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Wild Child v7

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Latest Wild Child third party supplement for Pokemon Tabletop Adventures RPG

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Table of Contents

Foreward ......................................................................................................... 3

Wild Child (Base Class) .................................................................................. 4

Genetic (Advanced Class) ............................................................................... 8

Hunter (Advanced Class) ................................................................................ 11

Liberator (Advanced Class) ............................................................................ 15

Mimic (Advanced Class) ................................................................................ 18

Pack Leader (Advanced Class) ....................................................................... 21

Tribal (Advanced Class) ................................................................................. 24

Wanderer (Advanced Class) ........................................................................... 27

Appendix I: Genetic Abilities ......................................................................... 30

Appendix II: Cross-Classing ........................................................................... 34

FAQ ................................................................................................................ 37

Patch log ......................................................................................................... 41

Foreward

The following materials are intended for use with Dr. Mr. Stark's fantastic “Pokemon Trainer Adventures” tabletop gaming rule set. They are in no way officially sanctioned by him!

The class was heavily inspired by N of the recently released Pokemon Black & White Versions, who holds the distinction of being the first trainer in a main game who doesn't use Pokeballs. It also takes inspiration from other figures in the Pokemon world such as Tommy (the Kangaskhan Kid), Hareta (Diamond & Pearl Adventures manga) or Ash (for the Wanderer class); and figures from outside of the Pokemon world such as Final Fantasy VI's Gau. Even from the fandom – the Genetic advanced class was inspired by “Gijinka”, artwork of humans styled similarly to Pokemon.

For GMs, don't feel too nervous about allowing this class. It might not be official, but it shouldn't be game breaking in any way; it also presents some unique obstacles for players that choose these classes. Just, be sure to pay attention – it hasn't yet had a huge amount of time to be tested, so be careful!

For Players, don't feel bad about requesting to play something here! Many of the Advanced Classes are open for cross-classing too, so feel free to go wild – just try not to cause your group a lot of problems in return, alright; no starting fights!

The most recent version of this handbook should always be findable at This Link; and if that link has somehow expired, you should be able to find it on the Pokemon Tabletop board and possibly someday at 1d4chan (Which should at least have the link to the board).

If you do use this in a game, please provide feedback! Balance concerns, testing results, or even just “Hey we're using this in a game!” are all really really awesome to hear, and can help make the experience of the Wild Child even better for future players.

Finally, some thanks to users who contributed, whether in testing or even just saying “Hi, I love this keep it up” (In alphabetical order): Aeros, Anise, BigTentacruel, Bob, BuckBacon, castfromhp, CecilHoshino, Dmoogle, Gents, Highwind, kriss1989, KujiUn, lieutenantstrange, Paradox, Ramiel, RioCadaro, Serenity Frost, Winny, YellowYoshi, and many members of the #Pokeymans channel that I have forgotten who specifically was and was not involved so my apologies.

Enjoy your Adventures,

Garlyle

Wild Child

Prerequisites: 13 STR, 13 CHA

Key Abilities: Strength, CharismaNegligent Ability: Intelligence

Bonuses: +1 STR +1 CHAPenalties: -2 INT

Class Features:Wild Bonding, Companions

Wild Bonding Wild Child FeatureEncounterTrigger: Make an unarmed attack on a wild Pokemon that leaves it with 25% or less HP remaining (Even if the attack's damage was 0)Make a 1d100 capture check. If another trainer or another trainer's Pokemon injured the target during combat, the roll receives a penalty modifier of +20. On a success, the Pokemon recognizes the strength of the Wild Child and agrees to become their Companion. This feature can only be activated on the third or later round of combat. Companions formed in this way are immediately loyal to the trainer. Legendary Pokemon cannot become Companions

Rest and Relaxation Wild Child FeatureStaticCompanion Pokemon will be restored to a minimum of 1 HP if given an eight-hour rest. If a Pokemon already has 1 or more HP, they will recover HP equal to 1/4th of their max HP for every four hours they can rest. If they rest for eight hours while already at maximum HP, Centre-frequency moves are restored

Not every trainer grew up under the care of humans. Some – whether abandoned at birth or whatever turn of fate – grew up in the care of Pokemon. Wild Children, as they're often called, do not use Pokeballs or other methods they consider to be 'enslavement'. They bond with Pokemon by proving their own strength and skills, by befriending them with food and companionship. The innate understanding they form with their few allies is different from other trainers. They are not master and servant; they are equals.

Special Notes: Wild Child represents a significantly different character type than a standard trainer. As such, it is suggested – but not mandatory – that you take this class upon character creation.

Wild Children cannot use Pokeballs. They cannot take the Capture Specialist class or its advanced classes.

Mechanic: See the next page

Advanced Classes:Genetic, Hunter, Liberator, Pack Leader, Tribal, Wanderer

Mechanic: Companions

Wild Children do not capture or use Pokemon in the normal methods – the normal methods being Pokeballs. Instead, they manage Companions. Companions are Pokemon that remain by the side of the Wild Child as much as possible, and take orders just as if they were trained – but are still wild Pokemon, free from Pokeballs.

Although Wild Children do not use Pokeballs, Companions can be formed through several methods – the Wild Bonding feature, being hatched by a Wild Child, or simply becoming good friends while a wild Pokemon. The following changes are in effect for Companion Pokemon, with their repercussions listed:

1. Companions are considered Wild Pokemon. They may be captured by other trainers potentially, though most wouldn't think to try so long as the Pokemon is still with a trainer.

2. Companions don't have Pokeballs. They cannot be recalled. Wild Children may have difficulty being accompanied by Companions in some areas and may have to temporarily leave them behind – leaving them alone will risk them being captured while the Wild Child is away. It also means that Companions cannot be recalled to be saved from constant damage effects like poisons and burns, so a Wild Child should take care to be extra-stocked to handle these situations. Finally, Companions that are KO'd cannot be simply recalled either, and therefore must be treated on the spot, moved by someone with sufficient physical strength, or given time to rest.

3. A Wild Child can only manage up to four Companions at once. Unlike trainers who can catch as many as they want, Wild Children must choose their companions carefully, because they simply cannot effectively manage a large number of allies. The Pack Leader advanced class increases this limit.

4. Companions are friends to the Wild Child. Unlike the relationship between a trainer and their Pokemon; a Wild Child and their Companion are equals and friends, and generally have higher loyalty initially and throughout their bonds – meanwhile, a Companion whose loyalty becomes low will simply leave, as opposed to becoming disobedient. High loyalty companions will actively work to help the Wild Child in a pinch – a strong Companion may hoist an unconscious Wild Child away to safety, for instance.

These have especially important repercussions in battle.

1. Companions are vulnerable. As they cannot be recalled, Companions are constantly present in battles they participate in, leaving them vulnerable to area-of-effect attacks.

2. Companions are all active. This means that they all can Shift freely during their turns – something even Dual-Wielders cannot make their Pokemon do. And while Wild Children can still only make one command per turn, they can command any of their Companions they choose on any given turn, unlike normal Trainers who must spend actions to swap out Pokemon.

3. Companions all witness battle. Even if a Companion does not actively battle, they are still present for it. As a result, Wild Children can divide up any gained experience freely between their Companions.

Ultimately, the Companions mechanic significantly changes how Wild Children play in practice. In exchange for the freedom and friendship, and the unique advantages these things grant, their Pokemon are often at much higher risk than others – and Wild Children will face unique difficulties because of it.

Bonding Spirit Wild Child FeaturePrerequisites: Wild Child, 15 CHAStaticWhen making the capture check during Wild Bonding, you may subtract twice your charisma modifier as a bonus to the roll. If another player or their Pokemon has attacked the target, this bonus is not applied.

Copycat Wild Child FeaturePrerequisites: Wild Child, a score of 11 or higher in four different statsDaily - Every 10 levels gained, you may perform this Feature another time per day.Target: One of your Companions that used a Move last turnFor the remainder of the current encounter, you may use the Move last used by the target, maintaining its original frequency. Use your CHA modifier as your Special Attack stat and your STR modifier as your Attack stat. If the Move that would be gained is one that causes the user to use or learn a different Move immediately (Such as Mirror Move, Metronome, or Sketch), the used/learned Move is temporarily learned instead.

Don't Leave Me! Wild Child FeaturePrerequisites: Wild Child, Unbreakable BondDaily - Every 10 levels gained, you may perform this Feature another time per day.Target: A Companion with an Unbreakable Bond who just succeeded on a death saving throw.The Companion is instantly restored to 0 HP and is considered stabilized. You cannot perform a trainer action during your next turn.

Feral Strength Wild Child FeaturePrerequisites: Wild Child, 15 STRAt-WillYou can make an unarmed typeless attack that deals 2d8 + half STR stat damage, at an AC of 5. Attacks made using this feature can trigger Wild Bonding. This feature cannot benefit from Arms Feature modifiers or similar effects.

Feral Strength + Wild Child FeaturePrerequisites: Wild Child, 18 STR, Feral Strength, an Advanced Class with Wild Child as a prerequisiteAt-WillYou can make an unarmed typeless attack that deals 3d10 + STR stat damage, at an AC of 4. Attacks made using this feature can trigger Wild Bonding. This feature cannot benefit from Arms Feature modifiers or similar effects. This feature replaces Feral Strength.

Growl Wild Child FeaturePrerequisites: Wild Child, a Pokemon with the move Growl.At-WillUse the Move Growl. If your accuracy roll plus your CHA modifier would total higher than 20, the Move reduces combat stages by 2 instead of 1.

Joining the Fray Wild Child FeaturePrerequisites: Wild Child, 16 STRDaily – Every 4 levels gained, you may perform this Feature another time per dayTarget: One opponent you dealt damage to this turnIf one of your Companions performs a move that deals any amount of damage to the target this turn, increase the damage dealt to that target by 1d10, after weakness and resistance. This feature can only be activated once per round.

Mirror Move Wild Child FeaturePrerequisites: Wild Child, Copycat, a score of 11 or higher in five different statsDailyTarget: A Pokemon that used a Move last turn.Use the Move performed by the target during their last turn. Use your CHA modifier as your Special Attack stat and your STR modifier as your Attack stat. If the Move that would be used is one that causes the user to use or learn a different Move immediately (Such as Mirror Move, Metronome, or Sketch), the used/learned Move is used instead.

Playmate Wild Child FeaturePrerequisites: Wild Child, 15 CHADaily – Every 5 levels gained, you may perform this Feature another time per day.Target: A non-hostile Pokemon, including your ownThe Pokemon's opinion of you is increased, according to the GM's decision.

Scent Hunter Wild Child FeaturePrerequisites: Wild Child, a Pokemon with Odor Sleuth or TrackerDaily – Every 5 levels gained, you may perform this Feature another time per dayTarget: SpecialIf this feature is used in battle, use the Move Odor Sleuth on a single target. If this feature is used outside of battle, the user gains the Tracker capability for five minutes.

Skittish Reflexes Wild Child FeaturePrerequisites: Wild Child, 12 DEXStaticYour evasion against all attacks is increased by 1.

Unbreakable Bond Wild Child FeaturePrerequisites: Wild Child, 16 CHASpecialChoose a Pokemon that is a Companion, that has gained at least 10 levels since becoming a Companion. This Pokemon is now permanently a Companion with maximum loyalty, until it dies, and is no longer treated as a wild Pokemon and thus cannot be captured. You and the Pokemon are capable of understanding each other completely. The Pokemon and trainer will never deal damage to each other or inflict status ailments , but can still use supportive abilities and items on each other. You may take Unbreakable Bond again for another Pokemon, so long as that Pokemon meets the requirements as well.

Willpower Wild Child Feature Prerequisites: Wild ChildStaticMultiply your CHA modifier by 5. This value is added to your maximum HP.

Genetic

Advanced Feature

Prerequisites: Wild Child, a Companion with anUnbreakable Bond

Cross-Class Prerequisite: A Pokemon who has gainedat least 30 levels, GM Permission (Must take Gene Shift)

Special Prerequisite: Tribal, Avatar (Not counted as cross-classing into this class regardless of base class), Level 15

Ability Bonus: StrengthBonuses: +1 STR

Class Features:Gene Shift, Gene Voice

Gene Shift Genetic FeatureStaticSelect a Pokemon that meets the a prerequisite for becoming this class (Companion with Unbreakable Bond, a Pokemon raised for 30 levels, or your Linked Legendary) as appropriate. You may choose any evolutionary stage of that Pokemon's family to be your gene species. That species' physical traits begin to manifest in the trainer's body. You are counted as having the elemental types of the gene species for all intents and purposes.

Gene Voice Genetic FeatureStaticYou can speak to and understand your gene species, and all of the evolutions related to that Pokemon.

“Human-not-human”. “Beast man”. “Half-Pokemon”. “Gijinka”. In fear and awe, humans have tried to attach many names to them. They don't care, however; humans are just another creature that is no longer them. Their minds might be human – barely – but their bodies have begun to change into something else. These rare beings could draw fear and legends just from their appearance, but their powers are what truly inspire and frighten, for they can fight on even footing with Pokemon, with their own powers.

Altering Body Genetic FeaturePrerequisites: GeneticStaticChoose one of the following capabilities naturally available to your gene species: Alluring, Chilled, Gilled, Glow, Heater, Icestep, Mind Lock, or Tracker. You now possess that capability. Physical form changes appropriately. You can take this feature multiple times, each for a different capability.

Altering Hands Genetic FeaturePrerequisites: Genetic, 18 STR, a total of 4 Genetic featuresDaily – Every 10 levels gained, you may perform this Feature another time per day.You use one of the following moves, based on the element of your gene species. If it has two elements, you must pick one upon taking this feature. Physical form changes appropriately. Use your STR mod as your attack stat.

Element MoveBug X-ScissorDark Sucker PunchDragon Dragon ClawElectric ThunderpunchFighting Drain PunchFire Fire PunchFlying Aerial AceGhost Shadow ClawGrass Needle ArmGround Bone ClubIce Ice PunchNormal Dizzy PunchPoison Poison JabPsychic Psycho CutRock Stone EdgeSteel Metal ClawWater Razor Shell

Altering Legs Genetic FeaturePrerequisites: GeneticStaticYou gain the Overland and Jump capabilities of your gene species, and can opt to use those values for movement instead of your natural rates. If the Jump capability is above 7, you instead only receive the capability at rank 7. Physical form changes appropriately.

Curious Development Genetic FeaturePrerequisites: Genetic, Power ManifestStaticAfter taking this feature, you may be taught one Move via TM, tutor, feature, etc. as though you were a Pokemon of your gene species. The Move is then treated as though you learned it with Power Manifest. This Feature may be taken multiple times, allowing you to learn a new Move each time.

Elemental Manifest Genetic FeaturePrerequisites: GeneticStaticChoose one of the following capabilities naturally available to your gene species: Firestarter, Fountain, Freezer, Groundshaper, Guster, Electric, Sprouter, Telekinetic, or Zapper. You now possess that capability. You can take this feature multiple times, each for a different capability.

Family Link Genetic FeaturePrerequisites: Genetic, 15 CHAStaticYou receive a -15 bonus to any capture check made on a Pokemon of the same evolutionary family as your gene species, and they will not perform hostile actions against you until one is made against them. You will also receive a -X bonus to any capture check on a Pokemon sharing at least one type with your Gene Species, where X is equal to your CHA modifier.

Nature Manifest Genetic FeaturePrerequisites: Genetic, a total of 7 Genetic featuresSpecialSelect one of the basic abilities available to your gene species. You gain that ability. If your trainer level is above 20, you can take this feature again and gain a second ability, which may be a High Ability. The activation of abilities is a Free Action, like normal. See Appendix 1: Genetic Abilities for more information on ability conversions.

Power Manifest Genetic FeaturePrerequisites: Genetic, 21 STR, a total of 5 Genetic featuresStaticSelect a Move your gene species can learn by level up, at a level equal to or lower than three times your trainer level. You gain the ability to use that Move. This feature may be taken multiple times, each for a different move. Moves obtained via this Feature retain their natural frequency, with the exception that Centre-frequency moves are now Daily. When performing moves using the Attack stat, use your STR modifier. When performing moves using the Special Attack stat, use your CHA modifier.

Reverent Majesty Genetic FeaturePrerequisites: Genetic, 21 CHA, IntimidationDailyA show of power, whether fearful or majestic, draws all attention to the user. Roll 1d20 and add your CHA modifier. Hostile trainers of a level equal to or less than your roll, and hostile Pokemon whose highest base stats are equal to or less than your roll, immediately cease hostilities to stare. They will resume action in two rounds, or once any sort of hostile action is taken towards them again.

Intimidation Genetic FeaturePrerequisites: Genetic, 18 CHAAt-WillWhen attacked directly by a trainer (not their Pokemon) without the Genetic class, you may add half of your CHA modifier to your evasion.

Traveller Genetic FeaturePrerequisites: Genetic, a total of 4 Genetic FeaturesStaticChoose one of the follow capabilities naturally available to your gene species: Burrow, Sky, Surface, or Underwater. They gain that capability, to a maximum of Burrow 4, Sky 9, Surface 12, or Underwater 6. You may take this feature multiple times, selecting different capabilities each time. Physical form changes appropriately.

Hunter

Advanced Feature

Prerequisites: Wild Child, killed at least tenPokemon in combat

Cross-Class Prerequisites: Killed at least fifteenPokemon in combat, 15 STR (Must take

Material Gathering)

Ability Bonus: StrengthBonuses: +1 STR

Class Features:Material Gathering, Feed the Pack

Material Gathering Hunter FeatureDaily - Every 5 levels gained, you may perform this Feature another time per day.Target: A Pokemon that died within the last hour.You can only use this Feature outside of combat. Spend fifteen minutes to harvest a Material from the target Pokemon. The Material will be of the Pokemon's main element, and has a level equivalent to the level of the Pokemon it was harvested from. The GM may choose to change or define the nature of the obtained material at their discretion. A Pokemon cannot be harvested more than once, and you cannot harvest trained Pokemon.

Feed the Pack Hunter FeatureDailyTarget: A Pokemon that died within the last hour.You can only use this Feature outside of combat. Spend fifteen minutes to harvest meats, berries, etc. from the target Pokemon. The amount of food provided will be determined by the GM. Some Pokemon, such as Steel types, may not be applicable for this feature at the GM's discretion. A Pokemon cannot be harvested more than once, and you cannot harvest trained Pokemon.

In most civilized circles, the act of killing a Pokemon in battle is frowned upon, especially if deliberate. For the Hunter, it's just a way of life – the weak die and the strong survive, nay, thrive off of it. Their lack of mercy drives many human companions away, but their efficiency, mastery, and self-sufficiency creates a resourceful ally who can supply himself and others with food, shelter, clothing, and even weapons crafted from the dead.

Special Notes: A Hunter may be granted one Arms Feature that they meet the stat requirements for, for free, as though it was gifted to the class. They are only gifted this if they do not already posses an Arms Feature.

Accessory Smith Hunter FeaturePrerequisites: Hunter, 16 STRDailyYou may spend a full day crafting an accessory (ring, pendant, glove, etc) from gathered Materials, by using any 6 materials. The accessory has a level equal to the average level of all Materials used, up to a maximum of 3 times your trainer level or 100, whichever is lower. If all of the Materials are of the same element, the accessory is considered to be of that element and gains the according elemental effect; otherwise, select one of the 3 neutral effects that the accessory will grant. The effects of accessories are based on the level of the accessory, not the wearer, and are rounded up. Characters can only benefit from one Accessory, even if they are wearing more than one.

Element EffectBug -1 to any damage received from special attacks per 10 levelsDark +1 to any roll involving WIS per 30 levelsDragon +1 to any roll involving CHA per 30 levelsElectric -1 to capture checks per 10 levelsFighting +1 to any roll involving STR per 30 levelsFire +1 damage with Attack-using Moves per 10 levelsFlying +1 movement on land in battle per 15 levelsGhost -1 to death saving throws per 25 levelsGrass +1 to any roll involving DEX per 30 levelsGround +1 to any roll involving CON per 30 levelsIce +1 damage with Special Attack-using Moves per 10 levelsNone (1) +1 to maximum HP per 5 levelsNone (2) +5% final EXP gain for Pokemon per 20 levelsNone (3) +1 to status effect removal checks per 25 levelsNormal +1 evasion against damaging attacks per 20 levelsPoison +1 evasion against non-damaging attacks per 20 levelsPsychic +1 to any roll involving INT per 30 levelsRock -1 to damage received from physical attacks per 10 levelsSteel +1 damage with attacks using Arms Features per 10 levelsWater +1 movement in water in battle per 25 levels

Armour Designer Hunter FeaturePrerequisites: Hunter, Armour SmithStaticWhen crafting an item using Armour Smith, and the total number of Materials used are evenly distributed between two different elements, the Armour will possess both elements. This cannot be used to create Armour of any type combination that does not have a weakness (Such as Ghost/Dark).

Armour Smith Hunter FeaturePrerequisites: Hunter, 16 STRDailyYou may spend a day crafting a piece of armour from gathered Materials, by using any 6 Materials. The armour made should be sensible for the materials it was made from. The armour has a level equal to the average level of all Materials used, up to a maximum of 3 times your trainer level or 100, whichever is lower. If all of the Materials are the same element, the armour also possesses that element. A character wearing armour takes 1 less damage from an attack for every ten levels of the armour, rounded up, and counts as being of the element of armour worn (if any) for the purposes of weaknesses and resistances. Characters can only benefit from one piece of Armour, even if they are wearing more than one.

Element Imbue Hunter FeaturePrerequisites: Hunter, crafted at least 3 itemsStaticWhen you use Accessory Smith, Armour Smith, or Weapon Smith, you only need four of the total Materials to be a single element in order to make it elemental, instead of six. This does not apply to activating Armour Designer or when using Simple Craft.

Finisher Hunter FeaturePrerequisites: Hunter, 17 STRDaily - Every 8 levels gained, you may perform this Feature another time per day.Trigger: Lower a Pokemon to -25% HP or lower with an arms feature attack or Feral Strength.The Pokemon must immediately make a death saving throw. If they fail and you use Material Gathering on the target, you may harvest an extra material from the Pokemon in question. This extra material does not count towards the daily limit.

Master Craft Hunter FeaturePrerequisites: Hunter, crafted at least 3 itemsMonthlyWhen you use Accessory Smith, Armour Smith, or Weapon Smith, you may craft a piece of equipment sacrificing an additional 6 Materials (These are not used for calculating the equipment's level or elemental properties). If you do, the final calculated level for the equipment is increased by 10, up to a maximum of 100, and is no longer limited by your trainer level. If this is used in conjunction with Memento, this bonus is applied after doubling the item's level.

Memento Hunter FeaturePrerequisites: Hunter, Master CraftWeeklyYou may harvest a Material from a Pokemon that has died in combat, which was trained by you or an ally for at least 20 levels and is at Loyalty 4 to its owner, with that ally's permission. The Material contains special properties. Items crafted with this Material can only be used by the trainer of the Pokemon in question, and cannot be sold. The effective level of an item crafted with this Material is doubled, up to a maximum of 100, and is no longer limited by your trainer level. You cannot use multiple Memento Materials in a single crafting.

Salesman Hunter FeaturePrerequisites: Hunter, 14 CHA, crafted at least 1 itemAt-WillYour character can find individuals willing to purchase Pokemon-crafted materials, even if that means finding the black market. Individual materials sell for an amount equal to their level x 20. Crafted items sell for an amount equal to the item's level x 250, then with an additional % of their cost equal to three times their level. GMs may designate additional value to materials or items with special value or rarity.

Simple Craft Hunter FeaturePrerequisites: Hunter, crafted at least 1 itemStaticWhen you use Accessory Smith, Armour Smith, or Weapon Smith, you may craft using only half of the normal Materials. If you do, the final calculated level is reduced by half. You cannot use this feature when using Master Craft or an Material created using Memento in crafting.

Weapons Designer Hunter FeaturePrerequisites: Hunter, Weapon Smith, 18 STRStaticYou may create any type of weapon when using Weapon Smith, regardless of the Arms Features you possess.

Weapon Smith Hunter FeaturePrerequisites: Hunter, 16 STR, any Arms FeatureDailyYou may spend a day crafting a weapon from gathered Materials, by using a total of 6 Materials. The weapon has a level equal to the average level of all Materials used, up to a maximum of three times your trainer level or 100, whichever is lower. If all of the Materials are the same element, the weapon also possesses that element. The weapon will deal additional damage on an attack equal to the STAB bonus of a Pokemon of its level, and will deal damage as an elemental attack if it possesses one. If the Weapon is Normal-Type, it also deals additional damage equal to your STR modifier at the time of creation. You can only create a weapon you would be capable of wielding with your Arms Features.

Extended notes on Hunter Weapons:Trainers can only wield one weapon at a time. If they wish to change to a different weapon, they must spend a trainer action to swap.Trainers can use their Elemental Arms Features as normal with a Hunter weapon, overriding the element of the weapon during that attack. However, during this time, the Hunter weapon does not add any additional damage compared to a normal weapon.

Liberator

Advanced Feature

Prerequisites: Wild Child, 16 CHA, 16 STR

Cross-Class Prerequisites: Snagger, 16 CHA, 16 STR

Ability Bonus: CharismaBonuses: +1 CHA

Class Features:Intercept, Provocation

Intercept Liberator FeatureAt-WillWhen an opposing trainer makes a capture attempt on a Pokemon, you may make a 1d20 roll, adding your dexterity modifier. On a roll of 11 or higher, you catch the poke ball, and the capture attempt automatically fails.

Provocation Liberator FeatureDaily – Every 4 levels gained, you may perform this Feature another time per day.Target: A trained Pokemon belonging to an enemy trainer.Make a 1d20 roll, adding your charisma modifier. On a total of 15 or higher, the Pokemon leaves the Trainer's control and begins attacking them as though they were a Wild Pokemon. The trainer may attempt to recall the Pokemon, but must succeed on a simulated capture check at double the normal success rate. This feature fails instantly on Pokemon with a loyalty of 2 or greater.

Mechanic: The Liberator uses the same Loyalty mechanic as the Snagger class. “Loyalty is measured from 0 to 4. Pokemon with Loyalty 0 dislike their trainer, and/or is commonly used for attacking defenseless Pokemon or people. Pokemon with Loyalty 1 are newly caught, previously wild, Pokemon who don’t trust their trainer and/or are used to commit crimes. Pokemon with Loyalty 2 Like their trainer or were traded to their trainer but are used to commit crimes. Pokemon with Loyalty 3 love their trainers and/or were hatched by their trainers. Pokemon with Loyalty 4 have unbreakable bonds with their trainer.”

Sometimes, society is ugly. Many can still see the good that also exists, but a few of them become far too disgusted with the way that their fellow humans treat Pokemon. They lash out against society and other trainers in response. To the normal citizen, they are branded anarchists and criminals. The name they give themselves, though, is Liberators: deliverers of natural justice, fighting for the goal of freeing enslaved Pokemon and turning the bad karma of their captors against them.

Ball Buster Liberator FeaturePrerequisites: Liberator, 18 STR, InterceptDaily - Every 4 levels gained, you may perform this Feature another time per day.Target: A Pokeball you caught through another Liberator featureMake a 1d20 roll and add your STR modifier. On a roll of 15 or higher, the Pokeball is damaged and cannot be used until repaired at a PokeCenter or through other means. On a roll of 20 or higher, the Pokeball is destroyed. If a Pokemon was contained in the Pokeball, but is outside it when this feature is used, it is now considered a Wild Pokemon and may attack trainers present if it would do so as one. If a Pokemon was inside the Pokeball when this feature is attempted, the Pokemon is freed and attacks the Liberator.

Come With Me Liberator FeaturePrerequisites: Liberator, 17 CHADailyTarget: A Pokemon whose trainer has been incapacitated after being affected by ProvocationYou may make a capture check on the target Pokemon, as per Wild Bonding if a Wild Child or using a Poke Ball otherwise. You receive a -25 bonus to the capture check. If successful, the Pokemon is now considered yours.

Freedom! Liberator FeaturePrerequisites: Liberator, Ball BusterStaticWhen a freed Pokemon's Pokeball is destroyed by the use of Ball Buster and its loyalty is 1 or less, it becomes immediately hostile to its original trainer.

Free Yourself! Liberator FeaturePrerequisites: LiberatorStaticWhen a Pokemon is successfully affected by the use of Provocation, their trainer's success rate to force the Pokemon to return is no longer doubled.

Frustration Liberator FeaturePrerequisites: Liberator, 17 STRDaily - Every 8 levels gained, you may perform this Feature another time per day.Target: A Pokemon attacking its own trainerThe Pokemon's action this turn will be to use the move Frustration, regardless of if it knew it or not.

Gratitude Liberator FeaturePrerequisites: Liberator, successfully used Intercept three timesStaticWhen you successfully use Intercept, your Pokemon you defended immediately receives +1 to two combat stages of your choice.

Interception Thief Liberator FeaturePrerequisites: Liberator, InterceptDailyTarget: An enemy Trainer attempting to send out a Pokemon from a Pokeball.Make a 1d20 roll and add your DEX modifier. On a roll of 15 or higher, you catch the Pokeball. The Pokemon fails to appear. If you attempt to call the Pokemon yourself, it is hostile to you.

Karma's Fist Liberator FeaturePrerequisites: Liberator, Feral Strength +StaticWhen attacking a trainer with an active Pokemon using Feral Strength +, add an additional number of d6 to the damage roll equal to (4 – Pokemon's loyalty). If the trainer has two or more Pokemon present, the Pokemon with the most loyalty is used for this calculation.

Loyalty Sense Liberator FeaturePrerequisites: LiberatorAt-WillTarget: A hostile trainer's PokemonMake a 1d20 roll and add your CHA modifier. On a result of 10 or higher, you will know if the Pokemon's Loyalty is 4. On a result of 20 or higher, you know the exact value of the Pokemon's Loyalty. You cannot trigger this feature on the same Pokemon twice within a given day.

Reverse Commander Liberator FeaturePrerequisites: Liberator, 22 CHA, Interception ThiefDailyTarget: A Pokeball you have caught, containing a PokemonThe Pokemon emerges from its Pokeball. Make a 1d20 roll and add your CHA modifier. If your roll is higher than 10 + (four times the Pokemon's Loyalty), the Pokemon will act under your command for a number of rounds equal to the difference between your roll and the target number. After that time, if the original trainer is still present and conscious, it will return to its original commander's side; otherwise, treat it as a wild Pokemon. This feature automatically fails on any Pokemon of loyalty 3 or higher.

Shadow of Doubt Liberator FeaturePrerequisites: Liberator, 19 CHADailyTarget: An enemy PokemonThe Pokemon's loyalty is reduced by 1 for an hour, then returns to normal if it still belongs to the original trainer when the effect ends. This feature fails if attempted on a Pokemon with a Loyalty value of 4. If it is used on a Pokemon with 0 loyalty, they turn against their trainer as per Provocation.

Mimic

Advanced Feature

Prerequisites: Wild Child, Mirror Move, 11 STR,11 DEX, 11 CON, 11 INT, 11 WIS, 11 CHA

Cross-Class Prerequisite: Unique to Wild Child

Ability Bonus: AnyBonuses: +1 to a stat of the player's choice

Class Features:Mirror Move +, Just Like You

Mirror Move + Mimic FeatureDaily – Every 5 levels gained, you may perform this Feature another time per day.Target: A Pokemon that used a Move last turnUse the Move performed by the target during their last turn. Use your CHA modifier as your Special Attack stat and your STR modifier as your Attack stat. If the Move that would be used is one that causes the user to use or learn a different Move immediately (Such as Mirror Move, Metronome, or Sketch), the used/learned Move is used instead. This feature replaces Mirror Move.

Just Like You Mimic FeatureDaily – Every 4 levels gained, you may perform this Feature another time per day.Target: Another TrainerFor the remainder of the turn, all of your stat modifiers are the same as the target Trainer's, up to a maximum of half of your current Level. The use of this Feature is a Free Action and must be declared before performing any other action this turn. If this Feature is used outside of battle, its effects last for a minute.

Emerging from their time in the wild with an eye for detail and an unnaturally honed affinity for learning, the Mimic isn't just capable of copying a couple Moves; everything their eyes see, they can recreate. Multitalented and well-rounded, by themselves master of none – surrounded by friends and foes, capable of almost anything. They learn to borrow from Trainer and Pokemon alike, turning their opponent's specialities right back against them.

Assisting Effort Mimic FeaturePrerequisites: MimicDaily – Every 8 levels gained, you may perform this Feature another time per day.Target: An allied Trainer who is performing a Feature requiring a successful dice rollSelect one of your own modifiers and add it to the target's modifiers before the roll is made. This feature may not work on the use of certain Features that cannot reasonably be assisted or otherwise mimicked (such as psychic abilities)

Human Mirror Mimic FeaturePrerequisites: Mimic, at least 6 Mimic featuresDaily – Every 15 levels gained, you may perform this Feature another time per dayTarget: A Trainer who used a feature which used their Trainer Action during their last turn.Perform the same Feature that the target used. You must make any checks as necessary for the Feature to succeed, as well as pay any necessary costs and possess any necessary equipment. Some Features may be unable to be copied as deemed by the GM. If the trainer possesses Multitasking and used it, only the most recent action used may be copied.

Impersonator Mimic FeaturePrerequisites: Mimic, 18 CHA, used Just Like You on ten different people, Disguise Kit (800P)DailyYou may spend half an hour preparing, to dress up as any person you have used Just Like You on, and can fool people that have only mild contact with that individual without a check. When trying to impersonate someone in front of someone who knows them intimately, roll a 1d20 and add your CHA modifier, adding 5 if you have used Just Like You on the person you are mimicking within the past hour. The person being fooled must then roll a 1d20 and add their WIS modifier – if they roll equal to or above your check, they become aware of the trick. If they fail, they are fooled for the next five minutes, after which the rolls occur again. Some actions may cause the trick to be revealed instantly, as deemed by the GM.

Martial Mimic Mimic FeaturePrerequisites: Mimic, an Arms FeatureDaily – Every 10 levels gained, you may perform this Feature another time per dayTarget: A Trainer you have seen perform an attack using an Arms Feature.Roll 1d20 and add your STR modifier. If the result is 14 or higher, you gain any first-level Arms Proficiencies possessed by the target. If the result is 19 or higher, you also gain any second-level Arms Proficiencies or Elemental Arms Modifier features possessed by the target as well. If the result is 25 or higher, you also gain any master-level Arms Proficiencies possessed by the target as well. This effect lasts until the end of a battle.

Me First! Mimic FeaturePrerequisites: Mimic, at least 7 Mimic featuresDailyTarget: An opposing PokemonYou make no action until the target's turn this round. When it occurs, you may roll 1d20 and add your WIS modifier. If the result is 20 or higher, you immediately use the Move the target would have used, as an Interrupt. Use your STR modifier as your Attack stat, and your INT modifier as your Special Attack stat. If the target does not act this round, you do not perform any action, but this feature is not counted as having been used.

Move Memory Mimic FeaturePrerequisites: Mimic, used Copycat four times or moreStaticWhenever you use Copycat, roll 1d20 and add your INT modifier. If the result is 20 or higher, the Move is retained after battle ends, but its frequency is reduced by one (At-Will -> EOT -> Battle -> Centre). This effect fails automatically if you use Copycat on a Centre-frequency move. This effect lasts until you next use Copycat.

Primal Soul Mimic FeaturePrerequisites: MimicDaily - Every 7 levels gained, you may perform this Feature another time per day.Target: A CompanionFor the remainder of the turn, you temporarily possess all non-HP stats of the target, up to a maximum of your current level. The use of this Feature is a Free Action and must be declared before performing any other action this turn. You cannot use this Feature in the same turn you use Just Like You.

Twin Attack Mimic FeaturePrerequisites: Mimic, 18 STRDailyTarget: A CompanionRoll 1d20 and add your CON modifier. On a total of 20 or higher, select a damaging Move known by the target that is of At-Will or EOT frequency. When the target's turn comes up, both you and the target will perform the Move against a single opponent simultaneously. Use your STR modifier as your Attack stat or your INT modifier as your Special Attack stat.

Wild Runner Mimic FeaturePrerequisites: MimicDaily – Every 10 levels gained, you may perform this Feature another time per day.Target: A PokemonRoll 1d20 and add your DEX modifier. On a total of 18 or higher, for the remainder of the battle, your movement speeds are equivalent to the target's movement Capabilities when you used this Feature. If this feature is used outside of battle, you only need to roll a total of 14 or higher, and this effect instead lasts ten minutes. You do not gain Sky or Burrow capabilities.

Voice Mimic Mimic FeaturePrerequisites: Mimic, 18 CHADaily – Every 10 levels gained, you may perform this Feature another time per day.Target: A Pokemon with a trainer you have heard speakSelect a Move, then roll 1d20 and add your CHA modifier. On a total of 18 or higher, it fails to act this turn. If the total is 22 or higher, it also becomes Confused. If the total is 26 or higher, and the Move selected is one known by the target Pokemon, it will instead perform the Move you selected on the target of your choice, excluding targets that the Pokemon would consider allies.

Pack Leader

Advanced Feature

Prerequisites: Wild Child, have four Companionsthat have gained at least 5 levels each

Cross-Class Prerequisite: Unique to Wild Child

Ability Bonus: CharismaBonuses: +1 CHA

Class Features:Crowd Control, Roar

Crowd Control Pack Leader FeatureStaticThe maximum number of Companions a Pack Leader can control is increased to six

Roar Pack Leader FeatureDailyUse the move Roar

The howl of a Pokemon leading their pack out hunting can strike fear into even the most experienced trainer. It is even more haunting when the one rallying their companions is another human. They command respect from the Pokemon they meet and order them into line with the same power of authority. These wild men and women hardly need the companionship of humans, because they have already found a family.

Alpha Pack Leader FeaturePrerequisites: Pack Leader, have six CompanionsStaticThe maximum number of Companions a Pack Leader can control is increased to eight. This feature replaces Crowd Control.

Coordination Pack Leader FeaturePrerequisites: Pack Leader, Fighting Together, 24 CHAAt-WillYou may opt to not take a Trainer Action during any turn. If you do, you may give Commands to two different Companions this turn. If you are using the Multitasking Feature, only one Trainer Action is lost, and you cannot activate this twice in a single turn. If you are using the Dual-Wielding Feature, you may give a total of three Commands this turn.

Family Care Pack Leader FeaturePrerequisites: Pack Leader, Rest and RelaxationStaticWhen not in combat, Companions that were reduced below 0 HP are immediately stabilized, and will be restored to 1 HP following a full rest.

Fearless Voice Pack Leader FeaturePrerequisites: Pack LeaderAt-WillUse the Move Lucky Chant

Fighting Together Pack Leader FeaturePrerequisites: Pack Leader, three Features allowing you to use MovesStaticWhenever you or one of your Companions damages an enemy, add your CHA mod to the damage dealt, multiplied by the number of other Companions (including yourself) that has previously damaged the target. The damage added cannot exceed your CHA stat. This bonus is applied after weakness and resistance. This bonus only applies when standard Moves, Features allowing trainers to use Moves, Arms Features, or the Feral Strength feature are used – attacks or damage triggered by other Features (such as Synchronized Assault) neither receive this bonus nor count for the purpose of determining the number of damage dealers.

Growing Together Pack Leader FeaturePrerequisites: Pack Leader, 18 CHAStaticWhen you and at least one of your Companions makes an attack on a Pokemon the turn it is defeated, the experience points received is increased by +50%.

Helping Hand Pack Leader FeaturePrerequisites: Pack LeaderAt-WillUse the move Helping Hand.

Join The Pack Pack Leader FeaturePrerequisites: Pack Leader, have five or more CompanionsStaticWhen you perform a Wild Bonding check, add a -2 bonus for every Companion you currently have.

Synchronized Assault Pack Leader FeaturePrerequisites: Pack Leader, three Companions capable of using the same Move, 22 CHADailySelect a Move known by more than one of your Companions, that is not a Battle or Center frequency Move. All Companions capable of performing that Move will perform that Move this turn. They must all target a single Pokemon. If the move deals damage, the damage dealt by each instance of the Move will be halved after applying attack or special attack; but before weakness, resistance, defence, or special defence.

Together, We Are Strong Pack Leader FeaturePrerequisites: Pack Leader, three Companions with Moves that increase combat stagesDailyTrigger: A Companion uses a Move that boosts their own Combat StagesChange the combat stages of all other Companions as though they had used the same Move (No other effects are activated). Moves with only a chance to boost Combat Stages must be rolled for as normal. Features which trigger when Pokemon increase their combat stages do not trigger from this effect.

Watch Each Others Backs! Pack Leader FeaturePrerequisites: Pack LeaderDaily – Every 5 levels gained, you may perform this Feature another time per day.Trigger: One of your Companions is targeted by a single-target attackSelect one of your Companions that has not shifted this turn, and could reach the position of the attacked Companion by shifting. That Companion immediately shifts to that position and becomes the target of the attack. The original target is shifted one square in any direction you choose.

Wide Guard Pack Leader FeaturePrerequisites: Pack Leader, Watch Each Others Backs!DailyTrigger: You and at least one Companion would be hit by a single Move simultaneouslyUse the move Wide Guard.

Tribal

Advanced Feature

Prerequisites: Wild Child, have encountered aLegendary Pokemon on neutral or positive terms

Cross-Class Prerequisite: 18 CHA or 18 STR ; beallied with a Legendary Pokemon (Must take

Tribal Bonding)

Ability Bonus: StrengthBonuses: +1 STR

Class Features:Tribal Bonding, Channel Element

Tribal Bonding Tribal FeatureStaticChoose a Legendary Pokemon that you have encountered and are not currently hostile to. This Legendary is now your Linked Legendary for the purposes of other Tribal class features. The Legendary will no longer take hostile action to you, or your allies in the immediate vicinity, unless hostile action is taken against it first. If the Legendary becomes Hostile to the Tribal specifically, Tribal features will no longer function while it remains Hostile.

Channel Element Tribal FeatureDaily – Every 6 levels gained, you may perform this Feature another time per day.Trigger: You deal damage through any feature, Move, or attack.Choose an element that is natural to your Linked Legendary. The damage dealt by the attack is now considered to be of that element, regardless of what it was before.

Meeting a Legendary Pokemon is a great honour on many, and often impacts the way they live their lives from then on. Tribesmen take it a step farther. They bond with the great beast they have paid witness to, worship it, and gain power in return. One part worshipper, one part fanatic, and one part blessed avatar of the legends themselves, they inspire their allies and leave behind myths of their own wherever they go.

Avatar Tribal FeaturePrerequisites: Tribal, at least 6 Tribal features, one of which must be Legend-speaker, must be on excellent terms with the Linked Legendary.StaticThe Tribal takes the title of Avatar of their Linked Legendary. Only one avatar can exist for a Legendary at a given time. An avatar and their Legendary will never attack each other and remain forever allied to each other. The effect of being an Avatar can be felt by other humans and Pokemon, who feel a sense of majesty when seeing the individual. Charisma checks made for the purpose of interacting with other beings are increased by 2.

Daily Worship Tribal FeaturePrerequisites: TribalDailyThe Tribal takes ten minutes in a ritual of worship for the Linked Legendary – a prayer, a dance, or other means as appropriate. This feature can be used while the Linked Legendary is hostile to the Tribal, and if done, will remove the Legendary's hostility. If the Legendary was neutral or better to the Tribal, it instead increases the Linked Legendary's favour towards the Tribal, and adds 2d10 HP to the Tribal. This can increase the Tribal's HP beyond its natural maximum, up to a maximum of 20 plus the trainer's level in additional HP. Once this feature is taken, if the Tribal fails to perform this feature in a given day, any HP beyond the limit is lost and the Tribal's standing with the Legendary is weakened.

Descent of the Almighty Tribal FeaturePrerequisites: Tribal, Avatar, Level 20MonthlyThis feature may only be used in Combat. The Linked Legendary will arrive at the end of the turn following this one, and will fight alongside its Avatar until combat is ended. It cannot be commanded directly, but always acts in the best interest of itself and its Avatar. Once the battle ends, the Legendary will leave. This feature cannot be used in a battle where Ignition of Sacred Might or Emergence of Divine Soul have been used.

Emergence of Divine Soul Tribal FeaturePrerequisites: Tribal, Avatar, Level 10MonthlyThis feature can only be activated in battle. When this feature is activated, a great deal of the Legendary's natural energies are channelled to its Avatar for a brief period of time. The Avatar's physical appearance temporarily takes on aspects of the Linked Legendary. For the remainder of the battle, the Avatar is counted as being of the types of its Linked Legendary, and possesses the base stats (excluding HP) possessed by its Linked Legendary. This effect ends at the end of combat. This feature cannot be used in a battle where Ignition of Sacred Might or Descent of the Almighty have been used.

Ignition of Sacred Might Tribal FeaturePrerequisites: Tribal, Avatar, Level 15MonthlyThis feature can only be activated in a battle. When this feature is activated, the full power of the Legendary's battle spirit is awoken within the Tribal. For the duration of the effect, they have full access to any Move on the Linked Legendary's level up list, up to a maximum level of three times the trainer's level. The Avatar's Strength modifier is counted as their Attack stat, and their Charisma stat is counted as their Special Attack modifier, for the duration of this effect. This effect ends at the end of combat. This feature cannot be used in a battle where Descent of the Almighty or Emergence of Divine Soul have been used.

Impressive Mastery Tribal FeaturePrerequisites: Tribal, 17 CHAStaticTrigger: You damage a Pokemon while using Channel Element, with an element the target possesses.If you attempt to capture or perform Wild Bonding on the target, add a -10 bonus to your roll. This bonus is not applied to other trainer's capture rolls on the Pokemon; only your own. This bonus does not stack when triggered multiple times.

Instrument of Judgement Tribal FeaturePrerequisites: Tribal, 17 STRDaily – Every 4 levels gained, you may perform this Feature another time per dayTrigger: You damage a Pokemon or Trainer that your Linked Legendary is hostile toAdd 2d10 additional damage to the damage you deal to the target. This feature can only be activated once per round.

Legend-speaker Tribal FeaturePrerequisites: TribalStaticYou can understand your Linked Legendary and communicate with it. When separated, you are capable of sensing strong emotions (Joy, fear, sadness, anger, etc.) of the other.

Lore Master Tribal FeaturePrerequisites: Tribal, Legend-speakerStaticYou know all legends, lore, and stories related to your Linked Legendary. If you also possess the Avatar feature, you know the truth of each of these, and can discern when someone tells you a lie (knowingly or unknowingly), related to your Legendary's activities and abilities.

Ritual of Request Tribal FeaturePrerequisites: Tribal, Legend-speaker, 20 CHAMonthlyThis feature can only be activated out of battle. The Tribal takes ten minutes to perform a ritual to call their Linked Legendary. The Legendary will appear shortly after the ritual's conclusion. The Tribal may then make any request, and the Legendary will fulfil it to the best of their ability, so long as the request is within reason.

Surge Tribal FeaturePrerequisites: Tribal, 20 STRWeekly – Every 8 levels gained, you may perform this Feature another time per week.Target: Any of your PokemonThe next attack used by the target that deals damage and is of an element natural to your Linked Legendary deals additional STAB damage as though its level were doubled.

We Are As One Tribal Feature Prerequisites: TribalDaily – Every 8 levels gained, you may perform this Feature another time per day.Target: SelfYou temporarily gain one of the following capabilities: Aura, Chilled, Firestarter, Fountain, Freezer, Glow, Guster, Groundshaper, Heater, Magnetic, Materializer, Mind Lock, Sprouter, Telekinetic, or Zapper. You possess the capability for the next five minutes. You can only choose a capability possessed by your Linked Legendary.

Wanderer

Advanced Feature

Prerequisites: Wild Child, willingly separated froma Companion.

Cross-Class Prerequisite: Willingly separated fromthree different Pokemon, 14 CHA

Ability Bonus: CharismaBonuses: +1 CHA

Class Features:Wealth of Experience, Saying Goodbye

Wealth of Experience Wanderer FeatureStaticFor every Pokemon that has gained at least five levels and was at a level of 20 or higher, and then separated from the trainer by choice or by death, the experience received by Pokemon receiving full experience in battle is increased by 5%. The maximum increase this feature can grant to experience is +50%.

Saying Goodbye Wanderer FeatureWeeklyWhen you willingly release a Pokemon that has gained at least five levels, you may increase the level of one of your other Pokemon by one per five levels that the separating Pokemon had received. A Pokemon cannot be increased beyond level 40 in this manner, and any excess levels that would be added beyond this are lost.

The Wanderer is a human who will never settle down into society. The world is an endless stretch ahead, and there are an infinite number of friends to meet along the way. Their journey is not about knowledge or strength or a number; it is about the journey itself. They gather a great many experiences on their journey, each parting only strengthening them. To those who have the fortune to travel with a Wanderer, even for a while, they are made forever richer by the share of knowledge.

Special Note: Trading away a Pokemon does not count towards any Wanderer feature unless specifically stated, nor does it count towards the prerequisites. Similarly, Pokemon killed by choice by the Wanderer do not count as prerequisites or for the activation of Wanderer features. Releasing a Pokemon means to return the Pokemon to the wild or to give it to the permanent care of another trainer without anything being given in return.

Bond of Trust Wanderer FeaturePrerequisites: Wanderer, traded at least three PokemonStaticWhen you trade a Pokemon to another trainer, increase the Loyalty of the Pokemon that was received by one stage. This feature only works on Pokemon you did not own in the past.

Challenge the World Wanderer FeaturePrerequisites: Wanderer, earned at least one badge from two different regionsStaticWhen challenging a Gym Leader in an official match, you gain X temporary stat points, divided as you choose, among your stats for the duration of the match. X is equal to the number of regions in which you have earned a badge, up to a maximum of 6.

Dazzle the World Wanderer FeaturePrerequisites: Wanderer, earned at least one contest ribbon from two different regionsStaticWhen entering a Contest, add Xd4 to your Pokemon's appearance appeal in the first round of a contest. X is equal to the number of regions in which you have won a contest, up to a maximum of 6.

In Memory Wanderer FeaturePrerequisites: Wanderer, at least one Pokemon has diedDaily - Every 10 levels gained, you may perform this Feature another time per day.Select a Move that was known by a Companion that has died. When you use In Memory, you may use the selected Move. This feature can be taken up to three times. Each Move selected must come from a different Pokemon. If the Move selected has a frequency of Battle or Center, it can only be used once per day regardless of level.

It's Not Your Time Yet! Wanderer FeaturePrerequisites: Wanderer, at least one Pokemon has diedDaily – Every 5 levels gained, you may perform this Feature another time per day.Trigger: One of your Pokemon makes a death saving throwAdd a -4 bonus to the roll for every Pokemon you have owned that has died, up to a maximum of a -20 bonus.

I Will Never Forget You Wanderer FeaturePrerequisites: WandererAt-WillTrigger: One of your Pokemon of level 40 or higher, that has been raised for at least twenty levels, diesYou gain a level. The first time this Feature activates, you also gain a feature point.

Legend Memories Wanderer FeaturePrerequisites: Wanderer, met at least two Legendary PokemonDailyTrigger: Roll a 1d20 for any trainer feature or stat check.You may add 1 to the roll for every two different Legendary Pokemon you have encountered, to a maximum of a +5 bonus.

Scent Of A Friend Wanderer FeaturePrerequisites: Wanderer, 18 CHAStaticWhen you make a capture check or Wild Bonding check on a Pokemon of a species (or an evolutionary stage thereof) which you have previously owned, add a -10 bonus to your roll.

They Showed Me This Wanderer FeaturePrerequisites: Wanderer, 18 CHASpecialAfter obtaining this feature, whenever a Pokemon leaves your party by release, or death, you may select a move that Pokemon knew and designate it as the move for this feature, overwriting any previously selected move. Once per day, you may select one of your Pokemon that has been captured or otherwise befriended since that Pokemon left, that could learn the selected move. Roll a 1d20 and add your CHA mod. On a roll of 20 or higher, you successfully teach the move to that Pokemon. Once successful, you must either wait a month or select a new move by releasing another Pokemon before this feature can be used again.

Traveller's Eyes Wanderer FeaturePrerequisites: Wanderer, have visited three different RegionsStaticWhen making Perception checks, add +1 to the roll for every two regions you have visited, up to a maximum of 5.

Appendix I: Genetic Abilities

The following is a list of PTA Abilities and their effects when taken using the Genetic feature Nature Manifest. Abilities not listed here can be used 'as written' in the handbook, though you may have to replace 'the pokemon' with 'the trainer'. Abilities which have 'Sustain' can be maintained until the user faints or combat ends, but no longer.

All Abilities, except those specifically intended for out-of-battle use (Pickup), do not work for the Trainer when out of battle. Abilities which must be activated are a Free Action as normal. Abilities that require the user to be able to use a Hold Item allow the Genetic to use a Hold Item. And, finally, Abilities that increase stats cannot be used to meet prerequisites for Features.

Note: Converting some of these things is really hard to come up with ideas for. If an entry has ???, it means I haven't come up with something yet. If you can find a reasonable suggestion, pass it on to me please!

Anger Point: Triggered ; When the Trainer receives a Critical Hit, their STR stat is considered to be doubled during their next turn.

Big Pecks: Constant ; If the Trainer possesses any Damage Reduction, it cannot be reduced or ignored except by attacks dealing damage based on a percentage of the Trainer's HP; other effects that would normally ignore damage reduction will not ignore it.

Chlorophyll: Constant ; While Sunny, the Trainer's DEX is increased by 2. If the trainer possesses any movement capabilities thanks to Features, they are increased by 2.

Clear Body: See Big Pecks, until then, ???

Cloud Nine: Cast – Hourly ; Return the Weather of the field to Normal if the Trainer who use Cloud Nine's level doubled is greater than the level of the Pokemon who activated the Weather, or if the Trainer who used Cloud Nine's level is greater than the level of the Trainer who activated the Weather.

Contrary: Triggered ; When the Trainer is affected by any effect that would reduce Combat Stages, the Trainer instead gains +1 in a stat of your choice for the remainder of the battle. If the Trainer is affected by any effect that would increase Combat Stages, they instead suffer -1 in a stat of your choice. Once a stat has been chosen in a battle, Contrary always affects that stat for the remainder of the battle.

Defeatist: Constant ; While the Trainer's HP is above 50%, the trainer's STR is considered increased 4. While the Trainer's HP is below 50%, the trainer's STR is considered reduced by 4.

Defiant: Triggered ; When the Trainer is affected by any effect that would reduce Combat Stages, other than their own Moves, the Trainer instead gains +1 to a stat of the Trainer's choice, multiplied by the number of Combat Stages he/she would have lost. This effect lasts until the end of the Trainer's next turn.

Download: Constant ; When the Trainer with Download targets with a damage-dealing Move, the target must reveal which of its defences are lower. When the Trainer with Download attacks a foe, they are treated as if their STR Mod is increased by 1 if the target’s Defence is lower then the target’s Special Defence; or the Trainer's CHA Mod is increased by 1 if the target's Special Defence is lower than the target's Defence.

Flare Boost: Constant ; While the Trainer is suffering from a Burn, the trainer's STR is increased by 2.

Flower Gift: Cast – Hourly ; Burst ; If it is Sunny, Flower Gift creates a 4-meter Burst. All of the user's allies have their Attack raised 2 Combat Stages and have their Special Defense raised 2 Combat Stages.

Gluttony: Triggered ; When the Trainer consumes a berry that recovers HP, the amount of HP recovered is doubled.

Guts: Constant ; While the Trainer is suffering from any of Burned, Poisoned, Paralyzed, Frozen or put to Sleep, their STR stat is considered to be increased by 2. Multiple status ailments do not stack this effect.

Heavy Metal: Constant ; The Trainer's Weight Class is considered to be 6 for all purposes, without affecting the trainer's actual weight.

Honey Gather: Cast – Hourly ; The user finds Honey.

Huge Power: Cast – Daily ; For the next five rounds, the Trainer's STR stat is considered to be increased by 4.

Hustle: Cast – Hourly ; Sustain ; The user's STR stat and CHA stats are considered to be increased by 4. The user must roll +4 during Accuracy Checks to hit with attack that consult the Attack stat.

Hyper Cutter: Constant ; any damage-dealing actions performed by the user ignore the defence or damage reduction of any target with a 10 or less in the appropriate area, for the purpose of calculating damage. Targets with higher defences are immune.

Illusion: Cast – Daily ; You may choose one of allied Pokemon or Trainer. The user appears as though they are that Pokemon or Trainer. The user's stats, abilities, Moves, etc, do not change in any way, only their appearance. This effect lasts for a maximum of one hour, until the user is damaged, or the user chooses to dispel this effect.

Imposter: Cast – Daily ; If you possess the Move Transform, it may be used as a Free Action on the first round of combat.

Justified: Triggered ; When hit by a Dark-type attack, the user's STR is increased by 1 for the remainder of the battle. This effect can be triggered multiple times in one battle.

Klutz: ???

Light Metal: Constant ; The Trainer's Weight Class is considered to be 1 for all purposes, without affecting the trainer's actual weight.

Lightningrod: Triggered ; If anyone within 25-meters uses a Ranged Electric Type Move, the Move is drawn to the Trainer with Lightning Rod without fail, and it cannot miss. This negates Lock-On or Mind Reader. This Trainer is immune to damage and effects from Electric Moves.

Marvel Scale: Constant ; While the Trainer is Asleep, Paralyzed, Burned, Frozen or Poisoned, the Trainer takes 10 less damage from attacks.

Minus: Constant ; When an ally with the Ability Plus is within 10 meters, they are treated as if their Special Attack is raised 2 Combat Stages. The ally with Plus can only have one Minus Ability applied to its Special Attack. If the Ally is a Trainer, the Trainer's CHA and INT stats are considered to be increased by 3.

Moody: Cast - Required on first turn of an Encounter ; Cast Moody again in 1d4+1 rounds. Roll 1d6. The corresponding stat is increased by 2 (In order: STR, CON, DEX, INT, WIS, CHA). Then Roll 1d6 again. The corresponding stat is decreased by 2. These stat changes remain for the remainder of the battle.

Motor Drive: Constant / Triggered ; The trainer is immune to damage and the effects of Electric Type Moves. Whenever an Electric Type Move hits the trainer, their DEX is increased by 2 for the remainder of the battle.

Moxie: Triggered ; When the user performs an action that deals damage and causes the target to faint, the user's CHA is increased by 2 for the remainder of the battle.

Natural Cure: Cast – Hourly ; After combat, any remaining status afflictions on the user are cured.

Plus: Constant ; When an ally with the Ability Minus is within 10 meters, they are treated as if their Special Attack is raised 2 Combat Stages. The ally with Minus can only have one Plus Ability applied to its Special Attack. If the Ally is a Trainer, the Trainer's STR and CON stats are considered to be increased by 3.

Pure Power: Cast – Daily ; For the next five rounds, the Trainer's STR stat is considered to be increased by 4.

Quick Feet: Constant ; While Poisoned, Burned, Frozen or put to Sleep, the Trainer's DEX is increased by 2. While Paralyzed, the Trainer's DEX is instead increased by 4. Only one of these bonuses may be active at a time.

Rattled: Triggered ; When hit by a Bug-, Ghost-, or Dark-type Move, the Trainer's DEX is increased by 1 for the remainder of the battle. This effect can be triggered multiple times in one battle.

Rivalry: Constant ; When dealing damage to a Trainer of the same Gender, your STR is considered to be increased by 5.

Sap Sipper: Constant / Triggered ; The user does not take damage from Grass Type Moves. If a Grass Type Move hits the user, the user's STR is increased by 1 for the remainder of the battle. This effect can be triggered multiple times in one battle.

Slow Start: Constant ; On the first three rounds of any battle, the trainer's STR and DEX stats are considered to be reduced by 3. After, the trainer's STR and DEX stats are instead increased by 3 for the remainder of the battle.

Solar Power: Constant ; While Sunny, the trainer loses 1/8 of its full HP on their turn. Their STR and CHA stats are increased by 4.

Speed Boost: Constant ; At the end of each round of combat, the trainer's DEX stat increases by 1 for the remainder of the battle. This effect occurs up to 5 times per battle.

Stall: Constant ; The Trainer's turn comes after Pokemon turns, at the end of a Round.

Steadfast: Triggered ; When Flinched, the trainer's CON is increased by 1 for the remainder of the battle.

Storm Drain: Constant / Triggered ; If anyone within 25-meters uses a Ranged Water Type Move, the Move is drawn to the trainer without fail, and it cannot miss. This negates Lock-On or Mind Reader. The user is immune to damage and effects from Water Moves

Swift Swim: Constant ; While Raining, the Trainer's DEX stat is increased by 4.

Toxic Boost: Constant ; While Poisoned, the Trainer's STR is increased by 2.

Truant: Why would you even take this?

Unburden: Triggered ; After using an item from the inventory, the Trainer's DEX stat is increased by 1. This effect can be triggered multiple times in one battle.

Weak Armor: Triggered ; When damaged by an attack, the Trainer may opt to take an additional 25% of the final damage. If they do, one stat of the Trainer's choice is increased by 2 for the remainder of the encounter. This effect can be triggered multiple times in one battle.

White Smoke: ???

Zen Mode: Cast – At-Will ; This Ability may only be used when below 50% HP. When activated, the user's STR and CHA stats are swapped for the remainder of the battle. You may use this ability only once per turn.

Appendix II: Cross-Classing Opportunities

The following are lists of additional options, for Wild Child classes who want to cross-class into other classes. (Cross-clasing into WC Advanced Classes is already covered in the relevant class sections). These include Homebrew classes where possible, with a link to find them.

Ace Trainer

Chaser-Hunter, 16 CON, 3 major foe's escape

Enduring Soul:-Wanderer, 16 CON-Wild Child, Willpower, 16 CON

Tag Battler:-Pack Leader, Dual-Wielding, 14 CON

Type Ace:-Genetic, 14 CON (You must choose a type for Type Ace that matches a type of your Gene Species)-Tribal, 14 CON (You must choose a type possessed by your Linked Legendary for Type Ace)

Breeder:

Chef:-Hunter, used Feed the Pack at least 5 times, 18 WIS

Trader:-Wanderer, 14 WIS, Traded 2 Pokemon

Capture Specialist:

Snagger:-Liberator, 18 INT, 14 DEX (You must take Loyalty Meter and cannot take Snag! or any feature involving the use of Snag!)

Trapper:-Hunter, 20 DEX

Co-ordinator:

Fashion Designer:-Hunter, 16 CON, Fashion Case (3500 )

Criminal: (Link)

Lasher:-Hunter, 16 DEX, Attacked at least one of your Pokemon

Glitch Trainer: (Link)

Mutant:-Genetic (Must take DNA)-Wild Child, 16 STR (Must take DNA)

Martial Artist:

Aura User:-Genetic, 18 STR, 14 CON (Your Gene Species must have the Aura capability)-Tribal, Legend-Speaker, 18 STR, 14 CON

Dirty Fighter:-Wild Child, Feral Strength +, 17 DEX

Weapons Master:-Hunter, Weapon Smith

Mystic:

Bodysnatcher:-Genetic, Gene Species is Ditto, Zorua, or Zoroark, 20 WIS-Mimic, Impersonator, 20 WIS

Godspeaker:-Tribal, Avatar, 14 WIS (Count your Linked Legendary as possessed. You cannot force your Linked Legendary to give up HP – it may deny any attempt to use up its HP. You can count Moves you have used through Ignition of Sacred Might as having been borrowed)

Rune Master:-Genetic, Gene Species is Unown-Pack Leader, at least three Unown

Touched:-Tribal, a musical instrument

Psychic:

Air Adept:-Genetic, 16 CON, Gene Species must be Flying or Electric type-Tribal, 16 CON, Linked Legendary must be Flying or Electric type-Wild Child, 16 CON, used Mimic or Copycat to perform at least six different Flying or Electric type Moves

Earth Shaker:-Genetic, 16 CON, Gene Species must be Grass, Ground, or Rock type-Tribal, 16 CON, Linked Legendary must be Grass, Ground, or Rock type-Wild Child, 16 CON, used Mimic or Copycat to perform at least six different Grass, Ground, or Rock type Moves

Empath:-Wild Child, Unbreakable Bond, 14 INT-Genetic, Gene Voice, 14 INT-Pack Leader, 14 INT-Tribal, Legend-Speaker, 14 INT

Fire Breather:-Genetic, 16 CON, Gene Species must be Fire type-Tribal, 16 CON, Linked Legendary must be Fire type-Wild Child, 16 CON, used Mimic or Copycat to perform at least five different Fire type Moves

Healer:-Genetic, 16 INT, have learned a Move that restores a Pokemon's HP or status ailments from Power Manifest

Hex Maniac:-Genetic, 16 CON, Gene Species must be Ghost type-Tribal, 16 CON, Linked Legendary must be Ghost type-Wild Child, 16 CON, used Mimic or Copycat to perform at least five different Ghost type Moves

Rain Maker:-Genetic, 16 CON, Gene Species must be Water or Ice type-Tribal, 16 CON, Gene Species must be Water or Ice type-Wild Child, 16 CON, used Mimic or Copycat to perform at least six different Water or Ice type Moves

Ranger:

Coach:-Pack Leader, 16 DEX (You do not gain a Styler)

Rider:-Wild Child, 18 DEX, 2 Pokemon who have served as a Mount for a day each (You do not gain a Styler)

Survivalist:-Hunter, 19 DEX (You do not gain a Styler)-Wild Child, 20 DEX (You do not gain a Styler)

Researcher:

Cryptozoologist:-Tribal, 16 INT, encountered at least 2 Legendary Pokemon

Petrologist:-Genetic, 16 CON, Gene Species must be Ground, Rock, or Steel type-Tribal, 16 CON, Linked Legendary must be Ground, Rock, or Steel type

FAQ

Wild Child related (The base class, that is)

Q: Wild Child's Companions are different from Ranger's Companions, right?A: Right.

Q: Can Wild Children participate in gyms and/or challenges? Rangers aren't allowed to use Companions as they are wild Pokemon!A: Talk to your GM about this. If your setting's official competitions refuse wild Pokemon, then they do; if they don't, they don't! If this would restrict you from being able to participate, you should talk to your GM (or player) to work out some alternative challenge.

Q: Wild Children can't get levels based on captures if they have a limit of four Pokemon!A: This is true. Talk to your GM to work something reasonable out to make up for it.

Q: Wild Children can't take Capture Specialist classes or advanced classes, but is the reverse true?A: Capture Specialists can't take the Wild Child base class, but many of the Advanced Classes can still be achieved by cross-classing from Capture Specialist.

Q: What if I become a Wild Child later on when I have more than four Pokemon?A: Figure out an answer with your GM.

Q: Why does Feral Strength take a feature in order to become equal to first-tier weapon proficiencies that are gifted?A: I'm still trying to balance this reasonably. Sorry!

Q: Since Wild Bonding works on any wild Pokemon, can a Pokemon become a Companion to two Wild Children at once?A: Yes, actually. However, a Pokemon can still only be commanded once a turn regardless. Also, if the two Wild Children leave each others proximity, the Companion will stick with the one it is closest to which is probably the one it first became a Companion to.

Q: Feral Strength doesn't work with weapon effects, huh. This means..A: Things that modify weapon attacks (Elemental Arms Features, Poison Coating, Barbed Wire, etc). It also includes a Hunter's Weapons. It is not a fist weapon attack – it is an unarmed attack in general, whether biting or clawing or kicking or what have you.

Q: When cross-classed, how do features that affect a Pokemon being sent out work? When do they end?A: Declare them at the start of battle. They will end at the end of battle.

Genetic related

Q: The picture shows a Lugia Genetic why can't I be a Legendary Genetic?A: As of 4.1, you can; but you have to reach Avatar status as a Tribal first.

Q: If I have Hey Guys Watch This, can I take multiple features and suddenly morph into an AWESOME?A: Yes, yes you can.

Q: Gene Shift says I count as an element for “all intents and purposes”. Does this mean I can get STAB as a trainer when using elemental attacks?A: Yes. It'll be small though since you have a low trainer level.

Q: If I learn the Move Sketch with Power Manifest, what happens?A: When you perform Sketch, the Move available via Power Manifest will be permanently changed. Yes, you may then take Power Manifest again to learn Sketch again and so forth.

Q: Can I take Genetic multiple times?A: No.

Q: Do Genetics gain capabilities when they learn moves with Power Manifest?A: No.

Q: Can I treat myself as a Pokemon for features from, say, Ace Trainer or--A: Nope.

Q: If an Ability causes my max HP to change due to stat changes, what happens?A: If your max HP goes up, you don't recover any HP. If it goes down, however, you lose any additional HP beyond your maximum, excluding HP that was already classified as Temporary Hit Points.

Hunter related

Q: How do I deal with someone possessing multiple pieces of elemental Armour?A: You should specify only one piece of elemental Armour to be active, when a battle begins. This should not change for the entirety of the battle.

Q: How does elemental Armour deal with other features that cause a trainer to have a natural element?A: Static features granting a trainer a natural element are overwritten by the Armour's element. However, activated abilities that temporarily change the user's element will overwrite both for their duration.

Q: Does the damage reduction from Armour stack with bonuses from other features (Master's Aegis, I Can Take A Hit, etc.)?A: Yes.

Q: Can I create a shield that qualifies for the use of Weapon Master's Master's Aegis feature as a piece of Armour?A: Yes.

Q: Do I need elemental arms features to wield Hunter weapons?A: No.

Q: Do elemental weapons gain bonuses from weather (EG Sunny Day and Fire weapons)?A: Yes

Q: How do elemental Hunter weapons work with elemental arms features?A: You may activate your Elemental Arms Feature at any time to overwrite the element of the Hunter Weapon for that turn. If you do so, you are momentarily considered to not be wielding that weapon and thus get no bonus from the weapon's level as well.

Q: What does a sample crafting look like?A: If three level 20 Water materials and three level 30 Water materials were used to craft an accessory, it would be a Level 25 Water accessory – which would grant the wearer +1 movement speed when in the water. If it were a weapon, it would deal Water-type damage and add 1d8 damage. If it were armour, the wearer would be counted as Water-type when receiving attacks, and would grant 3 points of damage reduction.Q: Do accessory effects affect the wearer's Pokemon?A: No, just the wearer.

Q: Does wearing elemental armour grant me STAB?A: No. It only changes your element for the purpose of damage received.

Q: Wait, why can I cross-class into Trapper?A: It makes fluffy sense.

Liberator related

Q: Can I use Interception to blog Snag attempts?A: Yes

Q: Wait, I thought Wild Children couldn't cross class to Capture Specialist? Why can I cross-class to Snagger?A: It's a special, sensible exception, though it comes with special limits as well.

Mimic related

Q: If I use Just Like You, do I have to copy every stat modifier the target has?A: Yes. You get the good with the bad.

Q: If my max HP changes because of Just Like You (because of Improved Endurance or other variable max HP increases reliant on modifiers) and it is lower than my current HP, what happens?A: Your excess HP is immediately lost. This also occurs if you are healed while your max HP is higher.

Q: What kind of Features should Human Mirror not be able to copy?A: Anything requiring special powers the Mimic does not possess (Such as Mystic possession abilities or a Psychic's phasing), although features that trigger Moves should be able to be copied.

Q: What sort of things will cause Impersonation to stop working?A: If you get asked a question and give an obviously wrong answer, etc etc, it's really mostly common sense. Also, if someone does realize the trick, they can pass this information onto others. This feature is largely up to the GM's logic.

Q: Can I use Impersonation to pretend I'm someone of the opposite gender?A: Yes. Your GM might cut you some penalties for convincing people though.

Pack Leader related

Q: How the hell does Fighting Together work?A: Imagine you and all of your Companions are all a 'pack'. The first member of the pack to attack won't receive any bonus. However, if another member of the pack attacks, they gain a damage bonus based on how many other members of the pack have attacked the same target already.

*If the first member who attacked was to attack again at this point, they'd also get a damage bonus, since one other member of the pack has attacked the target now*If a third member of the pack were to attack, they would gain the bonus for two other members of the pack having attackedAnd so forth. I promise, it's really very simple, but finding a way to word it is a little tricky!

Q: How does Contrary/Simple/etc work with stat boosts and Together We Are Strong?A: Apply all stat boosts as though the Pokemon had it used it themselves. This means each Pokemon's individual abilities will take effect on their own instance of it if applicable.

Q: How do moves that raise some CS and lower others work with Together We Are Strong?A: Apply the full set of stat boosts and drops.

Tribal related

Q: If I call my Legendary with Descent of the Almighty, who controls it?A: The GM. Thanks to your Avatar status, you're on its side either way.

Q: Does Emergence of Divine Soul let me get STAB?A: Yes. It will be small, since you're a low level, mind you.

Q: Does having a speed stat thanks to Emergence of Divine Soul mean I act on a Pokemon turn too?A: No. You simply gain speed evasion, if there is enough to get any.

Q: Does having stats thanks to Emergence of Divine Soul mean I can benefit from Combat Stages?A: Yes.

Q: Does having an attack stat boost non-Move trainer feature damage?A: Yes. Your temporary Attack stat will increase damage from Arms Features, Feral Strength, and so forth.

Wanderer related

Q: I can say I got badges and ribbons and released Pokemon in the past during my character generation, right?A: Yes! But please don't go overboard. Ask your GM what seems reasonable based on the starting level of the campaign. (In a future version I might put a “suggested allowance” chart or something here)

Other

Q: Where's the PDF?A: ...

Q: What happens if I use a move that affects my combat stages?A: Nothing, since you don't have stats (Unless you're a Tribal using Emergence of Divine Soul)

Q: Any recommendations for cross-classing?A: Pack Leader goes great with Ace Trainer options, Mimic goes well with Tag Battler. Martial Artists go great with Genetic or Tribal; Weapon Masters especially with Hunter. Wanderer goes with anything.

Patch log

Version 7 (October 28th, 2011)*Added Appendix I: Genetic Abilities (I bet it's a mess)*New Genetic Feature: Curious Development*What a twist! FAQ and Cross-classing updated. Again.*Genetic: Power Manifest slightly clarified – it's Level Up moves only. Oh, and now uses CHA mod, not CON mod.*Hunter: There are now some 'extended notes' on Hunter weapons.*Mimic: Mirror Move + properly replaces Mirror Move now.*Tribal: Instrument of Judgement has a frequency now, but you can't stack it.*Tribal: Surge's frequency is slightly increased and its wording is a little different.*Wild Child: Feral Strength is now 2d8+Half STR and AC5*Wild Child: Feral Strength + is now 3d10+STR*Wild Child: Joining the Fray can't be stacked now.

Version 6 (August 15th, 2011)*New Hunter Feature: Elemental Imbue*New Tribal Feature: We Are As One*New Wild Child Feature: Willpower*Cross-classing and FAQ updated. Again.*New front page because why the hell not.*New trainer feature icons are added.*Genetic: Altering Body allows for Heater (How'd I forget this)*Genetic: Altering Hands now adds STR Mod as attack (How'd I forget this), and Crabhammer is replaced with Razor Shell by request*Genetic: Family Link is a lower bonus but now provides a small bonus on similarly-typed Pokemon*Genetic: Legendary Genetics now require level 15*Genetic: Power Manifest now goes up to 3x Level*Hunter: Accessory Smith now rounds the effects up instead of down what the HELL was I thinking. It's therefore useable now.*Hunter: Clean Kill no longer exists*Hunter: Finisher has a frequency of Daily/8 instead of Daily now, and activates Clean Kill's effect on success*Hunter: Master Craft works a little different now. As in, it's more useful. It's also a bit more costly.*Hunter: Merciless Assault no longer exists*Hunter: Weapon Smith weapons of Normal type get +STR Mod damage, since Normal Type is otherwise clearly disadvantageous.*Hunter: Has had its image updated because why not*Liberator: Ball Buster now requires Intercept as a prerequisite*Liberator: Interception Thief now requires Intercept as a prerequisite*Pack Leader: Together We Are Strong now prevents other features from triggering off of it, preventing Channelers or Tag Battlers from stacking obscene combat stage boosts. Also it's a little clearer.*Tribal: Emergence of Divine Soul now requires level 10*Tribal: Ignition of Sacred Might now requires level 15*Tribal: Impressive Mastery's wording is fixed a bit*Wanderer: In Memory now is limited to Daily if the Move learned with it is Battle Frequency*Wild Child: Bonding Spirit + is gone; Bonding Spirit updated (More effective, but now deactivates if the battle was interfered with)*Wild Child: Feral Strength (+) are specific to No Weapons Equipped, by the way, and now specify that they don't work with Arms Feature Mods. And are confirmed Typeless in return.

Version 5 (June 28th, 2011)*New Advanced Class: Mimic*New Pack Leader Feature: Coordination*New Wild Child Feature: Scent Hunter*Wild Child Major Change: Companions are now a full Mechanic instead of a feature; Rest and Relaxation is now a base Class Feature.*Feature icons (see Player's Handbook v1.23 or higher if you're confused)*Cross-classing: New options*FAQ: Surprise, there's more stuff!*Hunter: Accessory Smith levels scale a little differently now for some types. Accessories raising evasion grant their bonus per 20 levels now, while accessories adding defence are per 10.*Liberator: Frustration now has a frequency of Daily/8 (As opposed to Daily)*Liberator: Intercept can now block capture attempts on any Pokemon*Pack Leader: Growing Together is now clarified to +50% EXP drop and stacks.*Tribal: Impressive Mastery is now Static*Wanderer: In Memory now is limited to Daily if the Move learned with it is Center Frequency.*Wanderer: Wealth of Experience now requires the separating Pokemon to be at least level 20 to trigger its effect. No easy-mode EXP bonuses for you.*Wild Child: Copycat and Mimic (Which has been renamed Mirror Move to avoid confusion) now are more fleshed out and have noticeable requirements.*Wild Child: Feral Strength and Feral Strength + now have their ACs specified*Wild Child: Growl is a little more useful now*Wild Child: Playmate can now target any Pokemon, not just wild ones*Wild Child: Rest and Relaxation can now restore Centre-frequency moves*Wild Child: Tackle has been removed because it's inferior in 99% of cases to Feral Strength +.*Wild Child: Unbreakable Bond now makes you capable of understanding your Companion completely

Version 4.1 (May 10th, 2011)*Cross-classing: Genetic to Aura User now requires gene species to have the Aura capability instead.*FAQ: Lots of new questions. Specifically of note, questions related to trainers getting STAB.*Genetic: A Tribal possessing Avatar status can now become a Legendary Genetic.*Genetic: Power Manifest now allows for frequency, and adds modifiers to damaging attacks.*Hunter: Accessory Smith now makes ghost accessories work right.*Hunter: Memento now can be used weekly, but only on Loyalty 4 Pokemon.*Hunter: Salesman fixed because I fail at maths. You can actually make money from it now.*Tribal: Emergence of Divine Soul no longer gives you abilities; instead, it gives you base stats.

Version 4 (May 1st, 2011)*New Section: Cross-classing (For additional cross-classing opportunities into PTA standard classes)*New Section: FAQ*New Hunter Features: Armour Designer, Simple Craft*New Liberator Feature: Loyalty Sense*New Pack Leader Feature: Wide Guard*New Tribal Feature: Lore Master*Genetic: Altering Legs and Traveller have been adjusted for the revamped capabilities list.*Genetic: Power Manifest now allows you to take moves from up to twice your trainer level. Learn levels for moves are due to change soon, however, so this might change quickly!*Genetic: Nature Manifest adjusted to account for basic & high abilities.*Hunter: Accessory Crafting now rounds the effect down, not up.*Hunter: Armour Smith now rounds up for determining damage reduction.

*Hunter: All crafting features now only require 6 Materials by default, instead of 7.*Hunter: Finisher can now only activate off of arms feature/feral strength.*Hunter: Is now automatically gifted an arms feature, unless they got one from somewhere else.*Hunter: Master Craft has had its prerequisite lowered, and now only requires an additional 4 Materials.*Hunter: Memento can no longer be stacked onto an item.*Liberator: Karma's Fist now has a case for handling dual-wielders.*Pack Leader: Fighting Together has been clarified.*Pack Leader: Synchronized Assault now deals less damage, and no longer can be used with Battle or Center frequency Moves.*Tribal: Must now take Tribal Bonding if they're taking it cross-classed.*Wanderer: Can no longer kill their own Pokemon for prerequisites/feature activations anymore.*Wanderer: I Will Never Forget You now requires a minimum level to activate to prevent abuse.*Wanderer: I Will Never Forget You grants a feature point when it first activates.*Wanderer: Wealth of Experience clarified: the maximum is +50%*Wild Child: Companion experience distribution is no longer broken nor complex.*Wild Child: Rest and Relaxation overhauled so it no longer relies on nebulous rules.

Version 3.0 (March 6th, 2011)*Let's Celebrate Black and White!*New Advanced Class: Pack Leader*New Advanced Class: Tribal*New Advanced Class: Wanderer*Wild Child's Wild Bonding no longer allows you to make Legendary Pokemon companions.*Genetic's Prerequisite is now simpler to achieve.*Genetic's Gene Species can no longer be a Legendary Pokemon*Title Page, Table of Contents, Bookmarks, etc.

Version 2.0 (February 9th, 2011)*New Advanced Class: Hunter*New Advanced Class: Liberator*Wild Child's Feral Strength changed from 1d10 to 1d12*Wild Child's Feral Strength + changed from 3d10 to 4d10; this puts it in the lower end of the master arms features range. Future changes to arms feature damage might cause this to be changed again in the future.*Wild Child's Joining the Frey is a little more detailed now.*Genetic's Reverent Majesty was given a check. Whoops! Can't believe I forgot that!

Version 1.0 (December 6th, 2010)*First release of the Wild Child class*New Advanced Class: Genetic