TEXT:  
   
  This is a FAE Hack so besides the information and changes listed below all other FAE rules 
  apply. 
   
  Professions and Moves 
  In this game the standard FAE six approaches have been replaced by Professions and Moves. 
   
  The six Professions and three Moves give a broad indication of the Trainers and Pokemon's 
  skills and capabilities. Professions are solely used to detail how Trainers do something while 
  Moves are used to detail how your Pokemon does something. 
    
  ●
  Professions​: One Fair (+2), two Average (+1), two Mediocre (+0), and one Poor (-1) to 
  distribute among the six Ace Duelist, Breeder, Martial Artist, Mystic, Researcher, and 
  Survivalist. 
   
  ●
  Moves​: You get five +1s to distribute among the three Moves. You can assign your five 
  +1s however you like but cannot have a Move higher than Good (+3). The three Moves 
  are Attack, Defend, and Speed. 
    
  The Professions dictate how the Trainers do something, they describe what happens when they 
  succeed and they flavor what happens when they fail. Professions will only be used by Trainers. 
   
  Moves in Pokemon are also known as attacks, techniques, or special powers; it is the the way 
  that Pokemon primarily battle and survive. Moves reflect what Pokemon can do and their 
  talents.  
   
  Professions 
  Ace Duelist​: These Trainers are such dedicated battlers that they have studied how to 
  maximize battle experience. They can maximize their Pokemon’s attacks and find weaknesses 
  in a foe’s Pokemon normally immune or resistant to their Pokemon’s attacks. They teach their 
  
  Pokemon as much as they learn from each of their Pokemon’s battles. Each battle is filled with 
  passion and each Pokemon trained by an Ace Duelist can realize their full battle potential and 
  be the very best. The thrill of battle and seeing their Pokemon progress is what pushes an Ace 
  Duelist forward. 
   
  Breeder​: Breeders emphasize the importance of raising a Pokemon from birth, not as a friend, 
  but as their own children. Breeders hatch eggs very quickly and can actually coerce their 
  Pokemon to produce multiple eggs. A Breeder can treat wounded and afflicted Pokemon and 
  know how each Pokemon should be approached. Some Breeders intuitively know what kind of 
  motivation a Pokemon needs to evolve. A Breeder’s natural and one true calling is to treat every 
  Pokemon as if it was part of their family. 
   
  Martial Artist​: Some Trainers physically exceed some Pokemon in hand-to-hand combat. Their 
  mastery of the martial arts is unparalleled by the untrained, random attempts of assault 
  performed by any other Trainer. They can take out other Trainers with little effort, and their 
  Pokemon benefit from their exploits as well. Martial Artists endeavor to push the limits of their 
  bodies, and help their allies and Pokemon do the same. 
   
  Mystic​: These Trainers are born with supernatural sensitivities or powers. Some people may 
  call Mystics things like psychics or shamans and honestly the terms are interchangeable. Strong 
  Mystics can telekinetically move objects, telepathically enter the minds of others, or manifest 
  some of their Pokemon’s abilities. The Mystic connects with Pokemon and nature at a level that 
  most don’t understand. Weak Mystics can emphatically figure out exactly what their Pokemon 
  need, understand Pokemon speech, or are able to read people really well. Some people don’t 
  even realize that they have this effect and live their entire lives affecting the world around them 
  subconsciously. 
   
  Researcher​: While most Trainers aim to be the best, Researchers aim to know the most. While 
  they lack the physical advantage other Trainers might, they have studied for many years prior to 
  the beginning of their journey and have retained a vast amount of knowledge relating to most 
  Pokemon all over the world. They know many things relating to a Pokemon’s natural moveset, 
  their habitat, and even the location of several Pokemon – just by name. A powerful Trainer can 
  help a Pokemon find the power that’s inside; a Researcher knows the power that’s inside before 
  he or she even captured a Pokemon. 
   
  Survivalist​: Survivalists are at their strongest when placed in situations that demand ingenuity 
  and improvisation. They thrive in the wild where their skills allow them to survive off the land and 
  provide themselves with tools made of the most basic materials. A survivalist can provide 
  shelter, food, and protection for himself and his friends in all but the harshest of conditions. They 
  may not know exactly where the next town is, but they will be sure to survive until they can find 
  it. 
   
  
  Moves 
  Attack​: Pokemon with high Attack are powerful and strong creatures. Some may have natural 
  physical aptitudes, such as raw strength and endurance, but others may just have powerful 
  innate abilities like being able to breath fire or expelling a powerful beam. Most of these 
  Pokemon aren't subtle and rely on pure brute strength. Not all of these Pokemon are muscled 
  creatures some just have strong natural abilities. 
   
  Defend​: Pokemon with high Defend are creatures that are impossible to hit or have 
  impenetrable shells. Most of these Pokemon aren't quick and rely on their stamina to wear down 
  an opponent. Not all of these Pokemon are shelled creatures some just have the ability to let 
  attacks phase through their bodies as if they weren’t even there to begin with. 
   
  Speed​: Pokemon with high Speed act swiftly and with great agility. They are fast moving and 
  quick thinking. They use quick reflexes to respond in a hurry, move before the enemy is able to, 
  and dash through before it’s too late. 
   
  Taking Actions with Professions and Moves 
  When taking actions, you get to add one (1) Profession and/or one (1) Move, if either one 
  applies to the situation. The Profession will reflect the Trainer’s ability and the Move will reflect 
  the Pokemon’s talent. When a Trainer acts you use the Trainer’s Professions. When a Pokemon 
  acts you use the Pokemon’s moves. When a Trainer guides a Pokemon you use a combination 
  of the Trainer’s Professions and the Pokemon’s moves. Thus a Trainer with Ace Duelist +2 and 
  a Pokemon with Attack +2 would gain +4 when an Ace Duelist tells a Pokemon to Attack. Moves 
  can be applied to all four actions (Create Advantage, Overcome, Attack, Defend). 
   
  Trainer acting alone: 
  A Trainer is traversing Mt. Silver when she comes across a hazardous river crossing. She 
  decides that she will use some rope to help her in her crossing. The player rolls to overcome an 
  obstacle using the Survivalist profession and she makes it to the other side. 
   
  Trainer guiding a Pokemon: 
  A Trainer comes across a wild Zubat and calls on her own Houndour to clear the way. The 
  Trainer tells Houndoor to eliminate the enemy quickly with his fangs. The player rolls to attack 
  using the Ace Duelist profession and the Speed move to eliminate Zubat. 
   
  Pokemon acting alone: 
  Houndoor is stuck underground due to a landslide and is starting to freeze. He decides to create 
  a fire to keep himself warm. The player rolls to create an advantage using the Attack move. 
   
   
  
  Character Creation 
  Trainers 
  Trainers have a total of three Aspects- their High Concept, Trouble, and one free Aspect. Your 
  High Concept must contain at least a vague reference to what type of Trainer you are … 
  Youngster, Fire Trainer, Shaman, etc. 
   
  You then pick your Professions: One Fair (+2), two Average (+1), two Mediocre (+0), and one 
  Poor (-1) from the six Ace Duelist, Breeder, Martial Artist, Mystic, Researcher, and Survivalist. 
   
  You then get one stress track with six stress boxes and the Hurt (2), In Peril (4), and Doomed 
  (6) consequences. 
   
  The stress track is used for physical stress and mental stress. The stress track follows the 
  Dresden Files Accelerated method where there are six boxes and each stress box soaks up one 
  stress each. 
   
  The three consequences are shared for both physical and mental damage. 
  Hurt absorbs 2 stress and grants a free invoke to the one who inflicted it. Hurt recovers instantly 
  after the conflict finishes. 
  In Peril absorbs 4 stress and grants a free invoke to the one who inflicted it. In Peril recovers 
  instantly after you take a concrete action to fix it, usually someone makes a roll at (default) 
  Great [+4] difficulty. For example, if you go to the doctor and get help for your [Broken Arm] and 
  roll successfully, the consequence is just cleared then and there. 
  Doomed works similarly, but it absorbs 6 stress and the box clears a full session after you've 
  been narratively treated and a recovery roll has been successful. 
   
  Finally, you get 3 free stunts and 3 starting refresh. 
   
  Pokemon 
  *All the information below refers to your starter Pokemon. All the stats for wild or other Pokemon 
  should be provided by the GM and may look drastically different.* 
   
  Pokemon start with two Aspects- an Animal Type Aspect (Electric Mouse) and a free Aspect (As 
  fast as a bolt of lighting).  
   
  You then get to distribute five +1s among the three Moves: Attack, Defend, and Speed. You can 
  assign your five +1s however you like but cannot have a Move higher than Good (+3).  
   
  You then get one stress track with six stress boxes and the Hurt (2) consequence. 
   
  Pokemon cannot have more than four stunts. 
   
  
  Starter Pokemon share your Trainer's refresh and don't get any stunts for free. Any stats for 
  Pokemon caught in the wild or otherwise acquired should be provided by the GM with at least 
  one stunt for the new Pokemon. 
   
  Capturing Pokemon 
  Catching a Pokemon is a use of the Overcome action. The GM should set the target number 
  based on the Pokemon's damage, status, rarity, and anything else that might matter. A Trainer 
  can invoke aspects, such as poisoned, asleep, or charmed, to increase their chances. If you fail 
  your roll by 2 or more, the Pokemon gains a boost if it chooses to flee. If you fail to catch a 
  Pokemon with no stress boxes left it regains 2 boxes and acts immediately with its +2 boost to 
  flee. 
   
  Scale (Type Effectiveness) 
  Some Pokemon are weak against certain elements or types of attacks. Any good Trainer knows 
  how to take advantage of this weakness and not let their own Pokemon suffer from it. This 
  game includes two potential levels of scale: ​Not Very Effective and Super Effective​. These can 
  be determined by looking at the type effectiveness chart. 
   
  When a Pokemon’s attack would be Super Effective the ​attacker​ gets one of the benefits of 
  scale. When a Pokemon’s attack would be ​Not Very Effective​ the defender gets one of the 
  benefits of scale. 
   
  When applying scale the ​attacker, for Super Effective​, gets one of the following benefits on any 
  rolled action: 
   
  +1 to their Attack action before the roll; 
  +2 shifts of damage to the result after the roll, if the roll succeeds; 
  1 additional free invoke to the results of a successful create advantage action. 
   
  Charmeleon, who is a fire type Pokemon, is facing a powerful foe, Venasaur, who is a grass 
  type Pokemon. Charmeleon Attacks with his fire which is Super Effective against Venasaur. 
  Charmeleon is therefore granted either a +1 to his Attack action, +2 to the shift result (stress 
  damage), or an additional extra free invoke if he was trying to Create an Advantage. 
   
  When applying scale the ​defender, for Not Very Effective​, gets one of the following benefits on 
  any rolled action: 
   
  +1 to their Defend action before the roll; 
  -2 shifts of damage to the result after the roll, if the roll succeeds; 
  1 free invoke is taken away on a successful create advantage action. 
   
  
  Charmeleon, who is a fire type Pokemon, is facing a powerful foe, Jynx, who is an ice type 
  Pokemon. Jynx Attacks with her ice which is Not Very Effective against Charmeleon. 
  Charmeleon is therefore granted either a +1 to his Defend action, -2 to the shift result (stress 
  damage), or takes away a free invoke if Jynx was trying to Create an Advantage. 
   
  Ineffective​: If the type of move is completely ineffective against one of the opponent's types, 
  then the move does no damage or does not create an advantage. 
   
  Advancement (XP) 
  Trainer advancement is treated the same way as FAE, however Pokemon advancement is 
  treated differently. 
   
  Pokemon acquire an additional track called XP. The length of the track depends on the 
  Pokemon’s next evolutionary stage. Baby Pokemon have an XP track that is 3 boxes long, 
  Basic Pokemon and Stage 1 Pokemon have an XP track that is 6 boxes long. The GM might 
  change the length of the track based on specific Pokemon. 
   
  To mark a box on your Pokemon’s XP track the following conditions must be met: 
   
  ●
  The Trainer and Pokemon must both be involved in a ​dire​ conflict. 
  ●
  The Pokemon must have taken a consequence during that conflict. 
   
  Once all the boxes are filled, your Pokemon advances to the next evolutionary stage and the 
  entire XP track is cleared. However, two boxes on a Pokemon’s XP track can be cleared for any 
  of the following benefits: 
   
  ●
  Add a new stunt to your Pokemon (max of 4 stunts). 
  ●
  Redefine/replace one of your Pokemon’s stunt. 
  ●
  Increase one of your Pokemon’s Moves by 1. 
  ●
  Add the In Peril (4) consequence. 
  ●
  Add the Doomed (6) consequence, if In Peril already acquired. 
  ●
  Redefine or create a new aspect (max of 3 aspects). 
   
  Character Sheets 
  
   
  
   
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/1) Related to Specific Anime or Cartoon/Pokemon/Pokemon FATE & FAE/FAE Pokemon.pdf