Compiled Errata PTU
Compiled Errata PTU
Compiled Errata PTU
05 Errata Document
Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Trainer Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Backpacker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Cheerleader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Medic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Researcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Gadgeteer . . . . . . . . . . . . . . . . . . . . . . . .6
General . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Book Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Tutor Changes . . . . . . . . . . . . . . . . . . . . . . . . . . 12
General Errata . . . . . . . . . . . . . . . . . . . . . . . . . . 16
FAQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Introduction
As a game grows, often it can be made clear where The General Research branch has been overhauled
issues lie, or where things can be expanded or improved from the core book to gain more of an individual
upon. That is the case with all the changes made in this identity, focusing instead on using the new Books –
packet, and the associated changes to Moves, Abilities, items that enable characters with excess AP to drain
and the PokéDex. them in exchange for benefits.
Everything in here has been introduced due to Due to how Abilities have changed, some classes have
attempting to fill parts of the game where there wasn’t had their Abilities cut, while others have had the
enough content, or else to change parts of the game wording change so they no longer fit the class as
that were unbalanced in some way. While not all of intended. While Pokémon got updates to reflect these
them went off exactly as planned, the developer changes, classes have not, so class-specific Abilities and
consensus is that the playtested material was successful errata have been printed here, to enable them to
in its purposes, and became errata. remain useable.
In this packet, there are two new Classes, one changed A lot of Status moves revolved around action denial,
Class, and one each new and changed Researcher which tended to not be very fun when a player was on
branch, as well as new items, and a plethora of the receiving end of it. The new versions are
miscellaneous changes. debilitating, while not preventing all action from a given
combatant.
Backpacker is a non-supernatural utility class, meant to
be a skill monkey in the vein of Hobbyist. Unlike the Tutor Moves could easily be game-breakers early on,
latter, though which focuses on skills and taking with an early level Pokémon pulling out something like
features from other classes, Backpacker enhances your Heat Wave being the equivalent of getting a nuke. The
use of items and equipment, and has many things restrictions introduced here help to prevent those
unique to itself. moves from being taught to Pokémon until a part in the
game where it’s healthier for combat.
The core book Cheerleader is a very strong class, able to
pass out large amounts of Damage Resistance fairly In an attempt to help out Pokémon who run both
easily to a whole team. With the reducing of easily physical and special attacks, Twisted Power was
accessible sources of DR, the changes here were an changed into a Poké Edge. While this isn’t a perfect
attempt to bring it more into line with other classes. solution, it does help those that need to allocate points
While the end result wasn’t entirely satisfactory, and to both attack stats.
ended on the weaker side of things, it’s healthier overall
Capture Checks could be very difficult to calculate on
for the game.
the fly, so the new version is much simplified. In the
Medic is a class focused on healing – primarily out of same vein, a developer option for simplifying Damage
combat, but with a few in-combat options. While it can Bases is also included, for less having to check charts.
be incredibly useful and satisfying to play in games
While not full overhauls, several Classes did have things
where healing is few and far between, in a game with
that were missing from them, or were needed to be
Pokémon Centers or the like accessible every day, it
changed to fit in with the changes presented here.
suffers from its features feeling dead a lot of the time. It
Other general errata, mainly revolving around food
brings with it a few new General Edges and Features.
buffs is also presented.
Gadgeteer is a Researcher branch that creates its own
Finally, there is a thoroughly non-comprehensive
items to use certain capabilities from Pokémon, and
section of questions that have come up several times to
also specializes in the new Capture Cannon items.
the developers.
Backpacker
[Class] [+Speed]
Prerequisites: Traveler
Static
Effect: You gain the Skill Enhancement Edge. You then gain an instance of the Skill Stunt Edge for each of the two
Skills you chose with Skill Enhancement.
Backpacker Talents
Call to Adventure Sole Power
Static Static
Effect: You gain the Instinctive Aptitude Edge, even if you do not meet its Effect: While wearing Feet Equipment worth at least ₽1000, you do not trigger
prerequisites. If you already have this Edge, gain another Edge for which you Hazards while Shifting. However, you still trigger any Hazards that you are
qualify. During Combat or tense situations (never Extended Actions), if you spend standing on at the start or end of your turn. Reactive Hazards such as Stealth
AP to add a bonus to a Skill Check, you may add +1d6 instead of +2. Rock cannot be triggered against you.
Frisk Wayfarer
Static Static
Effect: You gain the Frisk Ability. Effect: You may use your Survival Skill when making Opposed Rolls when
defending against Disarm, Grapple, Push, and Trip Maneuvers. When wielding a
Handyman Weapon, you may use Survival instead of Combat to determine the Damage Base
Static of your Struggle Attacks and to qualify for a Weapon’s Moves.
Effect: Whenever you use an item or a non-Weapon piece of equipment which
calls for a Skill Check or has an effect or prerequisite based on a Skill Rank, you Wear it Better
may substitute Survival for the used Skill. This does not affect prerequisites for Prerequisites: Expert Survival
Books. Static
Effect: While wearing Body Equipment worth at least ₽1000, you gain +5 Damage
Hat Trick Reduction. This does not stack with any Damage Reduction granted by any Body
Static Equipment.
Effect: While wearing Head Equipment worth at least ₽1000, you gain 15
Damage Reduction against Critical Hits. This does not stack with any Damage
Reduction granted by any Head Equipment.
Movement Mastery
Static
Effect: Choose one of Art of Stealth, Athletic Initiative, Mounted Prowess,
Nimble Movement, Slippery, Stamina, Swimmer, or Wallrunner. You gain the
chosen Edge, even if you do not meet the prerequisites. Additionally, you may
take any of these Edges in the future as if you did meet the prerequisites.
Cheerleader
[Class]
Prerequisites: Inspired Training, Novice Charm
At-Will – Extended Action
Target: Your Pokémon with at least 2 Tutor Points remaining
Effect: Your Pokémon loses 2 Tutor Points and gains the Friend Guard Ability.
Bring It On!
Prerequisites: Cheers, Adept Charm
1 AP – Free Action
Effect: You may trigger Bring It On! whenever...
Improvised Gadgets
Prerequisites: Novice Technology Education
Bind 2 AP – Extended Action
Target: A willing Pokémon with the Magnetic, Zapper, or
Capsule Science
Threaded Capability
Prerequisites: Improvised Gadgets, Expert Technology
Effect: Choose one of the Capabilities listed in the Target
Education
line that the target Pokémon has. You create a Main or
Static
Off-Hand Equipment Item usable by Trainers that grants
Effect: You learn the Cap Cannon, Cap Ammo, and
the user the chosen Capability. Whenever a Trainer
Wonder Launcher recipes, and you gain the following
makes Struggle Attacks using Zapper through this Item,
additional effects when using those items.
they may choose to use your Technology Education Rank
» Bean Caps: You gain a +10 Damage Bonus when using Bean Caps.
tripled in place of an offensive Stat. When this Feature is » Glue Caps: Your Effect Range when using Glue Caps is increased by
Unbound, the Equipment Item breaks and cannot be +3.
repaired. You may only have X instances of this Feature » Net Caps: Targets affected by your Net Caps gain a -X penalty to all
Bound at once, where X is equal to half your Technology Damage Rolls, where X is your Technology Education Rank.
» Wonder Launcher: Whenever you apply an item to a target using
Education Rank. the Wonder Launcher, they gain Temporary Hit Points equal to your
Technology Education Rank
I Meant To Do That
Prerequisites: Improvised Gadgets, Adept Technology
Education
Enhanced Capsules
At-Will – Special Prerequisites: Capsule Science, Master Technology
Condition: You must have at least one Equipment Item Education
you created with Improvised Gadgets equipped to use Daily x3 – Extended Action
this Feature. Target: A willing Pokémon with one of the Capabilities
Effect: Choose one of your equipped items you created listed below
with Improved Gadgets. It is destroyed and cannot be Effect: Choose one of the Capabilities below which the
repaired, and that instance of Improvised Gadgets is target Pokémon has. You create a consumable item with
immediately Unbound. Use the effect below the effect below, depending on the chosen Capability. All
corresponding to the Capability granted by the chosen unused items created with Enhanced Capsules are
item. rendered inert after an Extended Rest (including
» Magnetic: You may activate this effect as a Standard Action modifications to other items).
Interrupt whenever a Steel or Electric-Type attack or an attack with a » Glow: This item may be attached to a Wonder Launcher as a
metal Weapon would hit a target within 5 meters. The attack instead Standard Action to give the following effect for the rest of the Scene:
misses all targets within 5 meters. Whenever you apply an Item to a target using this Wonder Launcher,
» Threaded: Choose up to 3 targets within 4 meters and perform an that target gains the Illuminate Ability for one full round.
AC 4 Status Attack against them as a Standard Action. All hit targets » Magnetic: This item may be loaded into a Cap Cannon to provide
become Stuck and Trapped for one full round. two Bean Cap Ammo. When fired, these Bean Caps cannot miss.
» Zapper: You may activate this effect as a Swift Action upon hitting a » Threaded: This item may be loaded into a Cap Cannon to provide
foe with a Zapper-modified Struggle Attack. The foe is Paralyzed. two Glue Cap Ammo. When fired, they affect a Blast 2 instead of a
single target.
» Zapper: This item may be loaded into a Cap Cannon as a single Net
Gadgeteer Recipes Cap Ammo. Targets trapped by this Net Cap are Suppressed while
trapped. Targets immune to Electric-Type attacks are immune to this
Cap Cannon Cap Ammo Wonder Launcher
effect.
At-Will – Extended Action At-Will – Extended Action At-Will – Extended Action
Effect: You create a Cap Cannon for Effect: You create a Bean Cap for ₽25, Effect: You create a Wonder Launcher
₽2000. a Glue Cap for ₽50, or a Net Cap for for ₽5000.
₽100.
General Research Field
Edges Features
Books hold knowledge, and knowledge is power! Books are Items associated with Education Skills that can be used during Extended
Actions to Drain your AP to receive certain benefits.
After half an hour of study, you can Drain 1 AP to gain the benefits of one Rank of a Book , if you meet the prerequisite Skill for that
Book’s Rank. Ranks in an individual book must be gained sequentially (e.g. you must have the Novice Rank effect to gain the the Expert
Rank effect).
The benefits from a Book last until an Extended Rest is taken; when an Extended Rest is taken, you may choose to renew any Drain
previously held from Books and continue to gain the effects.
Books generally cost ₽1000, but may differ depending on the availability in your campaign, so ask your GM.
DIY Engineering
Description: For those who like the homemade touch, and
aren’t afraid to learn by doing.
Rank 1 - Novice Technology Education: Your material costs for
crafting items crafted from Mechanical Scrap are reduced by
10%.
Rank 2 - Expert Technology Education: Whenever you Scrap
an Item you created, you gain Scrap worth 75% of its monetary
cost instead of only 50%.
Class-Specific Abilities and Ability Changes
While some Abilities were removed in their entirety during the PokéDex update, Oracle, Rider, Stone Warrior, and Shade
Caller still grant some of these abilities. Therefore, while they were intended to be phased out and are unavailable for
general use, they have been reprinted here for the convenience of people using those Classes.
Ability: Instinct
Static
Effect: The user’s default Evasion is increased by +2. Defensive.
Ability: Run Up
Static
Effect: If the user moves in a straight line to a target and uses
a damaging Melee Attack, it may add the number of meters
traveled in a direct line as Bonus Damage to a Damage Roll.
In addition, some of the changes have made certain abilities incompatible, at least as intended, with the Classes they are
granted to. Changes for Prism and Wind Runner have been provided here.
Wind Runner: Accelerate (which replaces Gale Wings) should require a damaging Flying-Type Move, rather than a Damaging Move
with STAB.
Supplementary Changes
Status Changes
Paralysis: A paralyzed user’s Initiative is halved. Make a Save Check that succeeds on 11+ at start of the user’s turn. On a
successful check the user may act normally, but on a failed check the following effects occur:
- The user can only take a Standard OR Shift Action that round, but not both.
- The user is Vulnerable for 1 full round.
- The user cannot take attacks of opportunity for 1 full round.
Flinch: Upon becoming Flinched, the user lowers their Initiative by 5 for the rest of the Scene and is Vulnerable for 1 full
round. Multiple of instances of Flinch may stack; being switched out removes the Initiative-lowering effect.
Infatuation: The creature that Infatuated the target becomes the target’s Crush. Infatuated users take a -5 penalty on all
Damage Rolls that do not include their Crush as a target. For determining Damage Rolls that do include their Crush as a
target, the Infatuated target’s Attack and Special Attack are halved. The user is cured of Infatuation with a Save Check of
16+ made at end of turn.
Confusion: Confused users cannot take Attacks of Opportunity. If a Confused user makes an Attack (even attacks
without rolls), roll 1d2. On 1, after the attack is resolved, the user loses Hit Points equal to half their Attack Stat if the
Move was Physical, half or their Special Attack Stat if the Move was Special, or two Ticks of Hit Points if the Move was a
Status Move. The user is cured of Confusion with a Save of 16+ made at end of turn.
Suppression: Suppressed users cannot use Moves with any Frequency other than “At-Will”. Suppression always lasts 1 full
round, unless a Move or Ability specifies otherwise.
Vulnerable: Add this condition to Blinded, Sleeping, Fainted, Frozen, and Tripped targets.
Tutor Changes
All Moves taught through Tutoring Features (Ex: Mentor’s Move Tutor and Egg Tutor, Chronicler’s Archive Tutor) now
have prerequisites:
» Pokémon under Level 20 may only learn Moves of an At-Will or EOT Frequency with a max Damage Base of 7.
» Pokémon from Level 20 to 29 may only learn Moves with up to a Scene Frequency and max Damage Base of 9.
» Pokémon at Level 30 and above have no restrictions when being taught Moves through Tutors.
This applies to Inheritance Moves as well. If a Pokémon were to have Heal Pulse as its only Inheritance Move, that Move
would be gained at Level 30 despite the Level 20 slot for Inheritance Moves being empty.
A Capture Roll is now a 1d20 roll where you aim to meet or exceed a target number. If you have gained the Amateur
Trainer bonus at Level 5, add +1 to this roll. If you have gained the Capable Trainer bonus at Level 10, instead add +2 to
this roll. If Veteran Trainer, +3; if Elite Trainer, +4, if Champion, +5.
A Pokémon’s Capture Rate depends on its Level, Hit Points, Status Afflictions, Evolutionary Stage, and Rarity.
A Pokémon’s base Capture Rate is 10. For each 10 Levels it has, add 1 to this Capture Rate.
In the event you want the Pokémon to be more difficult to catch, like if it were a Boss, Shiny, or a Legendary Pokémon,
then raise this number by a value between 5 and 20 based on what you feel is appropriate for its rarity. Remember that
Pokémon that have been Knocked Out cannot be captured; Poké Balls will simply fail to attempt to energize them.
Next, go down the following checklist. For each condition that applies check every check box next to the condition. Then,
at the end, add up the total number of check boxes and subtract 2 from the Pokémon’s Capture for each check box.
For example, a level 10 Pikachu at 70% Hit Points and Confused would have a Capture Rate of 7.
Math: Base (10+1) -2 (Status Affliction) -2 (one evolutionary stage) = 7
A Shiny level 30 Caterpie that is at 40% Hit Points would have a Capture Rate of 12.
Math: Base (10+3) +5 (GM discretion Shiny bonus) -2 (Hit Points) -4 (two evolutionary stages) = 12
A level 80 Hydreigon that is at exactly 1 Hit Point and is Burned, Poisoned, and has 5 Injuries would have a Capture Rate
of 10.
Math: Base (10+8) - 4 (Hit Points) -2 (Status Affliction) -4 (Injuries) = 10
Poké Balls are pretty easy to convert. Flip the sign on all Gotta Catch ‘Em All
modifiers, then divide by 5. For example, a Great Ball Prerequisites: Advanced Capture Techniques Rank 3
gives a +2 bonus to Capturing. An Ultra Ball gives +3. A Static
Timer Ball starts at -1 and can go up to +4. As a general Effect: Every time you Capture a Wild Pokémon that is a
rule, you can apply this to most other effects in the member of an evolutionary family of which you own no
system that affect Captures. For example, Capture other Pokémon, you gain 1 Collector Stack. Whenever
Specialist’s Snare gives a +2 bonus. you make a Capture Roll, you may spend up to three
In addition, replace Capture Specialist’s Gotta Catch Collector Stacks to gain an equal bonus to your Capture
‘Em All with the following revision: Roll, or you may spend three Collector Stacks to re-roll
entirely.
Variant Damage Base Rules
Much in the same vein as Capture Checks, if you want to speed up your turns and not have to worry about remembering
as many complex formulas, you can make all Damage Base rolls Xd4 (plus all appropriate modifiers, such as Stats and
Abilities), where X is the Damage Base of the Attack. For example, a DB 8 attack would roll 8d4 + Stat for damage.
Item Changes
Mechanical Scrap is a new Scrap category that Net Cap - Net Caps expand into a strong fibrous net that
encompasses Items made with the Gadgeteer, Engineer, cling to and entangle their target.
and Upgrader Fields of Study. Cost per Cap: ₽200
AC: (10 minus Tech Edu Rank)
Glue Cannons and Weighted Nets are replaced with
Range: 6 Meters
Cap Cannons, which have the following rules text:
Effect: Targets hit by a Net Cap gain all the effects
Cap Cannon - Capsule Cannons (or Cap Cannons for below while the net remains on them. Targets may
short) are two-handed pieces of Equipment which can attempt to remove the Net as a Standard Action; if they
be loaded with different types of Capsules (Caps) and do, they make a Save Check with a DC of 15, adding
fired. They can be fired as a Standard Action, and the their Power Capability as a bonus to their Roll. Targets
range and effect of the Cannon depends on the Cap may automatically remove the Net as an Extended
used. A Cap Cannon may have up to five Caps loaded in Action.
it at once, and they do not have to be fired in any » If the target is a Wild Pokémon, Capture Rate is
particular order. You may load up to two Caps into a increased by +20
Cannon as a Standard Action. There are three types of » If the target is Large Size or smaller, they take a -3
Caps: Bean Caps, Glue Caps, and Net Caps. In addition penalty to Accuracy Rolls
to Caps, Capsule Cannons can also be loaded with » If the target is Medium Size or smaller, they are
Smoke Bombs, Pester Balls, and Poke Balls. When fired Slowed and Vulnerable
this way, these items behave normally but have a Range » Sky and Levitate Speeds cannot be used; the target is
of 10 meters. Capsule Cannons cost ₽5000. forced to lower themselves to the ground (without
taking fall damage).
Bean Cap - Bean Caps shoot as a small cloth projectile
filled with beads, which explodes upon contact, dealing
some damage. Heavy Shields are removed from the system.
Cost per Cap: ₽50
Light Shields (now just Shields) grant a +1 Evasion
AC: (6 minus Tech Edu Rank, Minimum 2)
bonus rather than +2.
Range: 10 meters
Effect: The target takes 20 Physical, Normal-Type Light Armor is split into two varieties:
Damage. On 18+, the target is Tripped and loses a Tick » Light Armor grants +5 Damage Reduction against
of Hit Points. Physical Damage.
» Special Armor grants +5 Damage Reduction against
Glue Cap - Glue Caps shoot as a sticky orb that explodes Special Damage.
upon contact, covering the target in a sticky adhesive.
Cost per Cap: ₽100 Heavy Armor now grants +5 Damage Reduction against
AC: (8 minus Tech Edu Rank, Minimum 2) all Damage.
Range: 8 meters
Effect: Cause the target to become Slowed, and their
Initiative is lowered by 5. On 18+, the target is also
Stuck and Trapped.
Class Errata
Replace any instance of Mastermind in the book with Fire Ace: Incandescence is adjusted as follows:
Commander.
Digestion Buffs are now called Food Buffs. Food Buffs The second time a Pokémon or Trainer consumes an
last until the end of an Extended Rest. Herbal Restorative in a given period, they become
unable to gain Food Buffs or Temporary Hit Points until
Repulsive Medicines are now called Herbal
they take an Extended Rest.
Restoratives and no longer cause Pokémon to dislike
their Trainer. Instead, they have the following effects: The third time and every time thereafter that Pokémon
or Trainer consumes an Herbal Restorative in a given
Herbal Restoratives function differently from most
period, roll 1d6. 1 corresponds to Attack, 2 to Defense,
normal Restorative items. While you can spray as many
3 to Special Attack, 4 to Special Defense, 5 to Speed,
Potions on a Pokémon or Trainer each day as you like,
and 6 is re-rolled. The user’s default Combat Stage for
using too many Herbal Restoratives in one day can be
the rolled Stat is reduced by 1 until they take an
detrimental. However, using just one or two a day is
Extended Rest.
fine and can even be better than using normal
Restoratives! The Attack of Opportunity trigger “An adjacent foe
Shifts out of a Square adjacent to you” should instead
Keep track of how many Herbal Restoratives a Pokémon
read “An adjacent foe Shifts out of a Square adjacent to
or Trainer consumes. This count is reset after each
you into a Square that is not adjacent to you.”
Extended Rest.
The Grappled effect “Cannot take Shift Actions, or any
The first time a Pokémon or Trainer consumes an
actions that would cause them to Shift” should instead
Herbal Restorative in a given period, they gain a Food
read “Cannot take any action that would allow them to
Buff that can be traded in to gain a +2 bonus on a Save
Shift, but may make other Shift actions, such as ending
Check.
the Tripped condition.”
Q: Does Teleportation provoke Attacks of Opportunity? Q: Can Combo Striker trigger multiple times on Double
A: No. Strike Moves?
A: Yes.
Q: Does Underdog’s Strength prevent Mega Evolution?
A: No. Q: If you’re Enraged, can you do things like release a
Pokémon with a Shift Action?
Q: What happens if you go above DB 28? A: Yes. The intention behind Enraged was that you can’t
A: The maximum DB is 28. Any effects that would raise use a Standard Action to do anything other than use a
it above 28 instead raises it to 28. Damaging Move or Struggle attack. Your other actions
are not affected.
Q: Can Free Actions be used at any time?
A: No, unless used by a trigger, Free Actions may only Q: Why is [thing in the PokéDex] inconsistent with
be used on your own turn. [other thing in the PokéDex]?
A: Because there are a lot of Pokémon, and it’s a lot of
Q: Can a X-target attack (for instance “Ranged, 3 work to make them consistent. Things slip through the
Targets”) target fewer than X creatures? cracks. Feel free to adjust size categories or whatnot in
A: Yes. Area of Effect attacks (like Burst and Cone), your own game should you so choose.
however, must target all creatures in their area, unless
they specify otherwise (such as Twister).
Q: Why doesn’t [Pokémon] learn this move that it does Q: Does the [Class] feature in a class count as a feature
in the video games? in that class?
A: Things slip through the cracks. If it learns it in the A: Yes.
games and doesn’t in PTU, it’s likely an accident.
Q: Does Baton Pass transfer combat stages gained from
Q: How do Choice Items interact with new Suppression? a change in default (such as from Ace Trainer)?
A: It still lasts until the end of the Scene, allowing only A: No. Default positive CS are not transferred.
At-Will moves.
Q: Do Double Strike moves trigger effects that rely on
Q: Can things, like Dodge, that force a move to miss be being hit multiple times, if both attack roll hits?
used on no-miss moves to make them miss? A: No. Despite there being two attack rolls, that is only
A: Yes, but only if it occurs after the hit. Mind Reader to determine the DB of the single hit.
would not be able to force a no-miss Move to miss, as it
occurs during the targeting phase, while the no-miss Q: What qualifies as an AoE for the purposes of only
portion occurs afterwards. Dodge, however, would, as rolling one attack roll and one damage roll?
the move has already hit – the Ability is just changing A: Attacks that do not have a set number of targets only
that hit that was made into a miss. use one attack and damage roll. For instance, Blast, Line
and Pass moves used as multi-space moves would only
Q: Can I take multiple Elemental Connection edges? roll once, but something like Razor Wind would roll one
A: No. An edge may only be taken more than once if it attack per target.
specifies that it can be.