Action Pose
Prerequisite: Novice Combat or Command
Daily
Effect: Add your combat or command ranks to your cool appeal roll for a trainer move you use during a contest.
Aegis Training – Shield Feature
Prerequisites: Expert Combat
Static
Effect: You learn the Move Protect. You must be using a shield or similar protective device to use this Move.
Allure
Prerequisite: Novice Intuition or Stealth
Daily
Effect: Add your Intuition or Stealth ranks to your Beauty appeal roll for a trainer move you use during a contest.
Art of Stealth
Prerequisites: Expert Stealth
Effect: You gain the Stealth Capability.
Athletic Prowess
Prerequisites: Adept Athletics
Effect: You learn the Moves Agility and Slam.
Aura Seer
Prerequisites: Mystic Senses
Static
Effect: You gain the move Water Pulse. Choose a Type. This becomes your Chosen Type. Whenever you use Water Pulse, it deals damage as if it were of your Chosen Type instead of its normal type.
Backpedal
Prerequisite: Adept Guile, Adept Charm
Trigger: You fail an opposed guile check.
Effect: You may reroll a failed Guile check using Charm instead.
Beast Master
Prerequisites: Expert Intimidate
Effect: Add half of your Intimidate Rank to your Command Checks.
Beauty Modeler
Prerequisites: Style Expert, Beauty as Chosen Stat, Novice Intuition
Static
Effect: Choose Clear Body or Magic Guard. You gain the Chosen Ability.
Cacophony
Prerequisites: Musician, Adept Charm
Static
Effect: You learn the Moves Screech and Metal Sound.
Charmer
Prerequisites: Adept Charm
Effect: You learn the Moves Captivate and Charm.
Chef
Prerequisites: Adept Education (Cooking)
Cost: 150¥
Effect: Make an Education (Cooking) roll. You may create a Fancy Snack Item which grants the result as Temporary HP when consumed.
Clever Fighting
Prerequisites: Adept Guile
Effect: You learn the Moves Sand-Attack and Tickle.
Clean Shot – Weapon Feature
Prerequisites: Expert Combat
Static
Effect: You learn the Move Horn Attack. You may use this Move when using a Ranged Weapon such a bow, throwing knife, or similar, and the Move has a range equal to your Weapon's.
Commander
Prerequisites: Adept Command
Effect: You learn the Moves After You and Follow Me.
Constructive Criticism
Prerequisites: Expert Command
At-Will – Standard Action
Target: An allied Pokemon.
Effect: The Pokémon gains +1 to Accuracy Rolls until the beginning of your next turn.
Cool Trainer
Prerequisites: Style Expert, Cool as Chosen Stat, Novice Command
Static
Effect: Choose Defiant or Sniper. You gain the Chosen Ability.
Coordinator
Prerequisites: Grace, Novice Command
Daily – Free Action
Effect: Once per contest, you may reroll a single Appeal Roll, rerolling all Dice, or once per battle, you may reroll a single Damage Roll.
Cover
Prerequisites: Novice Athletics
Standard Action, Interrupt
Trigger: Your ally is hit by an attack.
Effect: You may attempt to Intercept for your ally, if you are not paralyzed.
Curse
Prerequisite: Adept Occult
Daily
Trigger: Someone has "wronged" you.
Effect: You may put a curse of inconvenience that lasts 24 hours upon the target. Target has trouble with one defined but ultimately minor action for the rest of the day. (Example: trouble getting keys to work, vending machine gets stuck, internet keeps cutting out.)
Cute Idol
Prerequisites: Style Expert, Cute as Chosen Stat, Novice Charm
Static
Effect: Choose Cute Charm or Quick Feet. You gain the Chosen Ability.
Double Major
Prerequisite: At least three Education at Novice or higher.
Daily
Effect: You may substitute any Education skill roll for your highest Education Skill.
Egg Index
Prerequisites: Expert Education (Pokemon)
Effect: You know what Pokémon will hatch from any egg by looking at it. Legendary eggs can’t be identified.
Elemental Connection
Prerequisites: Novice Focus
Effect: Choose one of your types. You may add half of your Focus Rank to your Charm, Command, Guile, Intimidate, or Intuition Checks when interacting with Pokémon of that Type.
First Aid
Prerequisites: Novice Education (Medicine)
Daily – Extended Action Target: Pokémon or Trainers
Effect: Make a Medicine Education Check. The Target gains HP equal to the result. Requires a First Aid Kit.
Fury of Blows – Weapon Feature
Prerequisites: Expert Combat
Static
Effect: You learn the Move Fury Attack. You must use claws, nunchucks, your fists or a similar light weapon.
Gift For You
Prerequisite: Novice Charm, Adept Guile
Satic
Effect: Use the pokemon move Present.
Giggle
Prerequisite: Novice Charm or Guile
Daily
Effect: Add your Charm or Guile ranks to your Cute appeal roll for a trainer move you use during a contest.
Grace
Prerequisites: Novice Charm
Static
Effect: Your Pokémon may consume and benefit from 2 more Poffins each.
Grappler
Prerequisites: Novice Athletics, Novice Combat
Static
Effect: You learn the Move Bind.
Green Thumb
Prerequisites: Novice Survival or Novice Education (Botany)
Effect: You gain a bonus to finding Apricorns or Berries equal to your Survival or Education rank. Apricorns or Berries also grow 1 day faster (minimum 1).
Grit
Prerequisite: Novice Survival or Athletics
Daily
Effect: Add your Survival or Athletics ranks to your tough appeal roll for an Edge move you use during a contest.
Groomer
Prerequisites: Novice Education (Pokemon)
At-Will – Extended Action
Effect: You know how to effectively groom a Pokémon. Grooming a Pokémon takes roughly half an hour, and requires access to a Groomer's Kit. When entering a recently groomed Pokémon into a Contest, roll +2d4 during your Introduction.
Improved Income
Prerequisite - Adept Education (General), Expert Education (Technology)
Daily - Extended Action
Trigger: You win something that grants prize money.
Effect: You gain 1.5x the amount of prize value instead of the normal amount you would win.
Instruction
Prerequisites: An Education Skill at Novice Rank or higher
Daily – Swift Action
Trigger: an Ally makes an Education Skill Check in a Skill you have Ranked at Novice or higher.
Effect: Your Ally may add your Skill Rank in that Education Skill to their Check.
Intimidating Presence
Prerequisites: Adept Intimidation
Effect: You learn the Moves Growl and Leer.
Iron Mind
Prerequisites: Novice Focus
Effect: Add your Mind Modifier to all Focus Skill Checks instead of your Spirit Modifier.
Judge Bribe
Prerequisite: Master Charm
Daily - Extended Action
Target: Contest Judge.
Effect: Before a Contest begins; you may pay 1800 to have the contest type changed to a type you have at least 2 ribbons for.
Know Where to Hit It
Prerequisites: Novice Technology
Daily
Trigger: You fail a Technology check.
Effect: Add (Technology Ranks - 2) to the failed check. If this is enough to make it a success the check succeeds.
Let Me Help You With That
Prerequisites: None
Daily – Standard Action, Interrupt
Trigger: An allied Trainer makes a Skill Check and fails
Effect: The ally may re-roll the Skill Check with a Bonus equal to your Skill Rank.
Light Step
Prerequisite: Master Acrobatics, Novice Stealth
Trigger: You land on a surface that cannot support your weight (ex: A thin branch, the surface of water)
Effect: At the start of your next shift you may make a DC 20 Acrobatics check. Success means you may jump from the surface as if it were solid ground. The DC increases by 4 for every additional use until the user lands on a horizontal surface that supports their weight.
Martial Achievement
Prerequisites: Martial Artist, Expert Combat
Static
Effects: This Edge's effect depends on your chosen Ability. When you select this Edge choose an ability you have and gain the following effect. You may take this edge multiple times, each time targeting a different ability you have.
Guts - Consider your Weight Class to be +1 whenever beneficial.
Rivalry - Increase the Critical Range of all your attacks by 1.
Iron Fist - You gain +2 Evasion against Moves affected by Iron Fist.
Sheer Force - Add your Combat Skill Rank to any Athletics or Acrobatics checks made for the purpose of running or jumping.
Run Away - After you take a Standard Action, if you've already shifted, you may Shift again using up any unused Movement from your previous Shift.
Technician - You may use your Combat Skill instead of your Charm in Contests.
Martial Artist
Prerequisites: Adept Combat, Combat Training
Static
Effect: Choose one of the abilities listed below. You gain the chosen Ability.
Guts
Iron Fist
Rivalry
Run Away
Sheer Force
Technician
Note: You may take Martial Artist multiple times. Each time you must choose a new Ability.
Medic
Prerequisites: First Aid, Adept Education (Medicine)
Static
Effect: You gain a Medic Kit that has X in value. You may use a Bandage, Potion, Antidote, Paralysis Heal, Awakening, Burn Heal, Ice Heal, or Revive by subtracting its full cost from the Kit. X is equal to 200 multiplied by your Medicine Rank plus your Mind Modifier. To refill your Medic Kit you must visit a PokéMart, PokéCenter, or similar location.
Mt. Moon Blues
Prerequisites: Musician
Static
Effect: You learn the Move Sing and Supersonic
Musician
Prerequisites: Novice Charm, Novice Focus
Static
Effect: You gain the Own Tempo Ability. Your Moves that are negated by Soundproof never hit allies unless you want them to. This does not affect Perish Song.
Mystic Senses
Prerequisites: Novice Intuition
Effect: You may add half of your Intuition Rank to general Perception Checks, and you may use Intuition instead of Charm to improve the disposition of Wild Pokémon. You should consult your GM if you wish to gain this Edge after character creation.
Nasty Plot
Prerequisites: Adept Focus
Effect: You learn the Move Nasty Plot.
Natural Theory
Prerequisites: Novice Survival
Effect: You may count Survival as an Education Skill for all Features that reference Education Skills, and you may add your Mind Modifier to all Survival Skill Checks instead of your Body Modifier.
Nimble Movement
Prerequisites: Expert Acrobatics
Effect: You can move through squares occupied by enemies as if they weren't rough terrain.
Noise Complaint
Prerequisites: Musician, Adept Charm, Adept Focus
Static
Effect: You learn the Moves Uproar and Hyper Voice.
Paleontologist
Prerequisites: Expert Education (Petrology)
Effect: You can identify fossils with a DC 15 Petrology Education Check. You gain a bonus to your reanimation check equal to your Petrology Education rank.
Piercing Blow – Weapon Feature
Prerequisites: Expert Combat
Static
Effect: You learn the Move Drill Peck. This Move does Normal Type damage when used this way, and you must be using a spear or another similar sharp object to use this Move.
Power Chug
Prerequisite: Adept Survival, Body 3
Daily - Swift Action
Trigger: You use a Healing item on yourself.
Effect: Make a Survival check and heal additional HP equal to the result
Practiced Movements
Prerequisites: Adept Acrobatics
Effect: You learn the Moves Feint and Quick Attack.
Ranger
Prerequisites: Novice Charm, Adept Survival
Daily – Extended Action
Target: A Wild Pokémon
Effect: Make Survival Check with a DC of 10. If you succeed, you improve the target's disposition towards you unless there are serious irredeemable reasons for the Pokémon to dislike you. If the Pokémon is already at Friendly or better, it becomes Helpful.
Researcher
Prerequisites: Novice General Education, two other Education Skills at Novice Rank
Static
Effect: You gain two Edges to Rank Up any two different Education Skills of your choice.
Rider
Prerequisites: Novice Athletics
Effect: You automatically succeed at Acrobatics Checks made to mount another Pokémon, and you gain a +3 Bonus to all Acrobatics Checks made to remain Mounted.
Scouting Trek
Prerequisites: Adept Survival
Daily - Extended Action
Target: A Route, cave, or other wild area.
Effect: Make a Survival Check with a DC of 20. If you succeed, you identify the area. You know which Pokémon are known to commonly inhabit identified areas, and if any apricorns or berries commonly grow in the area. If you roll 25 or higher, you also spot signs of any rare Pokémon that may inhabit the area excluding Legendary Pokemon, and subtract 10 from any Capture Rolls made in the identified areas for the rest of the day
Skill Focus
Prerequisites: A Skill at Novice Rank or Higher
Static
Effect: Choose a Skill at Novice Rank or Higher. You gain +2 to Skill Checks with that Skill. This Feature may be taken multiple times, but you must choose a different Skill each time.
Signature Move
Prerequisites: Learned four Moves.
Static
Effect: Choose a Move you know. Decrease the Move's PP Cost one step, as if you had used a PP Up. This choice cannot be changed once made. This Feature may not select Moves known through temporary means (ie., Linked Moves and Edges).
Smashing Good Time – Weapon Feature
Prerequisites: Expert Combat
Static
Effect: You learn the Move Stomp. You must use a hammer, baseball bat, or similar blunt weapon to use this Move.
Smart Teacher
Prerequisites: Style Expert, Smart as Chosen Stat, Novice General Education
Static
Effect: Choose Analytic or Forewarn. You gain the Chosen Ability.
Sneak's Tricks
Prerequisites: Adept Stealth
Effect: You learn the Moves Astonish and Fake Out.
Swimmer
Prerequisites: Adept Athletics or Survival
Effect: You gain +2 to your Surface and Underwater Speeds. You may spend X minutes underwater before you begin to suffocate, where X is the higher of your Athletics or Survival Ranks. If you have the Sinker Capability, you make not take this Edge.
Survivalist
Prerequisites: Adept Survival
Effect: You learn the Moves Bulk Up and Endure
Throwing Techniques
Prerequisites: Expert Acrobatics
Static
Effect: You learn the Moves Natural Gift and Rock Throw
Tough Guy
Prerequisites: Style Expert, Tough as Chosen Stat, Novice Intimidate
Static
Effect: Choose Moxie or Battle Armor. You gain that ability.
Trip
Prerequisites: Novice Combat, Novice Acrobatics
Standard Action
Target: Standing Pokémon
Effect: Make an AC Check of 6 against the target. If you hit, the target falls to the ground and cannot Shift until they use a Shift Action to stand up. This feature does not work against Pokémon that are flying, levitating, or don’t use appendages to support themselves.
True Sight
Prerequisites: Aura Seer, Adept Intuition
Static
Effect: You gain the Scrappy Ability.
Type Expertise
Prerequisites: 3 Moves of the Chosen Type in your Move List
Static
Effect: You gain 2x STAB for the Type which you used to qualify for Type Expertise. You may take Type Expertise multiple times, choosing a different Type for which you qualify each time.
Wall Jump
Prerequisite: Expert Acrobatics, Jump Capability
Trigger: You end a jump adjacent to a non-horizontal surface.
Effect: At the start of your next shift you may make a DC 16 Acrobatics check. Success means you may jump from the non-horizontal surface as if it were the solid ground. The DC increases by 4 for every additional use until the user lands on a horizontal surface that supports their weight.
Wallrunner
Prerequisites: Expert Acrobatics, Body Modifier +3 or higher
Static
Effect: You may run on vertical surfaces both vertically and horizontally for up to your Body Modifier in meters before jumping off.
Way of the Blade – Weapon Feature
Prerequisites: Expert Combat
Static
Effect: You learn the Move Slash. You must use a sword, knife, or similar bladed weapon to use this Move.
Wit
Prerequisite: Novice any Education skill
Daily
Effect: Add the ranks of your highest Education skill to your Smart appeal roll for a trainer move you use during a contest.
Magic
White Magic / Black Magic
Prerequisites: Adept Education (Occult)
Static
Effect: Choose White Magic or Black Magic. If you choose White Magic, you gain the Healer ability and your Features use the White Magic effect. If you choose Black Magic, you gain the Cursed Body ability and your Features use the Black Magic effect.
Toll of the Bell
Prerequisites: White Magic / Black Magic
Static
Effect: White Magic: You learn the Move Heal Bell.
Black Magic: You learn the Move Confuse Ray.
Blessings / Maledictions
Prerequisites: White Magic / Black Magic
Static
Effect: White Magic: You learn the Moves Safeguard and Refresh.
Black Magic: You learn the Moves Hypnosis and Will-O-Wisp.
Final Hour
Prerequisites: White Magic / Black Magic, Expert Education (Occult)
Static
White Magic: You learn the Move Wish.
Black Magic: You learn the Move Hex.