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Foreward ......................................................................................................... 3
Cross-Classing ............................................................................................... 26
FAQ ................................................................................................................ 28
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) 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, 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.
Garlyle
Wild Child
Class Features:
Wild Bonding, Companions
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.
Advanced Classes:
Genetic, Hunter, Liberator, Pack Leader, Tribal, Wanderer
Bonding Spirit Wild Child Feature
Prerequisites: Wild Child, 15 CHA
Static
When making the capture check during Wild Bonding, you may subtract your charisma modifier as a bonus
to the roll
Advanced Feature
Class Features:
Gene Shift, Gene Voice
“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 Feature
Prerequisites: Genetic
Static
Choose one of the following capabilities naturally available to your gene species: Alluring, Chilled, Gilled,
Glow, 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.
Advanced Feature
Class Features:
Material Gathering, Feed the Pack
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 Feature
Prerequisites: Hunter, 16 STR
Daily
You 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 down. Characters can only benefit from
one Accessory, even if they are wearing more than one.
Element Effect
Bug -1 to any damage received from special attacks per 15 levels
Dark +1 to any roll involving WIS per 30 levels
Dragon +1 to any roll involving CHA per 30 levels
Electric -1 to capture checks per 10 levels
Fighting +1 to any roll involving STR per 30 levels
Fire +1 damage with Attack-using Moves per 10 levels
Flying +1 movement on land in battle per 15 levels
Ghost -1 to death saving throws per 25 levels
Grass +1 to any roll involving DEX per 30 levels
Ground +1 to any roll involving CON per 30 levels
Ice +1 damage with Special Attack-using Moves per 10 levels
None (1) +1 to maximum HP per 5 levels
None (2) +5% final EXP gain for Pokemon per 20 levels
None (3) +1 to status effect removal checks per 25 levels
Normal +1 evasion against damaging attacks per 15 levels
Poison +1 evasion against non-damaging attacks per 15 levels
Psychic +1 to any roll involving INT per 30 levels
Rock -1 to damage received from physical attacks per 15 levels
Steel +1 damage with attacks using Arms Features per 10 levels
Water +1 movement in water in battle per 25 levels
Advanced Feature
Class Features:
Intercept, Provocation
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 Feature
Prerequisites: Liberator, 18 STR
Daily - Every 4 levels gained, you may perform this Feature another time per day.
Target: A Pokeball you caught through another Liberator feature
Make 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.
Advanced Feature
Class Features:
Crowd Control, 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 Feature
Prerequisites: Pack Leader, have six Companions
Static
The maximum number of Companions a Pack Leader can control is increased to eight. This feature
overwrites Crowd Control.
Advanced Feature
Class Features:
Tribal Bonding, Channel Element
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 Feature
Prerequisites: Tribal, at least 6 Tribal features, one of which must be Legend-speaker, must be on excellent
terms with the Linked Legendary.
Static
The 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.
Advanced Feature
Class Features:
Wealth of Experience, Saying Goodbye
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 Feature
Prerequisites: Wanderer, traded at least three Pokemon
Static
When 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.
The following are lists of additional options, for Wild Child classes who want to cross-class into the PTA-
standard advanced classes.
Ace Trainer
Chaser
-Hunter, 16 CON, 3 major foe's escape
Enduring Soul:
-Wanderer, 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
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 +, 14 DEX
Weapons Master:
-Hunter, Weapon Smith
Mystic:
Channeler:
-Wild Child, Bonding Spirit + or Unbreakable Bond, 17 WIS
-Genetic, 17 WIS
-Pack Leader, 17 WIS
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
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
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
Hex Maniac:
-Genetic, 16 CON, Gene Species must be Ghost type
-Tribal, 16 CON, Linked Legendary must be Ghost type
Rain Maker:
-Genetic, 16 CON, Gene Species must be Water or Ice type
-Tribal, 16 CON, Gene Species must be Water or Ice type
Ranger:
Coach:
-Pack Leader, 16 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
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!
Genetic related
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.
Hunter related
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: How do elemental Hunter weapons work with Weapon Master's Sword of the Sun and Moon?
A: When activated on Quake Hammer/Gash, SotSaM will overwrite the element of the wielded weapon
temporarily.
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.
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
Version 4.1
*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.