Coordinator

Associated Skills: Charm, Command, Guile, Intimidate, and Intuition

ACTIVE POKEMON SUPPORT +++
PASSITVE POKEMON SUPPORT ++   Pokémon’s not just about battles. Coordinators take to the stage in Pokémon Contests to show off their companions in exciting and fabulous ways, but they can hold their own in a battle as well.   Coordinators specialize not in Pokémon Battles, but in Pokémon Contests. In Pokémon Contests, Pokémon compete not to hurt each other, but to use their attacks and abilities to impress the contest judges and the watching crowds. The world of Pokémon Contests is just as competitive as the Pokémon Battling scene, and so it’s not enough to merely groom a Pokémon’s physical appearance; Coordinators must learn to guide their Pokémon to act with grace and charm, and innovate so they can stand out from the crowds. In facing these challenges, Coordinators naturally acquire an ability for guidance and leadership, and this talent for directing others can even be exploited to their benefit in battle; here they can distract and disrupt enemies, or bolster their allies with encouragement or opportunities.   Although many Coordinators shun Pokémon Battles, ironically their training improves the Battle abilities of their Pokémon too. Their Pokémon learn to stay calm under pressure and give it their all, whether on the stage or the arena. And like Ace Trainers, the sheer amount of dedication Coordinators have towards their Pokémon lends itself to making strong bonds with their partners. And this willingness on the part of their Pokémon to do their best can make all the difference.   Coordinators are rare in settings without Pokémon Contests, but that’s not to say they cannot be used there. Coordinators can represent trainers who train their Pokémon with poise and polish, and value cohesion and dependency over risky maneuvers.


INNOVATION MOVES   The Coordinator’s “Innovation” Feature lets the Coordinator create new Moves for their Pokémon. These Moves can serve to fill voids in Move Lists for both Battles and Contests and provide utility.   To create a Move, first choose a Contest Type. This affects the Move’s effects and of course its role in Contests.   Next choose a Contest Effect. Look at the “Contest Effects” section (page 266) under “Contests” for the full list. Pick one. That’s right, any of them. This determines what the Move does during a Contest, of course.   Third, choose one of the four templates below. This determines the Move’s effects in Battle. These are modified by the Contest Type of the Move. Remember, Cool is associated with Attack, Tough with Defense, Beauty with Special Attack, Smart with Special Defense, and Cute with Speed.   And finally, name your Move! This is the best part!   Template #1
Type: Normal
Frequency: Scene
AC: None
Class: Status
Range: Self
Effect: The user generates 3 Contest Boons. These may be used as a Swift Action on their turn to gain one of the effects below, based on this Move’s Contest Type.
» Beauty: Use when declaring an attack (before Accuracy Roll) to gain a +3 bonus to Effect Range for that attack.
» Cool: Use when declaring an attack (before Accuracy Roll) to gain a +3 bonus to Critical Hit Range for that attack.
» Cute: Use during your turn to gain +3 Evasion for one full round.
» Smart: Use when declaring an attack (before Accuracy Roll) to gain a +3 bonus to Accuracy for that attack.
» Tough: Use at the start of a turn to avoid all loss of Hit Points from Status Afflictions, Weather, and Recoil for that turn.
  Template #2
Type: Normal
Frequency: Scene x2
AC: None
Class: Status
Range: 6, 1 Target
Effect: The target has the Stat associated with this Move’s Contest Type lowered by -2 Combat Stages. This Move cannot miss.
  Template #3
Type: Varies
Frequency: EOT
AC: Varies
Class: Varies
Range: Varies, Spirit Surge
Effect: Make a Struggle Attack, increasing the damage roll by +5. Follow all other normal rules for making Struggle attacks, including any modifications from capabilities, features, or special effects. On 18+, the user’s Stat associated with the Contest Type of this Move is raised by +1 Combat Stage. This Move’s Effect Range is extended by +1 for every two Contest Dice the user has that matches this Move’s Contest Type.
  Template #4
Type: Normal
Frequency: Scene
AC: None
Class: Status
Range: Burst 2
Effect: All allies in the Burst besides the user gain +1 Combat Stage in the Stat associated with the Contest Type of this Move.



Coordinator
[Class]
Prerequisites: Grace, Novice Charm, Command, Guile, Intimidate, or Intuition
At-Will – Free Action
Effect: Your Pokémon may reroll a single Appeal Roll or Damage Roll. This Ability may be used only once per Contest, and once per Pokémon per Scene.

Decisive Director
[Orders]
Prerequisites: Coordinator
At-Will – Standard Action
Target: A Pokémon
Effect: Add or subtract X from the target’s Initiative until the end of your next turn. X is equal to your Charm Rank doubled.
  Adaptable Performance
Prerequisites: Coordinator
Scene – Free Action
Trigger: Your Pokémon’s Turn to use a Move in a Contest
Effect: Choose two of your Pokémon’s Moves. Your Pokémon may perform your Contest Move as if had the Contest Typing of one of your chosen Moves, and had the effects of the other. You may not use either move on the next round of the contest. This effect may be used once per Contest.
  Flexible Preparations
Prerequisites: Adaptable Performance, Adept Charm, Command, Guile, Intimidate, or Intuition
Daily – Extended Action
Target: A Pokémon that has Contest Stats from Poffins
Effect: The target may reallocate up to 2d6 of Poffin-Derived Contest Stats from one Contest Stat to another. This effect lasts until the end of the day.   Innovation
Prerequisites: Adaptable Performance
Daily – Extended Action
Target: A Pokémon with at least 1 Tutor Point.
Effect: The target loses 1 Tutor Point, and then learns a Move created with Innovation. See the left section for details on creating Moves for this Feature. A Pokémon may only have one Move created by Innovation at a time.
  Nuanced Performance
Prerequisites: Coordinator, Expert Charm, Command, Guile, Intimidate, or Intuition
1 AP – Free Action
Trigger: Your Pokémon miss all targets with a Move
Effect: That Move’s Frequency is not expended. This does not work with Moves that may fail to activate, such as moves with the Execute keyword.
  Reliable Performance
Prerequisites: Nuanced Performance, Master Charm, Command, Guile, Intimidate, or Intuition
2 AP – Free Action
Trigger: Your Pokémon makes an Appeal Roll, Accuracy Check, or Skill Check
Effect: For appeal rolls, instead of making the Appeal Roll, you gain 1 Appeal Point for each Dice you would have rolled. For Accuracy Checks, act as if you had rolled a 10. For Skill Checks, multiply 3.5 by your Pokémon’s Skill Rank, and use the resulting number as the result of your roll, rounded down. For all rolls, add or subtract any modifiers as normal.