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Trainer Classes
Ace Trainer: The heart and soul of the Pokemon League, these are true masters of battling. From their experiences, they can gain some instant recognization from any syndicate or the Police, and rise in ranks quickly. Furthermore, they have a +5 catch rate on all Pokemon and start the game with an extra 500 currency and five ultra balls. In additon, they may sense the actions of some Wild Pokemon in instances when other trainers could not, although this is fairly rare.
Black Belt: The toughest of the tough, Black Belt's enjoy solving problems with their fists more than anything. They can continue to fight to an extent after their Pokemon have fainted, provided none have died, and can even gain an escape or KO against a weakened Pokemon. Their sheer power will also come in handy in several cases. Fighting types of any sort gain double counters due to their sparring matches, and he has a +20 catch rate against them. However, they are almost incapable of understanding Psychics, and have a -20 catch rate against them, down to one. This does not apply to Pyschic/Fighting types, who still have a +20 catch rate. However, their overconfidance gives them an inability to use items unless losing in terms of total HP.
Doctor/Nurse: The healers of the Pokemon World are always in high demand, and their skills are always of use to all. Doctors start the game with an extra 500 currency, five heal balls, and five super potions. Furthermore, their healing attacks restore 5 more HP than normal, and their chills five more energy. Leech Seed/Ingrain and other periodic healing moves are boosted in effectiveness by 1HP/action. They are trusted, and may gain jobs or information from Pokemon Centers.
Campers/Picnickers: The outdoorsmen of the Pokemon World, they are better prepared for wilderness environments. They travel faster on routes, and can specifically ask to evade wild Pokemon on routes, which will reduce the chances of encouters by 50%. Furthermore, their efforts to seek out Pokemon on routes are boosted by 50%. They have a +10 catch rate to all Pokemon caught on routes, and a +5% for anything in dugeones. However, this does not apply to either major and minor bosses.
Gentlemen/Ladies: The socialites of the world, Gentlemen and ladies are suprisingly bland. Their interaction with NPC's is top-notch though, giving them distinct advantages in negotiations and obtaining intelligence. They also hold some influence through their name alone that can come in handy, and start the game with 1500 more currency.
Pokefan/maniac: These people are nuts about Pokemon, granting them certain perks. From their studies, they can automatically tell the nature of any Pokemon they encounter. Furthermore, they know what Pokemon live in a particular route or dungeon that is well known (read: not dungeons that have yet to be explored or discovered). They have a +10 catch rate against NFE's due to their many studies on weaknesses and baits for weaker Pokemon. This does not apply to stronger Pokemon or bosses, as they haven't studied as much on the subject of battling. They also know the Pokemon commonly associated with major NPC's.
Psychics: Psychics are surprisingly common among the highest ranks of trainers, and its no surprsise as to why. Psychics can order telepathically to any non-Dark type, preventing the opponent from seeing orders when moving first and working normally when moving second. For Psychic types, their ability to communicate almost instantly allows them to wait until the opponent moves to order, always ordering second. However, they lack much physical ability at all, in additon to material wealth. They therefore travel slower, can move things less easily, and start with 500 less currency. Additionally, their abilities grant them a +10 catch rate on ghosts and dark types, and a +15 against Psychic types. These boosts do not stack.
Scientists: Geniuses at their best, scientists have very distinct uses. They have a way with technology and devlopment that few can rival, allowing them to work on projects and tech that syndicates and the police need very much. Additionally, they can gain employment or a job within the major scientific institutions of the world and ones not blacklisted by the Global Police have a 30% discount from Silph and Devon Co. stores. Despite all of this, they suffer the low strength of Psychics. They have a +10 catch rate against Steel, Poison, and Electric Types.
Swimmers: The trolls of every route, swimmers enter the fray with a very unique set of advantages aimed to make them better with the sea. They begin the game with all water-type HM's, and can swim across the water for a fair distance if needed. Furthermore, their water-types gain counters twice as fast if a swimmeer is withing a reasonable distance to the coast due to the training they get while swimming with their trainer. They also have a +20 catch rate against water types. However, they are less able on the land, and have a -10 catch rate against Rock, Ground, and Fire types to a minimum of one.
Veteran: The elders of the world, they have quite a bit to teach those under them. With all the experience of a Pokemaniac and Ace Trainer combined, they also hold a very high reputation in a number of areas. However, age has caught up with them and they are less able physically. However, their Pokemon gain an extra MC per battle due to the training they have picked up.