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PTU 1.5 Erratas (1 2 3)

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0% found this document useful (0 votes)
65 views34 pages

PTU 1.5 Erratas (1 2 3)

Uploaded by

AL
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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May 2015 Playtest

Pokémon Tabletop United


May 2015 Playtest Pack
What Am I Looking At Here?
This is a supplementary playtest document for the fan- Stumbled on this PDF by chance and have no idea
made Pokémon Tabletop United roleplaying system, what we’re talking about? Check the following links
written for use with the 1.05 release version of PTU. and resources! These are also where you can give us
feedback on what you see here and keep up with new
We’ll occasionally release packets like this one to test playtest packet releases.
experimental content and give us a sandbox to play with
ideas that aren’t quite ready for a full release but which • PTU Site/Blog: http://pokemontabletop.com/
we want to get feedback and comments on. Everything • IRC Channel: #PokemonTabletop on Rizon
you see here is subject to change! • Forums: http://forums.pokemontabletop.com/

What’s New In This Packet?


Much of the PTU 1.05 release focused on combat Here you’ll find:
options, such as revamping Weapon rules. The core of
the system is its tactical combat, so this shouldn’t be The Backpacker, a new Survival-based Class. Similar
surprising. Classes with absolutely nothing to contribute to the Hobbyist, it can be a build-fixing pick, making
to battle or battle prep don’t tend to do well. However, it easier to use a variety of Items and Edges with just
as a result, utility Trainers and options for Travel and an investment in Survival. Unlike Hobbyist though,
Investigation builds were left a bit by the wayside. which gives a breadth of Skills to accomplish this, the
Backpacker lets you develop a couple skills in more
Writing non-supernatural utility options in PTU is depth. It also boosts your use of Items and Equipment.
tricky. Mundane utility usually boils down to use of
Skills, the Items and Equipment you have access to, The Gadgeteer Researcher Field of Study, revived and
and the Pokémon that comprise your team. All of overhauled from the cut 1.04 version. In addition to
these elements exist and work fairly independently of a making improvised gadgets, it creates Cap Cannons, a
Class structure. Additionally, we try to stay away from replacement for Glue Cannons and Weighted Nets.
Features and Edges which directly give in-universe
rewards that usually come through roleplaying or which Book Items and Features in the General Research Field
force the GM to introduce particular organizations of Study to better use them. Book Items can be studied
into their campaign (a title as a Gym Leader or other by Draining AP and spending time to give a bonus for
position of authority, access to a particular in-universe the rest of the day, giving Trainers without AP sinks a
service, allies and resources, etc.). Some systems like use for their spare AP.
Fate or Powered by the Apocalypse do mundane utility
by allowing players direct narrative control, but that You’ll also find a change to Repulsive Medicines and a
isn’t a path we want to take with PTU. bit of errata for Chef, Survivalist, and Hobbyist.

All of this can make it rather tricky to write utility We hope you enjoy this playtest packet and look forward
Classes. That said, we’ve taken a crack at giving utility to your thoughts and comments!
Trainers more build options that also give primarily
non-combat Trainers better actions in combat. - the PTU dev team (Doxy, zoofman, castfromhp)

1
May 2015 Playtest

Backpacker
Travel and Investigation

Trainer Combat

Associated Skills: Survival

Travel is synonymous with the Pokémon Trainer’s lifestyle, and the best way to travel is with a full pack
of supplies for any situation. Backpackers know how to make the most of their items, using them with
quickness and efficiency, whether they be Potions to heal their friends or Repels to drive away dangerous
wild Pokémon.

The adventurer’s lifestyle teaches a Backpacker adaptability and endows them with many talents that would
normally seem outside their field of expertise. Stealth gear or even fashionable wear can be like armor to
them, and their experience trekking through treacherous terrain has taught them to avoid hazards as they
walk.

Backpacker fits a variety of builds, letting Survival-oriented characters gain combat prowess without
needing a large investment in the Combat Skill and providing craffters with more efficient ways to use their
creations.

2
May 2015 Playtest

Backpacker
[Class] [+Speed]
Prerequisites: Traveler
Static
Effect: You gain the Skill Enhancement Edge. You then gain an instance of the Skill Stunt Edge for each of the two
Skills you chose with Skill Enhancement.

Item Mastery Hero’s Journey


[+Speed] [Ranked 3] [+Speed]
Prerequisites: Backpacker Rank 1 Prerequisites: Backpacker
Static Rank 2 Prerequisites: Backpacker, Adept Survival
Effect: You learn the Moves Fling and Recycle. Rank 3 Prerequisites: Backpacker, Expert Survival
Rank 4 Prerequisites: Backpacker, Expert Survival
Equipment Savant Static
[+Speed] Effect: Each Rank, you may gain two Backpacker Talents
Prerequisites: Backpacker, Expert Survival for which you qualify.
2 AP – Swift Action
Effect: Use or Equip an Item or piece of Equipment
which would normally require a Standard Action
to use or equip. You may not make an Attack with a
Weapon this way - using other Items or Equipment that
requires “Attacks” (such as Cap Cannons or Poké Balls)
is acceptable.

Backpacker Talents
Call to Adventure Hat Trick
Static Static
Effect: You gain the Instinctive Aptitude Edge, even if Effect: While wearing Head Equipment worth at least
you do not meet its prerequisites. If you already have this $1000, you gain 15 Damage Reduction against Critical
Edge, gain another Edge for which you qualify. During Hits. This does not stack with any Damage Reduction
Combat or tense situations (never Extended Actions), if granted by any Head Equipment.
you spend AP to add a bonus to a Skill Check, you may
add +1d6 instead of +2. Movement Mastery
Static
Frisk Effect: Choose one of Art of Stealth, Athletic Initiative,
Static Mounted Prowess, Nimble Movement, Slippery,
Effect: You gain the Frisk Ability. Stamina, Swimmer, or Wallrunner. You gain the
chosen Edge, even if you do not meet the prerequisites.
Handyman Additionally, you may take any of these Edges in the
Static future as if you did meet the prerequisites.
Effect: Whenever you use an item or a non-Weapon
piece of equipment which calls for a Skill Check or has
an effect or prerequisite based on a Skill Rank, you may
substitute Survival for the used Skill. This does not affect
prerequisites for Books.

3
May 2015 Playtest

Sole Power Wear it Better


Static Prerequisites: Expert Survival
Effect: While wearing Feet Equipment worth at least Static
$1000, you do not trigger Hazards while Shifting. Effect: While wearing Body Equipment worth at least
However, you still trigger any Hazards that you are $1000, you gain +5 Damage Reduction. This does not
standing on at the start or end of your turn. Reactive stack with any Damage Reduction granted by any Body
Hazards such as Stealth Rock cannot be triggered Equipment.
against you.

Wayfarer
Static
Effect: You may use your Survival Skill when making
Opposed Rolls when defending against Disarm,
Grapple, Push, and Trip Maneuvers. When wielding a
Weapon, you may use Survival instead of Combat to
determine the Damage Base of your Struggle Attacks
and to qualify for a Weapon’s Moves.

4
May 2015 Playtest

Gadgeteer Research Field


Improvised Gadgets Capsule Science
Prerequisites: Novice Technology Education Prerequisites: Improvised Gadgets, Expert Technology
Bind 2 AP – Extended Action Education
Target: A willing Pokémon with the Magnetic, Zapper, Static
or Threaded Capability Effect: You learn the Cap Cannon, Cap Ammo, and
Effect: Choose one of the Capabilities listed in the Wonder Launcher recipes, and you gain the following
Target line that the target Pokémon has. You create a additional effects when using those items.
Main or Off-Hand Equipment Item usable by Trainers
that grants the user the chosen Capability. Whenever a »» Bean Caps: You gain a +10 Damage Bonus when
Trainer makes Struggle Attacks using Zapper through using Bean Caps.
this Item, they may choose to use your Technology »» Glue Caps: Your Effect Range when using Glue
Education Rank tripled in place of an offensive Stat. Caps is increased by +3.
When this Feature is Unbound, the Equipment Item »» Nets Caps: Targets affected by your Net Caps gain
breaks and cannot be repaired. You may only have X a -X penalty to all Damage Rolls, where X is your
instances of this Feature Bound at once, where X is Technology Education Rank.
equal to half your Technology Education Rank. »» Wonder Launcher: Whenever you apply an item
to a target using the Wonder Launcher, they gain
I Meant to Do That Temporary Hit Points equal to your Technology
Prerequisites: Improvised Gadgets, Adept Technology Education Rank.
Education
At-Will – Special Enhanced Capsules
Condition: You must have at least one Equipment Item Prerequisites: Capsule Science, Master Technology
you created with Improvised Gadgets equipped to use Education
this Feature. Daily x3 – Extended Action
Effect: Choose one of your equipped items you Target: A willing Pokémon with one of the Capabilities
created with Improved Gadgets. It is destroyed and listed below
cannot be repaired, and that instance of Improvised Effect: Choose one of the Capabilities below which the
Gadgets is immediately Unbound. Use the effect below target Pokémon has. You create a consumable item with
corresponding to the Capability granted by the chosen the effect below, depending on the chosen Capability.
item. All unused items created with Enhanced Capsules
are rendered inert after an Extended Rest (including
»» Magnetic: You may activate this effect as a Standard modifications to other items).
Action Interrupt whenever a Steel or Electric-Type
attack or an attack with a metal Weapon would hit a »» Glow: This item may be attached to a Wonder
target within 5 meters. The attack instead misses all Launcher as a Standard Action to give the following
targets within 5 meters. effect for the rest of the Scene: Whenever you apply
»» Threaded: Choose up to 3 targets within 4 meters an Item to a target using this Wonder Launcher, that
and perform an AC 4 Status Attack against them as target gains the Illuminate Ability for one full round.
a Standard Acion. All hit targets become Stuck and »» Magnetic: This item may be loaded into a Cap
Trapped for one full round. Cannon to provide two Bean Cap Ammo. When
»» Zapper: You may activate this effect as a Swift fired, these Bean Caps cannot miss.
Action upon hitting a foe with a Zapper-modified »» Threaded: This item may be loaded into a Cap
Struggle Attack. The foe is Paralyzed. Cannon to provide two Glue Cap Ammo. When
fired, they affect a Blast 2 instead of a single target.
»» Zapper: This item may be loaded into a Cap Cannon
as a single Net Cap Ammo. Targets trapped by this
Net Cap are Suppressed while trapped. Targets
immune to Electric-Type attacks are immune to this
effect.

5
May 2015 Playtest

Gadgeteer Recipes
Cap Cannon Wonder Launcher
At-Will – Extended Action At-Will – Extended Action
Effect: You create a Cap Cannon for $2000. Effect: You create a Wonder Launcher for $5000.

Cap Ammo
At-Will – Extended Action
Effect: You create a Bean Cap for $25, a Glue Cap for
$50, or a Net Cap for $100.

Additional Changes
Mechanical Scrap is a new Scrap category that encom- Glue Cap - Glue Caps shoot as a sticky orb that explodes
passes Items made with the Gadgeteer, Engineer, and upon contact, covering the target in a sticky adhesive.
Upgrader Fields of Study. Cost per Cap: $100
AC: ( 8 minus Tech Edu Rank, Minimum 2 )
Glue Cannons and Weighted Nets are replaced with Range: 8 meters
Cap Cannons, which have the following rules text: Effect: Cause the target to become Slowed, and their
Initiative is lowered by 5. On 18+, the target is also
Cap Cannon - Capsule Cannons - or Cap Cannons for Stuck and Trapped.
short - are two-handed pieces of Equipment which can
be loaded with different types of Capsules (Caps) and Net Cap - Net Caps expand into a strong fibrous net
fired. They can be fired as a Standard Action, and the that cling to and entangle their target.
range and effect of the Cannon depends on the Cap Cost per Cap: $200
used. A Cap Cannon may have up to five Caps loaded AC: ( 10 minus Tech Edu Rank )
in it at once, and they do not have to be fired in any Range: 6 Meters
particular order. You may load up to two Caps into a Effect: Targets hit by a Net Cap gain all the effects below
Cannon as a Standard Action. There are three types of while the net remains on them. Targets may attempt to
Caps: Bean Caps, Glue Caps, and Net Caps. In addi- remove the Net as a Standard Action; if they do, they
tion to Caps, Capsule Cannons can also be loaded with make a Save Check with a DC of 15, adding their Power
Smoke Bombs, Pester Balls, and Poke Balls. When fired Capability as a bonus to their Roll. Targets may auto-
this way, these items behave normally but have a Range matically remove the Net as an Extended Action.
of 10 meters. Capsule Cannons cost $5000. »» If the target is a Wild Pokémon, Capture Rate is in-
creased by +20
Bean Cap - Bean Caps shoot as a small cloth projectile »» If the target is Large Size or smaller, they take a -3
filled with beads, which explodes upon contact, dealing penalty to Accuracy Rolls
some damage. »» If the target is Medium Size or smaller, they are
Cost per Cap: $50 Slowed and Vulnerable
AC: ( 6 minus Tech Edu Rank, Minimum 2 ) »» Sky and Levitate Speeds cannot be used; the target
Range: 10 meters is forced to lower themselves to the ground (without
Effect: The target takes 20 Physical, Normal-Type Dam- taking fall damage).
age. On 18+, the target is Tripped and loses a Tick of Hit
Points.

6
May 2015 Playtest

General Research Field


Breadth of Knowledge Well Read
Prerequisites: Novice General Education Prerequisites: Bookworm, Expert General Education
Static Static
Effect: You gain three Edges for which you qualify. Effect: You may use your General Education Rank
These Edges must be used to gain a Skill Edge with an to qualify for Books, instead of the Book’s usual Skill
Education Skill, or to gain an Edge that has an Education Prerequisites, provided you have the normal Prerequisite
Skill as a Prerequisite that you meet. at at least Novice Rank.

Bookworm Echoes of the Future


Prerequisites: Breadth of Knowledge Prerequisite: Breadth of Knowledge, Master General
Static Education
Effect: You gain X Study Points, where X is equal to 2 Daily x2 – Free Action
plus one more for every other General Research Feature Trigger: You or your Pokémon make a roll
you have. You may Drain Study Points to benefit from Effect: You may roll twice and keep the best result.
studying Books, instead of Draining your Action Points.
Study Points are restored to your maximum after an
Extended Rest, just like Action Points.

Book Item Mechanics


Books hold knowledge, and knowledge is power! Books are Items associated with Education Skills that can be used
during Extended Actions to Drain your AP to receive certain benefits.

After half an hour of study, you can Drain 1 AP to gain the benefits of one Rank of a Book , if you meet the prereq-
uisite Skill for that Book’s Rank. Ranks in an individual book must be gained sequentially (e.g. you must have the
Novice Rank effect to gain the the Expert Rank effect).

The benefits from a Book last until an Extended Rest is taken; when an Extended Rest is taken, you may choose to
renew any Drain previously held from Books and continue to gain the effects.

Books generally cost $1000, but we are still looking at how to best price them. Give us feedback!

General Education Books Examples: Gossip Mag - Charm (regional celebrities),


Locksmith’s Manual - Stealth (lock-picking), Paleontol-
Study Manual ogy Manual - Survival (digging up fossils), How to be
Description: A Study Manual is always assigned to a 1337 - Technology Education (hacking)
single Skill and covers a specific narrow field that can
be taken as a Skill Stunt. A list of examples is provided. The Joy of Cooking
Rank 1 - Novice General Education: You gain a Skill Description: A cookbook for novice and experienced
Stunt in the associated Skill of the Study Manual cover- chefs alike.
ing the narrow field specified by the Study Manual. Rank 1 - Novice General Education: Your material
Rank 2 - Expert General Education: You gain a general costs for crafting Food Items of any variety are reduced
+2 Bonus to the associated Skill. This Bonus does not by 10%.
stack with other bonuses from Books or Equipment to Rank 2 - Expert General Education: Meal and Re-
the same Skill. freshment Items you create cause whoever eats them to
gain a Tick of Hit Points.

7
May 2015 Playtest

How Berries?? Occult Education Books


Description: A beginner’s guide to the proper care of
berry plants. Dowsing For Dummies
Rank 1 - Adept General Education: Once per day Description: A favorite of rock collectors everywhere,
when making a Yield Roll, add +1 to the result. this book teaches the user how to attune their dowsing
Rank 2 - Expert General Education: You may create rods.
Mulch from Food Scrap. Rank 1 - Novice Occult Education: Roll +1d6 when
searching for Shards.
Medicine Education Books Rank 2 - Adept Occult Education: When you begin
searching for Shards, you may choose to expend an ad-
First Aid Manual ditional activation of Dowsing for the day. If you do,
Description: A training manual given to all EMTs. choose a Shard Color; all the Shards you find during
Rank 1 - Novice Medicine Education: You gain a +10 this search will be of the chosen Color.
Bonus to Medicine Education Checks made to use a
First Aid Kit. How to Avoid Being Spooked
Rank 2 - Expert Medicine Education: You may use the Description A questionable old tome filled with
First Aid Expertise Feature once per day. Ghost-related esoterica.
Rank 1 - Adept Occult Education: While holding a
Traditional Medicine Reference* Cleanse Tag in your Main or Off-Hand Equipment Slot,
Description: A volume dedicated to properly preparing you can see Pokémon and Trainers using the Invisibility
herbal medications. Capability.
Rank 1 - Adept Medicine Education: Targets you ad- Rank 2 - Expert Occult Education: While holding a
minister Herbal Restoratives to do not lose Combat Cleanse Tag in your Main or Off-Hand Equipment Slot,
Stages no matter how many Herbal Restoratives they’ve you are immune to the Cursed Status Affliction.
had in the same day.
Rank 2 - Expert Medicine Education: Whenever you Tinfoil Gospel: Your Primer on Thwarting the
administer an Herbal Restorative to a target, they may Conspiracies of the New World Order
choose to gain the Food Buff associated with Herbal Re- Description: An even more questionable tome, filled
storatives, regardless of how many Herbal Restoratives with laughable conspiracy theories. Its mental exercises
they’ve used this day. are strangely effective, however.
Rank 1 - Novice Occult Education: You gain the Iron
*See Herbal Restoratives in Miscellaneous Errata Mind Edge and the Skill Stunt - Focus (resisting Telep-
athy).
Caretaker’s Manual Rank 2 - Expert Occult Education: Your Aura becomes
Description: An invaluable guide to patient care with muddled and difficult to read. Pokémon and Trainers
wide appeal and praised by both nurses and rangers. with the Aura Reader Capability cannot discern the tint
Rank 1 - Adept Medicine Education: Once per Scene, of your Aura and must succeed on an opposed Intuition
you may assist an adjacent ally in Taking a Breather as or Focus Check vs your Occult Education or Focus in
a Standard Action, and they do not Shift or become order to read the hue of your Aura. Upon failure, they
Tripped as part of this action. If the target is Confused may not attempt to read your Aura again for the re-
or Enraged, you may roll Medicine Education instead of mainder of the Scene.
Command to assist them.
Rank 2 - Master Medicine Education: This effect can
only be bound while taking an Extended Rest and
Drains AP for the next day. During this Extended Rest,
Pokémon and Trainers in your care heal twice as many
Hit Points while resting, heal Injuries twice as quickly,
and may heal an additional Injury per day. This stacks
with use of Bandages.

8
May 2015 Playtest

Pokémon Education Books A Field Guide to Fungi


Description: This book tells you which mushrooms are
Type Study Manual good to eat and which ones will give you a bad trip.
Description: These Books focus on one particular Rank 1 - Novice Survival: You automatically identify
Pokemon Type. all Tiny Mushrooms, Big Mushrooms, and Balm Mush-
Rank 1 - Novice Pokémon Education: You gain a -5 rooms you pick. Whenever you or your Pokémon con-
Bonus on Capture Checks against the studied Type. sume one of those Mushrooms, they ignore the negative
Rank 2 - Expert Pokémon Education: When you ap- effect of the Mushroom (Hit Point loss, Poison, Combat
ply Experience Training, you may choose to give one of Stage loss).
your Pokémon of the studied Type +10 Bonus Experi- Rank 2 - Adept Survival: You can create the Hearty
ence. The same Pokémon cannot be chosen two days in Meal Chef Recipe as an Extended Action but only by
a row. using Mushrooms as ingredients.

Pokémon Daycare Licensing Guide Travel Guide


Description: This book teaches advanced Pokémon Description: A Travel Guide covers a specific location,
Breeding techniques. such as a mountain or a pair of routes in the wilderness.
Rank 1 - Adept Pokémon Education: When Breeding Travel Guides are usually written for the more popular
Pokémon of this Book’s Egg Group, you may choose destinations in a region, but they might not necessarily
which parent’s species the Egg is of. exist for more obscure and out of the way locations.
Rank 2 - Master Pokémon Education: When hatching Rank 1 - Novice Survival: You gain the following Skill
Eggs of Pokémon of this Book’s Egg Group, the hatched Stunts while traveling in the studied location: Survival
Pokémon learns their first Inheritance Move at Level 10 (Foraging) and Survival (Navigation).
instead of Level 20. Rank 2 - Expert Survival: You and your Pokémon do
not take damage from naturally occurring Weather ef-
*There will also eventually be a Contest-related book, fects in the studied location.
but we don’t want to write one with the current state of
Contest rules. Technology Education Books
Survival Books The Anarchist Cookbook
Description: The simple act of owning this book isn’t
Fishing 101 illegal, but carrying out its suggestions might be.
Description: A good way to waste an afternoon sitting Rank 1 - Novice Technology Education: Whenever
at the side of a boat. you apply a Repel to a target, they become Blinded until
Rank 1 - Novice Survival: You gain the Snare Capture the end of their next turn. This may only affect a target
Technique, but it only applies to Pokémon you have once per Scene.
fished up. Rank 2 - Expert Technology Education: Whenever
Rank 2 - Adept Survival: Whenever you fish up a you hit a target with a Repel or Pester Ball, they lose Hit
Pokémon, choose two Combat Stats. That Pokémon be- Points equal to your Technology Education Rank.
comes Flinched and loses 1 Combat Stage in each of the
chosen Stats. Poké Ball Technical Manual
Description: Your all-in-one guide to balls.
Rank 1 - Novice Technology Education: Your material
costs for crafting Poke Balls of any variety are reduced
by 10%.
Rank 2 - Expert Technology Education: Poke Balls
you craft gain a +2 Bonus to Accuracy Rolls.

9
May 2015 Playtest

DIY Engineering
Description:
Rank 1 - Novice Technology Education: Your material
costs for crafting items crafted from Mechanical Scrap
are reduced by 10%.
Rank 2 - Expert Technology Education: Whenever
you Scrap an Item you created, you gain Scrap worth
75% of its monetary cost instead of only 50%.

10
May 2015 Playtest

Miscellaneous Errata
Food and Chef Errata The first time a Pokémon or Trainer consumes an Herb-
al Restorative in a given period, they gain a Food Buff
Digestion Buffs are now called Food Buffs. that can be traded in to gain a +2 bonus on a Save Check.

Dumplings cannot be used to make other Dumpling The second time a Pokémon or Trainer consumes an
items. No infinite recursion, please. Herbal Restorative in a given period, they become un-
able to gain Food Buffs or Temporary Hit Points until
The bonus from Accentuated Taste can only be gained they take an Extended Rest.
once per item, even if Complex Aftertaste is used to give
an additional Food Buff for the item. The third time and every time thereafter that Pokémon
or Trainer consumes an Herbal Restorative in a given
Gluttony’s effect should read as follows: “The user may period, roll 1d6. 1 corresponds to Attack, 2 to Defense,
have up to three Food Buffs at once, and may eat up to 3 to Special Attack, 4 to Special Defense, 5 to Speed, and
two refreshments per half hour.” 6 is re-rolled. The user’s default Combat Stage for the
rolled Stat is reduced by 1 until they take an Extended
Other Class-Related Errata Rest.

Capture Specialist: Tools of the Trade now gives an Ac-


curacy bonus to Cap Cannons.

Hobbyist: Hobbyist now only allows the user to take


Skill Edges that Rank Up a Skill.

Hunter: Surprise! now has an AP discount when trig-


gered by attacks using Cap Cannons.

Survivalist: Natural Fighter now allows a Survivalist


to use the Move Spikes instead of Fling when in Urban
terrain.

Herbal Restoratives
Repulsive Medicines are now called Herbal Restor-
atives and no longer cause Pokémon to dislike their
Trainer. Instead, they have the following effects:

Herbal Restoratives function differently from most nor-


mal Restorative items. While you can spray as many
Potions on a Pokémon or Trainer each day as you like,
using too many Herbal Restoratives in one day can be
detrimental. However, using just one or two a day is fine
and can even be better than using normal Restoratives!

Keep track of how many Herbal Restoratives a Pokémon


or Trainer consumes. This count is reset after each Ex-
tended Rest.

11
Sept 2015 Playtest

Pokémon Tabletop United


September 2015 Playtest Pack

What Am I Looking At Here?


This is a supplementary playtest document for the fan- Stumbled on this PDF by chance and have no idea
made Pokémon Tabletop United roleplaying system, what we’re talking about? Check the following links
written for use with the 1.05 release version of PTU. and resources! These are also where you can give us
feedback on what you see here and keep up with new
We’ll occasionally release packets like this one to test playtest packet releases.
experimental content and give us a sandbox to play with
ideas that aren’t quite ready for a full release but which • PTU Site/Blog: http://pokemontabletop.com/
we want to get feedback and comments on. Everything • IRC Channel: #PokemonTabletop on Rizon
you see here is subject to change! • Forums: http://forums.pokemontabletop.com/

What’s New In This Packet?


While the last playtest packet back in May had a clear Here you’ll find:
focus on mundane utility options and ways to build
Trainers who don’t necessarily specialize in direct Revisions to Cheerleader and some sources of Damage
combat or Pokémon support, this packet doesn’t really Reduction. With 1.05, we swung too far in the direction
have a singular focus. of buffing defensive play, and Damage Reduction as a
whole became too powerful, especially when stacked.
Instead, it’s a mish-mash of changes that are meant to
smoothen out how the system plays or address concerns A new draft of the Medic Class and related items and
and issues that aren’t worth a whole big update and Features for wilderness survival.
would otherwise fall by the wayside. You could say
some of these are quality of life improvements, such as a Revisions to Poké Edges, especially for Mixed Attackers.
revision to make Capture mechanics faster, or quick and
dirty balance changes like dialing back the effectiveness Revisions to the following core mechanics:
of some defensive options in the system. • Capture mechanics have been simplified and made
to use d20s where rolling higher is better. This keeps
We understand that some of these adjustments, despite it more in line with how the rest of the system works.
addressing small subsets of the system, can actually • Tutor Moves are now subject to restrictions by
result in pretty sweeping changes within a campaign! Pokémon level, which prevents Classes like Mentor
So keep in mind as you read this packet that all of this and Chronicler from causing early game spikes in
is playtest material, and it’s also sort of a sandbox for us Pokémon Moveset power.
devs to play around with ideas that aren’t quite ready for
a full numbered release. We hope you enjoy this playtest packet and look forward
to your thoughts and comments!

- the PTU dev team (Doxy, zoofman, castfromhp)

1
Sept 2015 Playtest

Cheerleader
Active Pokémon Support

Passive Pokémon Support

Associated Skills: Charm

For some Trainers, the path to victory isn’t paved with complicated strategy or incredibly harsh training.
Instead, they believe in their Pokémon and try to motivate them to battle to their best, even in the face of
overwhelming odds. True to their name, Cheerleaders cheer on their Pokémon and drive them to greater
heights of battle with their optimistic attitudes.

Cheerleaders bring shine and happiness to traveling groups of Trainers, their words of motivation keeping
their allies going even after devastating attacks. This doesn’t mean they’re all about blind optimism with
no substance, however. Cheerleaders need leadership skills, and under their guidance, allies can find their
second wind or push themselves to act quicker in battle.

Teamed up with cheery and motivating Pokémon, a Cheerleader can keep a traveling party in high spirits
and fighting at their best all the time.

2
Sept 2015 Playtest

Cheerleader
[Class]
Prerequisites: Inspired Training, Novice Charm
At-Will – Extended Action
Target: Your Pokémon with at least 2 Tutor Points remaining
Effect: Your Pokémon loses 2 Tutor Points and gains the Friend Guard Ability.

Moment of Action Go, Fight, Win!


[Orders] [Orders]
Prerequisites: Cheerleader Prerequisites: Moment of Action, Expert Charm
At-Will – Standard Action Scene x3 – Standard Action
Target: Up to two Allied Trainers Effect: Choose and perform one of the cheers below.
Effect: Each target gains 1 Temporary Action Point. You may perform each Cheer only once per Scene.
These Action Points disappear after one full Round. »» Show Your Best!: Choose Def or Sp.Def, all allies on
the Field gain +1 CS in the chosen Stat.
Cheers »» Don’t Stop Now!: All allies on the Field gain
Prerequisites: Cheerleader Temporary Hit Points equal to your Charm Rank.
X AP – Swift Action »» I Believe In You!: All allies on the Field gain a +2
Trigger: You use [Orders] Bonus to evasion for 1 full round.
Effect: The target or targets of the triggering [Orders]
are Cheered for 1 full round. While Cheered, the target’s Keep Fighting!
Combat Stages cannot be lowered by foe’s attacks, Prerequisites: 5 Cheerleader Features, Master Charm
features, or abilities. This Feature costs 0 AP if the Daily x2 – Free Action
triggering effect affects only one ally, and costs 1 AP if it Trigger: Your Pokémon or an Ally Trainer with over 1
affects two or more. Hit Point is reduced to 0 Hit Points or lower
Effect: That Ally’s Hit Point count is reduced to 1
Inspirational Support instead, and then gains Temporary Hit Points equal to
Prerequisites: Cheers, Adept Charm your Charm Rank doubled.
Static
Effect: Whenever your Pokémon with Friend Guard
targets an Ally with an Ability or Status Move, the
targeted Ally becomes Cheered.

Bring It On!
Prerequisites: Cheers, Adept Charm
1 AP – Free Action
Effect: You may trigger Bring It On! whenever...
»» A Cheered Ally takes Damage, to grant them 5
Damage Reduction agains the triggering Damage.
»» A Cheered Ally makes a Save Check, to grant them
a +2 Bonus on that check.
»» A Cheered Ally Takes a Breather, to grant them
Temporary Hit Points equal to your Charm Rank.

A target may benefit from each “Bring It On!” effect


only once per Scene.

3
Sept 2015 Playtest

Supplementary Changes
Hold Hands is changed as follows: Defense Curl and Withdraw are now the following:

Move: Hold Hands Move: Defense Curl


Type: Normal Type: Normal
Frequency: Scene x2 Frequency: At-Will
AC: None AC: None
Class: Status Class: Status
Range: Melee, 1 Target Range: Self
Effect: The target and the user each gain three Ticks of Effect: The user’s Defense is raised 1 Combat Stage and
Temporary Hit Points, and a +2 Bonus to Save Checks they become Curled Up until the end of the Scene or
for 1 full round. they are Recalled or Take a Breather. When using the
Contest Type: Cute Moves Rollout or Ice Ball while Curled Up, the user
Contest Effect: Get Ready! gains a +10 bonus to the damage rolls of those Moves.
Contest Type: Cute
Heavy Shields are removed from the system. Contest Effect: Sabotage
Light Shields (now just Shields) grant a +1 Evasion bo-
nus rather than +2. Move: Withdraw
Type: Water
Light Armor is split into two varieties: Frequency: At-Will
»» Light Armor grants +5 Damage Reduction against AC: None
Physical Damage. Class: Status
»» Special Armor grants +5 Damage Reduction against Range: Self
Special Damage. Effect: The user’s Defense is raised 1 Combat Stage.
Contest Type: Cute
Heavy Armor now grants +5 Damage Reduction Contest Effect: Sabotage
against all Damage.

4
Sept 2015 Playtest

Medic
Travel and Investigation

Active Pokémon Support

Associated Skills: Medicine Education

Wilderness Exploration, Competitive Battling, and Fighting Crime all run the risk of injury or worse.
While Potions and other medical equipment are readily available, not much really compares to someone
trained in how to treat injuries and medical emergencies. While the introduction of Poké Centers has
somewhat lessened demand, the world of Pokémon has always had a great need for medical professionals
ready to assist those in need.

Groups of Trainers on the road rarely do not have a trained Medic among them, not only for the practicality
but also for the great number of them. Most begin their studies at local Poké Centers learning simple nursing;
others come from Medical Schools; those from more out-of-the-way areas might just have knowledge on
how to handle local herbal remedies. Regardless of how experienced they are, their presence is usually a
welcome one.

5
Sept 2015 Playtest

Medic
Prerequisites: Novice Medicine Education
Static
Effect: You are always considered to have access to a First Aid Manual and a Combat Medic’s Primer, and are
always considered to be Binding their Rank 1 Effects without actually using any AP.

Front Line Healer Stay With Us!


Prerequisites: Medic Prerequisites: Front Line Healer, Master Medicine
Static Education
Effect: When you apply a Restorative, you gain +5 Daily x3 – Full Action, Reaction
Damage Reduction for 1 full round. Whenever you use Trigger: An Ally is hit by an attack
Combat Medic’s Primer’s Rank 2 effect, you may apply Effect: You must be able to Shift to your target to use
the same effect on yourself. Damage Reduction from this Feature. If you can, you immediately do so, and may
this Feature does not stack with itself. apply a Potion, Super Potion, Hyper Potion, Energy
Powder, or Energy Root. Though damage, injuries, and
Medical Techniques all other effects of the triggering attack are finalized
Prerequisites: Medic, Adept Medicine Education before this Feature is applied, do not determine if the
1 AP – Free Action target has been Fainted, Killed, or gained Injuries from
Trigger: You apply a Restorative Item Hit Point Markers until after the effects of the action
Effect: The target of the triggering action gains a Tick chosen through use of this Feature has been resolved.
of Hit Points, plus an additional amount of Hit Points
equal to your Medicine Education Rank.

I’m a Doctor
[Ranked 2] [Gift]
Rank 1 Prerequisites: Medic
Rank 2 Prerequisites: Medic, Adept Medicine
Education
Static
Effect: Each Rank, you gain one of Field Clinic or Medic
Training and one of Nurse or First Aid Expertise.

Proper Care
Prerequisites: I’m a Doctor, Field Clinic, Expert
Medicine Education
Static
Effect: You gain additional bonuses to using Restoratives
and Features while in a Field Clinic, Poke Center,
Hospital, or other dedicated healing space that lets you
access supplies.
»» When you trigger First Aid Expertise here, the
injury that is Removed does not count towards the
total number of Injuries that may be removed each
day.
»» When you trigger Nurse here, Bandages cure 1
Injury after three hours, in addition the injury
healed after 6 hours.
»» All Restoratives heal an additional 5 Hit Points. This
stacks with the bonus granted by Field Clinic.

6
Sept 2015 Playtest

Supplementary Changes
The [Gift] tag denotes Features which grant other Edges New General Feature:
or Features. Whenever a [Gift] Feature is taken and you
already have one of the denoted Edges or Features, you Nurse
may instead choose to take another Edge or Feature Prerequisites: Expert Medicine Education
(depending on what you have) for which you qualify. Drain 2 AP – Free Action
And yes, we’ll be putting this on all the other stuff in the Trigger: You take an Extended Rest
system that does this! Effect: During this Extended Rest, Pokémon and
Trainers in your care gain the benefits listed below. The
Book Changes: AP Drain cost from triggering this Feature is applied
after the Extended Rest is completed and AP Drain has
Remove the Caretaker’s Manual and add the following: otherwise been restored.
»» They heal 1/8th of their Max Hit Points per half
Combat Medic’s Primer hour of rest instead of 1/16th (does not stack with
Rank 1 – Novice Medicine Education: After taking a Bandages).
Sprint Maneuver, you may apply a Restorative Item on »» If the Extended Rest lasts at least 6 hours, they may
an adjacent target as a Swift Action. remove 1 Injury.
Rank 2 – Expert Medicine Education: Once per Scene
as a Standard Action, you may target an adjacent ally. New Apothecary Talent:
The target may immediately Take a Breather as a Full-
Action Interrupt if they wish. They do not Shift and do Remove Medical Techniques and replace with:
not become Tripped as part of this action. If the target
is Confused or Enraged, you must make a Medicine Affliction Techniques
Education Check with a DC of 12 for them to be able to Prerequisites: Patch Cure, Expert Medicine Education
Take a Breather. 1 AP – Free Action
Trigger: You use a Antidote, Burn Heal, Ice Heal, or
New Edge: Paralyze Heal
Effect: If the target successfully cures the target of its
Field Clinic linked Status Affliction, the item has additional effects.
Prerequisites: Adept Medicine Education »» Antidote: The target gains +1 Special Defense Com-
Effect: Whenever your party Sets Up Camp, you may bat Stage.
spend $200 worth of Medical Scrap to set up a Field »» Burn Heal: The target gains +1 Defense Combat
Clinic. While using the Field Clinic, all members gain Stage.
the following benefits; »» Ice Heal: The target gains +1 Attack or Special At-
»» You may spend $300 of Medical Scrap to create and tack Combat Stage
apply a Bandage or use a First Aid Kit »» Paralyze Heal: The target gains +1 Speed Combat
»» If you have the Nurse Feature, you may spend $300 Stage.
to activate it without Draining AP.
»» Potions, Super Potions, Hyper Potions, Full Restores,
Revives, Energy Powders, and Energy Roots used in
this area heal their target an additional 5 Hit Points.

(Setting Up Camp is just as it sounds; any time you


prepare a safe area to rest as an Extended Action, that
counts for the purposes of Field Clinic.)

7
Sept 2015 Playtest

Capture Mechanic Changes


A Capture Roll is now a 1d20 roll where you aim to meet or exceed a target number. If you have gained the
Amateur Trainer bonus at Level 5, add +1 to this roll. If you have gained the Capable Trainer bonus at Level 10,
instead add +2 to this roll. If Veteran Trainer, +3; if Elite Trainer, +4, if Champion, +5.

A Pokémon’s Capture Rate depends on its Level, Hit Points, Status Afflictions, Evolutionary Stage, and Rarity.

A Pokémon’s base Capture Rate is 10. For each 10 Levels it has, add 1 to this Capture Rate.

In the event you want the Pokémon to be more difficult to catch, like if it were a Boss, Shiny, or a Legendary
Pokémon, then raise this number by a value between 5 and 20 based on what you feel is appropriate for its rarity.
Remember that Pokémon that have been Knocked Out cannot be captured; Poké Balls will simply fail to attempt
to energize them.

Next, go down the following checklist. For each condition that applies check every check box next to the condition.
Then, at the end, add up the total number of check boxes and subtract 2 from the Pokémon’s Capture for each
check box.

☐ Is the Pokémon at or under 50% its maximum Hit Points?


☐ Is the Pokémon at or under 25% its maximum Hit Points?
☐☐ Is the Pokémon suffering from 5 or more Injuries?
☐ Is the Pokémon suffering from at least one Persistent or Volatile Status Affliction?
☐☐ Does the Pokémon have exactly two evolution stages remaining?
☐ Does the Pokémon have exactly one evolution stage remaining?

For example, a level 10 Pikachu at 70% Hit Points and Confused would have a Capture Rate of 7.
Math: Base (10+1) -2 (Status Affliction) -2 (one evolutionary stage) = 7

A Shiny level 30 Caterpie that is at 40% Hit Points would have a Capture Rate of 12.
Math: Base (10+3) +5 (GM discretion Shiny bonus) -2 (Hit Points) -4 (two evolutionary stages) = 12

A level 80 Hydreigon that is at exactly 1 Hit Point and is Burned, Poisoned, and has 5 Injuries would have a
Capture Rate of
Math: Base (10+8) - 4 (Hit Points) -2 (Status Affliction) -4 (Injuries) = 10

Supplementary Changes
Poké Balls are pretty easy to convert. Flip the sign on Gotta Catch ‘Em All
Prerequisites: Advanced Capture Techniques Rank 3
all modifiers, then divide by 5. For example, a Great
Static
Ball gives a +2 bonus to Capturing. An Ultra Ball gives
Effect: Every time you Capture a Wild Pokémon that
+3. A Timer Ball starts at -1 and can go up to +4. As a
is a member of an evolutionary family of which you
general rule, you can apply this to most other effects in
own no other Pokémon, you gain 1 Collector Stack.
the system that affect Captures. For example, Capture
Specialist’s Snare gives a +2 bonus. Whenever you make a Capture Roll, you may spend up
to three Collector Stacks to gain an equal bonus to your
In addition, replace Gotta Catch ‘Em All with the Capture Roll, or you may spend three Collector Stacks
following revision: to re-roll entirely.

8
Sept 2015 Playtest

Tutor and Inheritance Move Changes


All Moves taught through Tutoring Features (Ex: Mentor’s Move Tutor and Egg Tutor, Chronicler’s Archive Tutor)
now have prerequisites:

»» Pokémon under Level 20 may only learn Moves of an At-Will or EOT Frequency with a max Damage Base of 7.
»» Pokémon from Level 20 to 29 may only learn Moves with up to a Scene Frequency and max Damage Base of 9.
»» Pokémonn at Level 30 and above have no restrictions when being taught Moves through Tutors.

This applies to Inheritance Moves as well. If a Pokémon were to have Heal Pulse as its only Inheritance Move, that
Move would be gained at Level 30 despite the Level 20 slot for Inheritance Moves being empty.

Poké Edge Changes


Basic Ranged Attacks now has no Level Prerequisite. New and Adjusted Abilities:
Mixed Sweeper is replaced with the following: Ability: Needles
Static
Mixed Power Effect: Connection – Needle Arm. Whenever the user
Prerequisites: Level 10, Invested at least 5 Level-Up Stat hits a target with a Physical Melee attack, that target
Points into both Attack and Special Attack loses a Tick of Hit Points.
Cost: 2 Tutor Points
Effect: The user gains the Twisted Power Ability. Ability: Sequence
At-Will – Free Action
Fire Ace’s Incadescence is adjusted as follows: Trigger: The user uses an Electric Attack
Effect: For every allied Electric-Type Pokémon adjacent
Incandescence to the user, the triggering Attack deals an additional +3
[Orders] [Stratagem] Damage.
Prerequisites: Brightest Flame, Type-Linked Skill at
Expert Ability: Eggscellence
Bind 2 AP – Standard Action Static
Trigger: Your Fire-Type Pokémon Effect: Connection – Barrage. The user receives STAB
Effect: While this Feature is Bound, the target gains when using Barrage and Egg Bomb. These Moves deal
the Mixed Power Poké Edge effect when using damag- Damage as if one step more effective on 16+.
ing Fire-Type Attacks. If the target already has Mixed
Power, they instead add their entire Attack and Special
Attack Stats to all damaging Fire-Type Attacks, instead
of one or the other. This does not stack with Twisted
Power.

The following Pokémon which naturally gain Twisted


Power instead gain the Abilities below in that slot:

Tynamo Line: Sequence


Cacnea Line: Needles (Rough Skin becomes a Basic
Ability, Needles is an Advanced Ability in its place)
Exeggcute Line: Eggscellence
Carvanha: Pack Hunt
Sharpedo: Bully
Murkrow: Magician
Hydreigon: Bully

9
Feb 2016 Playtest

Pokémon Tabletop United


February 2016 Playtest Pack

What Am I Looking At Here?


This is a supplementary playtest document for the fan- Stumbled on this PDF by chance and have no idea
made Pokémon Tabletop United roleplaying system, what we’re talking about? Check the following links
written for use with the 1.05 release version of PTU. and resources! These are also where you can give us
feedback on what you see here and keep up with new
We’ll occasionally release packets like this one to test playtest packet releases.
experimental content and give us a sandbox to play with
ideas that aren’t quite ready for a full release but which • PTU Site/Blog: http://pokemontabletop.com/
we want to get feedback and comments on. Everything • IRC Channel: #PokemonTabletop on Rizon
you see here is subject to change! • Forums: http://forums.pokemontabletop.com/

What’s New In This Packet?


There’s two important changes in this packet!

First, on the next page, you will find the new effects for various stat conditions. For context, we are mainly trying
to keep every status condition useful, but also want to move away from status conditions that simply lock down
their targets and eat up their turns.

The second change is much more fun: I’m sure you noticed the shiny new Pokedex PDF File next to this one.
That’s because this Playtest Packet has a ton of ability changes! Many Abilities were removed, many were added,
and even more were altered.

But first let’s take a moment to mourn those no longer with us. RIP

Removed Abilities
- Aqua Boost, Ignition Boost, Thunder Boost, Fairy Aura, Dark Aura ---> (See “Type Aura”)
- Instinct, Daze, Gulp, Photosynthesis, Covert, Wave Rider ---> Bye
- Berry Storage, Delivery Bird, Tingly Tongue, Run Up ---> Remade
- Fashion Designer, Gardener ---> Capabilities now
- Twisted Power ---> Poke Edge

Also, you might be wondering: “Hey! The [Class] gives that Ability! If it got cut, what does it give now?”

For now, assume they still give the old Ability; so Dark Elementalist still gives Twisted Power, and Rider still gives
Run Up.

1
Feb 2016 Playtest

Status Conditions
Paralysis: A paralyzed user’s Initiative is halved. Make a Save Check that succeeds on 11+ at start of the user’s
turn. On a succesful check the user may act normally, but on a failed check the following effects occur:
- The user can only take a Standard OR Shift Action that round, but not both
- The user is Vulnerable for 1 full round
- The user cannot take attacks of opportunity for 1 full round

Flinch: Upon becoming Flinched, the user lowers their Initiative by 5 for the rest of the Scene and is Vulnerable
for 1 full round. Multiple of instances of Flinch may stack; being switched out removes the Initiative-lowering
effect. (Also yes, you can now Flinch people of a higher Initiative than yourself)

Infatuation: Infatuated users take a -5 penalty on all Damage Rolls that do not include their Crush as a target.
For determining Damage Rolls that do include their Crush as a target, the Infatuated target’s Attack and Special
Attack are halved. The user is cured of Infatuation with a Save Check of 16+ made at end of turn.

Confusion: Confused users cannot take Attacks of Opportunity. If a Confused user makes an Attack (even at-
tacks without rolls), roll 1d2. On 1, after the attack is resolved, the user loses Hit Points equal to half their Attack
Stat if the Move was Physical, half or their Special Attack Stat if the Move was Special, or two Ticks of Hit Poitns
if the Move was a Status Move. The user is cured of Confusion with a Save of 16+ made at end of turn.

Suppression: Suppressed users cannot use Moves with any Frequency other than “At-Will”. Suppression always
lasts 1 full round.

Vulnerable: same but NOTE: Blinded, Sleeping, Fainted, Frozen, and Tripped targets are always considered Vul-
nerable.... so this is more a reminded to add Vulnerable to those conditions.

2
Feb 2016 Playtest

Altered Abilities Ability: Aura Storm


Static
Ability: Abominable Effect: For each injury the user has, they gain a +3 Bonus to
Static Damage Rolls.
Effect: The user’s Base HP is increased by +5. Additionally,
the user ignores the Recoil Keyword when attacking. Ability: Bad Dreams
At-Will - Swift Action
Ability: Adaptability Effect: All Sleeping targets within 5 meters lose a Tick of
Static Hit Points. If at least one target lost Hit Points this way, the
Effect: The user gains a +1d10 Bonus to Damage Rolls with user gains a tick of Temporary Hit Points.
Moves with which they apply STAB.
Ability: Beautiful
Ability: Aftermath Scene – Standard Action
Scene – Free Action Effect: The user may activate Beautiful to either gain +2
Trigger: The user becomes Fainted Beauty Dice in a Contest, or to gain +1 Special Attack
Effect: The user creates a Burst 1. Everything in the Burst Combat Stage and cure all allies within 5 meters of the
loses three Ticks of Hit Points. Enraged Condition.

Ability: Ambush Ability: Blow Away


Scene – Free Action Static
Effect: The user may activate this Ability to use a Move Effect: Connection - Whirlwind. When the user uses
with a Damage Base of 6 (before applying STAB or other Whirlwind, all targets hit are pushed an additional 2 meters
modifiers) or lower as if it had the Priority keyword. If it and lose a Tick of Hit Points.
hits, the target is Flinched and has a -2 penalty to Accuracy
Rolls for 1 full round. Ability: Bodyguard
Scene x2 – Free Action
Ability: Arena Trap Trigger: An adjacent Ally is hit by an attack
Scene – Free Action Effect: The user and the triggering Ally switch places, and
Target: Pokémon or Trainers the user becomes the target of the triggering attack instead,
Effect: Once Arena Trap is activated, all foes within 5 taking damage from the attack as if resisted one step further.
meters of the user are considered Slowed and Trapped. If switching places would not move the triggering Ally out
This does not affect targets of the Flying Type, or with a of the area-of-effect of a Burst, Blast, Cone, or Line, this
Levitate, Sky, or Burrow Speed of 4 or higher. The user Ability does not prevent the ally from being hit. Defensive.
may end the effect as a Free Action, and the effect ends
if the user is Fainted or returned to a Poké Ball. Ability: Bone Lord
At-Will - Free Action
Ability: Aroma Veil Trigger: You hit with Bone Club, Bonemerang, or Bone
Static Rush
Effect: The user and all adjacent Pokémon and Trainers Effect: Connection – Bonemerang. Once per Scene per
cannot become Confused, Enraged, or Suppressed. Move, the following Moves may be used as if they had the
Defensive. following bonuses:
- Bone Club: Bone Club’s target loses 1 Defense and Special
Ability: Aura Break Attack CS.
Scene - Swift Action - Bonemerang: Has a Range of Line 6 but loses the Double
Target: A foe within 6 meters Strike keyword
Effect: The foe reveals its abilities. Pick one ability; any - Bone Rush: Bone Rush automatically ‘hits’ four times (as
Damage Bonuses (either Damage Base increases or Damage per the Five Strike keyword).
Roll bonuses) granted by the ability instead become
Damage Penalties of the same value.

3
Feb 2016 Playtest

Ability: Bone Wielder Ability: Defy Death


Static At-Will – Swift Action
Effect: The user’s Bone Club, Bonemerang, and Bone Rush Effect: The user instantly removes up to three injuries, and
Moves ignore immunity against Ground-Type Moves. gains a Tick of Hit Points for each injury removed this way.
Defy Death may be used to cure up to three Injuries per
Ability: Brimstone day. Injuries removed this way do not count towards the
Static total number of injuries that can be healed per day.
Effect: Whenever the user inflicts Burn or Poison with
a damaging Fire-Type or Poison-Type Attack, the target Ability: Desert Weather
becomes both Burned and Poisoned. Static
Effect: The user is immune to Sandstorm Damage,
Ability: Celebrate resists Fire-Type Moves in Sunny Weather, and gains
At-Will – Swift Action a Tick of Temporary Hit Points at the end of each of
Trigger: The user hits a foe with a damaging attack its turns while in Rainy Weather.
Effect: The user may immediately Disengage as a Free
Action. Ability: Download
Bonus: Whenever the user Disengages for any reason, they Scene – Swift Action
may Shift 2 meters instead of 1. Target: Trainer or Pokémon
Effect: The target must reveal whether its Defense or Special
Ability: Chlorophyll Defense Stats are lower. If the Defense Stat is lower, the user
Static gains a +1 Attack CS. If the Special Defense Stat is lower,
Effect: While in Sunny Weather or under 50% Max Hit the user instead gains +1 Special Attack CS. If both are tied,
Points, the user’s Initiative is doubled. the user gains +1 CS to any Stat of their choice.

Ability: Clay Cannons Ability: Dreamspinner


At-Will – Swift Action Scene x3 – Swift Action
Effect: Until the end of the round, the user may originate Effect: All Sleeping Foes within 3 meters lose a Tick of Hit
any Ranged Move they use from any square within 2 meters Points, and the user gains a Tick of Temporary Hit Points.
of itself.
Ability: Drizzle
Ability: Damp Scene x3 – Swift Action
Static Effect: The Weather changes to be Rainy for 1 full round.
Effect: Whenever anyone within 10 meters would use the
Moves Self-Destruct or Explosion or activate the Aftermath Ability: Drought
Ability, those effects fail and instead do nothing. Scene x3 – Swift Action
Bonus: The user gains a +1d10 Bonus to Damage Rolls with Effect: The Weather changes to be Sunny for 1 full round.
Water-Typed Moves.
Ability: Drown Out
Ability: Danger Syrup Scene x2 – Free Action
Scene – Free Action Trigger: A foe uses a Move with the Sonic keyword
Trigger: The user is hit by an attack Effect: The triggering Move fails and has no effect.
Effect: Connection - Sweet Scent. When this Ability is
activated the user may use Sweet Scent as a Free Action, Ability: Dust Cloud
ignoring Frequency. Whenever the user hits a foe with Static
Sweet Scent, that foe is Blinded for 1 full round. Effect: Connection - Poison Powder. The user may use
Moves with the Powder Keyword as if they had a Range of
Ability: Defeatist “Burst 1”.
Static
Effect: The user gain a +2d6 Bonus to Damage Rolls while Ability: Early Bird
over 50% of its Maximum Hit Points. While at 50% Max Hit Static
Points or lower, the user gains a -5 penalty to Damage Rolls Effect: The user gains a bonus to Initiative equal to half its
and +10 Initiative. Speed, and a +3 Bonus on Save Checks against Sleep.

4
Feb 2016 Playtest

Ability: Electrodash Ability: Gale Wings


Scene x2 – Swift Action Scene x2 - Free Action, Priority
Effect: The user may make a Sprint Action as a Free Action. Effect: The user may activate Gale Wings to use a Flying-
Bonus: The user may free itself from the Stuck condition Type Move with Priority. If the Move is a Damaging Move,
as a Shift Action. The user does not provoke Attacks of the user adds half their Speed Stat to the Damage Roll.
Opportunity when Sprinting.
Ability: Gluttony
Ability: Filter Static
Static Effect: The user may have up to three Food Buffs at once,
Effect: The user gains +5 Damage Reduction against Super- use up to three Food Buffs per Scene, and may eat two
Effective damage. Defensive. refreshments per half hour.

Ability: Flash Fire Ability: Gore


Static Scene x2 - Swift Action
Effect: The user is immune to the damage and effects of Trigger: The user uses Horn Attack
Fire-Type attacks. If the user is hit by a Fire-Type attack, Effect: Connection - Horn Attack. Horn Attack gains the
they gain +1 CS in their choice of Attack or Special Attack. Double Strike keyword, and pushes its target 2 meters.
Defensive.
Ability: Grass Pelt
Ability: Flare Boost Scene - Swift Action
Scene - Swift Action Effect: The user gains two ticks worth of Temporary Hit
Effect: The user gains +3Attack and Special Attack Combat Points.
Stages. Flare Boost may only be used while Burned. Bonus: When standing on any grassy or leafy terrain that
is either Slow or Rough Terrain, the user gains +5 Damage
Ability: Flower Gift Reduction. Defensive.
Scene – Swift Action
Effect: Flower Gift may only be used if the Weather is Sunny Ability: Heatproof
or if the user is under 50% Hit Points. When activated, the Static
user may pick two Stats, gaining +2 Combat Stages in each Effect: The user resists Fire Type movesf one step further,
Stat. All targets within 2 meters also gain +1 Combat Stage and does not lose Hit Points from the Burn Condition.
in each of the chosen Stats.
Ability: Heavy Metal
Ability: Flower Veil Static
Static Effect: The user’s Weight Class is increased by +2. Their
Effect: Grass-Type Pokemon within 5 meters cannot have Defense Base Stat is increased by +2, but their Speed Base
their Combat Stages lowered. Stat is decreased by 2.

Ability: Fox Fire Ability: Honey Paws


Scene – Standard Action Static
Effect: Connection - Ember. The user creates 3 Fire Wisps. Effect: The user may consume Honey to gain a Food
Whenever the user is targeted by a foe within 6 meters, they Buff as if they had consumed Leftovers. This Food
may spend a Fire Wisp as to use the Move Ember against Buff does not count against their normal limit.
that foe as a Free Action after the triggering Move is
resolved. Ability: Huge Power / Pure Power
Static
Ability: Frisk Effect: The user’s Base Attack Stat is increased by +5, and
At-Will – Swift Action by +1 more for every 10 Levels the user has. This Ability
Target: An Adjacent Pokémon cannot be disabled in any way.
Effect: The target reveals their Type, Ability, Nature,
Level, and name of any Held Items they are currently Ability: Hustle
holding, if any. Static
Effect: The user receives a -2 penalty to all Accuracy
Rolls and gains a +10 Bonus to All Damage Rolls.

5
Feb 2016 Playtest

Ability: Hydration Ability: Life Force


Scene - Swift Action Daily x5 – Swift Action
Effect: The user is cured of one Status Affliction. Hydration’s Effect: The user gains a Tick of Hit Points.
Frequency is ignored if used during Rainy Weather.
Ability: Light Metal
Ability: Ice Body Static
Daily x5 - Swift Action Effect: The user’s Weight Class is decreased by 2. Their
Effect: The user gains a Tick of Hit Points. Ice Body may Speed Base Stat is increased by +2, but their Defense Base
only be used while the user is under 50% Hit Points or in Stat is decreased by 2.
Hailing Weather.
Bonus: The user is immune to Hit Point loss from Hail Ability: Lightning Kicks
Scene – Free Action
Ability: Imposter Effect: The user may activate this Ability to use any Move
Static with “Kick” in the name as a Priority Move, and gain a +4
Effect: If the user is not Transformed, they may use Bonus to the attack’s Accuracy Roll.
Transform as a Free-Action Interrupt.
Ability: Lightning Rod
Ability: Inner Focus Scene – Free Action
Static Trigger: A ranged Electric Type Move is used within 10
Effect: The user cannot be Flinched, and their Initiative Meters of the user.
cannot be unwillingly lowered by any effects. Effect: The Move is turned into a 1-Target Move and
is re-directed at the user without fail, and cannot miss.
Ability: Interference This negates Lock-On or Mind Reader. The user’s Special
Scene - Swift Action Attack is then raised by +1 Combat Stage.
Effect: The accuracy of all foes within 3 meters is Bonus: The user is immune to the damage and effects of
reduced by -2 for 1 full round. Electric Type attacks. Defensive.

Ability: Intimidate Ability: Liquid Ooze


At-Will – Swift Action Static
Target: Pokémon or Trainer within 5 meters Effect: This user resists Poison-Type Damage one step
Effect: Lower the target’s Attack 1 Combat Stage. You may further. Additionally, when this user is damaged by Absorb,
target a specific foe only once per Scene with Intimidate. Drain Punch, Giga Drain, Horn Leech, Leech Life, or Mega
Drain, that Move gains Recoil ½ and the Move’s user does
Ability: Justified not gain any HP. If the user is hit by Leech Seed, the user
At-Will - Free Action does not lose Hit Points from Leech Seed; instead Leech
Trigger: The user is hit by a damaging Dark Type Move or Seed’s user loses Hit Points equal to this user’s Tick Value.
Attack of Opportunity
Effect: The user may raise its Attack by +1 Combat Stage. Ability: Lunchbox
Bonus: The user always gains a +4 bonus to Skill Checks Scene – Free Action
made to Intercept. Trigger: The user trades in a Food Buff
Effect: The user gains a Tick of Temporary Hit Points. These
Ability: Kampfgeist Temporary Hit Points stack with any Temporary Hit Points
Scene - Free Action granted by the triggering Food Buff.
Trigger: The user takes Bug, Dark, or Rock-Type Damage
Effect: The triggering damage is resisted one step further. Ability: Magma Armor
Bonus: The user gains STAB on Fighting-Type Moves. Static
Effect: Whenever a foe hits you with a Melee Attack or ends
Ability: Leaf Guard their turn grappling you, they lose a tick of Hit Points. Foes
Scene - Swift Action immune to Burn do not suffer this effect.
Effect: The user is cured of one Status Affliction. Leaf Bonus: The user cannot be Frozen. Defensive.
Guard’s Frequency is ignored if used during Sunny Weather.

6
Feb 2016 Playtest

Ability: Magnet Pull Ability: No Guard


Scene x3 – Swift Action Static
Target: A Steel-Type Pokémon within 6 meters Effect: The user gains a +3 bonus to all Attack Rolls;
Effect: Pick Two Effects; however all foes gain a +3 Bonus on Attack Rolls against the
- The target is pushed or pulled X meters directly away user.
or towards the user. X is up to 6 meters minus the target’s
Weight Class. Ability: Normalize
- Until the end of the user’s next turn, the target may not Static
move more then 6 meters away from the user . Effect: The user’s attacks cannot deal Super-Effective or
- Until the end of the user’s next turn, the target may not Resisted Damage; they instead resolve as if dealing Neutral
move closer than 3 meters ot the user. Damage. The user also takes neutral damage from all
attacks to which they are not immune. This does not affect
Ability: Mega Launcher Immunities.
Static
Effect: The user increases the Damage Base of Aura Sphere, Ability: Odious Spray
Dark Pulse, Dragon Pulse, and Water Pulse by +3. Static
Effect: Connection - Poison Gas. The user may use Poison
Ability: Memory Wipe Gas as if it had a Range “8, 1 Target”, an AC of 2, and
Scene - Special Flinched its target when it hit.
Target: A foe within 10 meters
Effect: If used as a Swift Action, the last Move used by the Ability: Perception
target becomes Disabled. If used as a Standard Action, the Static
target is Flinched and Paralyzed. If used as an Extended Effect: The user gains +1 Evasion. Whenever an Ally uses a
Action that takes about 1 minute, it can erase up to 10 damaging area-of-effect attack that would hit you, you may
minutes that have occurred within the last 30 minutes from Disengage as a Free Action before the attack resolves.
the target’s memory.
Ability: Permafrost
Ability: Migraine Static
Scene x2 - Free Action Effect: The user is immune to damage and Hit Point
Trigger: The user hits with Confusion while at 50% Hit loss from Hazards, Weather, Status Afflictions, Vortexes,
Points or less Recoil, Hay Fever, Iron Barbs, Rough Skin, and Leech Seed.
Effect: Connection - Confusion. Confusion automatically Defensive.
gives its target the Confusion Affliction and is a Critical Hit.
Ability: Poltergeist
Ability: Moody Static
Static Effect: Rotom gains an Ability depending on
Effect: At the end of the user’s turn, roll 1d6 to determine what Form it has taken. If Rotom is level 40 or higher, it also
a Stat to be raised by +2 Combat Stages, then roll 1d6 to may use a Move based on its Forme as if it that Move was
determine a Stat to be lowered by 1 Combat Stage. 1 is on their Move List.
Attack, 2 is Defense, 3 is Special Attack, 4 is Special Defense, Ability Move
5 is Speed, and 6 is Accuracy. Standard Rotom: Levitate None
Heat Rotom: Flash Fire Overheat
Ability: Multiscale Wash Rotom: Water Absorb Hydro Pump
Static Frost Rotom: Winter’s Kiss Blizzard
Effect: While at full Hit Points, all damage taken is resisted Fan Rotom: Windveiled Hurricane
one step further. Defensive. Mow Rotom: Sap Sipper Leaf Storm

Ability: Mummy Ability: Pressure


At-Will – Free Action Scene - Swift Action
Trigger: The user is hit by a Melee Attack Effect: All foes within 3 meters are Suppressed for 1 full
Effect: Disable one of the user’s Abilities for the rest of the round.
Scene or until they are switched out.

7
Feb 2016 Playtest

Ability: Prime Fury Ability: Regal Challenge


Scene – Swift Action Scene – Swift Action
Effect: The user becomes Enraged, and gains +1 Combat Target: Pokémon or Trainer within 5 Meters
Stage in each of Attack and Special Attack. Effect: Ask the target if they will show deference or
defiance. If they choose Deference, the target loses their
Ability: Pumpkingrab next Shift action and loses 3 CS in the Stat of the user’s
Scene - Standard Action choice. If they choose Defiance, the user gains a +10 Bonus
Effect: The user automatically Grapples an adjacent foe and to all Damage Rolls for the rest of the Scene.
gains dominance.
Ability: Rock Head
Ability: Quick Curl Static
Scene – Free Action Effect: The user ignores the Recoil keyword when attacking.
Effect: Connection - Defense Curl. The user may activate If the user moves at least 4 meters in a straight line towards
this Ability to use Defense Curl as an Standard Action a foe before attacking that foe with a physical attack, they
Interrupt and gain +10 Damage Reduction for 1 full round. may add a +2d6 Bonus to the Damage Roll against that foe.

Ability: Quick Feet Ability: Rocket


Static Scene – Free Action
Effect: When Poisoned, Burned, Paralyzed, Frozen or put to Trigger: A Round Begins
Sleep, the user’s Speed is raised 2 Combat Stages. The user’s Effect: The user may take their turn at the top of the round.
Initiative is not halved by Paralysis. If the user is healed all Priority, Interrupt, or Reaction Moves or Abilities cannot be
Status Conditions, their Speed is lowered appropriately. declared in response to the user’s turn.
Bonus: The user’s Sky capability is increased by +2
Ability: Rain Dish
Daily x5 - Swift Action Ability: Root Down
Effect: The user gains a Tick of Hit Points. Rain Dish may At-Will – Shift Action
only be used while the user is under 50% Hit Points or in Effect: Connection - Ingrain. While the user has the Ingrain
Rainy Weather. Coat, they may activate this Ability to gain 5 Damage
Reduction.
Ability: Rally
Scene – Swift Action Ability: Run Away
Effect: The user and all allies within 10 meters may Static
immediately Disengage 1 Meter as a free Action. Rally does Effect: The user does not provoke Attacks of Opportunity
not work on sleeping, paralyzed, stuck, fainted, or otherwise by Shifting. The user cannot be Trapped.
incapacitated allies.
Ability: Sap Sipper
Ability: Rattled Scene
At-Will – Free Action Effect: The user is immune to the damage and effects of
Trigger: The user is hit by a Bug, Dark, or Ghost Type Move Grass-Type attacks. If the user is hit by a Grass-Type attack,
Effect: The user’s Speed is raised by +1 Combat Stage, and they gain +1 CS in their choice of Attack or Special Attack.
may immediately Disengage as a Free Action. Defensive.

Ability: Reckless Ability: Sand Force


Static Static
Effect: Increases the Damage Base of Moves with the Effect: While on sandy terrain or in Sandstorms, the user’s
Exhaust, Recoil, or Reckless Keywords by +3. Ground, Rock, and Steel-Typed damaging moves deal +5
Damage.
Reckless Moves: Jump Kick, Hi Jump Kick, Close Combat, Bonus: The user is immune to Hit Point loss from
Draco Meteor, Hammer Arm, Leaf Storm, Outrage, Sandstorms.
Overheat, Petal Dance, Psycho Boost, Superpower, Thrash,
and V-Create.

8
Feb 2016 Playtest

Ability: Sand Rush Ability: Shell Shield


Static Scene – Free Action
Effect: While in Sandstorming Weather or under 50% Max Effect: Connection - Withdraw. The user may activate this
Hit Points, the user’s Initiative is doubled. Ability to use Withdraw as an Standard Action Interrupt
Bonus: The user is immune to Hit Point loss from and gain +10 Damage Reduction for 1 full round.
Sandstorms.
Ability: Silk Threads
Ability: Sand Stream Static
Scene x3 – Swift Action Effect: Connection - String Shot. Whenever the user uses
Effect: The Weather changes to a Sandstorm for 1 full String Shot, all targets hit become Slowed and Vulnerable
round. for 1 full round.
Bonus: The user is immune to Hit Point loss from
Sandstorms. Ability: Sniper
Static
Ability: Sand Veil Effect: When the user gets a Critical Hit, the attack deals
Static +3d10 additional damage.
Effect: The user gains +1 Evasion. This is increased to +2
Evasion while in a Sandstorm or sandy terrain. While in Ability: Snow Cloak
a Sandstorm, the user and adjacent allies do not lose Hit Static
Points due to the Sandstorm. Effect: The user gains +1 Evasion. This is increased to +2
Evasion while in Hail or snowy terrain. While in Hail, the
Ability: Sequence user and adjacent allies do not lose Hit Points due to the
At-Will – Free Action Hail.
Trigger: The user uses an Electric Attack
Effect: For every Electric-Type Pokémon adjacent Ability: Solar Power
to the user, the triggering Attack deals an additional +3 Scene x2- Swift Action
Damage. Trigger: The user rolls Damage
Effect: The user loses a Tick of Hit Points, and gains a bonus
Ability: Shackle to the triggering damage roll equal to 5 + their Tick Value.
Scene – Swift Action Solar Power may be activated ignoring Frequency while in
Effect: Shackle creates a Burst 3. All foes in the burst Sunny Weather.
have their movement capabilities halved until the end
of their next turn. Ability: Solid Rock
Static
Ability: Sheer Force Effect: The user gains +5 Damage Reduction against Super-
Static Effective damage. Defensive.
Effect: Moves with an Effect Range gain a +10 Bonus to
Damage, but Effect Ranges can never be triggered. Ability: Sonic Courtship
Scene – Free Action
Ability: Serpent’s Mark Trigger: The user uses Attract
Static Effect: Connection - Attract. The user may use Attract as if
Effect: Arbok’s Advanced and High Abilities depend on it had a range of “Burst 3, Sonic, Friendly”.
the Arbok’s hood pattern. To determine its pattern, roll
1d6 upon evolution or upon generation. If an Arbok is Ability: Soothing Tone
bred, it will have the same pattern as its parent. If both Static
parents are Arboks with different patterns, flip a coin to Effect: Connection - Heal Bell. Whenever the user uses
decide which pattern is inherited. a Move that targets allies, those allies gain temporary Hit
Pattern Name - Adv Ability / High Ability Points equal to the user’s Special Attack. This may affect a
1) Attack Pattern - Strong Jaw / Guts specific ally only once per Scene.
2) Crush Pattern - Crush Trap / Frisk
3) Fear Pattern - Unnerve / Regal Challenge
4) Life Pattern – Regenerator / Defy Death
5) Speed Pattern - Run Away / Speed Boost
6) Stealth Pattern - Infiltrator / Ambush

9
Feb 2016 Playtest

Ability: Soulstealer Ability: Stench


Scene – Free Action Static
Trigger: The user’s attack causes a foe to Faint Effect: The Pokémon’s Moves Flinch Targets on a roll of
Effect: The user removes one Injury from themselves and 18+. If a move already has a chance of Flinching foes, the
gains Hit Points equal to 25% of their Max Hit Points. If the Effect Range is increased by +3 instead. Whenever the user
triggering attack killed its target, the user instead removes Flinches a foe with an attack, that foe gains a -2 penalty to
all Injuries and recovers Hit Points equal to 50% of the Accuracy Rolls for 1 full round.
user’s Max Hit Points.
Ability: Storm Drain
Ability: Sound Lance Scene – Free Action
Scene x2 - Swift Action Trigger: A ranged Water Type Move is used within 10
Trigger: The user uses Supersonic Meters of the user.
Effect: Connection – Supersonic. The target of Supersonic Effect: The Move is turned into a 1-Target Move and
loses Hit Points equal to the user’s Special Attack. This is re-directed at the user without fail, and cannot miss.
occurs even if Supersonic misses. This negates Lock-On or Mind Reader. the user’s Special
Attack is then raised by +1 Combat Stage.
Ability: Spray Down Bonus: The user is immune to the damage and effects of
Scene x2 – Free Action Water Type attacks. Defensive.
Trigger: The user hits an airborne target with a ranged
1-target attack Ability: Sturdy
Effect: The triggering attack’s target is knocked down to Static
ground level, and loses all Sky or Levitate Speeds for 3 turns. Effect: The user is immune to Moves with the Execute
During this time, they may be hit by Ground-Type Moves Keyword. If a single source of Damage or Hit Point Loss
even if normally immune. would cause the user to lose more than X Hit Points, the
damage or Hit Point loss is instead reduced to X. X is equal
Ability: Sprint to 50% of their Max Hit Points. Defensive.
Scene – Swift Action
Trigger: The user uses the Sprint Action during Combat Ability: Suction Cups
Effect: The user gains +2 Speed Combat Stages. At-Will - Shift Action
Bonus: The user’s Overland Speed is increased by +2. Effect: The user gains +5 Damage Reduction for 1 full
round.
Ability: Starlight Bonus: The user is immune to Push effects. Defensive.
Daily – Swift Action
Effect: The user may activate Starlight while exposed to Ability: Sumo Stance
moonlight or starlight to become Luminous. As a Swift At-Will - Shift Action
Action, the user may expend the Luminous condition to Trigger: The user hits a foe with a Melee Attack
gain +2 Special Defense CS and +2 Evasion for the rest of Effect: The triggering foe is Pushed 1 meter away from the
the Scene. user and the user is immune to Push Effects for 1 full round.
Bonus: The user’s Weight Class is increased by +1.
Ability: Starswirl
Scene – Swift Action Ability: Sunglow
Effect: Connection – Rapid Spin. The user may activate this Daily – Swift Action
Ability to user Rapid Spin as a Swift Action. Effect: The user may activate Sunglow while exposed to
sunlight to become Radiant. As a Swift Action, the user may
Ability: Steadfast expend the Radiant condition to gain +2 Attack CS and +2
At-Will – Free Action Accuracy for the rest of the Scene.
Trigger: The user would be Flinched
Effect: The user’s Speed is raised by +1 Combat Stage. Ability: Sun Blanket
Bonus: The user’s Initiative is increased by +5. Daily x5 - Swift Action
Trigger: The user gains Initiative.
Effect: The user gains a Tick of Hit Points. Sun Blanket may
only be triggered while the user is under 50% Hit Points or
in Sunny Weather.

10
Feb 2016 Playtest

Ability: Swift Swim Ability: Turboblaze


Static Static
Effect: While in Rainy Weather or under 50% Max Hit Effect: The user’s Fire-Type Attacks ignore the effect of
Points, the user’s Initiative is doubled. enemies’ Defensive Abilities, and if they would be resisted
they deal neutral damage instead.
Ability: Symbiosis
Scene - Swift Action Ability: Unburden
Target: An adjacent ally Static
Effect: The user choses a Held Item they are holding. If the Effect: The default state of the user’s Speed is +2 Combat
target is willing, they also gain the effects of the chosen Stages. While holding a Held Item, the user’s Speed is
item for the rest of the Scene. Items that are activated at a lowered by 2 Combat Stages.
frequency may be activated independently by the user and
the the target. Ability: Unnerve
At-Will - Swift Action
Ability: Tangled Feet Target: A foe within 6 meters
Static Effect: The target cannot gain positive Combat Stages or
Effect: While Confused or Slowed, the user gains +3 trade in Digestion Buffs for 1 full round.
Evasion. The user is immune to the Vulnerable Condition.
Ability: Whirlwind Kicks
Ability: Telepathy Static
Static Effect: Connection – Triple Kick. When the user uses
Effect: The user gains +1 Evasion. Whenever an Ally uses a the Moves “Rapid Spin” or “Triple Kick”, they have a range
damaging area-of-effect attack that would hit you, you may of “Burst 1”.
Disengage as a Free Action before the attack resolves.
Ability: Windveiled
Ability: Teravolt
Static
Static
Effect: The user is immune to the damage and effects of
Effect: The user’s Electric-Type Attacks ignore the effect of
Flying-Type attacks. If the user is hit by a Flying-Type
enemies’ Defensive Abilities, and if they would be resisted
attack, the user gains +1 Speed CS. Defensive.
they deal neutral damage instead.

Ability: Toxic Boost Ability: Zen Mode


Scene - Swift Action Scene - Swift Action
Effect: The user gains +3 Attack and Special Attack Combat Effect: The user changes into Zen Mode forme for the rest
Stages. Toxic Boost may only be used while Poisoned or of the Scene, and may use the Moves “Flamethrower” and
Badly Poisoned. “Psychic” as if they were on its Move List.
Special: If the user has the Immunity Ability, they can still
become Poisoned and Badly Poisoned but do not lose Hit
Points from these conditions.

Ability: Transporter
Daily x3 – Free Action
Trigger: You Teleport
Choose One Effect: Connection – Teleport. You activate
Teleporter as if your Teleporter value were three times
its normal value; or you may take one willing adjacent
Pokémon or Trainer along with you as you teleport so long
as you are touching them when you activate Transporter.
You may expend two uses of Transporter at once to choose
both effects.

11
Feb 2016 Playtest

New Abilities! Ability: Full Guard


Scene - Swift Action
Trigger: You take Damage while having Temporary Hit
Ability: Aqua Bullet Points
Static Effect: You resist the triggering Damage one step further.
Effect: Connection - Aqua Jet. The user may use Water- Bonus: Whenever you take Super-Effective Damage and
Type Moves as a Full Action to gain Sky 10 and shift in a you have no Temporary Hit Points, you gain a tick of
Temporary Hit Points. Defensive.
straight line before attempting to use their Move. When
shifting this way, the user does not provoke attacks of
opportunity. Ability: Giver
Scene x2 - Swift Action
Effect: Connection - Present. After rolling to determine
Ability: Designer
Present’s Damage Base, you may choose to ignore the roll
At-Will – Extended Action
and act as if you had rolled a 1 or a 5.
Effect: The user is adept at crafting clothes for itself out of
Bonus: The user may know any number of TM and Tutor
common leaves. When activating this ability to create a leaf
Moves, instead of a maximum of three.
suit, the user may choose two Types; the user resists the
chosen types one step further while wearing that suit. The
user may only have one leaf suit at a time, and creating a Ability: Heliovolt
At-Will - Swift Action
new suit destroys the old one.
Trigger: The user uses an Electric-Type Move
Effect: For 1 full round, the user gains +1 Evasion and is
Ability: Combo Striker
considered to be in Sunny Weather.
At-Will - Free Action
Trigger: The user rolls a natural 1, 10, or 11 on an attack roll
with a damaging move
Ability: Juicy Energy
Daily – Free Action
Effect: After the triggering attack is resolved, the user may
Trigger: The user trades in a Berry Juice Food Buff
use a Struggle Attack as a Free Action.
Effect: Instead of gaining 30 Hit Points, the user gains Hit
Note: Yes, Struggle Attacks made due to Combo Striker may
Points equal to their Level
trigger Combo Striker.
Ability: Lancer
Ability: Dream Smoke
Static
Scene – Free Action
Effect: During their turn, if the user Shifts at least 3
Trigger: The user is hit by a Melee Attack
meters, they gain a +3 Bonus to Critical Hit Range until
Effect: The attacking foe falls Asleep.
the beginning of their next turn. If they do not Shift or
Disengage at all, they gain +5 Damage Reduction until the
Ability: Eggscellence beginning of their next turn.
Static
Effect: Connection – Barrage. The user receives STAB Ability: Leaf Rush
when using Barrage and Egg Bomb. If Normal Typed, these Scene x2 - Free Action, Priority
Moves deal Damage as if one step more effective on 16+. Effect: The user may activate Leaf Rush to use a Grass-Type
Move with Priority. If the Move is a Damaging Move, the
Ability: Empower user adds half their Speed Stat to the Damage Roll.
Scene - Swift Action
Effect: The user may use a self-targeting Status-Class Move
Ability: Leafy Cloak
as a Free Action.
Static
Effect: Whenever the user activates Designer, theychoose
Ability: Flower Power two of Chlorophyll, Leaf Guard, or Overcoat. Until the user
Static activates Designer again, they gain the chosen Abilities.
Effect: The user may perform damaging Grass Type Moves
as if they were their choice of either Physical or Special.
Ability: Line Charge
Static
Effect: The user can only shift in cardinal directions on the
grid. However, they do not provoke attacks of opportunity
from Shifting.

12
Feb 2016 Playtest

Ability: Maelstrom Pulse


Scene x2 - Free Action, Priority Ability: Spike Shot
Effect: The user may activate Maelstrom Pulse to use a Static
Water-Type Move with Priority. If the Move is a Damaging Effect: The user may use Moves with a Range of “Melee,
Move, the user adds half their Speed Stat to the Damage Roll. 1-Target” as if they had a Range of “8, 1-Target” instead.

Ability: Needles Ability: Tingle


Static At-Will - Free Action
Effect: Connection – Needle Arm. Whenever the user hits a Trigger: The user hits an adjacent target foe with a 1-Target
target with a Physical Melee attack, that target loses a Tick of attack
Hit Points. Effect: The target loses a Tick of Hit Points and takes a -5
penalty to Damage Rolls for 1 full round.
Ability: Nimble Strikes
Static Ability: Tonguelash
Effect: The user adds half their Speed Stat to the Damage Scene x2 – Free Action
Rolls of their physical Normal-Type Moves. Trigger: The user hits a target with Lick
Effect: Connection – Lick. Lick automatically Paralyzes and
Ability: Ragelope Flinches its target.
Static Bonus: The user may use Lick as if it was Normal-Typed.
Effect: The user’s Physical Attacks gain the following Effect
Range: On 18+, the user becomes Enraged and gains +1 Ability: Trinity
Speed CS. If the user is already Enraged, they gain +1 Attack Static
CS instead. Effect: Connection - Tri Attack. You may use Tri Attack as if
it had a range of “Melee, 3 Targets”. Make a different attack
Ability: Sacred Bell roll for each target. If Tri-Attack’s effect range is activated,
Static do not roll for the effect; the first target can only be Frozen,
Effect: The user resists Dark and Ghost-Type Damage one the second can only be Burned, and the third can only be
step further. Paralyzed. Additionally, you may use Tri-Attack as a Physical
Attack if you wish.
Ability: Seasonal
Static Ability: Type Aura
Effect: The user gains an Ability based on the season. Static
- Spring: Run Away - Summer: Grass Pelt Effect: The user and all allies within 3 meters gain a +5
- Autumn: Rivalry - Winter: Thick Fat Bonus to Damage Rolls with Moves matching the user’s
Primary Type.
Ability: Snuggle
Scene - Standard Action Ability: Weird power
Target: An adjacent target Static
Effect: The user and the target each gain two ticks of Effect: If the user’s Attack is higher than its Special Attack,
Temporary Hit Points. the user may add its Attack Stat to its Special Damage Rolls.
If their Special Attack is higher, they user may add its Special
Ability: Sol Veil Attack Stat to its Physical Damage Rolls. This does not stack
Static with Mixed Power.
Effect: The user gains +1 Evasion. This is increased to +2
Evasion while in Sunny Weather or on grassy terrain. While
in Sunny Weather, the user gains +5 Damage Reduction.

Ability: Sorcery
Static
Effect: The user’s Base Special Attack Stat is increased by +5,
and by +1 more for every 10 Levels the user has. This Ability
cannot be disabled in any way.

13
Feb 2016 Playtest

Capabilities
Forme Change: The user is capable of changing formes through a Move, Ability, or other effect. Keep a set of
Base Stats for each of the user’s forme. All Formes must have the same total HP Stat value. If anything (such as an
Ability, Nature, Vitamin, etc.) alters the user’s base stats, all forms are affected in the same way.

Leaf Crafter: The user knows how to make useful accessories from mere common leaves, seeds, and other
mundane plant materials. Once per day as an extended action, the user may craft a Grass or Bug Type Booster or
Brace. These Held Items last the rest of the day and then degrade.

Gardener: Up to three times per day as an Extended Action, the user may apply Mulch to a yielding plant.

14

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