You are on page 1of 22

Trainer Classes

The Trainer Class supplement is a set of rules that will help you individualize your personal Pokémon
trainer a little bit by granting him passive bonuses and unique mechanics based on the trainer class
he’s chosen. A Trainer Class is chosen during character creation and increases in effectiveness as the
Trainer him/herself increase in Rank. Each new rank grants a new ability corresponding to the listed
rank.
Strategist
The Strategist is the epitome of competitiveness; they focus on a broad variety of Pokémon and
carefully plan-out their teams in an effort to maximize efficiency. Strategists come
from all walks of life, but they all share a near all-consuming drive for victory. A
Strategist can’t have more than one Pokémon per type as their primary type.

Strategic Initiative
Strategists thrive on diversity and planning but also knows how
important it is to cease the first move, as such he gains a +3 bonus to
initiative on all of his Pokémon.

Strategic Training
Strategists are truly magnificent when it comes to pulling the best out of their
Pokémon. When training a Pokémon, it requires 3 fewer successes for the
strategist to rank up a Pokémon in his care. Additionally, he can retrain one
Pokémon for free during every training session, additional retrains require just
one success per retrain.

Technique Master
Through ingenious training the Strategist’s Pokémon can learn one move above its
own rank and can make use of that Move. Additionally, moves with reduced
accuracy has this penalty reduced by one. For example, a move with -2 Accuracy,
only has -1 Accuracy for the Strategist.

Critical Success
For as long as the Strategist fulfills the requirements of Strategic Initiative he
gains the benefit of High Critical rating for all of his Pokémons moves. As
such he scores a critical hit with 2 more successes rather than three. This ability stacks with High
critical moves.

Aptitude Tactics
A true Strategist excels at bringing his strategy to bear and force his Pokémons to be the very best
within the field of the Strategist’s specialty. At this level a Strategist must choose one Attribute his
Pokémon posses and increase it by +1, after a single successful training session. Additionally, he can
chose one skill per Pokémon, adding +1 die to all rolls involving that skill.

Master Strategist
A master Strategist’s Pokémon are pure fighting machines, they gain the following benefits; Strategic
Initiative increases to +5, Aptitude Tactics can target two individual Attributes and lastly Strategic
Training’s success reduction increases to 8.
Outrageous Power
A Champion Strategist’s Pokémon are magnificent power houses. They bring this fantastic power to
bear in every match and are staggeringly difficult to take down. A Champion Strategist’s Pokémon all
deal +1 unremovable damage on successful hits, their defense and special defense each increase by
+1. They can choose to be unaffected by weather and lastly all conditions that causes loss of control
or restricts movement cannot last longer than 2 rounds.

Type Specialist
The Type Specialist is a trainer that has dedicated most of his career to the pursuit of mastering a
single Type, unlike the Strategist who is specialized specifically in mastering multiple types. The
Type Specialist typically becomes so close to his chosen type that he begins mimicking come of their
traits, more than that, he’s able to call forth amazing power from his chosen type and unlock powerful
secrets of his chosen type not available to others. The Type specialists abilities only work if his entire
team is composed of his type and affects only Pokémon of his Chosen Type, Pokémon that evolve
into their chosen type, do count as being of their necessary specific type for the purpose of fulfilling
this requirement.

Type Loyalty
Your knowledge of your chosen type lets you know how to treat them just
right, their loyalty and happiness after being caught is always +1 higher.
Additionally, wild Pokémon of your chosen type will not harm you,
unless provoked. Lastly you gain +2 dice on social rolls
involving your chosen type. (This includes Training Rolls)

Type Talent
The Type specialist gains a unique ability, corresponding to his
chosen type, see below.

Press the Advantage


As a budding Specialist you know how to get the most out of your types
moves. As such, anyone already weak to your type take an additional automatic
damage. Likewise, chose one type resisted by your chosen type, all your Pokémon of
your chosen type resist that type by an additional step.

Type Adoption
It is well known that certain Pokémon balance the lines of types, being very similar
to one while actually being another. A Type Specialist can adopt certain Pokémon to
function as part of his type, without being it. Such a Pokémon gain the benefits of all the abilities
provided by the Type Specialist, as if it were of his chosen type. Additionally, it also gains STAB
bonuses from the types moves. It is up to the Storyteller to decide which Pokémon can qualify for
adoption, but they must at the very least be able to use the types moves and share some physical
resemblance. A Type Specialist can only adopt one such Pokémon. A few samples follow below.

Gyarados adopted by a Dragon Specialist


Golbat or Arbok adopted by a Ghost Specialist
Camerupt adopted by a Rock specialist
Cinderace adopted by a Electric Specialist
Grapploct adopted by a Water Specialist

Stubborn Advance
Any good trainer knows to train their Pokémon to combat their own weaknesses, as such you’ve
trained your Pokémon to ignore some of their inherent weaknesses. A Pokémon that has had it’s rank
raised at least once while in your possession and through your efforts may chose a single type to
which it is weak. It’s weakness to this type is reduced by one step. Additionally, each of your
Pokémons base HP is increased by +1.

Master Type Specialist


A Master Type Specialist has managed to coax all the available power out of his chosen type. The
loyalty bonus from Type Loyalty increases to +2. Type adoption allows you to adopt up to three
Pokémon. Stubborn Advance now allows you to chose two weaknesses and increases the base HP of
all your Pokémon of your chosen type by +3. Lastly you increase the STAB bonus of moves from
your chosen type to +2 dice.

Become One
You have managed to bond completely with Pokémon of your chosen type. Unless you’re specifically
antagonizing Pokémon of your own type, they’re always considered having Happiness and Loyalty 5.
The base power of all moves of your type increases by +1 and the accuracy of Pokémon of your
chosen type goes up by +2. Lastly, you can communicate perfectly with any Pokémon of your chosen
type, just as if you were talking to another human being and you succeed on all social rolls with them.

Type Beginner Talent


A Bug specialist decreases the time it takes
to evolve his Pokémon by one step. Slow
becomes Medium, Medium becomes Fast
and Fast reduces the number of battles
required to evolve to 3.
Trickery and skullduggery, any dark type
move used by your Dark types, with a
chance to apply a secondary effect gains a
+1 die to apply the secondary effect.
It requires astounding will to Train the
Dragon type, as such both you and you’re
Pokémon gain +2 base Willpower and
Confidence.
Quick witted, sudden and persistent the
electric type Trainer and Pokémon both
gain a +1 die on Evasion rolls and +1
chance die to apply the Paralyze Condition.
The Fairy specialist are just as in tune with
nature as her Pokémon and gains a +1 die to
her Nature skill rolls. Additionally, once
per fight a single Fairy type can ignore a
condition as if protected by misty terrain.
Hardy and Strong! The Mantra of the
fighting type. Both you and your Pokémon
gain +1 Vitality, this can push by ordinary
limits.
The Fire specialist is explosive and eager to
fight. This increases their Initiative by +1.
(Trainer and Pokémon both) and adds an
additional chance die to moves and abilities
that apply burn.
Flying Type Trainers are perceptive and
alert, gaining themselves and their
Pokémon a +1 bonus on all Alert rolls.
Additionally, your flying type Pokémon has
their Initiative increased by +1.
Ghost Types are slippery and ephemeral,
this ability allows them to evade twice in a
given turn.
Growing Strong, Grass-type Pokémon
under your command heals +1 HP
whenever a healing move is affecting the
Grass type.
The Ground specialist considers all his
Ground-types as Rock type during a
Sandstorm. Additionally, the base damage
of all Ground Type moves increase by +1.
Cold and calculated. Ice type trainers and
their Pokémon gain +1 bonus die on all
Clever rolls as well as a +2 dice bonus on
Accuracy rolls against Frozen targets.
Normal types are one of the most varied
types in existence, their versatility is their
strength and it is acquired through months
of hard living. Your normal types gain +1
die bonus to a skill of your choice, in
addition to a +1 bae HP.
The longer you fight a Poison Type Trainer,
the more you ensure your own defeat.
Poison applied by your Pokémon are a lot
more virulent, instead of dealing just one
automatic damage, you also roll 1 die of
extra damage.
Psychic Type Pokémon are one of the least
understood types, yet some trainers connect
with them inherently. You and your
Pokémon gain +1 Insight. This can go
beyond ordinary limits.
Rock-types often surprise most trainers
when they realize it is not a type focusing
on endurance but rather an aggressive type.
Resistance to Rock against your Pokémon
are reduced by 1.
Defense beyond all else. You and your
Steel-Type Pokémon all benefit from +1 to
your defense and Special Defense.
Water is versatile and moves with the
world’s temperamental shifts. As such you
and your Pokémon benefit from a +1 bonus
die to evasion, as well as +1 Special
defense during Rainy Weather.
Ranger
A Ranger is a trainer that has dedicated his life to be a part of the Ranger Corps, a union of trainer
that’s sworn to protect not only the Pokémon of the world but also the habitat in which they reside.
Trainers don’t make use of traditional capturing tools such as Pokéballs, but rather employ the item
known as the Capture Stylers to catch Pokémon. Pokémon rangers usually cannot participate in the
Pokémon league, as such their achievements necessary for advancement is slightly
different. Any Pokémon acquired with the Stylers cannot be used in official
tournaments, but are fully legal to be used during a Gym match.

Partner Pokémon
The Ranger builds a strong relationship with a single Pokémon of his choice,
this Pokémon becomes a true partner and is often the Pokémon with which he
started his adventure. A Partner Pokémon gains a base Hapiness and Loyalty of
3 and can never go below 3, only if subjected to wonton abuse. Additionally, a
Rangers Partner Pokémon increase Happiness and Loyalty at an increased speed.
Lastly Partner Pokémon are extraordinarily persistent, they gain a +3 base HP and 2
additional points to divide between its attributes and +2 to skill points. The Partner
Pokémons ability is in effect, only as long as the Ranger has no Pokémon in his On hand
team. Those acquired using a Capture Styler does not count against this limitation.

Capture Stylers
A Capture Styler were developed as an alternative method to capture Pokémon, sparing a Pokémon
permanent acquisition in favor for having an easier time acquiring their loyalty. In some regions the
use of Pokéballs have been prohibited in favor of the Styler. Rangers favor the Styler as it allows them
to make use of a variety of Pokémon found in the area, without having to take them out of their
habitat permanently. To capture a Pokémon using a Capture Styler, the ranger rolls as if using an
ordinary Pokéball, however he gains a number of automatic successes equal to his Empathy score. A
few rules that elaborate on and limit the Capture Styler is explained below.
1. A Ranger can have no more than 5 allied Pokémon, his Partner IS included in this equation.
2. A Ranger cannot capture a Pokémon of a higher Rank than himself.
3. An Allied Pokémon remains with the Ranger until it has been used in one major fight or
helped conclude one significant event.
4. An Allied Pokémon cannot be taken from its natural habitat, except for the sake of Gym
battles and even in this exception it can only move “one” habitat away. (Example: If found in
a forest it can be taken to the city, but it couldn’t be taken past a mountain range to get to the
city.)
5. An Allied Pokémon lacks the training and refinement of a trained Pokémon. As such, it
cannot exclude any other Pokémon from its AoE attacks, it will always hit the max number of
targets, however, enemies are prioritized.
6. Allied Pokémon are their own masters, if in anyway neglected or abused they will leave the
Ranger. In the most severe cases they might attack him.
7. A Pokémon affected by a Capture Styler cannot be caught by a Pokéball until 24 hours have
passed after it was claimed by the Styler.

Favored Terrain
Rangers are often stationed in terrain that they’re most proficient with. This means most rangers have
unique capabilities and proficiency in surviving in such a terrain. Thus, a ranger must choose from
one of the following terrains, while within this terrain he gains +1 die to Athletics, Alert, Nature and
Stealth. Any type of terrain that seems somewhat ambiguous, such as a swamp within a forest, will
fall to the benefit of the player.
Forest
Desert
Mountain
Plains
Urban
Water

Upgraded Styler
A Ranger with an upgraded Styler can have up to 3 additional allies. One of those allies can be
designated as a “cohort,” a cohort can be used an unlimited number of times; however, they can only
shift terrain once. If the Ranger shifts terrain again, the cohort is freed.

True Bond
The Partner Pokémon has at this point become a true friend; it works tirelessly to prove itself and help
its ranger partner. A True Friend Partner increases the partner Pokémon’s base HP gain to +5,
increase the bonus attributes to +4 and bonus skill points to +5.

Master Ranger
A Ranger at this rank has mastered many of the specific skills that make him a ranger. The Ranger
gains an additional Favored Terrain, but the most important part is that the Ranger can now side-step
the usual restrictions to having additional Pokémon. A Master Ranger can have a total of three
Pokémon, without losing the benefit of True Bond and Partner Pokémon. However, for each
additional Pokémon, the True bonds benefits are decreased by -1 across the board. With one
additional Pokémon the bonus to base HP goes down to +4, the attributes go down to +3 and skills go
down to +4. A three, the base HP goes down to +3, the Attribute bonus goes down to +2 and skills
decrease to +3.

Ranger General
A Ranger General gains an additional Favored Terrain, can have two cohorts that’ll remain until the
ranger choses to release them and can have a full team of 6 Pokémon, should the Ranger have more
than 3 Pokémon, the bonus of True bond is decreased to match that of Partner Pokémon. Lastly, the
bonus of Favored Terrain increases to +2 dice.
Rescuer (Ranger Archetype)
While most Rangers, by far, fit the archetype of the lone ranger and his partner Pokémon, some are
known as Rescuers. A Rescuer is a ranger that specializes in rescuing people and Pokémon from
difficult situations, often building his Pokémon teams to fit such a purpose. Their Capture Stylers
usually rust in their scabbard, but when they are used it is to add power to the Rescuers team, that his
own cannot provide.

Wilderness Rescuer
As a Rescuer, you’ve learned to look after yourself first. You gain a +1 bonus die to any roll involving
secruing himself, making sure that he’s not in danger or a danger to others. Additionally, he never
needs to make a roll to survive in ordinary wilderness and is always able to forage for enough food to
feed himself and his Pokémon.

Diminished Capture Styler


A Capture Styler were developed as an alternative method to capture Pokémon, sparing a Pokémon
permanent acquisition in favor for having an easier time acquiring their loyalty. In some regions the
use of Pokéballs have been prohibited in favor of the Styler. Rangers and Rescuers favor the Styler as
it allows them to make use of a variety of Pokémon found in the area, without having to take them out
of their habitat permanently. To capture a Pokémon using a Capture Styler, the Rescuer rolls as if
using an ordinary Pokéball, however he gains a number of automatic successes equal to half his
Empathy score. A few rules that elaborate on and limit the Capture Styler is explained below.
1. A Rescuer can have no more than 7 allied Pokémon, his captured Pokémon are included in
this equation.
2. A Rescuer cannot capture a Pokémon of a higher Rank than himself.
3. An Allied Pokémon remains with the Rescuer until it has been used in one major fight or
helped conclude one significant event.
4. An Allied Pokémon cannot be taken from its natural habitat, except for the sake of Gym
battles and even in this exception it can only move “one” habitat away. (Example: If found in
a forest it can be taken to the city, but it could not be taken past a mountain range to get to the
city.)
5. An Allied Pokémon lacks the training and refinement of a trained Pokémon. As such, it
cannot exclude any other Pokémon from its AoE attacks, it will always hit the max number of
targets, however, enemies are prioritized.
6. Allied Pokémon are their own masters, if in anyway neglected or abused they will leave the
Rescuer. In the most severe cases they might attack him.
7. A Pokémon affected by a Capture Styler cannot be caught by a Pokéball until 24 hours have
passed after it was claimed by the Styler.

Favored Terrain
Rescuers are often stationed in terrain that they’re most proficient with. This means most rescuers
have unique capabilities and proficiency in surviving in such a terrain. Thus, a rescuer must choose
from one of the following terrains, while within this terrain he gains +1 die to Athletics, Alert,
Evasion, Nature and Stealth. Any type of terrain that seems somewhat ambiguous, such as a swamp
within a forest, will fall to the benefit of the player. Anyone of his Pokémon gain same bonuses in the
given terrain. Additionally, the Rescuer gains a flat +1 bonus die to Medicine checks.
Forest
Desert
Mountain
Plains
Urban
Water

Upgraded Styler
A rescuer now adds his full empathy as automatic successes. Additionally, he can designate one of his
allies as a “cohort,” a cohort can be used an unlimited number of times; however, they can only shift
terrain once. If the Rescuer shifts terrain again, the cohort is freed.

Extreme Survivor
Similar to Wildenress Rescuer, Extreme Survivor allows the rescuer to survive in extreme conditions
and to extend this survival ability to a number of people equal to his Nature + Empathy ranks. These
people, including himself and their Pokémon, are kept warm, dry, well-fed and healthy. Additionally,
he isn’t required to make a successful Medicine roll to treat injuries or stabilize anyone under his
Extreme Survivor care.

Master Rescuer
A Rescuer at this rank has mastered many of the specific skills that make him a Rescuer. The Rescuer
gains an additional Favored Terrain, increases the die bonus from Wilderness Rescuer to +2 and
allows the Rescuer to have up to 8 allied Pokémon. Lastly the Flat bonus to Medicine increases to +2.
Rescuer General
A Rescuer General gains an additional Favored Terrain, can have two cohorts that’ll remain until the
rescuer choses to release them. Lastly, the bonus of Favored Terrain increases to +2 dice and extend
to the Brawl and Channel skills as well.

Rogue
Rogues are a class of thieves, thugs, ruffians, and the like. They are feared and loathed the world over,
as they put their malignant talents to heinous use. They are known to steal items and Pokémon alike,
as well as cheating during honest competition, using their guile and charm to avoid official sanctions
and repercussions. Rogues are not the lovable goof, rather they’re calculated individuals that
remorselessly hunt for what others have and they lack.

Long Fingered
Rogues usually start off their career pilfering items at liberty. They gain a +1 die to Brawl,
Throw, Evasion and Stealth. Lastly, they can use a Dexterity + Stealth check vs the targets
Insight + Alert check, to steal a small unattended item from the target.

Combat Tricks
A Rogue knows how to sneak a few tricks into combat, they gain access to the following
trainer actions. All the following actions must garner a number of successes equal to the
targets Insight.
Provoke: The Trainer can roll Tough + Empathy as he yells down an opposing
Pokémon. On a success the target takes a -2 dice to evasion but in its anger, it gains a
+1 die on damage rolls against the Rogues Pokémon or the rogue himself.
Disorient: Rolling Cool + Intimidate the Rogue can attempt to disorient a target, lowering its accuracy
by -2 dice for the round, however its wild flailing movements increase its Evasion by +1 die.
Butter up: Rolling Beauty + Empathy, the Rogue can attempt to cause a target to hold back through
flattery and flirtations. This causes the target to deal -2 dice of damage but in its slight infatuation it
is eager to connect with the Rogues Pokémon, gaining +1 Accuracy.

Smuggler
At this rank the Rogue has figured how to circumvent certain security measures of official duels,
this allows him to use Items twice during official duels without being recognized as doing
anything unfair.

Snatcher
Snatchers are some of the most horrible people to walk the Pokémon world, they’ve acquired
technology and the know-how to be able to steal Pokémon from other trainers, even when such
a Pokémon already has been marked. This leaves the serial number wiped, empties the Pokéball.
A Pokémon that has been snatched, now belong to the snatcher. However, their Happiness and
Loyalty immediately drop to 0. To Snatch a Pokémon the Rogue needs a Pokéball or better,
he then spends a willpower to transform it into a Snatchball and can then attempt to catch a
Pokémon normally.

Sneak Attacker
Professional Rogues know to hit where it hurts, they themselves plus any Pokémon that’s
successfully been raised one rank while within their care, deal an additional +3 dice of damage
whenever it’s attacking someone that has been attacked by one of the Rogues allies previously
in this turn. This also goes for the Rogues own Pokémon in the event of a double battle.
Master Rogue
A master Rogue has lived most of his life in the shadows, he’s almost impossible to catch and
frequently gets away with outrageous feats of deception. The bonus from Long Fingered increases to
+2 dice. Combat Trick must acquire successes equal to the targets Insight -2. Lastly, Sneak attacker
also grants +1 Accuracy.

Crime Lord
A Crime Lord has it all, they’re known far and wide as Lords of the Underworld. The targets of their
Combat tricks no longer gain any bonus dice, they can now use items four times during official battles
using Smuggler. Sneak attack deals +4 dice of damage and +2 dice to accuracy. Lastly, they gain 4
points of notoriety skills to distribute.
Breeder
Breeders are specialist caretakers that have dedicated their lives to taking care of Pokémon, study
their behavior, breed their young and watch over the Pokémon of other trainers. Breeders posses a
special set of skills that allow them to connect deeply with Pokémon, so deeply in fact that to some it
seems almost supernatural. None of the Breeders Abilities can affect Legendary or Mythic Pokémon.

Poképsychology
A Breeders deep understanding of Poképsychology allows him to communicate deeply with
Pokémon, allowing him to roll Insight + Empathy to understand what a Pokémon is trying to tell him
in detail. This, as opposed to ordinary trainers communicating with his Pokémon, allows the Breeder
to understand specifics. The more complicated the message is, the higher the difficulty of the roll is.

Comfortable Company
Breeders specialize in making Pokémon comfortable, this presence is often strong enough to even
affect humans. A Pokémon owned by the Breeder gains +2 Happiness and Loyalty after a single
training session. Pokémon not owned by the breeder, and not directly hostile to him, are always
considered having 3 Happiness and Loyalty.

Daycare Keeper
A Daycare is a place where trainers deliver their Pokémon, hoping they’ll breed and allow the trainers
access to new Pokémon. A Breeder at this level is capable to coax two compatible Pokémon to breed,
producing an egg. This requires a Successful Clever + Etiquette roll. A single success is enough for
the pairing to produce an egg. The species of the egg is 50% one or the other. An attempted roll takes
two days of work. Additional successes will allow the Breeder to chose which traits the Parents pass
on to their young. The levels are cumulative.
2 Successes: Choose Species.
3 Successes: Choose Ability
4 Successes: Pass on Egg-moves
5 Successes: Choose the Nature.
6 Successes: Choose Coloration.

An egg typically takes 45 days to crack. A Breeder at this level, reduce this time by 10 days.
Rapid Progression
Breeders are experts at bringing out the best in Pokémon in their care, using a unique blend of
personally developed technique and studied know-how they can cause Pokémon to progress at
rapid speeds. A Breeder reduces the amount of successes required to Rank up a Pokémon by 1/3rd,
additionally a Pokémon in the Breeders care reduce the amount of battles required to evolve by an
amount equal to the Breeders Insight + Clever, to a minimum of 3.
Tutor
Professional Breeders are capable of teaching a Pokémon just about anything given enough time. A
Professional Breeder can teach a Pokémon special moves, that it can’t otherwise learn naturally.
These moves are called Move Tutor moves. To teach a Pokémon a Move Tutor move, the Breeder
must successfully use the Retrain action and must know the move himself. To know a move, a
breeder must have owned a Pokémon that acquired the move naturally or been taught it
by another Breeder. Lastly, a Pro Breeder can change a Pokémon’s nature after a
successful retrain.

Master Breeder
A Master Breeder has managed to bring some of the Breeders usual abilities to a whole new
level. First, Pokémon under the Breeders care, though not owned by him, are considered to
have Happiness and Loyalty 4. They gain +2 automatic successes on their Daycare Keeper
roll..

Pokéwhisperer
A Champion level Breeder can communicate with all Pokémon, having complete
understanding of their wants and needs as well as understanding everything they attempt to
communicate with him, without a roll. All of the Breeders abilities can affect Legendary
and Mythical Pokémon. He gains a +4 additional successes on his Daycare Keeper ability,
and should he acquire 8 successes or more, he can even choose to crack a shiny Pokémon.
Additionally, at 10 successes he can breed Legendary and Mythical Pokémon. The number
of successes needed to rank up a Pokémon is cut in half and he can chose to Evolve a Pokémon the
moment it wins a number of battles equal to half it’s usual requirement, or the Original Value - Insight
+ Clever if it is fewer.
Underdog
The Underdog is a trainer who believes even the smallest of Pokémon can become the
strongest in the Region. Some see their cause as naive, but these trainers are able to unlock the
hidden potential of earlier stage-Pokémon, and as such their Pokémon prefer to avoid evolving,
and will often instead snap out of the evolution process to unlock these secret powers no other of
their type has access to.
The Underdog's abilities only work if her entire team is composed of Pokémon
who are at their first stage in the evolution family that contains at least 2 stages.

Small package good things come in


As the Underdog’s Pokémon are usually smaller in size compared to their later evolved peers,
they have learned to make the best of their size against their opponents. All Evade and Clash
rolls increase by +1 die. All of her Pokémon also gain permanent +1 Will Points.

Overreaching Mastery
Due to their unique way of training, an Underdog’s Pokémon have the limit of one Overranked move
per Pokémon removed completely. Additionally, all the Underdogs Pokémon gain +1 Initiative.

Unlocked Potential
At this point the Underdog has learned to tap into the convoluted process of Evolution in their
Pokémon, and as such gains the following; When Overranking your Pokémon for the first time,
choose two Attributes. The Pokémon gains access to these Attributes' base potential from the next
evolution stage your Pokémon would have. If the Pokémon has 3 stages in its evolution family,
choose three Attributes instead.
An example would be you Overranking your Charmander for the first time. Charmander has two later
stages in it’s evolution family, and chooses three Attributes. It may raise the chosen three attributes’
base potential to the amount a Charmeleon would have.

Lastly, all of the Underdogs Pokémon gain +1 Base HP.

Quick Study
For as long as the Underdog meets the requirements to have her abilities active, her Pokémon's
Evolution/Overranking times are considered 1 stage lower, to a minimum of Fast. In addition, all of
her Pokémon are able to use Evasion and Clash twice per round and ignore all -1 pain penalties.

Evolved Understanding
The Underdog’s rigorous faith and training with their Pokémon allow them to gain access to their next
stage’s evolution’s move list entirely. The benefit from Amateur is increased by +1 additional
attribute-line potential, OR the potential is moved up one evolution line.

An example would be your Charmander having normally pulled 3 attribute potential from a
Charmeleon, and instead of making it four it can move up and touch upon Charizard’s potential
instead in the same way.

Master Underdog
A Master Underdog’s Pokémon are truly a sight to behold, given their form which some would call
inferior to their later evolutions. The die bonus for Evade and Clash increases to +2. All of her
Pokémon gain access to the move lists of all of their evolutions (Mega evolutions excluded.), and
your Pokémon ignore all pain penalties.

Inner Mastery
A Champion Underdog’s Pokémon are certainly one of a kind in the world, and she has tapped
completely into the potential of their Pokémon. Her Pokémon gain access to all attribute potentials of
their final evolutions. Additionally, choose one attribute that can go +1 above its maximum potential.
Once per encounter, she may have one of her Pokémon ignore a hit that reduces it to 0 health, and her
Pokémon can Evade/Clash once per round without increasing the Multiple-action penalty.

Medic
Some trainers carry with the dreams caring for sick and wounded Pokémon and people, to
be there for them in their time of need. These trainers are known as Medics and specialize
in curing conditions, restoring health and later eschewing items entirely to achieve the
desired cures.

First Aid
Once per day, per Pokémon, a Medic can roll Clever + Medicin with a difficulty equal to
the number of HP the Pokémon is missing. On a success you heal 1 HP of damage, on
a critical success this increases to 3 HP.

Efficient Usage
A trained Medic knows how to apply curative ointments and potions with greater
effeciancy, the first HP healed, using a potion, on a Pokémon in a given 24 hour-
period as well as every third after that heals for 2. Additionally commercially produced
items, meant to cure status conditions can be used by a medic twice, before being emptied.

Herbal Cures
An experienced medic can pull medicinal provisions from their surroundings. Rolling
Insight + Nature allows the medic to remove a condition ailing a Pokémon once per day,
per Pokémon.
Combat Medic
Using herbal compounds derived from unique and rare recipes, the Medic can now use First Aid and
Herbal Cures during combat as a trainer action. This action is even legal during League Sanctioned
events, as all the herbs are administered before the matches and are natural. In addition, if her
Pokémon use moves to heal the HP of other Pokémon, they heal an additional +1 HP.

Revival Doctor
A Professional Medic can bring Pokémon back from feinting, this requires a successful Insight +
Medicine roll at a difficulty of 4. On a success the Pokémon is brought back to consciousness at 1 HP.
This ability can be used once per day, per Pokémon.

Master Medic
A Master Medic is truly a marvel of the curative arts; First aid now heals 3 on a successful roll and 5
on a critical. Efficient usage now heals double on the first HP healed and every second after that.
Additionally, Herbal Cures can be used twice per day per Pokémon. Additionally, a Medic can now
heal Lethal damage using potions at a 1-to-1 rating. Lastly, using Combat Medic, the Medics
Pokémon now heal an additional +2 HP when using moves to heal other Pokémon.

Miracle Worker
A Champion rank Medic is truly a Miracle worker. She can use First Aid and Herbal Cures and
unlimited amount of times, though the ordinary limit applies during combat. Additionally, her
Pokémon are so healthy, that they automatically cure the first condition they gain during a combat
encounter at the end of the turn. Lastly, their Pokémon gain a Regeneration Pool equal to their Vitality
a Pokémon can as a Free Action access this Pool once per turn to heal 1 HP. If this Pool is reduced to
0, it can no longer be used to heal, and the Pokémon lose their ability to automatically cure a
condition.

Researcher
To some the world around them is the single most magnificent thing and they possess a drive beyond
any other to quantify and understand it. These Researchers are capable of identifying Pokémon with a
quick glance, recognize unusual traits, tinker with technology and at higher ranks even promote
unique traits in Pokémon. None of the Researchers abilities can work with Legendary Pokémon,
unless otherwise noted.

Student
A Student Researcher can immediately identify the species and gender of a Pokémon
with a single glance. No roll is required. Additionally he can identify the Pokémons
natue with a Clever + Lore roll at a difficulty of 2.

Learning by Doing
Every time a Researcher attempts a Skill check with Crafts, Lore, Medicine and
Science that he has succeeded at once before, he gains a +2 dice bonus. This could
be rolling to identify the nature of a Pokémon, hacking into a computer or
something similar.

PokéTech
A Researcher at this rank can use his knowledge and engineering skill to craft basic
trainer essentials at one third the items original price. These include Pokéballs,
Greatballs, Ultraballs and Pokémon Repel. This requires a Dexterity + Crafts check
at a difficulty of 2 for Pokéballs and Repels, 4 Greatballs and 6 Ultraballs. A
researcher can roll to craft once per hour and the roll can be made as an extended
roll, however, should a Researcher fail one of these rolls the money is wasted and
the Researcher must start over.
Walking Encyclopedia
A Researcher at this level can identify the abilities and move set of a Pokémon she has spent at least
one full round observing. Additionally, all Pokémon she instructs in combat against a Pokémon she
has studied using Walking Encyclopedia gains a +1 die Accuracy bonus and a +1 die bonus on
Evasion and Clash.

Professor
Now, as a recognized Professor, there are few things you do not know about Pokémon. As any official
Pokémon Professor you must choose a field of study, this field is a specialization that grants you a
unique bonus based on your choice.

Evolution: You’ve studied the concept of evolution extensively, to such a point where you’re
comfortable that you could trigger evolution in just about any Pokémon with the capacity. Once per
week you can roll Clever + Science at a difficulty of 3 + the stage you wish to evolve a Pokémon into
+ the Pokémons empty Happiness score (The white balls). On a success you trigger evolution
immediately. This can only be done once every month for a single Pokémon.

Moves: As a Moves professor you’ve learned to coax the most powerful of moves out of your
Pokémon, you can perform Z-moves for any of your Pokémon without the need for a Z-ring or
Crystals. You’re still constrained to only using Z-moves once per encounter and you’re prohibited
from using Z-moves in the same encounter as you’ve Mega-evolved and vice versa.

Dynamaxing: You’ve studied the phenomenon of Dynamaxing, unique to Galar, extensively and have
developed a method to enact the Dynamax change in Pokémon without the need for an area charged
with the Dynamax energy. This you can do once per day. Additionally, any Pokémon you own that
can Gigantamax, will do so instead of Dynamaxing.

Mega-Evolution: As an expert of Mega-Evolution you’ve managed to quantify and understand the


phenomenon extensively. Using this knowledge, you can craft Mega-Rings by spending 35000
Pokédollars and eight hours of time. Additionally, you can craft a Mega-stone for a given Pokémon
with the potential to mega-evolve if you have enough raw mega-stone material.

Abilities: You have learned all there is to know about Pokémons abilities, this allows you to change a
Pokémons abilities after a successful period of Retraining. You can even change it into their Hidden
Ability, thus allowing your Pokémon great versatility.

Master Researcher
You’re a master Researcher now, having absorbed most of what the Pokémon world has to offer. You
no longer need to roll when you employ Student and Walking Encyclopedia’s bonuses increase to +2.
Additionally, Pokétech now lets your craft special Pokéballs like Quickball, Moonball and all the
apricorn balls, all such balls are crafted as if they were Greatballs.

Distinguished Professorial Genius


There is nothing under the sun, about Pokémon that you do not know. All your abilities now affect
legendary Pokémon, you now need no roll to craft Pokéballs of any kind. Additionally, you can pick
up one additional Professor Specialization. Lastly, you can, once during your lifetime, birth a single
Legendary Pokémon if given enough of a DNA sample and ample amount of time. Doing this costs
hundred of thousands, if not millions of Pokédollars.

League Contender
The class most Pokémon trainers find themselves within is League Contender, this class leads to
strong Pokémon and a capable trainer, without sacrificing too much into one specialty. It is the basis
around which most trainers work. The League Contender is a solid, simple choice and one most
Trainers have made.
Starter
The first step is always the hardest of any journey, but not for the League Contender as they are as
prepared as any. A League Contender knows he will brave many different environments, meet a host
of different Pokémon and he knows he must best them all. As a result, the League Contender gains a
+1 bonus die on all Alert, Athletic, Nature, Throw and Lore (Involving Pokémon) rolls.

Beginner
Now that the League Contender has managed a few victories under his belt, he has learned what
it means to be prepared. As such he always keeps an emergency kit. This is a kit of items he
receives for free and which refills once every week so long as he’s been to a major town
during that period. This kit includes; 3 Potions, 1 Full Heal, 1 Pokédoll, 1 Pokémon
Repel, 1 Revive, 10 packs of basic Pokémon food and 3 Pokéballs.

Amateur
A League Contender’s Pokémon are always well cared for and enjoy a few benefits as a
result of their expert treatment. First, they all gain +2 Confidence and +1 max willpower.
Lastly, their Happiness and Loyalty immediately increase by +1 after their first Training
session.

Ace
Having braved many challenges the League Contender has grown as a person, he gains an
additional +2 attribute points and +3 additional skill points to distribute on his own
character sheet. Additionally, he adds 1 Super Potion, 2 Greatballs and another Full Heal to
his kit. Lastly, he now has special permission to make use of one item per league sanctioned
battle.

Pro
The League Contender’s Pokémon have been with him through thick and thin, he has learned
not only to anticipate their needs but also to grant them extraordinary gainful training. As such, all of
his Pokémon gain +4 additional Skill points to distribute, they’re also allowed to shrug off “Other
conditions” by spending a Willpower point and roll Insight at a difficulty of 1 + 1 for every time
they’ve used this ability during the day.

Master League Contender


A Master League Contender is never caught unprepared. His kit now includes a variety of items,
chosen by the League Contender himself, up to an amount of 10.000 Pokédollar. Additionally, The
Contender himself gains +1 additional attribute and +3 additional skills points to distribute.

Champion
The League Contender has done it, he has bested the previous champion and taken his spot. In
addition to all the benefits that follow the Champion Rank, the Champion League Contender’s
Pokémon can choose 3 attributes to increase above their ordinary limit. All Pokémon he employs
immediately heeds his command, without hesitation. Moreover, the penalty for Multiple actions are
reduced by -2, meaning the Contenders Pokémon can perform up to 3 actions a turn without suffering
a penalty. Lastly, all his Pokémon enter any scene pre-buffed. If they have any move that could be
considered a buff, it affects them immediately as they’re brought into a scene.

Capture Specialist
While it is the goal of most trainers to achieve great success within the league, start their own Gym to
something similarly grandiose, the Capture Specialist “simply” wants them all. It is his goal to acquire
ownership of one of each Pokémon, to that end he has developed a variety of techniques that aid him
in tracking down and capturing Pokémon.
Curve Ball
Everyone knows the best way to catch a Pokémon, is with a curve ball. The Capture Specialist has
taken this saying to heart, utilizing a special throwing techniue he gains a single automatic success on
every Throw roll using a Pokéball. Additionally, he gains a +1 die on every capture roll.

Persistent Tracker
Spending an hour in a given area and rolling Insight + Nature, the Capture specialist can discover a
number of Pokémon tracks equal to the number of successes rolled. The Capture specialist can follow
such tracks without the need for additional rolls, in addition the Capture Specialist gains a +2 dice on
general tracking rolls. Lastly, he can identify any set of tacks he’s successfully identified before.
Pokémon he captures, does not lose Happiness or Loyalty from Pain Penalty.

Ball Expert
The Capture Specialist has almost perfected his aim and technique when it comes to the application of
Pokéballs, this grants him three distinct advantages. The first one is that he receives a single automatic
bonus success on any capture roll. Second, he can throw two Pokéballs in a given turn, however he
must target two individual Pokémon. Lastly, he can modify a Greatball given he spends a trainer
action and 300 Pokédollars, this gives it the effect of any special Pokéball of his choice. (Quickball,
Moonballs etc).

Love of the Chase


A Capture Specialist is a collector at heart, and it is in truth his determination that spurs him onward.
Love of the Chase lets him mark a single Pokémon, this Pokémon remains marked for a week. A
Capture Specialist can only have a single Pokémon marked at a time. A marked Pokémon cannot
escape the attentions of the Capture specialist; He gains a +1 additional die to his Throw roll against
the marked target, as well as all his Pokémon gain a +1 accuracy bonus and a +1 die on effects that
apply conditions. Lastly, the Capture specialist can follow the tracks of a Pokémon even if it’s flying,
burrowing or Teleporting. He simply sees signs of its passing and follows.

Discerning Collector
The life of a Capture Specialist isn’t just about capturing every Pokémon, but the right
kind of Pokémon. This ability allows the Capture Specialist to immediately discern the
Nature and ability of a Pokémon he encounters. Additionally, he gains a +2 automatic
successes toward capturing a species of Pokémon he already owns.

Master Capture Specialist


A Master Capture Specialist is truly and expert when it comes to acquiring
Pokémon, the bonuses of Curve ball increases to +2. Persistent Tracker’s general
tracking bonus increases to +4 and the Capture specialist can now throw three balls
using Ball Expert and can upgrade a Pokéball by paying half the difference of the
cost between the Pokéball and a Greatball, or between a Greatball and an
Ultraball. Such an upgrade takes 1 hours’ time.

Catch ‘em all


A Champion rank Capture Specialist is truly magnificent when it comes to the
collection of Pokémon.
First, he gains an additional +2 unremovable successes on all his capture rolls,
he can mark up to 5 different Pokémon without ever losing the trail and all
his Capture Specialist abilities apply to Legenday Pokémon. Moreover, any
Pokémon of Amateur rank or below are captured automatically. In
addition, any Pokémon he captures automatically settle at 3 Happiness and
Loyalty, unless they started out higher, in which case they take the higher
result. Lastly, once a year the Capture Specialist finishes building a Masterball.
Duelist
Pokémon trainers approach battles from a variety of angles, though most agree that switching
Pokémon to meet every challenge at the greatest advantage or to make use of a greater variety of
moves is the way to go. Not the duelist, he believes in a strategy of perseverance, he leaves a single
Pokémon on field to build up Momentum and then finally pressing that advantage for the win. A
Pokémon cannot take advantage of the Duelists abilities, before it has successfully undergone training
with the duelist.

Momentum
The first stop on the road to becoming a great duelist, is learning to build up momentum and capitalize
on its use. To this end, the Duelist tends to eschew the tactics employed by most and instead leave his
Pokémon on board for as long as possible. Each turn a Pokémon remains active in battle, the Duelist
builds up a point of momentum, he can at most hold 6 points of momentum. Fo every third point of
Momentum the duelist has, a Pokémon gains +1 bonus die of Accuracy and Evasion. Should he
switch Pokémon during battle, he goes to 0 Momentum, this includes switching after a Pokémon has
fainted.

Snowball Effect
As he progresses, the duelist learns to press the advantage of his momentum. Once per turn the
Duelist can decide to spend any number of Momentum to achieve any of the following effects. Each
can only be purchased twice a round.

Accurate: The Pokémon gains +1 die Accuracy.

Fierce: The Pokémon deals +1 die of damage.

Intensity: The Pokémon gains an additional chance die to apply effects.

Dodging: The Pokémon gains +1 die to Evasion.

Determined Tolerance
Knowing he needs his Pokémon to remain on the field for as long as possible, the duelist has
developed certain methods to keep his Pokémon in the game. First, the Duelists Pokémon gains +1 die
to Evasion and Clash, additionally Clash performed by the Duelists Pokémon do not take Super
effectiveness into account.

Enduring Spirit
A Duelists Pokémon have been trained extensively to weather all sorts of challenges, to this
end they’ve built up great endurance and strong wills! All of the Duelists Pokémon
receive a +1 Base health as well as +1 bonus die to Clash moves. Lastly, any condition
that allows a roll toward ending it sees the Duelists Pokémon roll +1 die.

Rapid Momentum
The Pro Duelist knows that the more he gains out of his Momentum, the better.
Therefore, he has trained them to capitalize on every move. This grants the Pokémon the
Momentum bonus for every two points of Momentum, instead of every three, to a
maximum of +3 dice to Accuracy and Evasion. In addition, his Pokémon begin each new
fight with 2 Momentum, this includes Pokémon that he himself has switched out.

Master Duelist
A Master Duelist is a truly fearsome opponent one-on-one, he has mastered the ability of
piling on and to keep his Pokémon in the fight. First, he can now purchase every Snowball
Effect thrice, second, he increases the bonus HP from Enduring Spirit to +2. Lastly, his
Pokémon no longer take damage from a successful Clash, except for moves that were Super
effective, they still deal 1 damage.

King of Duels
The Champion Rank Duelist rarely, if ever, sees defeat. His Pokémon are powerhouses and experts at
dealing with one-on-one fights. First, he gains two points of momentum every turn, instead of the
usual one. Second, all bonuses from Snowball Effect are doubled, third, bonuses from determined
Tolerance goes up to +2. Lastly, Enduring Momentums Base Health goes to +3 and any condition that
can be ended with a successful roll always resolves at the end of the round.

Telepath
Some uniquely gifted individuals are born with psychic powers of their own, similar to those
possessed by many Pokémon. At first these powers are small in scope, only allowing for a small
display of psychic dominance. As they develop as a trainer, their powers grow as well, eventually
mastering their own psychic potential. A Telepaths powers are prohibited from being used during
official Pokémon battles, though powers like Empath, Communion and Mind Reader are incredibly
hard, if not downright impossible to detect.

Psychics Hand
The first application of the Telepaths power shows itself in his ability to affect the world around him,
with nothing but his mind. At this level he can only affect the world crudely, lifting, pulling, pushing
up to 5 pounds per success rolled on an Insight roll.

Empath
A Telepath will eventually learn to read the emotions of those around him, he
can identify the emotions of a single person with an Insight + Empathy
roll. Opposed to ordinary applications of the skill, the Telepath can
identify specific, complex emotions as well as subtle shifts for as long
as he focuses on an individual. He can also read the general sentiment of
a room, the difficulty of this roll is 3.

Telekinesis
This power works as an extension of Psychics Hand, however the Telepath can now
manipulate things as if he himself were hold it. Moreover, he can move objects and
people around. Each success on an Insight + Alert roll allows him to move 30
pounds. Telekinesis can never be used to assault any one.

Communion
Communion is the ability most people think off when they think of Telepaths,
Communion allows the Telepath to communicate wordlessly with anyone within 2
meters per dot of Insight. This communication is a two-way street, for as long as the
Telepath allows it. The Telepath can hold open a single channel of communication. If
utilized on a Pokémon during a battle, the increased reaction time grants it a +1 die
bonus to Evasion rolls.

Mind Reader
One of the most feared powers of a Telepath is his ability to read the minds of others.
Reading someone’s mind is no easy feat, it requires a resisted roll of the Telepaths
Clever + Alert versus the targets Willpower. Each net success allows the Telepath to read one rounds
worth of information from the target. Mind Reader can only be used against a given target, once per
day. Reading the mind of an opponent during a match, allows you to work against him very
effectively, thus increasing the bonus from Communion with your Pokémon to +2 dice for Accuracy
and Evasion rolls for one round per success rolled.

Master Telepath
A master Telepath has managed to exercise truly amazing mental feats. First Empath no longer
requires a roll, second, Telekinesis now lifts 45 pounds per success rolled. Third, Communion now
also grants +1 die to Accuracy rolls and he can hold one line of communication per dot of Insight.
Lastly, the Telepath can now make use of either the Move Psychic or Hypnosis, the Telepath
substitutes Insight for Special.

Dominion
The Champion rank Psychic is a terrifying Mind-bending master. First, he gains access to the move he
did not select with Master Telepath, plus Barrier and Miracle Eye. Second, Mind Reader now lasts for
2 rounds per success rolled. Lastly, he can now crush the will of human and Pokémon, dominating
them and forcing them to do his bidding. This requires an Insight + Intimidate roll with a difficulty of
the target’s total willpower. On a success the Telepath can control his subject for five minutes, each
additional success beyond the difficulty allows for five more minutes of absolute control A single
target can only be dominated once a month. A Telepath can only try to dominate someone once per
day. Targets of the domination effect know they have acted strange, but not why.

Commander
Some trainers train their bodies along with their Pokémon. Some trainers develop their minds to have
a sharp understanding of tactics. Some trainers specialize in one single type to know all the ins and
outs to minimize their chance for failure. And some trainers maximize their own presence and train
their Pokémon to follow their every order given, to the letter. These last trainers are known as
Commanders, they operate on a specific system known as Orders. Orders are trainer actions where a
Commander will call out a specific tactic or stratagem used, which will affect his Pokémon for the
duration of the round. An order affects a single Pokémon he currently has active and he cannot have
more than a single order active at a time, initially.

Commanding Presence
A Commander has a truly significant charisma. It radiates from him like heat from the
sun, they gain a +1 die bonus to all Etiquette, Intimidate and Perform rolls. Additionally,
all Pokémon that has completed at least one successful training session gain +1 loyalty,
once.

Basic Orders
Initially a Commander learns to call two very basic orders, these will set the corner
stone for his strategy and he’ll undoubtly carry them with him for years to
come.

Reckless Order: When the reckles order has been given, the Commanders
Pokémon abandon all defensive measures and focus on attack. They suffer
a -2 dice penalty to all Evasion rolls and -1 to their defenses. However, in
return they gain a +2 to all their accuracy rolls.

Defemsive Order: Opposing recklessness is the Defensive order, this order allows him to
sacrifice aggression in favor of defense. When given, this order reduces his Pokémons
accuracy by -2 and power on moves by -1 die. However, all Evasion and Clash rolls gain +2
dice as well as a +1 increase to both of his Defenses.

Amateur Orders
As he grows in experience, so does his knowledge of tactics and command. The
Commander learns to focus his Pokémon using his new order, allowing him to shift his strategies as
the wind blows. Like basic orders, he is limited to applying one order, to one Pokémon.

Focus Order: When the commander issues an order to Focus, the Pokémon increases the chance for
his moves to apply secondary effects by 1 chance die, as long as the chance is below 3 initially.
Backup Order: An Order for backup, lets the Commanders Pokémon assist its teammates with more
accurate support moves. When issued, the Pokémon affected gains Priority 1 for the first support
move performed this round.

Recovery Order: Issuing an Order for Recovery, allows the Pokémon to fight off conditions through
an effort of will. First the Pokémon is immediately permitted to roll to resist a condition, secondly
they gain an additional die to complete the attempt.

Quick Commands
Sometimes long-term strategy requires rash turnarounds to succeed, with Quick Commands the
Commander can issue small commands that allow him to turn the tide of battle if applied correctly. A
Commander can employ Quick Commands twice per battle encounter, but only once per round.

Precision Command: Calling for the focus to be precise, the commander turns a single hit into a
Critical hit.

Dodge!: Calling for a Dodge, your affected Pokémon may try to evade an incoming move at no
penalty.

Meet it: Issuing the Command to Meet a move, allows the Pokémon to clash an incoming attack
without penalty.

Dive for Cover: If available, a Pokémon will dive for nearest cover.

Double Order
As his grasp of being in command increases, he learns to issue concise and clear Orders to one or
multiple Pokémon. This allows him to issue two orders in a turn, both of which may affect the same
Pokémon or two of his own. However, he may only issue one Basic order at a single Pokémon at a
time.

Master Commander
As a master commander, the Commander’s voice carries weight. People who hears him speak,
whether under his command or not, tend to stop to heed his words. This incredible presence increases
the skill bonus from Commanding Presence to +2 and allows him to employ Quick Commands four
times per combat encounter.

Voice of the Divine


With the Voice of the Divine, resisting the commands of a Commander is almost impossible as his
displeasure often registers as palpable, physical discomfort. As such, the bonus to his Commanding
Presence increases to +3 and the loyalty bonus increases to +2. Additionally, the Basic Orders feature
no longer levy his Pokémon with penalties. Lastly, he can employ a Quick Command once per round,
with no limit per encounter.

Cheerleader
With the advent of the Pokémon League, the competitive battling scene grew to outrageous
proportions. Creating Trainer Fanclubs, Filling Forums with discussions and most of all filling
stadiums with Cheerleaders. Cheerleaders are a type of trainer that believes in the philosophy of the
support of spirit. Their uplifting words coupled with their eternal positivity seem to bring out just a
little more in their friends and Pokémon. Many Cheerleaders see success within the Coordinator
world, as their chants and support neatly compliment Pokémon during contests. An important clause
to remember is that not all Pokémon benefit from cheery chants and rampant positivity, as such it is
up for the Storyteller to decide what natures can be affected by the Cheerleaders abilities. Trainers
always benefit from her abilities.
Guidance Cheer
Everyone performs just a little better, when they feel the support of a proper fan. This, the
Cheerleader takes to heart. Guidance Cheer, lets the Cheerleader spend a trainer action
cheering on one of her allies, granting them a +1 die bonus to any one skill roll they
attempt in the following round.

Inspire Aptitude
Issuing a cheer of general positivity increase the productivity of all those around
them, the Cheerleader’s confidence boosting chants grant all those around them
a +1 bonus to accuracy, every time the Cheerleader spends a Trainer action to
uphold her chants. In stressful situations, such a Pokémon battle, upholding the
chant requires a Cute + Perform roll difficulty 1. This roll is penalized by the
Cheerleader’s Pokémon’s pain penalty, as seeing her friends in pain reduce her own
spirit. Because losing is such a Cheertastrophe!

Raised like a Pompom


The Cheerleader can do more than just spur on her allies; she can spur on the growth of
her Pokémon. Any Pokémon with a nature that responds well to positivity and emotional
support gain +1 loyalty and happiness after the first successful training session.
Additionally, such Pokémon are known to grow faster, requiring a lesser number of wins for
them to evolve. This amount is equal to the Cheerleaders Cute attribute. Lastly, Pokémon
under the cheerleaders care gain a +2 permanent bonus to their Confidence.

Cheering is Second Nature


With Inspire Aptitude the Cheerleader is able to bolster her allies through her energetic performance,
but at the cost of her own time and focus. With Cheering is Second Nature, the Cheerleader need not
spend an action to uphold the cheering, while she still requires a successful roll, she can now perform
other actions during her cheering, such as throwing Pokéballs or applying items.

Professional Support
The Cheerleader has taught herself to be of assistance to all those around her and she can compel
others to follow her lead, this allows the Cheerleader and up to a number of allies equal to her Beauty
Attribute, to use the Help Another action without requiring a roll. However, they must all be assisting
in the same action as the Cheerleader is. Additionally, it is not only the Cheerleader that has learned to
be of assistance, all of her Pokémon benefit from this ability as well. Lastly, once per encounter, the
Cheerleader can spur her Pokémon on to grant them +1 priority to any support move that targets their
allies this round. Her support is truly cheertastic! (Trainers cannot use the Help Another action on
their Pokémon during combat encounters.)

Master Cheerleader
As a Master, the ever positive and always helpful Cheerleader ups her game exponentially. First, the
bonus from her Inspire Aptitude increases to +2. Additionally, the Loyalty and Happiness bonus from
Raised like a Pompom increase to +2. Lastly, while Inspired Aptitude is in effect the power of all of
the Cheerleaders Pokémon’s moves increase by +1.

Cheerspirit.
No one can bolster the moral of those around her, like the Cheerspirit. A Cheerspirit can chose to
focus all of her attention on just one target, though still not forgoing her other allies, this increases the
targets bonus from Inspire Aptitude by +1. This also increases the power of their moves by +1 if the
target is a Pokémon belonging to the Cheerspirit. Additionally, the Cheerspirits Help Another action
grants +3 dice instead of the ordinary +1. Lastly, the Cheerspirits Pokémon all have a Confidence of
10 or original score +2 which ever is higher. This does not stack with Raise like a Pompom.
Mystic
Some trainers, like the Psychic, have an inherent connection to the occult and can employ spiritual
powers to communicate and battle with Pokémon. These mysterious trainers are known as Mystics. A
Mystic can not only commune with the soul of a Pokémon, but as they grow in knowledge and
strength, they learn to channel a Pokémon, gaining some of its properties. Mystics are understood
very little, their unique way of doing things often baffle and confuse onlookers. The Mystic abilities
can never be subject to Class Dabbling.

Link
You’ve known since a very early age that you had a special
connection with Pokémon, as such you can spend one trainer action
to link up with a Pokémon within sight and that has dected you. Once
linked, you can pass basic communications between the two of you,
without the need for words. This basic communication grants you a +1
bonuc die on skill rolls involving interacting with this Pokémon. In
addition, you may gain tidbits of information, however this is limited
to the Pokémons ability to percieve the world around it.

Soul Sight
You’ve learned to peer beyond the veil of the ordinary,
allowing your sight to pierce through the ordinary barriers of human and Pokémon. Rolling Insight +
Empathy at a difficulty of your targets Rank. If you succeed you receive a host of information. The
Pokémon’s Nature, Loyalty towards its trainer, Happiness, Ability and its exact HP.

Type Channeling
Spending 10 minutes in meditation with a Certain type of Pokémon, lets you channel their typing and
gain unique abilities associated with the type. Once you channel a type, you keep the channeled type
until you channel a new one. Once a type is channeled, you gain the ability associated with the given
type. (See below.) If a Pokémon has more than one type, the Mystic must choose which type to
channel. Lastly, a Pokémon subjected to Type Channeling and the Mystic can communicate
effortlessly as if they were both of similar intelligence and speaking the same language. However, the
Pokémon is still limited by its own understanding of the world around it - but being Channeled by the
Mystic will allow it to broaden its horizon the longer it remains channeled.

Worldly Connection
An Ace level Mystic’s spiritual connection is so thorough that the world itself speaks to him. First, he
is warned of imminent danger following an action he’s about to take. This warning takes the shape of
faint whispers that warn him off a given action or provide some insight regarding an impending
ambush. Lastly, a mystic can enter deep meditative trance to seek advice from the spiritual world.
This requires an Insight + Lore roll, each success grants more information in form of advice regarding
a specific topic. This divination can be performed once per week.

Type Projection
As his connection with his own Pokémon increase, the Mystic has learned to project his channeled
power onto the other Pokémon under his control. First, this grants his Pokémon the channeled ability
he gains from Type Channeling. Lastly, the Pokémon gains a STAB bonus to the moves of the Type
being projected onto them.

Master Mystic
A Master mystic has perfected his esoteric senses to an incredible degree, the world speaks directly to
him as do the souls of Pokémon. First, he automatically links with any Pokémon within eyesight that
perceives him as well. Secondly, he gains 2 automatic successes on Soul Sight. Lastly, if he channels
a Pokémon with two types, he will gain the benefit of both types instead of having to choose one.

Grand Occultist
The Grand Occultist has the world laid bare before his spiritual power. He knows the answer to a
myriad of questions posed, simply by peering into the spiritual world and pulling them from the lips
of the world itself. First, there is now no longer a limit to the number of times her can perform a
Divination, rather each time he does it the he requires an additional success beyond one to even
activate the ability. Second, he can now channel Two Pokémon at once, meaning that if they are dual
types, he could potentially be channeling 4 Types. Third, all of his abilities can now be employed with
legendary Pokémon. Lastly, once per day when Linking with a wild Pokémon the Mystic can, with a
simple Insight + Etiquette roll at a difficulty equal to the Pokémon’s Rank, convince it to join him.
Allowing him to Capture it without a need for Seal Rolls. This last ability has no effect on Legendary
Pokémon.

Type Type Channel Boon


You’re fast and flighty, you gain +2 dice to
your evasion.
Trickery fills you. You gain +1 Intimidate
and +2 Stealth
You gain +2 Will and +1 Base HP.
You gain +1 Dexterity
You gain +2 Insight
Hardy and Strong! Gain +1 Strength
Explosive and eager. +3 Initiative.
Perceptive and quick: +2 Alert.
Ephemeral and Scary: +1 Intimidate and +1
Evasion.
Undergrowth no longer hinders you: +1
Clash. +1 Def and Sp.Def
You’re immune to ground-based hazards.
(Pokémon immune to ground based entry
hazards; Spikes, Sticky Web, Toxic Spikes)
Can survive extremely cold temperatures:
Pokémon gain +2 dice to resist Freeze.
+1 Vitality
You are immune to Poison. Pokémon no
longer take automatic damage, rather the
damage becomes 1 die.
You gain the Psychics Hand ability.
Pokémon gain +1 Special.
You gain a perfect Climb speed. Your
Pokémon +1 Brawl and Channel. Immune
to Stealth Rock.
+1 Def, Sp.Def and Will
You can move and act under water, with no
penalty, you can even breathe under water.
Same goes for your Pokémon.

You might also like