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Kraken

Spell Tag Build

Mar 30th, 2018
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  1. Level 13
  2. Background: Performer (Initial), Occultist (Level 9)
  3. Class: Musician, Hex Maniac
  4.  
  5. Qualities
  6. Quick: 4 (Creation: 3, Level: +1)
  7. Subtle: 4 (Creation: 3, Level: +1)
  8. Charming: 4 (Performer: 4)
  9. Intense: 8 (Creation: 4, Level: +4)
  10.  
  11. Stats
  12. Action Points: 7/7
  13. Speedy Template
  14. HP: 115/115 (Creation: 50, Level: 48, Combat Trainer: 17)
  15. ATK: 4 (Creation: 4)
  16. DEF: 11 (Creation: 5, Level: +6)
  17. SATK: 24 (Creation: 4, Level: +6, Combat Trainer: 14)
  18. SDEF: 11 (Creation: 5, Level: +6)
  19. SPD: 8 (Creation: 6, Level: +2)
  20. Accuracy: +3 (Level: +3)
  21.  
  22. Skill Traits
  23. Rockstar (Performer)
  24. Beguiler (Creation)
  25. Mythos Scholar (Occultist)
  26.  
  27. Background
  28. Glorious Anthem
  29. Scene x1 - Minor Action
  30. Effect: Spend 1 AP; if you do, select up to three ally trainers within 10 meters and they each gain +1 AP.
  31.  
  32. Base Talent: Tag Scribe
  33. 1 AP - Minor Action
  34. Effect: You use a Cleanse Tag.
  35. Bonus: When you resupply, you gain a Cleanse Tag plus 1 more for each 2 Supply Points assigned for the next Adventure.
  36.  
  37. Abilities
  38. Wily
  39. Effect: The user's Status Class Moves may target an additional target within range. This does not apply to area-of-effect moves.
  40.  
  41. Omen
  42. Scene - Minor Action
  43. Target: A foe within 5 meters
  44. Effect: The target becomes Shaken. As long as the user remains on the field, the target suffers a -2 penalty to all Accuracy Rolls and loses a Tick of Hit Points whenever they miss all targets with an attack. If the target Faints or leaves the battlefield, refresh Omen’s Frequency.
  45.  
  46. Moves
  47. Growl - Normal Status - EOT - Minor Action - AC 3 - 4m, 1 Target, Social, Sonic, Critical Sum - The target suffers a -5 penalty to Attack for one full round. Growl may affect a target only once per Scene.
  48.  
  49. Confide - Normal Status - EOT - Minor Action - AC 3 - 4m, 1 Target, Sonic, Social, Critical Sum - The target suffers a -5 penalty to Special Attack for one full round. Confide may affect a target only once per Scene.
  50.  
  51. Metal Sound - Steel Status - Scene x2 - Minor Action - AC 5 - Burst 2, Friendly, Social, Sonic, Critical Sum - All targets suffer a -5 penalty to Special Defense for one full round.
  52.  
  53. Screech - Normal Status - Scene x2 - Minor Action - AC 5 - Burst 2, Friendly, Social, Sonic, Critical Sum - All targets suffer a -5 penalty to Defense for one full round.
  54.  
  55. Confuse Ray - Ghost Status - EOT - AC 2 - Cone 2, Critical Mind - All legal targets are Confused. If a target is already Confused, they instead lose Hit Points equal to the higher of their Attack or Special Attack and suffers a -2 penalty to their next Accuracy Roll taken during the next full round.
  56.  
  57. Will-O-Wisp - Fire Status - EOT - AC 4 - Range 5, 1 Target - If the target is not Burned, Will-O-Wisp has the following effect: The target is Burned. If Will-O-Wisp Burns the target in this way, you may cause the target to take their next Move action as an Interrupt to Move towards you as if Slowed. If the target is Burned, Will-O-Wisp is instead a Versatile DB4 (STAB) Fire-Typed attack.
  58.  
  59. Spite - Ghost Status - Scene - Free Action - 1 Target, Trigger - Spite may be used as a Free Action whenever the user is hit by a Move. That Move becomes Disabled for the attacker.
  60.  
  61. Curse - Ghost Status - Scene - AC 2 - Range 5, 1 Target, Reliable, Critical Phys - The target becomes Cursed. The user may choose to lose 25% of their Maximum Hit Points when using Curse. If they do, Curse cannot Miss and the target is also Tripped.
  62.  
  63. Hex - EOT - Ghost Special - DB5 (STAB) - AC2 - Range 5, 1 Target - Once per Scene, if the target is suffering from a Status Affliction, Hex is DB7 (STAB).
  64.  
  65. Foretell Doom - Psychic Status - Scene x2 - Range 6, 1 Target - On the target's next Accuracy Roll, they roll twice and take the worse result. The next time the target is hit by a damaging attack, that attack automatically Critically Hits. On a 16+, the target is Blinded for one full round.
  66.  
  67. Feats
  68. Combat Trainer
  69. Static
  70. Effect: You gain +5 HP and +2 to Attack. Every level you gain +1 more to HP and Attack; this is retroactive.
  71.  
  72. Adv Talent: Ominous
  73. Static
  74. Effect: You gain the Omen Ability.
  75.  
  76. Musician
  77. Harmony
  78. Scene x2 - Free Action
  79. Trigger: You and your Pokemon both use a Sonic Move in the same turn
  80. Effect: Targets you hit with your Sonic Move are also treated as if they were hit by your Pokemon’s Sonic Move and vice versa.
  81.  
  82. Dissonance
  83. Static
  84. Effect: You learn the Moves Growl and Confide.
  85.  
  86. Voice Lessons
  87. Prerequisites: Musician
  88. Downtime Action
  89. Effect: Your Pokemon learns one of the Moves below available at their Tier or below, even if they would normally be unable to learn the chosen Move. Moves learned this way count as naturally learned Moves. A Pokemon can only have one Move from Voice Lessons at a time.
  90. Tier 1: Sing or Supersonic
  91. Tier 2: Encourage or Battle Rally
  92. Tier 3: Heal Bell or Hyper Voice
  93. Tier 4: Boomburst or Parting Shot
  94.  
  95. Piercing Voice
  96. Prerequisites: Musician
  97. 2 AP - Free Action
  98. Trigger: You or your Pokemon use a Status Move with the Sonic Keyword
  99. Effect: If the triggering Move hits, it is automatically a Critical Hit. Piercing Voice may only be used once per Scene per Pokemon or Trainer.
  100.  
  101. Power Chord
  102. Prerequisites: Musician
  103. Static
  104. Effect: You learn the Moves Metal Sound and Screech.
  105.  
  106. Cacophony
  107. Prerequisites: 4 Musician Talents, Tier 3
  108. Scene x2 - Free Action
  109. Trigger: You or your Pokemon uses a Move with the Sonic keyword
  110. Effect: The move gains the following effects
  111. -The Move may be used as if it had a Range of Burst 2 instead of its usual Range
  112. -The Move gains the Friendly keyword.
  113. -If a Status Move, the Move may be used as if it was Special and had a Damage Base of 3.
  114. -All sleeping targets within 10 meters of the user wake up.
  115.  
  116.  
  117. Hex Maniac
  118. Black Magic 101
  119. Static
  120. Effect: You learn the Moves Confuse Ray and Will-O-Wisp.
  121.  
  122. Familiar
  123. Static
  124. Effect: Whenever you use a Hex Maniac Move as a Standard Action, you gain the Residual Magic condition for one full round. While you have the Residual Magic condition, your active Pokémon may reroll their Accuracy Roll after hitting with an attack made as a Standard Action. This roll cannot cause the attack to miss but may cause Effect Ranges and Critical Hits to occur. You may spend 1 AP to repeat this effect again, but only once per round.
  125.  
  126. School of Witchcraft and Wizardry
  127. Prerequisites: Hex Maniac
  128. Static
  129. Effect: You learn the Moves below at the indicated Tiers:
  130. Tier 1: Spite
  131. Tier 2: Curse
  132. Tier 3: Hex
  133. Tier 4: Foretell Doom
  134.  
  135. Command Familiar
  136. Prerequisites: Hex Maniac
  137. 1 AP - Order
  138. Target: Your Pokémon
  139. Effect: On its next turn this round, the target may use a Hex Maniac Move you've learned as if it were on its Move List. Command Familiar may affect a target only once per Scene.
  140.  
  141. Witch's Mark
  142. Prerequisites: Hex Maniac
  143. Bind 2 AP - Minor Action
  144. Trigger: You hit a target with a Hex Maniac Move
  145. Effect: You cast a Jinx on the target, which lasts as long as this AP is Bound or until you enter a Downtime Phase. As long as Witch's Mark is Bound, you have a vague idea of how far away and in what direction a Jinxed target is, and when you have the Residual Magic Condition, your Pokémon gains a +2 bonus to Effect Ranges against Jinxed targets. Witch's Mark may also be used as a Standard Action targeting a Pokémon or Trainer within 10 meters, with no Trigger.
  146.  
  147. Jinxed targets also retain a physical scar for the duration of Witch's Mark, which is unique for each Hex Maniac and is the same each time they use this Feature. Large changes in worldview or personality may cause the scar to evolve and shift, however.
  148.  
  149. Finally, Jinxed targets suffer from a strange effect decided upon by the Jinx's caster (after negotiating with the GM). Jinxes can create humiliating, superficially-ugly, or frightening effects but they are ultimately harmless (at least directly). Possible effects include ugly facial rashes, perpetually bad breath, strange fur growing from the target's palms, being able to speak only in a drunken slur, sleep plagued by nightmares, or occasionally seeing dark figures from peripheral vision. Feel free to be creative when creating Jinxes, but note they should not be severe enough to create additional direct mechanical effect, nor should they be too overt or attention grabbing. The GM should consider how the Jinxes cause NPCs under them to react, as well as how other NPCs react to them.
  150.  
  151. Effect: If the Jinxed target speaks or sings, they are a little off-key.
  152.  
  153. Dark Trickery
  154. Prerequisite: 4 Hex Maniac Talents, Tier 3
  155. Static
  156. Effect: You and your Pokémon gain the Wily Ability.
  157.  
  158. Items
  159. Pokeball x5
  160. Cleanse Tag x3
  161. Potion x5
  162.  
  163. Cleanse Tag
  164. Use as a Standard Action to do one of the following:
  165. - Create a Burst 3 around the user. You may Push each Ghost, Dark, Psychic, or Fairy-Typed Pokemon in the Burst to a square outside this area of effect. For one full round, if any Pokemon of those Types enters this area of effect from outside, you may make them lose a Tick of Hit Points and become Vulnerable for one full round.
  166. - Create a Burst 5 that lasts for the rest of the Scene. Characters cannot activate the Phasing or Invisibility Capabilities inside this area, and any characters that had these Capabilities active are forced back into their normal state. This effect may also be used during the Camp Phase to ward a room or other small enclosure for the duration of the night.
  167. - Cure a target within 5 meters of the Cursed affliction.
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