Prerequisites: 13 WIS 13 CON
Key Abilities: Wisdom, Constitution.
Negligent Ability: Charisma.
Bonuses: +1 WIS, +1 CON
Penalties: -2 CHA
Class Features: Bugged Body, Glitch Citizen.
Glitch Citizen:
Static
Effect: Whenever the Glitch Trainer catches a Wild Pokémon, roll 1d20 and add either its CON or WIS modifier. If the result is larger than 15, the caught Pokémon is glitched and he must roll another 1d6 to determine what kind of glitched pokémon it is.
1-Genderless: The Pokémon has no Gender. If the Glitched Pokémon species is already Genderless, roll again for its Glitch Type.
2-Type Shifted: The Pokémon has a completely different type than than the normal one of its species. The GM chooses the Type the glitched Pokémon has either randomly or not.
3-Move Shifted: The Pokémon has a completely different moveset than the normal moveset of its species. The GM chooses its new Moveset either randomly or not.
4-Ability Shifted: The Pokémon has a completely different ability than the normal ability of its species. The GM chooses its new Ability either randomly or not.
5-Stat Scrambled: The Pokémon has its Base Stats scrambled. No matter the variation, the base total is the same of the Pokémon's species.
6-???-Type: The Pokémon has the ???-Type, with no weaknesses, resistances or immunities.
Bugged Body
Static
Effect: Whenever you are afflicted with a status effect, roll a 1d8. The result die will substitute the status effect you are afflicted with.
1-Paralyzed
2-Asleep
3-Burned
4-Poisoned
5-Frozen
6-Confused
7-Infatuated
8-Flinched.
Glitch Trainers are among the strangest types of Pokémon trainers on the world. With abilities and powers who warp the boundary of space and time, they and their Pokémon are completely unpredictable on the battlefield.
Glitch Trainer Features:
Glitch Spread.
Prerequisites: Glitch Trainer.
Trainer Action-Illegal on League Matches.
Daily-Every 5 Levels gained you may perform this Feature another time per day.
Target: Pokémon.
Effect: The next time the targeted Pokémon uses a damaging or a status afflicting ranged move, roll a 1d6. Depending on the result, it gains the following Keywords.
1/2- 3 meters Blast
3/4- 3 meters Burst
5/6- 3 meters wide Column
Bugged Pokémon
Prerequisites: Glitch Trainer, Bugged Body, Pokémon has suffered a status ailment before.
Static
Effect: Whenever your Pokémon is afflicted with a status effect, roll a 1d8. The result die will substitute the status effect your Pokémon is afflicted with.
1-Paralyzed
2-Asleep
3-Burned
4-Poisoned
5-Frozen
6-Confused
7-Infatuated
8-Flinched.
Even more Bugged Pokémon
Prerequisites: Glitch Trainer, Bugged Pokémon.
Static
Effect: Whenever your Pokémon is targeted by a move who lowers or increases a stat's combat phases, roll 1d6. Depending on the result, the following stat will be either lowered or increased.
1-Accuracy.
2-Attack.
3-Defense.
4-Special Attack.
5-Special Defense.
6-Speed.
Glitch Damage
Prerequisites: Glitch Trainer
Daily-Every 5 Levels gained you may perform this Feature another time per day.
Trainer Action-Illegal on League Matches.
Target: Pokémon or Trainer.
Effect: Roll a 1d6. Depending on the result, the damage of the target's next attack will change.
1-Attack deals no damage.
2-Attack deals 1/4th of normal damage.
3-Attack deals half damage.
4-Attack deals +50% damage.
5-Attack deals double damage.
6-Attack deals quadruple damage.
Glitchy Weather
Prerequisite: Glitch Trainer. WIS 16 CON 14.
Daily-Every 10 levels gained you may perform this Feature another time per day.
Trainer Action-Illegal on League Matches.
Target: All.
Effect: Roll a d8. Depending on the result, the weather condition on the field changes.
1-No Condition.
2-Heavy Sunlight.
3-Rain.
4-Sandstorm.
5-Hailstorm.
6-Trick Room
7-Wonder Room
8-Magic Room
Cloning.
Daily-Every 10 Levels gained you may perform this feature another time per day.
Prerequistes: Glitch Trainer, 16 WIS.
Trainer Action-Illegal on League Matches.
Target: Any Item.
Effect: Roll 1d6. If the result is 4 or less, the item is permanently destroyed. If the result is 5 or 6, a perfect duplicate of it is created.
??? Attack
Daily-Every 5 levels gained you may perform this feature another time per day.
Trainer Action-Illegal on League Matches.
Prerequisites: Glitch Trainer, 14 CON.
Target: Trainer or Pokémon.
Effect: Select one of the Trainer or Pokémon's moves. The next time this move is used it becomes a ???-type attack, which is neutral against all types.
??? Change
Daily-Every 10 levels gained you may perform this feature another time per day.
Trainer Action-Illegal on League Matches.
Prerequisites: ??? Attack, Glitch Trainer, 16 WIS, 14 CON.
Target: Pokémon.
Effect: The selected pokémon is now a ???-type pokémon for the rest of the encounter, with no resistances, weaknesses or immunities. If it has a ???-move, it gains STAB using it.
What the…
Static-Activate Once.
Trainer Action-EXTREMELY Illegal on League Matches.
Prerequisites: 16 WIS, 16 CON, Glitch Trainer.
Target: Pokémon.
Effect: The targeted Pokémon is transformed into a randomized non-legendary Pokémon at GM's discretion. This Feature can be taken only three times.
WHAAAAAT THE…?
Weekly
Trainer Action-Illegal on League Matches.
Prerequisites: 18 WIS, 18 CON, What the…
Target: Dead Pokémon/Trainer.
Effect: The targeted Pokémon or Trainer is transformed into a randomized Item at the GM's discretion.
Metronome Tutor:
Prerequsites: Glitch Trainer, a pokemon with the Move Metronome, 18 WIS
Free Action-Illegal on League Matches.
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A Pokémon.
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, the pokemon learns Metronome. Once you successfully use Metronome Tutor on a pokemon, Metronome Tutor may not target that pokemon ever again.
Prerequisites: 16 STR, Glitch Trainer
Bonuses: +1 STR
Class Features: Wave Fist, Dangerous Fist.
Wave Fist
Daily – Each 10 levels gained, you may perform this Class Feature another time per day.
Trainer Action-Illegal on League Matches
Target: Self.
Effect: Roll 1d4. You make an Arms Feature attack that has one of those keywords attached to it depending on the result..
1-Pass
2-3 Meters Burst
3-3 Meters Blast
4-3 Meters wide Column
Dangerous Fist
Daily – Each 5 levels gained, you may perform this Class Feature another time per day.
Trainer Action-Illegal on League Matches
Target: Self
Effect: You make an Arms Feature attack. It will be a critical hit on a roll of 15 or above, but if you roll 5 or lower, you hit YOURSELF with a critical hit.
The student of a strange school of martial arts, the Glitched Hand makes use of the power of Glitch to bring unpredictable effects to the enemies he strike.
Glitched Hand Features.
Chaos Fist.
Prerequisites: 3 Glitched Hand feats, 20 STR.
Daily – Every 10 levels gained, you may perform this Class Feature another time per day.
Trainer Action-Illegal on League Matches.
Target: Pokémon or Trainer.
Effect: Roll 1d6. You use one of the following attacks depending on the result. Use your STR modifier as the ATK stat.
1-Fire Punch
2-Thunderpunch
3-Ice Punch
4-Shadow Punch
5-Dizzy Punch
6-Dynamicpunch
Chi Strike
Prerequisites: Glitched Hand, 18 STR.
Static
Target: Pokémon or Trainer.
Effect: Whenever you roll a 18 or higher on an Arms Feature attack roll, roll 1d4. Depending on the result, the target will recieve of the following status effects alongside with the damage.
1-Paralysed
2-Asleep
3-Poisoned
4-Confused
Delayed Strike
Prerequisites: Glitched Hand, 18 STR, 3 Glitched Hand feats.
Daily – Each 10 levels gained, you may perform this Class Feature another time per day.
Trainer Action-Illegal on League Matches
Target: Pokémon or Trainer.
Effect: You make an Arms Feature attack on the target. It will deal no damage on this turn, but after 1d4+1 turns, it recieves 4d12+20+your STR modifier damage.
You are already dead.
Prerequisites: Glitched Hand, Delayed Strike, 22 STR, 5 Glitched Hand feats.
Daily
Trainer Action-Illegal on League Matches.
Target: Pokémon or Trainer.
Effect: You make an Arms Feature attack on the target. It will deal no damage on this turn, but after 1d6+1 turns, it recieves 4d20+30+your STR modifier damage. If it triggers a DST, the target receives a penalty of +20 to the roll if the target is a Pokémon and a +4 if the target is a human.
Glitch Shield
Prerequisites: Glitched Hand, 18 CON.
Static
Target: Self
Effect: Whenever an encounter start, roll 1d6 and multiply the result by 3. You reduce any damage other than recoil by that number for the remainder of the encounter.
Billiards Kick!
Prerequisites: Glitched Hand.
Daily – Every 10 levels gained, you may perform this Class Feature another time per day.
Trainer Action-Illegal on League Matches
Target: Pokémon or trainer.
Effect: You make an Arms Feature attack on the target. It will push the target a number of meters equal to your STR modifier. If the target is pushed into blocking terrain, it receives an additional 2d10 damage. If the target is pushed into another legal target, they both receive 1d10 damage and the other legal target is pushed a number of meters equal to your STR modifier.
Kick until next week!
Prerequisites: Glitched Hand, Billiards Kick!
Daily – Every 15 levels gained, you may perform this Class Feature another time par day.
Trigger: You do a critical hit.
Effect: The target of your attack disappears by 1d4 turns. At the end of this time, it reappears to the same spot it was before being sent away by this attack.
Power through Weakness
Prerequisites: Glitched Hand, 16 CON, Chi Strike.
Static
Trigger: You are afflicted by a status effect.
Target: Self
Effect: You add an extra d12 to damage rolls for each status effect you are under.
Weakness through Power
Prerequisites: Glitched Hand, Power Through Weakness.
Daily – Every 10 levels gained, you may perform this Class Feature another time per day.
Target: Pokémon or Trainer with positive Combat Stages.
Effect: Your next Arms Feature attack removes all Combat Stages from the target.
Switcheroo Punch
Prerequisites: Glitched Hand.
Daily – Every 10 levels gained, you may perform this Class Feature another time per day.
Trigger: An ally is under a Melee attack.
Trainer Action- Illegal on League Matches.
Effect: You switch places with the target Ally and make an Arms Feature attack on the attacking enemy target, however you are automatically hit by the attacking enemy.Effect: You switch places with the target Ally and make an Arms Feature attack on the attacking enemy target, however you are automatically hit by the attacking enemy.
Prerequisites: 14 INT, Glitch Trainer
Bonuses: +1 INT.
Class Features: Human Reading, Knowledge: Applied.
Knowledge: Applied
Static
Target: Self, Owned Pokémon.
Effect: You deal extra damage equal to your INT modifier against a Pokémon species or an individual human that you or your owned Pokémon has fought before. This applies for evolutions and pre-evolutions as well.
Human Reading
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Free Action - Legal on League Matches.
Target: Any Trainer.
Effect: Roll d20 and add your INT and WIS modifiers to the roll. If you roll higher then 15, you learn the targeted trainer class levels.
Unlike normal researchers, the Eldritch Scholar’s curiosity leads him to search knowledge with unorthodox methods, such as forbidden tomes of lore, live experiments and unethical studies.
Eldritch Scholar Features
Glitch Hunt.
Prerequisites: Eldritch Scholar, 20 INT.
Daily.
Target: Anywhere in a route.
Effect: Roll 1d100. If you rolled under your INT modifier multiplied by 5, a Glitched Pokémon will appear on the next encounter.
Cryptic Words
Prerequisite: Eldritch Scholar, 16 INT.
Static
Target: Owned Pokémon.
Effect: Commands given to your Pokémon are understandable only by you and your owned Pokémon. They also receive a +1 bonus on Accuracy checks due to the element of surprise.
Linguistic Scramble
Prerequisites: Eldritch Scholar, Cryptic Words.
Trainer Action - Illegal on League Matches.
Daily
Target: Trainer.
Effect: Roll a d20 and adds your INT modifier to the roll. If you roll higher than 15, whenever the opponent wants to speak, use any feature that requires speech or give verbal commands to his Pokémons, he must roll a CHA test that surpasses your Linguistic Scramble roll. This feat has a duration of your INT modifier turns.
Nightmare Doctor
Prerequisites: Eldritch Scholar, 20 INT.
Daily.
Trainer Action – Illegal on league matches.
Target: Asleep Pokémon.
Effect: The targeted Pokémon is affected by the Nightmare attack, however it uses Sleep Talk for every turn it is still asleep.
Human Reading +
Prerequisites: Eldritch Scholar, three other Eldritch Scholar features.
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Free Action - Legal on League Matches.
Target: Any Trainer..
Effect: Roll d20 and add your INT modifier to the roll. If you roll higher then 15, you learn the targeted trainer class levels and five of his known Features. If you roll higher than 20, you learn how much HP the target currently has.
Heretic Experiment
Prerequisites: Eldritch Scholar, 18 INT, 2 Eldritch Scholar features.
Daily
Trainer Action – Illegal on League Matches.
Target: Owned Pokémon.
Effect: Roll 2d6. Depending on the rolls, the first dice will reduce one of the Pokémon’s base stats by one and the second one will increase it by one.
1-HP
2-ATK
3-DEF
4-SPATK
5-SPDEF
6-SPD
Strange Experiment
Prerequisites: Eldritch Scholar, Heretic Experiment.
Daily – Each 10 levels gained, you may perform this Class Feature another time per day.
Target: Any Trainer.
Effect: Roll 1d20 and add your INT modifier to the roll. If you roll higher than 18, you can swap two stat scores from the target for the next ten turns.
Forbidden Experiment
Prerequisites: Eldritch Scholar, 20 INT, owns a glitched Pokémon, Glitch Hunt and Heretic Experiment features.
Daily
Free Action - Illegal on League Matches.
Target: Ally Trainer’s Pokémon
Effect: The target Pokémon now permanently is under the effect of the Bugged Pokémon feature.
Shadow Hand Trap
Prerequisites: Eldritch Scholar.
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trainer Action – Illegal on League Matches.
Target: Anywhere on a Route.
Effect: Place a marker on the field adjacent to you. If a pokemon or trainer crosses over that spot on the ground they trigger the Trap. The Pokémon or Trainer who triggered it takes 1d10 Ghost-Type Special Attack damage and changes place with another random Pokémon or Trainer.
Eldritch Enhancers
Prerequisites: Eldritch Scholar, 4 other Eldritch Scholar feats.
Daily – Every 5 levels gained, you may perform this Feature another time per day – It takes 700 P to create an .
Trainer Action – Legal on League Matches.
Target: Items.
Effect: Roll a 1d6. Depending on the results you create one of those. XX items increase the Pokémon’s stat by two combat stages, but they lose 1/8 of their current HP after consuming.
1-XX Attack
2-XX Defend
3-XX Special
4-XX Sp. Def
5-XX Speed
6-XX Accuracy.
Prerequisites: Glitch Trainer, 14 INT or WIS.
Bonuses: +1 INT or +1 WIS
Class Features: Hex, Cure Incantation.
Cure Incantation
Daily-Every 10 levels gained you may perform this Class Feature another time per day.
Trainer Action-Illegal on League Matches.
Target: Self, ally trainers and ally Pokémon on a 10-meters range.
Effect: The targets are healed 10 HP per turn. This effect may last up to 5 rounds. If you move, use your Trainer Actions on any other feature, or do anything but use this Feature, the effect is immediately cancelled. You may only order Pokemon as long as they remain within the effect of this feature.
Chaos Magic: Lesser
At-Will: Drains 4 HP per use.
Trainer Action-Illegal on League Matches.
Target: Pokemon or Trainers
Effect: Roll a 1d8. Depending on the roll the Magus uses one of the following moves. Use either your INT or WIS as the SP.ATK or ATK stat.
1-Powder Snow
2-Ember
3-Razor Leaf
4-Water Gun
5-Mud Slap
6-Gust
7-Thundershock
8-Struggle Bug
Wielding arcane power known only in legends, the Magus combines incantations passed through centuries with psychic powers to bring havoc to the battlefield. While feared as bringers of evil, their powers combine both White and Black magicks.
Magus Features:
Life Incantation.
Prerequisites: Magus, 16 INT or WIS.
Daily—Every 10 levels gained you may perform this Class Feature another time per day.
Trainer Action-Illegal on League Matches.
Target: Fainted ally trainers and ally Pokémon on a 10-meters range.
Effect: The targets are treated as they have 20 more levels for the purpose of Death Saving Throws. Every turn something with 0 HP or less is within the range of this Feature, it rolls 1d20. On a 15 or higher, it is brought to 1 HP. This effect may last up to 3 rounds. If you move, use your Trainer Actions on any other feature, or do anything but use this Feature, the effect is immediately cancelled. You may only order Pokemon as long as they remain within the effect of this feature.
Shielding Incantation.
Prerequisites: Magus, 18 INT of WIS, Life Incantation.
Daily- Every 10 levels gained you may perform this Class Feature another time per day.
Trainer Action-Illegal on League Matches.
Target: Ally Pokémon and trainers on a 10-meters range.
Effect: The targets receive 10 less damage from attacks. This effect may last up to 3 rounds. If you move, use your Trainer Actions on any other feature, or do anything but use this Feature, the effect is immediately cancelled. You may only order Pokemon as long as they remain within the effect of this feature.
Power Incantation
Prerequisites: Magus, 16 INT or WIS
Daily-Every 8 levels gained you may perform this Class Feature another time per day.
Trainer Action-Illegal on League Matches.
Target: Ally Pokémon and trainers on a 10-meters range.
Effect: The targets roll another STAB dice when dealing attacks. This effect may last up to 5 rounds. If you move, use your Trainer Actions on any other feature, or do anything but use this Feature, the effect is immediately cancelled. You may only order Pokemon as long as they remain within the effect of this feature.
Accuracy Incantation.
Prerequisites: Magus, 18 INT or WIS, Power Incantation.
Daily-Every 10 levels gained you may perform this Class Feature another time per day.
Target: Ally Pokémon and trainers on a 10-meters range.
Effect: Targets receive a -3 on Accuracy checks to hit targets and -1 on the critical hit range. This effect may last up to 5 turns. If you move, use your Trainer Actions on any other feature, or do anything but use this Feature, the effect is immediately cancelled. You may only order Pokemon as long as they remain within the effect of this feature.
Chaos Magic: Hex.
Prerequisites: Magus. 18 INT or WIS.
At-Will - drains 10 of the user's HP per use.
Trainer Action-Illegal on League Matches.
Target: Pokémon or trainers.
Effect: Roll 1d4. Depending on the roll the Magus uses one of the following moves.
1-Confuse Ray.
2-Grasswhistle.
3-Thunder Wave.
4-Poison Gas.
Chaos Magic: Minor.
Prerequisites: Magus. 18 INT or WIS.
At-Will - drains 6 of the user's HP per use.
Trainer Action-Illegal on League Matches.
Target: Pokémon or trainers.
Effect: Roll a 1d8. Depending on the roll the Magus uses one of the following moves. Use either your INT or WIS stats as the ATK or SPATK stat.
1-Snarl
2-Magnet Bomb
3-Water Pulse
4-Shock Wave
5-Magical Leaf
6-Swift
7-Icy Wind
8-Dragonbreath
Chaos Magic: Major
Prerequisites: Magus, 20 INT or WIS, 4 Magus features.
At Will- drains 10 of the user's HP per use.
Trainer Action-Illegal on League Matches.
Effect: Roll a 1d8. Depending on the roll the Magus uses one of the following moves. Use either your INT or WIS stats as the ATK or SPATK stat.
1-Seed Bomb
2-Rock Slide
3-Signal Beam
4-Dark Pulse
5-Discharge
6-Sludge Bomb
7-Flame Burst
8-Dragon Pulse
Chaos Magic: Greater.
Prerequisites: Magus, 22 INT or WIS, 6 Magus features.
At Will- Drains 20 of the user's HP per use.
Trainer Action-Illegal on League Matches.
Effect: Roll a 1d6. Depending on the roll the Magus uses one of the following moves. Use either your INT or WIS stats as the ATK or SPATK stat.
1-Seed Flare
2-Hurricane
3-Thunder
4-Fire Blast
5-Gunk Shot
6-Blizzard
Metronome.
Prerequisites: Magus.
At-Will, drains 15 of the user's HP per use.
Trainer Action-Illegal on League Matches.
Target: Pokémon or trainers.
Effect: Use the move Metronome. Use either your INT or WIS stats as the ATK or SPATK stat.
Vampiric Magic.
Prerequisites: Magus, 3 Magus Features.
Daily
Trainer Action-Illegal on League Matches.
Target: Self.
Effect: The next damage-dealing attack or feature used by the magus lets him recover 1/4th of the total damage dealt by it.
Prerequisites: 16 WIS, 18 CON, Glitch Trainer
Bonuses: +1 CON.
Class Features: Bugged Body-Adaptable, Bugged Body-Refractive.
Bugged Body-Adaptable
Static
Target: Self
Trigger: Receiving any kind of damage.
Effect: You are treated as having the weaknesses and resistances of a Pokémon who has the same type of the damage you last received.
Bugged Body-Refractive.
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Free Action-Illegal on League Matches.
Target: Self
Effect: During the next turn, any attacks directed at you that fail to hit are reflected back to their users and they are considered as if they hit. However, you receive +50% damage from attacks that manage to hit you during the same turn.
Only a few Glitch Trainers manage to attain true mastery of the mysterious reality warping power of the Glitch. Those who can are said to turn the impossible possible, rewriting themselves and their Pokémon to attain greater power.
Glitch Master Features:
Bugged Body-Greater Refraction.
Prerequisites: Glitch Master, 22 CON.
Daily - Every 15 levels gained, you may perform this Feature another time per day.
Trainer Action-Illegal on League Matches.
Target: Self, Allies.
Effect: During the next turn consider all allies on a 5 meters range from you to be under the effect of Bugged Body-Refractive.
Bugged Body-Cleansing.
Prerequisites: Glitch Master, 20 CON.
Daily-Drains 1/4th of your total HP per use.
Free Action-Illegal on League Matches.
Target: Self.
Effect: Remove all negative combat stages and status effects from the user.
Bugged Pokémon-Adaptable.
Prerequisites: Glitch Master.
Daily.
Trainer Action-Legal on League Matches.
Target: Owned Pokémon.
Effect: The targeted Pokémon is treated as it has the Color Change ability. The effect ends when the targeted Pokémon is recalled.
Bugged Pokémon-Cleansing.
Prerequisites: Glitch Master, Bugged Body-Cleansing.
Daily.
Trainer Action-Illegal on League Matches.
Target: Owned Pokémon.
Effect: The targeted Pokémon has all negative combat stages and status effects removed, but it loses 1/4th of its total HP.
Bugged Field.
Prerequisites: Glitch Master, Bugged Body (Glitch Trainer feature), Bugged Pokémon (Glitch Trainer feature).
Daily.
Trainer Action-Illegal on League Matches.
Target: During the User's WIS modifier turns, everyone on a 20 meters range extending from the user is treated as if they have the Bugged Body feat.
Chaos Shift
Prerequisites: Glitch Master.
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Free Action-Illegal on League Matches.
Target: A pokemon.
Effect: Roll a d20. During your CON modifier multiplied by 10 seconds, your Pokémon gains one of the following types according to the dice result. If it has 2 types already, temporarily replace one of their types.
Types:
1-2: Shift Fails-3:Normal-4:Fighting-5:Flying-6:Poison-7:Psychic-8:Dark-9:Steel-10:Ground-11:Fire-12:Water-13:Grass-14:Rock-15:Bug-16:Electric-17:Bug-18:Dragon-19:Ghost-20:???-Type.
Chaos Weapon.
Prerequisites: Glitch Master, An Arms Feature.
Daily – Every 5 levels gained you may perform this Feature another time per day.
Free Action-Illegal on League Matches-Mystics cannot use it while Possessing.
Target: A weapon the user is holding.
Effect: Roll a d8. Depending on the following results, the targeted weapon will deal the following elemental damage types, with weaknesses and resistances applied.
1-:Normal 2-:Poison 3-:Electric 4-:Fire 5-:Ice 6-:Water 7-:Ghost 8-:Flying.
Glitch Boost.
Prerequisites: Glitch Master, 20 WIS
Daily– Every 5 levels gained you may perform this Feature another time per day.
Trainer Action-Legal on League Matches.
Target: Owned Pokémon.
Effect: Choose one of your Pokémon’s capability. Roll a 1d6 depending on the results, one of those will happen by a number of turns equal to your WIS modifier.
1-The Pokémon receives a -3 to the chosen capability.
2-The Pokémon receives a -2 to the chosen capability.
3-The Pokémon receives a -1 to the chosen capability.
4-The Pokémon receives a +1 to the chosen capability.
5-The Pokémon receives a +2 to the chosen capability.
6-The Pokémon receives a +3 to the chosen capability.
Corrupt Code.
Prerequisites: Glitch Master
Daily - Drains 25% of the user's max HP for the next of the day.
Trainer Action-Legal on League Matches.
Target: Not-Glitch Pokémon.
Effect: The Pokémon is now glitched. Roll like you have captured a Glitched Pokémon to determine what differences he has.
Backdoor Code
Prerequisites: Glitch Master, 20 WIS, 22 CON.
Daily.
Trainer Action-Illegal on League Matches.
Effect: The trainer can set a number of backdoors equal to half his WIS modifier. He can be instantly transported from one backdoor to another alongside his equipment and Pokéballs, but both the backdoors used stay dormant for the next 24 hours.
Prerequisites: Glitch Trainer, 16 WIS.
Bonuses: +1 WIS.
Class Features: Egg Mod. Glitch Evolution.
Egg Mod
Daily
Free Action-Illegal on League Matches.
Target: A hatching Egg you own.
Effect: Roll 1d20+your WIS modifier. If the result is 18 or more, the newborn Pokémon will have your WIS modifier points added to two of its Base Stats. However, if it fails, it becomes an unhatchable Bad Egg.
Glitch Evolution
Daily
Free Action-Illegal on League Matches.
Target: Owned Pokémon.
Effect: Roll 1d20+your WIS modifier. If the result is 20 or more, the targeted Pokémon will instantly evolve. However, if it fails, it loses one point on all of its base stats.
Modders are trainers who use the strange powers of the Glitch to modify and enhance their owned Pokémon, with powerful, yet sometimes catastrophic effects.
Egg Cooking.
Daily
Trainer Action-Illegal on League Matches.
Prerequisites: Modder
Target: Owned Bad Egg.
Effect: Roll 1d4. If the result is 3 or 4, it turns the targeted Bad Egg into a Lucky Egg. If the result is 1 or 2, the targeted Bad Egg is destroyed.
Egg Mod +
Daily
Free Action-Illegal on League Matches.
Prerequisites: Modder, Egg Mod, 20 WIS.
Target: A hatching Egg you own.
Effect: Roll 1d20+your WIS modifier. If the result is 20 or more, the newborn Pokémon will have double your WIS modifier points added to two of its Base Stats. However, if it fails, it becomes an unhatchable Bad Egg. This feature replaces Egg Mod.
Type Mod
Prerequisites: Modder, 22 WIS, four Modder feats.
Weekly
Free Action-Illegal on League Matches.
Target: A hatching Egg you own.
Effect: Roll 1d20+your WIS modifier. If the result is 20 or more, the newborn Pokémon will have its type permanently changed to one of your choice. If this
Pokémon is two Types, one of its Types is permanently replaced. If this pokemon is a single type, it gains a second type. The pokemon’s physical appearance is altered appropriately. However, if it fails, it becomes na unhatchable Bad Egg.
Body Mod.
Prerequisites: Modder, 18 WIS, Capability Mod.
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trainer Action-Illegal on League Matches.
Target: Owned Pokémon.
Effect: Choose one of the targeted Pokémon stats and roll a d4. Depending on the result, one of the following happens for the rest of the encounter.
1-Stat is halved.
2-Nothing happens.
3-Stat is increased by 50%
4-Stat is doubled.
Move Mod.
Prerequisites: Modder, Body Mod.
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Free Action-Illegal on League Matches.
Target: Pokémon.
Effect: Roll 1d20+your WIS modifier. If the result is 20 or more, it learns a Tutor Move of your choice. If it fails, it forgets a Move of the GM’s choice.
Glitch Heal.
Prerequisites: Modder.
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trainer Action-Illegal on League Matches.
Target: Ally Pokémon or Trainers.
Effect: Pay 100 P and Roll a 1d4. Depending on the results, the following happens. This feat cannot leave someone with less than 0 HP in case of a 1 or 2.
1-Target loses 50 HP
2-Target loses 20 HP
3-Target heals 20 HP plus all status ailments.
4-Target heals 50 HP plus all status ailments.
Capability Mod.
Prerequisites: Modder.
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Free Action-Illegal on League Matches.
Target: Pokémon.
Effect: Choose one of your Pokémon Capabilities and roll a 1d4. Depending on the result, one of those will happen for the next 10 minutes.
1-Capability is reduced to zero.
2-Capability is halved.
3-Capability is increased by 50%
4-Capability is doubled.
Capability Mod +
Prerequisites: Modder, Capability Mod, 20 WIS.
Daily – Every 20 levels gained, you may perform this Feature another time per day.
Free Action-Illegal on League Matches.
Target: Pokémon
Effect: The targeted Pokémon gains one of the following Capabilities for the next 10 minutes: Burrow 4, Sky 4, Jump 6, Surface 6, Underwater 4.
Capability Mod ++
Prerequisites: Modder, Capability Mod, 22 WIS.
Daily
Free Action-Illegal on League Matches.
Target: Pokémon.
Effect: The targeted Pokémon gains one of the following Capabilities for the next 10 minutes: Aura, Invisibility, Phasing, Reach, Stealth, Telepath, Telekinetic.
Prerequisites: Glitch Trainer, 14 DEX, 14 INT, 3000 P in funds to build a Ray Gun.
Bonuses: +1 DEX.
Class Features: Stamina Ball, Overclock Ball
Ray Gun User
Static
Effect: You can use Ray Guns or any weapon that would fit on that category. Ray Guns deal 2d8+8+DEX modifier damage, but if you roll below 5 on an attack roll, it jams and becomes inutilized for 1d4 turns.
Overclock Ball.
Daily-Every 5 levels gained, you may perform this Feature another time per day.
Trainer Action-Legal on League Matches.
Target: Pokéball, Great Ball or Ultra Ball.
Effect: The targeted Pokéball becomes an Overclocked Ball. Overclocked Balls have to roll 1d4 before being thrown for one of those to happen.
1/2-Ball is destroyed
3-Ball works normally.
4-The ball receives a -10 modifier for capture attempts.
Tinkerers are engineering geniuses, creating various mechanic contraptions and wonders with many uses, however, their disregard for “proper testing” and “safety measures” can be both their demise or salvation.
Tinkerer Features
Hack Ball.
Prerequisites: Tinkerer, 16 INT.
Daily-Every 5 levels gained, you may perform this Feature another time per day. Consumes 300 P.
Trainer Action-Legal on League Matches.
Target: Pokéball.
Effect: The target Pokéball becomes a Hacked Ball. Hacked Balls have a +5 modifier to capture and receive a -5 for each negative combat stage and a +5 for each positive combat stage the opponent Pokémon has.
Cracked Ball.
Prerequisites: Tinkerer, Hack Ball.
Daily-Every 5 levels gained, you may perform this Feature another time per day. Consumes 400 P.
Trainer Action-Legal on League Matches.
Target: Pokéball.
Effect: The target Pokéball becomes a Cracked Ball. Cracked Balls have a +5 modifier to capture and receive a -10 for each status effect the opponent Pokémon has.
Spiked Ball.
Prerequisites: Tinkerer, Cracked Ball.
Daily-Every 5 levels gained, you may perform this Feature another time per day. Consumes 450 P.
Trainer Action-Legal on League Matches.
Target: Pokéball, Great Ball, Ultra Ball.
Effect: The target Pokéball receives spiked barbs. Spiked Balls gain a -5 modifier to capture rolls and deal 2d10 damage who cannot be reduced to the Target Pokémon, however, the captured Pokémon’s loyalty is reduced to 0.
Set Phasers to stun.
Prerequisites: Tinkerer, 16 INT, 16 DEX.
Daily-Every 10 levels gained, you may perform this Feature another time per day.
Free Action-Illegal on League Matches.
Target: Ray Gun.
Effect: Your next attack with a Ray Gun inflicts Paralysis on a 10-20 attack roll and if it would lower the target to 0 HP or less, the target is instead set to 1 HP.
Overcharge!
Prerequisites: Tinkerer, Set Phasers to stun.
Daily
Free Action-Illegal on League Matches.
Target: Ray Gun.
Effect: Your next attack with a Ray Gun turns into a 10-meter beam. However, it will become unusable on the next turn.
Portable Shield Generator.
Prerequisites: Tinkerer, 16 INT.
Daily-It takes 800 P to build a PSG.
Free Action-Legal on League Matches.
Effect: You build a Portable Shield Generator held item. When a Pokémon using a PSG is attacked, roll a 1d20. On a 1 to 6, the PSG is destroyed and the Pokémon receives 1d4+4 damage. On a 7 to 20, it soaks damage equal to double your INT modifier.
Portable Energy Amplifier.
Prerequisites: Tinkerer, 16 INT, Portable Shield Generator.
Daily-It takes 100 P to build a Portable Energy Amplifier.
Free Action-Legal on League Matches.
Effect: You build a Portable Energy Amplifier held item. When a Pokémon using a PEA uses a damage-dealing attack, roll a 1d20. On a 1 to 6, the PEA is destroyed and the Pokémon receives 1d4+4 damage. On a 7 to 20, it adds a STAB dice to the attack.
Glue Grenade.
Prerequisites: Tinkerer, 16 INT.
At Will-It takes 400 P to build a Glue Grenade.
Trainer Action-Illegal on League Matches.
Target: Pokémon or Trainers.
Effect: Roll a 1d4 when you throw a Glue Grenade. On a 1, it explodes on your hand, dealing 10 damage and you cannot do any actions for the next two turns. On a 2, 3 or 4, it explodes on the targeted Pokémon or Trainer, dealing 1d4+4 direct damage and preventing it and anyone on a 5-meter radius from shifting for two turns.
Explosive Rocket.
Prerequisites: Tinkerer, 20 INT, Glue Grenade.
Daily-It takes 600 P to build an Explosive Rocket.
Trainer Action-Illegal on League Matches.
Target: Pokémon or Trainers.
Effect: Roll a 1d4 when you use an Explosive Rocket. On a 1, it explodes on your hands, dealing 2d12+16 damage to you and everything on a 5-meter radius from you. On a 2, 3 or 4, it’s launched upwards and hits the target on the next turn, dealing 4d10+50+your INT modifier damage to it and everything on a 10-meter radius.
Particle Emitter
Prerequisites: Tinkerer, 4 Tinkerer Features.
At will-It takes 500 P to build a Particle Emitter.
Trainer Action-Illegal on League Matches.
Target: Melee Trainer Weapon.
Effect: Particle Emitters give an extra d10 to the target weapon’s damage roll, but they stop functioning after being used 10 times. They can either be recharged by a Pokémon with the Zapper capability or by plugging it on an electrical outlet.
Ray Gun Proficiency.
Prerequisites: Ray Gun User, 18 DEX.
Effect: You can use a Ray Gun or any weapons that would fit on that category. These weapons deal 2d10+30+DEX modifier damage, but if you roll below 5 on an attack roll, it jams and becomes inutilized for 1d4 turns.
Ray Gun Master.
Prerequisites: Ray Gun Proficiency, 20 DEX.
Effect: You can use a Ray Gun or any weapons that would fit on that category. These weapons deal 4d12+42+DEX modifier damage, but if you roll below 5 on an attack roll, it jams and becomes inutilized for 1d4 turns.
Prerequisites: 16 CON.
Starting Feats: Fickle Judging, Fickle Wandering.
Fickle Judging:
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A move performed by one of your Pokémon.
Effect in contest: Roll 1d6. If the result is 1-3, it receives the keyword “Unsettling”. If the result is 4-6, it receives the keyword “Incredible”.
Effect outside of contest: The move receives the Keyword “Exhaust” but cannot miss. This can’t be used with the moves Moves Sheer Cold, Guillotine, Horn Drill or
Fissure. You may still roll to determine additional effects or Critical Hit. This must be declared before the Accuracy Check is made.
Fickle Wandering
Static.
Target: Self.
Effect: Whenever the Performer arrives on a City or Town he never visited before, he receives 1d4x250 P.
A chaotic artist, the Performer makes his Pokémon bring strange and wondrous acts, although their commitment to flair might sometimes backfire on them.
Performer Features
Fickle Disadvantage.
Prerequisites: Performer.
Static.
Target: Own Pokémon
Trigger: The target uses a move that loses his own Voltage.
Effect: The target receives an additional 1d4 Appeal.
Fickle Opinion
Prerequisites: Performer.
Daily – Every 10 levels gained, you may perform this feature another time per day.
Target: A move performed by one of your Pokémon.
Effect in contest: Roll 1d20+your CON modifier. If you roll 14 or higher, the Voltage of two Judges of your choice are switched.
Effect outside of contest: The move becomes “Switcheroo” for X turns where X is your Constitution Modifier.
Fickle Presentation
Prerequisites: Performer.
Daily – Every 10 levels gained, you may perform this feature another time per day.
Target: A move performed by one of your Pokémon.
Effect in contest: Roll 1d10. Depending on the result, the Move’s contest type changes during the contest.
1-2: Beauty
3-4: Cool
5-6: Cute
7-8: Smart
9-10: Tough.
Effect outside contest: The move becomes “Assist” for X turns where X is your Constitution Modifier.
Fickle Timing
Prerequisties: Performer, 2 Contest Ribbons.
Daily – Every 10 levels gained, you may perform this feature another time per day.
Target: A move performed by one of your Pokémon.
Effect inside contest: Roll 1d6. Depending on the result, the Move receives one of these keywords.
1: Slow Set.
2: Quick Set.
3: End Set.
4: Start Set.
5-6: Scrambler.
Effect outside contest: The move becomes “Trick Room” for X turns where X is your Constitution Modifier.
Fickle Appearance
Prerequisites: Performer, 18 CON.
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon or allied pokemon.
Effect: When you send out your pokemon, targeted by Fickle Appearance, Roll 1d10. Depending on the result, treat them as if they have the ability the dice roll ended up, in addition to the ability they already have. If the pokemon already has that ability, treat them as if they have two separate versions of them. This effect ends when the pokemon is recalled.
1-2: Stench
3-4: Intimidate
5-6: Cute Charm
7-8: Unnerve
9-10: Illuminate
Fickle Mentality
Prerequisites: Performer, 18 CON.
Daily- Every 10 levels gained, you may perform this Feature another time per day.
Target: Your Pokémon or allied Pokémon.
Effect: When you send out your Pokémon, targeted by Fickle Mentality, Roll 1d10. Depending on the result, treat them as if they have the ability the dice roll ended up, in addition to the ability they already have. If the pokemon already has that ability, treat them as if they have two separate versions of them. This effect ends when the pokemon is recalled.
1-2: Defeatist
3-4: Simple
5-6: Oblivious
7-8: Own Tempo.
9-10: Reckless
Fickle Attitude.
Prerequisites: Performer, 2 Ribbons, Fickle Mentality, 20 CON.
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon or allied pokemon.
Effect: When you send out your pokemon, targeted by Fickle Attitude, Roll 1d10. Depending on the result, treat them as if they have the ability the dice roll ended up, in addition to the ability they already have. If the pokemon already has that ability, treat them as if they have two separate versions of them. This effect ends when the pokemon is recalled.
1-2: Slow Start
3-4: Contrary
5-6: Defiant
7-8: Prankster
9-10: Serene Grace
Fickle Weather.
Prerequisites: Performer, 4 Ribbons, Fickle Attitude, Fickle Appearance, 22 CON.
Daily
Target: Your Pokémon or allied Pokémon.
Effect: When you send out your pokemon, targeted by Fickle Weather, Roll 1d4. Depending on the result, treat them as if they have the ability the dice roll ended up, in addition to the ability they already have. If the pokemon already has that ability, treat them as if they have two separate versions of them. This effect ends when the pokemon is recalled.
1-Drought.
2-Drizzle.
3-Sand Stream.
4-Snow Warning.
Prerequisites: Glitch Trainer, 18 WIS, Allied to an insane Legendary Pokemon
Bonuses: +1 WIS
Class Features: Sacrifice, Euphoria
Sacrifice TA, I
Daily - Every 5 levels gained, you may use this Feature another time per day.
Target: A dead or dying pokemon, that you or your pokemon, or allies have brought to that state.
Effect: You perform a small ritual to offer the deceased to your patron. This garners its attention in some way, and will likely please it. Enough use of Sacrifice can get you GM-decided benefits.
Euphoria S, NI
Static
Target: Self.
Effect: After Sacrificing, you heal HP equal to your WIS modifier. If this would take you beyond your maximum HP, the rest is gained as temporary HP up to an amount equal to half your WIS modifier.
The mad servants of even madder gods, Cultists specialize in forbidden rituals to please their terrifying masters and add even more to their power.
Cultist Features
Human Sacrifice TA, I
Prerequisites: Cultist, 5 Cultist Features
Monthly
Target: A dead or dying Trainer, that you or your pokemon, or allies have brought to that state.
Effect: You may use Sacrifice on the target. This act gives you the immediate attention of your Patron, and makes it willing to do one favor, within reason taking into account the strength of the sacrifice, for you immediately.
Baptism TA, I
Prerequisites: Cultist
Daily
Target: A hatching Egg or baby Pokemon and a recent Sacrifice.
Effect: You perform a ritual with the baby Pokemon and the sacrifice. When it is complete, the Pokemon gains a Move from your Patron's natural Move List as an Egg Move.
Frenzy S, NI
Prerequisites: Cultist, Euphoria
Static
Target: Self.
Effect: In the very next Encounter you have after Sacrificing, you and your Pokemon add half of your WIS modifier to damage they deal.
Euphoria+ S, NI
Prerequisites: Cultist, Euphoria, 20 WIS
Static
Target: Self.
Effect: After Sacrificing, you heal HP equal to twice your WIS modifier. If this would take you beyond your maximum HP, the rest is gained as temporary HP up to an amount equal to your WIS modifier. This Feature replaces Euphoria.
Ascendance TA, I
Prerequisites: Cultist, Baptism, raised a Baptized pokemon at least 30 levels
At-Will - Activate Once
Target: A Baptized Pokemon of Level 30 or higher.
Effect: The Target changes to a form that resembles the Patron that it was Baptized under. It changes in Type so that one or more of its Types matches the Patron's, gains a boost to its Base Stats and Capabilities equal to 1/5 of the Patron's scores in those respective areas, gaining any Capabilities it does not have that the Patron does except for Legendary Capabilities. Finally, it learns two Moves, decided by the GM, from the Patron's Natural Move List as Tutor Moves.
Dark Resurrection TA, I
Prerequisites: Cultist, Euphoria+, 22 WIS
At-Will - Activate Once
Target: A Sacrificed Pokemon of a higher level than your strongest Pokemon.
Effect: The Target is brought back to life, unwaveringly loyal to you, at 5 levels lower than your strongest Pokemon, and at the appropriate evolutionary stage for its new level, but keeping a number of Egg, Tutor and TM moves that it had previously equal to half your WIS modifier, as decided by the GM. The Target changes in Type as decided by the GM to match one or more of your Patron's types. This Feature may be taken up to 3 times.
Lifeforce Transfer TA, I
Prerequisites: Cultist
At-Will
Target: Trainers or Pokemon.
Effect: After Sacrificing, add 1/4 of the sacrifice's maximum HP to a pool equal to your WIS stat multiplied by 3. This pool may be taken from to heal the Target by an amount equal to the HP removed from it.
Summon Spirit TA, I
Prerequisites: Cultist, held in very high regard by a Patron
Monthly - Every 10 levels, you may use this Feature another time per month.
Target: A Patron.
Effect: A manifestation of your Patron's power appears to assist you in one encounter or difficult task. The manifestation is identical to your Patron in every way except size, informs the Patron of anything that it does, and will follow your every order for as long as it lasts. The manifestation has HP equal to your WIS stat multiplied by 5.
Forbidden Knowledge S, NI
Prerequisites: Cultist
Static
Target: Legendary Pokemon.
Effect: Upon encountering a Legendary or one of its allies or servants, you immediately know whether the Legendary is sane or not, its goals, its purpose in the world, and how it would regard you and your Patron. In addition, whenever you encounter another servant of your Patron, you know its loyalties immediately and are able to communicate with it without speaking.
Ability Theft TA, I
Prerequisites: Cultist, Sacrifice, 20 WIS
Daily
Target: A Sacrifice.
Effect: You may select up to three Moves of a Type possessed by your Patron that the target knew. For the rest of the day, you may use each of those Moves one time each, using your WIS modifier as your ATK or SP. ATK stat.