Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Big Game Hunting - FA, TI
- At-Will
- Target: A Wild Pokemon
- Effect: Name the Target as your Quarry. When calculating the Catch Rate of your Quarry, their level is considered to be reduced by half your DEX modifier. You may only have one Quarry at a time, and may only declare or change your Quarry at the start of a round.
- Lasso - TA, TI
- Daily - Every 5 levels gained, you may perform this Feature another time per day
- Target: A Pokemon or Trainer
- Effect: Roll 1d20 and add your DEX modifier. On a roll of 12 or higher, the target is Lassoed. A Lassoed target cannot move than 6 meters away from you. A Lassoed pokemon may attempt to end the effect by forfeiting its turn, if it is not Confused, Asleep, or Knocked Out. It then rolls 1d20 plus their Power Capability. On a roll of 14 or higher, the Pokemon breaks free.
- -----------------
- Big Game Hunting +
- Prerequisites: Trapper, 20 DEX
- Static
- Target: A Pokemon
- Effect: Name the Target as your Quarry. When calculating the Catch Rate of your Quarry, their level is considered to be reduced by your DEX modifier. You may only have one Quarry at a time, and may only declare or change your Quarry at the start of a round. This feature replaces Big Game Hunting.
- Bring 'Em Down - TA, TI
- Prerequisites: Trapper
- Daily - Every 15 levels gained, you may perform this Feature another time per day
- Target: A Lassoed Pokemon.
- Effect: Roll 1d20 and add your DEX modifier. On a roll of X or higher, the target Pokemon becomes Trapped for a number of rounds equal to half your DEX modifier. X is equal to 10 plus the Pokemon's Power Capability.
- False Strike - FA, TI
- Prerequisites: Trapper, an Arms Feature of Proficiency level
- Daily - Every 5 levels gained, you may perform this Feature another time per day
- Trigger: You deal damage to your Quarry.
- Effect: If you would reduce your Quarry to 0 HP or less, you may choose to have your Quarry instead remain at 1 HP.
- Ninety-Caliber Net - TA, TI
- Prerequisites: Collector, Weighted Net, Net Cannon (2500)
- Static
- Effect: You obtain a Net Cannon which may be used to launch Weighted Nets, at a distance of 10 meters. Additionally, you may use Curve Ball and Bean Ball with Nets launched from the Net Cannon as if they were pokeballs.
- Pheromone Spray - TA, TI
- Prerequisites: Trapper
- Daily - Every 5 levels gained, you may perform this Feature another time per day
- Target: A Pokemon
- Effect: The target Pokemon becomes Infatuated with the nearest Pokemon of the opposite gender.
- Stun Trap - TA, TI
- Prerequisites: Trapper
- Daily - Every 10 levels gained, you may perform this Feature another time per day.
- Target: Pokemon or Trainers.
- Effect: Place a marker on the field adjacent to you. If a pokemon or trainer crosses over that spot on the ground they trigger the Stun Trap. The pokemon or person who triggered the Trap is Paralyzed.
- Set for Capture
- Prerequisites: Trapper, Bring Them Down
- Static
- Trigger: You succesfully use Bring Them Down on a Lassoed Pokemon.
- Effect: The target Pokemon’s catch rate is increased by 10 for the remainder of the time they are Trapped.
- Sweet Trap - TA, TI
- Prerequisites: Trapper, a Pokemon with Sweet Scent or the Alluring Capability
- Daily
- Target: A Pokemon
- Effect: Use the Move Sweet Scent.
- Tranquilizer - TA, TI
- Prerequisite: Collector, Rifle (3000)
- At-Will
- Target: Pokemon or Trainers.
- Effect: Use the move Yawn on a single target within 30 meters. Firing your Tranquilizer Rifle requires a Tranquilizer dose, which can be purchased at Pokemarts for 100. The Rifle holds only one shot at a time, and loading requires a Trainer Action. After successfully falling asleep due to the effects of Tranquilizer, the target becomes immune to Tranquilizer for 6 hours.
- Yank! - FA, TI
- Prerequisites: Trapper, Lasso
- Daily - Every 10 levels gained, you may perform this Feature another time per day
- Trigger: A Lassoed Pokemon attempts to use a Move.
- Effect: Roll 1d20. On a result of 1-10, the Pokemon takes damage equal to its STAB value, ignoring stats, and may not use any moves this turn. On a result of 11-20, the Pokemon acts normally.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement