Abilities

Abilities are a special type of trait that Pokémon and some Trainers can have. Pokémon are all born with one Ability, chosen from their Basic Abilities. Normally the GM will decide what Ability a Pokémon starts with, either randomly or by choosing one. Pokémon may naturally grow to learn others or can be taught them by a dedicated Trainer. Most Abilities are passive effects, or Static in game terms, that are constantly on whether for good or ill. Others activate when certain conditions are met, such as the presence of a particular Weather or being hit by a specific Type of attack. A few Abilities require more active focus to execute and take up a Pokémon or Trainer’s Standard Action just as a Move would.   Abilities are read much like Moves or FEATURES are.   Name: The Name is what the Ability is called. This is useful for keeping track of what Ability your Pokémon has.
Frequency – Action Type: The Frequency is how often the Ability can be used. These generally are Static, At-Will, Scene, or Daily. These Frequencies are the same as Feature or Move Frequencies of the same name. The Action Types listed determines the sort of action required to activate the ability – usually a free action.
Effect: The Effect is of course what the Ability does.
ABILITY KEYWORDS   Some abilities may have a Keyword descriptor. See below for the Ability keywords.   Connection: This keyword is followed by a Move, with which the user has an innate connection. Upon gaining the Ability, the user learns the Move, forgetting another Move if necessary. This Move cannot be forgotten through any means. If the user has 1 Tutor Point, they may immediately spend it to gain the “Advanced Connection” Edge and avoid forgetting any Moves.   Defensive: Tag associated with other traits that also use the Defensive keyword.   Immune: Abilities with the keyword Immune cannot be affected by a certain Status Affliction. This is described per Ability.   Last Chance: Last Chance Abilities are always associated with an Elemental Type. The user gains a +5 bonus to Damage Rolls when using attacks of that Type. This bonus increases to +10 when the user is under 1/3rd of their Maximum Hit Points.   Pickup: The Ability Pickup lets Pokémon or Trainers find items using their natural senses and natural curiosity, or using psychic abilities. Whenever the ability is activated, roll 1d20 and consult the chart to the right. The chart determines the category of Item, but the GM decides what the specific Item is.
Ability List: A–E 
Ability List: F-K 
Ability List: L-P
Ability List: Q-U 
Ability List: V-Z
Pokémon gain additional Abilities as they Level up.   At Level 20, a Pokémon gains a Second Ability, which may be chosen from its Basic or Advanced Abilities.   At Level 40, a Pokémon gains a Third Ability, which may be chosen from any of its Abilities.   While Pokémon gain only three Abilities through Leveling, many Features and other effects can also grant Pokémon additional Abilities. There is a category of Abilities called Last Chance Abilities for each Type that can often only be gained through these methods and not through normal Level progression.   There is no maximum to the number of Abilities that a Pokémon or Trainer may have.
Pickup Categories:
Roll Item Type Other
1-5 None You find nothing
6-7 X-Item One X Attack, or X Defend, Etc.
8-10 Berries Any Random Berry
11-13 Poké Ball Any Random Poké Ball
14-16 Status/ Healing Any Random Status healing item or HP healing item
17 Evolutionary Stones Any Random Evolutionary Stone
18 Performance Enhancers Any Random Vitamin
19 Hold Item Any Random Hold Item
20 TM Any Random TM