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.
[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.
Prerequisites: Coordinator
Static
Target: Your Pokémon
Effect: Your Pokemon count Performance checks as Skill Checks for the purpose of Spirit Bonuses.
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.
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.
Prerequisites: Adaptable Performance
Daily – Extended Action
Target: A Pokémon with at least 1 Tutor Point.
Effect: You gain the Cute Charm ability. You may also teach this ability to a Pokemon at the cost of 2 Tutor Points.
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.
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.