Trainer Skills
All Trainers set out on their journey with a pool of 10 Skill Ranks to spend. All Skills begin with at Rank 2 and the 10 points are added wherever the Trainer chooses bringing Skills up to a maximum of 4 Ranks. The Trainer then chooses 1 Skill to reduce from Rank 2 to 1; this is their weakness.
Physical
Strength Endurance Precision Agility |
Mental
Knowledge Tech Perception Care |
Social
Speech Appearance Training Empathy |
Pokemon League Specializations
Once Skill Ranks are assigned, the Trainer chooses a Specialization. This choice determines the Talents the Trainer will have access to and increases the maximum Skill Ranks for Trained Skills of that specific Specialization. Upon choosing a Specialization, the Trainer adds 1 Skill Rank to their Trained Skills and may choose 1 of the listed Talents.
Ace Trainer
![Picture](/uploads/3/2/8/5/3285221/175px-oras-ace-trainer-f_orig.png)
Trained Skills: Training / Empathy / Speech
Talents
Pinch Lesson- 1/Battle/Evolution gain a bonus die on a Speech roll to use an untrained move in battle
Move Tutor- While using the training downtime activity, you may treat the number of additional pokemon trained as 1 less
Training Specialist- gain a bonus die on all training rolls
Talents
Pinch Lesson- 1/Battle/Evolution gain a bonus die on a Speech roll to use an untrained move in battle
Move Tutor- While using the training downtime activity, you may treat the number of additional pokemon trained as 1 less
Training Specialist- gain a bonus die on all training rolls
Archeologist
![Picture](/uploads/3/2/8/5/3285221/published/a61e1eefdb846d6385f80be1c6ea82e9.png?1626991800)
Trained Skills: Knowledge / Strength / Endurance
Talents
Mobile Lab- You are able to restore fossils as a down time activity without visiting a lab
Fossil Discovery- Gain a Bonus Die on Knowledge and Perception rolls made to locate fossil deposits
Reborn Power- Fossils pokemon you restore start at lvl 15 instead of lvl 1
Talents
Mobile Lab- You are able to restore fossils as a down time activity without visiting a lab
Fossil Discovery- Gain a Bonus Die on Knowledge and Perception rolls made to locate fossil deposits
Reborn Power- Fossils pokemon you restore start at lvl 15 instead of lvl 1
Battle Tactician
![Picture](/uploads/3/2/8/5/3285221/published/battle-tactician.png?1626991435)
Trained Skills: Perception / Knowledge / Speech
Talents
Strategist- Gain a Bonus Die on Perception Rolls made to analyze strategy in battle
Technician- TMs and HMs you teach your Pokemon begin a Rank 3 instead of Rank 2 and you gain a Bonus Die on Training rolls to teach them
Fighter- Gain a Bonus Die on attack rolls while your active Pokemon is at 1 HP
Talents
Strategist- Gain a Bonus Die on Perception Rolls made to analyze strategy in battle
Technician- TMs and HMs you teach your Pokemon begin a Rank 3 instead of Rank 2 and you gain a Bonus Die on Training rolls to teach them
Fighter- Gain a Bonus Die on attack rolls while your active Pokemon is at 1 HP
Breeder
![Picture](/uploads/3/2/8/5/3285221/published/pokemon-breeder-trainer-class-bulbapedia-the-community-driven-breeder-png-137-250.png?1591648942)
Trained Skills: Care / Empathy / Knowledge
Talents
Incubator- Eggs you carry hatch in 1 session instead of 2-3
Hidden Genes- Pokemon you breed have access to Hidden Abilities and all Egg Moves which start at rank 3 instead of 2
Friends from Birth- Treat your starter Pokemon as one of your bred Pokemon and increase maximum friendship of bred pokemon by 1
Talents
Incubator- Eggs you carry hatch in 1 session instead of 2-3
Hidden Genes- Pokemon you breed have access to Hidden Abilities and all Egg Moves which start at rank 3 instead of 2
Friends from Birth- Treat your starter Pokemon as one of your bred Pokemon and increase maximum friendship of bred pokemon by 1
Coordinator
![Picture](/uploads/3/2/8/5/3285221/published/omega-ruby-alpha-sapphire-lisia.png?1591649048)
Trained Skills: Training / Appearance / Agility
Talents
Dazzling Display- Gain a bonus die when using two moves in a single action
First Impressions- Gain a Bonus Die on all Appearance Skill rolls
Expanded Repertoire- All your pokemon that hold medals gain a 5th move slot
Talents
Dazzling Display- Gain a bonus die when using two moves in a single action
First Impressions- Gain a Bonus Die on all Appearance Skill rolls
Expanded Repertoire- All your pokemon that hold medals gain a 5th move slot
Gym Challenger
![Picture](/uploads/3/2/8/5/3285221/published/d670e002507b9d1a3770b80523aaa32d.png?1626992120)
Trained Skills: Training / Appearance / Knowledge
Cover Weakness- Twice / Battle / Pokemon gain 2 Bonus Dice to defend against your favored types weakness
Type Dedication- Moves of your favored type recover from Exhaustion fully after a single round without use
Home Field Advantage- Gain Bonus Die on attacks while in battle with a Gym Leader
Cover Weakness- Twice / Battle / Pokemon gain 2 Bonus Dice to defend against your favored types weakness
Type Dedication- Moves of your favored type recover from Exhaustion fully after a single round without use
Home Field Advantage- Gain Bonus Die on attacks while in battle with a Gym Leader
Laboror
![Picture](/uploads/3/2/8/5/3285221/published/171px-xy-worker-a.png?1627037078)
Trained Skills: Speech / Knowledge / Endurance
Talents
Explorer- Gain a Bonus Die on rolls made to use Moves in Exploration
Professional- When you and your Pokemon perform the Down Time Activity "Labor", you both roll with a Bonus Die and receive 25% more reward
Share the Load- 1 / Battle you may take a -1 penalty on all your Skills for the rest of the day to grant your active Pokemon a Bonus Die on Attack or Defense rolls for the duration of the Battle as long as you have performed the "Labor" activity with that Pokemon
Talents
Explorer- Gain a Bonus Die on rolls made to use Moves in Exploration
Professional- When you and your Pokemon perform the Down Time Activity "Labor", you both roll with a Bonus Die and receive 25% more reward
Share the Load- 1 / Battle you may take a -1 penalty on all your Skills for the rest of the day to grant your active Pokemon a Bonus Die on Attack or Defense rolls for the duration of the Battle as long as you have performed the "Labor" activity with that Pokemon
Nurse
![Picture](/uploads/3/2/8/5/3285221/editor/nurse-joy-xy.png?1591649152)
Trained Skills: Tech / Care / Empathy
Talents
Stamina Treatment- Once / Battle / Pokemon you may restore all Exhausted Moves of any active Pokemon as a free action
Health Treatment- Once / Battle / Pokemon you may restore 1 HP of any active Pokemon as a free action
Status Treatment- Once / Battle / Pokemon you may cure any active Pokemon of a status effect as a free action
Talents
Stamina Treatment- Once / Battle / Pokemon you may restore all Exhausted Moves of any active Pokemon as a free action
Health Treatment- Once / Battle / Pokemon you may restore 1 HP of any active Pokemon as a free action
Status Treatment- Once / Battle / Pokemon you may cure any active Pokemon of a status effect as a free action
Officer
![Picture](/uploads/3/2/8/5/3285221/published/officer-jenny-xy.png?1627037709)
Trained Skills: Perception / Agility / Appearance
Talents
Detective- Gain a Bonus Die on Speech and Perception rolls made to gather information and gain a Bonus Die on Speech and Appearance rolls made to intimidate or command others
Crime Buster- Gain a Bonus Die on all defense and attack rolls made while in Battle with a member of a criminal team
Protective- Your pokemon cannot be stolen in battle by use of pokeballs
Talents
Detective- Gain a Bonus Die on Speech and Perception rolls made to gather information and gain a Bonus Die on Speech and Appearance rolls made to intimidate or command others
Crime Buster- Gain a Bonus Die on all defense and attack rolls made while in Battle with a member of a criminal team
Protective- Your pokemon cannot be stolen in battle by use of pokeballs
Ranger
![Picture](/uploads/3/2/8/5/3285221/published/151px-xy-pok-mon-ranger-m.png?1591649253)
Trained Skills: Precision / Knowledge / Perception
Talents
Dead Aim- Gain a Bonus Die on Precision Rolls made to catch wild Pokemon
Tracker- Gain a Bonus Die on Knowledge and Perception rolls made to Track and Identify signs of Pokemon
Survivalist- After spending 3 days in a given environment you are able to forage and provide exceptional nourishment to your Pokemon granting them +1 maximum HP while in that environment
Talents
Dead Aim- Gain a Bonus Die on Precision Rolls made to catch wild Pokemon
Tracker- Gain a Bonus Die on Knowledge and Perception rolls made to Track and Identify signs of Pokemon
Survivalist- After spending 3 days in a given environment you are able to forage and provide exceptional nourishment to your Pokemon granting them +1 maximum HP while in that environment
Researcher
![Picture](/uploads/3/2/8/5/3285221/published/xy-scientist-m.png?1591649272)
Trained Skills: Knowledge / Tech / Empathy
Talents
Deeper Understanding- Your Pokemon gain an extra Move Slot based off of their Dex Entry
Well Studied- Gain a Bonus Die on all Knowledge Skill rolls
Product of Research- Exhausted Dex Entries of your Pokemon are fully restored after a single round without use
Talents
Deeper Understanding- Your Pokemon gain an extra Move Slot based off of their Dex Entry
Well Studied- Gain a Bonus Die on all Knowledge Skill rolls
Product of Research- Exhausted Dex Entries of your Pokemon are fully restored after a single round without use
Pokemon Stats
Choose to begin your journey with any basic evolution Pokemon you like. This could be a true starter Pokemon you picked up from a professor or a companion you have had for a while. Your starter Pokemon begins at Friendship Rank 1 and has a Stat Rank assignment of; 3,3,2,2,2,2 for 4 Moves, its Ability, and a Dex Entry.
HP
Pokemon begin with 3 HP and increase their HP by 1 each time they evolve.
Moves
Learned Moves
A new Pokemon begins knowing any of its Level 1 Moves in its Learned Move list. As it levels up it gains access to new Moves from the Learned list and you may decide to teach it these new Moves or keep the old ones. Replacing a Move does not save any Ranks that have been spent on increasing the original Move and all new Moves begin at Rank 2. To teach a Pokemon a new Move you must pass a Training roll and spend at least 6 hours working with the Pokemon. Only one Training attempt may be made / day without penalty. Having a Pokemon use a move they haven't fully learned requires a Command Roll.
TMs and HMs
These are items that can be purchased and used to teach an eligible Pokemon a new Move. To teach a Pokemon a new Move from a TM or HM you must pass a Hard difficulty Training roll and spend at least 6 hours working with the Pokemon. Only one Training attempt may be made / day without penalty.
A new Pokemon begins knowing any of its Level 1 Moves in its Learned Move list. As it levels up it gains access to new Moves from the Learned list and you may decide to teach it these new Moves or keep the old ones. Replacing a Move does not save any Ranks that have been spent on increasing the original Move and all new Moves begin at Rank 2. To teach a Pokemon a new Move you must pass a Training roll and spend at least 6 hours working with the Pokemon. Only one Training attempt may be made / day without penalty. Having a Pokemon use a move they haven't fully learned requires a Command Roll.
TMs and HMs
These are items that can be purchased and used to teach an eligible Pokemon a new Move. To teach a Pokemon a new Move from a TM or HM you must pass a Hard difficulty Training roll and spend at least 6 hours working with the Pokemon. Only one Training attempt may be made / day without penalty.
Abilities
New Pokemon begin with one of their standard Abilities. This gets assigned a Rank and can be used like a Move. Hidden Abilities are only available through breeding.
Dex Entries
New Pokemon begin with one Dex Entry. This functions like a Move and is derived at the trainers choice from any of that Pokemon's Dex Entries.
Evolution
When a Pokemon meets the criteria to Evolve, it does so, gaining a new Dex Entry and possible a new Ability. The Ranks spent in these Stats are carried over during Evolution. Evolving a Pokemon also increases its HP by 1 and lowers its maximum Friendship Rank by 1.
Friendship
Pokemon begin with Friendship Rank 0 towards their trainer. Each session, a Pokemon is eligible to increase their friendship level by 1 with their trainer. Friendship maxes out at Rank 5. For every Rank of Friendship a Pokemon has with their trainer, the trainer may have them make a reroll on any roll 1 / Episode
Friendship makes working with your Pokemon easier. Training and Commanding a Pokemon with 0 friendship requires rolls at Very Hard, requiring 3 successes. This difficulty decreases for every friendship rank you have with a pokemon.
Friendship makes working with your Pokemon easier. Training and Commanding a Pokemon with 0 friendship requires rolls at Very Hard, requiring 3 successes. This difficulty decreases for every friendship rank you have with a pokemon.
Experience
After each Episode a Trainer receives 30 EXP + 5 EXP / additional Pokemon they have with them.
You may spend EXP to:
Increase a Pokemon's Level by 1 - 1 EXP
Learn a new Talent - 10 EXP
Increase the Rank of a Skill from 1 to 2 - 10 EXP
Increase the Rank of a Move or Skill from 2 to 3 - 5 EXP
Increase the Rank of a Move or Skill from 3 to 4 - 10 EXP
Increase the Rank of a Move or Skill from 4 to 5 - 15 EXP
You may spend EXP to:
Increase a Pokemon's Level by 1 - 1 EXP
Learn a new Talent - 10 EXP
Increase the Rank of a Skill from 1 to 2 - 10 EXP
Increase the Rank of a Move or Skill from 2 to 3 - 5 EXP
Increase the Rank of a Move or Skill from 3 to 4 - 10 EXP
Increase the Rank of a Move or Skill from 4 to 5 - 15 EXP
Battle
In Battle Pokemon take Actions to attempt to reduce the opposition to 0 HP. In Team Battle, each Trainer uses 1 Pokemon at a time and has 1 Action / round. In Single Battle there is only one Trainer on each side using a single Pokemon at a time with 3 Actions each round.
Type Advantage
When a Pokemon uses a Move of a Type that the opposing Pokemon is weak against, the acting Pokemon gains a bonus die. If the opposing pokemon is x4 weak against the Move, the acting Pokemon gains 2 Bonus Dice.
If a Pokemon is resistant to a Move, the acting Pokemon takes a -1 Dice Penalty on their Action. If a Pokemon is immune to a Move, the acting Pokemon takes a -2 Dice Penalty on their Action.
If a Pokemon is resistant to a Move, the acting Pokemon takes a -1 Dice Penalty on their Action. If a Pokemon is immune to a Move, the acting Pokemon takes a -2 Dice Penalty on their Action.
Actions
In Battle, Pokemon are directed to use their Moves to take Actions. One Action can be taken / round.
Harm
Your intent is to deal damage to the opponent. If you succeed, the opponent takes -1 HP |
Wound
Your intent is to deal heavy damage with increased risk of failing. You must pass the Battle DC by 1 or more and if you succeed, the opponent takes -2 HP |
Hinder
Your intent is to make it more difficult for the opponent to defend themselves by overwhelming or crippling them. If you succeed, the opponent takes -1 Battle DC for the rest of the round. |
Heal
Your intent is to restore your or an ally's lost HP or Exhausted Move. You make an unopposed Move roll. If you succeed, the target has 1 HP restored or all Exhaustion penalties removed. |
Control
Your intent is to make it harder for the opponent to act by moving them away or restraining them. If you succeed, the opponent takes 1 less Action this round. If you succeed by 1 or more, they take 2 less Actions this round. |
Direct
Your intent is to focus the targets actions on yourself or anyone but yourself by physically blocking their way or playing on their emotions. If you succeed, the opponent must spend all of their remaining actions for the round where directed. |
Assist
Your intent is to help an ally achieve their action. You make an unopposed Move roll. If you succeed, the ally rolls 2 Bonus die for a single Action they take this round as long as they take the Action type that you declared you would help them with. |
Strengthen
Your intent is to improve your own future Actions. Make an unopposed Move roll to gain a +1 Bonus Die for 3 rounds starting next round to make a specific type of Action. |
Alter
Your intent is to alter the battlefield in a way that makes it more difficult for others to act. Make an unopposed Move roll to apply a -1 Die penalty for the next 3 rounds to anyone who does not take the Adapt Action. |
Anticipate
Your intent is to defend yourself against a specific type of effect. Make an unopposed Move roll to apply a -2 Dice penalty to an enemy for the rest of the round while attempting to target you with that specific effect such as a physical, special, or status Move. |
Adapt
Your intent is to adapt to an alteration of the battlefield or an opponent. Make an unopposed Move roll to avoid taking the 3 round -1 Die penalty from an Alter Action or replace an enemy's +1 Bonus Die with a -1 Penalty Die when using a Strengthened Action against you. |
Defend
Your intent is to protect yourself from any effect that may target you this round. Make an unopposed Move roll to apply a -1 Die penalty on any actions the enemy takes against you this round. |
Threaten
Your intent is to create a threatening situation that will effect the opposition at the end of each round starting the next round. Make an unopposed Move roll to create a threat. The threat has a Threat Level equal to the Rank of the Move used to create it. At the end of a round, the threat targets a number of enemies equal to the remaining Threat Level and reduces 1 HP. If at any point the Threat Level is reduced to 0, the threat is permanently eliminated |
Focus on Threat
Your intent is to focus your efforts on dealing with a threatening condition. You lower the Threat Level by the number of successes on your Move roll. |
Address Threat
Your intent is to avoid the damage of a threat while still taking another action this round. State how you are addressing the threat and making your other action then roll your Move. One success must be set aside to address the threat and the rest may be applied to your second action.
Your intent is to avoid the damage of a threat while still taking another action this round. State how you are addressing the threat and making your other action then roll your Move. One success must be set aside to address the threat and the rest may be applied to your second action.
Pokemart
Pokeball - 200
Greatball - 400 Ultraball - 600 Nestball - 200 Timerball - 300 Friendball - 200 |
Potion - 200
Berry - 200 X Attack - 100 X Defense - 100 X Accuracy - 100 X Speed - 100 X Sp. Attack - 100 X Sp. Defense - 100 Guard Spec - 300 Dire Hit - 300 Full Heal - 400 Revive - 600 |
Tent - 400
Bed Roll - 100 Battery Lamp - 400 Gas Lamp - 200 Fuel - 100 / 12 hour use Trail Ration - 100 / day Trainers Outfit - 100 Hikers Outfit - 200 Climbers Outfit - 300 Swimmers Outfit - 200 Sailors Outfit - 300 Cold Weather Outfit - 200 Arctic Outfit - 300 Hot Weather Outfit - 200 Desert Outfit - 300 |
First Aid Kit - 400
-Bandages, Alcohol, Brace Medical Kit - 800 -Bandages, Alcohol, Brace, Stitches, Antitoxin, Pain Pills, Smelling Salts Hiking Kit - 400 -Rope, Hiking Poles, Medium Pack Climbing Kit - 800 -Rope, Hiking Poles, Light Pack, Grappling Hook, Pitons, Climbing Shoes, Climbing Gloves Scuba Kit - 400 Wet Suit, Life Vest, Snorkel, Goggles, Flippers Diving Kit - 800 Dry Suit, Life Vest, Goggles, Diving Tank, Flippers, Flare Field Kit - 400 -Multi-Tool, Cord, Shovel, Net, Compass, Medium Pack Survival Kit - 800 -Multi-Tool, Cord, Shovel, Net, Compass, Heavy Pack, Flare, Flint, Steel, Cook Pot, Fishing Gear Snow Kit - 400 Snow Boot Treads, Blanket, Hiking Poles, Rope, Light Pack Arctic Kit - 800 Snow Shoes, Blanket, Skis, Ski Poles, Rope, Medium Pack, Ice Pick, Flare |
Pokeflute - 200
Fossil - 1600 Evolution Stone - 1600 |
Phases of Play
Exploration Phase
Trainers use Exploration Phases to travel from town to town and explore ruins, frontiers, and other wild areas. In Exploration, Pokemon can use moves but Exhaustion is only restored by taking the Rest Activity in a Down Time Phase. When a Pokemon enters Battle from an Exploration Phase they are treated as temporarily cured of Exhaustion but return to their previous Exhaustion levels once Exploration is resumed.
Down Time Phase
Trainers use Down Time Phases to utilize the services of towns, rest and train their Pokemon, and work for money. The actions taken in this phase are called Activities. In most cases each Trainer may only take one Activity per Down Time Phase. The Down Time Activities are:
Rest- You sleep or relax to restore any Exhaustion your Pokemon may have. Your Pokemon are also restored by 1 HP.
Train- You may spend time teaching your Pokemon new moves and spend EXP on them. Training multiple Pokemon at a time gives a +1 Dificulty DC / Pokemon being Trained.
Labor- You may spend time providing a service for money and you may use your Pokemon to increase your efficiency. Pokemon used take Exhaustion for the Moves they use to assist in the Labor but increase the money earned.
Trainer working alone- gain $50 / success on Skill roll used to work.
Trainer working with Pokemon- gain $50 / success on Skill roll used plus make a Command Skill roll to set a Maximum number of successes the Pokemon can take from the Move roll they make to work.
Shop- You spend time in a town taking advantage of one of the services they might provide.
Pokemon Center- Your Pokemon have all of their HP and Exhaustion restored.
Poke-Mart- You may purchase available Items with money.
Rest- You sleep or relax to restore any Exhaustion your Pokemon may have. Your Pokemon are also restored by 1 HP.
Train- You may spend time teaching your Pokemon new moves and spend EXP on them. Training multiple Pokemon at a time gives a +1 Dificulty DC / Pokemon being Trained.
Labor- You may spend time providing a service for money and you may use your Pokemon to increase your efficiency. Pokemon used take Exhaustion for the Moves they use to assist in the Labor but increase the money earned.
Trainer working alone- gain $50 / success on Skill roll used to work.
Trainer working with Pokemon- gain $50 / success on Skill roll used plus make a Command Skill roll to set a Maximum number of successes the Pokemon can take from the Move roll they make to work.
Shop- You spend time in a town taking advantage of one of the services they might provide.
Pokemon Center- Your Pokemon have all of their HP and Exhaustion restored.
Poke-Mart- You may purchase available Items with money.
Battle Phase
In this Phase Trainers can participate in different types of Pokemon Battles
Wild Encounters
When a Trainer encounters wild Pokemon they are forced into battle. First the Trainers involved choose the Pokemon they wish to use and a 1 wild Pokemon appears / Trainer. Trainers may spend their turns using Pokeballs to attempt to catch pokemon. The Difficulty DC for Precision Skills to catch Pokemon are equal to the amount of HP it has left. If a wild Pokemon reaches 0 HP it escapes into the wild.