Climatologist
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For many Trainers the weather is an idle concern while traveling, but nothing all that dangerous. Others use it as a supplementary strategy in battle to give their Pokemon a little extra oomph. And then there's the Climatologist. The weather isn't just a sideline on the battlefield to them: it's their sword, shield and greatest asset. After all, why battle when a Sandstorm can take care of your opponent for you?

Climatologists enhance the aspects of weather, making it more potent, causing it to persist far longer than it should and even shielding allies from its harmful effects. Rarely is a Climatologist more at home than in the midst of a battlefield being simultaneously buffeted by sand and hail. Even more, with the debut of Terrain Moves, Climatologists were able to adapt their strategies to make use of a handful of new battle tactics.

The Climatologist Research Field syngergizes extremely well with Trickster and Type Ace classes that rely on Weather to provide a buff to their Pokemon but also can fulfill a more support oriented role by buffing some allies with Weather while shielding the rest. In addition, Pokemon such as Ninetails, Politoed and Hippowdon are common choices for this class, and Castform is basically a requirement.

Climatologist
Prerequisite: Novice Survival
Static, Standard Action
Effect: You are Immune to damage caused by Weather effects such as Sandstorm, and do not take additional damage caused by Weather such as the bonus Fire damage in Sun. As a Standard Action, you may grant this benefit to up to X allies until the end of your next turn, where X is your half your Survival Rank plus the number of Climatologist Features you possess.

Climate Control
Prerequisites: Climatologist, Adept Survival
Scene, Swift Action
Trigger: Your Pokemon uses a Weather Move
Effect: Depending on the Move used, the Move gains additional effects:
Sandstorm: Rock-Type Attacks gain a +5 bonus to Damage Roll, and Flying Type Attacks suffer a -5 Damage penalty.
Hail: Ice-Type Attacks gain a +5 bonus to Damage Roll, and Grass Type Attacks suffer a -5 Damage penalty.
Sunny Day: While it is Sunny, all non-Fire Type Pokémon lose a Tick of Hit Points at the beginning of their turn. Any Sun Ability negates this damage as well.
Rain Dance: While it is Rainy, all non-Water Type Pokémon lose a Tick of Hit Points at the beginning of their turn. Any Rain Ability negates this damage as well.
Bonus: Your Pokemon's Weather Moves last 5 Turns or until they are KO'd, Returned or Take a Breather, whichever last longer.

Note: If your player somehow have a Type-Synced Weather Move, just follow the same guidelines above. Buff Weather gets damage, Damage Weather gets a buff. Pretty easy, right?

Extreme Weather
Prerequisites: Climate Control, Expert Survival
Daily, Extended Action
Target: Your Pokemon
Effect: Your Pokemon loses 2 Tutor Points, and learns either Sunny Day, Hail, Sandstorm or Rain Dance. If the Pokemon already has the basic version of this Move in their known Moves this Feature costs only 1 Tutor Point. A Pokemon may only know one Extreme Weather Move at at time.

Add one of the following benefits to your Extreme Weather Move. Immune Targets are classified as targets that would either not take damage from the Move for Hail and Sandstorm, or Fire Types or Pokemon with a Sun Ability for Sun and Water Types or Pokemon with a Rain Ability for Rain. Give your Extreme Weather Move a cool name!

  • All non-Immune Targets take a -5 Penalty to all Damage Rolls.
  • All non-Immune Targets take a -10 penalty to Initiative.
  • All non-Immune Targets take a -2 Penalty to Accuracy Rolls.
  • All non-Immune Targets take a -2 Penalty to Evasion.

Localized System
Prerequisite: Climatologist, Master Survival
Static
Effect: Whenever one of your Pokemon uses a Weather Move you may choose for it to act as a Coat that affects a Burst 1 around the Pokemon rather than a Field Move. This Coat remains for the remainder of the scene unless remove by another effect.

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