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- General Capture notes
- Stuck should provide +10 cap rate, Slow should provide +5. Right now they provide 0 because they don't count as Status Afflictions.
- Capture Specialist
- [Class]
- Prerequisites: Acrobatics, Athletics, Stealth, or Survival at Novice; Guile, or Perception at Novice
- Static
- Effect: Add +2 to all Accuracy Rolls made with Poké Balls, and add +4 to the Accuracy Rolls made with Hand Nets, Lassos, Weighted Nets, and Glue Cannons.
- False Swipe Tutor
- Prerequisites: Capture Specialist
- At-Will - Extended Action
- Target: A Pokémon with at least 1 Tutor Point.
- Effect: You spend an hour with the target. The target loses 1 Tutor Point, and learns the Move False Swipe, even if it would not normally be able to do so.
- Hunter's Skills
- Prerequisites: Capture Specialist
- Static
- Effect: You gain two Skill Edges for which you qualify. These must be applied to Acrobatics, Athletics, Stealth, Survival, Guile, or Perception.
- Advanced Capture Techniques
- [Rank 2]
- Rank 1 Prerequisites: Capture Specialist
- Rank 2 Prerequisites: Catch Combo
- Static
- Effect: At each Rank of Advanced Capture Techniques, choose two of the following Techniques to gain. You must additionally meet any prerequisites listed under each Technique.
- ----Techniques Start
- Curve Ball
- At-Will – Standard Action
- Effect: Throw a Poké Ball. If you hit, damage the target as if you had hit them with a Struggle Attack. If throwing an empty ball, you may attempt to Capture the target as part of this attack, after the damage has been dealt. If throwing a Ball with a Pokémon in it, you may release the Pokémon is released next to the attack's target after damage is dealt.
- Devitalizing Throw
- 2 AP - Free Action
- Trigger: A Pokémon escapes from a Poké Ball you threw
- Effect: Choose 1: The triggering target becomes Slowed, the triggering target loses one Combat Stage in a Stat of your choice, or the triggering target suffers a -3 penalty to their next Save Roll.
- False Strike
- 1 AP - Free Action
- Trigger: You hit a foe with a Damaging attack
- Effect: Your attack cannot reduce targets to less than 1 HP.
- Fast Pitch
- 1 AP - Standard Action, Priority
- Effect: You immediately throw an empty Poké Ball as a Priority Action.
- Relentless Pursuit
- Prerequisites: False Swipe tutor
- 1 AP - Free Action, Interrupt
- Trigger: A foe attempts to run away
- Effect: One of your Pokémon on the field with the Move False Swipe may immediately Shift and use the Move False Swipe on the triggering target. If this attack hits, it causes its target to be Tripped as well. Relentless Pursuit consumes your next Command Action just as if you were commanding a Pokémon to use an Interrupt Move.
- Snare
- Static
- Effect: You add +2 to Accuracy Rolls for Poké Balls and subtract -5 from Capture Rolls made against Pokémon drawn into an encounter by Bait or that are currently distracted by Bait. Subtract an additional -5 from Capture Rolls if the Baited Pokémon is unaware of your presence.
- ----Techniques End
- Catch Combo
- Prerequisites: Capture Specialist; Acrobatics, Athletics, Stealth, or Survival at Adept; Guile or Perception at Adept
- 1 AP – Free Action
- Trigger: An allied trainer or Pokémon rolls 16-20 on Accuracy Check while targeting a wild Pokémon.
- Effect: You may throw a Poké Ball against the targeted enemy immediately after the triggering attack is resolved. You may use Curve Ball when throwing a Ball this way.
- Gotta Catch 'Em All
- Prerequisites: 5 Capture Specialist Features
- Daily/15 – Swift Action
- Trigger: Your make a Capture Roll.
- Effect: You may switch the rolled digits on your 1d100 roll. For example, if you roll a 91, that can be switched to a 19. This does not turn a roll of 1 into a "Natural" roll of 100.
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