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zoofman

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Feb 21st, 2012
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  1. Hex Maniac - Requires X amount of INT and stuff.
  2.  
  3. Hypnosis
  4. At-Will - Drains 20 of user’s HP per use.
  5. Target: Pokemon or Trainers.
  6. Effect: Use the Move Hypnosis. Hypnosis only Drains 10 of the user’s HP if it misses.
  7.  
  8. **Renamed Suggestion
  9. Setting the Strings
  10. Daily – Every 6 levels gained, you may perform this Feature another time per day.
  11. Target: Pokemon or Trainers.
  12. Effect: Roll 1d20 and add your INT modifier. If the total exceeds 20, you may place a suggestion into the target’s mind. The target doesn’t need to act on it, nor do they immediately know why they thought of it.
  13.  
  14. -----------------
  15.  
  16. Confuse Ray
  17. Prerequisites: Hex Maniac, a Pokemon who knows the Move Confuse Ray
  18. At-Will - Drains 20 of user’s HP per use.
  19. Target: Pokemon or Trainers.
  20. Effect: Use the Move Confuse Ray. Using this on a target leaves discoverable psychic residue.
  21.  
  22. Decrepify
  23. Prerequisites: Hex Maniac, Evil Eye
  24. Static
  25. Effect: When using Evil Eye, you may also choose DEF, SP. DEF, or SPEED.
  26.  
  27. Dream Eater
  28. Prerequisites: Hex Maniac
  29. Daily – Every 10 levels gained, you may perform this Feature another time per day.
  30. Target: Sleeping Pokemon or Trainers.
  31. Effect: Use the Move Dream Eater. Use your Intelligence Stat as your SP. ATK stat. Using this on a target leaves discoverable psychic residue.
  32.  
  33. Evil Eye
  34. Prerequisites: Hex Maniac, Fumble
  35. Daily - Every 5 levels gained, you may perform this feature another time per day. Drains 15 HP of user's HP per use.
  36. Target: Pokemon
  37. Effect: Choose a ATK or SP. ATK. The target has the chosen stat reduced by 2 Combat Stages.
  38.  
  39. Fumble
  40. Prerequisites: Hex Maniac, 4 Hex Maniac Features
  41. At-Will - Drains 25 of user’s HP per use.
  42. Target: Pokemon or Trainers.
  43. Effect: Force the target to reroll any successful check. Using this on a target leaves discoverable psychic residue. For every time you use this ability per day, past the first use on any day, your GM gets one Murphy’s Law point. They may use this point to have you reroll any die you did not target with Fumble, the GM may only target your dice rolls with Murphy’s Law Points.
  44.  
  45. Glare
  46. Prerequisites: Hex Maniac
  47. At-Will - Drains 10 of user’s HP per use.
  48. Target: Pokemon or Trainers.
  49. Effect: Use the Move Glare.
  50.  
  51. Hex
  52. Prerequisites: Hex Maniac
  53. At-Will - Drains 15 of user’s HP per use.
  54. Target: Pokemon or Trainers.
  55. Effect: Use the Move Hex. Use your Intelligence Stat as your SP. ATK stat.
  56.  
  57. Poison Gas:
  58. Prerequisites: Hex Maniac
  59. At-Will - Drains 15 of user’s HP per use.
  60. Target: Pokemon or Trainers.
  61. Effect: Use the Move Poison Gas.
  62.  
  63. **Renamed Act Now, suggested rewordings?
  64. Puppet Master
  65. Prerequisites: Hex Maniac
  66. At-Will – Drains 25 of user’s HP per use.
  67. Target: Pokemon or Trainers.
  68. Effect: Roll 1d20 and add your INT modifier. If the total exceeds 15, the target will act on a suggestion on their mind. If the suggestion is entirely contradictory to their regular behavior, they will be hesitant throughout the execution of the suggestion. If it isn’t possible to execute the suggestion, they will fail trying. Using this on a target leaves discoverable psychic residue.
  69.  
  70. **Renamed Memory Lapse
  71. Hexxer's Binds
  72. Prerequisites: Hex Maniac, a Pokemon with Disable
  73. At-Will – Drains 10 of user’s HP per use.
  74. Target: Pokemon or Trainers.
  75. Effect: Prerequisites: Influential, a Pokemon with Disable
  76. At-Will – Drains 15 of user’s HP per use.
  77. Target: Pokemon or Trainers.
  78. Effect: Roll 1d20 and add your INT modifier. If the result exceeds 15, the target will forget a memory of your choice for 10 minutes. If the result exceeds 20, the target will forget a memory of your choice for 1 hour. This can include a Move, Ability or Feature. Using this on a target leaves discoverable psychic residue.
  79.  
  80. Stop
  81. Prerequisites: Hex Maniac
  82. Daily – Drains 10 of user’s HP per use.
  83. Target: Pokemon or Trainers.
  84. Effect: Roll 1d20 and add your INT modifier. If the result exceeds 15, the target is Trapped for 3 rounds. Using this on a target leaves discoverable psychic residue.
  85.  
  86. Will-O-Wisp:
  87. Prerequisites: Hex Maniac
  88. At-Will - Drains 15 of user’s HP per use.
  89. Target: Pokemon or Trainers.
  90. Effect: Use the Move Will-O-Wisp.
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