M0rtimer wrote:Also, a question to you guys for a moment- Am I correct in thinking that if you grant a pokemon two moves with the aura keyword, they gain the aura reader capability? I am pretty sure I remember something along those lines from the old book, but am yet to find it in the new book.
If not, would there be an issue with a homebrew poke-edge that'd allow it? Personally, I had even been considering allowing a non aura guardian to give an aura reader pokemon the ability to use aura pulse (because "talking" pokemon are fun) but it is one of aura guardian's "big perks" so I figured I'd ask first, considering you are the guys playing.

(I'd probably make it a bit cheaper for aura guardian though, or just make the aura pulse for non-aura users more expensive.)
Yeah, they cut back on the ways to get "Talking" capabilities a lot. There's no way to get Telepathy or Aura Reader unless the species has it naturally (barring GM shennanigans). Basically, it fits into the dev team's philosophy that the GM should have total RP control over pokemon, since it (supposedly) leads to more interesting roleplay.
Personally, this seems rather stupid to me, because the GM's got enough to do without running 48+ extra characters on top of his/her NPCs.

The GM should have veto power and final say, but total control simply hamstrings the player's interaction with their pokemon and drastically increases GM workload.
What I'd recommend for Aura is this: Make an Aura Reader edge, which requires either two Aura moves, or one Aura move and the trainer having the Aura Reader capability (this ensures Aura Guardian keeps their edge). If they lose their prerequisite aura moves, the edge gets refunded. Regarding Aura Pulse, I'd make it so that the only prerequisite (aside from level) is that they receive their
training from an Aura Pulse-capable trainer (rather than having to actually be owned by an Aura Pulse-capable trainer).