Ace Trainers aim to be the very best at Pokémon Battles – and they’re willing to work hard to gain the skills to back up this ambition.
More than any other trainer, Ace Trainers are characterized by their dedication and hard working natures. Not content to coast by on whatever natural talents they and their Pokémon may develop, Ace Trainers tend to study strategy and technique, and train their Pokémon daily to ensure they are prepared for any coming battles.
Many people may find an Ace Trainer’s dedication bordering on fanatical, and their dedication to training to be cruel to their Pokémon. There may be some truth to this; callous and power-hungry Ace Trainers often overwork their Pokémon in their quest to be the best. But many Ace Trainers are able to reach understandings with their Pokémon, and working within this partnership, they actually become closer to their Pokémon than many other types of trainers.
And regardless of an Ace Trainer’s personal bond with their Pokémon, their constant training is of course effective. Other Types of Trainers may be better at pushing Pokémon towards specific goals, but Ace Trainers are experts at drawing out a Pokémon’s innate potential.
In campaigns that feature a Pokémon League challenge, Ace Trainers are likely to be highly interested in obtaining Gym Badges and competing in Tournaments. Some may even be interested in competing in other events such as Contests or Pokéathlons, to help train their Pokémon.
[Class]
Prerequisites: Novice Command
Drain 1 AP – Extended Action
Trigger: You spend at least half an hour training your Pokémon
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.
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!
Prerequisites: Ace Trainer
1 AP – Free Action
Trigger: Your Pokémon gains an Injury
Effect: The target instead does not gain an Injury, and gains Temporary Hit Points equal to your Command Rank. Perseverance may activate only once per Scene per target.
Prerequisites: Ace Trainer
Static
Effect: Choose Agility Training, Brutal Training, Focused Training, or Inspired Training. You gain the chosen Feature, even if you do not meet the prerequisites. When training, you may apply up to two different [Training] Features on each of your Pokémon. If you already have all of these Features, instead pick another Feature for which you qualify.
[Orders]
Prerequisites: Elite Trainer, Adept Command
Scene x2 – Standard Action
Target: Your Pokemon with [Training] Features applied
Effect: The bonuses from your Pokemon’s [Training] are tripled until the end of your next turn.
Prerequisites: Ace Trainer, Expert Command
Drain 1 AP – Extended Action
Trigger: You use Ace Trainer to give Pokémon Trained Stats
Effect: Choose two Trained Stats for each Pokémon instead of one. A Pokémon may only have two Trained Stats this way.
Prerequisites: Elite Trainer, Expert Command
At-Will – Extended Action
Target: Your Pokémon 1 Tutor Slot remaining
Effect: The target fills 1 Tutor Slot. Choose one Move on the Target’s Move List. That Move becomes the target’s Signature Technique, and you may apply one of the modifications on the next page to the Move. The Move being modified must fit the category of the modification.
A Pokémon may only have one Signature Technique at a time; the TS is refunded if the Move is forgotten, or if you choose to make a different Move a Signature Technique.
Note: Be sure to give a cool name to your Pokémon’s Signature Technique!
Prerequisites: 4 Ace Trainer Features, Master Command
Drain 1 AP – Free Action
Trigger: You use Ace Trainer to give Pokémon Trained Stats
Effect: The default State of Trained Stats is +2 Combat Stages instead of +1.
Instead of the Move’s normal range, it has a range of "6m, 2 Targets".
Foes targeted by the Move take a -3 penalty to Save Checks and a -1 Penalty to Accuracy and Evasion until the end of the user’s next turn. This effect applies whether the attack hits or misses.
The Move gains the Smite keyword. Applicable to Damaging Moves only.
If this Move hits, the user resists the attacks of target of this Move one step further until the end of their next turn.
Whether the Move hits or misses, the target becomes Vulnerable until one full round has passed.
If the Move misses its target, its Frequency is not spent and the user may immediately make a Struggle Attack as a Free Action. Cannot be applied to Moves with the Smite keyword.
You may either 1) switch the Class of the Move from Physical to Special or vice-versa, or 2) have the Move target the other Defense stat of its target (akin to how Psyshock functions).
This Move may be used as Priority (Advanced) if the user has less than half of their maximum Hit Points.
This Move deals Bonus Damage equal to double its Damage Base, but also receives +2 AC.
After this Move is Resolved, the user may reset one of its Stats with negative Combat Stages to its default.
Once per scene, you may use this move as a Swift Action, this still follows the move's regular Frequency
The user may target an additional target with this Attack. This may be applied only to "1-Target" Moves. Double Curse may not be used on any move that could allow you to use a non-Status move (such as Copycat, Sketch, or Transform).