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Table of Contents

Foreward ......................................................................................................... 3
Wild Child (Base Class) .................................................................................. 4
Genetic (Advanced Class) ............................................................................... 8
Hunter (Advanced Class) ................................................................................ 11
Liberator (Advanced Class) ............................................................................ 15
Mimic (Advanced Class) ................................................................................ 18
Pack Leader (Advanced Class) ....................................................................... 21
Tribal (Advanced Class) ................................................................................. 24
Wanderer (Advanced Class) ........................................................................... 27
Appendix I: Genetic Abilities ......................................................................... 30
Appendix II: Cross-Classing ........................................................................... 34
FAQ ................................................................................................................ 37
Patch log ......................................................................................................... 41
Foreward
The following materials are intended for use with Dr. Mr. Stark's fantastic Pokemon Trainer Adventures
tabletop gaming rule set. They are in no way officially sanctioned by him!
The class was heavily inspired by N of the recently released Pokemon Black & White Versions, who holds
the distinction of being the first trainer in a main game who doesn't use Pokeballs. It also takes inspiration
from other figures in the Pokemon world such as Tommy (the Kangaskhan Kid), Hareta (Diamond & Pearl
Adventures manga) or Ash (for the Wanderer class); and figures from outside of the Pokemon world such as
Final Fantasy VI's Gau. Even from the fandom the Genetic advanced class was inspired by Gijinka,
artwork of humans styled similarly to Pokemon.
For GMs, don't feel too nervous about allowing this class. It might not be official, but it shouldn't be game
breaking in any way; it also presents some unique obstacles for players that choose these classes. Just, be
sure to pay attention it hasn't yet had a huge amount of time to be tested, so be careful!
For Players, don't feel bad about requesting to play something here! Many of the Advanced Classes are
open for cross-classing too, so feel free to go wild just try not to cause your group a lot of problems in
return, alright; no starting fights!
The most recent version of this handbook should always be findable at This Link; and if that link has
somehow expired, you should be able to find it on the Pokemon Tabletop board and possibly someday
at 1d4chan (Which should at least hae the link to the board!"
#f you do use this in a $ame, please proide feedback% &alance concerns, testin$ results, or een 'ust
()ey we*re usin$ this in a $ame%+ are all really really awesome to hear, and can help make the
experience of the Wild ,hild een better for future players"
-inally, some thanks to users who contributed, whether in testin$ or een 'ust sayin$ ()i, # loe this
keep it up+ (#n alphabetical order!. /eros, /nise, &i$Tentacruel, &ob, &uck&acon, castfromhp,
,ecil)oshino, 0moo$le, 1ents, )i$hwind, kriss1232, 4u'i5n, lieutenantstran$e, Paradox, 6amiel,
6io,adaro, 7erenity -rost, Winny, 8ellow8oshi, and many members of the 9Pokeymans channel that #
hae for$otten who specifically was and was not inoled so my apolo$ies"
:n'oy your /dentures,
1arlyle
Wild Child
Prerequisites: 13 STR, 13 CHA
Key Abilities: Strength, Charisma
Negligent Ability: Intelligence
Bonuses: +1 STR +1 CHA
Penalties: -2 INT
Class Features:
Wild Bonding, Companions
Wild Bonding Wild Child Feature
Encounter
Trigger: Make an unarmed attack on a wild Pokemon that leaves it with 25% or less HP remaining (Even if
the attack's damage was 0)
Make a 1d100 capture check. If another trainer or another trainer's Pokemon injured the target during
combat, the roll receives a penalty modifier of +20. On a success, the Pokemon recognizes the strength of
the Wild Child and agrees to become their Companion. This feature can only be activated on the third or
later round of combat. Companions formed in this way are immediately loyal to the trainer. Legendary
Pokemon cannot become Companions
Rest and Relaxation Wild Child Feature
Static
Companion Pokemon will be restored to a minimum of 1 HP if given an eight-hour rest. If a Pokemon
already has 1 or more HP, they will recover HP equal to 1/4
th
of their max HP for every four hours they can
rest. If they rest for eight hours while already at maximum HP, Centre-frequency moves are restored
Not every trainer grew up under the care of humans. Some whether abandoned at birth or whatever turn
of fate grew up in the care of Pokemon. Wild Children, as they're often called, do not use Pokeballs or
other methods they consider to be 'enslavement'. They bond with Pokemon by proving their own strength
and skills, by befriending them with food and companionship. The innate understanding they form with
their few allies is different from other trainers. They are not master and servant; they are equals.
Special Notes: Wild Child represents a significantly different character type than a standard trainer. As
such, it is suggested but not mandatory that you take this class upon character creation.
Wild Children cannot use Pokeballs. They cannot take the Capture Specialist class or its advanced classes.
Mechanic: See the next page
Advanced Classes:
Genetic, Hunter, Liberator, Pack Leader, Tribal, Wanderer
Mechanic: Companions
Wild Children do not capture or use Pokemon in the normal methods the normal methods being
Pokeballs. Instead, they manage Companions. Companions are Pokemon that remain by the side of the
Wild Child as much as possible, and take orders just as if they were trained but are still wild Pokemon,
free from Pokeballs.
Although Wild Children do not use Pokeballs, Companions can be formed through several methods the
Wild Bonding feature, being hatched by a Wild Child, or simply becoming good friends while a wild
Pokemon. The following changes are in effect for Companion Pokemon, with their repercussions listed:
1. Companions are considered Wild Pokemon. They may be captured by other trainers potentially,
though most wouldn't think to try so long as the Pokemon is still with a trainer.
2. Companions don't have Pokeballs. They cannot be recalled. Wild Children may have difficulty
being accompanied by Companions in some areas and may have to temporarily leave them behind
leaving them alone will risk them being captured while the Wild Child is away. It also means that
Companions cannot be recalled to be saved from constant damage effects like poisons and burns, so
a Wild Child should take care to be extra-stocked to handle these situations. Finally, Companions
that are KO'd cannot be simply recalled either, and therefore must be treated on the spot, moved by
someone with sufficient physical strength, or given time to rest.
3. A Wild Child can only manage up to four Companions at once. Unlike trainers who can catch as
many as they want, Wild Children must choose their companions carefully, because they simply
cannot effectively manage a large number of allies. The Pack Leader advanced class increases this
limit.
4. Companions are friends to the Wild Child. Unlike the relationship between a trainer and their
Pokemon; a Wild Child and their Companion are equals and friends, and generally have higher
loyalty initially and throughout their bonds meanwhile, a Companion whose loyalty becomes low
will simply leave, as opposed to becoming disobedient. High loyalty companions will actively
work to help the Wild Child in a pinch a strong Companion may hoist an unconscious Wild Child
away to safety, for instance.
These have especially important repercussions in battle.
1. Companions are vulnerable. As they cannot be recalled, Companions are constantly present in
battles they participate in, leaving them vulnerable to area-of-effect attacks.
2. Companions are all active. This means that they all can Shift freely during their turns something
even Dual-Wielders cannot make their Pokemon do. And while Wild Children can still only make
one command per turn, they can command any of their Companions they choose on any given turn,
unlike normal Trainers who must spend actions to swap out Pokemon.
3. Companions all witness battle. Even if a Companion does not actively battle, they are still present
for it. As a result, Wild Children can divide up any gained experience freely between their
Companions.
Ultimately, the Companions mechanic significantly changes how Wild Children play in practice. In
exchange for the freedom and friendship, and the unique advantages these things grant, their Pokemon are
often at much higher risk than others and Wild Children will face unique difficulties because of it.
Bonding Spirit Wild Child Feature
Prerequisites: Wild Child, 15 CHA
Static
When making the capture check during Wild Bonding, you may subtract twice your charisma modifier as a
bonus to the roll. If another player or their Pokemon has attacked the target, this bonus is not applied.
Copycat Wild Child Feature
Prerequisites: Wild Child, a score of 11 or higher in four different stats
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Target: One of your Companions that used a Move last turn
For the remainder of the current encounter, you may use the Move last used by the target, maintaining its
original frequency. Use your CHA modifier as your Special Attack stat and your STR modifier as your
Attack stat. If the Move that would be gained is one that causes the user to use or learn a different Move
immediately (Such as Mirror Move, Metronome, or Sketch), the used/learned Move is temporarily learned
instead.
Don't Leave Me! Wild Child Feature
Prerequisites: Wild Child, Unbreakable Bond
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Target: A Companion with an Unbreakable Bond who just succeeded on a death saving throw.
The Companion is instantly restored to 0 HP and is considered stabilized. You cannot perform a trainer
action during your next turn.
Feral Strength Wild Child Feature
Prerequisites: Wild Child, 15 STR
At-Will
You can make an unarmed typeless attack that deals 2d8 + half STR stat damage, at an AC of 5. Attacks
made using this feature can trigger Wild Bonding. This feature cannot benefit from Arms Feature modifiers
or similar effects.
Feral Strength + Wild Child Feature
Prerequisites: Wild Child, 18 STR, Feral Strength, an Advanced Class with Wild Child as a prerequisite
At-Will
You can make an unarmed typeless attack that deals 3d10 + STR stat damage, at an AC of 4. Attacks made
using this feature can trigger Wild Bonding. This feature cannot benefit from Arms Feature modifiers or
similar effects. This feature replaces Feral Strength.
Growl Wild Child Feature
Prerequisites: Wild Child, a Pokemon with the move Growl.
At-Will
Use the Move Growl. If your accuracy roll plus your CHA modifier would total higher than 20, the Move
reduces combat stages by 2 instead of 1.
Joining the Fray Wild Child Feature
Prerequisites: Wild Child, 16 STR
Daily Every 4 levels gained, you may perform this Feature another time per day
Target: One opponent you dealt damage to this turn
If one of your Companions performs a move that deals any amount of damage to the target this turn,
increase the damage dealt to that target by 1d10, after weakness and resistance. This feature can only be
activated once per round.
Mirror Move Wild Child Feature
Prerequisites: Wild Child, Copycat, a score of 11 or higher in five different stats
Daily
Target: A Pokemon that used a Move last turn.
Use the Move performed by the target during their last turn. Use your CHA modifier as your Special Attack
stat and your STR modifier as your Attack stat. If the Move that would be used is one that causes the user
to use or learn a different Move immediately (Such as Mirror Move, Metronome, or Sketch), the
used/learned Move is used instead.
Playmate Wild Child Feature
Prerequisites: Wild Child, 15 CHA
Daily Every 5 levels gained, you may perform this Feature another time per day.
Target: A non-hostile Pokemon, including your own
The Pokemon's opinion of you is increased, according to the GM's decision.
Scent Hunter Wild Child Feature
Prerequisites: Wild Child, a Pokemon with Odor Sleuth or Tracker
Daily Every 5 levels gained, you may perform this Feature another time per day
Target: Special
If this feature is used in battle, use the Move Odor Sleuth on a single target. If this feature is used outside of
battle, the user gains the Tracker capability for five minutes.
Skittish Reflexes Wild Child Feature
Prerequisites: Wild Child, 12 DEX
Static
Your evasion against all attacks is increased by 1.
Unbreakable Bond Wild Child Feature
Prerequisites: Wild Child, 16 CHA
Special
Choose a Pokemon that is a Companion, that has gained at least 10 levels since becoming a Companion.
This Pokemon is now permanently a Companion with maximum loyalty, until it dies, and is no longer
treated as a wild Pokemon and thus cannot be captured. You and the Pokemon are capable of understanding
each other completely. The Pokemon and trainer will never deal damage to each other or inflict status
ailments , but can still use supportive abilities and items on each other. You may take Unbreakable Bond
again for another Pokemon, so long as that Pokemon meets the requirements as well.
Willpower Wild Child Feature
Prerequisites: Wild Child
Static
Multiply your CHA modifier by 5. This value is added to your maximum HP.
Genetic
Advanced Feature
Prerequisites: Wild Child, a Companion with an
Unbreakable Bond
Cross-Class Prerequisite: A Pokemon who has gained
at least 30 levels, GM Permission (Must take Gene Shift)
Special Prerequisite: Tribal, Avatar (Not counted as cross-
classing into this class regardless of base class), Level 15
Ability Bonus: Strength
Bonuses: +1 STR
Class Features:
Gene Shift, Gene Voice
Gene Shift Genetic Feature
Static
Select a Pokemon that meets the a prerequisite for becoming this class (Companion with Unbreakable
Bond, a Pokemon raised for 30 levels, or your Linked Legendary) as appropriate. You may choose any
evolutionary stage of that Pokemon's family to be your gene species. That species' physical traits begin to
manifest in the trainer's body. You are counted as having the elemental types of the gene species for all
intents and purposes.
Gene Voice Genetic Feature
Static
You can speak to and understand your gene species, and all of the evolutions related to that Pokemon.
Human-not-human. Beast man. Half-Pokemon. Gijinka. In fear and awe, humans have tried to
attach many names to them. They don't care, however; humans are just another creature that is no longer
them. Their minds might be human barely but their bodies have begun to change into something else.
These rare beings could draw fear and legends just from their appearance, but their powers are what truly
inspire and frighten, for they can fight on even footing with Pokemon, with their own powers.
Altering Body Genetic Feature
Prerequisites: Genetic
Static
Choose one of the following capabilities naturally available to your gene species: Alluring, Chilled, Gilled,
Glow, Heater, Icestep, Mind Lock, or Tracker. You now possess that capability. Physical form changes
appropriately. You can take this feature multiple times, each for a different capability.
Altering Hands Genetic Feature
Prerequisites: Genetic, 18 STR, a total of 4 Genetic features
Daily Every 10 levels gained, you may perform this Feature another time per day.
You use one of the following moves, based on the element of your gene species. If it has two elements, you
must pick one upon taking this feature. Physical form changes appropriately. Use your STR mod as your
attack stat.
Element Move
Bug X-Scissor
Dark Sucker Punch
Dragon Dragon Claw
Electric Thunderpunch
Fighting Drain Punch
Fire Fire Punch
Fling !erial !ce
"host Shadow Claw
"rass #eedle !rm
"round Bone Clu$
%ce %ce Punch
#ormal Di&& Punch
Poison Poison 'a$
Pschic Pscho Cut
(ock Stone Edge
Steel Metal Claw
)ater (a&or Shell
Altering Legs Genetic Feature
Prerequisites: Genetic
Static
You gain the Overland and Jump capabilities of your gene species, and can opt to use those values for
movement instead of your natural rates. If the Jump capability is above 7, you instead only receive the
capability at rank 7. Physical form changes appropriately.
Curious Development Genetic Feature
Prerequisites: Genetic, Power Manifest
Static
After taking this feature, you may be taught one Move via TM, tutor, feature, etc. as though you were a
Pokemon of your gene species. The Move is then treated as though you learned it with Power Manifest.
This Feature may be taken multiple times, allowing you to learn a new Move each time.
Elemental Manifest Genetic Feature
Prerequisites: Genetic
Static
Choose one of the following capabilities naturally available to your gene species: Firestarter, Fountain,
Freezer, Groundshaper, Guster, Electric, Sprouter, Telekinetic, or Zapper. You now possess that capability.
You can take this feature multiple times, each for a different capability.
Family Link Genetic Feature
Prerequisites: Genetic, 15 CHA
Static
You receive a -15 bonus to any capture check made on a Pokemon of the same evolutionary family as your
gene species, and they will not perform hostile actions against you until one is made against them. You will
also receive a -X bonus to any capture check on a Pokemon sharing at least one type with your Gene
Species, where X is equal to your CHA modifier.
Nature Manifest Genetic Feature
Prerequisites: Genetic, a total of 7 Genetic features
Special
Select one of the basic abilities available to your gene species. You gain that ability. If your trainer level is
above 20, you can take this feature again and gain a second ability, which may be a High Ability. The
activation of abilities is a Free Action, like normal. See Appendix 1: Genetic Abilities for more information
on ability conversions.
Power Manifest Genetic Feature
Prerequisites: Genetic, 21 STR, a total of 5 Genetic features
Static
Select a Move your gene species can learn by level up, at a level equal to or lower than three times your
trainer level. You gain the ability to use that Move. This feature may be taken multiple times, each for a
different move. Moves obtained via this Feature retain their natural frequency, with the exception that
Centre-frequency moves are now Daily. When performing moves using the Attack stat, use your STR
modifier. When performing moves using the Special Attack stat, use your CHA modifier.
Reverent Majesty Genetic Feature
Prerequisites: Genetic, 21 CHA, Intimidation
Daily
A show of power, whether fearful or majestic, draws all attention to the user. Roll 1d20 and add your CHA
modifier. Hostile trainers of a level equal to or less than your roll, and hostile Pokemon whose highest base
stats are equal to or less than your roll, immediately cease hostilities to stare. They will resume action in
two rounds, or once any sort of hostile action is taken towards them again.
Intimidation Genetic Feature
Prerequisites: Genetic, 18 CHA
At-Will
When attacked directly by a trainer (not their Pokemon) without the Genetic class, you may add half of your
CHA modifier to your evasion.
Traveller Genetic Feature
Prerequisites: Genetic, a total of 4 Genetic Features
Static
Choose one of the follow capabilities naturally available to your gene species: Burrow, Sky, Surface, or
Underwater. They gain that capability, to a maximum of Burrow 4, Sky 9, Surface 12, or Underwater 6.
You may take this feature multiple times, selecting different capabilities each time. Physical form changes
appropriately.
Hunter
Advanced Feature
Prerequisites: Wild Child, killed at least ten
Pokemon in combat
Cross-Class Prerequisites: Killed at least fifteen
Pokemon in combat, 15 STR (Must take
Material Gathering)
Ability Bonus: Strength
Bonuses: +1 STR
Class Features:
Material Gathering, Feed the Pack
Material Gathering Hunter Feature
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Target: A Pokemon that died within the last hour.
You can only use this Feature outside of combat. Spend fifteen minutes to harvest a Material from the
target Pokemon. The Material will be of the Pokemon's main element, and has a level equivalent to the
level of the Pokemon it was harvested from. The GM may choose to change or define the nature of the
obtained material at their discretion. A Pokemon cannot be harvested more than once, and you cannot
harvest trained Pokemon.
Feed the Pack Hunter Feature
Daily
Target: A Pokemon that died within the last hour.
You can only use this Feature outside of combat. Spend fifteen minutes to harvest meats, berries, etc. from
the target Pokemon. The amount of food provided will be determined by the GM. Some Pokemon, such as
Steel types, may not be applicable for this feature at the GM's discretion. A Pokemon cannot be harvested
more than once, and you cannot harvest trained Pokemon.
In most civilized circles, the act of killing a Pokemon in battle is frowned upon, especially if deliberate. For
the Hunter, it's just a way of life the weak die and the strong survive, nay, thrive off of it. Their lack of
mercy drives many human companions away, but their efficiency, mastery, and self-sufficiency creates a
resourceful ally who can supply himself and others with food, shelter, clothing, and even weapons crafted
from the dead.
Special Notes: A Hunter may be granted one Arms Feature that they meet the stat requirements for, for free,
as though it was gifted to the class. They are only gifted this if they do not already posses an Arms Feature.
Accessory Smith Hunter Feature
Prerequisites: Hunter, 16 STR
Daily
You may spend a full day crafting an accessory (ring, pendant, glove, etc) from gathered Materials, by using
any 6 materials. The accessory has a level equal to the average level of all Materials used, up to a
maximum of 3 times your trainer level or 100, whichever is lower. If all of the Materials are of the same
element, the accessory is considered to be of that element and gains the according elemental effect;
otherwise, select one of the 3 neutral effects that the accessory will grant. The effects of accessories are
based on the level of the accessory, not the wearer, and are rounded up. Characters can only benefit from
one Accessory, even if they are wearing more than one.
Element E**ect
Bug -+ to an damage received *rom special attacks per +, levels
Dark -+ to an roll involving )%S per ., levels
Dragon -+ to an roll involving C/! per ., levels
Electric -+ to capture checks per +, levels
Fighting -+ to an roll involving ST( per ., levels
Fire -+ damage with !ttack-using Moves per +, levels
Fling -+ movement on land in $attle per +0 levels
"host -+ to death saving throws per 10 levels
"rass -+ to an roll involving DEX per ., levels
"round -+ to an roll involving C2# per ., levels
%ce -+ damage with Special !ttack-using Moves per +, levels
#one 3+4 -+ to ma5imum /P per 0 levels
#one 314 -06 *inal EXP gain *or Pokemon per 1, levels
#one 3.4 -+ to status e**ect removal checks per 10 levels
#ormal -+ evasion against damaging attacks per 1, levels
Poison -+ evasion against non-damaging attacks per 1, levels
Pschic -+ to an roll involving %#T per ., levels
(ock -+ to damage received *rom phsical attacks per +, levels
Steel -+ damage with attacks using !rms Features per +, levels
)ater -+ movement in water in $attle per 10 levels
Armour Designer Hunter Feature
Prerequisites: Hunter, Armour Smith
Static
When crafting an item using Armour Smith, and the total number of Materials used are evenly distributed
between two different elements, the Armour will possess both elements. This cannot be used to create
Armour of any type combination that does not have a weakness (Such as Ghost/Dark).
Armour Smith Hunter Feature
Prerequisites: Hunter, 16 STR
Daily
You may spend a day crafting a piece of armour from gathered Materials, by using any 6 Materials. The
armour made should be sensible for the materials it was made from. The armour has a level equal to the
average level of all Materials used, up to a maximum of 3 times your trainer level or 100, whichever is
lower. If all of the Materials are the same element, the armour also possesses that element. A character
wearing armour takes 1 less damage from an attack for every ten levels of the armour, rounded up, and
counts as being of the element of armour worn (if any) for the purposes of weaknesses and resistances.
Characters can only benefit from one piece of Armour, even if they are wearing more than one.
Element Imbue Hunter Feature
Prerequisites: Hunter, crafted at least 3 items
Static
When you use Accessory Smith, Armour Smith, or Weapon Smith, you only need four of the total Materials
to be a single element in order to make it elemental, instead of six. This does not apply to activating
Armour Designer or when using Simple Craft.
Finisher Hunter Feature
Prerequisites: Hunter, 17 STR
Daily - Every 8 levels gained, you may perform this Feature another time per day.
Trigger: Lower a Pokemon to -25% HP or lower with an arms feature attack or Feral Strength.
The Pokemon must immediately make a death saving throw. If they fail and you use Material Gathering on
the target, you may harvest an extra material from the Pokemon in question. This extra material does not
count towards the daily limit.
Master Craft Hunter Feature
Prerequisites: Hunter, crafted at least 3 items
Monthly
When you use Accessory Smith, Armour Smith, or Weapon Smith, you may craft a piece of equipment
sacrificing an additional 6 Materials (These are not used for calculating the equipment's level or elemental
properties). If you do, the final calculated level for the equipment is increased by 10, up to a maximum of
100, and is no longer limited by your trainer level. If this is used in conjunction with Memento, this bonus
is applied after doubling the item's level.
Memento Hunter Feature
Prerequisites: Hunter, Master Craft
Weekly
You may harvest a Material from a Pokemon that has died in combat, which was trained by you or an ally
for at least 20 levels and is at Loyalty 4 to its owner, with that ally's permission. The Material contains
special properties. Items crafted with this Material can only be used by the trainer of the Pokemon in
question, and cannot be sold. The effective level of an item crafted with this Material is doubled, up to a
maximum of 100, and is no longer limited by your trainer level. You cannot use multiple Memento
Materials in a single crafting.
Salesman Hunter Feature
Prerequisites: Hunter, 14 CHA, crafted at least 1 item
At-Will
Your character can find individuals willing to purchase Pokemon-crafted materials, even if that means
finding the black market. Individual materials sell for an amount equal to their level x 20. Crafted items
sell for an amount equal to the item's level x 250, then with an additional % of their cost equal to three
times their level. GMs may designate additional value to materials or items with special value or rarity.
Simple Craft Hunter Feature
Prerequisites: Hunter, crafted at least 1 item
Static
When you use Accessory Smith, Armour Smith, or Weapon Smith, you may craft using only half of the
normal Materials. If you do, the final calculated level is reduced by half. You cannot use this feature when
using Master Craft or an Material created using Memento in crafting.
Weapons Designer Hunter Feature
Prerequisites: Hunter, Weapon Smith, 18 STR
Static
You may create any type of weapon when using Weapon Smith, regardless of the Arms Features you
possess.
Weapon Smith Hunter Feature
Prerequisites: Hunter, 16 STR, any Arms Feature
Daily
You may spend a day crafting a weapon from gathered Materials, by using a total of 6 Materials. The
weapon has a level equal to the average level of all Materials used, up to a maximum of three times your
trainer level or 100, whichever is lower. If all of the Materials are the same element, the weapon also
possesses that element. The weapon will deal additional damage on an attack equal to the STAB bonus of a
Pokemon of its level, and will deal damage as an elemental attack if it possesses one. If the Weapon is
Normal-Type, it also deals additional damage equal to your STR modifier at the time of creation. You can
only create a weapon you would be capable of wielding with your Arms Features.
Extended notes on Hunter Weapons:
Trainers can only wield one weapon at a time. If they wish to change to a different weapon, they must
spend a trainer action to swap.
Trainers can use their Elemental Arms Features as normal with a Hunter weapon, overriding the element of
the weapon during that attack. However, during this time, the Hunter weapon does not add any additional
damage compared to a normal weapon.
Liberator
Advanced Feature
Prerequisites: Wild Child, 16 CHA, 16 STR
Cross-Class Prerequisites: Snagger, 16 CHA, 16 STR
Ability Bonus: Charisma
Bonuses: +1 CHA
Class Features:
Intercept, Provocation
Intercept Liberator Feature
At-Will
When an opposing trainer makes a capture attempt on a Pokemon, you may make a 1d20 roll, adding your
dexterity modifier. On a roll of 11 or higher, you catch the poke ball, and the capture attempt automatically
fails.
Provocation Liberator Feature
Daily Every 4 levels gained, you may perform this Feature another time per day.
Target: A trained Pokemon belonging to an enemy trainer.
Make a 1d20 roll, adding your charisma modifier. On a total of 15 or higher, the Pokemon leaves the
Trainer's control and begins attacking them as though they were a Wild Pokemon. The trainer may attempt
to recall the Pokemon, but must succeed on a simulated capture check at double the normal success rate.
This feature fails instantly on Pokemon with a loyalty of 2 or greater.
Mechanic: The Liberator uses the same Loyalty mechanic as the Snagger class. Loyalty is measured from
0 to 4. Pokemon with Loyalty 0 dislike their trainer, and/or is commonly used for attacking defenseless
Pokemon or people. Pokemon with Loyalty 1 are newly caught, previously wild, Pokemon who dont trust
their trainer and/or are used to commit crimes. Pokemon with Loyalty 2 Like their trainer or were traded to
their trainer but are used to commit crimes. Pokemon with Loyalty 3 love their trainers and/or were
hatched by their trainers. Pokemon with Loyalty 4 have unbreakable bonds with their trainer.
Sometimes, society is ugly. Many can still see the good that also exists, but a few of them become far too
disgusted with the way that their fellow humans treat Pokemon. They lash out against society and other
trainers in response. To the normal citizen, they are branded anarchists and criminals. The name they give
themselves, though, is Liberators: deliverers of natural justice, fighting for the goal of freeing enslaved
Pokemon and turning the bad karma of their captors against them.
Ball Buster Liberator Feature
Prerequisites: Liberator, 18 STR, Intercept
Daily - Every 4 levels gained, you may perform this Feature another time per day.
Target: A Pokeball you caught through another Liberator feature
Make a 1d20 roll and add your STR modifier. On a roll of 15 or higher, the Pokeball is damaged and
cannot be used until repaired at a PokeCenter or through other means. On a roll of 20 or higher, the
Pokeball is destroyed. If a Pokemon was contained in the Pokeball, but is outside it when this feature is
used, it is now considered a Wild Pokemon and may attack trainers present if it would do so as one. If a
Pokemon was inside the Pokeball when this feature is attempted, the Pokemon is freed and attacks the
Liberator.
Come With Me Liberator Feature
Prerequisites: Liberator, 17 CHA
Daily
Target: A Pokemon whose trainer has been incapacitated after being affected by Provocation
You may make a capture check on the target Pokemon, as per Wild Bonding if a Wild Child or using a Poke
Ball otherwise. You receive a -25 bonus to the capture check. If successful, the Pokemon is now
considered yours.
Freedom! Liberator Feature
Prerequisites: Liberator, Ball Buster
Static
When a freed Pokemon's Pokeball is destroyed by the use of Ball Buster and its loyalty is 1 or less, it
becomes immediately hostile to its original trainer.
Free Yourself! Liberator Feature
Prerequisites: Liberator
Static
When a Pokemon is successfully affected by the use of Provocation, their trainer's success rate to force the
Pokemon to return is no longer doubled.
Frustration Liberator Feature
Prerequisites: Liberator, 17 STR
Daily - Every 8 levels gained, you may perform this Feature another time per day.
Target: A Pokemon attacking its own trainer
The Pokemon's action this turn will be to use the move Frustration, regardless of if it knew it or not.
Gratitude Liberator Feature
Prerequisites: Liberator, successfully used Intercept three times
Static
When you successfully use Intercept, your Pokemon you defended immediately receives +1 to two combat
stages of your choice.
Interception Thief Liberator Feature
Prerequisites: Liberator, Intercept
Daily
Target: An enemy Trainer attempting to send out a Pokemon from a Pokeball.
Make a 1d20 roll and add your DEX modifier. On a roll of 15 or higher, you catch the Pokeball. The
Pokemon fails to appear. If you attempt to call the Pokemon yourself, it is hostile to you.
Karma's Fist Liberator Feature
Prerequisites: Liberator, Feral Strength +
Static
When attacking a trainer with an active Pokemon using Feral Strength +, add an additional number of d6 to
the damage roll equal to (4 Pokemon's loyalty). If the trainer has two or more Pokemon present, the
Pokemon with the most loyalty is used for this calculation.
Loyalty Sense Liberator Feature
Prerequisites: Liberator
At-Will
Target: A hostile trainer's Pokemon
Make a 1d20 roll and add your CHA modifier. On a result of 10 or higher, you will know if the Pokemon's
Loyalty is 4. On a result of 20 or higher, you know the exact value of the Pokemon's Loyalty. You cannot
trigger this feature on the same Pokemon twice within a given day.
Reverse Commander Liberator Feature
Prerequisites: Liberator, 22 CHA, Interception Thief
Daily
Target: A Pokeball you have caught, containing a Pokemon
The Pokemon emerges from its Pokeball. Make a 1d20 roll and add your CHA modifier. If your roll is
higher than 10 + (four times the Pokemon's Loyalty), the Pokemon will act under your command for a
number of rounds equal to the difference between your roll and the target number. After that time, if the
original trainer is still present and conscious, it will return to its original commander's side; otherwise, treat
it as a wild Pokemon. This feature automatically fails on any Pokemon of loyalty 3 or higher.
Shadow of Doubt Liberator Feature
Prerequisites: Liberator, 19 CHA
Daily
Target: An enemy Pokemon
The Pokemon's loyalty is reduced by 1 for an hour, then returns to normal if it still belongs to the original
trainer when the effect ends. This feature fails if attempted on a Pokemon with a Loyalty value of 4. If it is
used on a Pokemon with 0 loyalty, they turn against their trainer as per Provocation.
Mimic
Advanced Feature
Prerequisites: Wild Child, Mirror Move, 11 STR,
11 DEX, 11 CON, 11 INT, 11 WIS, 11 CHA
Cross-Class Prerequisite: Unique to Wild Child
Ability Bonus: Any
Bonuses: +1 to a stat of the player's choice
Class Features:
Mirror Move +, Just Like You
Mirror Move + Mimic Feature
Daily Every 5 levels gained, you may perform this Feature another time per day.
Target: A Pokemon that used a Move last turn
Use the Move performed by the target during their last turn. Use your CHA modifier as your Special Attack
stat and your STR modifier as your Attack stat. If the Move that would be used is one that causes the user
to use or learn a different Move immediately (Such as Mirror Move, Metronome, or Sketch), the
used/learned Move is used instead. This feature replaces Mirror Move.
Just Like You Mimic Feature
Daily Every 4 levels gained, you may perform this Feature another time per day.
Target: Another Trainer
For the remainder of the turn, all of your stat modifiers are the same as the target Trainer's, up to a
maximum of half of your current Level. The use of this Feature is a Free Action and must be declared
before performing any other action this turn. If this Feature is used outside of battle, its effects last for a
minute.
Emerging from their time in the wild with an eye for detail and an unnaturally honed affinity for learning,
the Mimic isn't just capable of copying a couple Moves; everything their eyes see, they can recreate.
Multitalented and well-rounded, by themselves master of none surrounded by friends and foes, capable of
almost anything. They learn to borrow from Trainer and Pokemon alike, turning their opponent's
specialities right back against them.
Assisting Effort Mimic Feature
Prerequisites: Mimic
Daily Every 8 levels gained, you may perform this Feature another time per day.
Target: An allied Trainer who is performing a Feature requiring a successful dice roll
Select one of your own modifiers and add it to the target's modifiers before the roll is made. This feature
may not work on the use of certain Features that cannot reasonably be assisted or otherwise mimicked (such
as psychic abilities)
Human Mirror Mimic Feature
Prerequisites: Mimic, at least 6 Mimic features
Daily Every 15 levels gained, you may perform this Feature another time per day
Target: A Trainer who used a feature which used their Trainer Action during their last turn.
Perform the same Feature that the target used. You must make any checks as necessary for the Feature to
succeed, as well as pay any necessary costs and possess any necessary equipment. Some Features may be
unable to be copied as deemed by the GM. If the trainer possesses Multitasking and used it, only the most
recent action used may be copied.
Impersonator Mimic Feature
Prerequisites: Mimic, 18 CHA, used Just Like You on ten different people, Disguise Kit (800P)
Daily
You may spend half an hour preparing, to dress up as any person you have used Just Like You on, and can
fool people that have only mild contact with that individual without a check. When trying to impersonate
someone in front of someone who knows them intimately, roll a 1d20 and add your CHA modifier, adding 5
if you have used Just Like You on the person you are mimicking within the past hour. The person being
fooled must then roll a 1d20 and add their WIS modifier if they roll equal to or above your check, they
become aware of the trick. If they fail, they are fooled for the next five minutes, after which the rolls occur
again. Some actions may cause the trick to be revealed instantly, as deemed by the GM.
Martial Mimic Mimic Feature
Prerequisites: Mimic, an Arms Feature
Daily Every 10 levels gained, you may perform this Feature another time per day
Target: A Trainer you have seen perform an attack using an Arms Feature.
Roll 1d20 and add your STR modifier. If the result is 14 or higher, you gain any first-level Arms
Proficiencies possessed by the target. If the result is 19 or higher, you also gain any second-level Arms
Proficiencies or Elemental Arms Modifier features possessed by the target as well. If the result is 25 or
higher, you also gain any master-level Arms Proficiencies possessed by the target as well. This effect lasts
until the end of a battle.
Me First! Mimic Feature
Prerequisites: Mimic, at least 7 Mimic features
Daily
Target: An opposing Pokemon
You make no action until the target's turn this round. When it occurs, you may roll 1d20 and add your WIS
modifier. If the result is 20 or higher, you immediately use the Move the target would have used, as an
Interrupt. Use your STR modifier as your Attack stat, and your INT modifier as your Special Attack stat. If
the target does not act this round, you do not perform any action, but this feature is not counted as having
been used.
Move Memory Mimic Feature
Prerequisites: Mimic, used Copycat four times or more
Static
Whenever you use Copycat, roll 1d20 and add your INT modifier. If the result is 20 or higher, the Move is
retained after battle ends, but its frequency is reduced by one (At-Will -> EOT -> Battle -> Centre). This
effect fails automatically if you use Copycat on a Centre-frequency move. This effect lasts until you next
use Copycat.
Primal Soul Mimic Feature
Prerequisites: Mimic
Daily - Every 7 levels gained, you may perform this Feature another time per day.
Target: A Companion
For the remainder of the turn, you temporarily possess all non-HP stats of the target, up to a maximum of
your current level. The use of this Feature is a Free Action and must be declared before performing any
other action this turn. You cannot use this Feature in the same turn you use Just Like You.
Twin Attack Mimic Feature
Prerequisites: Mimic, 18 STR
Daily
Target: A Companion
Roll 1d20 and add your CON modifier. On a total of 20 or higher, select a damaging Move known by the
target that is of At-Will or EOT frequency. When the target's turn comes up, both you and the target will
perform the Move against a single opponent simultaneously. Use your STR modifier as your Attack stat or
your INT modifier as your Special Attack stat.
Wild Runner Mimic Feature
Prerequisites: Mimic
Daily Every 10 levels gained, you may perform this Feature another time per day.
Target: A Pokemon
Roll 1d20 and add your DEX modifier. On a total of 18 or higher, for the remainder of the battle, your
movement speeds are equivalent to the target's movement Capabilities when you used this Feature. If this
feature is used outside of battle, you only need to roll a total of 14 or higher, and this effect instead lasts ten
minutes. You do not gain Sky or Burrow capabilities.
Voice Mimic Mimic Feature
Prerequisites: Mimic, 18 CHA
Daily Every 10 levels gained, you may perform this Feature another time per day.
Target: A Pokemon with a trainer you have heard speak
Select a Move, then roll 1d20 and add your CHA modifier. On a total of 18 or higher, it fails to act this
turn. If the total is 22 or higher, it also becomes Confused. If the total is 26 or higher, and the Move
selected is one known by the target Pokemon, it will instead perform the Move you selected on the target of
your choice, excluding targets that the Pokemon would consider allies.
Pack Leader
Advanced Feature
Prerequisites: Wild Child, have four Companions
that have gained at least 5 levels each
Cross-Class Prerequisite: Unique to Wild Child
Ability Bonus: Charisma
Bonuses: +1 CHA
Class Features:
Crowd Control, Roar
Crowd Control Pack Leader Feature
Static
The maximum number of Companions a Pack Leader can control is increased to six
Roar Pack Leader Feature
Daily
Use the move Roar
The howl of a Pokemon leading their pack out hunting can strike fear into even the most experienced
trainer. It is even more haunting when the one rallying their companions is another human. They command
respect from the Pokemon they meet and order them into line with the same power of authority. These wild
men and women hardly need the companionship of humans, because they have already found a family.
Alpha Pack Leader Feature
Prerequisites: Pack Leader, have six Companions
Static
The maximum number of Companions a Pack Leader can control is increased to eight. This feature
replaces Crowd Control.
Coordination Pack Leader Feature
Prerequisites: Pack Leader, Fighting Together, 24 CHA
At-Will
You may opt to not take a Trainer Action during any turn. If you do, you may give Commands to two
different Companions this turn. If you are using the Multitasking Feature, only one Trainer Action is lost,
and you cannot activate this twice in a single turn. If you are using the Dual-Wielding Feature, you may
give a total of three Commands this turn.
Family Care Pack Leader Feature
Prerequisites: Pack Leader, Rest and Relaxation
Static
When not in combat, Companions that were reduced below 0 HP are immediately stabilized, and will be
restored to 1 HP following a full rest.
Fearless Voice Pack Leader Feature
Prerequisites: Pack Leader
At-Will
Use the Move Lucky Chant
Fighting Together Pack Leader Feature
Prerequisites: Pack Leader, three Features allowing you to use Moves
Static
Whenever you or one of your Companions damages an enemy, add your CHA mod to the damage dealt,
multiplied by the number of other Companions (including yourself) that has previously damaged the target.
The damage added cannot exceed your CHA stat. This bonus is applied after weakness and resistance. This
bonus only applies when standard Moves, Features allowing trainers to use Moves, Arms Features, or the
Feral Strength feature are used attacks or damage triggered by other Features (such as Synchronized
Assault) neither receive this bonus nor count for the purpose of determining the number of damage dealers.
Growing Together Pack Leader Feature
Prerequisites: Pack Leader, 18 CHA
Static
When you and at least one of your Companions makes an attack on a Pokemon the turn it is defeated, the
experience points received is increased by +50%.
Helping Hand Pack Leader Feature
Prerequisites: Pack Leader
At-Will
Use the move Helping Hand.
Join The Pack Pack Leader Feature
Prerequisites: Pack Leader, have five or more Companions
Static
When you perform a Wild Bonding check, add a -2 bonus for every Companion you currently have.
Synchronized Assault Pack Leader Feature
Prerequisites: Pack Leader, three Companions capable of using the same Move, 22 CHA
Daily
Select a Move known by more than one of your Companions, that is not a Battle or Center frequency Move.
All Companions capable of performing that Move will perform that Move this turn. They must all target a
single Pokemon. If the move deals damage, the damage dealt by each instance of the Move will be halved
after applying attack or special attack; but before weakness, resistance, defence, or special defence.
Together, We Are Strong Pack Leader Feature
Prerequisites: Pack Leader, three Companions with Moves that increase combat stages
Daily
Trigger: A Companion uses a Move that boosts their own Combat Stages
Change the combat stages of all other Companions as though they had used the same Move (No other
effects are activated). Moves with only a chance to boost Combat Stages must be rolled for as normal.
Features which trigger when Pokemon increase their combat stages do not trigger from this effect.
Watch Each Others Backs! Pack Leader Feature
Prerequisites: Pack Leader
Daily Every 5 levels gained, you may perform this Feature another time per day.
Trigger: One of your Companions is targeted by a single-target attack
Select one of your Companions that has not shifted this turn, and could reach the position of the attacked
Companion by shifting. That Companion immediately shifts to that position and becomes the target of the
attack. The original target is shifted one square in any direction you choose.
Wide Guard Pack Leader Feature
Prerequisites: Pack Leader, Watch Each Others Backs!
Daily
Trigger: You and at least one Companion would be hit by a single Move simultaneously
Use the move Wide Guard.
Tribal
Advanced Feature
Prerequisites: Wild Child, have encountered a
Legendary Pokemon on neutral or positive terms
Cross-Class Prerequisite: 18 CHA or 18 STR ; be
allied with a Legendary Pokemon (Must take
Tribal Bonding)
Ability Bonus: Strength
Bonuses: +1 STR
Class Features:
Tribal Bonding, Channel Element
Tribal Bonding Tribal Feature
Static
Choose a Legendary Pokemon that you have encountered and are not currently hostile to. This Legendary
is now your Linked Legendary for the purposes of other Tribal class features. The Legendary will no longer
take hostile action to you, or your allies in the immediate vicinity, unless hostile action is taken against it
first. If the Legendary becomes Hostile to the Tribal specifically, Tribal features will no longer function
while it remains Hostile.
Channel Element Tribal Feature
Daily Every 6 levels gained, you may perform this Feature another time per day.
Trigger: You deal damage through any feature, Move, or attack.
Choose an element that is natural to your Linked Legendary. The damage dealt by the attack is now
considered to be of that element, regardless of what it was before.
Meeting a Legendary Pokemon is a great honour on many, and often impacts the way they live their lives
from then on. Tribesmen take it a step farther. They bond with the great beast they have paid witness to,
worship it, and gain power in return. One part worshipper, one part fanatic, and one part blessed avatar of
the legends themselves, they inspire their allies and leave behind myths of their own wherever they go.
Avatar Tribal Feature
Prerequisites: Tribal, at least 6 Tribal features, one of which must be Legend-speaker, must be on excellent
terms with the Linked Legendary.
Static
The Tribal takes the title of Avatar of their Linked Legendary. Only one avatar can exist for a Legendary at
a given time. An avatar and their Legendary will never attack each other and remain forever allied to each
other. The effect of being an Avatar can be felt by other humans and Pokemon, who feel a sense of majesty
when seeing the individual. Charisma checks made for the purpose of interacting with other beings are
increased by 2.
Daily Worship Tribal Feature
Prerequisites: Tribal
Daily
The Tribal takes ten minutes in a ritual of worship for the Linked Legendary a prayer, a dance, or other
means as appropriate. This feature can be used while the Linked Legendary is hostile to the Tribal, and if
done, will remove the Legendary's hostility. If the Legendary was neutral or better to the Tribal, it instead
increases the Linked Legendary's favour towards the Tribal, and adds 2d10 HP to the Tribal. This can
increase the Tribal's HP beyond its natural maximum, up to a maximum of 20 plus the trainer's level in
additional HP. Once this feature is taken, if the Tribal fails to perform this feature in a given day, any HP
beyond the limit is lost and the Tribal's standing with the Legendary is weakened.
Descent of the Almighty Tribal Feature
Prerequisites: Tribal, Avatar, Level 20
Monthly
This feature may only be used in Combat. The Linked Legendary will arrive at the end of the turn
following this one, and will fight alongside its Avatar until combat is ended. It cannot be commanded
directly, but always acts in the best interest of itself and its Avatar. Once the battle ends, the Legendary will
leave. This feature cannot be used in a battle where Ignition of Sacred Might or Emergence of Divine Soul
have been used.
Emergence of Divine Soul Tribal Feature
Prerequisites: Tribal, Avatar, Level 10
Monthly
This feature can only be activated in battle. When this feature is activated, a great deal of the Legendary's
natural energies are channelled to its Avatar for a brief period of time. The Avatar's physical appearance
temporarily takes on aspects of the Linked Legendary. For the remainder of the battle, the Avatar is counted
as being of the types of its Linked Legendary, and possesses the base stats (excluding HP) possessed by its
Linked Legendary. This effect ends at the end of combat. This feature cannot be used in a battle where
Ignition of Sacred Might or Descent of the Almighty have been used.
Ignition of Sacred Might Tribal Feature
Prerequisites: Tribal, Avatar, Level 15
Monthly
This feature can only be activated in a battle. When this feature is activated, the full power of the
Legendary's battle spirit is awoken within the Tribal. For the duration of the effect, they have full access to
any Move on the Linked Legendary's level up list, up to a maximum level of three times the trainer's level.
The Avatar's Strength modifier is counted as their Attack stat, and their Charisma stat is counted as their
Special Attack modifier, for the duration of this effect. This effect ends at the end of combat. This feature
cannot be used in a battle where Descent of the Almighty or Emergence of Divine Soul have been used.
Impressive Mastery Tribal Feature
Prerequisites: Tribal, 17 CHA
Static
Trigger: You damage a Pokemon while using Channel Element, with an element the target possesses.
If you attempt to capture or perform Wild Bonding on the target, add a -10 bonus to your roll. This bonus is
not applied to other trainer's capture rolls on the Pokemon; only your own. This bonus does not stack when
triggered multiple times.
Instrument of Judgement Tribal Feature
Prerequisites: Tribal, 17 STR
Daily Every 4 levels gained, you may perform this Feature another time per day
Trigger: You damage a Pokemon or Trainer that your Linked Legendary is hostile to
Add 2d10 additional damage to the damage you deal to the target. This feature can only be activated once
per round.
Legend-speaker Tribal Feature
Prerequisites: Tribal
Static
You can understand your Linked Legendary and communicate with it. When separated, you are capable of
sensing strong emotions (Joy, fear, sadness, anger, etc.) of the other.
Lore Master Tribal Feature
Prerequisites: Tribal, Legend-speaker
Static
You know all legends, lore, and stories related to your Linked Legendary. If you also possess the Avatar
feature, you know the truth of each of these, and can discern when someone tells you a lie (knowingly or
unknowingly), related to your Legendary's activities and abilities.
Ritual of Request Tribal Feature
Prerequisites: Tribal, Legend-speaker, 20 CHA
Monthly
This feature can only be activated out of battle. The Tribal takes ten minutes to perform a ritual to call their
Linked Legendary. The Legendary will appear shortly after the ritual's conclusion. The Tribal may then
make any request, and the Legendary will fulfil it to the best of their ability, so long as the request is within
reason.
Surge Tribal Feature
Prerequisites: Tribal, 20 STR
Weekly Every 8 levels gained, you may perform this Feature another time per week.
Target: Any of your Pokemon
The next attack used by the target that deals damage and is of an element natural to your Linked Legendary
deals additional STAB damage as though its level were doubled.
We Are As One Tribal Feature
Prerequisites: Tribal
Daily Every 8 levels gained, you may perform this Feature another time per day.
Target: Self
You temporarily gain one of the following capabilities: Aura, Chilled, Firestarter, Fountain, Freezer, Glow,
Guster, Groundshaper, Heater, Magnetic, Materializer, Mind Lock, Sprouter, Telekinetic, or Zapper. You
possess the capability for the next five minutes. You can only choose a capability possessed by your Linked
Legendary.
Wanderer
Advanced Feature
Prerequisites: Wild Child, willingly separated from
a Companion.
Cross-Class Prerequisite: Willingly separated from
three different Pokemon, 14 CHA
Ability Bonus: Charisma
Bonuses: +1 CHA
Class Features:
Wealth of Experience, Saying Goodbye
Wealth of Experience Wanderer Feature
Static
For every Pokemon that has gained at least five levels and was at a level of 20 or higher, and then separated
from the trainer by choice or by death, the experience received by Pokemon receiving full experience in
battle is increased by 5%. The maximum increase this feature can grant to experience is +50%.
Saying Goodbye Wanderer Feature
Weekly
When you willingly release a Pokemon that has gained at least five levels, you may increase the level of
one of your other Pokemon by one per five levels that the separating Pokemon had received. A Pokemon
cannot be increased beyond level 40 in this manner, and any excess levels that would be added beyond this
are lost.
The Wanderer is a human who will never settle down into society. The world is an endless stretch ahead,
and there are an infinite number of friends to meet along the way. Their journey is not about knowledge or
strength or a number; it is about the journey itself. They gather a great many experiences on their journey,
each parting only strengthening them. To those who have the fortune to travel with a Wanderer, even for a
while, they are made forever richer by the share of knowledge.
Special Note: Trading away a Pokemon does not count towards any Wanderer feature unless specifically
stated, nor does it count towards the prerequisites. Similarly, Pokemon killed by choice by the Wanderer
do not count as prerequisites or for the activation of Wanderer features. Releasing a Pokemon means to
return the Pokemon to the wild or to give it to the permanent care of another trainer without anything being
given in return.
Bond of Trust Wanderer Feature
Prerequisites: Wanderer, traded at least three Pokemon
Static
When you trade a Pokemon to another trainer, increase the Loyalty of the Pokemon that was received by
one stage. This feature only works on Pokemon you did not own in the past.
Challenge the World Wanderer Feature
Prerequisites: Wanderer, earned at least one badge from two different regions
Static
When challenging a Gym Leader in an official match, you gain X temporary stat points, divided as you
choose, among your stats for the duration of the match. X is equal to the number of regions in which you
have earned a badge, up to a maximum of 6.
Dazzle the World Wanderer Feature
Prerequisites: Wanderer, earned at least one contest ribbon from two different regions
Static
When entering a Contest, add Xd4 to your Pokemon's appearance appeal in the first round of a contest. X is
equal to the number of regions in which you have won a contest, up to a maximum of 6.
In Memory Wanderer Feature
Prerequisites: Wanderer, at least one Pokemon has died
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Select a Move that was known by a Companion that has died. When you use In Memory, you may use the
selected Move. This feature can be taken up to three times. Each Move selected must come from a
different Pokemon. If the Move selected has a frequency of Battle or Center, it can only be used once per
day regardless of level.
It's Not Your Time Yet! Wanderer Feature
Prerequisites: Wanderer, at least one Pokemon has died
Daily Every 5 levels gained, you may perform this Feature another time per day.
Trigger: One of your Pokemon makes a death saving throw
Add a -4 bonus to the roll for every Pokemon you have owned that has died, up to a maximum of a -20
bonus.
I Will Never Forget You Wanderer Feature
Prerequisites: Wanderer
At-Will
Trigger: One of your Pokemon of level 40 or higher, that has been raised for at least twenty levels, dies
You gain a level. The first time this Feature activates, you also gain a feature point.
Legend Memories Wanderer Feature
Prerequisites: Wanderer, met at least two Legendary Pokemon
Daily
Trigger: Roll a 1d20 for any trainer feature or stat check.
You may add 1 to the roll for every two different Legendary Pokemon you have encountered, to a maximum
of a +5 bonus.
Scent Of A Friend Wanderer Feature
Prerequisites: Wanderer, 18 CHA
Static
When you make a capture check or Wild Bonding check on a Pokemon of a species (or an evolutionary
stage thereof) which you have previously owned, add a -10 bonus to your roll.
They Showed Me This Wanderer Feature
Prerequisites: Wanderer, 18 CHA
Special
After obtaining this feature, whenever a Pokemon leaves your party by release, or death, you may select a
move that Pokemon knew and designate it as the move for this feature, overwriting any previously selected
move. Once per day, you may select one of your Pokemon that has been captured or otherwise befriended
since that Pokemon left, that could learn the selected move. Roll a 1d20 and add your CHA mod. On a roll
of 20 or higher, you successfully teach the move to that Pokemon. Once successful, you must either wait a
month or select a new move by releasing another Pokemon before this feature can be used again.
Traveller's Eyes Wanderer Feature
Prerequisites: Wanderer, have visited three different Regions
Static
When making Perception checks, add +1 to the roll for every two regions you have visited, up to a
maximum of 5.
Appendix I: Genetic Abilities
The following is a list of PTA Abilities and their effects when taken using the Genetic feature Nature
Manifest. Abilities not listed here can be used 'as written' in the handbook, though you may have to replace
'the pokemon' with 'the trainer'. Abilities which have 'Sustain' can be maintained until the user faints or
combat ends, but no longer.
All Abilities, except those specifically intended for out-of-battle use (Pickup), do not work for the Trainer
when out of battle. Abilities which must be activated are a Free Action as normal. Abilities that require the
user to be able to use a Hold Item allow the Genetic to use a Hold Item. And, finally, Abilities that increase
stats cannot be used to meet prerequisites for Features.
Note: Converting some of these things is really hard to come up with ideas for. If an entry has ???, it means
I haven't come up with something yet. If you can find a reasonable suggestion, pass it on to me please!
Anger Point: Triggered ; When the Trainer receives a Critical Hit, their STR stat is considered to be
doubled during their next turn.
Big Pecks: Constant ; If the Trainer possesses any Damage Reduction, it cannot be reduced or ignored
except by attacks dealing damage based on a percentage of the Trainer's HP; other effects that would
normally ignore damage reduction will not ignore it.
Chlorophyll: Constant ; While Sunny, the Trainer's DEX is increased by 2. If the trainer possesses any
movement capabilities thanks to Features, they are increased by 2.
Clear Body: See Big Pecks, until then, ???
Cloud Nine: Cast Hourly ; Return the Weather of the field to Normal if the Trainer who use Cloud Nine's
level doubled is greater than the level of the Pokemon who activated the Weather, or if the Trainer who used
Cloud Nine's level is greater than the level of the Trainer who activated the Weather.
Contrary: Triggered ; When the Trainer is affected by any effect that would reduce Combat Stages, the
Trainer instead gains +1 in a stat of your choice for the remainder of the battle. If the Trainer is affected by
any effect that would increase Combat Stages, they instead suffer -1 in a stat of your choice. Once a stat
has been chosen in a battle, Contrary always affects that stat for the remainder of the battle.
Defeatist: Constant ; While the Trainer's HP is above 50%, the trainer's STR is considered increased 4.
While the Trainer's HP is below 50%, the trainer's STR is considered reduced by 4.
Defiant: Triggered ; When the Trainer is affected by any effect that would reduce Combat Stages, other
than their own Moves, the Trainer instead gains +1 to a stat of the Trainer's choice, multiplied by the
number of Combat Stages he/she would have lost. This effect lasts until the end of the Trainer's next turn.
Download: Constant ; When the Trainer with 0ownload tar$ets with a dama$e;dealin$ <oe, the tar$et
must reeal which of its defences are lower" When the Trainer with 0ownload attacks a foe, they are treated
as if their 7T6 <od is increased by 1 if the tar$et=s 0efence is lower then the tar$et=s 7pecial 0efence; or
the Trainer*s ,)/ <od is increased by 1 if the tar$et*s 7pecial 0efence is lower than the tar$et*s 0efence"
Flare Boost. ,onstant ; While the Trainer is sufferin$ from a &urn, the trainer*s 7T6 is increased by >"
Flower Gift. ,ast ? )ourly ; Burst ; #f it is 7unny, -lower 1ift creates a 4;meter &urst" /ll of the user*s
allies hae their /ttack raised > ,ombat 7ta$es and hae their 7pecial 0efense raised > ,ombat 7ta$es"
Gluttony. Tri$$ered ; When the Trainer consumes a berry that recoers )P, the amount of )P recoered is
doubled"
Guts. ,onstant ; While the Trainer is sufferin$ from any of &urned, Poisoned, Paraly@ed, -ro@en or put to
7leep, their 7T6 stat is considered to be increased by >" <ultiple status ailments do not stack this effect"
Heavy Metal. ,onstant ; The Trainer*s Wei$ht ,lass is considered to be A for all purposes, without
affectin$ the trainer*s actual wei$ht"
Honey Gather. ,ast ? )ourly ; The user finds )oney"
Huge Power. ,ast ? 0aily ; -or the next fie rounds, the Trainer*s 7T6 stat is considered to be increased by
4"
Hustle. ,ast ? )ourly ; 7ustain ; The user*s 7T6 stat and ,)/ stats are considered to be increased by 4"
The user must roll B4 durin$ /ccuracy ,hecks to hit with attack that consult the /ttack stat"
Hyper Cutter. ,onstant ; any dama$e;dealin$ actions performed by the user i$nore the defence or dama$e
reduction of any tar$et with a 1C or less in the appropriate area, for the purpose of calculatin$ dama$e"
Tar$ets with hi$her defences are immune"
Illusion. ,ast ? 0aily ; 8ou may choose one of allied Pokemon or Trainer" The user appears as thou$h they
are that Pokemon or Trainer" The user*s stats, abilities, <oes, etc, do not chan$e in any way, only their
appearance" This effect lasts for a maximum of one hour, until the user is dama$ed, or the user chooses to
dispel this effect"
Imposter. ,ast ? 0aily ; #f you possess the <oe Transform, it may be used as a -ree /ction on the first
round of combat"
Justified. Tri$$ered ; When hit by a 0ark;type attack, the user*s 7T6 is increased by 1 for the remainder of
the battle" This effect can be tri$$ered multiple times in one battle"
Klutz. DDD
ight Metal. ,onstant ; The Trainer*s Wei$ht ,lass is considered to be 1 for all purposes, without affectin$
the trainer*s actual wei$ht"
ightningrod. Tri$$ered ; #f anyone within >E;meters uses a 6an$ed :lectric Type <oe, the <oe is
drawn to the Trainer with Li$htnin$ 6od without fail, and it cannot miss" This ne$ates Lock;Fn or <ind
6eader" This Trainer is immune to dama$e and effects from :lectric <oes"
Marvel !"ale. ,onstant ; While the Trainer is /sleep, Paraly@ed, &urned, -ro@en or Poisoned, the Trainer
takes 1C less dama$e from attacks"
Minus. ,onstant ; When an ally with the /bility Plus is within 1C meters, they are treated as if their 7pecial
/ttack is raised > ,ombat 7ta$es" The ally with Plus can only hae one <inus /bility applied to its 7pecial
/ttack" #f the /lly is a Trainer, the Trainer*s ,)/ and #GT stats are considered to be increased by H"
Moody. ,ast ; 6eIuired on first turn of an :ncounter ; ,ast <oody a$ain in 1d4B1 rounds" 6oll 1dA" The
correspondin$ stat is increased by > (#n order. 7T6, ,FG, 0:J, #GT, W#7, ,)/!" Then 6oll 1dA a$ain"
The correspondin$ stat is decreased by >" These stat chan$es remain for the remainder of the battle"
Motor #rive. ,onstant K Tri$$ered ; The trainer is immune to dama$e and the effects of :lectric Type
<oes" Wheneer an :lectric Type <oe hits the trainer, their 0:J is increased by > for the remainder of
the battle"
Mo$ie. Tri$$ered ; When the user performs an action that deals dama$e and causes the tar$et to faint, the
user*s ,)/ is increased by > for the remainder of the battle"
%atural Cure. ,ast ? )ourly ; /fter combat, any remainin$ status afflictions on the user are cured"
Plus. ,onstant ; When an ally with the /bility <inus is within 1C meters, they are treated as if their 7pecial
/ttack is raised > ,ombat 7ta$es" The ally with <inus can only hae one Plus /bility applied to its 7pecial
/ttack" #f the /lly is a Trainer, the Trainer*s 7T6 and ,FG stats are considered to be increased by H"
Pure Power. ,ast ? 0aily ; -or the next fie rounds, the Trainer*s 7T6 stat is considered to be increased by
4"
&ui"' Feet. ,onstant ; While Poisoned, &urned, -ro@en or put to 7leep, the Trainer*s 0:J is increased by
>" While Paraly@ed, the Trainer*s 0:J is instead increased by 4" Fnly one of these bonuses may be actie
at a time"
(attled. Tri$$ered ; When hit by a &u$;, 1host;, or 0ark;type <oe, the Trainer*s 0:J is increased by 1
for the remainder of the battle" This effect can be tri$$ered multiple times in one battle"
(ivalry. ,onstant ; When dealin$ dama$e to a Trainer of the same 1ender, your 7T6 is considered to be
increased by E"
!ap !ipper. ,onstant K Tri$$ered ; The user does not take dama$e from 1rass Type <oes" #f a 1rass Type
<oe hits the user, the user*s 7T6 is increased by 1 for the remainder of the battle" This effect can be
tri$$ered multiple times in one battle"
!low !tart. ,onstant ; Fn the first three rounds of any battle, the trainer*s 7T6 and 0:J stats are
considered to be reduced by H" /fter, the trainer*s 7T6 and 0:J stats are instead increased by H for the
remainder of the battle"
!olar Power. ,onstant ; While 7unny, the trainer loses 1K3 of its full )P on their turn" Their 7T6 and ,)/
stats are increased by 4"
!peed Boost. ,onstant ; /t the end of each round of combat, the trainer*s 0:J stat increases by 1 for the
remainder of the battle" This effect occurs up to E times per battle"
!tall. ,onstant ; The Trainer*s turn comes after Pokemon turns, at the end of a 6ound"
!teadfast. Tri$$ered ; When -linched, the trainer*s ,FG is increased by 1 for the remainder of the battle"
!torm #rain. ,onstant K Tri$$ered ; #f anyone within >E;meters uses a 6an$ed Water Type <oe, the
<oe is drawn to the trainer without fail, and it cannot miss" This ne$ates Lock;Fn or <ind 6eader" The
user is immune to dama$e and effects from Water <oes
!wift !wim. ,onstant ; While 6ainin$, the Trainer*s 0:J stat is increased by 4"
)o$i" Boost. ,onstant ; While Poisoned, the Trainer*s 7T6 is increased by >"
)ruant. Why would you een take thisD
*n+urden. Tri$$ered ; /fter usin$ an item from the inentory, the Trainer*s 0:J stat is increased by 1"
This effect can be tri$$ered multiple times in one battle"
,ea' -rmor. Tri$$ered ; When dama$ed by an attack, the Trainer may opt to take an additional >EL of
the final dama$e" #f they do, one stat of the Trainer*s choice is increased by > for the remainder of the
encounter" This effect can be tri$$ered multiple times in one battle"
,hite !mo'e. DDD
.en Mode. ,ast ? /t;Will ; This /bility may only be used when below ECL )P" When actiated, the user*s
7T6 and ,)/ stats are swapped for the remainder of the battle" 8ou may use this ability only once per
turn"
Appendix II: Cross-Classing Opportunities
The following are lists of additional options, for Wild Child classes who want to cross-class into other
classes. (Cross-clasing into WC Advanced Classes is already covered in the relevant class sections). These
include Homebrew classes where possible, with a link to find them.
Ace Trainer
Chaser
-Hunter, 16 CON, 3 major foe's escape
Enduring Soul:
-Wanderer, 16 CON
-Wild Child, Willpower, 16 CON
Tag Battler:
-Pack Leader, Dual-Wielding, 14 CON
Type Ace:
-Genetic, 14 CON (You must choose a type for Type Ace that matches a type of your Gene Species)
-Tribal, 14 CON (You must choose a type possessed by your Linked Legendary for Type Ace)
Breeder:
Chef:
-Hunter, used Feed the Pack at least 5 times, 18 WIS
Trader:
-Wanderer, 14 WIS, Traded 2 Pokemon
Capture Specialist:
Snagger:
-Liberator, 18 INT, 14 DEX (You must take Loyalty Meter and cannot take Snag! or any feature involving
the use of Snag!)
Trapper:
-Hunter, 20 DEX
Co-ordinator:
Fashion Designer:
-Hunter, 16 CON, Fashion Case (3500 )
Criminal: (Link)
Lasher:
-Hunter, 16 DEX, Attacked at least one of your Pokemon
Glitch Trainer: (Link)
Mutant:
-Genetic (Must take DNA)
-Wild Child, 16 STR (Must take DNA)
Martial Artist:
Aura User:
-Genetic, 18 STR, 14 CON (Your Gene Species must have the Aura capability)
-Tribal, Legend-Speaker, 18 STR, 14 CON
Dirty Fighter:
-Wild Child, Feral Strength +, 17 DEX
Weapons Master:
-Hunter, Weapon Smith
Mystic:
Bodysnatcher:
-Genetic, Gene Species is Ditto, Zorua, or Zoroark, 20 WIS
-Mimic, Impersonator, 20 WIS
Godspeaker:
-Tribal, Avatar, 14 WIS (Count your Linked Legendary as possessed. You cannot force your Linked
Legendary to give up HP it may deny any attempt to use up its HP. You can count Moves you have used
through Ignition of Sacred Might as having been borrowed)
Rune Master:
-Genetic, Gene Species is Unown
-Pack Leader, at least three Unown
Touched:
-Tribal, a musical instrument
Psychic:
Air Adept:
-Genetic, 16 CON, Gene Species must be Flying or Electric type
-Tribal, 16 CON, Linked Legendary must be Flying or Electric type
-Wild Child, 16 CON, used Mimic or Copycat to perform at least six different Flying or Electric type
Moves
Earth Shaker:
-Genetic, 16 CON, Gene Species must be Grass, Ground, or Rock type
-Tribal, 16 CON, Linked Legendary must be Grass, Ground, or Rock type
-Wild Child, 16 CON, used Mimic or Copycat to perform at least six different Grass, Ground, or Rock type
Moves
Empath:
-Wild Child, Unbreakable Bond, 14 INT
-Genetic, Gene Voice, 14 INT
-Pack Leader, 14 INT
-Tribal, Legend-Speaker, 14 INT
Fire Breather:
-Genetic, 16 CON, Gene Species must be Fire type
-Tribal, 16 CON, Linked Legendary must be Fire type
-Wild Child, 16 CON, used Mimic or Copycat to perform at least five different Fire type Moves
Healer:
-Genetic, 16 INT, have learned a Move that restores a Pokemon's HP or status ailments from Power
Manifest
Hex Maniac:
-Genetic, 16 CON, Gene Species must be Ghost type
-Tribal, 16 CON, Linked Legendary must be Ghost type
-Wild Child, 16 CON, used Mimic or Copycat to perform at least five different Ghost type Moves
Rain Maker:
-Genetic, 16 CON, Gene Species must be Water or Ice type
-Tribal, 16 CON, Gene Species must be Water or Ice type
-Wild Child, 16 CON, used Mimic or Copycat to perform at least six different Water or Ice type Moves
Ranger:
Coach:
-Pack Leader, 16 DEX (You do not gain a Styler)
Rider:
-Wild Child, 18 DEX, 2 Pokemon who have served as a Mount for a day each (You do not gain a Styler)
Survivalist:
-Hunter, 19 DEX (You do not gain a Styler)
-Wild Child, 20 DEX (You do not gain a Styler)
Researcher:
Cryptozoologist:
-Tribal, 16 INT, encountered at least 2 Legendary Pokemon
Petrologist:
-Genetic, 16 CON, Gene Species must be Ground, Rock, or Steel type
-Tribal, 16 CON, Linked Legendary must be Ground, Rock, or Steel type
FAQ
Wild Child related (The base class, that is)
Q: Wild Child's Companions are different from Ranger's Companions, right?
A: Right.
Q: Can Wild Children participate in gyms and/or challenges? Rangers aren't allowed to use Companions as
they are wild Pokemon!
A: Talk to your GM about this. If your setting's official competitions refuse wild Pokemon, then they do; if
they don't, they don't! If this would restrict you from being able to participate, you should talk to your GM
(or player) to work out some alternative challenge.
Q: Wild Children can't get levels based on captures if they have a limit of four Pokemon!
A: This is true. Talk to your GM to work something reasonable out to make up for it.
Q: Wild Children can't take Capture Specialist classes or advanced classes, but is the reverse true?
A: Capture Specialists can't take the Wild Child base class, but many of the Advanced Classes can still be
achieved by cross-classing from Capture Specialist.
Q: What if I become a Wild Child later on when I have more than four Pokemon?
A: Figure out an answer with your GM.
Q: Why does Feral Strength take a feature in order to become equal to first-tier weapon proficiencies that
are gifted?
A: I'm still trying to balance this reasonably. Sorry!
Q: Since Wild Bonding works on any wild Pokemon, can a Pokemon become a Companion to two Wild
Children at once?
A: Yes, actually. However, a Pokemon can still only be commanded once a turn regardless. Also, if the two
Wild Children leave each others proximity, the Companion will stick with the one it is closest to which is
probably the one it first became a Companion to.
Q: Feral Strength doesn't work with weapon effects, huh. This means..
A: Things that modify weapon attacks (Elemental Arms Features, Poison Coating, Barbed Wire, etc). It
also includes a Hunter's Weapons. It is not a fist weapon attack it is an unarmed attack in general,
whether biting or clawing or kicking or what have you.
Q: When cross-classed, how do features that affect a Pokemon being sent out work? When do they end?
A: Declare them at the start of battle. They will end at the end of battle.
Genetic related
Q: The picture shows a Lugia Genetic why can't I be a Legendary Genetic?
A: As of 4.1, you can; but you have to reach Avatar status as a Tribal first.
Q: If I have Hey Guys Watch This, can I take multiple features and suddenly morph into an AWESOME?
A: Yes, yes you can.
Q: Gene Shift says I count as an element for all intents and purposes. Does this mean I can get STAB as
a trainer when using elemental attacks?
A: Yes. It'll be small though since you have a low trainer level.
Q: If I learn the Move Sketch with Power Manifest, what happens?
A: When you perform Sketch, the Move available via Power Manifest will be permanently changed. Yes,
you may then take Power Manifest again to learn Sketch again and so forth.
Q: Can I take Genetic multiple times?
A: No.
Q: Do Genetics gain capabilities when they learn moves with Power Manifest?
A: No.
Q: Can I treat myself as a Pokemon for features from, say, Ace Trainer or--
A: Nope.
Q: If an Ability causes my max HP to change due to stat changes, what happens?
A: If your max HP goes up, you don't recover any HP. If it goes down, however, you lose any additional HP
beyond your maximum, excluding HP that was already classified as Temporary Hit Points.
Hunter related
Q: How do I deal with someone possessing multiple pieces of elemental Armour?
A: You should specify only one piece of elemental Armour to be active, when a battle begins. This should
not change for the entirety of the battle.
Q: How does elemental Armour deal with other features that cause a trainer to have a natural element?
A: Static features granting a trainer a natural element are overwritten by the Armour's element. However,
activated abilities that temporarily change the user's element will overwrite both for their duration.
Q: Does the damage reduction from Armour stack with bonuses from other features (Master's Aegis, I Can
Take A Hit, etc.)?
A: Yes.
Q: Can I create a shield that qualifies for the use of Weapon Master's Master's Aegis feature as a piece of
Armour?
A: Yes.
Q: Do I need elemental arms features to wield Hunter weapons?
A: No.
Q: Do elemental weapons gain bonuses from weather (EG Sunny Day and Fire weapons)?
A: Yes
Q: How do elemental Hunter weapons work with elemental arms features?
A: You may activate your Elemental Arms Feature at any time to overwrite the element of the Hunter
Weapon for that turn. If you do so, you are momentarily considered to not be wielding that weapon and
thus get no bonus from the weapon's level as well.
Q: What does a sample crafting look like?
A: If three level 20 Water materials and three level 30 Water materials were used to craft an accessory, it
would be a Level 25 Water accessory which would grant the wearer +1 movement speed when in the
water. If it were a weapon, it would deal Water-type damage and add 1d8 damage. If it were armour, the
wearer would be counted as Water-type when receiving attacks, and would grant 3 points of damage
reduction.
Q: Do accessory effects affect the wearer's Pokemon?
A: No, just the wearer.
Q: Does wearing elemental armour grant me STAB?
A: No. It only changes your element for the purpose of damage received.
Q: Wait, why can I cross-class into Trapper?
A: It makes fluffy sense.
Liberator related
Q: Can I use Interception to blog Snag attempts?
A: Yes
Q: Wait, I thought Wild Children couldn't cross class to Capture Specialist? Why can I cross-class to
Snagger?
A: It's a special, sensible exception, though it comes with special limits as well.
Mimic related
Q: If I use Just Like You, do I have to copy every stat modifier the target has?
A: Yes. You get the good with the bad.
Q: If my max HP changes because of Just Like You (because of Improved Endurance or other variable max
HP increases reliant on modifiers) and it is lower than my current HP, what happens?
A: Your excess HP is immediately lost. This also occurs if you are healed while your max HP is higher.
Q: What kind of Features should Human Mirror not be able to copy?
A: Anything requiring special powers the Mimic does not possess (Such as Mystic possession abilities or a
Psychic's phasing), although features that trigger Moves should be able to be copied.
Q: What sort of things will cause Impersonation to stop working?
A: If you get asked a question and give an obviously wrong answer, etc etc, it's really mostly common
sense. Also, if someone does realize the trick, they can pass this information onto others. This feature is
largely up to the GM's logic.
Q: Can I use Impersonation to pretend I'm someone of the opposite gender?
A: Yes. Your GM might cut you some penalties for convincing people though.
Pack Leader related
Q: How the hell does Fighting Together work?
A: Imagine you and all of your Companions are all a 'pack'. The first member of the pack to attack won't
receive any bonus. However, if another member of the pack attacks, they gain a damage bonus based on
how many other members of the pack have attacked the same target already.
*If the first member who attacked was to attack again at this point, they'd also get a damage bonus, since
one other member of the pack has attacked the target now
*If a third member of the pack were to attack, they would gain the bonus for two other members of the pack
having attacked
And so forth. I promise, it's really very simple, but finding a way to word it is a little tricky!
Q: How does Contrary/Simple/etc work with stat boosts and Together We Are Strong?
A: Apply all stat boosts as though the Pokemon had it used it themselves. This means each Pokemon's
individual abilities will take effect on their own instance of it if applicable.
Q: How do moves that raise some CS and lower others work with Together We Are Strong?
A: Apply the full set of stat boosts and drops.
Tribal related
Q: If I call my Legendary with Descent of the Almighty, who controls it?
A: The GM. Thanks to your Avatar status, you're on its side either way.
Q: Does Emergence of Divine Soul let me get STAB?
A: Yes. It will be small, since you're a low level, mind you.
Q: Does having a speed stat thanks to Emergence of Divine Soul mean I act on a Pokemon turn too?
A: No. You simply gain speed evasion, if there is enough to get any.
Q: Does having stats thanks to Emergence of Divine Soul mean I can benefit from Combat Stages?
A: Yes.
Q: Does having an attack stat boost non-Move trainer feature damage?
A: Yes. Your temporary Attack stat will increase damage from Arms Features, Feral Strength, and so forth.
Wanderer related
Q: I can say I got badges and ribbons and released Pokemon in the past during my character generation,
right?
A: Yes! But please don't go overboard. Ask your GM what seems reasonable based on the starting level of
the campaign. (In a future version I might put a suggested allowance chart or something here)
Other
Q: Where's the PDF?
A: ...
Q: What happens if I use a move that affects my combat stages?
A: Nothing, since you don't have stats (Unless you're a Tribal using Emergence of Divine Soul)
Q: Any recommendations for cross-classing?
A: Pack Leader goes great with Ace Trainer options, Mimic goes well with Tag Battler. Martial Artists go
great with Genetic or Tribal; Weapon Masters especially with Hunter. Wanderer goes with anything.
Patch log
Version 7 (October 28
th
, 2011)
*Added Appendix I: Genetic Abilities (I bet it's a mess)
*New Genetic Feature: Curious Development
*What a twist! FAQ and Cross-classing updated. Again.
*Genetic: Power Manifest slightly clarified it's Level Up moves only. Oh, and now uses CHA mod, not
CON mod.
*Hunter: There are now some 'extended notes' on Hunter weapons.
*Mimic: Mirror Move + properly replaces Mirror Move now.
*Tribal: Instrument of Judgement has a frequency now, but you can't stack it.
*Tribal: Surge's frequency is slightly increased and its wording is a little different.
*Wild Child: Feral Strength is now 2d8+Half STR and AC5
*Wild Child: Feral Strength + is now 3d10+STR
*Wild Child: Joining the Fray can't be stacked now.
Version 6 (August 15
th
, 2011)
*New Hunter Feature: Elemental Imbue
*New Tribal Feature: We Are As One
*New Wild Child Feature: Willpower
*Cross-classing and FAQ updated. Again.
*New front page because why the hell not.
*New trainer feature icons are added.
*Genetic: Altering Body allows for Heater (How'd I forget this)
*Genetic: Altering Hands now adds STR Mod as attack (How'd I forget this), and Crabhammer is replaced
with Razor Shell by request
*Genetic: Family Link is a lower bonus but now provides a small bonus on similarly-typed Pokemon
*Genetic: Legendary Genetics now require level 15
*Genetic: Power Manifest now goes up to 3x Level
*Hunter: Accessory Smith now rounds the effects up instead of down what the HELL was I thinking. It's
therefore useable now.
*Hunter: Clean Kill no longer exists
*Hunter: Finisher has a frequency of Daily/8 instead of Daily now, and activates Clean Kill's effect on
success
*Hunter: Master Craft works a little different now. As in, it's more useful. It's also a bit more costly.
*Hunter: Merciless Assault no longer exists
*Hunter: Weapon Smith weapons of Normal type get +STR Mod damage, since Normal Type is otherwise
clearly disadvantageous.
*Hunter: Has had its image updated because why not
*Liberator: Ball Buster now requires Intercept as a prerequisite
*Liberator: Interception Thief now requires Intercept as a prerequisite
*Pack Leader: Together We Are Strong now prevents other features from triggering off of it, preventing
Channelers or Tag Battlers from stacking obscene combat stage boosts. Also it's a little clearer.
*Tribal: Emergence of Divine Soul now requires level 10
*Tribal: Ignition of Sacred Might now requires level 15
*Tribal: Impressive Mastery's wording is fixed a bit
*Wanderer: In Memory now is limited to Daily if the Move learned with it is Battle Frequency
*Wild Child: Bonding Spirit + is gone; Bonding Spirit updated (More effective, but now deactivates if the
battle was interfered with)
*Wild Child: Feral Strength (+) are specific to No Weapons Equipped, by the way, and now specify that
they don't work with Arms Feature Mods. And are confirmed Typeless in return.
Version 5 (June 28
th
, 2011)
*New Advanced Class: Mimic
*New Pack Leader Feature: Coordination
*New Wild Child Feature: Scent Hunter
*Wild Child Major Change: Companions are now a full Mechanic instead of a feature; Rest and
Relaxation is now a base Class Feature.
*Feature icons (see Player's Handbook v1.23 or higher if you're confused)
*Cross-classing: New options
*FAQ: Surprise, there's more stuff!
*Hunter: Accessory Smith levels scale a little differently now for some types. Accessories raising evasion
grant their bonus per 20 levels now, while accessories adding defence are per 10.
*Liberator: Frustration now has a frequency of Daily/8 (As opposed to Daily)
*Liberator: Intercept can now block capture attempts on any Pokemon
*Pack Leader: Growing Together is now clarified to +50% EXP drop and stacks.
*Tribal: Impressive Mastery is now Static
*Wanderer: In Memory now is limited to Daily if the Move learned with it is Center Frequency.
*Wanderer: Wealth of Experience now requires the separating Pokemon to be at least level 20 to trigger its
effect. No easy-mode EXP bonuses for you.
*Wild Child: Copycat and Mimic (Which has been renamed Mirror Move to avoid confusion) now are more
fleshed out and have noticeable requirements.
*Wild Child: Feral Strength and Feral Strength + now have their ACs specified
*Wild Child: Growl is a little more useful now
*Wild Child: Playmate can now target any Pokemon, not just wild ones
*Wild Child: Rest and Relaxation can now restore Centre-frequency moves
*Wild Child: Tackle has been removed because it's inferior in 99% of cases to Feral Strength +.
*Wild Child: Unbreakable Bond now makes you capable of understanding your Companion completely
Version 4.1 (May 10
th
, 2011)
*Cross-classing: Genetic to Aura User now requires gene species to have the Aura capability instead.
*FAQ: Lots of new questions. Specifically of note, questions related to trainers getting STAB.
*Genetic: A Tribal possessing Avatar status can now become a Legendary Genetic.
*Genetic: Power Manifest now allows for frequency, and adds modifiers to damaging attacks.
*Hunter: Accessory Smith now makes ghost accessories work right.
*Hunter: Memento now can be used weekly, but only on Loyalty 4 Pokemon.
*Hunter: Salesman fixed because I fail at maths. You can actually make money from it now.
*Tribal: Emergence of Divine Soul no longer gives you abilities; instead, it gives you base stats.
Version 4 (May 1
st
, 2011)
*New Section: Cross-classing (For additional cross-classing opportunities into PTA standard classes)
*New Section: FAQ
*New Hunter Features: Armour Designer, Simple Craft
*New Liberator Feature: Loyalty Sense
*New Pack Leader Feature: Wide Guard
*New Tribal Feature: Lore Master
*Genetic: Altering Legs and Traveller have been adjusted for the revamped capabilities list.
*Genetic: Power Manifest now allows you to take moves from up to twice your trainer level. Learn levels
for moves are due to change soon, however, so this might change quickly!
*Genetic: Nature Manifest adjusted to account for basic & high abilities.
*Hunter: Accessory Crafting now rounds the effect down, not up.
*Hunter: Armour Smith now rounds up for determining damage reduction.
*Hunter: All crafting features now only require 6 Materials by default, instead of 7.
*Hunter: Finisher can now only activate off of arms feature/feral strength.
*Hunter: Is now automatically gifted an arms feature, unless they got one from somewhere else.
*Hunter: Master Craft has had its prerequisite lowered, and now only requires an additional 4 Materials.
*Hunter: Memento can no longer be stacked onto an item.
*Liberator: Karma's Fist now has a case for handling dual-wielders.
*Pack Leader: Fighting Together has been clarified.
*Pack Leader: Synchronized Assault now deals less damage, and no longer can be used with Battle or
Center frequency Moves.
*Tribal: Must now take Tribal Bonding if they're taking it cross-classed.
*Wanderer: Can no longer kill their own Pokemon for prerequisites/feature activations anymore.
*Wanderer: I Will Never Forget You now requires a minimum level to activate to prevent abuse.
*Wanderer: I Will Never Forget You grants a feature point when it first activates.
*Wanderer: Wealth of Experience clarified: the maximum is +50%
*Wild Child: Companion experience distribution is no longer broken nor complex.
*Wild Child: Rest and Relaxation overhauled so it no longer relies on nebulous rules.
Version 3.0 (March 6
th
, 2011)
*Let's Celebrate Black and White!
*New Advanced Class: Pack Leader
*New Advanced Class: Tribal
*New Advanced Class: Wanderer
*Wild Child's Wild Bonding no longer allows you to make Legendary Pokemon companions.
*Genetic's Prerequisite is now simpler to achieve.
*Genetic's Gene Species can no longer be a Legendary Pokemon
*Title Page, Table of Contents, Bookmarks, etc.
Version 2.0 (February 9
th
, 2011)
*New Advanced Class: Hunter
*New Advanced Class: Liberator
*Wild Child's Feral Strength changed from 1d10 to 1d12
*Wild Child's Feral Strength + changed from 3d10 to 4d10; this puts it in the lower end of the master arms
features range. Future changes to arms feature damage might cause this to be changed again in the future.
*Wild Child's Joining the Frey is a little more detailed now.
*Genetic's Reverent Majesty was given a check. Whoops! Can't believe I forgot that!
Version 1.0 (December 6
th
, 2010)
*First release of the Wild Child class
*New Advanced Class: Genetic

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