help to round out the build such as Toxic and Knock Off. When choosing future Abilities

nearly all of them are good although most require Sun support. Finally, when choosing Edges,

Advanced Mobility is huge. Many others, such as Accuracy Training, will depend on your Moves

but Advanced Mobility and maybe a few Skill Improvements are crucial.

Tiamat Explanation Tiamat's stats make her a strong, fast, Physical attacker. The

Adamant Nature was chosen to put Special Attack on the

same level as other stats in the Base Relation so Tiamat

could essentially ignore it an focus on Attack. Attack and

Speed were invested in rather heavily to maximize upon this

skillset. Some were put into Special Defense in order to raise

HP to 7 while the last was put in Defense. To maximize these

stats, use Ace Trainer on Attack or Speed. Flame Body was

chosen over Rattled due simply to the fact that it has a far

more common Trigger which makes it more useful early on.

In combat Tiamat has a fairly basic strategy. She should rarely use Growl due to her relative

frailty. What Tiamat should be doing most often in battle is simply using Scratch. If Inspired

Training is changed to Agility Training Tiamat goes up to a blazing 6 Overland which will allow

her to make good use of Pass and perhaps occasionally hit multiple foes with a single attack!

Although Pass is always four spaces additional Overland makes is much easier to ensure that are

always able to use those four spaces of movement. Fire-Type Struggle Attacks should be used

only when Tiamat has a Type Advantage or the target would Resist the Normal-Typed Scratch.

Page 7: Quickstart Trainer Guide

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As Tiamat advances she gets few Level-Up Moves to advance her prowess. Smokescreen, while

not offensive, can provide come much needed Evasion for allies. Dragon Rage can provide

consistent damage but will rarely do more than a strong Scratch. To supplement the Physical

Movepool Cole should likely invest in some TMs. Flame Charge is a solid option that provides

damage output while also boosting Tiamat's skills as a sweeper. Fire Punch is a great Move

further down the line but is rather difficult to obtain. Power-Up Punch is another very solid

option that provides coverage, damage, and strengthens Tiamat.

Leonardo Explanation Leonardo's stats were made to be tanky. With high HP, 11

Defense and 10 Special Defense few attacks will hit him hard.

For Leonardo I decided to go with Special Attack over Physical

as Bubble is an early Special Move. In addition, Squirtle gets

Fountain meaning that he may make Special Water Type

Struggle Attacks. If you want, shifting a point from Special

Attack to Defense would allow Leonardo to get a bit more out

of Defense when it is Trained as the +1 Combat Stage bonus

would go from +2 to +3 bringing him up to a total of 15. In

most cases Train Defense because many low-level Pokemon

are limited to only Physical Attacks. The single point in Speed

is also for Evasion, specifically for Status Moves. Shell Armor was picked over Overcoat because

it comes up more often but both are excellent Abilities and both should be taken at some point.

Leonardo should always be in the middle of combat drawing fire. Until he gets Bubble use

Special Struggle Attacks. When he does get it, use Bubble. Later Withdraw can provide a tool to

stall but needs additional Moves to really be excellent.

For Moves, many of Squirtle's best are sadly Egg Moves. In TMs I'd suggest getting Toxic or

Tutoring Iron Defense to provide a Move to use in conjunction with Withdraw. Scald and Ice

Beam are two TMs that are essential to Leonardo having a good offense at some point and

should both be bought. Finally, Double Team can provide a cheap and easy way to squeeze just

a bit more survivability in this build.

Page 8: Quickstart Trainer Guide

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Alice "KARATE CHOP" Akame – The Muscle Girl As the daughter of the great wrestler Russ "SEISMIC TOSS" Akame

everybody had very high expectations for Alice. Everybody in the Akame

family has a title based off a Pokemon Move and Alice was dubbed

"CIRCLE THROW" due to Russ's wishes for her to become a great wrestler.

She had to become a muscle bound monster just like her father.

Unfortunately, as she learned various martial arts she learned that she

preferred to use actual technique over bigger and bigger muscles.

Outraged by his daughter's betrayal Russ gave his daughter a Pokemon

then kicked her out into the world, stripping her of her past title of

"CIRCLE THROW."

Since that day Alice's life has been one giant training montage. She

practices her karate moves all day, every day, in the hopes that if she can

perfect her technique her father will appreciate her skills and recognize

her as a martial artist. She's won all the local tournaments quite handily

but the competition is getting too easy. She needs to roam free, see the

world! Find greater and grander competitions! Become the greatest Martial

Artist in the world!

Character Sheet Explained

Attribute and Background Explanation The Attributes for KARATE CHOP were a fairly easy choice. In both her mental and social skills

she's fairly average. She's not especially good in either department but she is a highly trained

Martial Artist, hence the 5 Body. As explained in her profile, Alice is a very strong combatant and

highly trained but rough around the Edges. This comes through in her not being especially

charming and hardly being able to lie her way out of a paper bag. Athletics and Combat were

chosen because they are fitting as well as the prerequisites for her Classes.

Edge Explanation and Useage Combat Training and Basic Martial Arts were both required Edges for Alice's classes but,

fortunately, they are worthwhile. Combat Training is a free six stat points and, being Static,

doesn't need to be used. Basic Martial Arts grants Rock Smash which should rarely, if ever, be

used over Karate Chop. Finally, Basic Acrobatics allows Alice to increase her Overland as well as

possibly opening up some great Edges further down the line.

Feature Explanation and Useage Inner Focus Martial Artist was a fairly obvious choice for Alice. For a technique based fighter

most of the Abilities fit but Inner Focus most closely resembled Karate which is the main point of

this character. Fortunately, Inner Focus is a deadly specialization as it can create some of the

most insane Critical Hit chances of a character. Focus Energy and Karate Chop were chosen for

exactly that; a Move that boosts Critical Hit range and a Move with an already extended range

pair up very well. Finally, Soldier was chosen because it has the biggest "training" motif of any

Art by pokesafari at http://pokesafari.deviantart.com/

Page 9: Quickstart Trainer Guide

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class. It also is an awesome dip class as the opening feat is very solid. Progressing further down

the class can also provide Alice some options in combat that aren't Karate Chopping opponents

in half. Ah, who are we kidding? You'll keep doing that anyways.

Item Explanation and Useage Alice's Items are fairly straightforward. Potion, Antidote, and Pokeballs are chosen for the same

reason as Cole and have the same uses. She has more because it is very likely that she'll end up

injuring herself in combat and will need to patch herself up as well. The Bandages and Enriched

Water are there to increase her recovery as well as that of her Pokemon. Finally, in her

Accessory Slot, we have a Fighting Type Booster. That's +5 Damage to every Move she knows!

I'd suggest fluffing it as something, such as wrist wraps or something of the like otherwise you

have a very effective, very boring item.

Strategy Alice is a very simple, uncomplicated Trainer. In a League Battle she sits back and commands

her Pokemon with little actual input. However, in an Open Battle? Such as in the wilderness or

fighting the goons of Team Rocket? She really gets to step up to the plate.

Alice should start every fight with Focus Energy unless she absolutely has to try to drop a target.

With Focus Energy and Karate Chop Alice is going to get a Critical Hit on 14-20 which is a

whopping 35% chance. Alice should generally just jump between targets using Karate Chop.

Rock Smash is strictly inferior to Karate Chop although if you are fighting a foe with a huge

amount of Defense it may be worth it for the Defense drop. May. If it's a Tuesday. In March.

With snow on the ground.

Alice also should make sure that she is always making use of Soldier. Generally Alice will want to

put the boost into Attack for +3 Damage although if you find yourself being constantly outsped

you might want to drop it in Speed.

Advancement Alice will need to invest in Combat to continue to gain Martial Artist and Soldier features. In

addition, investing in Athletics and Acrobatics will help Alice to gain Overland and open up some

good Edges.

Practiced Movements, Survivalist, Athletic Prowess: All of these grant good Moves and, if you

have the prerequisites, should be taken.

Nimble Movement: A great Edge if you end up in a lot of large-scale combat.

Type Expertise: STAB on all your Fighting Moves? Take this.

Attack of Opportunity, Blur, Dive, Multi-Tasking: All of these are great Features! Three also use

Acrobatics, giving you a very good reason to boost that skill.

Walk it Off: As a combat Trainer Alice will get Injuries. This can help keep her combat ready.

Martial Artist: Obviously, as a Martial Artist, you'll want to continue taking Martial Training. Low

Kick and Brick Break make good Rank 2 Moves while Close Combat and Superpower make

dangerous but powerful Rank 3 choices. You'll want Martial Achievement as soon as possible to

Page 10: Quickstart Trainer Guide

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maximize your Critical chance as well as Smite. Sparring Partner is optional but a very solid feat.

If you want to take Marital Artist again Technician can help to amplify your Karate Chops.

Soldier: If you plan on using Combat Maneuvers (which you should, they're good), take

everything. Even if you don't plan on taking them, Basic Training, PokeSoldier and Enhanced

Training are all excellent choices.

Crane Explanation In this corner we have Crane, the big bruiser! While slow, Crane has a

ton of HP and Attack. He just runs in and smacks things while getting

smacked. He does have 2 Speed Investment just to snag him a single

Speed Evasion to make him a little bit harder to hit. Guts was chosen

simply because Poison is so common early in the game and a +2 to

Attack boosts Crane's already high Attack all the way to 21 allowing him

to deal obscene damage.

In a fight Crane should try to snag a Focus Energy boost if at all possible.

Early in the game Critical Hits are absolutely devastating, making the

increased range huge. Generally your plan of attack will be to spam

Tackle, at least until he gets Arm Thrust which should be used as much as Frequency allows.

Sand-Attack is a very situational Move but if you find yourself up against a single enemy that is

causing you trouble using Sand Attack to Blind it can swing the battle in your favor very quickly.

As you progress Crane's ability to shut down opponents with Whirlwind and Fake Out will make

him a force on the battlefield.

As you advance Crane will likely want to focus on HP and Attack. Power-Up Punch would be a

very good investment as it is with nearly all Physical Pokemon. Bulldoze is a hidden gem,

providing a reliable Burst Move with solid damage. Façade mixes well with Guts while Smack

Down can provide a deadly way to deal with Flying Type Pokemon. Finally, all the Punch Moves

are worth a look at the very least. As for Edges, Advanced Mobility as always and likely

Capability Training for Power. Sumo Stance, while a thematic Ability, should probably play

second fiddle to Thick Fat unless you find Push Moves becoming very common.

Rafiki Explanation Can you say future mixed sweeper? Right now there are four points

in Attack, Special Attack, and Speed, putting us two away from

qualifying for the Mixed Sweeper Edge when Rafiki hits Level 10 as

well as giving two Speed Evasion. The rest went into HP because

Rafiki needs a little bulk investment. Celebrate is an outstanding

Ability and was chosen for its ability to allow Rafiki more mobility on

the field. Down the line all of Chimchar's Abilities are excellent

although Iron Fist is good for some extra oomph.

In combat, Rafiki has a simple role: use whatever Move does more

damage. Fighting a Geodude? Throw out some Special Moves.

Fighting a Blissey? Well, you've got some great Physical ones as well.

When Rafiki reaches Level 7 he'll learn Ember, allowing him both a

potent Pass Move and a Ranged one. Up until that point use

Page 11: Quickstart Trainer Guide

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Firestarter Struggle attacks for your Fire Type needs. Rafiki should always use his high mobility

and versatile attacks to quickly subdue opponents. Generally, you'll want to use Ember for pure

damage although Scratch may be more useful for the ability to hit multiple foes.

When progressing nearly any Special or Physical Move that grants Rafiki STAB is a great

investment. There are a few stand-out Moves though; Acrobatics, Dig, and Power-Up Punch can

be excellent TMs while Thunderpunch and Vacuum Wave are almost required as Tutor Moves. As

far as Edges, focus on Advanced Mobility and take as much of Mixed Sweeper as possible.

Sarah Explanation Sarah plays a very similar role as Crane just with a few extra tricks.

Very high bulk allows Sarah to take hits in combat constantly while

dishing out the hurt with Vine Whip. The stat investment reflects

that, boosting HP and the Defenses while also gaining some hitting

power. Battle Armor was chosen because it comes up more often

early although Bulletproof is a huge Ability and should be acquired

ASAP. Other than that, Bodyguard is awesome as is Discipline.

In combat Sarah's strategy revolves around Vine Whip. Just Whip

everything. Whip so much that the party accuses your Chespin of

being a dominatrix. It's your best source of Damage and it's

Ranged. When it's Resited, go ahead and toss out a Tackle.

Seriously, Vine Whip. When you gain a few levels Rollout and Pin

Missle are excellent for coverage while Leech Seed provides a way

for Sarah to stay concious longer.

When advancing Sarah has the pleasure of a very powerful Physical Movepool through Level Up.

The standard TMs such as Bulldoze and Power-Up Punch are huge and Dig is almost always a

good option. Powerful Rock TMs are huge and Poison Jab can let you kill those damn Faires while

Substitute can grant you a powerful shield. Unfortunately, because Gen VI has no Tutors there is

very little help there! I'm sure you can talk your GM into Tutoring Thunderpunch though. The

standard Edges should apply here.

Page 12: Quickstart Trainer Guide

9

Sir Dominic of Snarlmans – The Rich Trainer Pokemon Trainers today are such riffraff. Most are common peasants

that set out to try to join the great noble houses. Fortunately, Dominic is

no such common peasant and actually understands the niceties and

honor that is such a part of being a true Pokemon Trainer.

After years of yelling at servants and other people below his stature

Dominic has grown tired living a life of luxury. He has decided to set out

into the world and show why commoners do not deal with a Trainer from

one of the most noble of houses the Snarlmans. His goals is quite

simple; set out into the world, gain all the Badges, defeat the most Elite

Trainers in the region then return home to a life of luxury.

His father gave him a ¥50,000 stipend to set out into the region then

basically left him. Dominic has been at it alone since then, partly by

choice partly because few can put up with him. He's arrogant,

condescending and frankly just rude. Even if defeated he'll just launch

into a tirade about how his opponent is a fool. Fortunately for him he is

a rather skilled duelist or else more than a few Trainers would likely

have a few words to say to him.

Character Sheet Explanation

Attribute and Background Explanation Dominic is very combat oriented which is why a large Body is a nice boon. However, he isn't all

body all the time and has some good social skills and instincts hence the Spirit. His background

was chosen because he is fairly ordinary and to help maximize his low Skill build.

Edge Explanation and Useage Dominic has very simple Edges. Basic Skills in Combat allows him to take Weapon of Choice

which both makes him more effective in combat and opens up Weapon Specialist. Intimidating

Presence grants Leer and opens Roughneck. Leer should only be used with Roughneck to

maximize overall efficiency. Dominic's Edges mostly serve to aid him in combat.

Feature Explanation and Useage Dominic's Features continue to establish him as a support combatant. Roughneck is there due to

the huge support potential. Dealing some damage while still debuffing opponents with Leer?

Great ability to have in a fight. Stare Down just adds to the already broad uses of Roughneck,

granting two excellent Moves. Finally, Weapon Specialist makes it much harder to remove

Dominic's weapon from his grasp while also granting him access to a very potent Features later

down the line. The two classes were paired for two reasons: one, it fits a duelist rather well, and

two, Roughneck triggers on Struggle Attacks and Weapon Specialist makes Struggle Attacks hit

just a bit harder.

Art by BlueGhosty at http://blueghosty.deviantart.com/

Note: Dominic uses the Game of Throhs splatbook. You should make sure that is allowed

before playing him. If it isn't, just change out Weapon Specialist stuff.

Page 13: Quickstart Trainer Guide

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Item Explanation and Useage Fairly standard items for Dominic. Potions for healing, Antidotes for Poison, Pokeballs for

capturing, and Bandages for resting. The only really unique item is the Dueling Sword. A ¥3,000

investment, this weapon helps Dominic to Struggle a bit harder.

Strategy Dominic has a very simple role in a fight: use Struggle Attacks and Roughneck to attack enemies

while also debuffing them. Generally Mean Look should be used on the biggest baddest enemy of

the lot. As it's only Scene, that's all the use Dominic will get. Scary Face is very useful against

faster foes to help Dominic to stay ahead in Initiative but Leer is almost universally useful for

making your next hit do just a bit more damage.

Fortunately, Dominic is a fairly speedy Trainer so he can hit first and hit quickly. While he

doesn't have a huge amount of bulk he has enough to keep him in the fight for just a bit longer

than the average joe, allowing him to debuff a few more enemies. When Dominic runs out of AP,

a very likely occurrence, he should either continue to Struggle or perhaps just use Leer and

Scary Face if the party is up against a singularly large, dangerous Pokemon.

Even in a regular fight Dominic will want to focus on the biggest threat. Weakening already weak

Pokemon is a bit of a waste as the party can easily deal with them. By focusing his fire on the

biggest threat Dominic can set it up for a quick takedown. Hopefully he has the bulk to go a few

rounds with it. If not, the Big Bad is at least easier to kill.

Advancement Dominic should continue to rank up Combat and Intimidate for maximum use of his main

classes. Ranking up Acrobatics and Athletics can also help him greatly in the long run while Skills

like Guile can open up new progression pathways.

General Features: Because Roughneck triggers on a Struggle Attack things that give us more are

amazing. Attack of Opportunity is probably the best of these, granting a free Struggle Attack but

Multi-Tasking, Blur, and Dive should be taken if possible.

Most Combat Edges: Most Combat Edges are worth taking for Dominic if he meets the

prerequisites but there are two stand-out ones: Way of the Blade and Combat Training. Both

should be taken when possible.

Roughneck: Dominic's next Feature should probably be spent on taking Rough Customer with

Intimidate for more survivability. Nasty Business and Fearsome Display are great feats for your

Pokemon, rounding out this class. Take most of it.

Weapon Specialist: The whole class is good again. For Weapon Training some standout

Maneuvers that improve Struggle Attacks are Rapid Assault and Counter Strike. As for Talents, I

prefer Harrier for support and Rising Blood or Wind Stance for staying alive.

Rogue: A great third class for Dominic, Rogue grants more Skills, access to amazing Abilities and

a host of nasty Status Moves. If Dominic does take this class, leave at least a few Move-granting

Combat Edges for when he takes this class.

Page 14: Quickstart Trainer Guide

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Soldier: The best class for straight Struggle Attacks this class can let Dominic add Combat

Maneuvers to his list of harassing strategies while also increasing his damage. Always worth it.

Tyrell Explanation and Advancement The way Tyrell's stats are currently allow him to hit hard with both

Physical and Special Moves although he'll have to wait until Level 6

for his first Special Move. It will pay off in the long run as Treecko has

a very solid Movepool. Enough was put into Speed to snag 10 Speed

Evasion while the rest was put into giving Tyrell a built of bulk to

keep him alive and kicking. Unburden was chosen because, with the

correct Held Item, it's a very potent Ability. Give Tyrell a Grass Gem

or a Berry of some sort and prepare for a very fast, very dangerous

Treecko!

In combat Tyrell is limited to Pound currently. However, once he picks up Absorb that should all

but replace Pound. While Absorb is Grass meaning it has some limitations offensively as long as

it wouldn't be hitting for Not Very Effective just go for it. The extra HP will keep Tyrell alive while

still whittling down your opponent. As he progresses Quick Attack will aid against faster foes

while Pursuit is a deadly Move to keep your foes in line.

As Tyrell advances down the road try to pick him up a couple strong Special Moves. Energy Ball,

Dragon Pulse, Leaf Storm and any of the Absorb type Moves are a great addition while Swift

could be a very potent asset in a large scale fight. Physically, it's almost a crime to not have Leaf

Blade on Treecko but, as his best Special Moves are Grass, it may be redundant. Moves to look

at are Thunderpunch, Acrobatics (Unburden benefits!) and perhaps X-Scissor for some odd

coverage. It may be worth keeping Pursuit over time due to it being a very solid Move at any

stage. For Edges you'll likely want to choose Mixed Sweeper and then the standard ones. As for

Abilities, I'd personally skip Leaf Guard but the others are all excellent.

Arryn Explanation and Advancement Until Level 15, little Arryn is stuck with Special Attack limiting his Defense. It isn't huge until he

evolves, but it's there. Once Arryn evolves the disparity affects more stats and he'll likely want

to pick a single Attack. I'd suggest Physical as it meshes with Dominic best and has the better

supporting Abilities. If you want to go Special, swap Adamant to Modest and you can best

Special from the start of the game! Flash Fire was chosen as the starting Ability because Klutz is

a bit situational and an Immunity is never something to sneeze at.

Arryn has a very simple strategy: fast and hard. With 6 Overland and a high

Attack and Speed Arryn is very maneuverable and can make full use of his

speed with Scratch's Pass Keyword. He can easily dart around the field,

injuring opponents, sometimes multiple at a time. Until Arrynn is a bit

higher level he'll have to rely on Scratch although Focus Energy, learned at

7, should be used as a quick buff. Ember will be fairly weak coming off

minimal Special Attack and should only be used in case of a Type Advantage

and perhaps not even then.

As Arryn advances it's very important to get him Physical Moves. At 16 he'll

have access to Double Kick and Peck, giving him wide coverage and two

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potent Moves. Down the line any Fire or Fighting Physical Moves are worth learning with many

late Level Up Moves such as Blaze Kick, Brave Bird and Sky Uppercut being some of the best

options. Aside from TMs such as Power-Up Punch or Tutor Moves like Fire Punch Hone Claws,

Swords Dance, or Bounce could all pay great dividends. When it comes to Abilities get Speed

Boost and Moxie. The rest aren't nearly as important. As for Edges, Attack Conflict is a huge

one. Make sure to take it as soon as you reach Level 15 to free up your Base Stat Relation.

Other than that, standard Edges apply.

Tully Explanation and Advancement In the handhelds Swampert is best known for its role as a

dangerous Physical tank. Why the would I make this Tully Special?

The answer is simply because Mudkip is much easier to use as a

Special Pokemon than as a Physical one. He gets a great host of

Special Moves that allow a very easy way to take down opponents.

Tully is built tankily because that's the default pathway for a

Mudkip. They have great Defensive stats and a few tricks to keep

them alive. Dry Skin was chosen over Damp because Damp comes

up so rarely and Dry Skin can provide some easy recovery for this

little Mudkip.

At the start Tully will have to rely entirely on Special Fountain Struggle Attacks. Fortunately, at 6

he gains Mud Slap which, while weak, can provide a potent debuff and limit the potential of

Tully's opponents heavily. One Tully learns Water Gun he really hits his stride. Bide is a really

risky Move to use but has a huge payoff when used correctly. Against a group of weaker foes it

can be truly devastating.

As Tully advances he gets many of his strongest Special Moves from Level Up such as Muddy

Water. Support Moves such as Protect and Endeavor may be useful to help Tully keep alive. Rain

Dance is an excellent choice due to healing Tully and boosting his attacks while Moves such as

Ice Beam and Sludge Wave can provide deadly coverage. Earth Power is also worth a look if Mud

Shot isn't cutting it for you anymore. When choosing Abilities Mud Dweller is a bit redundant as

Dry Skin already provides Immunity and the Types are already Resisted if you are evolved so

you'll likely want to skip it. The standard Edges such as Advanced Mobility and Accuracy Training

if required are suggested.

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Art by Rocket Haruka at http://rocketharuka.deviantart.com/

Rita Meins – The Reluctant Psychic Psychics are nothing new in the Pokemon world. Trainers and Pokemon with the

mental gift are something that's positively abundant now. The only thing that

sets Rita apart from the storm is that she doesn't want her powers. Who wants

to know what other people are thinking all the time? The answer is nobody

(well, except the NSA).

Rita has trouble explaining it. She knows that she has complete control over her

powers. She knows that she can choose when and where to read a mind.

Simply put, Rita has no self-control. She's in a bit of a paradoxical situation;

she hates knowing what people think about her but, at the same time, can't

help but try to find out. Perhaps if Rita wasn't quite so sensitive that wouldn't

be an issue but, unfortunately, she is. She's angrily stormed out, leaving behind

her friends more times than she can count. She left home years ago and still

has yet to find a place to fit in.

That's her goal. Between knowing what people think and people knowing you

can read their minds it's hard to establish any real trust. Rita either needs to

find somebody whose mind she cannot read or somebody who doesn't care if

their mind is read.

Character Sheet Explanation

Attribute and Background Explanation Rita's Attributes help to create a smart Trainer that can make full use of her Mind based Focus

checks to read minds. The single point in Spirit is to help her when she occasionally needs to

make use of the various other Spirit Skills. The Background ranks up Focus and Perception, two

important Skills for a Psychic gossip and decreases Combat and Charm due to her being

vulnerable and immature both physically and emotionally.

Edge Explanation and Useage Two of Rita's Edges are simply prerequisites for Telepath. Fortunately, Elemental Connection lets

Rita to better communicate with Psychic Pokemon which she will likely tend to use fairly often.

Iron Mind makes Focus a Mind Skill, allowing Rita to focus on that department more than Spirit.

Finally, Basic Psionics gives Rita a way to defend herself and hit fairly hard on the battlefield.

Confusion, while not the strongest Move, is better than nothing!

Feature Explanation and Useage All of Rita's Features went into making her an excellent Telepath. The basic feature lets her gain

the ability to read minds at any time which can be a huge help in any situation. Gaining the

Moves Amnesia and Calm Mind can help to make Rita a more solid Specially Defensive Trainer or

make it so she can hit like a train with Confusion. Both should be used to that effect. Finally,

Telepathic Awareness with Gentle Vibe allows Rita to remove harmful effects from allies that are

nearby giving her a way to clear away the Confusion from all those annoying Zubat!

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Item Explanation and Useage Rita has very standard items that have the same uses as every time. She also has quite a bit of

cash: feel free to spend it on something to help you out! A Psychic Booster could prove very

useful or even just greater quantities of the basic supplies.

Strategy Rita has a much larger role out of combat than she does in it. Right now she is able to read

minds, something that is a huge benefit in damn near any situation. Rita should almost always

be spending the 2 AP to be able to read minds for the scene. It's simply too useful a Capability

to not be using whenever possible.

In combat her role is much simpler. If Rita isn't doing anything, buff with Calm Mind and

Amnesia. It can't hurt and helps to keep Rita ready to jump in with super-powered Confusions if

the situation ever demands it. Rita isn't particularly tough so staying back and blasting with

Confusion is a very solid strategy. Finally, if allies are suffering from Volatile Status Effects or

have negative Combat Stages Gentle Vibe can help to clear them. It can even be used

offensively to remove Combat Stages from enemies at the same time!

Advancement Rita's main focus with Edges should be to keep her Focus and Perception up whenever possible.

There aren't that many Edges that help with Rita's particular skillset so ranking up other Skills

like Intuition could really help. Finally, a Focus Skill Stunt for Telepathy could make it much

harder for people to resist having their minds read.

Psionic Sight and Type Expertise: Both of these Features can contribute to Rita's build. Psionic

Sight can allow her to hunt down other Psychics and play detective while Type Expertise can

power up all her Psychic Moves.

Telepath: Telepath can allow Rita to pick up two amazing Status Moves as well as three

awesome utility feats with a wide range of uses. Definitely worth picking up.

Telekinetic: As a Telepath Rita already possess the proper qualifications to become a Telekinetic.

Telekinetic would let Rita take a more active support role in combat as well as allowing her to

shut down opponents quite handily. If you want Rita to take a more active role in combat this

class is great.

Clairvoyant: My personal favorite of the Psychic classes, Rita also possess the necessary skills to

become a Clairvoyant. Like all Psychics it mixes utility with combat potential in a way to make a

very effective class. Clairvoyant is also a fun GM toy, allowing the GM to use you as the vessel

for plot information.

Warper: Rita will need to invest in some Guile if she wishes to take this class but it would be

very potent in her hands. Warper is an all support class but does it all very well. Rita would be

able to control the battlefield as well as put her Defenses to work defending for allies with Ally

Switch or saving herself damage. Reality Bender is also one of the most useful features and

along makes this class worth it.

Type Ace (Psychic): Psionic Sponge is so fun when you're a Psychic Trainer. Your Pokemon

essentially gain access to all your Moves! Madness Network and Force of Will also allow some

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neat synergy between you and your Psychic Pokemon. This is the most effective way for Rita to

buff her Pokemon and is well worth taking.

Quacksalot Explanation and Advancement All of Rita's Pokemon are Special focused and Quacksalot begins that trend.

Quacksalot's stats are for that of a tank that can still throw out some

powerful Moves later down the line. For now Quacksalot has to rely on

Telekinetic Struggle Attacks. With his high HP, enough Speed to constantly

go first as well as a high Special Attack to back up whatever attacks

Quacksalot may have. Cloud Nine was chosen over damp because Damp is a

bit of a situational Ability. Weather can factor in fairly heavily into large

battles meaning that Cloud Nine can be the perfect Ability to make sure the

enemy doesn't get any benefits from it.

In combat, at least at this point, Quacksalot has to rely quite heavily on his Telekinetic Struggle

Attacks. Telekinetic allows Quacksalot to make use of his Special Attack stat while aloso hitting

from range. Once Quacksalot his Level 8 he can make use of Water Gun and soon after can

make use of Moves like Disable and Confusion. Of Quacksalot's current Moves, Water Sport

should be used when fighting Fire Type Pokemon to help the party stay alive.

Further down the line Quacksalot will want to focus on acquiring more Special Moves. Surf will

be a great Move option further down the line while Signal Beam is almost always useful and can

provide additional coverage against Grass Types. The standard array of Edges would be a good

choice although TK Mastery is a good investment. At 20 you'll likely want to choose Migraine for

some additional power until you hit 30 and getting Wave Rider.

Shira Explanation and Advancement While Quacksalot is more of a general tank, Shira is much stronger

against Special Pokemon although she is not quite as powerful. Shira

does have the unfortunate Base Relation of her high Special Defense

which slightly throws things off but still allows a quick and Specially

offensive Pokemon. Shira also has the Competitive Ability which

basically ensures that any Pokemon that waste their time debuffing

Shira. Shira also has the Telekinetic and Telepathic Capabilities which,

in addition to providing some cool options outside of combat, also

means that Shira will always have a decent Ranged Special Attacks.

In combat, Shira will want to make full use of Confusion. At Range 6 Shira can stay outside the

movement range of some early Pokemon. In combat Shira will essentially use Confusion from

the maximum distance possible so as to minimize her own risk while also keeping foes harassed.

Between the consistent damage of a DB 7 attack and the occasional Confusion Shira can most

definitely keep her enemies in check. As Shira advances she will acquire some strong debuffing

Moves and will likely have to rely fairly heavily on Confusion until she learns Psybeam at Level

16. Fortunately, due to Shira having a relatively high speed she can make very good use of

debuffing attacks if that is the route you intend to take.

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Shira requires a bit of help while leveling up, mostly in diversifying her Movepool. Although she

gets a host of great Moves like Psyshock, Heal Block and Telekinesis, Shira is desperately in

need of non-Psychic attacks. Shadow Ball and Signal Beam are crucial in covering weaknesses

while Status Moves such as Thunder Wave can held to round out the build. TK Mastery and Far

Reading are almost essential Edges for general use while the other, standard Edges apply.

Finally, when choosing Abilities, Cute Tears may be the better choice at 20 simply to provide

additional harassment that Telepathy really can't deliver.

Haruka Explanation and Advancement The best part about Generation VI starters is how early they get a Move of

their Type. Fortunately, that makes it much easier for Haruka to be a Special

Attacker at the start. And that's exactly the role she'll take in a battle.

Haruka is a fast and powerful Special Attacker with some points in HP and a

few points in Defenses to give Haruka a little extra bulk and keep her alive.

Haruka has Omen, which is a hugely useful Ability. Haruka should always

use it against the most dangerous enemy in the battle to make it much

harder for them to hit the rest of your team, providing both extra protection

for you and the rest of your team.

Hurka is a bit of a harrier in battle. Ember is a decently ranged attack. Range 4 isn't extremely

far but both Ember and Omen share it. Haruka should simply remain at Range 4 as much as

possible, spamming Ember and using Omen strategically. Unfortunately, Haruka is stuck with

Ember as his only Special Attack until Level 17 except for TMs.

For advancement, Haruka should take Advanced Mobility to make it easier to act as a harrier.

Further down the line Far Reading can be a hugely useful Edge when Haruka gets Telepathy.

When it comes to TMs, Psyshock is extremely useful for helping Haruka hit a Specially Defensive

Pokemon. Flamethrower is a great Move due to its frequency while Grass Knot and Solar Beam

are great coverage Moves. Haruka has no good options in Tutor Moves and will have to rely on

Level Up and TM. Finally, all of Haruka's Abilities are awesome. I prefer Magician but Fox Fire is

a great semi-buffing Move.

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Art by zerudez at http://zerudez.deviantart.com/

Douglas Fir – The Boy Genius While there are many Pokemon Trainers, few try to really comprehend

what Pokemon are. Why does a Charmander die if its tail goes out? How

do Blastoise create seemingly endless quantities of water? Few study these

and fewer still find answers.

That's what Douglas hopes to do someday. Ever since a young age he's

been fascinated by Pokemon. Not by battling them, or training them, or

even breeding them but studying how Pokemon accomplish seemingly

supernatural things scientifically. It extends to humans too: how does a

Psychic read minds, how does a so-called Elementalist shoot flames? While

many are content with "they just do," not Douglas. He has to know why.

The chemical reactions that cause it.

Douglas's entire personality is dominated by his relentless pursuit of this

knowledge. He's highly analytical and tries to learn as much as he can

from any situation. While he is physically frail and not quite the strongest

in a Pokemon battle Douglas believes that with enough study and

dedication he can unlock the hidden potential of Pokemon. He seems to

always be working, whether it be reading a thick book or doing a test to

try to understand how something works in a Pokemon.

Character Sheet Explanation

Attribute and Background Explanation Douglas is smart. Really smart. Smart enough to have 5 Mind. There is a very, very low chance

that Douglas will fail any basic Education checks. Between Breadth of Knowledge and his

Background every Education Skill is at Novice! Unfortunately, all that time studying makes it

hard to keep your body in shape so Douglas is a bit lacking in that regard. Douglas's stats were

chosen for a non-combatant Trainer to allow him to stay alive and dodge attacks.

Edge Explanation and Useage First off, Basic Skills (Intuition) is to invest in a useful skill as well as open up Mentor for

Douglas. Instruction makes Douglas even more of a know-it-all than he already is, allowing him

to make sure the party just about always succeeds on Education checks. Finally, Medic Training

gives Douglas an actual role in combat to help support his team by quickly applying Medicine

without allies having to give up their turns!

Feature Explanation and Useage Douglas's Features help him to be a better genius. Researcher was used on Breadth of

Knowledge to bring every Education Skill up to Novice while Let Me Help You With That

essentially allows him to be the parties Education Skill by taking over rolls that they mess up on.

Finally, Mentor is a huge feat in helping Douglas to enhance his own Pokemon by granting

almost all of his Pokemon a whole host of new Moves much earlier than normal.

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Item Explanation and Useage Once again, many of the items are just basic. The X-Items are so Douglas may give his allies a

huge buff in combat if needed. The Collection Jar is just in case Douglas needs to occasional

sample. Finally, due to Medic Training, Douglas can apply his Items to others without any

penalties. Pretty cool, right?

Strategy Douglas is the party intelligence. He travels with the group to help ensure that the group is

always very well informed. In combat he's rather passive although through Medic Training he

makes an excellent impromptu Medic using items and other gear.

Most of Douglas's powers are completely static but that's all right. With Douglas around the

party will always be very well informed and Mentor lets Douglas have his Pokemon be just a bit

stronger than everybody else's due to a much better movepool.

Advancement Douglas should focus on advancing Pokemon and General Education as well as Intuition to make

the best use of Researcher and Mentor.

Edges: There aren't too many more standout Edges for Douglas. Most of his Edges will likely go

towards keeping his Education Skills high. However, Breeder, Instinctive Aptitude, and Pokemon

Connoisseur are all worth keeping an eye out for.

Researcher: Continuing down the Researcher line is something that Douglas should definitely do.

Live and Learn and Echoes of the Future are both excellent Features for Douglas that will allow

him to control his die rolls just a bit better. Other than that I would suggest Pokemon

Psychology to grant Douglas a better way of identifying, communicating with and customizing

Pokemon. You may want to take Researcher more than once. If so, just take whatever works for

your current situation.

Mentor: As a Pokemon Education and Intuition Mentor Douglas can change the Nature and

Ability of Pokemon. This is a huge skill when it comes to customizing a team and gives Douglas a

huge edge. Random things caught with mediocre Natures can easily be changed to make a more

potent and powerful Pokemon. The rest of the class is amazing; just finish it off.

Medic: If Douglas doesn't mind essentially wasting a Feature on First Aid he can become a very

potent Medic. The class not only helps him to keep his allies alive but he can actually even buff

them while he patches them up!

Scientist: Scientist is a hugely versatile class with so many different avenues. Douglas can use it

to gain some harassing options in combat, be able to make potent medicines or even make his

own Pokemon! All it takes to enter is a single Edge that makes a fairly useful Item. Not a bad

choice by any means.

Engineer: If you don't mind dipping into Do Porygon Dream of Mareep? Engineer can provide a

solid host of possible abilities. Engineer allows some of the most versatile options out of any

class. Whether the Pokebots are made for support, simple tasks or combat they can always be a

useful part of a Trainer's arsenal.

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Number 152 Explanation and Advancement Chikorita is one of the very few Grass Pokemon that is capable of acting

as a tank and the stats chosen reflect that really well. Although 152's

Attacks are a bit lower than they could be 152 has a large amount of bulk

and can take hits for a long amount of time. As 152 advances further

down the line 152 learns a wide range of healing and offensive Status

Moves that can allow 152 to continue to act in a very powerful support

faction. Aroma Veil was chosen as it allows 152 to keep his team from

suffering from some of the more annoying Status Effects.

In combat 152 is forced to take a bit of a secondary role. Typically 152 is supposed to spam

Tackle and try to use her low Attack to take down some opponents and generally annoy the

enemy. Once 152 reaches Level 6 and learns Razor Leaf she can attack from Range, spamming

a solid STAB Ranged Attack. At 9 she'll learn Poison Powder allowing her to act as a very

powerful Status Pokemon by simply spamming an EoT Poison Powder.

152 should focus on acquiring some useful Attacks down the line for strategy. Powerful tanking

Moves like Synthesis, Reflect, and Light Screen are all Level-Up for Chikorita but more potent

offensive Moves such as Toxic, Energy Ball, or Double Team can all provide very useful Moves.

Once Chikorita evolves she should likely lean either Specially or Physically and use an offensive

Move or two of that category. The standard Edges are the best for 152. Finally, Healer is

probably the best Advanced Ability for this role while the 3rd Ability can be whatever you want.

Number 155 Explanation and Advancement 155 should act as a Specially offensive Pokemon, clearly an original concept

in this book. Because of Cyndaquil's unfortunate BSR means that until

Attack Conflict can be taken on Evolution 155 needs to invest some in

Attack to keep other stats high. However, 155 can be a Physical Sweeper or

even Mixed; it has the stats and Movepool with a small Nature change is

can work. Run Away was chosen as Stuck and Trapped are awful Status

Conditions and Immunity to them is huge.

Cyndaquil is forced to use Struggle Attacks for Special attacks until Level 10 when it acquires

Ember. Firestarter allows some offensive capabilities. It forces 155 to get in close in battle

however when Ember is learned 155 can strike from Range. At 6 155 can use Smokescreen to

strategically shut down the field while actual TMs will need to be used for additional coverage.

If 155 remains Special most of 155's Fire Attacks are worth learning while Swift is also a great

Move. As for TMs, Solar Beam is a great attack. When Special some Status Moves are a great

choice to round out the movepool with Sunny Day being a great choice. If Physical, there is a

large number of Moves. The various Edges are the typical ones, while for Abilities Celebrate is a

great choice as upon Evolution it becomes Heat Mirage which is a hugely useful Ability.

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Number 158 Explanation and Advancement 158 is going to grow up to be a very powerful Physical attacker. 158

is a bit slow but is massively tanky and has a huge offensive stat.

With a future Movepool full of offensive threats 158 gets to choose a

wide range of future options. Hyper Cutter provides a complete

immunity to any enemy blocking 158's ability to continue to wreck

face with powerful Physical attacks and is a bit more commonly used

than Frisk as Intimidate is so common.

In combat 158 has a simple role. 158 can hit hard with his Fountain Struggle Attacks if he needs

Water coverage but Scratch will generally provide a much higher damage output and Pass can

be used to hit multiple Pokemon. Once 158 hits 8 Rage can provide a small damage output while

also making sure that if 158 is hit he becomes a bit more deadly. As time continues to pass Bite

and Ice Fang can provide coverage as well as a high Flinching chance.

While advancing many of 158's best Physical Moves are learned through Level-Up. Slash, Aqua

Tail, Superpower, and Ice Fang are all very powerful Moves. I'd suggest keeping Bite over

Crunch if you invest in Speed although if 158 remains slow Flinch is far less useful. When it

comes to TMs there is a massive list of useful Moves, Waterfall is one of the best Physical Water

Moves. Aerial Ace is very useful while Shadow Claw and Dragon Claw can provide coverage.

When it comes to Abilities, Strong Jaw can provide more power for Ice Fang and Bite/Crunch

although Sheer Force can boost most of 158's Moves. So many cause Flinch but as 158 is slow

Flinch is essentially useless, making Sheer Force essentially free damage and boosts Waterfall to

DB 12 at EoT frequency. Finally, the typical Edges are the best choices, as always.

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Art by Keichan411 at http://keichan411.deviantart.com/

Paula Jean – The Fashionable Coordinator Why is it that so many Trainer trudge off into the wilderness with

such unfashionable clothes? Red hats are so last year, doesn't

everybody know that? And these girls! Belly shirts and short shorts?

What ever happened to some modesty and a nice skirt? No wonder

society is falling apart!

Fortunately, Paula Jean is at the pinnacle of fashion. And what is the

highest fashion of them all? Pokemon Contests! Paula, as a future

fashion star, clearly has to make sure that she can win any contest

that comes her way. Unfortunately growing up in a small town makes

it pretty hard to actually find Contests. For that Paula has to travel

the world!

Unfortunately, that involves Pokemon battling. A dirty, disgusting

sport. She can't possibly have her little babies battling other

Pokemon; it might mess up their fur! Or scales, or whatever they're

made of! Because of this Paula needs to find people that can help her

travel between cities without her darling Pokemon getting hurt. That

is, until she can afford a private jet.

Character Sheet Explanation

Attribute and Background Explanation Paula uses a wide range of Skills with a wide range of Attributes due to her specific specialties.

In a Contest Paula could be asked to use a wide range of Skills and as such requires a host of

Skills. The only Contest she doesn't quite excel at is Cool Contests as her Command is fairly

regular but her Background and Attributes ensure a solid base in the others. Basic Combat Stats

to keep her alive were chosen.

Edge Explanation and Useage Paula took Edges to help her the most in Contests. Grace, in addition to being a prerequisite for

her classes, allows Paula to give her Pokemon more Poffins which makes them better at

Contests. Boosting Pokemon Education was used simply for Grooming which can, again, grant a

solid buff in a Contest to help Paula win.

Feature Explanation and Useage Paula's main Feature is Fashionista. Unfortunately, the entry feat isn't incredibly useful to her at

the moment but somewhere down the line Paula could really benefit from holding two

Accessories particularly ones that can help her with Skill Checks in her Contest stat. She may

Note: Paula is a character that is very Contest-centric. While she would fit in just fine in a

game without them her character will be severly lacking in its capabilities. Make sure your

GM is doing contests if you want to play Paula!

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want actually defensive items to help out as well in combat situations. Stylish Makeover is really

the crux of Paula's build. With it she can make herself Stylish, allowing her to better succeed in

Contests! Finally, Coordinator makes sure that the dice are a little kinder to Paula in a Contest

and removes some of the luck.

Item Explanation and Useage Paula has the standard items for the standard uses but also has a few more fun toys. Her Poffins

are there to be used to help make her Pokemon just a bit better in their relevant Contest Stat.

The Poffin type purchased should depend entirely on what Starter you choose. The same holds

true for the Contest Accessory. Finally, the Grooming Kit is for Groomer.

Strategy As a Contest Trainer so much of Paula's build revolves around that. The first few things are basic

but important. The first is to use Groomer all the time. Even if you're not doing a Contest

making your Pokemon more Loyal is never a bad thing. Fashionista is the most central part of

Paula's build. She should use it to make herself Stylish and raise the relevant Contest Stat;

Charm for Cute, Guile for Smart, Intimidate for Tough, Intuition for Beauty and (heaven forbid)

Command for Cool. At this point it will have no effect because all the Skills except for Command

are at their maximum rank so there are no additional die rolled but once Level 2 hits it can keep

all her Skills as high as possible. Always match the Contest Stat as that provides the greatest

benefit. Finally, use Coordinator to try to fix any horrendous Appeal rolls although be cautionary

about it: you only get to use it once. Also, when you have money, invest in Fancy Clothes as

they can be a huge boon in a Contest.

In combat all Paula can really contribute is Coordinator to help make sure her Pokemon never hit

for minimal damage. Use your AP to boost AC rolls and such. Paula is basically forced to rely on

standard combat tactics. However, out of combat she is an excellent party face and excels in any

and all social interactions.

Advancement Paula will likely spend almost all of her Edges keeping the various "Contest Skills" as high as

possible. She'll need them for the Skill Checks in the Introduction stage and should keep them

as high as possible.

Instinctive Aptitude: I really like this Edge. If Paula has an Edge to spare this is really a great

one to go for.

Charmer, Confidence Artist, Intimidating Presence, Leader: These Move granting Edges can help

Paula contribute in combat and are great for the second Edge on multi-Edge levels.

Coordinator: Coordinator is essentially the go-to Class for Contests and for a good reason.

Whether through a custom Move made with Innovation or preparing for an abnormal Contest

with Flexible Preparation Coordinator is a great class. It also can help Paula compete in combat.

Fashionista: There are so many good things about Fashinista. First off, it can give Paula Moves

to use which can help to give her an active role. Fashion Companion can make Contests a breeze

by allowing Paula to give both a Contest Accessory and Contest Fashion. Parfumier can save you

some money by letting you make Contest Fashion items on the spot. The other feats are more

Combat oriented and may be skipped but are still very useful.

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Style Expert: Not only are these some of the best Contest classes in the game but they're also

all around excellent. While a full writeup on each would take a lot of space, Paula may just want

to take two of these classes to round out her build depending on what Contests she specializes

in which will really depend on the Pokemon she catches.

Beck Explanation and Advancement All of Paula's Pokemon are primarily Contest Pokemon and secondary

battles. That makes the magic number for Beck's stats 10 as that is

the increment of Contest Stats die. In Beck's case, Speed and Special

Attack correlate with Cute and Beauty, stats that correlate with a

huge number of Status Moves and some of the more useful Electric

Attacks. They also are some of Beck's best offensive options although

switching Beck to Physical may be easier as Electric has a host of

Cool Moves. Static was chosen over Cute Charm because, frankly, it

is a better Ability with a trigger that is about twice as common.

Beck should try to focus on Cute Contests; he has two Moves with that Keyword and a very high

Cute stat between his Speed, Poffin, and Cute Accessory. In those contests simply alternating

between Charm and Tail Whip, while not a very aggressive strategy, can provide Beck with a

high amount of Voltage and act as consistent Appeal income. In combat, Beck should stay at

range and spam Thundershock, avoiding the battle if at all possible.

When it comes to Advancement, the first thing to consider is Poffins. Beck will need to focus

rather heavily on acquiring more Poffins. With Flexible Preparation it is a bit more, well, flexible

where Beck places these points but Cute or Beauty would likely be the best. When it comes to

Moves, Charge Beam and Electro Ball are both hugely useful Electric Attacks that are Beauty. If

you don't Evolve Beck until 18 (which I suggest) Nasty Plot is a Cute Move with some great

battle potential. When building Beck it's important to try to pick up useful Contest Moves while

still keeping combat potential. The standard Edges and Accuracy Training for Charge Beam is

likely the best setup. Finally, Cute Charm or Sprint are all great advancement choices when it

comes to Abilities.

Kate Explanation and Advancement Much like Beck, Kate's stats are used to try to max out her Contest

potential. With a high enough Speed and Defense to make use of her

Moves of those Contest Types. Kate isn't the best of direct battlers due

to her focus on Contests and Contest stats but can provide a large

amount of support in a battle. Kate, between her extensive Movepool,

current Contest stats, and Cute Accessory is clearly best in a Cute

Contest as she has three separate Moves of that type. Cute Charm was

chosen as Normalize isn't that beneficial to this build.

In a Contest (which, again, preferably Cute), Kate wants to mostly alternate between Tail Whip

and Growl to rack up Appeal and Voltage. If Kate desperately needs Appeal and has the Voltage

to spare, Fake Out can provide a huge boost at the end of a Contest. The same can be said of

Foresight, with the +3d6 providing more than a balance to the loss of a Cute Move bonus. In a

battle, Kate will always want to use Fake Out to essentially acquire a free turn for her and her

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team. Kate isn't particularly strong offensively but can deal some damage with Tackle although

her time may be better off using Growl and Tail Whip. As Kate advances she'll get some better

Status Moves in Attract and Sing, both of which are Cute Moves.

When Kate advances down the line she'll want to invest in more Poffins for whatever Contest

stat she finds the most useful. She'll primarily be a Physical Attacker but it may be better to

simply focus on Status Attacks such as Toxic and Swagger. Fake Out, however, should be kept;

it's basically free damage! When choosing TMs and Tutor Moves Kate should choose ones that

will advance her Contest stats which should be everything but Beauty. Return is a solid choice in

that regard. The standard Edges are of course the best while for Abilities all of Kate's Advanced

are amazing as is Conqueror.

Anne Explanation and Advancement Finally we come to Anne who, yet again, is a primarily Cute Pokemon. With her

high Speed and extensive Movepool Anne not only is a powerful battler but also a

very potent Contest Pokemon. Her two Cute Moves are fairly high risk but her

Poffins and Accessory help to mitigate that risk. Anne's stats provide a large

range of Contest stats in Cool, Smart and Cute, all of which are useful due to her

Moves. This allows Anne at least some potential in all three Types although Cute

is still quite clearly her specialty. Cute Charm was chosen as the Ability as it

allows Anne to provide a little payback against enemies.

In a Contest Anne needs to be a bit strategic in her Move use. Splash can essentially be

spammed as Anne has no real way to get Voltage. Defense Curl is when Anne has to be a bit

tricky. When an opponent has a large amount of Appeal or is at Center Stage Anne can use

Defense Curl to ensure her opponents get punished by those extra dice. Foresight is a fairly

weak Move until Anne gets a way to earn Voltage. In combat, Anne will essentially just want to

spam STAB Pounds on her opponents.

When advancing Anne, again, Poffins are key. She does need some way to earn Voltage in

Contests which Attract provides very well in addition to being a useful Status Move. Anne will

also want to pick up an Attack or two in addition to Status Moves to help ensure full coverage

and more Combat potential. Don't ignore Anne's natural Movepool either; Jump Kick and other

such Moves are also very potent Contest and Battle Moves. The standard Edges are, yet again,

some of the best while Vigor is perhaps the best choice for an Advanced Ability.

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Caleb "Cap" Turing – The Pokeball King Training Pokemon is all well and good but Cap knows where

the real skill is. Any idiot can find a Pokemon and teach them

to fight; that takes no skill at all! No, what takes real skill,

real finesse is to catch the damn things because if there's one

thing that Cap has learned throughout the years it's that

Pokemon don't like to be caught. That's why they fight, that's

why they run. And that's why Cap never lets them escape.

Cap is a little arrogant because of his supposed skill at

catching Pokemon. Well, a little would be an understatement.

He's very arrogant because of his supposed skill at catching

Pokemon. And, to be fair, he does have quite a bit of skill.

Just not quite as much as he'd have you believe.

His arrogance makes him a little hard to deal with. He'll argue

adamantly about something even if he is clearly wrong just to

make a point. He takes unnecessary risks and puts himself

and his team in danger simply to show off. He's nice enough if

you can put up with his fault but, to be frank, it takes a

special sort of person to do that. Fortunately, he is very

relaxed and tends to not stress over things too much so as

long as he doesn't open his mouth he's great to have around.

Character Sheet Explanation

Attribute and Background Explanation Caleb needs to be both smart and fit to take full advantage of his Capture Specialist role. His

background helps to establish his Skills to take Capture Specialist while his dedications fit his

character very well.

Edge Explanation and Useage Basic Skills (Perception) gives Caleb a very useful Skill as well as allowing him to take Capture

Specialist. Basic Balls and Apricorn Balls both save Caleb a ton of money in the long run; in fact,

Caleb made all his initial Pokeballs with Basic Balls. Apricorn Balls may come later but is still very

useful when he has a chance to use it.

Feature Explanation and Useage Capture Specialist is really the only option when a Trainer wants to be good at, well, capturing.

With the Capture Techniques from the initial Feature Caleb took Curve Ball and Tools of the

Trade. This makes it easier for him to hit with Pokeballs as well as letting him deal some

damage! The second set of Techniques Caleb took Devitalizing Throw to punish Pokemon that

break free and Capture Skills to boost up Athletics for some extra throwing distance. Poke Ball

Repair, while useful, is risky to use at the moment as Caleb will rarely make the required check.

Art by mariot4747 at http://mariot4747.deviantart.com/

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You may want to keep your scraps until 15 is a bit more routine, also known as when Caleb hits

Adept Technology Education.

Item Explanation and Useage Again, standard items to start. However, Caleb has also purchased a Poke Ball Toolbox for use

with Basic Balls, Apricorn Balls, and Poke Ball Repair. He even used it to build his own Pokeballs,

hence why they are so cheap. Finally, the Weighted Net provides Caleb an easy way to debilitate

a Pokemon and make them an easier capture.

Strategy Caleb will mostly be trying to capture Wild Pokemon in combat. In a regular battle he's nothing

special and neither are his Pokemon but against Wilds he's king. Caleb will, of course, need to

weaken his opponent first, usually with his Pokemon. Fortunately, Curve Ball provides some

wiggle room as he can throw down some damage with it to knock the Pokemon into the next HP

range. Devitalizing Throw makes it painful for Pokemon who escape your capture attempt while

simply throwing the net can provide a quick debuff.

With Caleb's Skills he works very well scouting ahead and looking for potential Pokemon to

capture. While he's nothing special in a regular Pokemon battle he is excellent at catching.

Also, when you release your Pokemon always use Curve Ball with it. It's just too good to pass

up.

Advancement Caleb will likely want to rank up Athletics for its Throwing Range buff as well as Stealth,

Perception, Survival, and Technology Education to help with catching Pokemon.

Combat and Weapon of Choice: Curve Ball is a Struggle Attack. Combat helps Struggle Attacks

and Weapon of Choice (Pokeball) would make those stronger. Fairly obvious combo.

Green Thumb: If Caleb gets into using a large number of Apricorn Balls this Edge can let him cut

down on his overhead quite a bit.

Throwing Mastery: If you have a 100% dead level, take this. It's nice but generally not really

with the Feature.

Capture Specialist: This class is the single best thing for Caleb. Honestly, just max it out. Take

everything. Get False Swipe ASAP and just take all of this.

Jailbreaker: While this is from Do Porygon Dream of Mareep? this class is perfect for what Caleb

wants to do. The specialized Pokeballs can make capturing Pokemon much easier and the

various add-ons can help Caleb to contribute in a whole new way.

Juggler: Taking this class would require Quick Switch but that's hardly a tax. This class is

excellent for a Trainer hoping to maximize their ability to use their Pokemon quickly and in a

variety of ways. While it doesn't help Caleb to catch more Pokemon, Bounce Shot can be a great

trick to hit two opponents with Curve Ball while all the other feats contribute to a very fast,

active team.

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Researcher: Researcher has more than a few tricks to provide Caleb, particularly through the

Gadgeteer and Botany trees. Both provide useful Status Moves, assuming you have the

Pokemon for it. Botany can also help you grow Berries which, if Caleb is growing his own

Apricorns can be very useful.

Nam Explanation and Strategy Sandshrew is a fairly simple, uncomplicated Pokemon. It digs, it fights,

it takes hits. Nam is a tanky Pokemon with just enough Speed to

provide that crucial Speed Evasion. The rest goes into filling out that

tanky attacker niche. Nam's movepool, while nothing special is

extremely effective for this role and Capabilities help Nam to fight

smarter, not harder. As for Abilities, Pickup was chosen for its huge

potential early on in the game for acquiring otherwise expensive and

difficult to get gear. Choosing it early is the best way to maximize the

effectiveness of the Ability.

In combat, Nam is actually capable of kiting due to its Burrow. Few Pokemon will have the ability

to follow Nam underground, providing a mostly silent way to sneak up on a foe or a safe way to

cross a battlefield. While hardly an acceptable strategy in a fast fight, Nam can actually make

good use essentially popping in and out of the ground, using either Poison Sting to strike from

Range or Scratch for the extra power. Poison Sting is a great tool for Nam as it can help him to

stall opponents while making it easier for Cap to, well, catch them.

When advancing Nam take close note of the extensive natural Movepool. Rollout, Rapid Spin,

and Fury Cutter are all hugely useful Moves that can provide an edge in both coverage and

damage. It may be worth it to spend the TM on Dig for Nam simply to get him such a potent and

useful Move earlier. Almost any Physical TM is a good choice while Toxic can, again, provide a

useful stalling Moves. Advanced Mobility is great for both Burrow and Overland Seismometer can

make Nam a very effective scout. As for Abilities, Quick Curl and Dig Away give Nam two

essentially free Moves while also providing huge defensive potential.

Hoke Explanation and Advancement Hoothoot is a bit of an odd duck early on. It has a higher Special Attack

but no real Moves to back it up. Because of this until it Evolves into

Noctowl it may be a good choice to invest a bit into Attack to try to give

Hoke an option. Upon evolution focus exclusively on Special Attack and

ignore Attack but, until then, compromises must be made. Naïve was

chosen to allow Hoke to be a truly fast Pokemon while Keen Eye was

chosen due to being both an incredibly useful Ability and helping to

make sure that as few factors as possible decide if Hoke hits with

Hypnosis.

At this point in combat Hoke will be primarily dealing damage with STAB Tackle although that is

hardly his real role in combat. Hoke has Hypnosis which, in addition to having a painfully high

AC, can essentially remove a Pokemon from the battle for some time while making them easy

prey for Cap to do his thing. Once Hoke learns Peck it may become a better option than Tackle,

while once Hoke learns Uproar it should essentially take over although it must be used with care

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or enemies will instantly wake up from Sleep. When Hoke learns truly Ranged Moves make sure

to make full use of his Sky Speed to avoid enemies on the ground.

While advancing Hoke some TMs must be purchased. While it learns some excellent Special

Moves they all come a bit later than would be prudent to use them. Psychic and Shadow Ball are

both great options while Dream Eater can be used in conjunction with Hypnosis for a devastating

Move combo. When choosing Edges Accuracy Training for Hypnosis is a must while the standard

Advanced Mobility and the like are great. Finally, take Tinted Lens no matter what while

Perception can prove to be a useful Ability.

Brook Explanation and Avancement Finally we have Brook the Spinarak. Brook, like Cap's other

Pokemon, is fast and can hit hard enough in combat to make a

dent. Brook can provide Status Effects through his vast movepool.

Sadly, Brook has to wait for some time for his most deadly Status

Moves but still has quite a few options early on. Insomnia is the

only choice for an Ability early and while it is not the best choice it

will have to do in this situation.

Brook will primarily use the enhanced movement provided by Threaded to zip around the field,

using Poison Sting to harry opponents and hopefully Poison them. However, Scary Face and

String Shot can also be used to great effect over the course of multiple turns to slowly but surely

lower Pokemon to that magic -6 Combat Stages so they may be Stuck. Brook gains a strong

option in Constrict which, if Brook becomes a good Grappler, can allow for slow but steady kills.

Brook continues to gain useful Moves as he advances, almost all of which are Physical and allow

for a more deadly combatant.

Brook receives a huge host of useful Moves through Level-Up although it takes more than a bit

of time. Spider Web at 29 is one of his best Moves, allowing a Melee opponent to essentially be

removed from the battle while also making them far easier to capture. When looking at TMs,

most would just be temporary Moves until Brook learns a suitable replacement. For example, X-

Scissor would likely be replaced by Pin Missile. Shadow Sneak and Sucker Punch should both

likely remain on Brook's Ability list due to the Priority and Interrupt Keywords. Brook can use the

Precise Threadings Edge to great effect and, if Cap goes Bug Ace, can create a dangerous

Ranged Grappling Move. The other typical Edges are still generally the best choice while boosting

Combat can make Brook a more effective Grappler. Finally, Brook should take either Sniper or

Silk Threads with a leaning towards Silk Threads to provide additional support in capturing

Pokemon and an extra Move.

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Art by zerudez at http://zerudez.deviantart.com/

Thea Doctran – The Almost Nurse At a glance, Thea had everything she needed to become a brilliant Nurse Joy. If

she died her hair a little it would be pink. She was slim and fit with an almost

identical figure to the recommended one. In addition, she had a brilliant medical

mind. She understood medicine better than anybody else in her young medical

class and could apply Potions as well as a real Nurse Joy.

Unfortunately, she had one shortcoming. Well, not as much a shortcoming as

simply something that the Pokemon Center Institute did not like to see. Thea

was very curious and experimented constantly with her equipment to make it

just a little bit better. It was nothing malicious but when she was caught trying

to modify the Center Healing Machine to accommodate X-Items she was kicked

out without a second thought.

Her dreams of becoming a Nurse Joy shattered, Thea began to wander from

town to town. She'd tag along with groups of Trainers and help keep their teams

healthy and strong as well as providing combat drugs to give their Pokemon a

little boost. She wasn't a Trainer herself but was still popular among these small

teams. After some time traveling Thea has finally gotten her own Pokemon from

a kind Pokemon Breeder she traveled with for some time. Now that she has her

own Pokemon she intends to begin her own Pokemon journey.

Character Sheet Explanation

Attribute and Background Explanation Thea is a smart Trainer and her main Skill, Medicine Education, runs off it. However, she's not

completely inept in a social setting and has a bit of personality so a point in Spirit helps to show

that. The only Skill she needs is Medicine Education, hence Just an Average Gal.

Edge Explanation and Useage Thea makes use of all her Skills in different ways. Repel Crafter is both a prerequisite and a

method to help keep Pokemon from attacking her party. An ounce of prevention and all that.

Medic Training allows her to easily heal allies without the normal penalties and, finally her Skill

Stunt makes her much more effective at healing allies.

Feature Explanation and Useage First Aid is our first feature and is basically a feat tax. Medic is superior in just about every way

and should generally be used over it in any situation whether it be fixing a Status Effect or

healing. Taking Scientist and Restorative Science allows Thea to make healing items on the

cheap for her own use or to give to her friends, allowing her more consistent healing.

Item Explanation and Useage Thea has the standard items plus some. At least one Restorative Item for each Status (except

Freeze which rarely comes up) and a large quantity of Potions. Thea heals people and these

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extra Items let her even when she's out of AP. The Chemistry and First Aid Kits are required for

crafting things and are basically an essential investment. Finally, the Repel can either be used to

avoid wilds or to force an enemy to waste an action.

Strategy Thea is the party medic and her role in a fight reflects that. She runs around patching up her

teammates while trying to avoid dying herself. Fortunately, she has HP and is fast so it's a fairly

easy role to fill. Thea will generally want to use Potions for a small heal while First Aid should be

reserved for healing a Status Effect or a large HP heal. It's a careful juggling act of AP and Thea

should generally only heal when it's a game changer due simply to Injuries and the like.

Thea can also provide some assistance with her Repels as it forces enemies to run away for a

turn, robbing them an action and likely making them move back if they hope to continue to

attack. Other than that her role is fairly standard. Unlike nearly every other Trainer in this book

Thea should not spend AP on adding to rolls as she will need all of it for Medic uses.

Advancement The only skill Thea needs to boost is Medicine Education although boosting Athletics and

Acrobatics can increase her Overland and help unlock some fun options.

Athletic Prowess: I know what you're thinking. Why would I want this on a Medic? Well, the first

turn of a fight Thea will rarely have to heal. By using Agility Thea can increase her Overland as

well as helping to push her up Initiative to be able to heal ASAP.

Medic: Thea is primarily a healer so Medic can be a great class to help emphasize that. Every

feat in this class is excellent and any Feature can be an excellent investment for the next level.

Healer's Touch fits the best with the rest of her build as Thea crafts items but all the Features

help greatly.

Scientist: As a Scientist Thea mostly crafts Restorative and X-Items. For her Research and

Development Ranks I suggest Chemical X, Medical Innovations, and Fusion Science in that

order. This will allow Thea to create potent Restorative Items that also grants Combat Stages.

Thea may wish to go through the class again to pick up some more Talents although those will

be up to you.

Medium: While it is a detour from Thea's current Skills, Medium would allow her to heal allies

with her Ability as well as learning powerful Moves that can keep her allies alive and kicking with

much more HP.

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Kah Explanation and Advancement Kah is an interesting Pokemon as it can go Physical or Special with equal

success or simply go Mixed. In this case I suggest going slightly Mixed

before choosing at Level 15 (evolution) or simply going Mixed. There are

arguments either way; Coil creates a powerful Physical Pokemon as do

Moves like Leaf Blade and Slam while Contrary and Leaf Storm is such a

simple and powerful combination of Moves. Kah, however, is a slightly

tankier Pokemon and his stats will reflect that. Instinct is the chosen

Ability as, especially early on, +2 Evasion can be a huge help in keeping

Kah from being hit.

In combat, Kah has a simple role at first; Tackle and Tackle and Tackle. Upon learning Vine Whip

Kah gains a great option in a Ranged Physical Move. Wrap at 10 makes Kah a potent Grappler

and can be used by either a Physical or a Special Set to almost perfectly equal effect. It isn't

until 16 that Kah actually gains potential as a Special Attacker but Leaf Tornado is a hugely

useful Move that, if used well, can essentially be a Friendly Move. Kah has a very diverse

Movepool as he Moves down the line that can allow him to become a slower, tankier Pokemon or

become a lighting bruiser.

As Kah advances the Move choices really depend on if he goes Special or Physical or Mixed. As

stated earlier, all have their own perks although I prefer Special due to the Leaf Storm Contrary

combination. Useful Moves to look at include Tutoring Bind for even greater Grapple potential

while Gastro Acid can remove a huge perk from an opponent with little work. When choosing

Edges boosting Combat is great for Grappling while the other standard Moves and Accuracy

Training will likely be needed. If you go Mixed, don't forget Mixed Sweeper! For Abilities, grab

Contrary and, unless you plan on Sun support, skip Chlorphyll and choose between Intimidate

and Courage.

Babu Explanation and Advancement Babu is an extremely tanky, extrmely powerful Pokemon. People seem to

underestimate Tepig due to, well, looking ridiculous as it evolves further

down the line. What people don'tsee is how easy it is to create an

offensive tank especially with the excellent Moves and Abilities that Tepig

provides. With 54 HP and 15 Attack Babu can hit opponenets again and

again and again until they beat their enemies into the dirt. Gluttony was

chosen as Babu already Resists those two Types and the ability to eat a

Berry multiple times a battle is often underestimated and, with a Chef,

can create a potent healing or buffing capability. It also allows cheaper

out-of-combat healing through Food items.

Babu has no tricks, no crazy plans; he simply spams Tackle and Fire Struggle Attacks (whichever

is more effective) until his enemy is unconscious. As he advances he gains more powerful Moves

to help him remove enemies but Babu should always be in the middle of the battle throwing out

powerful Attacks and taking hits. His strategy may change slightly as he learns new Moves but

the basic principle will remain the same.

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When advancing Babu it's important to get some coverage. While powerful Fire-Type Moves like

Arm Thrust and Heat Crash can help a great deal some additional coverage is huge. Moves like

Thunderpunch to help shore up some Weaknesses are absolutely necessary while Stone Edge

can provide a nice Recoil-free alternative to Head Smash. That, however, is not suggested as

Babu can gain Reckless, meaning that stacking on Take Down, Flare Blitz, Wild Charge, and

Head Smash can make him a very, very deadly opponent. Some of these are obviously TMs and,

coupled with Earthquake and Power Up Punch can make Babu a deadly opponent with large

amounts of coverage. When choosing Edges focus on Advanced Mobility and Accuracy Training

for the various high AC Moves. Basic Ranged Attacks is also a great investment to make it a bit

harder to completely shut down this wrecking ball. Finally, Bodyguard is an excellent Ability that

can allow Babu to keep his allies safe while Reckless can boost his damage through the roof.

Raksha Explanation and Advancement The final Pokemon in this book, Raksha is very similar to Babu albeit she is a

bit faster and has a few different options. However, the two are still

essentially the same; both are high HP, high Attack bruisers that know how

to deal heavy damage. Raksha is a bit more limited than Babu simply

because she gains powerful Physical Moves later but that's what TMs are for!

Inner Focus was chosen both because Flinch is far more common in PTU than

the handhelds with many Features and Abilities granting a free Flinch but

also because it is the single most deadly Status Effect in my opinion for

changing the tide of a battle.

In combat, Raksha is very basic: Tackle and Water Struggle Attacks. It isn't until 13 that Raksha

really gains some other options with Focus Energy providing a quick buffing option to the

Oshawott. As Raksha advances she gains some great Moves like Fury Cutter, Revenge, and Aqua

Jet in the 20s but until then is slightly high and dry. Razor Shell at 17 is a hugely useful Move,

providing a DB 9 EoT Move that has a 50% chance of lowering Defense. Raksha will likely want

to stack up on Pass Moves to help get in and out of combat but will essentially have the role of a

somewhat-speedy tank.

When it comes to Moves, many good Level Up ones have already been touched upon. While

Oshawott has a wide range of options, Aerial Ace is one of my favorite suggestions for a Physical

Move not only for the Flying coverage but also because it never misses. Other Moves should be

used to fill holes in Raksha's Movelist and, as she evolves, the various Tail Moves can create

great options and coverage. As for Abilities, Parry is a must and is one of the strongest Abilities

present in the game. Then it's a toss-up between Shell Armor and Hyper Cutter with some

benefit going to Shell Armor simply because Critical Hits are the worst. The regular Edges and

Accuracy Training on Razor Shell apply.

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Trainer Sheets The following section contains (obviously) the Trainers in the book. They're all Level 1 and were

built with ¥5,000 in starting assets. Aside from Dominic they're all built only with the core

rulebook so they should all be completely legal! Dominic has a Class and an Edge from Game of

Throhs although it can easily be replaced with something else to allow him in games that ban

Game of Throhs. Also, Skill Edges aren't listed because if they were you'd run out of room in the

Edge box so damn quickly. They are, however, listed on the second page of the sheet.

Also, these Trainers are young simply because that's the Pokemon canon. Feel free to make

them older to fit your game!

Cole Battlem ......................................................................................................... 34

Alice "KARATE CHOP" Akame................................................................................... 36

Sir Dominic of Snarlmans ........................................................................................ 38

Rita Meins ............................................................................................................. 40

Douglas Fir ........................................................................................................... 42

Paula Jean ............................................................................................................ 44

Caleb "Cap" Turing ................................................................................................. 46

Thea Doctran ........................................................................................................ 48

I've been unable to find the original artist. If you are the original artist let me know and I'll credit you!

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Cole Battlem

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Alice "KARATE CHOP" Akame

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Sir Dominic of Snarlmans

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Rita Meins

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Douglas Fir

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Paula Jean

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Caleb "Cap" Turing

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Thea Doctran

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Pokemon Sheets Below are all the Pokemon sheets. All of them have been built at Level 5 because this book is

made for use with the Pokemon Tabletop Community Adventure Book which just so happens to

start at 5. For a regular game I'd suggest bumping the level up to 10.

Spuds................................................................................................................... 51

Tiamat ................................................................................................................. 52

Leonardo .............................................................................................................. 53

Crane ................................................................................................................... 54

Rafiki ................................................................................................................... 55

Sarah ................................................................................................................... 56

Tyrell ................................................................................................................... 57

Arryn ................................................................................................................... 58

Tully .................................................................................................................... 59

Quacksalot ............................................................................................................ 60

Shira .................................................................................................................... 61

Haruka ................................................................................................................. 62

Number 152 .......................................................................................................... 63

Number 155 .......................................................................................................... 64

Number 158 .......................................................................................................... 65

Beck .................................................................................................................... 66

Kate ..................................................................................................................... 67

Anne .................................................................................................................... 68

Nam ..................................................................................................................... 69

Hoke .................................................................................................................... 70

Brook ................................................................................................................... 71

Kah ...................................................................................................................... 72

Babu .................................................................................................................... 73

Raksha ................................................................................................................. 74

Art by syunrii at http://syunrii.deviantart.com/

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Spuds

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Tiamat

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Leonardo

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Crane

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Rafiki

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Sarah

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Tyrell

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Arryn

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Tully

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Quacksalot

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Shira

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Haruka

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Number 152

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Number 155

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Number 158

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Beck

Page 70: Quickstart Trainer Guide

67

Kate

Page 71: Quickstart Trainer Guide

68

Anne

Page 72: Quickstart Trainer Guide

69

Nam

Page 73: Quickstart Trainer Guide

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Hoke

Page 74: Quickstart Trainer Guide

71

Brook

Page 75: Quickstart Trainer Guide

72

Kah

Page 76: Quickstart Trainer Guide

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Babu

Page 77: Quickstart Trainer Guide

74

Raksha

Page 78: Quickstart Trainer Guide

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Credits Pokémon® is a trademark of Nintendo and does not sponsor, authorize or endorse

Pokémon: Tabletop United. Pokémon: Tabletop United is a free use fan distribution by fans, for fans of both tabletop RPG's and Pokémon®.

A big thanks to the PTU Developer Team for creating this system and allowing us to do so many things with it! Also a big thanks to The Black Glove for doing a wonderful job

with the Community Adventure Book!

Sources of Images: - Thanks to Ceika of Giant in the Playground for my Charizard Avatar. - All art was shamelessly stolen from the internet. If your art is present in Kanto and you would

like it removed, please contact Arcran at [email protected]. Everybody who's art is present has received credit by their artwork.

Special Thanks to…

KujiUn for suggesting that I put the Trainer and Pokemon sheets at the end! Castfromhp for telling me that nobody wants to read 10 pages of stuff per Trainer!

And an extra special thanks to the Team Rocket crew of Espirit15, IrnBruAddict,

hustlertwo, MesiDoomstalker, Eshkigal, CosmicOccurence, and KujiUn for always providing feedback, inspiration, help, and just generally putting up with me.

Original game Copyright (©) Nintendo. Copyright Nintendo/Game Freak, 1996-2012.