FEATURES

INTRODUCING YOUR TRAINER OPTIONS

Skills, Edges, and Features are the basic building blocks for a Trainer in Pokémon Tabletop United. Skills and Edges are related components of a Trainer that are used to develop their trained abilities and interests, whether in broader and more general ways with Skills or in more specific ways with Edges. Features are bigger units for character building that are usually contained in Trainer Classes. However, some of them are available to all Trainers.   Features are what truly define a character and what they are good at. Thus, understanding your features is critical to playing the game. Aside is an example Feature that has been labeled:   The Feature Name is simply the name of the Feature, of course.   The [TAGS] under each Feature convey important information. The "Ace Trainer" Feature only has one tag: [CLASS] which indicates it is a Class Feature. More information about tags in the next section.   The Prerequisites list the minimum requirements needed to take that feature. Often these requirements are other Features, or Skill Ranks. For example, your Command Skill must be at Novice or higher, and you must have a [Training] Feature to take Ace Trainer. Some Features require “X [Class Name] Features”. This means you need at least X Features from that Class. The “Base” Feature counts towards this total.   Frequency and Action determines how often a Feature may be performed and what kind of action is required to perform them. The “Ace Trainer” Feature is “Drain 1 AP – Extended Action” which means it can be performed At-Will as long as you Drain 1 AP and are out of combat and have enough time. See page 227 for more information on types of actions.   However, it also has a Trigger which specifies when you may activate the feature. Some features instead list a Target which means it can be used any time on the specified targets. Others have a Condition that must be met in order to use the Feature.   Frequencies that you may see include:
» At-Will – which simply means you may use the Feature as much as you’re able!
» Static which means the Feature is passive and always in effect.
» Time X, which simply means you can perform that Feature X times per mentioned amount of Time. Times include “Scene”, “Daily”, or even “One Time Use”. For example Daily is once a day, and Scene x2 is twice a Scene.
» X AP – These Features may be performed At-Will, but you must pay X Action Points to do so.
» Bind X AP – These Features have an effect as long as X AP are “Bound” and unable to be used. They can be Unbound and the AP freed on your turn as a Free Action.
» Drain X AP – like X AP, except AP spent on these Features is “Drained” and does not recover until you take an Extended Rest.   The Effect Line simply details the effect of the feature.   Crafting Features may be formatted a bit differently than other Features. They generally include a Cost or Ingredient line instead of Frequency. Crafting Features, unless stated otherwise, have a Frequency of At-Will, and are an Extended Action. These Features may indicate equipment necessary to use the Feature.   Finally, Features often have clarifying Notes. A Single Feature cannot be taken multiple times, unless otherwise stated by its effect, or unless it has the [Ranked X] or [Branch] tags.   If a Feature that permanently alters a Pokemon specifies "Your Pokemon," the Feature's effects are lost if you give the Pokemon to someone else, and any spent Tutor Points are refunded. This includes things like Type Ace, Stat Ace, Signature Technique, etc - a Pokemon must still be your Pokemon in order to gain the benefits of "Your Pokemon".
GENERAL FEATURES   These Features are available to all Trainers as long they meet the prerequisites and are not contained as part of a TRAINER CLASSE. They are separated into several categories, just like EDGES are.   RAISING AND BATTLING FEATURES
Command Versatility
Press
Quick Switch
Species Savant
Tutoring
  TRAINING FEATURES
Agility Training [Training] [Orders]
Brutal Training [Training] [Orders]
Focused Training [Training] [Orders]
Inspired Training [Training] [Orders]
Commander's Voice
Focused Command [Orders]


A number of Trainer Classes have their own Orders, or Features which are reliant on Orders and Training Features to function. Because the effectiveness of using some of these Classes is often reliant on choosing other Order-related Features for them to use, we’re putting a list of all such Classes and their Features which are either Orders or somehow synergize with Orders and Training Features in one place for you to easily browse.   Ace Trainer: Elite Trainer, Critical Moment
Channeler: Battle Synchronization, Spirit Boost
Cheerleader: Cheerleader; Moment of Action; Go, Fight, Win!
Commander: The entire Class
Coordinator: Decisive Director
Duelist: Expend Momentum, Directed Focus, Duelist’s Manual
Chronicler: Targeted Profiling
Fashionista: Dress to Impress
Rider: Rider, Conqueror’s March
Stat Ace: Stat Stratagem
Survivalist: Wilderness Guide
Taskmaster: Taskmaster, Strike of the Whip
Type Ace: Type Refresh, Type-Specific Stratagems


ORDER FEATURES
Guardian Orders
Marksman Orders
Precision Orders
Ravager Orders
Trickster Orders

COMBAT FEATURES
Blur
Defender
Dive
Fighter's Versatility
Multi-Tasking
Signature Move
Type Expertise
Walk It Off

OTHER FEATURES
First Aid Expertise
Let Me Help You With That
Poke Ball Crafter
PokeManiac
Psionic Sight
Skill Monkey

Ace Trainer (Feature Name)
[Class] (Tags)
Prerequisites: Novice Command, a [Training] Feature (Prerequisites)
Drain 1 AP – Extended Action (Frequency and Action)
Trigger: You spend at least half an hour training your Pokémon (Trigger or Target)
Effect: For each Pokémon that has been trained during this time, choose a Stat besides HP; that Stat becomes Trained until an Extended Rest is taken. The default State of Trained Stats is +1 Combat Stages instead of 0. A Pokémon may have only one Trained Stat at a time. (Effect)
Note: Just to clarify, this Feature Drains 1 AP per training session, not per Pokémon. So train as many as you can to get the most out of this Feature!

FEATURE TAGS   Many Features have one or more Tags under the Feature Name. These are a list of the tags that may appear.   [Class] – Unlike in many other game systems, such as Dungeons and Dragons, your “Classes” are simply special Features that you can take as you are able to qualify for them. These Features are the beginnings of a chain of many other Features. A Trainer may only have a maximum of 4 Class Features.   [+Stat] – Features with this tag increase a Stat by one point; for example, a Feature might read as [+Attack]. This Tag is usually found on Features related to Combat or in Combat-related Classes.   [Ranked X] – A Feature with the Ranked Tag can be taken up to X Times. Each time you take a new rank, follow the directions in the listed effect. Latter Ranks by default always require any previous ranks. Each time you Rank Up a ranked feature, this counts as gaining a new Feature; thus you apply any [Tags], and may count each Rank for the purposes of prerequisites that require a certain number of class Features.   [Branch] – If on a [Class] Feature, this tag means that Feature may be taken multiple times using a Class slot and choosing a different specialization each time. All other Features under this class with the [Branch] tag may be taken again with other instances of the Class, and function under their new Specialization.   [Orders] – This tag signifies these Features as Orders. Orders can only be given when the user is capable of communication with their Pokémon; usually this requires verbal communication unless other means of communication have been previously established (such as training your Pokémon to respond to visual cues). [Order] Features are almost always League Legal, and the user usually cannot target themselves with [Orders]. Exceptions to both of these rules will be noted. [Orders] are always Priority (Limited) actions.   [Training] – You may choose to use Training Features as either a [Training] or an [Orders] Feature; it never has both tags at once when used.   You may use it as a [Training] Feature as an Extended Action after you spend at least half an hour training your Pokémon. If you do, the effect applies to any of the Pokémon Trained, and lasts until the end of your next Extended Rest. A Pokémon can be under the effect of only one Training Regime at a time this way.   However, these Features may also be used as [Orders] as a Standard Action. When used as [Orders], this applies only to one of your Pokémon, and lasts only until the beginning of your next turn. When used as [Orders], they may stack with the effects of any active [Training] (whether the [Orders] be for Training of the same Feature, or a different Feature).   [Stratagem] – These Features are special Orders which are activated once and then have a persistent effect while AP is bound. [Stratagem] Features may only be bound during combat and automatically unbind when combat ends. Only one [Stratagem] may be bound by a Pokémon at a given time. When using a [Stratagem] on multiple targets, each AP Bind is paid separately and may be released separately as well.   [Weapon] – Features with this tag make use of Weapons in some way, often allowing the user to gain extra effects when wielding a Weapon.   [Gift] - Features which grant other Edges or Features. Whenever a [Gift] Feature is taken and you already have one of the denoted Edges or Features, you may instead choose to take another Edge or Feature (depending on what you have) for which you qualify.