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- Level 9
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- Level 14
- Level 15
Hard (Adept Combat, Novice Survival, Pathetic Education (Technology), Guile, Charm)
Edges: Basic Skills (Stealth), Basic Skills (Perception), Basic Skills (Intimidate), Basic Skills (Focus)
Feats: Survivalist [Class], Natural Fighter [Class], Hunter [Class], Pack Tactics, Brutal Training
+5 Attack, +5 Speed
Edges: Adept Skills (Survival), Basic Skills (Athletics)
+1 Speed
Feature: Trapper
+1 Speed
Edge: Adept Skill (Athletics)
+1 Speed
Features: Surprise!, Walk It Off
+1 Speed
Edges: Expert Skills (Combat), Adept Skills (Stealth)
+1 Speed
Feature: Hunter's Reflexes
+1 Speed
Edge: Expert Skill (Survival)
+1 Speed
Feature: Terrain Talent (Rank 1)
+1 Speed
Edge: Expert Skill (Stealth), Adept Skills (Intimidate), Demoralize
+1 Speed
Feature: Marksman
+1 Speed
Edges: Master Skills (Combat), Adept Skills (Perception)
+1 Speed
Feature: Aiming Down the Sights
+1 Attack
Edge: Art of Stealth
+1 Attack
Feature: Crippling Shot
+1 Attack
Feats and Edges
All Features and Edges taken have their effects detailed within.
Brutal Training
[TRAINING] [ORDERS]
Prerequisites: Novice Intimidate, Untrained Command
At-Will – Special
Effect: The target becomes Brutal until the end of the effect duration. Brutal Pokémon increase the Critical-Hit and Effect Range of all attacks by +1.
Walk It Off
[+HP]
Prerequisites: Adept Athletics, Novice Focus
Daily – Extended Action
Effect: Remove one Injury from yourself and regain 1/4th of your maximum Hit Points. This Injury removal doesn’t count against the natural healing limit on Injuries each day.
Survivalist
[Class][+HP]
Prerequisites: Novice Survival
One Time Use - Extended Action
Effect: Choose a Terrain in which you have spent at least three nights. You gain Naturewalk for that terrain and a +2 bonus to Athletics, Acrobatics, Stealth, Perception, and Survival Checks in that terrain. When you have 2 Survivalist Features, you may choose a second Terrain. When you have 4 Survivalist Features, you may choose a third terrain. When you have 6 Survivalist Features, you may choose a fourth terrain.
The terrains are: Grassland, Forest, Wetlands, Ocean, Tundra, Mountain, Cave, Urban, Desert
Mechanic - Mastered Terrain: You gain a +2 bonus to Athletics, Acrobatics, Stealth, Perception, and Survival Checks made in Mastered Terrains. Additionally, your Movement and Accuracy Rolls are not hindered by Rough Terrain or Slow Terrain common in terrains you have Mastered, within reason (The two feet of snow on the ground slowing everyone else down isn’t any trouble for you; eight feet of loose snow would be a different matter).
Mastered Terrains: Desert, Grassland, Mountains
Natural Fighter
[+HP]
Prerequisites: Survivalist
1 AP – Special
Effect: You and your Pokémon become adept at using the environment to your advantage in battle. You or your Pokémon may activate Natural Fighter as a Standard Action to use the Move below corresponding to the current terrain. You and your Pokémon must still follow all Frequency limitations for the Move.
- Grassland: Cotton Spore
- Forest: Grass Whistle
- Wetlands: Mud Slap
- Ocean: Aqua Ring
- Tundra: Haze
- Mountain: Smack Down
- Cave: Astonish
- Urban: Fling
- Desert: Sand Attack
Note: GMs! Don’t be super duper strict about the terrains here. Obviously a beach is analogous enough to a desert to use Sand Attack, and a lake can count as ocean terrain. In urban terrain, there’ll probably at least be trash around to Fling with the standard 6 DB option. On the other hand, most standard arenas for League matches won’t qualify for any of the terrains. However, some arenas may be specifically designed to emulate a terrain type, such as a rocky stadium or a set of floating platforms in a pool.
Trapper
[+HP]
Prerequisites: Survivalist, Adept Survival
Daily x2 – Extended Action
Effect: You create a consumable item that creates 8 meters of Hazard within 6 meters. All 8 meters must be adjacent with at least one other space of the Hazard. These Hazards cause foes that run into them to become Slowed until the end of their next turn and have an additional effect based on the terrain in which the item was made. When foes run into these Hazards, they are destroyed after their effects resolve. Pokémon and Trainers with Naturewalk for the terrains associated with a Hazard are immune to its effects. These items must be used the same day they are created or they lose all effect.
- Dust Trap – Grassland or Desert: A foe that runs into this Hazard is Blinded until the end of their next turn.
- Tangle Trap – Forest or Wetlands: A foe that runs into this Hazard is must immediately stop Shifting, and they are Stuck instead of Slowed until the end of their next turn.
- Slick Trap – Ocean or Tundra: A foe that runs into this Hazard becomes Vulnerable until the end of their next Turn.
- Abrasion Trap – Mountain, Cave, or Urban: A foe that runs into this Hazard lowers their Defense and Special Defense by 1 Combat Stage.
Terrain Talent
[RANKED 2][+HP]
Rank 1 Prerequisites: Survivalist, 2 Mastered Terrains
Static
Effect: Each Rank, you gain two Terrain Talents, chosen from the Terrains for which you gained Naturewalk from Survivalist.
Note: You do not have to be in the corresponding terrain to take advantage of Terrain Talents! They work everywhere
Talent | Terrain | Effect |
---|---|---|
Plains Runner | Grassland | Your Overland Speed is increased by +2. You gain a +2 bonus to Perception Checks to spot or identify objects in the far distance. |
Dune Walker | Desert | Your long hours in the unforgiving desert have made you inured to sand and heat. You’re immune to the effects of Sandstorm, Sand-Attack, and Sand Tomb, and you gain 5 Damage Reduction against Fire-Type attacks. |
Hunter
[CLASS][+SPEED]
Prerequisites: Novice Survial, Novice Stealth
Static
Effect: Choose Teamwork or Pack Hunt. You gain the Chosen Ability.
Pack Tactics
[+SPEED]
Prerequisites: Hunter
At-Will – Extended Action
Target: A Pokémon with at least 2 Tutor Points
Effect: The target loses 2 Tutor Points, and gains the Pack Hunt or Teamwork Ability. You may target a Pokémon with Pack Tactics only once.
Surprise!
[+Speed]
Prerequisites: Hunter, Adept Stealth or Survival
X AP – Swift Action
Trigger: You make an attack against a foe that does not anticipate an attack or is adjacent to your Pokémon with Pack Hunt or Teamwork
Effect: Make two attack rolls for the triggering action, and use the better result to finalize the attack. If both attacks would hit, the target is Flinched. Surprise! may be used only once per Scene per target. If the triggering attack was a Poké Ball, Hand Net, Weighted Net, Glue Cannon, or Struggle Attack, Surprise! costs 1 AP to activate; otherwise, it costs 2 AP.
Hunter’s Reflexes
[+Speed]
Prerequisites: Hunter, Adept Stealth or Survival
Static
Effect: You and your Pokémon may make up to three Attacks of Opportunity each round, instead of only one. Additionally, your attacks always consider you to be adjacent to your target for the purposes of benefiting from your Pokémon’s Teamwork Ability, and count as Melee attacks for the purposes of triggering their Pack Hunt Ability.
Marksman
[CLASS][+Attack][Weapon]
Prerequisites: Novice Combat, Novice Perception
Static
Effect: You gain the Sniper Ability.
Aiming Down The Sights
[+Attack][Weapon]
Prerequisites: Marksman
At-Will – Shift Action
Effect: Your next Weapon Attack with a long-range Weapon gains +2 to its Accuracy Roll and Critical Hit Range. This effect lasts until used or until the start of your next turn.
Crippling Shot
[+Attack][Weapon]
Prerequisites: Marksman, Expert Perception or Combat
2 AP – Full Action
Effect: Make a Ranged Struggle Attack attack with a -2 penalty to Accuracy. If you hit, the attack deals Damage as if it was resisted one step, but the target becomes Slowed, loses 1 Speed Combat Stage, and you initiate a Trip Maneuver against the target. You may use your Perception Skill to resolve the Opposed Check if you wish.
Basic Skills (Stealth, Perception, Intimidate, Focus, Athletics)
Prerequisites: None
Effect: You Rank Up a Skill from Pathetic to Untrained, or Untrained to Novice. You may take this Edge multiple times.
Adept Skills (Survival, Athletics, Stealth, Perception)
Prerequisites: Level 2
Effect: You Rank Up a Skill from Novice to Adept. You may take this Edge multiple times.
Expert Skills (Combat, Survival, Stealth)
Prerequisites: Level 6
Effect: You Rank Up a Skill from Adept to Expert. You may take this Edge multiple times.
Master Skills (Combat)
Prerequisites: Level 12
Effect: You Rank Up a Skill from Expert to Master. You may take this Edge multiple times.
Art of Stealth
Prerequisites: Expert Stealth
Effect: You gain the Stealth Capability.
Demoralize
Prerequisites: Adept Intimidate
Effect: Whenever you land a Critical Hit on a foe, that foe becomes Vulnerable. Status-Class Moves with an Accuracy Roll can “Crit” for the purposes of activating this effect on a natural roll of 19 or higher, and any effects that expand your Critical-Hit Range also expand this range.