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PTU 1.

05 Errata Document
Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2

Trainer Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Backpacker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Cheerleader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Medic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Researcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Gadgeteer . . . . . . . . . . . . . . . . . . . . . . . .6

General . . . . . . . . . . . . . . . . . . . . . . . . . . 7

General Edges and Features . . . . . . . . . . . . . . . . . . . . . . .7

Book Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8

Class-Specific Abilities and Ability Changes . . . . . . . . . .11

Supplementary Changes . . . . . . . . . . . . . . . . . . . . . . . . .12

Status Changes . . . . . . . . . . . . . . . . . . . . . . . . . .12

Tutor Changes . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Poké Edge Changes . . . . . . . . . . . . . . . . . . . . . . 12

Capture Mechanic Changes . . . . . . . . . . . . . . . 13

Supplementary Capture Changes . . . . . . . . . . .13

Variant Damage Base Rules . . . . . . . . . . . . . . . 14

Item Changes . . . . . . . . . . . . . . . . . . . . . . . . . . .14

Class Errata . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15

General Errata . . . . . . . . . . . . . . . . . . . . . . . . . . 16

FAQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Introduction
As a game grows, often it can be made clear where The General Research branch has been overhauled
issues lie, or where things can be expanded or improved from the core book to gain more of an individual
upon. That is the case with all the changes made in this identity, focusing instead on using the new Books –
packet, and the associated changes to Moves, Abilities, items that enable characters with excess AP to drain
and the PokéDex. them in exchange for benefits.

Everything in here has been introduced due to Due to how Abilities have changed, some classes have
attempting to fill parts of the game where there wasn’t had their Abilities cut, while others have had the
enough content, or else to change parts of the game wording change so they no longer fit the class as
that were unbalanced in some way. While not all of intended. While Pokémon got updates to reflect these
them went off exactly as planned, the developer changes, classes have not, so class-specific Abilities and
consensus is that the playtested material was successful errata have been printed here, to enable them to
in its purposes, and became errata. remain useable.

In this packet, there are two new Classes, one changed A lot of Status moves revolved around action denial,
Class, and one each new and changed Researcher which tended to not be very fun when a player was on
branch, as well as new items, and a plethora of the receiving end of it. The new versions are
miscellaneous changes. debilitating, while not preventing all action from a given
combatant.
Backpacker is a non-supernatural utility class, meant to
be a skill monkey in the vein of Hobbyist. Unlike the Tutor Moves could easily be game-breakers early on,
latter, though which focuses on skills and taking with an early level Pokémon pulling out something like
features from other classes, Backpacker enhances your Heat Wave being the equivalent of getting a nuke. The
use of items and equipment, and has many things restrictions introduced here help to prevent those
unique to itself. moves from being taught to Pokémon until a part in the
game where it’s healthier for combat.
The core book Cheerleader is a very strong class, able to
pass out large amounts of Damage Resistance fairly In an attempt to help out Pokémon who run both
easily to a whole team. With the reducing of easily physical and special attacks, Twisted Power was
accessible sources of DR, the changes here were an changed into a Poké Edge. While this isn’t a perfect
attempt to bring it more into line with other classes. solution, it does help those that need to allocate points
While the end result wasn’t entirely satisfactory, and to both attack stats.
ended on the weaker side of things, it’s healthier overall
Capture Checks could be very difficult to calculate on
for the game.
the fly, so the new version is much simplified. In the
Medic is a class focused on healing – primarily out of same vein, a developer option for simplifying Damage
combat, but with a few in-combat options. While it can Bases is also included, for less having to check charts.
be incredibly useful and satisfying to play in games
While not full overhauls, several Classes did have things
where healing is few and far between, in a game with
that were missing from them, or were needed to be
Pokémon Centers or the like accessible every day, it
changed to fit in with the changes presented here.
suffers from its features feeling dead a lot of the time. It
Other general errata, mainly revolving around food
brings with it a few new General Edges and Features.
buffs is also presented.
Gadgeteer is a Researcher branch that creates its own
Finally, there is a thoroughly non-comprehensive
items to use certain capabilities from Pokémon, and
section of questions that have come up several times to
also specializes in the new Capture Cannon items.
the developers.
Backpacker
[Class] [+Speed]
Prerequisites: Traveler
Static
Effect: You gain the Skill Enhancement Edge. You then gain an instance of the Skill Stunt Edge for each of the two
Skills you chose with Skill Enhancement.

Item Mastery Hero’s Journey


[+Speed] [Ranked 3] [+Speed]
Prerequisites: Backpacker Rank 1 Prerequisites: Backpacker
Static Rank 2 Prerequisites: Backpacker, Adept Survival
Effect: You learn the Moves Fling and Recycle. Rank 3 Prerequisites: Backpacker, Expert Survival
Rank 4 Prerequisites: Backpacker, Expert Survival
Equipment Savant Static
[+Speed] Effect: Each Rank, you may gain two Backpacker Talents
Prerequisites: Backpacker, Expert Survival for which you qualify.
2 AP – Swift Action
Effect: Use or Equip an Item or piece of Equipment which
would normally require a Standard Action to use or
equip. You may not make an Attack with a Weapon this
way - using other Items or Equipment that requires
“Attacks” (such as Cap Cannons or Poké Balls) is
acceptable.

Backpacker Talents
Call to Adventure Sole Power
Static Static
Effect: You gain the Instinctive Aptitude Edge, even if you do not meet its Effect: While wearing Feet Equipment worth at least ₽1000, you do not trigger
prerequisites. If you already have this Edge, gain another Edge for which you Hazards while Shifting. However, you still trigger any Hazards that you are
qualify. During Combat or tense situations (never Extended Actions), if you spend standing on at the start or end of your turn. Reactive Hazards such as Stealth
AP to add a bonus to a Skill Check, you may add +1d6 instead of +2. Rock cannot be triggered against you.

Frisk Wayfarer
Static Static
Effect: You gain the Frisk Ability. Effect: You may use your Survival Skill when making Opposed Rolls when
defending against Disarm, Grapple, Push, and Trip Maneuvers. When wielding a
Handyman Weapon, you may use Survival instead of Combat to determine the Damage Base
Static of your Struggle Attacks and to qualify for a Weapon’s Moves.
Effect: Whenever you use an item or a non-Weapon piece of equipment which
calls for a Skill Check or has an effect or prerequisite based on a Skill Rank, you Wear it Better
may substitute Survival for the used Skill. This does not affect prerequisites for Prerequisites: Expert Survival
Books. Static
Effect: While wearing Body Equipment worth at least ₽1000, you gain +5 Damage
Hat Trick Reduction. This does not stack with any Damage Reduction granted by any Body
Static Equipment.
Effect: While wearing Head Equipment worth at least ₽1000, you gain 15
Damage Reduction against Critical Hits. This does not stack with any Damage
Reduction granted by any Head Equipment.

Movement Mastery
Static
Effect: Choose one of Art of Stealth, Athletic Initiative, Mounted Prowess,
Nimble Movement, Slippery, Stamina, Swimmer, or Wallrunner. You gain the
chosen Edge, even if you do not meet the prerequisites. Additionally, you may
take any of these Edges in the future as if you did meet the prerequisites.
Cheerleader
[Class]
Prerequisites: Inspired Training, Novice Charm
At-Will – Extended Action
Target: Your Pokémon with at least 2 Tutor Points remaining
Effect: Your Pokémon loses 2 Tutor Points and gains the Friend Guard Ability.

Moment of Action Go, Fight, Win!


[Orders] [Orders]
Prerequisites: Cheerleader Prerequisites: Moment of Action, Expert Charm
At-Will – Standard Action Scene x3 – Standard Action
Target: Up to two Allied Trainers Effect: Choose and perform one of the cheers below. You
Effect: Each target gains 1 Temporary Action Point. These may perform each Cheer only once per Scene.
Action Points disappear after one full Round. » Show Your Best!: Choose Def or Sp.Def, all allies on the
Field gain +1 CS in the chosen Stat.
Cheers » Don’t Stop Now!: All allies on the Field gain Temporary
Prerequisites: Cheerleader Hit Points equal to your Charm Rank.
X AP – Swift Action » I Believe In You!: All allies on the Field gain a +2 Bonus
Trigger: You use [Orders] to evasion for 1 full round.
Effect: The target or targets of the triggering [Orders] are
Cheered for 1 full round. While Cheered, the target’s Keep Fighting!
Combat Stages cannot be lowered by foe’s attacks, Prerequisites: 5 Cheerleader Features, Master Charm
features, or abilities. This Feature costs 0 AP if the Daily x2 – Free Action
triggering effect affects only one ally, and costs 1 AP if it Trigger: Your Pokémon or an Ally Trainer with over 1 Hit
affects two or more. Point is reduced to 0 Hit Points or lower
Effect: That Ally’s Hit Point count is reduced to 1 instead,
Inspirational Support and then gains Temporary Hit Points equal to your Charm
Prerequisites: Cheers, Adept Charm Rank doubled.
Static
Effect: Whenever your Pokémon with Friend Guard
targets an Ally with an Ability or Status Move, the
targeted Ally becomes Cheered.

Bring It On!
Prerequisites: Cheers, Adept Charm
1 AP – Free Action
Effect: You may trigger Bring It On! whenever...

» A Cheered Ally takes Damage, to grant them 5 Damage


Reduction against the triggering Damage.
» A Cheered Ally makes a Save Check, to grant them a +2
Bonus on that check.
» A Cheered Ally Takes a Breather, to grant them
Temporary Hit Points equal to your Charm Rank.

A target may benefit from each “Bring It On!” effect only


once per Scene.
Medic
[Class]
Prerequisites: Novice Medicine Education
Static
Effect: You are always considered to have access to a First Aid Manual and a Combat Medic’s Primer, and are always
considered to be Binding their Rank 1 Effects without actually using any AP.

Front Line Healer Proper Care


Prerequisites: Medic Prerequisites: I’m a Doctor Rank 1, Field Clinic, Expert
Static Medicine Education
Effect: When you apply a Restorative, you gain +5 Static
Damage Reduction for 1 full round. Whenever you use Effect: You gain additional bonuses to using Restoratives
Combat Medic’s Primer’s Rank 2 effect, you may apply and Features while in a Field Clinic, Poke Center,
the same effect on yourself. Damage Reduction from this Hospital, or other dedicated healing space that lets you
Feature does not stack with itself. access supplies.
» When you trigger First Aid Expertise here, the injury
Medical Techniques that is Removed does not count towards the total
Prerequisites: Medic, Adept Medicine Education number of Injuries that may be removed each day.
1 AP – Free Action » When you trigger Nurse here, Bandages cure 1 Injury
Trigger: You apply a Restorative Item after three hours, in addition the injury healed after 6
Effect: The target of the triggering action gains a Tick of hours.
Hit Points, plus an additional amount of Hit Points equal » All Restoratives heal an additional 5 Hit Points. This
to your Medicine Education Rank. stacks with the bonus granted by Field Clinic.

I’m a Doctor Stay With Us!


[Ranked 2] Prerequisites: Front Line Healer, Master Medicine
Rank 1 Prerequisites: Medic Education
Rank 2 Prerequisites: Medic, Adept Medicine Education Daily x3 – Full Action, Reaction
Static Trigger: An Ally is hit by an attack
Effect: Each Rank, you gain one of Field Clinic or Medic Effect: You must be able to Shift to your target to use this
Training and one of Nurse or First Aid Expertise. Feature. If you can, you immediately do so, and may
apply a Potion, Super Potion, Hyper Potion, Energy
Powder, or Energy Root. Though damage, injuries, and all
other effects of the triggering attack are finalized before
this Feature is applied, do not determine if the target has
been Fainted, Killed, or gained Injuries from Hit Point
Markers until after the effects of the action chosen
through use of this Feature has been resolved.
Gadgeteer Research Field

Improvised Gadgets
Prerequisites: Novice Technology Education
Bind 2 AP – Extended Action
Target: A willing Pokémon with the Magnetic, Zapper, or
Capsule Science
Threaded Capability
Prerequisites: Improvised Gadgets, Expert Technology
Effect: Choose one of the Capabilities listed in the Target
Education
line that the target Pokémon has. You create a Main or
Static
Off-Hand Equipment Item usable by Trainers that grants
Effect: You learn the Cap Cannon, Cap Ammo, and
the user the chosen Capability. Whenever a Trainer
Wonder Launcher recipes, and you gain the following
makes Struggle Attacks using Zapper through this Item,
additional effects when using those items.
they may choose to use your Technology Education Rank
» Bean Caps: You gain a +10 Damage Bonus when using Bean Caps.
tripled in place of an offensive Stat. When this Feature is » Glue Caps: Your Effect Range when using Glue Caps is increased by
Unbound, the Equipment Item breaks and cannot be +3.
repaired. You may only have X instances of this Feature » Net Caps: Targets affected by your Net Caps gain a -X penalty to all
Bound at once, where X is equal to half your Technology Damage Rolls, where X is your Technology Education Rank.
» Wonder Launcher: Whenever you apply an item to a target using
Education Rank. the Wonder Launcher, they gain Temporary Hit Points equal to your
Technology Education Rank
I Meant To Do That
Prerequisites: Improvised Gadgets, Adept Technology
Education
Enhanced Capsules
At-Will – Special Prerequisites: Capsule Science, Master Technology
Condition: You must have at least one Equipment Item Education
you created with Improvised Gadgets equipped to use Daily x3 – Extended Action
this Feature. Target: A willing Pokémon with one of the Capabilities
Effect: Choose one of your equipped items you created listed below
with Improved Gadgets. It is destroyed and cannot be Effect: Choose one of the Capabilities below which the
repaired, and that instance of Improvised Gadgets is target Pokémon has. You create a consumable item with
immediately Unbound. Use the effect below the effect below, depending on the chosen Capability. All
corresponding to the Capability granted by the chosen unused items created with Enhanced Capsules are
item. rendered inert after an Extended Rest (including
» Magnetic: You may activate this effect as a Standard Action modifications to other items).
Interrupt whenever a Steel or Electric-Type attack or an attack with a » Glow: This item may be attached to a Wonder Launcher as a
metal Weapon would hit a target within 5 meters. The attack instead Standard Action to give the following effect for the rest of the Scene:
misses all targets within 5 meters. Whenever you apply an Item to a target using this Wonder Launcher,
» Threaded: Choose up to 3 targets within 4 meters and perform an that target gains the Illuminate Ability for one full round.
AC 4 Status Attack against them as a Standard Action. All hit targets » Magnetic: This item may be loaded into a Cap Cannon to provide
become Stuck and Trapped for one full round. two Bean Cap Ammo. When fired, these Bean Caps cannot miss.
» Zapper: You may activate this effect as a Swift Action upon hitting a » Threaded: This item may be loaded into a Cap Cannon to provide
foe with a Zapper-modified Struggle Attack. The foe is Paralyzed. two Glue Cap Ammo. When fired, they affect a Blast 2 instead of a
single target.
» Zapper: This item may be loaded into a Cap Cannon as a single Net
Gadgeteer Recipes Cap Ammo. Targets trapped by this Net Cap are Suppressed while
trapped. Targets immune to Electric-Type attacks are immune to this
Cap Cannon Cap Ammo Wonder Launcher
effect.
At-Will – Extended Action At-Will – Extended Action At-Will – Extended Action
Effect: You create a Cap Cannon for Effect: You create a Bean Cap for ₽25, Effect: You create a Wonder Launcher
₽2000. a Glue Cap for ₽50, or a Net Cap for for ₽5000.
₽100.
General Research Field

Breadth of Knowledge Well Read


Prerequisites: Novice General Education Prerequisites: Bookworm, Expert General Education
Static Static
Effect: You gain three Edges for which you qualify. These Effect: You may use your General Education Rank to
Edges must be used to gain a Skill Edge with an Education qualify for Books, instead of the Book’s usual Skill
Skill, or to gain an Edge that has an Education Skill as a Prerequisites, provided you have the normal Prerequisite
Prerequisite that you meet. at least Novice Rank.

Bookworm Echoes of the Future


Prerequisites: Breadth of Knowledge Prerequisites: Breadth of Knowledge, Master General
Static Education
Effect: You gain X Study Points, where X is equal to 2 plus Daily x2 – Free Action
one more for every other General Research Feature you Trigger: You or your Pokémon make a roll
have. You may Drain Study Points to benefit from Effect: You may roll twice and keep the best result.
studying Books, instead of Draining your Action Points.
Study Points are restored to your maximum after an
Extended Rest, just like Action Points.

New General Edges and Features

Edges Features

Field Clinic Nurse


Prerequisites: Adept Medicine Education Prerequisites: Expert Medicine Education
Effect: Whenever your party Sets Up Camp, you may Drain 2 AP – Extended Action
spend ₽200 worth of Medical Scrap to set up a Field Trigger: You take an Extended Res
Clinic. While using the Field Clinic, all members gain the Effect: During this Extended Rest, Pokémon and Trainers
following benefits; in your care gain the benefits listed below. The AP Drain
» You may spend ₽300 of Medical Scrap to create and cost from triggering this Feature is applied after the
apply a Bandage or use a First Aid Kit Extended Rest is completed and AP Drain has otherwise
» If you have the Nurse Feature, you may spend ₽300 to been restored.
activate it without Draining AP. » They heal 1/8th of their Max Hit Points per half hour of
» Potions, Super Potions, Hyper Potions, Full Restores, rest instead of 1/16th (does not stack with Bandages).
Revives, Energy Powders, and Energy Roots used in this » If the Extended Rest lasts at least 6 hours, they may
area heal their target an additional 5 Hit Points. remove 1 Injury.

(Setting Up Camp is just as it sounds; any time you


prepare a safe area to rest as an Extended Action, that
counts for the purposes of Field Clinic.)
Book Items

Book Item Mechanics

Books hold knowledge, and knowledge is power! Books are Items associated with Education Skills that can be used during Extended
Actions to Drain your AP to receive certain benefits.

After half an hour of study, you can Drain 1 AP to gain the benefits of one Rank of a Book , if you meet the prerequisite Skill for that
Book’s Rank. Ranks in an individual book must be gained sequentially (e.g. you must have the Novice Rank effect to gain the the Expert
Rank effect).

The benefits from a Book last until an Extended Rest is taken; when an Extended Rest is taken, you may choose to renew any Drain
previously held from Books and continue to gain the effects.

Books generally cost ₽1000, but may differ depending on the availability in your campaign, so ask your GM.

General Education Books Medicine Education Books

Study Manual First Aid Manual


Description: A Study Manual is always assigned to a single Skill Description: A training manual given to all EMTs.
and covers a specific narrow field that can be taken as a Skill Rank 1 - Novice Medicine Education: You gain a +10 Bonus to
Stunt. A list of examples is provided. Medicine Education Checks made to use a First Aid Kit.
Rank 1 - Novice General Education: You gain a Skill Stunt in the Rank 2 - Expert Medicine Education: You may use the First Aid
associated Skill of the Study Manual covering the narrow field Expertise Feature once per day.
specified by the Study Manual.
Rank 2 - Expert General Education: You gain a general +2 Traditional Medicine Reference
Bonus to the associated Skill. This Bonus does not stack with Description: A volume dedicated to properly preparing herbal
other bonuses from Books or Equipment to the same Skill. medications.
Examples: Gossip Mag - Charm (regional celebrities), Rank 1 - Adept Medicine Education: Targets you administer
Locksmith’s Manual - Stealth (lock-picking), Paleontology Herbal Restoratives to do not lose Combat Stages no matter
Manual - Survival (digging up fossils), How to be 1337 - how many Herbal Restoratives they’ve had in the same day.
Technology Education (hacking) Rank 2 - Expert Medicine Education: Whenever you admin-
ister an Herbal Restorative to a target, they may choose to gain
The Joy of Cooking the Food Buff associated with Herbal Restoratives, regardless
Description: A cookbook for novice and experienced chefs of how many Herbal Restoratives they’ve used this day.
alike.
Rank 1 - Novice General Education: Your material costs for Combat Medic’s Primer
crafting Food Items of any variety are reduced by 10%. Description: An invaluable guide to patient care, praised by
Rank 2 - Expert General Education: Meal and Refreshment rangers and others who need to administer first-aid on the job.
Items you create cause whoever eats them to gain a Tick of Hit Rank 1 - Novice Medicine Education: After taking a Sprint
Points. Maneuver, you may apply a Restorative Item on an adjacent
target as a Swift Action.
How Berries?? Rank 2 - Expert Medicine Education: Once per Scene as a
Description: A beginner’s guide to the proper care of berry Standard Action, you may target an adjacent ally. The target
plants. may immediately Take a Breather as a Full Action Interrupt if
Rank 1 - Adept General Education: Once per day when making they wish. They do not Shift and do not become Tripped as part
a Yield Roll, add +1 to the result. of this action. If the target is Confused or Enraged, you must
Rank 2 - Expert General Education: You may create Mulch make a Medicine Education Check with a DC of 12 for them to
from Food Scrap. be able to Take a Breather.
Occult Education Books Pokémon Daycare Licensing Guide
Description: This book teaches advanced Pokémon Breeding
Dowsing for Dummies techniques.
Description: A favorite of rock collectors everywhere, this Rank 1 - Adept Pokémon Education: When Breeding Pokémon
book teaches the user how to attune their dowsing rods. of this Book’s Egg Group, you may choose which parent’s
Rank 1 - Novice Occult Education: Roll +1d6 when searching species the Egg is of.
for Shards. Rank 2 - Master Pokémon Education: When hatching Eggs of
Rank 2 - Adept Occult Education: When you begin searching Pokémon of this Book’s Egg Group, the hatched Pokémon
for Shards, you may choose to expend an additional activation learns their first Inheritance Move at Level 10 instead of Level
of Dowsing for the day. If you do, choose a Shard Color; all the 20.
Shards you find during this search will be of the chosen Color.
Survival Books
How to Avoid Being Spooked
Description: A questionable old tome filled with Ghost-related Fishing 101
esoterica. Description: A good way to waste an afternoon sitting at the
Rank 1 - Adept Occult Education: While holding a Cleanse Tag side of a boat.
in your Main or Off-Hand Equipment Slot, you can see Rank 1 - Novice Survival: You gain the Snare Capture
Pokémon and Trainers using the Invisibility Capability. Technique, but it only applies to Pokémon you have fished up.
Rank 2 - Expert Occult Education: While holding a Cleanse Tag Rank 2 - Adept Survival: Whenever you fish up a Pokémon,
in your Main or Off-Hand Equipment Slot, you are immune to choose two Combat Stats. That Pokémon becomes Flinched
the Cursed Status Affliction. and loses 1 Combat Stage in each of the chosen Stats.

Tinfoil Gospel: Your Primer on Thwarting the A Field Guide to Fungi


Conspiracies of the New World Order Description: This book tells you which mushrooms are good to
Description: An even more questionable tome, filled with eat and which ones will give you a bad trip.
laughable conspiracy theories. Its mental exercises are Rank 1 - Novice Survival: You automatically identify all Tiny
strangely effective, however. Mushrooms, Big Mushrooms, and Balm Mushrooms you pick.
Rank 1 - Novice Occult Education: You gain the Iron Mind Edge Whenever you or your Pokémon consume one of those
and the Skill Stunt - Focus (resisting Telepathy). Mushrooms, they ignore the negative effect of the Mushroom
Rank 2 - Expert Occult Education: Your Aura becomes (Hit Point loss, Poison, Combat Stage loss).
muddled and difficult to read. Pokémon and Trainers with the Rank 2 - Adept Survival: You can create the Hearty Meal Chef
Aura Reader Capability cannot discern the tint of your Aura Recipe as an Extended Action but only by using Mushrooms as
and must succeed on an opposed Intuition or Focus Check vs ingredients.
your Occult Education or Focus in order to read the hue of your
Aura. Upon failure, they may not attempt to read your Aura Travel Guide
again for the remainder of the Scene. Description: A Travel Guide covers a specific location, such as
a mountain or a pair of routes in the wilderness. Travel Guides
Pokémon Education Books are usually written for the more popular destinations in a
region, but they might exist for more obscure and out of the
Type Study Manual way locations.
Description: These Books focus on one particular Pokémon Rank 1 - Novice Survival: You gain the following Skill Stunts
Type. while traveling in the studied location: Survival (Foraging) and
Rank 1 - Novice Pokémon Education: You gain a -5 Bonus on Survival (Navigation).
Capture Checks against the studied Type. Rank 2 - Expert Survival: You and your Pokémon do not take
Rank 2 - Expert Pokémon Education: When you apply damage from naturally occurring Weather effects in the
Experience Training, you may choose to give one of your studied location.
Pokémon of the studied Type +10 Bonus Experience. The same
Pokémon cannot be chosen two days in a row.
Technology Education Books

The Anarchist Cookbook


Description: The simple act of owning this book isn’t illegal,
but carrying out its suggestions might be.
Rank 1 - Novice Technology Education: Whenever you apply a
Repel to a target, they become Blinded until the end of their
next turn. This may only affect a target once per Scene.
Rank 2 - Expert Technology Education: Whenever you hit a
target with a Repel or Pester Ball, they lose Hit Points equal to
your Technology Education Rank.

Poké Ball Technical Manual


Description: Your all-in-one guide to balls.
Rank 1 - Novice Technology Education: Your material costs for
crafting Poke Balls of any variety are reduced by 10%.
Rank 2 - Expert Technology Education: Poke Balls you craft
gain a +2 Bonus to Accuracy Rolls.

DIY Engineering
Description: For those who like the homemade touch, and
aren’t afraid to learn by doing.
Rank 1 - Novice Technology Education: Your material costs for
crafting items crafted from Mechanical Scrap are reduced by
10%.
Rank 2 - Expert Technology Education: Whenever you Scrap
an Item you created, you gain Scrap worth 75% of its monetary
cost instead of only 50%.
Class-Specific Abilities and Ability Changes

While some Abilities were removed in their entirety during the PokéDex update, Oracle, Rider, Stone Warrior, and Shade
Caller still grant some of these abilities. Therefore, while they were intended to be phased out and are unavailable for
general use, they have been reprinted here for the convenience of people using those Classes.

Ability: Instinct
Static
Effect: The user’s default Evasion is increased by +2. Defensive.

Ability: Run Up
Static
Effect: If the user moves in a straight line to a target and uses
a damaging Melee Attack, it may add the number of meters
traveled in a direct line as Bonus Damage to a Damage Roll.

Ability: Twisted Power


Static
Effect: The user adds half of their Attack Stat to the damage
rolls of their Special Moves; and the user adds half of their
Special Attack Stat to the damage of their Physical Moves. This
does not change the Damage Class of any attack.

In addition, some of the changes have made certain abilities incompatible, at least as intended, with the Classes they are
granted to. Changes for Prism and Wind Runner have been provided here.

Prism: Sunglow should grant Special Attack CS instead of Attack CS.

Wind Runner: Accelerate (which replaces Gale Wings) should require a damaging Flying-Type Move, rather than a Damaging Move
with STAB.
Supplementary Changes
Status Changes

Paralysis: A paralyzed user’s Initiative is halved. Make a Save Check that succeeds on 11+ at start of the user’s turn. On a
successful check the user may act normally, but on a failed check the following effects occur:
- The user can only take a Standard OR Shift Action that round, but not both.
- The user is Vulnerable for 1 full round.
- The user cannot take attacks of opportunity for 1 full round.

Flinch: Upon becoming Flinched, the user lowers their Initiative by 5 for the rest of the Scene and is Vulnerable for 1 full
round. Multiple of instances of Flinch may stack; being switched out removes the Initiative-lowering effect.

Infatuation: The creature that Infatuated the target becomes the target’s Crush. Infatuated users take a -5 penalty on all
Damage Rolls that do not include their Crush as a target. For determining Damage Rolls that do include their Crush as a
target, the Infatuated target’s Attack and Special Attack are halved. The user is cured of Infatuation with a Save Check of
16+ made at end of turn.

Confusion: Confused users cannot take Attacks of Opportunity. If a Confused user makes an Attack (even attacks
without rolls), roll 1d2. On 1, after the attack is resolved, the user loses Hit Points equal to half their Attack Stat if the
Move was Physical, half or their Special Attack Stat if the Move was Special, or two Ticks of Hit Points if the Move was a
Status Move. The user is cured of Confusion with a Save of 16+ made at end of turn.

Suppression: Suppressed users cannot use Moves with any Frequency other than “At-Will”. Suppression always lasts 1 full
round, unless a Move or Ability specifies otherwise.

Vulnerable: Add this condition to Blinded, Sleeping, Fainted, Frozen, and Tripped targets.

Tutor Changes

All Moves taught through Tutoring Features (Ex: Mentor’s Move Tutor and Egg Tutor, Chronicler’s Archive Tutor) now
have prerequisites:
» Pokémon under Level 20 may only learn Moves of an At-Will or EOT Frequency with a max Damage Base of 7.
» Pokémon from Level 20 to 29 may only learn Moves with up to a Scene Frequency and max Damage Base of 9.
» Pokémon at Level 30 and above have no restrictions when being taught Moves through Tutors.

This applies to Inheritance Moves as well. If a Pokémon were to have Heal Pulse as its only Inheritance Move, that Move
would be gained at Level 30 despite the Level 20 slot for Inheritance Moves being empty.

Poké Edge Changes

Basic Ranged Attacks now has no Level Prerequisite.


Aura Pulse no longer requires a Trainer with the Aura Pulse Capability.
Mixed Sweeper is replaced with the following:
Mixed Power
Prerequisites: Level 10, Invested at least 5 Level-Up Stat Points into both Attack and Special Attack
Cost: 2 Tutor Points
Effect: The user adds half of their Attack Stat to the damage rolls of their Special Moves; and the user adds half of their
Special Attack Stat to the damage of their Physical Moves. This does not change the Damage Class of any attack.
Capture Mechanic Changes

A Capture Roll is now a 1d20 roll where you aim to meet or exceed a target number. If you have gained the Amateur
Trainer bonus at Level 5, add +1 to this roll. If you have gained the Capable Trainer bonus at Level 10, instead add +2 to
this roll. If Veteran Trainer, +3; if Elite Trainer, +4, if Champion, +5.

A Pokémon’s Capture Rate depends on its Level, Hit Points, Status Afflictions, Evolutionary Stage, and Rarity.

A Pokémon’s base Capture Rate is 10. For each 10 Levels it has, add 1 to this Capture Rate.

In the event you want the Pokémon to be more difficult to catch, like if it were a Boss, Shiny, or a Legendary Pokémon,
then raise this number by a value between 5 and 20 based on what you feel is appropriate for its rarity. Remember that
Pokémon that have been Knocked Out cannot be captured; Poké Balls will simply fail to attempt to energize them.

Next, go down the following checklist. For each condition that applies check every check box next to the condition. Then,
at the end, add up the total number of check boxes and subtract 2 from the Pokémon’s Capture for each check box.

☐ Is the Pokémon at or under 50% its maximum Hit Points?


☐ Is the Pokémon at or under 25% its maximum Hit Points?
☐☐ Is the Pokémon suffering from 5 or more Injuries?
☐ Is the Pokémon suffering from at least one Persistent or Volatile Status Affliction?
☐☐ Does the Pokémon have exactly two evolution stages remaining?
☐ Does the Pokémon have exactly one evolution stage remaining?

For example, a level 10 Pikachu at 70% Hit Points and Confused would have a Capture Rate of 7.
Math: Base (10+1) -2 (Status Affliction) -2 (one evolutionary stage) = 7

A Shiny level 30 Caterpie that is at 40% Hit Points would have a Capture Rate of 12.
Math: Base (10+3) +5 (GM discretion Shiny bonus) -2 (Hit Points) -4 (two evolutionary stages) = 12

A level 80 Hydreigon that is at exactly 1 Hit Point and is Burned, Poisoned, and has 5 Injuries would have a Capture Rate
of 10.
Math: Base (10+8) - 4 (Hit Points) -2 (Status Affliction) -4 (Injuries) = 10

Supplementary Capture Changes

Poké Balls are pretty easy to convert. Flip the sign on all Gotta Catch ‘Em All
modifiers, then divide by 5. For example, a Great Ball Prerequisites: Advanced Capture Techniques Rank 3
gives a +2 bonus to Capturing. An Ultra Ball gives +3. A Static
Timer Ball starts at -1 and can go up to +4. As a general Effect: Every time you Capture a Wild Pokémon that is a
rule, you can apply this to most other effects in the member of an evolutionary family of which you own no
system that affect Captures. For example, Capture other Pokémon, you gain 1 Collector Stack. Whenever
Specialist’s Snare gives a +2 bonus. you make a Capture Roll, you may spend up to three
In addition, replace Capture Specialist’s Gotta Catch Collector Stacks to gain an equal bonus to your Capture
‘Em All with the following revision: Roll, or you may spend three Collector Stacks to re-roll
entirely.
Variant Damage Base Rules

Much in the same vein as Capture Checks, if you want to speed up your turns and not have to worry about remembering
as many complex formulas, you can make all Damage Base rolls Xd4 (plus all appropriate modifiers, such as Stats and
Abilities), where X is the Damage Base of the Attack. For example, a DB 8 attack would roll 8d4 + Stat for damage.

Item Changes

Mechanical Scrap is a new Scrap category that Net Cap - Net Caps expand into a strong fibrous net that
encompasses Items made with the Gadgeteer, Engineer, cling to and entangle their target.
and Upgrader Fields of Study. Cost per Cap: ₽200
AC: (10 minus Tech Edu Rank)
Glue Cannons and Weighted Nets are replaced with
Range: 6 Meters
Cap Cannons, which have the following rules text:
Effect: Targets hit by a Net Cap gain all the effects
Cap Cannon - Capsule Cannons (or Cap Cannons for below while the net remains on them. Targets may
short) are two-handed pieces of Equipment which can attempt to remove the Net as a Standard Action; if they
be loaded with different types of Capsules (Caps) and do, they make a Save Check with a DC of 15, adding
fired. They can be fired as a Standard Action, and the their Power Capability as a bonus to their Roll. Targets
range and effect of the Cannon depends on the Cap may automatically remove the Net as an Extended
used. A Cap Cannon may have up to five Caps loaded in Action.
it at once, and they do not have to be fired in any » If the target is a Wild Pokémon, Capture Rate is
particular order. You may load up to two Caps into a increased by +20
Cannon as a Standard Action. There are three types of » If the target is Large Size or smaller, they take a -3
Caps: Bean Caps, Glue Caps, and Net Caps. In addition penalty to Accuracy Rolls
to Caps, Capsule Cannons can also be loaded with » If the target is Medium Size or smaller, they are
Smoke Bombs, Pester Balls, and Poke Balls. When fired Slowed and Vulnerable
this way, these items behave normally but have a Range » Sky and Levitate Speeds cannot be used; the target is
of 10 meters. Capsule Cannons cost ₽5000. forced to lower themselves to the ground (without
taking fall damage).
Bean Cap - Bean Caps shoot as a small cloth projectile
filled with beads, which explodes upon contact, dealing
some damage. Heavy Shields are removed from the system.
Cost per Cap: ₽50
Light Shields (now just Shields) grant a +1 Evasion
AC: (6 minus Tech Edu Rank, Minimum 2)
bonus rather than +2.
Range: 10 meters
Effect: The target takes 20 Physical, Normal-Type Light Armor is split into two varieties:
Damage. On 18+, the target is Tripped and loses a Tick » Light Armor grants +5 Damage Reduction against
of Hit Points. Physical Damage.
» Special Armor grants +5 Damage Reduction against
Glue Cap - Glue Caps shoot as a sticky orb that explodes Special Damage.
upon contact, covering the target in a sticky adhesive.
Cost per Cap: ₽100 Heavy Armor now grants +5 Damage Reduction against
AC: (8 minus Tech Edu Rank, Minimum 2) all Damage.
Range: 8 meters
Effect: Cause the target to become Slowed, and their
Initiative is lowered by 5. On 18+, the target is also
Stuck and Trapped.
Class Errata

Replace any instance of Mastermind in the book with Fire Ace: Incandescence is adjusted as follows:
Commander.

Ace Trainer: For Signature Technique, Scattershot


Incandescence
[Orders] [Stratagem]
makes the move become 2 targets instead of 3. Double
Prerequisites: Brightest Flame, Type-Linked Skill at Expert
Curse may not be used on any move that could allow
Bind 2 AP – Standard Action
you to use a non-Status move (such as Copycat, Sketch, Target: Your Fire-Type Pokémon
or Transform). Effect: While this Feature is Bound, the target gains the Mixed
Power Poké Edge effect when using damaging Fire-Type
Athlete: Replace “Athletic Prowess” in Athlete’s
Attacks. If the target already has Mixed Power, they instead
Prerequisites with “Athletic Initiative”. add their entire Attack and Special Attack Stats to all damaging
Capture Specialist: Tools of the Trade now gives an Fire-Type Attacks, instead of one or the other.
Accuracy bonus to Cap Cannons. Apothecary: Medical Techniques is replaced with the
Chef: Dumplings cannot be used to make other following:
Dumpling items. No infinite recursion, please.
Affliction Techniques
The bonus from Accentuated Taste can only be gained Prerequisites: Patch Cure, Expert Medicine Education
once per item, even if Complex Aftertaste is used to 1 AP – Free Action
give an additional Food Buff for the item. Trigger: You use an Antidote, Burn Heal, Ice Heal, or Paralyze
Heal
Duelist: Tagging is a Priority (Limited) Action. Effect: If the target successfully cures the target of its linked
Status Affliction, the item has additional effects.
Fashionista: Dashing Makeover only applies to items
» Antidote: The target gains +1 Special Defense Combat Stage
that you can make via Fashionista.
» Burn Heal: The target gains +1 Defense Combat Stage.
Hobbyist: Hobbyist now only allows the user to take » Ice Heal: The target gains +1 Attack or Special Attack Combat
Skill Edges that Rank Up a Skill. Stage.
» Paralyze Heal: The target gains +1 Speed Combat Stage.
Hunter: Surprise! now has an AP discount when
triggered by attacks using Cap Cannons.

Ninja: Add [+Speed] to Ninja’s Arsenal.

Survivalist: Natural Fighter now allows a Survivalist to


use the Move Spikes instead of Fling when in Urban
terrain.

Bug Ace: X in Disruption Order is equal to half your


type-linked skill rank.

Steel Ace: Iron Grit Targets “Your Steel-Type Pokémon”.

Arcanist: The Damage Base increase in Arcanist no


longer applies to Struggle Attacks.
General Errata

Digestion Buffs are now called Food Buffs. Food Buffs The second time a Pokémon or Trainer consumes an
last until the end of an Extended Rest. Herbal Restorative in a given period, they become
unable to gain Food Buffs or Temporary Hit Points until
Repulsive Medicines are now called Herbal
they take an Extended Rest.
Restoratives and no longer cause Pokémon to dislike
their Trainer. Instead, they have the following effects: The third time and every time thereafter that Pokémon
or Trainer consumes an Herbal Restorative in a given
Herbal Restoratives function differently from most
period, roll 1d6. 1 corresponds to Attack, 2 to Defense,
normal Restorative items. While you can spray as many
3 to Special Attack, 4 to Special Defense, 5 to Speed,
Potions on a Pokémon or Trainer each day as you like,
and 6 is re-rolled. The user’s default Combat Stage for
using too many Herbal Restoratives in one day can be
the rolled Stat is reduced by 1 until they take an
detrimental. However, using just one or two a day is
Extended Rest.
fine and can even be better than using normal
Restoratives! The Attack of Opportunity trigger “An adjacent foe
Shifts out of a Square adjacent to you” should instead
Keep track of how many Herbal Restoratives a Pokémon
read “An adjacent foe Shifts out of a Square adjacent to
or Trainer consumes. This count is reset after each
you into a Square that is not adjacent to you.”
Extended Rest.
The Grappled effect “Cannot take Shift Actions, or any
The first time a Pokémon or Trainer consumes an
actions that would cause them to Shift” should instead
Herbal Restorative in a given period, they gain a Food
read “Cannot take any action that would allow them to
Buff that can be traded in to gain a +2 bonus on a Save
Shift, but may make other Shift actions, such as ending
Check.
the Tripped condition.”

Frequently Asked Questions

Q: Does Teleportation provoke Attacks of Opportunity? Q: Can Combo Striker trigger multiple times on Double
A: No. Strike Moves?
A: Yes.
Q: Does Underdog’s Strength prevent Mega Evolution?
A: No. Q: If you’re Enraged, can you do things like release a
Pokémon with a Shift Action?
Q: What happens if you go above DB 28? A: Yes. The intention behind Enraged was that you can’t
A: The maximum DB is 28. Any effects that would raise use a Standard Action to do anything other than use a
it above 28 instead raises it to 28. Damaging Move or Struggle attack. Your other actions
are not affected.
Q: Can Free Actions be used at any time?
A: No, unless used by a trigger, Free Actions may only Q: Why is [thing in the PokéDex] inconsistent with
be used on your own turn. [other thing in the PokéDex]?
A: Because there are a lot of Pokémon, and it’s a lot of
Q: Can a X-target attack (for instance “Ranged, 3 work to make them consistent. Things slip through the
Targets”) target fewer than X creatures? cracks. Feel free to adjust size categories or whatnot in
A: Yes. Area of Effect attacks (like Burst and Cone), your own game should you so choose.
however, must target all creatures in their area, unless
they specify otherwise (such as Twister).
Q: Why doesn’t [Pokémon] learn this move that it does Q: Does the [Class] feature in a class count as a feature
in the video games? in that class?
A: Things slip through the cracks. If it learns it in the A: Yes.
games and doesn’t in PTU, it’s likely an accident.
Q: Does Baton Pass transfer combat stages gained from
Q: How do Choice Items interact with new Suppression? a change in default (such as from Ace Trainer)?
A: It still lasts until the end of the Scene, allowing only A: No. Default positive CS are not transferred.
At-Will moves.
Q: Do Double Strike moves trigger effects that rely on
Q: Can things, like Dodge, that force a move to miss be being hit multiple times, if both attack roll hits?
used on no-miss moves to make them miss? A: No. Despite there being two attack rolls, that is only
A: Yes, but only if it occurs after the hit. Mind Reader to determine the DB of the single hit.
would not be able to force a no-miss Move to miss, as it
occurs during the targeting phase, while the no-miss Q: What qualifies as an AoE for the purposes of only
portion occurs afterwards. Dodge, however, would, as rolling one attack roll and one damage roll?
the move has already hit – the Ability is just changing A: Attacks that do not have a set number of targets only
that hit that was made into a miss. use one attack and damage roll. For instance, Blast, Line
and Pass moves used as multi-space moves would only
Q: Can I take multiple Elemental Connection edges? roll once, but something like Razor Wind would roll one
A: No. An edge may only be taken more than once if it attack per target.
specifies that it can be.

Q: Do Arcane Weapons change the types of non-


weapon Moves used with them (for instance, Rogue
Moves)?
A: No, they only ever change the types of Struggles
modified by and Weapon Moves granted by the weapon
itself.

Q: Are Restoratives intended to be league legal?


A: No.

Q: Can the Hobbyist class be taken as a Trainer Bonus if


it’s a level that allows a General Feature (such as the
Bonus at level 5)?
A: Yes, due to its special clause. The class itself counts as
a General Feature, even if you haven’t taken it yet.

Q: Do a mount’s burst attacks hit their rider, or vice


versa?
A: No.

Q: Can I use Commander’s Voice with both my Standard


and my Swift action in one turn, for a total of 3 orders?
A: No. Since it says ‘or’, you can only use it once per
turn.

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