Trainer Class Changes

Trainer classes:

Coordinator: Coordinators are, essentially, performers with Pokemon. Dotted across even the most rugged towns and villages there are inevitably saloons, and a large source of entertainment for these watering holes is to host travelling Coordinators, and pit them against one another in contests. Coordinators are performers; Dancers, singers, actors, magicians; who have trained their pokemon to perform alongside them. These Coordinators aim to travel around, living off the prize money afforded to them by their winnings, and earn the accolades that come from a life upon the stage.

Ace Trainer: These are trainers for whom the duel is everything, be it by pistol or Pokemon. They are always ready to meet a challenge, and their aims are to be the very best.

Ranger: In the lawless west, these are the sentinels standing for justice and honor. Rangers are a trained elite band of lawmen who mete out help to whoever needs it most, and punishment to whoever deserves it. They have the unique ability to simply lasso a pokemon, give it a good stare in the eye, and get it to help them. "One riot, one ranger."

Breeder: Breeders are one of two trader classes in this scenario. Breeders can make their living by breeding pokemon together, be it for food, fur, friendship, or even for battle.

Martial Artist: Unlike the disciplined Martial artists of the vanilla PTA setting, the Brawlers are merely thick-knuckled toughs just itching for the next fight, pokemon or no. They excel in coming out on top by jumping into the fray with their pokemon, swinging knives, fists, or table legs, as long as they get the thrill of the fight.

Psychic: Either through contact with native mysticism, or through natural affinity, these individuals have unlocked latent powers within their own minds. They can use these magical talents for a number of things, even in the face of distrust from the regular population. From out in the prarie, sometimes you'll encounter one of these strange fellows. Usually of Injun ancestry, but not always, some kind of mysticism allows them strange unnatural powers which make most of the white folk living out there uneasy.

Capture Specialist: The other trader class in this scenario. Capture Specialists make their living catching and trapping wild pokemon. They may be collectors, or want to attract collectors, or they may have more simple needs, trapping for essentials like food or fur.
Pokeball Designer: Not anymore. These fellows can pay money for chemicals and herbs to coat their ropes with that will change their capture rates, as well as improvise or create ropes.
NEW FEAT IDEA: Foraging for herbs. Lower the chost/negate the cost of a single rope augmentation?
Engineer: Nutty inventors. The three power sources are now: Man-powered, Steam-Powered, and Electricity (The most expensive).

Researcher: Artifacers, Tinkers, and men of science who have come out west to learn, rather than to conquer.

Name Changes

*Gym Battler is now Ace Duelist
*Frontier Battler does not exist unless something can be made of it
*Pokeball Designer is now the Weaver
*Coordinator classes are all the same, although their contest stats have all been renamed: see Contests
*Martial Artist is now The Brawler
** Ninja is now Acrobat
** Black Belt is now The Buster
** Massage Therapist does not exist unless it can be refluffed to be less Fist of the North Star without stepping on the Medic and Healer's toes.
*Special Operatives Member is now Sherriff

Ace Trainer changes:

Ace Trainer: STR CON – WIS
These trainers are such dedicated battlers that they have studied how to maximize battle experience. They can maximize their pokemon’s attacks and find weaknesses in a foe’s pokemon normally immune or resistant to their pokemon’s attacks. They teach their pokemon as much as they learn from each of their pokemon’s battles. Each battle is filled with passion and each pokemon trained by an Ace Trainer can realize their full battle potential and be the very best.
Advanced: Type Ace, Stat Ace, Enduring Soul, Chaser, Ace Duelist(From Gym Battler), Frontier Duelist, Tag Battler

Type Ace/Stat Ace/Gym Battler

Replace "Gym Leader" and "Frontier Brain" with

Town Leader: Type Ace/Stat Ace/Ace Duelist Feature
Prerequisites: Type Ace/Stat Ace/Ace Duelist, 10 Badges, Level 20
Static
Effect: You take on the responsibilities as a Town's leader and protector. Whenver your town is in danger, it will be your responsibility to see to the protection of the town. You will be approached and challenged often for your reputation. You don’t need to remain in your town location to accept challenges or defend the town, but you do need to let those at your town know where you are to forward challengers or get a hold of you by mail in case of emergency. Each week the townspeople will donate 3000 for your services as a Town Leader. If your town is destroyed, you lost this feat and may not gain it back. You may not take Town Leader more then once, even if you have taken Type Ace or Stat Ace twice. Add 2 to your CHA stat.

Soulbound updated:
Daily - Every two levels gained
Effect: Your attacks can deal damage based on the Type you feel bound to. Apply weakness, resistance and immunities. As a Daily action, you may take damage from an attack as if you were the type you feel bound to, and apply weaknesses, resistances, and immunities as needed. For the defensive usage of Soulbound, every ten levels you gain you may consider yourself your chosen type another time per day.

Gym Battler (Now known as Ace Duelist)

Ace Duelists were born to take on the strongest fighter of each town dotted across the landscape of the west. These Ace Trainers exploit known weaknesses better then others who only know things such as the Ace’s Type. When it comes to meeting the Ace of a town at High noon for a draw, these trainers can easily defeat them all.

Any reference to a "Gym Leader" is to be replaced with "Town's Leader" or "Ace."

Breeder Changes

Pushers

see TMs and HMs for new TM rules and flavor

Add the following line to the prerequisites for TM Maker and HM Smith:
"Learned the craft of TMs from a Native Shaman."

Capture Specialist Changes

Generally, every time a feat refers to a pokeball, it now refers to lengths of rope.

Replace "Pokeball Repair" and Pokeball Fix with:

Rope Mending: Capture Specialist Feature
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Any length of rope that has failed to capture a pokemon and broke.
Effect: Roll d20 and add your DEX and INT modifiers to the roll. If the total exceeds 15, the length of rope is fixed and is treated as if it had not broken.

Rope Fix: Capture Specialist Feature
Prerequisites: Capture Specialist, 16 INT
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Any length of rope that has failed to capture a pokemon and broke.
Effect: The length of rope is fixed and is treated as if it had not broken

Replace "Bean Ball" and "Curve Ball" with:

Rough Capture: Capture Specialist Feature
Prerequisites: Capture Specialist, 16 DEX
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Trigger: You attempt a capture with rope or other catching implements.
Effect: You may deal X damage to the target you are catching where X is your DEX modifier. The target’s Defense or Special Defense cannot reduce this damage.

Brutal Capture: Capture Specialist Feature
Prerequisites: Capture Specialist, Curve Ball, 19 DEX
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Trigger: You attempt a capture with rope or other catching implements.
Effect: You may deal X damage to the target you are catchingl where X is your DEX modifier doubled. The target’s Defense or Special Defense cannot reduce this damage.

Maniac

Replace "Multi Ball with:

Double-sided Lasso: Maniac Feature
Prerequisites: Maniac, 17 DEX
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Trigger: You throw a length of rope.
Effect: You may use any one additional length of rope on the same turn. You must target a different Pokemon with the extra throw.

POKEBOTS Update:

Pokebots: Maniac Feature
Prerequisites: Maniac, 16 INT (500 )
Static
Effect: You make a small clockwork pokemon robot, .5m tall, of any species of your choice, which can move 5m per turn and can hold 1 Poke Ball at a time and toss that Poke Ball 2m. You may move the clockwork robot as a free action. Making it toss a Poke Ball takes up your turn. To act, the clockwork must be rewound every three turns.

Collector:

Multi Ball: See Maniac version of the feat above.

Weaver (Pokeball Designer):

General: Any feat that adds a keyword to a pokeball, now adds a keyword to length of rope seven feet long.

Feats that have changed:

Rope Weaving: Poke Ball Designer Feature
At-Will
Target: Upgraded Rope Mending kit
Effect: Create seven feet of Cheap Rope, Good Rope, or Excellent rope. Cheap Rope creation costs 450 , Good Rope creation costs 600 , Excellent Rope creation costs 900 . When creating or modifying any Rope, call the creations whatever you’d like.

Tutor Design: Poke Ball Designer Feature
Prerequisites: Poke Ball Designer
At-Will
Target: Seven feet of any basic rope.
Effect: Add the Tutor keyword to the target for 900 . When the modified rope captures a target, roll 1d20. On a result of 17 or better, choose a TM that the caught pokemon can learn and add it to their Move list. Once caught, the pokemon will fall into a trance and be unusable for three hours. When it wakes up, it will know the move you taught it. You may only target any rope with Tutor Design once.

Engineer

The following feats are different:

Dowsing Attachment(Formerly Pokedex Modification): Engineer Feature
At-Will
Target: Mech Arm
Effect: Your mech arm now has a dowsing attachment. This attachment will point in the direction of all wild pokemon, as well as tell you how many there are. The effective range can be set between 5m and 50m.

Mech Arm: Engineer Feature
Static
Target: Arm
Effect: You now have a Steam-powered mechanical arm you can wear over either your right or left arm. Add 2 points to your Strength stat. The Mech Arm has extending poles that can support the Arm’s weight when you are getting tired. The arm weighs 40 pounds.

Lasso Launcher: Engineer Feature
Prerequisites: Engineer, Launcher Attachment (800 )
Static
Target: Mech Arm
Effect: Your Mech Arm can now fire any size length of rope or net to capture wilds. The top of the launcher is also a catapult, which can launch your own pokemon weight class 3 or under into battle. For an additional 200 it can be upgraded to fire Pokeballs made from apricorns or Ancient Grey pokeballs to either call out caught pokemon or to capture. When firing any rope or pokeball at a wild, add 12 to the Poke Ball’s capture rate. Also the rope or Poke Ball deals 1d8 damage to the wild that cannot be reduced. If a launched pokemon rams into a target, it deals 1d10 damage to both that cannot be reduced.

Vehicle Builder: Engineer Feature
Prerequisites: Engineer, 5 Engineer Features
At-Will
Target: Items.
Effect: You may build a vehicle using the following price guidelines. Your GM will determine how quickly you make the vehicle. Name the vehicle whatever you’d like. Build it to look like whatever you’d like.
Power Source: Man Steam Electric
Price: Free 400 780
Passenger Count: 1 2 3 4 Each Additional Count
Price: 250 400 650 1000 750
Vehicle Size: 1-2.9 square meters 3-5.9 square meters 6-10 square meters
Price: 600 3240 6000
Vehicle Type: Land Water Underground Sky
Price: 1000 2650 7550 16750
For Vehicle Type, you may combine the prices to combine the capabilities and have any combination of the Vehicle Types.
For the vehicle’s HP, pay 1 for every 1 HP you’d like it to have. Your vehicle cannot have more then 4,500 HP.
It is up to you and your GM to determine when your vehicle is out of power based on what your final product is.

Apricorn Smith

Add the following line to the prerequisites for this class: Have learned the craft from an Apricorn Smith.

Coordinator

See Contests for Contest rules.

The following feats are different:

Natural Grace applies only on the First round of the Action phase.

Similarly, any feat which mentions Appearance Appeal will add to the overall score of the Overture Phase.

Ranger

Generic Information:
Ranger Captures

The following feats are different:

Dizzy: Ranger Feature
Prerequisites: Ranger, 17 DEX
At-Will
Target: A pokemon or trainer.
Effect: Use your lasso as if you were making a restraint roll, but instead of rolling to befriend, roll 1d20 and add your DEX modifier. If the total is higher then 15 the Target is Confused. Your ranger lasso is attached to the pokemon you confused, and you must retrieve it before using it in another Ranger feat.

Flash Bang: Ranger Feature
Prerequisites: Ranger
At-Will
Target: A pokemon or trainer.
Effect: Requires a small source of explosive material, such as gunpowder, about the amount found in a bullet. You consume that gunpowder and use the move Flash.

Rider

Mounted Shooting: Rider Feature
Prerequisites: Rider, Bow Master OR Rifle Master OR Pistol Master
Static
Effect: You can make shots with your Bow or Gun weapons from moving mounts without any penalties to your Accuracy Checks.

Sherriff (Special Ops. Member)

The following feats are different:

Intuition (Formerly Scanner): Spec. Ops. Member Feature
Static
Target: Any pokemon.
Effect: You can intuitively know a percentage when you look at a pokemon that represents how much of its total HP it has remaining.

Crowd Control: Spec. Ops. Member Feature
Prerequisites: Spec. Ops. Member, Access to Materials (890)
Daily
Target: Pokemon or trainers.
Effect: You may create smoke bombs which simulate the Move Sleep Powder. The materials used to make your smoke bombs cost 200 to make, which must be paid at a pokemon mart before you use it. You may only create one smoke bomb per day. You may only use one smoke bomb per day.

Detain: Spec. Ops. Member Feature
Prerequisites: Spec. Ops. Member, Weaving Materials (1800)
Daily
Target: Pokemon or trainers.
Effect: You may create a net which simulates the Move Spider Web. It costs 800 in materials to make this net, which must be paid at a pokemon mart before use. You may only create one Net per day. You may only use one net per day.

Riot Control: Spec. Ops. Member Feature
Prerequisites: Spec. Ops. Member, Crowd Control
Daily
Target: Pokemon or trainers.
Effect: Your smoke bombs may now simulate the Moves Stun Spore or Poisonpowder. It costs 300 to use the Crowd Control Feature as Stun Spore. It costs 500 to use the Crowd Control Feature as Poisonpowder.

Intuition +: Spec. Ops. Member Feature
Prerequisites: Spec. Ops. Member
Static
Target: Any pokemon.
Effect: You intuitively know a percentage when you look at a pokemon that represents how much of its total HP it has remaining. You can also see the target’s remaining HP. This Feature replaces Intuition.

Smokescreen: Spec. Ops. Member Feature
Prerequisites: Spec. Ops. Member, Crowd Control
Daily – Every 9 levels gained, you may perform this Feature another time per day.
Target: Pokemon or trainers.
Effect: Your smoke bombs may now simulate the Move Smokescreen. It costs 200 to use the smoke bombs as Smokescreen.

Captain

Captain’s Technique: Captain Feature
Prerequisites: Captain, 1 month as Captain
Static
Effect: Any Ranger lasso you use will survive 20 captures instead of the usual 10.

Dragonite Carriage: Captain Feature
Prerequisites: Captain, A messenger pokemon
Monthly
Effect: You may call the Dragonite Carriage by messenger pokemon to schedule transportation from any major city to any other major city, provided there are no major bodies of water between the cities. You must make plans at least three days ahead of time.

Hyper Beam: Captain Feature
Prerequisites: Captain
Weekly
Target: Pokemon or trainers.
Effect: You may summon a pokemon to arrive and use the Move Hyper Beam, before fleeing. To use this feature, you must have had at least a half hour in the wild at the beginning of the day you intend to use it to reasonably prepare a pokemon for this feature, and declare as much to the DM.

Ambush Beam: Captain Feature
Prerequisites: Captain
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or trainers.
Effect: You may summon a pokemon to arrive and use either Thundershock, Water Gun, or Ember. If it is impossible for a pokemon with one of those moves to appear in the area, the DM must let you know. To use this feature, you must have had at least a half hour in the wild at the beginning of the day you intend to use it to reasonably prepare a pokemon for this feature, and declare as much to the DM.

Ambush Punch: Captain Feature
Prerequisites: Captain
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or trainers.
Effect: You may summon a pokemon to arrive and use either Thunderpunch, Fire Punch, or Ice Punch. If it is impossible for a pokemon with one of those moves to appear in the area, the DM must let you know. To use this feature, you must have had at least a half hour in the wild at the beginning of the day you intend to use it to reasonably prepare a pokemon for this feature, and declare as much to the DM.

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