Trainer Specializations (live) Dec 15, 2014 5:15:04 GMT
Post by ☆Admin Snorlax☆ on Dec 15, 2014 5:15:04 GMT
There are three categories (Experience, Money, and Special). Each trainer gets to pick two, but they must be of different categories. The Psychic and Martial Artist require their corresponding types in order to take these perks.
Generalist (Experience): The most broad class that provides a small boost to all Pokemon training. Rather than having an aptitude for a single type or group, this trainer has a good understanding of raising all kinds of Pokemon.
Ability: All Pokemon gain 10% extra experience.
Partners (Experience)- Pick one Pokemon that you focus on upon all else.
Abilty: 50% bonus to experience with a single Pokemon. A new partner can not be picked unless the Pokemon is taken permanently out of commission (you can not trade this Pokemon, even temporarily).
Specialist (Experience): You tend to focus more on one type than others.
Ability: Pokemon of the specified type gain 30% more experience. Pokemon not of that type get a 10% experience bonus while learning a move of the specified type.
Note: If normal is chosen you get fairy as well. Ghost, dark (for the moves), and bug are all rolled into one group.
The Losers Struggle (Experience)- It sucks to lose, but hardship can make you stronger!
Ability- Any trainer battles that you lose yield a 50% bonus to experience to the Pokemon involved.
Breeder (Experience): A perk for those who want to focus upon breeding Pokemon.
Ability: Hatched Pokemon gain experience 20% faster until they evolve for the first time. This ability sticks with the Pokemon even if the hatchling is sold or gifted to another trainer, and it stacks with any experience bonus that they already have. Pokemon who do not evolve lose this ability after 20,000 exp is accumulated.
Note: This is a hybrid between an experience and money skill. It uses the experience slot because the trainer has specialized on the upbringing of youthful Pokemon rather than a specific type. The breeder still gets the EXP bonus himself, but loses out on the other EXP bonuses in exchange for a potentially very lucrative niche.
Earner (Money): These trainers know how to stretch their dollars and make more money for their time.
Ability: The trainer earns 20% more money than usual from grades (Stacks with promotional bonuses like the amulet coin for recruiting a friend).
Researcher (Money): These trainers learn more about their Pokemon, and can write up schematics for TM's for cheaper than the market price.
Ability: 30% off of TM purchases (save 750 per TM). Unlike a normal TM, the Pokemon must be trained by you until it would learn the discounted move. (This means you can sell this service to make a profit, but it requires at least some amount of time under your tutelage to learn the move.)
Crafty (Money)- You can make your own basic items for much cheaper than the store price.
Ability- Level 1 lures, repels, elemental repels and normal Pokeballs cost 50% less. Does not work on higher level items.
Fix it (Money)- You can fix a pokeball that failed.
Ability- For 25% of the base cost, you can fix broken Pokeballs. Trainers can even bring them to you .
Gambler (Money)- You like to take risks, sometimes it pays and sometimes it doesn't.
Ability- At the end of a thread you can gamble the money earnings of your grade. You have a 50% chance of earning double money, and a 50% chance of earning no money at all.
Psychic (Special): You are a psychic yourself, capable of learning Psychic type moves through TM purchases. You can also learn one of the following moves by paying the price of a TM for it, but must learn these moves in order and they can only be used when the appropriate element is available.
Ember (known)/Fire Spin/Flamethrower/Fire Blast
Vine Whip (known)/Grass Knot/Leaf Blade/Power Whip
Rock Throw/Rock Blast, Rock Tomb/Stone Edge
Water Gun/ Whirlpool/Brine/Hydro Pump
Ability: You begin play with telekinesis which can be used to use the moves reflect and confusion. When you are in an appropriate setting, you can also use this power to emulate rock throw and vine whip. It can also be used to manipulate small objects and play tricks on others. You also begin play with teleport, which can be used to return to the last city you were in.
Prerequisite: Psychic Specialist Class.
Note: It is considered illegal to use these moves in a Pokemon league match. It can be used in the wild or to defend yourself when the match isn't about sporting (for example in a battle against Team Rocket).
Martial Artist (Special): You are a powerful martial artist, you can learn fighting type TM moves through purchases: each new technique takes 4000 experience to learn, and during this time the trainer takes a share of the experience gains of their Pokemon. Rare candies may not be used.
Ability: You begin play with double kick, mat block, karate chop, and identify. You can also teach fighting type moves that you know to any Pokemon capable of learning them without cost.
Prerequisite: Fighting Specialist Class.
Note: It is considered illegal to use these moves in a Pokemon league match. It can be used in the wild or to defend yourself when the match isn't about sporting (for example in a battle against Team Rocket). Psychic did not get the ability to teach TM's to Pokemon that they know because of balancing issues. I justify it that it a lot more difficult to express how to perform a psychic type move, verses the cut and dryness of martial arts techniques.
Medic (Special): You are a healer of Pokemon.
Ability: You can restore Pokemon from a fainted status without the use of an item or visiting a Pokemon center. Only usable outside of combat and providing treatment must be role played.
Tracker (Special): You are skilled at searching far and wide, and have an understanding of how Pokemon act.
Ability: You can emulate the effects of a second level elemental lure without purchasing it, increasing your chances of finding a Pokemon of the type you are looking for.
Psychic Affinity (Special)- You have some latent psychic gifts, though the bond is to weak to seek formal training.
Ability: You may may manipulate small objects and the moves rock throw, vine whip, ember, and water gun when the elements in question are present. Unlike a dedicated psychic you can't learn any other moves, but you don't have the prerequisite of a Psychic specialization.
Note: Moves are still prohibited in official Pokemon League matches.
Dark Heart (Special)- Whether you are completely evil, or you are just dreary, there is a darkness about you. After spending enough time with you, your Pokemon take on your personality.
Ability- After gaining 20 level in your care, Pokemon gain the dark type and can learn any dark type TM, even if it isn't on its move list. This overrides one of their types if they have two (your choice)
Bully (Special) ☆Mod Scyther☆ - Whatever your reasons are, you're a real jerk. You have a real talen for being loud, obnoxious and intimidating, and can pack a serious punch, metaphorically and physically, to anyone and anything that gets on your bad side.
Ability- You can make use of the moves Glare, Noble Roar, Pound and Stomp.
Note- These moves are considered illegal to use in official Pokemon League matches.
Custom (Special)- Negotiate a special with Snorlax. It will be added to the list if approved. Must fit your character.