Quickstart Trainer Guide
Quickstart Trainer Guide
Quickstart Trainer Guide
Table of Contents
Cole Battlem The Dedicated Trainer ................................................................................. 1
Alice "KARATE CHOP" Akame The Muscle Girl .................................................................... 5
Sir Dominic of Snarlmans The Rich Trainer ....................................................................... 9
Rita Meins The Reluctant Psychic ................................................................................... 13
Douglas Fir The Boy Genius .......................................................................................... 17
Paula Jean The Fashionable Coordinator ......................................................................... 21
Caleb "Cap" Turing The Pokeball King ............................................................................ 25
Thea Doctran The Almost Nurse .................................................................................... 29
Trainer Sheets ............................................................................................................... 33
Pokemon Sheets ............................................................................................................ 50
Credits .......................................................................................................................... 75
Edges
Group Trainer is an Edge that is basically essential to Cole being able to function as an Ace
Trainer. He needs to Train a large number of Pokemon and that allows that. Ranking up Charm
and Intuition provides useful Skills as well as opening future advancement paths.
Features
Inspired Training was chosen for Cole because it is both a prerequisite for becoming an Ace
Trainer and it fits his character the best. Ace Trainer was an obvious choice for a Trainer
centered around training. Finally, Training Techniques is best taken early to maximize the
benefit. As long as Cole manages to Train his Pokemon every day they will be a very potent
force.
Items
Cole has fairly standard items. Potions help to keep his team up and running while Antidotes are
a good counter for Poison, the most common early Status. Pokeballs are obviously so he may
acquire more Pokemon while his various travel gear is to help him in the wilderness.
Strategy
Cole is a very passive Trainer. In a battle he rarely does anything except for rare circumstances,
simply commanding his Pokemon and letting them do the work. Fortunately, with Inspired
Training and Ace Trainer he can provide his Pokemon potent buffs. As stated above it is
absolutely essential that Cole gets his Training time in with his Pokemon. All three of Cole's
features require Training to be put onto his team. Inspired Training may be used as a Standard
Action so even without some Training his Pokemon can still have a small buff.
Cole has no Features that use AP which means that his AP pool is basically useless. That means
that the best use for Cole's AP is using it to boost the AC of Moves that have to hit. Because AP
replenishes at the end of every scene you can essentially boost four attacks per fight (one AP is
lost due to Ace Trainer) in relative safety.
Advancement
Cole will obviously need to spend Edges to rank up Skills required for Classes which for him
means Command and whatever Skills his other classes require. As for Stats you'll want to focus
HP and Speed to maximize survivability and Orders, respectively.
Leader: After You basically allows Pokemon to use your Initiative at the cost of a Standard
Action. If Cole is fast this is an excellent Edge for non-League battles.
Instinctive Aptitude: If Cole gains more Intuition being able to boost AC by two is huge.
Order Features, Affirmation, Command Versatility, and Training Features: All of these Features
are very solid options for an Ace Trainer that specializes in combat and allows Cole to make use
of his Standard Action but should generally be put at a lower priority than new classes or
Trainings. Cole will get an additional Training feature from Elite Trainer; unless you find that the
two you have aren't enough just stick with them.
Ace Trainer: It's heavily suggested that Cole progresses further down the Ace Trainer tree. All of
the feats are extremely powerful although Signature Technique does require specific Moves to
truly be potent.
Mentor: Cole already has the prerequisites for Mentor. The whole class really contributes to how
Cole can enhance his Pokemon and make them better over time. Currently he'd enter with the
Intuition and Charm routes which will allow him to eventually change Pokemon's Natures and
Evolve them sooner than normal.
Cheerleader: If you want Cole to take a more active role in combat he also has the prerequisites
for this class. With the various cheers and other Standard Action Feats Cheerleader provides
Cole can take a very active role in buffing his Pokemon and supporting the team.
Spuds Explanation
Spuds is on his way to becoming a superb Status Pokemon.
Bulbasaur's movepool is ripe with nasty Status Moves; by
Level 13 he'll have Leech Seed, Poison Powder and Sleep
Powder. This build is built around the use of Status as well as
a little bit of Support. To be a good Status Pokemon you need
to go first, hence why the Speed of this Bulbasaur is so high as
well as the Jolly Nature. Why Jolly though, you might ask.
Until Bulbasaur is a higher level Special Attack doesn't do
much for it and, even then, it has extremely solid Physical
options. Bulbasaur's basic strategy will be to quickly get Leech
Seed or Poison Powder onto a foe and simply wear them down
with Tackle and, when they get it, Vine Whip.
However, until Level 7 Bulbasaur is stuck with using Tackle. To make the best of that use Ace
Trainer to boost Spuds' Attack to deal a bit more damage. Soon enough you'll be at Level 7 and
later 9 when you'll pick up Vine Whip which should all but replace Tackle.
When advancing you'll want to keep your Bulbasaur speedy and fairly bulky. That means
investing in HP, Defenses, and Speed. That will make him the most effective Status Pokemon.
Most of his best Moves come from Level Up although there are some potent TM and Tutor Moves
that can help to round out the build such as Toxic and Knock Off. When choosing future Abilities
nearly all of them are good although most require Sun support. Finally, when choosing Edges,
Advanced Mobility is huge. Many others, such as Accuracy Training, will depend on your Moves
but Advanced Mobility and maybe a few Skill Improvements are crucial.
Tiamat Explanation
Tiamat's stats make her a strong, fast, Physical attacker. The
Adamant Nature was chosen to put Special Attack on the
same level as other stats in the Base Relation so Tiamat
could essentially ignore it an focus on Attack. Attack and
Speed were invested in rather heavily to maximize upon this
skillset. Some were put into Special Defense in order to raise
HP to 7 while the last was put in Defense. To maximize these
stats, use Ace Trainer on Attack or Speed. Flame Body was
chosen over Rattled due simply to the fact that it has a far
more common Trigger which makes it more useful early on.
In combat Tiamat has a fairly basic strategy. She should rarely use Growl due to her relative
frailty. What Tiamat should be doing most often in battle is simply using Scratch. If Inspired
Training is changed to Agility Training Tiamat goes up to a blazing 6 Overland which will allow
her to make good use of Pass and perhaps occasionally hit multiple foes with a single attack!
Although Pass is always four spaces additional Overland makes is much easier to ensure that are
always able to use those four spaces of movement. Fire-Type Struggle Attacks should be used
only when Tiamat has a Type Advantage or the target would Resist the Normal-Typed Scratch.
As Tiamat advances she gets few Level-Up Moves to advance her prowess. Smokescreen, while
not offensive, can provide come much needed Evasion for allies. Dragon Rage can provide
consistent damage but will rarely do more than a strong Scratch. To supplement the Physical
Movepool Cole should likely invest in some TMs. Flame Charge is a solid option that provides
damage output while also boosting Tiamat's skills as a sweeper. Fire Punch is a great Move
further down the line but is rather difficult to obtain. Power-Up Punch is another very solid
option that provides coverage, damage, and strengthens Tiamat.
Leonardo Explanation
Leonardo's stats were made to be tanky. With high HP, 11
Defense and 10 Special Defense few attacks will hit him hard.
For Leonardo I decided to go with Special Attack over Physical
as Bubble is an early Special Move. In addition, Squirtle gets
Fountain meaning that he may make Special Water Type
Struggle Attacks. If you want, shifting a point from Special
Attack to Defense would allow Leonardo to get a bit more out
of Defense when it is Trained as the +1 Combat Stage bonus
would go from +2 to +3 bringing him up to a total of 15. In
most cases Train Defense because many low-level Pokemon
are limited to only Physical Attacks. The single point in Speed
is also for Evasion, specifically for Status Moves. Shell Armor was picked over Overcoat because
it comes up more often but both are excellent Abilities and both should be taken at some point.
Leonardo should always be in the middle of combat drawing fire. Until he gets Bubble use
Special Struggle Attacks. When he does get it, use Bubble. Later Withdraw can provide a tool to
stall but needs additional Moves to really be excellent.
For Moves, many of Squirtle's best are sadly Egg Moves. In TMs I'd suggest getting Toxic or
Tutoring Iron Defense to provide a Move to use in conjunction with Withdraw. Scald and Ice
Beam are two TMs that are essential to Leonardo having a good offense at some point and
should both be bought. Finally, Double Team can provide a cheap and easy way to squeeze just
a bit more survivability in this build.
class. It also is an awesome dip class as the opening feat is very solid. Progressing further down
the class can also provide Alice some options in combat that aren't Karate Chopping opponents
in half. Ah, who are we kidding? You'll keep doing that anyways.
Strategy
Alice is a very simple, uncomplicated Trainer. In a League Battle she sits back and commands
her Pokemon with little actual input. However, in an Open Battle? Such as in the wilderness or
fighting the goons of Team Rocket? She really gets to step up to the plate.
Alice should start every fight with Focus Energy unless she absolutely has to try to drop a target.
With Focus Energy and Karate Chop Alice is going to get a Critical Hit on 14-20 which is a
whopping 35% chance. Alice should generally just jump between targets using Karate Chop.
Rock Smash is strictly inferior to Karate Chop although if you are fighting a foe with a huge
amount of Defense it may be worth it for the Defense drop. May. If it's a Tuesday. In March.
With snow on the ground.
Alice also should make sure that she is always making use of Soldier. Generally Alice will want to
put the boost into Attack for +3 Damage although if you find yourself being constantly outsped
you might want to drop it in Speed.
Advancement
Alice will need to invest in Combat to continue to gain Martial Artist and Soldier features. In
addition, investing in Athletics and Acrobatics will help Alice to gain Overland and open up some
good Edges.
Practiced Movements, Survivalist, Athletic Prowess: All of these grant good Moves and, if you
have the prerequisites, should be taken.
Nimble Movement: A great Edge if you end up in a lot of large-scale combat.
Type Expertise: STAB on all your Fighting Moves? Take this.
Attack of Opportunity, Blur, Dive, Multi-Tasking: All of these are great Features! Three also use
Acrobatics, giving you a very good reason to boost that skill.
Walk it Off: As a combat Trainer Alice will get Injuries. This can help keep her combat ready.
Martial Artist: Obviously, as a Martial Artist, you'll want to continue taking Martial Training. Low
Kick and Brick Break make good Rank 2 Moves while Close Combat and Superpower make
dangerous but powerful Rank 3 choices. You'll want Martial Achievement as soon as possible to
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maximize your Critical chance as well as Smite. Sparring Partner is optional but a very solid feat.
If you want to take Marital Artist again Technician can help to amplify your Karate Chops.
Soldier: If you plan on using Combat Maneuvers (which you should, they're good), take
everything. Even if you don't plan on taking them, Basic Training, PokeSoldier and Enhanced
Training are all excellent choices.
Crane Explanation
In this corner we have Crane, the big bruiser! While slow, Crane has a
ton of HP and Attack. He just runs in and smacks things while getting
smacked. He does have 2 Speed Investment just to snag him a single
Speed Evasion to make him a little bit harder to hit. Guts was chosen
simply because Poison is so common early in the game and a +2 to
Attack boosts Crane's already high Attack all the way to 21 allowing him
to deal obscene damage.
In a fight Crane should try to snag a Focus Energy boost if at all possible.
Early in the game Critical Hits are absolutely devastating, making the
increased range huge. Generally your plan of attack will be to spam
Tackle, at least until he gets Arm Thrust which should be used as much as Frequency allows.
Sand-Attack is a very situational Move but if you find yourself up against a single enemy that is
causing you trouble using Sand Attack to Blind it can swing the battle in your favor very quickly.
As you progress Crane's ability to shut down opponents with Whirlwind and Fake Out will make
him a force on the battlefield.
As you advance Crane will likely want to focus on HP and Attack. Power-Up Punch would be a
very good investment as it is with nearly all Physical Pokemon. Bulldoze is a hidden gem,
providing a reliable Burst Move with solid damage. Faade mixes well with Guts while Smack
Down can provide a deadly way to deal with Flying Type Pokemon. Finally, all the Punch Moves
are worth a look at the very least. As for Edges, Advanced Mobility as always and likely
Capability Training for Power. Sumo Stance, while a thematic Ability, should probably play
second fiddle to Thick Fat unless you find Push Moves becoming very common.
Rafiki Explanation
Can you say future mixed sweeper? Right now there are four points
in Attack, Special Attack, and Speed, putting us two away from
qualifying for the Mixed Sweeper Edge when Rafiki hits Level 10 as
well as giving two Speed Evasion. The rest went into HP because
Rafiki needs a little bulk investment. Celebrate is an outstanding
Ability and was chosen for its ability to allow Rafiki more mobility on
the field. Down the line all of Chimchar's Abilities are excellent
although Iron Fist is good for some extra oomph.
In combat, Rafiki has a simple role: use whatever Move does more
damage. Fighting a Geodude? Throw out some Special Moves.
Fighting a Blissey? Well, you've got some great Physical ones as well.
When Rafiki reaches Level 7 he'll learn Ember, allowing him both a
potent Pass Move and a Ranged one. Up until that point use
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Firestarter Struggle attacks for your Fire Type needs. Rafiki should always use his high mobility
and versatile attacks to quickly subdue opponents. Generally, you'll want to use Ember for pure
damage although Scratch may be more useful for the ability to hit multiple foes.
When progressing nearly any Special or Physical Move that grants Rafiki STAB is a great
investment. There are a few stand-out Moves though; Acrobatics, Dig, and Power-Up Punch can
be excellent TMs while Thunderpunch and Vacuum Wave are almost required as Tutor Moves. As
far as Edges, focus on Advanced Mobility and take as much of Mixed Sweeper as possible.
Sarah Explanation
Sarah plays a very similar role as Crane just with a few extra tricks.
Very high bulk allows Sarah to take hits in combat constantly while
dishing out the hurt with Vine Whip. The stat investment reflects
that, boosting HP and the Defenses while also gaining some hitting
power. Battle Armor was chosen because it comes up more often
early although Bulletproof is a huge Ability and should be acquired
ASAP. Other than that, Bodyguard is awesome as is Discipline.
In combat Sarah's strategy revolves around Vine Whip. Just Whip
everything. Whip so much that the party accuses your Chespin of
being a dominatrix. It's your best source of Damage and it's
Ranged. When it's Resited, go ahead and toss out a Tackle.
Seriously, Vine Whip. When you gain a few levels Rollout and Pin
Missle are excellent for coverage while Leech Seed provides a way
for Sarah to stay concious longer.
When advancing Sarah has the pleasure of a very powerful Physical Movepool through Level Up.
The standard TMs such as Bulldoze and Power-Up Punch are huge and Dig is almost always a
good option. Powerful Rock TMs are huge and Poison Jab can let you kill those damn Faires while
Substitute can grant you a powerful shield. Unfortunately, because Gen VI has no Tutors there is
very little help there! I'm sure you can talk your GM into Tutoring Thunderpunch though. The
standard Edges should apply here.
Note: Dominic uses the Game of Throhs splatbook. You should make sure that is allowed
before playing him. If it isn't, just change out Weapon Specialist stuff.
Strategy
Dominic has a very simple role in a fight: use Struggle Attacks and Roughneck to attack enemies
while also debuffing them. Generally Mean Look should be used on the biggest baddest enemy of
the lot. As it's only Scene, that's all the use Dominic will get. Scary Face is very useful against
faster foes to help Dominic to stay ahead in Initiative but Leer is almost universally useful for
making your next hit do just a bit more damage.
Fortunately, Dominic is a fairly speedy Trainer so he can hit first and hit quickly. While he
doesn't have a huge amount of bulk he has enough to keep him in the fight for just a bit longer
than the average joe, allowing him to debuff a few more enemies. When Dominic runs out of AP,
a very likely occurrence, he should either continue to Struggle or perhaps just use Leer and
Scary Face if the party is up against a singularly large, dangerous Pokemon.
Even in a regular fight Dominic will want to focus on the biggest threat. Weakening already weak
Pokemon is a bit of a waste as the party can easily deal with them. By focusing his fire on the
biggest threat Dominic can set it up for a quick takedown. Hopefully he has the bulk to go a few
rounds with it. If not, the Big Bad is at least easier to kill.
Advancement
Dominic should continue to rank up Combat and Intimidate for maximum use of his main
classes. Ranking up Acrobatics and Athletics can also help him greatly in the long run while Skills
like Guile can open up new progression pathways.
General Features: Because Roughneck triggers on a Struggle Attack things that give us more are
amazing. Attack of Opportunity is probably the best of these, granting a free Struggle Attack but
Multi-Tasking, Blur, and Dive should be taken if possible.
Most Combat Edges: Most Combat Edges are worth taking for Dominic if he meets the
prerequisites but there are two stand-out ones: Way of the Blade and Combat Training. Both
should be taken when possible.
Roughneck: Dominic's next Feature should probably be spent on taking Rough Customer with
Intimidate for more survivability. Nasty Business and Fearsome Display are great feats for your
Pokemon, rounding out this class. Take most of it.
Weapon Specialist: The whole class is good again. For Weapon Training some standout
Maneuvers that improve Struggle Attacks are Rapid Assault and Counter Strike. As for Talents, I
prefer Harrier for support and Rising Blood or Wind Stance for staying alive.
Rogue: A great third class for Dominic, Rogue grants more Skills, access to amazing Abilities and
a host of nasty Status Moves. If Dominic does take this class, leave at least a few Move-granting
Combat Edges for when he takes this class.
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Soldier: The best class for straight Struggle Attacks this class can let Dominic add Combat
Maneuvers to his list of harassing strategies while also increasing his damage. Always worth it.
potent Moves. Down the line any Fire or Fighting Physical Moves are worth learning with many
late Level Up Moves such as Blaze Kick, Brave Bird and Sky Uppercut being some of the best
options. Aside from TMs such as Power-Up Punch or Tutor Moves like Fire Punch Hone Claws,
Swords Dance, or Bounce could all pay great dividends. When it comes to Abilities get Speed
Boost and Moxie. The rest aren't nearly as important. As for Edges, Attack Conflict is a huge
one. Make sure to take it as soon as you reach Level 15 to free up your Base Stat Relation.
Other than that, standard Edges apply.
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Strategy
Rita has a much larger role out of combat than she does in it. Right now she is able to read
minds, something that is a huge benefit in damn near any situation. Rita should almost always
be spending the 2 AP to be able to read minds for the scene. It's simply too useful a Capability
to not be using whenever possible.
In combat her role is much simpler. If Rita isn't doing anything, buff with Calm Mind and
Amnesia. It can't hurt and helps to keep Rita ready to jump in with super-powered Confusions if
the situation ever demands it. Rita isn't particularly tough so staying back and blasting with
Confusion is a very solid strategy. Finally, if allies are suffering from Volatile Status Effects or
have negative Combat Stages Gentle Vibe can help to clear them. It can even be used
offensively to remove Combat Stages from enemies at the same time!
Advancement
Rita's main focus with Edges should be to keep her Focus and Perception up whenever possible.
There aren't that many Edges that help with Rita's particular skillset so ranking up other Skills
like Intuition could really help. Finally, a Focus Skill Stunt for Telepathy could make it much
harder for people to resist having their minds read.
Psionic Sight and Type Expertise: Both of these Features can contribute to Rita's build. Psionic
Sight can allow her to hunt down other Psychics and play detective while Type Expertise can
power up all her Psychic Moves.
Telepath: Telepath can allow Rita to pick up two amazing Status Moves as well as three
awesome utility feats with a wide range of uses. Definitely worth picking up.
Telekinetic: As a Telepath Rita already possess the proper qualifications to become a Telekinetic.
Telekinetic would let Rita take a more active support role in combat as well as allowing her to
shut down opponents quite handily. If you want Rita to take a more active role in combat this
class is great.
Clairvoyant: My personal favorite of the Psychic classes, Rita also possess the necessary skills to
become a Clairvoyant. Like all Psychics it mixes utility with combat potential in a way to make a
very effective class. Clairvoyant is also a fun GM toy, allowing the GM to use you as the vessel
for plot information.
Warper: Rita will need to invest in some Guile if she wishes to take this class but it would be
very potent in her hands. Warper is an all support class but does it all very well. Rita would be
able to control the battlefield as well as put her Defenses to work defending for allies with Ally
Switch or saving herself damage. Reality Bender is also one of the most useful features and
along makes this class worth it.
Type Ace (Psychic): Psionic Sponge is so fun when you're a Psychic Trainer. Your Pokemon
essentially gain access to all your Moves! Madness Network and Force of Will also allow some
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neat synergy between you and your Psychic Pokemon. This is the most effective way for Rita to
buff her Pokemon and is well worth taking.
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Shira requires a bit of help while leveling up, mostly in diversifying her Movepool. Although she
gets a host of great Moves like Psyshock, Heal Block and Telekinesis, Shira is desperately in
need of non-Psychic attacks. Shadow Ball and Signal Beam are crucial in covering weaknesses
while Status Moves such as Thunder Wave can held to round out the build. TK Mastery and Far
Reading are almost essential Edges for general use while the other, standard Edges apply.
Finally, when choosing Abilities, Cute Tears may be the better choice at 20 simply to provide
additional harassment that Telepathy really can't deliver.
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Strategy
Douglas is the party intelligence. He travels with the group to help ensure that the group is
always very well informed. In combat he's rather passive although through Medic Training he
makes an excellent impromptu Medic using items and other gear.
Most of Douglas's powers are completely static but that's all right. With Douglas around the
party will always be very well informed and Mentor lets Douglas have his Pokemon be just a bit
stronger than everybody else's due to a much better movepool.
Advancement
Douglas should focus on advancing Pokemon and General Education as well as Intuition to make
the best use of Researcher and Mentor.
Edges: There aren't too many more standout Edges for Douglas. Most of his Edges will likely go
towards keeping his Education Skills high. However, Breeder, Instinctive Aptitude, and Pokemon
Connoisseur are all worth keeping an eye out for.
Researcher: Continuing down the Researcher line is something that Douglas should definitely do.
Live and Learn and Echoes of the Future are both excellent Features for Douglas that will allow
him to control his die rolls just a bit better. Other than that I would suggest Pokemon
Psychology to grant Douglas a better way of identifying, communicating with and customizing
Pokemon. You may want to take Researcher more than once. If so, just take whatever works for
your current situation.
Mentor: As a Pokemon Education and Intuition Mentor Douglas can change the Nature and
Ability of Pokemon. This is a huge skill when it comes to customizing a team and gives Douglas a
huge edge. Random things caught with mediocre Natures can easily be changed to make a more
potent and powerful Pokemon. The rest of the class is amazing; just finish it off.
Medic: If Douglas doesn't mind essentially wasting a Feature on First Aid he can become a very
potent Medic. The class not only helps him to keep his allies alive but he can actually even buff
them while he patches them up!
Scientist: Scientist is a hugely versatile class with so many different avenues. Douglas can use it
to gain some harassing options in combat, be able to make potent medicines or even make his
own Pokemon! All it takes to enter is a single Edge that makes a fairly useful Item. Not a bad
choice by any means.
Engineer: If you don't mind dipping into Do Porygon Dream of Mareep? Engineer can provide a
solid host of possible abilities. Engineer allows some of the most versatile options out of any
class. Whether the Pokebots are made for support, simple tasks or combat they can always be a
useful part of a Trainer's arsenal.
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Note: Paula is a character that is very Contest-centric. While she would fit in just fine in a
game without them her character will be severly lacking in its capabilities. Make sure your
GM is doing contests if you want to play Paula!
want actually defensive items to help out as well in combat situations. Stylish Makeover is really
the crux of Paula's build. With it she can make herself Stylish, allowing her to better succeed in
Contests! Finally, Coordinator makes sure that the dice are a little kinder to Paula in a Contest
and removes some of the luck.
Strategy
As a Contest Trainer so much of Paula's build revolves around that. The first few things are basic
but important. The first is to use Groomer all the time. Even if you're not doing a Contest
making your Pokemon more Loyal is never a bad thing. Fashionista is the most central part of
Paula's build. She should use it to make herself Stylish and raise the relevant Contest Stat;
Charm for Cute, Guile for Smart, Intimidate for Tough, Intuition for Beauty and (heaven forbid)
Command for Cool. At this point it will have no effect because all the Skills except for Command
are at their maximum rank so there are no additional die rolled but once Level 2 hits it can keep
all her Skills as high as possible. Always match the Contest Stat as that provides the greatest
benefit. Finally, use Coordinator to try to fix any horrendous Appeal rolls although be cautionary
about it: you only get to use it once. Also, when you have money, invest in Fancy Clothes as
they can be a huge boon in a Contest.
In combat all Paula can really contribute is Coordinator to help make sure her Pokemon never hit
for minimal damage. Use your AP to boost AC rolls and such. Paula is basically forced to rely on
standard combat tactics. However, out of combat she is an excellent party face and excels in any
and all social interactions.
Advancement
Paula will likely spend almost all of her Edges keeping the various "Contest Skills" as high as
possible. She'll need them for the Skill Checks in the Introduction stage and should keep them
as high as possible.
Instinctive Aptitude: I really like this Edge. If Paula has an Edge to spare this is really a great
one to go for.
Charmer, Confidence Artist, Intimidating Presence, Leader: These Move granting Edges can help
Paula contribute in combat and are great for the second Edge on multi-Edge levels.
Coordinator: Coordinator is essentially the go-to Class for Contests and for a good reason.
Whether through a custom Move made with Innovation or preparing for an abnormal Contest
with Flexible Preparation Coordinator is a great class. It also can help Paula compete in combat.
Fashionista: There are so many good things about Fashinista. First off, it can give Paula Moves
to use which can help to give her an active role. Fashion Companion can make Contests a breeze
by allowing Paula to give both a Contest Accessory and Contest Fashion. Parfumier can save you
some money by letting you make Contest Fashion items on the spot. The other feats are more
Combat oriented and may be skipped but are still very useful.
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Style Expert: Not only are these some of the best Contest classes in the game but they're also
all around excellent. While a full writeup on each would take a lot of space, Paula may just want
to take two of these classes to round out her build depending on what Contests she specializes
in which will really depend on the Pokemon she catches.
team. Kate isn't particularly strong offensively but can deal some damage with Tackle although
her time may be better off using Growl and Tail Whip. As Kate advances she'll get some better
Status Moves in Attract and Sing, both of which are Cute Moves.
When Kate advances down the line she'll want to invest in more Poffins for whatever Contest
stat she finds the most useful. She'll primarily be a Physical Attacker but it may be better to
simply focus on Status Attacks such as Toxic and Swagger. Fake Out, however, should be kept;
it's basically free damage! When choosing TMs and Tutor Moves Kate should choose ones that
will advance her Contest stats which should be everything but Beauty. Return is a solid choice in
that regard. The standard Edges are of course the best while for Abilities all of Kate's Advanced
are amazing as is Conqueror.
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Art by mariot4747 at
http://mariot4747.deviantart.com/
You may want to keep your scraps until 15 is a bit more routine, also known as when Caleb hits
Adept Technology Education.
Strategy
Caleb will mostly be trying to capture Wild Pokemon in combat. In a regular battle he's nothing
special and neither are his Pokemon but against Wilds he's king. Caleb will, of course, need to
weaken his opponent first, usually with his Pokemon. Fortunately, Curve Ball provides some
wiggle room as he can throw down some damage with it to knock the Pokemon into the next HP
range. Devitalizing Throw makes it painful for Pokemon who escape your capture attempt while
simply throwing the net can provide a quick debuff.
With Caleb's Skills he works very well scouting ahead and looking for potential Pokemon to
capture. While he's nothing special in a regular Pokemon battle he is excellent at catching.
Also, when you release your Pokemon always use Curve Ball with it. It's just too good to pass
up.
Advancement
Caleb will likely want to rank up Athletics for its Throwing Range buff as well as Stealth,
Perception, Survival, and Technology Education to help with catching Pokemon.
Combat and Weapon of Choice: Curve Ball is a Struggle Attack. Combat helps Struggle Attacks
and Weapon of Choice (Pokeball) would make those stronger. Fairly obvious combo.
Green Thumb: If Caleb gets into using a large number of Apricorn Balls this Edge can let him cut
down on his overhead quite a bit.
Throwing Mastery: If you have a 100% dead level, take this. It's nice but generally not really
with the Feature.
Capture Specialist: This class is the single best thing for Caleb. Honestly, just max it out. Take
everything. Get False Swipe ASAP and just take all of this.
Jailbreaker: While this is from Do Porygon Dream of Mareep? this class is perfect for what Caleb
wants to do. The specialized Pokeballs can make capturing Pokemon much easier and the
various add-ons can help Caleb to contribute in a whole new way.
Juggler: Taking this class would require Quick Switch but that's hardly a tax. This class is
excellent for a Trainer hoping to maximize their ability to use their Pokemon quickly and in a
variety of ways. While it doesn't help Caleb to catch more Pokemon, Bounce Shot can be a great
trick to hit two opponents with Curve Ball while all the other feats contribute to a very fast,
active team.
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Researcher: Researcher has more than a few tricks to provide Caleb, particularly through the
Gadgeteer and Botany trees. Both provide useful Status Moves, assuming you have the
Pokemon for it. Botany can also help you grow Berries which, if Caleb is growing his own
Apricorns can be very useful.
or enemies will instantly wake up from Sleep. When Hoke learns truly Ranged Moves make sure
to make full use of his Sky Speed to avoid enemies on the ground.
While advancing Hoke some TMs must be purchased. While it learns some excellent Special
Moves they all come a bit later than would be prudent to use them. Psychic and Shadow Ball are
both great options while Dream Eater can be used in conjunction with Hypnosis for a devastating
Move combo. When choosing Edges Accuracy Training for Hypnosis is a must while the standard
Advanced Mobility and the like are great. Finally, take Tinted Lens no matter what while
Perception can prove to be a useful Ability.
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extra Items let her even when she's out of AP. The Chemistry and First Aid Kits are required for
crafting things and are basically an essential investment. Finally, the Repel can either be used to
avoid wilds or to force an enemy to waste an action.
Strategy
Thea is the party medic and her role in a fight reflects that. She runs around patching up her
teammates while trying to avoid dying herself. Fortunately, she has HP and is fast so it's a fairly
easy role to fill. Thea will generally want to use Potions for a small heal while First Aid should be
reserved for healing a Status Effect or a large HP heal. It's a careful juggling act of AP and Thea
should generally only heal when it's a game changer due simply to Injuries and the like.
Thea can also provide some assistance with her Repels as it forces enemies to run away for a
turn, robbing them an action and likely making them move back if they hope to continue to
attack. Other than that her role is fairly standard. Unlike nearly every other Trainer in this book
Thea should not spend AP on adding to rolls as she will need all of it for Medic uses.
Advancement
The only skill Thea needs to boost is Medicine Education although boosting Athletics and
Acrobatics can increase her Overland and help unlock some fun options.
Athletic Prowess: I know what you're thinking. Why would I want this on a Medic? Well, the first
turn of a fight Thea will rarely have to heal. By using Agility Thea can increase her Overland as
well as helping to push her up Initiative to be able to heal ASAP.
Medic: Thea is primarily a healer so Medic can be a great class to help emphasize that. Every
feat in this class is excellent and any Feature can be an excellent investment for the next level.
Healer's Touch fits the best with the rest of her build as Thea crafts items but all the Features
help greatly.
Scientist: As a Scientist Thea mostly crafts Restorative and X-Items. For her Research and
Development Ranks I suggest Chemical X, Medical Innovations, and Fusion Science in that
order. This will allow Thea to create potent Restorative Items that also grants Combat Stages.
Thea may wish to go through the class again to pick up some more Talents although those will
be up to you.
Medium: While it is a detour from Thea's current Skills, Medium would allow her to heal allies
with her Ability as well as learning powerful Moves that can keep her allies alive and kicking with
much more HP.
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When advancing Babu it's important to get some coverage. While powerful Fire-Type Moves like
Arm Thrust and Heat Crash can help a great deal some additional coverage is huge. Moves like
Thunderpunch to help shore up some Weaknesses are absolutely necessary while Stone Edge
can provide a nice Recoil-free alternative to Head Smash. That, however, is not suggested as
Babu can gain Reckless, meaning that stacking on Take Down, Flare Blitz, Wild Charge, and
Head Smash can make him a very, very deadly opponent. Some of these are obviously TMs and,
coupled with Earthquake and Power Up Punch can make Babu a deadly opponent with large
amounts of coverage. When choosing Edges focus on Advanced Mobility and Accuracy Training
for the various high AC Moves. Basic Ranged Attacks is also a great investment to make it a bit
harder to completely shut down this wrecking ball. Finally, Bodyguard is an excellent Ability that
can allow Babu to keep his allies safe while Reckless can boost his damage through the roof.
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Trainer Sheets
The following section contains (obviously) the Trainers in the book. They're all Level 1 and were
built with 5,000 in starting assets. Aside from Dominic they're all built only with the core
rulebook so they should all be completely legal! Dominic has a Class and an Edge from Game of
Throhs although it can easily be replaced with something else to allow him in games that ban
Game of Throhs. Also, Skill Edges aren't listed because if they were you'd run out of room in the
Edge box so damn quickly. They are, however, listed on the second page of the sheet.
Also, these Trainers are young simply because that's the Pokemon canon. Feel free to make
them older to fit your game!
Cole Battlem ......................................................................................................... 34
Alice "KARATE CHOP" Akame................................................................................... 36
Sir Dominic of Snarlmans........................................................................................ 38
Rita Meins ............................................................................................................. 40
Douglas Fir ........................................................................................................... 42
Paula Jean ............................................................................................................ 44
Caleb "Cap" Turing ................................................................................................. 46
Thea Doctran ........................................................................................................ 48
I've been unable to find the original artist. If you are the original artist let me know and I'll credit you!
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Cole Battlem
34
35
36
37
38
39
Rita Meins
40
41
Douglas Fir
42
43
Paula Jean
44
45
46
47
Thea Doctran
48
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Pokemon Sheets
Below are all the Pokemon sheets. All of them have been built at Level 5 because this book is
made for use with the Pokemon Tabletop Community Adventure Book which just so happens to
start at 5. For a regular game I'd suggest bumping the level up to 10.
Spuds................................................................................................................... 51
Tiamat ................................................................................................................. 52
Leonardo .............................................................................................................. 53
Crane ................................................................................................................... 54
Rafiki ................................................................................................................... 55
Sarah ................................................................................................................... 56
Tyrell ................................................................................................................... 57
Arryn ................................................................................................................... 58
Tully .................................................................................................................... 59
Quacksalot ............................................................................................................ 60
Shira .................................................................................................................... 61
Haruka ................................................................................................................. 62
Number 152 .......................................................................................................... 63
Number 155 .......................................................................................................... 64
Number 158 .......................................................................................................... 65
Beck .................................................................................................................... 66
Kate ..................................................................................................................... 67
Anne .................................................................................................................... 68
Nam ..................................................................................................................... 69
Hoke .................................................................................................................... 70
Brook ................................................................................................................... 71
Kah ...................................................................................................................... 72
Babu .................................................................................................................... 73
Raksha ................................................................................................................. 74
50
Spuds
51
Tiamat
52
Leonardo
53
Crane
54
Rafiki
55
Sarah
56
Tyrell
57
Arryn
58
Tully
59
Quacksalot
60
Shira
61
Haruka
62
Number 152
63
Number 155
64
Number 158
65
Beck
66
Kate
67
Anne
68
Nam
69
Hoke
70
Brook
71
Kah
72
Babu
73
Raksha
74
Credits
Pokmon is a trademark of Nintendo and does not sponsor, authorize or endorse
Pokmon: Tabletop United. Pokmon: Tabletop United is a free use fan distribution by
fans, for fans of both tabletop RPG's and Pokmon.
A big thanks to the PTU Developer Team for creating this system and allowing us to do
so many things with it! Also a big thanks to The Black Glove for doing a wonderful job
with the Community Adventure Book!
Sources of Images:
- Thanks to Ceika of Giant in the Playground for my Charizard Avatar.
- All art was shamelessly stolen from the internet. If your art is present in Kanto and you would
like it removed, please contact Arcran at [email protected]. Everybody who's art is present
has received credit by their artwork.
Special Thanks to
KujiUn for suggesting that I put the Trainer and Pokemon sheets at the end!
Castfromhp for telling me that nobody wants to read 10 pages of stuff per Trainer!
And an extra special thanks to the Team Rocket crew of Espirit15, IrnBruAddict,
hustlertwo, MesiDoomstalker, Eshkigal, CosmicOccurence, and KujiUn for always
providing feedback, inspiration, help, and just generally putting up with me.
Original game Copyright () Nintendo. Copyright Nintendo/Game Freak, 1996-2012.
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