Advertisement
IClimbClouds

SUFFER FOR FASHION

Dec 13th, 2011
149
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.90 KB | None | 0 0
  1. Simple Accessory
  2. At-Will
  3. Target: Fashion Case
  4. Effect: Create an Accessory. When worn, the accessory adds +1 Appeal during the Introduction Stage of a Contest. It costs 300 to use Simple Accessory.
  5.  
  6. Sparkles and Glitter
  7. Static
  8. Target: Your Pokemon entering a contest.
  9. Effect: Add +X to the Pokemon's Appeal during the Introduction Stage, where X is the number of Fashion Designer accessories made by you being worn by the target.
  10.  
  11. Mechanics: Pokemon and Trainers alike can each equip and benefit from a maximum of 3 Accessories. Clothing Piece items count as Accessories, but may only be equiped and activated by Trainers. Conversely, Held-Items can only be equipped and activated by Pokemon, unless the Held-Item is also a Clothing Piece.
  12.  
  13. ----------------------
  14.  
  15. Ability Design
  16. Prerequisites: Fashion Designer, 18 CON
  17. Daily
  18. Effect: Choose a Pokemon Ability known by a Pokemon you own. You create an Ability Design Held-Item that may be activated once per day. When activated, the holder gains the holder gains the chosen ability for 5 rounds. You may not copy Wonder Guard with Ability Design. It costs 3500 to use Ability Design.
  19.  
  20. Capability Design
  21. Prerequisites: Fashion Designer
  22. At-Will
  23. Effect: Choose a numbered Capability. You create a Capability Design Held-Item that, when activated, adds +2 to the chosen Capability for five minutes. If you chose the Intelligence or Power Capabilities, add only +1 for 5 minutes, and may not raise Intelligence or Power above 7. A Pokemon may not benefit from multiple bonuses to the same Capability from a Capability Design item. Once activated a third time, the Accessory breaks. It costs 550 to use Capability Design.
  24.  
  25. Design Stability
  26. Prerequisites: Fashion Designer, Design Volatility
  27. At-Will
  28. Effect: Whenever you create an Accessory or Clothing item that has a limited number of uses, you may pay an additional 500 to instead create that accessory as a Stable Accessory. Stable Accessories and Clothing do not break, but may only be activated once per day.
  29.  
  30. Design Volatility
  31. Prerequisites: Fashion Designer, 5 Fashion Designer features.
  32. At-Will
  33. Effect: Whenever you create a Fashion Designer item that has a limited number of uses, you may pay an additional 200 to instead create that accessory as a Volatile Accessory. Volatile Accessories do not break after a set number of uses; instead, each time they are activated, you must roll 1d20. If you roll less than 5, the accessory or clothing item loses all its abilities.
  34.  
  35. Item Stylist
  36. Prerequisites: Fashion Designer
  37. At-Will
  38. Target: An Item.
  39. Effect: The Targetted item adds +1 Appeal during the introduction stage of a Contest if equipped. If the targetted item was not already an Accessory, it becomes an Accessory. You may not target the same item multiple times with Item Stylist.
  40.  
  41. Lucky Tailor
  42. Prerequisites: Fashion Designer, 18 CON
  43. At-Will
  44. Target: Fashion Case
  45. Effect: You create a Lucky Piece, which is a Clothing Piece. The Lucky Item may be used 1d20 and add the result to any roll made as a result of a trainer action taken by the wearer. Once activated a third time, the Lucky Piece breaks. A Trainer may benefit from a Lucky Piece only once each round. It costs 550 to use Lucky Tailor.
  46.  
  47. Move Accessory
  48. Prerequisites: Fashion Designer, 18 CON
  49. Daily
  50. Target: Fashion Case
  51. Effect: Choose a Pokemon Move known by a Pokemon you own. You create a Move Accessory that may be activated once per day to simulate the Chosen move while in a Contest. Once activated a third time, the Move Accessory loses all its abilities. It costs 400 to use Move Accessory.
  52.  
  53. Practical Tailor
  54. Prerequisites: Fashion Designer
  55. At-Will
  56. Target: Fashion Case
  57. Effect: Choose a Trainer Stat. You create a Stat Piece, which is a Clothing Piece. When activated, it adds +1 to the chosen stat's Modifier for five minutes. Once activated a third time, the Stat Piece loses all its abilities. A Trainer may not benefit from multiple pieces of Stat Tailor that add to the same Trainer Stat at the same time. It costs 550 to use Practical Tailor.
  58.  
  59. Style Accessory
  60. Prerequisites: Fashion Designer
  61. At-Will
  62. Target: Fashion Case
  63. Effect: Choose a Contest Stat. You create a Style Accessory that, when worn, adds +1 to the appeal roll of any moves of the chosen Contest Type. A Pokemon or Trainer may not benefit from multiple Type Accessories that add to the same Contest Stat. It costs 500 to use Type Accessory.
  64.  
  65. Style Tailor
  66. Prerequisites: Fashion Designer
  67. At-Will
  68. Target: Fashion Case
  69. Effect: Choose a Contest Stat. You create a Style Piece, which is a Clothing Piece. that adds +X to the chosen Contest Stat, where X is your base CON modifier at the time you make the clothing. These Contest Stat points Points may be burned when using a move through a Feature or Accessory to add the to the Appeal score. A Trainer may not benefit from multiple pieces of Type Tailor that add to the same Contest Stat at the same time. It costs 800 to use Contest Tailor.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement