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[PTU] NPC Trainer Classes
Topic Started: Apr 26 2017, 10:13 AM (717 Views)
AzureTheta
Pokémon Professor
[ *  *  *  *  * ]
I have been GMing a game of PTU for quite a while now, and I have been really enjoying the system. However, there is one thing about Trainers in particular that makes it really difficult for me to build and use them: There are so many features that you have to keep track of and remember that the trainer can use, and shifting through all those notes really slows down the game when playing live. The current solution I've devised is to just do one paragraph description for each class in the game that quickly says what the class lets the trainer do, basically a summary of either a bunch of the abilities in the trainer class or some made up abilities that are based on the existing abilities. It is not a perfect system because I know for a fact it is messy to read and horribly unbalanced, but I needed to do /something/ to help with my GMing notes and character sheets. I figured I'd post them below with the NPC classes I've used so far (I'm using the 1.05 edition of PTU), but any comments about a way to improve how to handle Trainer features would greatly be appreciated.

Introductory Classes:
Ace Trainer - Gives a Pokemon +1 Combat Stage for 1 AP. Can prevent an injury for 1 AP. Can give Pokemon two training strategies. 2 times a Scene can triple a Pokemon's training bonus.

Capture Specialist - Gain three skill edges. Can use a Poke Ball as a Swift Action. Gain the Keen Eye ability. Can have a Pokemon shift and use a Struggle attack as an Interrupt.

Battling Style Classes:
Duelist - Pokemon learn Tolerate or Exploit. Tag one opponent Pokemon. Gain Momentum for every time the opponent is hit, are targeted by an Order, deal Super-Effective damage, or take Super-Effective damage. 1 Momentum - EOT move. 2 Momentum - Auto roll an 11. 3 Momentum - Scene move restored.

Enduring Soul - Pokemon add +2 to all Save Checks. Pokemon can Take a Breather when Confused, Enraged, or next to an opponent. They do not need to change ability score changes and gain a tick of HP.

Juggler - Can switch Pokemon as a shift action. Pokemon act as if they have Baton Pass while switching for 1 AP. Can switch Pokemon after they use a move for 1 AP.

Rider - Gives your Pokemon the ability Run Up. The following effects occur while a Pokemon is mounted: The effects of Agility Training are doubled; can swap who acts in Initiative; scene x2 can resist attacks from a Burst, Blast, Cone, or Line; Dash, Burst, Blast, Cone, or Line attack ranges can be replaced with Pass range.

Trickster - Gain a bunch tricks. When your Pokemon hits with a Status move, they may perform a dirty trick or manipulate maneuver. When your Pokemon crits with a Status move, pick one of the following:
»» If the Move inflicts a Status Affliction with a Save Check, all affected targets get a -4 penalty to their first Save Check.
»» If the Move lowers Combat Stages, then pick a Stat that the Move lowers and lower it by 1 additional Combat Stage.
»» Your Pokémon gains a Tick of Temporary Hit Points.


Specialist Team Classes:
Bug Ace - Pokemon learns Last Chance or Type Strategist ability. For 2 AP, can do the following: When Pokemon deal Bug-type supereffective damage, increase accuracy by +2. When Pokemon deal Bug-type normal damage, add +3 damage. When Pokemon deal Bug-type not very effective damage, remove one step of resistance. Once per scene per Pokemon, your Bug-type Pokemon becomes immune to a Status-Class move. Your Bug-type Pokemon are immune to Push, Trip, Slowed, or Stuck conditions while in Naturewalk.

Fairy Ace - Pokemon learns Last Chance or Type Strategist ability. Fairy-type Pokemon can use a Standard Action to create 3 Fairy Lights: when damaged can expend a light to regain a Tick of HP or to use Fairy Wind as a free move. 2 times a scene when your Pokemon hit with a Fairy-type move all allies gain +1 bonus to all rolls. 3 times a day Fairy-type Pokemon can lose HP up to their level to heal an ally.

Ghost Ace - Pokemon learns Last Chance or Type Strategist ability. Once per Scene per Ghost-type Pokemon your Pokemon may disappear and take a Shift Action freely but may not act on this turn. When they reappear next turn their next Ghost-type attack gains the smite keyword and cannot be avoided or Intercepted. 2 times a Scene, when your Pokemon hits with a Ghost-type move they may deal an additional tick of damage, lower a foe's Combat Stage, and raise their own Combat Stage.

Psychic Ace - Pokemon learns Last Chance or Type Strategist ability. Once per Pokemon per scene the target Pokemon learns a move from the trainer's move list. When your Pokemon uses a Psychic-type Status move, they may use another Psychic-type Status move.

Professional Classes:
Chronicler - Gives +2 to Perception. Your Pokemon gain the Mold Breaker ability for 1 round. Your Pokemon gain +2 evasion against a certain move for the rest of the encounter. Can give a Pokemon an action as Priority once per day.

Survivalist - Choose three terrain types to gain the following bonuses from: Gain +2 to skill checks and Naturewalk while in that terrain. Gain terrain talent. Gain a move that you and your Pokemon can use.

Fighter Classes:
Hunter - You and your Pokemon learn Teamwork or Pack Hunt, but the ability is always active. When you or your Pokemon hit with an Attack of Opportunity, the opponent loses and extra tick of HP. You and your Pokemon can make 3 Attacks of Opportunity each round.

Martial Artist - Learn moves, gain stats, and learn an Ability based on learning tree. Can use Rock Smash for Attacks of Opportunity.

Roughneck - Learn Mean Look, Chip Away, Glare, and Headbutt. Can lower an opponent's Combat Stage when you hit with an attack. Gives the improved Terrorize Maneuver.

Supernatural Classes:
Hex Maniac - Learn Cursed Body or Omen. Learn Confuse Ray, Ghost-type Curse, Hypnosis, and Will-o-Wisp. For 2 AP can hit 2 targets with Status-Class moves. 2 times a Scene can hit a foe with a Status-class move as a free action if they miss their attacks.

Sage - Learn Benediction versions of Reflect, Lucky Chant, Light Screen, and Safeguard. Give an ally Damage Resistance equal to a tick of HP as a Standard Action. Gain Blessed Touch Ability.

Telekinetic - Learn Kinesis, Barrier, Telekinesis, and Psychic. Gain the Telekinetic Capability. Gain Levitate or Interference ability.

Telepath - Spend 2 AP to gain the Telepath Capability for a Scene. Learn Calm Mind, Mind Reader. Learn Gentle Vibe or Telepathy Ability. Can detect Pokemon and Trainers around you without the Mindlock Capability. For 1 AP can allow allies to Shift out of the way of an attack as an Interrupt.
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TheGloryXros
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Pokémon Trainer
[ *  *  *  *  * ]
Thank you for doing this. Building quick NPC characters is always a bother in this game.

There's also this thread to use, in case you're interested: http://forums.pokemontabletop.com/topic/30032556/1/
(Seriously, this & your thread here need much more support)
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l33tmaan
Pokémon Trainer
[ *  *  *  *  * ]
Sweet tools, Azure.
Glory, I would argue that homebrew stuff in general should get more support. I mean, the Homebrew Index sticky is just all sorts of neglected. An organized system with homebrewed NPCs, classes, fakemon, and moves would be a hundred times better than individual threads clogging up the forum, only for barely anyone to read them after a week. But it's easier to say someone should do it than it is to do it.
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AzureTheta
Pokémon Professor
[ *  *  *  *  * ]
I keep updating my makeshift list of NPC trainer classes if that helps people since I'm doing it anyways to help with GMing my game. I'll try to also rewrite stuff so it's more coherent and professional looking instead of just looking like scraps of notes.
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l33tmaan
Pokémon Trainer
[ *  *  *  *  * ]
Well, you inspired me to jot down some stuff for a major antagonist who got punked by my party recently. There's way more this guy can do, but I just couldn't keep track of it all at once. Hopefully this helps me out, but these only have the features he uses, not all the ones that class offers.

WARPER - (Can reroll 1 roll for self/ally; Teleport 4 or Ally Switch 6; 1 AP - Teleport 12/Teleport 4 w/ally, 2 AP - Teleport 12 w/ally; can bend reality [such as pulling out a Smokebomb at the right moment])

TRICKSTER - (1 AP - pokemon hits w/status or hazard can use Dirty Trick/Manipulate, use Xd6 Guile; 1 AP - hit w/status and Disengage for free OR use status/hazard move as AoO; 1 AP - opponent suffers from status: If they are losing HP, lose 5 more, if they can’t move when they pass their check they are Tripped/Slowed, if mindboggled they take -2 ACC & EVASION; 3x Day - on self-status gain +1 CS or another Standard Action for an At-Will status move/on hazards put 2 more units/Weather lasts 2 more turns/Blessing gains 1 more use)

RESEARCHER (Occultism Research) - (see psychic residue; cannot be mind read & 10 DR to Special Dark/Ghost/Psychic damage; if hit by Dark/Ghost/Psychic move you can deny a status move or a secondary effect from a damaging move)
Edited by l33tmaan, Apr 27 2017, 06:51 PM.
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