The world is a vast place with many complex subjects. It’s simply not possible for someone to know everything about everything, but delving deep into a handful of topics can reap many benefits. While most trainers aim to be the best, Researchers aim to know the most. Researchers become experts on the subjects that interest them. They learn how to apply this information to conflicts off and on the battlefield alike.
The Researcher Class is perhaps one of the most difficult and subtle classes to play, but extremely versatile in its scope; knowledge is power, after all. Researchers all must choose carefully how to proceed with their Features, as their choice of specialization will make a large impact on how they are able to apply their skills. Researcher is all about having the knowledge to make the most of any situation or challenge.
When you choose to take the Researcher Class, you will advance in Fields of Study that represent more narrow topics of research. Two characters with the Researcher Class can play very differently as a result!
[Class][Branch]
Prerequisites: An Education Skill at Novice Rank
Static
Effect: Choose two Researcher Fields of Study. You may take Features from those Fields with this instance of Researcher. Gain one Feature from a chosen Researcher Field for which you qualify.
Note: Researcher is broken up into multiple Fields of Study. You may not take Features from a Field of Study you haven’t chosen with the base Researcher Feature. You may take Researcher any number of times, each time choosing two different Fields of Study.
Prerequisites: Novice General Education
Static
Effect: You gain three Edges for which you qualify. These Edges must be used to gain a Skill Edge with an Education Skill, or to gain an Edge that has an Education Skill as a Prerequisite that you meet.
Prerequisites: Breadth of Knowledge
Static
Effect: You gain X Study Points, where X is equal to 2 plus one more for every other General Research Feature you have. You may Drain Study Points to benefit from studying Books, instead of Draining your Action Points. Study Points are restored to your maximum after an Extended Rest, just like Action Points.
Prerequisites: Bookworm, Expert General Education
Static
Effect: You may use your General Education Rank to qualify for Books, instead of the Book’s usual Skill Prerequisites, provided you have the normal Prerequisite at least Novice Rank.
Prerequisites: Breadth of Knowledge, Master General
Education
Daily x2 – Free Action
Trigger: You or your Pokémon make a roll
Effect: You may roll twice and keep the best result.
Prerequisites: Novice Medicine Education
At-Will – Extended Action
Effects: You gain use any Apothecary Recipe for which you qualify.
Prerequisites: Apothecary, Adept Medicine Education
At-Will – Extended Action
Target: A Restorative Item
Effect: You distill the target, gaining 3 Restorative Patches. Restorative Patches have the same effect as the tems from which they were created, but can only be applied as an Extended Action.
Prerequisites: Patch Cure, Expert Medicine Education
1 AP – Free Action
Trigger: You use an Antidote, Burn Heal, Ice Heal, or Paralyze Heal
Effect: If the target successfully cures the target of its linked Status Affliction, the item has additional effects.
Prerequisites: Apothecary, Master Medicine Education
At-Will – Extended Action
Ingredients: Two Restoratives, or a Restorative and an X-Item
Effect: You fuse the two Ingredients, creating an Item hat has the properties of both. If you choose two Restoratives, they cannot be Restoratives with the same effect (you could not for example, mix a Potion and a Super Potion). If a Restorative Patch is used as an Ingredient, the resulting item can only be used as an Extended Action.
Prerequisites: Apothecary
Cost: $100
Effect: You create an Antidote, Paralyze Heal, Awakening, Burn Heal, Ice Heal, or Potion.
Prerequisites: Patch Cure
Cost: $200
Effect: You can create Revives and Super Potions.
Prerequisites: Affliction Techniques
Effect: You can create Full Heals for $300, Hyper Potions for $400, and Full Restores for $700.
Prerequisites: Medicinal Blend
Cost: $4900
Effect: You create a PP Up or Heart Booster. If you have a Heart Scale, you may destroy the Heart Scale to create a Heart Booster without paying the monetary cost.
Prerequisites: Gem Lore
At-Will – Extended Action
Effects: You may use any Crystal Artificer Recipe for which you qualify.
Prerequisites: Crystal Artificer, Skill Stunt (Dowsing)
Static
Effect: You roll an additional 3d6 when determining how many Shards you find when Dowsing. Additionally, while you have a Shard in your Main Hand and/or Off-Hand, you gain one of the following benefits, depending on the color of the Shard(s):
Prerequisites: Crystal Artificer, Expert Occult
Education
2 AP – Swift Action
Condition: You are wearing a Rainbow Gem
Effects: You create a Rainbow lasting one full round. While this Rainbow persists, the Effect Range of all Allies is increased by +3.
Prerequisites: Crystal Artificer, Master Occult
Education
Scene – Standard Action
Condition: You must have a Shard in your Main Hand or Off-Hand to use Fistful of Force.
Effect: You may destroy the Shard to use the Move Judgment. Judgment’s Type must be one of the Types associated with the used Shard. Instead of adding your Special Attack when using this attack, you may choose to add your Occult Education Rank tripled.
Prerequisites: Crystal Artificer
Ingredients: x4 Shards of the same Color
Effects: You create a Type Booster. The Type chosen must be one of the Types associated with the color of the shards used.
Prerequisites: Crystal Artificer
Ingredients: x4 Shards of the same Color
Effects: You create a Type Brace. The Type chosen must be one of the Types associated with the color of the shards used.
Prerequisites: Crystal Resonance
Ingredients: Any Six Shards.
Effect: You create a Focus that may crafted to be worn as your choice of an Accessory Item, Head Slot Item, or Hand or Off-Hand Item.
Prerequisites: Crystal Resonance
Ingredients: Any Six Shards
Effect: You create a Stat Booster.
Prerequisites: Rainbow Light, Expert Occult Education
Ingredients: Two Shards of each Color.
Effect:You create a Rainbow Gem that may be crafted to be worn as your choice of an Accessory Item, Head Slot Item, or Hand or Off-Hand Item. This item has the same effect as a Focus, except that as a Standard Action, any Trainer with Expert Occult Education Rank or higher may change which Stat the Rainbow Amulet is attuned to.
Prerequisites: Rainbow Light, Expert Occult Education
Ingredients: A Type Booster and a Type Brace of the same Type.
Effects: You create a Type Plate matching the Type Booster and Brace used.
[Ranked 2]
Rank 1 Prerequisites: Green Thumb, Adept General
Education or Adept Survival
Rank 2 Prerequisites: Master General Education or
Master Survival
X Daily – Extended Action
Target: A Willing Pokémon
Rank 1 Effect: You become adept at harvesting Seeds
and Spores from Pokémon. You may target a willing Pokémon that knows Sleep Powder, Stun Spore, Poison Powder, or Powder. Add this move to your Move list for the remainder of the day. You may not use Seed Bag to have multiple instances of the same move in your Move list. Seed Bag may be used twice per day per Rank.
Rank 2 Effect: You may also harvest Cotton Spore, Leech Seed, Spore, Worry Seed, or Rage Powder.
Prerequisites: Green Thumb
Static
Effect: You may grow additional Berries and Herbs, depending on the higher of your General Education or Survival Rank.
» Novice: You may grow Tier 2 Berries
» Adept: You may grow Mental Herbs, Power Herbs, White Herbs, and Tiny Mushrooms.
» Expert: You may grow Revival Herbs, Energy Roots, Big Mushrooms, and Tier 3 Berries
» Master: Increase the Soil Quality of all your plants by +1.
Prerequisites: Seed Bag Rank 1
Static
Effect: You may create Energy Powder, Heal Powder, or
Poultices from ingredients, as listed below.
Energy Powder: A Sitrus Berry or Tiny Mushroom creates x2 Energy Powders. An Energy Root creates x3 Energy Powders.
Heal Powder: A Lum Berry or Big Mushroom creates x2 Heal Powders. A Revival Herb creates x3 Heal Powders.
Poultice: x1 Energy Powder and x1 Heal Powder create x3 Poultices.
Prerequisites: Repel Crafter
At-Will – Extended Action
Effect: You may craft any Chemistry Recipe for which you qualify using your Chemistry Set.
Prerequisites: Chemist, Adept Technology Education
Scene x2 – Free Action
Trigger: You throw a Pester Ball
Effect: The Pester Ball creates a Blast 2, affecting all targets in the area.
Prerequisites: Chemist, Expert Technology Education
1 AP – Swift Action
Trigger: You hit with a Pester Ball or apply a Repel to a okémon
Effect: Make a Technology Education Roll. All targets ffected by this Feature’s trigger lose Hit Points equal to your roll. This may only affect a target once per Scene.
Prerequisites: Chemist, Expert Technology Education
At-Will – Extended Action
Cost: $4000+
Effect: Using your Chemistry Set, $4000 worth of materials, and at least a day of work, you create an artificial Pokémon of your choice, with the selection of these Pokémon being based on certain Skill Ranks, Edges, and Features. The Pokémon is created at level 5, with the Nature and Ability of your choice (Abilities chosen from its species’ Basic Abilities). You can choose to spend more materials on the creation of the Pokémon, giving it Experience equal to value of materials you spend divided by 5.
Additionally, you may enhance the Pokémon in several ways. Choose a number of upgrades below equal to your Technology Education Rank.
GM Note: Artifical Legendary Pokémon and similarly unusual Pokémon are excluded from the selections within this Feature. It is recommended that Legendary and Rare Pokémon only be capable of being created at Master Rank of a thematic Skill or if you have Virtuoso of that Skill. A suggestion for certain powerful Pokémon, like the Paradox Pokémon, would be to require a relevant Virtuoso Skill, and have their base cost be $10,000, and require $10 or more per extra XP.
It is advised for GMs to add other official Pokémon (and other homebrew or fanmade Pokémon) to this list as they see fit. As an example, a GM could develop tiers of plant-based Pokemon tied to progression into the Botany Field of Research, or by having Green Thumb and Expert Survival. But creating, say, a Bulbasaur (if Starters are considered rare), would also require Master Survival.
Prerequisites: Chemist
Cost: $100
Effect: You can create any X-Item, Dire Hit, or Guard Spec.
Prerequisites: Chemist
Cost: $50
Effect: You create Pester Balls that can inflict Rage or Confusion.
Prerequisites: Chemical Warfare
Cost: $50
Effect: You create Pester Balls that can inflict Burn or Poison.
Prerequisites: Caustic Chemistry
Cost: $50
Effect: You create Pester Balls that can inflict Paralysis or Sleep.
[+Special Defense]
Prerequisites: Novice Occult Education
Static
Effect: You gain the “Psionic Sight” Feature, even if you do not meet the prerequisites. If you already had the Psionic Sight Feature, you instead gain another Feature for which you qualify. Additionally, you gain the Mindlock Capability, and you and your Pokémon's attacks gain a +2 bonus to Accuracy against Psychic-, Ghost-, Dark-, and Fairy-Types.
[+Special Defense]
Prerequisites: Witch Hunter, Master Occult Education
Scene – Extended Action
Effect: You are able to analyze Psychic Residue and can determine the following information about the creature of phenomena that left the residue:
[+Special Defense]
Prerequisites: Witch Hunter
Static
Effect: You gain 10 Damage Reduction against Special Psychic-, Ghost-, Dark-, and Fairy-Type damage; and a +3 bonus on checks made to cure Volatile Status Conditions.
[+Special Defense]
Prerequisites: Mental Resistance, Expert Occult Education
Scene – Free Action
Trigger: You’re hit by a Psychic-, Ghost-, Dark-, or Fairy-Type Move
Effect: If the triggering Move was a Status-Class Move, the Move fails. If the triggering Move was a Damaging Move, you resist the Damage one step further.
Bonus: You are immune to any secondary effects that trigger on accuracy rolls from Psychic-, Ghost-, Dark-, and Fairy-Type Moves.
Prerequisites: Paleontologist, Novice Pokémon Education
At-Will – Extended Action
Target: A Fossil that you are Reviving.
Effect: The Revived Pokémon is created at a higher level, equal to 10 plus double your Pokémon Education Rank, and it receives one free Poké Edge that it qualifies for.
Bonus: Your Revived Pokémon have their Base HP innately increased by 1 plus your Pokémon Education Rank/2.
Prerequisites: Fossil Restoration
At-Will – Extended Action
Target: Your Fossil Pokémon
Effect: The target learns Ancient Power, even if it's not on its Move List. In addition, the target's Ancient Power has its Effect changed to: "On 18+, the user has each of its Stats raised by +1 Combat Stage. Ancient Power may be used as either a Physical or Special Move."
Bonus: When you revive a Fossil Pokémon, it receives its second Basic Ability for free. If it has only has one Basic Ability, it gains one of its Advanced Abilities, chosen by the GM. This Feature does not affect how the Pokémon continues to gain Abilities. This effect retroactively affects any Fossils that you have revived.
Prerequisites: Ancient Heritage, Expert Pokémon Education
At-Will – Extended Action
Target: Your Fossil Pokémon with at least 2 Tutor Points remaining
Effect: The target loses 2 Tutor Points and gains your choice of the Solid Rock or Mountain Peak Ability. You may only target a Pokemon once with Primordial Power.
Prerequisites: Fossil Restoration, Expert Pokémon Education
At-Will – Extended Action
Target: The remains of a Fossil you revived
Effect: You produce a "Primal" Item from the remnants of the Fossil. The effect of a Primal Item is based on the highest Base Stat of the individual Pokémon being Revived, counting the effects of Nature but no other effects that alter Base Stats. If there is a tie, the GM decides which Base Stat is used. A Fossil Pokémon may hold a single Primal Item without taking up their Held Item slot, but cannot hold two of same Primal Item this way.
Fossils are calcified imprints of a long dead Pokémon that still contain a bit of Pokémon DNA.
Omanyte, Kabuto, Aerodactyl, Lileep, Anorith, Cranidos, Shieldon, Tirtouga, Archen, Amaura, and Tyrunt can often only be found as Fossils, but that doesn’t mean Fossils of other Pokémon don’t exist.
Rock-Type, Water-Type, Bug-Type, and Grass-Type Pokémon make especially apt Fossils. And it's a wise idea to for revived fossil of other Pokémon species to be a Type-Shifted to have the Rock-Type!
A Trainer with the Paleontologist Edge can use a Reanimation Machine or Portable Reanimation Machine to revive a viable Fossil. The revived Pokémon is always Level 10, with its Gender, Nature, Abilities, Moves and such determined by the Trainer and approved by the GM. The GM may also decide to give the revived Pokémon other special qualities.
GM TIP: Finding Fossils – Giving a player a Fossil is a great way to create an exciting moment in-game! You can have your players stumble upon these fossils in a cave, or have them be gifts from a friendly NPC. You probably don’t need to do this more than once per game for most players.
However, some players may want to pursue Fossils more actively for thematic or character reasons; this should by all means be encouraged! If so, you may want to plant a few “Fossil Quarries” throughout your campaign setting. Here, PCs can spend an afternoon digging and searching to make a Pokémon Education or Survival Check to search for fossils. Even those Untrained in these Skills can usually find some useful items here: Shards, Evolutionary Stones, or other items. Those trained in the Skills will have an easier time finding these items.
Those with at least Adept Pokémon Education or Survival or the Paleontologist Edge are capable of finding real Fossils though! The DC to find any items is to your discretion, but here are some ideas and guidelines for Fossils:
Easy (DC 15): Searching for Fossils in an undisturbed dried out lake bed. Fossils in the area are usually intact enough for revival and well-preserved by having fallen into prehistoric tar pits or similar areas. Fossil hunting areas will usually only fall into this category if they’re out of the way and not often visited.
Moderate (DC 18): Searching for Fossils embedded in shale on a cliff side or right inside a cave. Public Fossil Quarries usually fall into this category, as all of the easy pickings have already been found but enough remain to entice visitors.
Hard (DC 25): Searching for Fossils in heavily disturbed areas or where few factors exist to promote preservation of Fossil matter. Numerous factors such as seismic activity or nearby human civilization can make whole Fossils difficult to find in these areas. Trainers may have to find multiple pieces of a Fossil and reassemble them before revival is possible.It’s not always possible to find Fossils in a given area, not even at the Hard DC given above! The vast majority of caves and lake beds will have nothing in the way of recoverable Fossils, which makes the areas that do have Fossils to be found that much more special.
Prerequisites: Novice Technology Education
Bind 2 AP – Extended Action
Target: A willing Pokémon with the Magnetic, Zapper, or Threaded Capability
Effect: Choose one of the Capabilities listed in the Target line that the target Pokémon has. You create a Main or Off-Hand Equipment Item usable by Trainers that grants the user the chosen Capability. Whenever a Trainer makes Struggle Attacks using Zapper through this Item, they may choose to use your Technology Education Rank tripled in place of an offensive Stat. When this Feature is Unbound, the Equipment Item breaks and cannot be repaired. You may only have X instances of this Feature Bound at once, where X is equal to half your Technology Education Rank.
Prerequisites: Improvised Gadgets, Adept Technology Education
At-Will – Special
Condition: You must have at least one Equipment Item you created with Improvised Gadgets equipped to use this Feature.
Effect: Choose one of your equipped items you created with Improved Gadgets. It is destroyed and cannot be repaired, and that instance of Improvised Gadgets is immediately Unbound. Use the effect below corresponding to the Capability granted by the chosen item.
Prerequisites: Improvised Gadgets, Expert Technology Education
Static
Effect: You learn the Cap Cannon, Cap Ammo, and Wonder Launcher recipes, and you gain the following additional effects when using those items.
Prerequisites: Capsule Science, Master Technology Education
Daily x3 – Extended Action
Target: A willing Pokémon with one of the Capabilities
listed below
Effect: Choose one of the Capabilities below which the target Pokémon has. You create a consumable item with the effect below, depending on the chosen Capability. All unused items created with Enhanced Capsules are rendered inert after an Extended Rest (including modifications to other items).
At-Will – Extended Action
Effect: You create a Cap Cannon for $2000.
At-Will – Extended Action
Effect: You create a Bean Cap for $25, a Glue Cap for $50, or a Net Cap for $100.
At-Will – Extended Action
Effect: You create a Wonder Launcher for $5000.
Prerequisites: Pokébot Training
At-Will – Extended Action
Effect: You may craft any Engineer Recipe for which you qualify.
Prerequisites: Engineer, Adept Technology Education
Bind 2 AP – Standard Action
Effect: As long as this feature is Bound, you can command your Pokébot using a Standard Action rather than a Pokémon turn. Your Pokébots may still only act once a round.
Prerequisites: Engineer, Expert Technology Education
Scene – Swift Action
Target: Your Pokébot
Effect: The target is cured of all Persistent Statuses, resets all negative Combat Stages to default, and gains two Ticks of Temporary Hit Points. For the rest of the Scene, it deals and takes additional damage with all attacks equal to your Technology Education Rank.
Prerequisites: Engineer, Master Tech Education
Static
Effect: Increase the maximum complexity of all Pokébots you create by 2, and increase the maximum complexity of Pokébots you can control by 2.
Prerequisites: Engineer
Effect: You can create a Small Pokébot for $1000, a Medium Pokébot for $2000, or a Large Pokébot for $3000. Pokébots you create begin at Level 5. You can create and install Basic Combat and Basic Utility Parts for Pokébots.
Prerequisites: Robofighter
Effect: You can create and install Advanced Combat and Advanced Utility Parts for Pokébots.
Prerequisites: Overclocked
Effect: You can create and install Sympathetic Drives and Repair Nanites for Pokébots.
Prerequisites: Experimental AI
Effect: You can create and install Wired Compatibility Cores for Pokébots.
Cost: +1 Complexity and $300
Effect: The Pokébot learns any two of the following Moves - Scratch, Tackle, Take Down, and Defense Curl. A Pokébot may have this Part installed multiple times, choosing different Moves each time.
Cost: +1 Complexity and $300
Effect: Choose one of the following effects. A Pokébot may have this Part installed multiple times, choosing a different effect each time.
Cost: +2 Complexity and $500
Effect: The Pokébot learns any two of the following
Moves - Body Slam, Slash, Lock-On, and Screech. A Pokébot may have this Part installed multiple times, choosing different Moves each time.
Cost: +2 Complexity and $500
Effect: Choose one of the following effects. A Pokébot may have this part installed multiple times,choosing a different effect each time.
Cost: +2 Complexity
Effect: When creating a Sympathetic Drive, you must use a Magmarizer, Electrizer, Metal Coat, Up-Grade, or Dubious Disc. A Pokébot may have multiple Sympathetic Drives installed, but no two that bestow the same effect. When installed, the Sympathetic Drive has an effect based on the item used to make it:
Cost: +2 Complexity and $1000
Effect: The Pokébot gains the Regenerator Ability. Additionally, once per day, as an Extended Action it may gain a Digestion Buff as if using Leftovers.
Cost: +3 Complexity and $2000
Effect: When installed, choose up to two of the Pokébot’s Moves and one of its Abilities. Whenever a Pokemon with Wired is controlling this Pokébot, it adds the chosen Moves to its Movelist and gains the chosen Ability. While being controlled, a Pokébot loses access to its other Moves. Rotom inhabiting this Pokébot are treated as if in Appliance Form.
Prerequisites: Basic Balls
At-Will – Extended Action
Effect: You may craft any Poké Ball Case Recipe for which you qualify.
Prerequisites: Jailbreaker
Static
Effect: You may craft any of the Poké Ball Modifications listed below.
Prerequisites: Jailbreaker, Master Technology Education
At-Will – Extended Action
Ingredients: Two different types of Poké Ball Cases.
Effect: You combine the two Poké Ball Cases into a single Fusion Case with both effects and types. Fusion Cases may not be used as Ingredients for this Feature.
Prerequisites: Jailbreaker, Adept Technology Education
1 AP – Swift Action
Trigger: You hit a target with a Poké Ball with a Spray, Flash, Bounce, or Zap Case applied to it.
Effect: The Case has additional effects according to its type(s).
Prerequisites: Jailbreaker
Effect: You may create a Contest Case, Lock Case, or Medicine Case for $200.
Prerequisites: Case Specialist
Effect: You may create a Spray Case, Flash Case, or Bounce Case for $400.
Prerequisites: Fusion Cases
Effect: You may create a Zap Case for $500, a Devil Case for $1000, or a Storage Case for $5000.
Ingredients/Cost: Dive Ball / $250
Effect: Add one of the following keywords to the targeted Dive Ball: Arctic, Mountain, Desert, Grassland, Rainforest, Forest, Tundra, Taiga, Marsh, Beach, Freshwater, Urban or Cave. Instead of when underwater or underground, the modified Poké Ball subtracts 20 from its Capture Rolls when thrown in an area that corresponds with the keyword chosen.
Ingredients/Cost: Nest Ball / $500
Effect: You change the Nest Ball into a Power Ball. It retains the conditional capture modifier of a Nest Ball, but additionally, when a Power Ball captures a target, the captured Pokémon is raised 1d4 levels upon capture.
Ingredients/Cost: Net Ball / $300
Effect: You change the Net Ball into an Earth Ball, Haunt Ball, Solid Ball, Heat Ball, Mystic Ball, Air Ball, Mold Ball, or Gossamer Ball. The properties of these unique balls are identical to the Net Ball, but instead of affecting Bug and Water types, these Balls correspond to the following types. Earth Ball; Grass and Ground; Haunt Ball, Dark and Ghost; Solid Ball, Rock and Steel; Heat Ball, Electric and Fire; Mystic Ball, Dragon and Psychic; Air Ball, Flying and Ice; Mold Ball, Poison and Fighting; Gossamer Ball, Normal and Fairy.
Ingredients/Cost: Luxury Ball / $250
Effect: You change the Luxury Ball into an Fabulous Ball. When a Fabulous Ball captures a target, the captured Pokémon gains +2 dice in the Contest Stat that corresponds to the Stat boosted by their Nature. If the Stat boosted is HP, choose any two Contest Stats except the one corresponding to the lowered Stat and raise them by 1 die each. As a reminder, Beauty=SpAtk, Cool=Attack, Cute=Speed, Smart=SpDef, Tough=Def.
Ingredients/Cost: Friend Ball / $500
Effect: You change the Friend Ball into a Learning Ball. Instead of increasing loyalty upon capture, when a Learning Ball captures a target, the captured Pokémon immediately learns their next level-up Move, as long as it is within 8 levels of their current level.
Ingredients/Cost: Dusk Ball / $300
Effect: You change the Dusk Ball into a Sun Ball, Rain Ball, Hail Ball, or Sand Ball. Instead of when in low light, the modified Poké Ball subtracts 20 from its Capture Rolls when thrown during the corresponding weather effect.
Note: Learning, Fabulous and Power Modification work once on a Pokémon.
Prerequisites: Novice Medicine Edu, Novice Technology Education
At-Will – Extended Action
Effect: You may craft any Augmentation Recipe for which you qualify and install them on yourself and willing Pokémon and Trainers.
Prerequisites: Upgrader, Adept Technology Education
1 AP – Free Action
Trigger: You or your Pokémon suffer Augmentation Shock
Effect: The triggering user does not suffer Augmentation Shock and their Augmentations are not disabled. This Feature may affect a target only once per Scene.
Prerequisites: Upgrader, Expert Technology Education
Static
Effect: You and your Pokémon gain a +2 boost to their maximum Augmentation Capacity and count their used Capacity as 2 lower for the purposes of Augmentation Shock. You and your Pokémon can install multiple Augmentations in the same Slot.
Prerequisites: Upgrader, Master Technology Education
At-Will – Extended Action
Target: You or your Pokémon with Augmentations
Effect: Choose an Augmentation the target has and apply the upgrade below. Experimental Designs may affect a target twice.
Prerequisites: Upgrader
Effect: You may build and install the Datajack Augmentaion for $250.
Prerequisites: Upgrader
Effect: You may build and install the Enhanced Sight Augmentation for $1000 and Smart Vision Augmentation for $1500.
Prerequisites: Emergency Reactivation
Effect: You build and install the Synthetic Muscle Augmentation for $1000 and the Embedded Weaponry Augmentation for $2000.
Prerequisites: Efficient Installation
Effect: You may build and install the Medical Nanobots Augmentation for $1000 and the Wired Reflex- es Augmentation for $1500.
Prerequisites: Experimental Designs
Effect: You may build and install the Dermal Plating Augmentation for $2000 and the Thermal-Optic Camo Augmentation for $4000.