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IClimbClouds

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Apr 18th, 2012
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  1. ASDJAK
  2. Prerequisite: Chosen One
  3.  
  4. Fountain of Fortune
  5. Static
  6. Effect: Each day, you gain a number of Action Points equal to your INT modifier. There is no limit on how many Action Points you can have in a day, but extra Action Points do not carry over to the next day; each day the number is reset.
  7.  
  8. Minor Luck
  9. At-Will - Drain 5 of the User's HP per Use
  10. Trigger: You are making a check.
  11. Effect: Add +1 to your check. You may spend an Action Point to add +2 to the roll's result instead. This may not modify your Pokemon's rolls, only your Trainer's rolls.
  12.  
  13. --------------------------------
  14.  
  15. Fickle Fate
  16. Prerequisites:
  17. At-Will
  18. Target: Self
  19. Effect: Whenever a foe succesfully scores a critical hit on you, you succesfully score a critical hit on a foe, an Enemy misses you by rolling a natural 1 on a d20, or you miss all targets in an attack by rolling a natural 1 on a d20, you may roll 1d2. On a result of 2, you gain an Action Point. This roll is not a check.
  20.  
  21. Fortune's Strike
  22. Prerequisites:
  23. At-Will - Drain 10 of the user's HP per use.
  24. Target: Your Damage Roll or your Pokemon's Damage Roll
  25. Effect: If you spend an action point, you may re-roll the targeted roll. Use this new result even if it is worse. You may not Re-Roll an Attack more than once with Fortune's Strike.
  26.  
  27. Fortune's Strike+
  28. Prerequisites:
  29. At-Will - Drain 10 of the user's HP per use.
  30. Target: Your Damage Roll or your Pokemon's Damage Roll
  31. Effect: If you spend 2 action points, you may re-roll the targeted roll. Use the best of the two results. You may not Re-Roll an Attack more than once with Fortune's Strike +. This Feature does not replace Fortune's Strike.
  32.  
  33. Found a Penny!
  34. Prerequisites:
  35. Daily
  36. Trigger: You roll a 1 on a d20 when making a Trainer Action.
  37. Effect: In your moment of failure, your gaze comes across some money on the ground. Roll as if you had used the "Pick Up" ability.
  38.  
  39. Major Luck
  40. Prerquisites:
  41. At-Will - Drain 15 of the User's HP per Use
  42. Target: You are making a check.
  43. Effect: You may spend an Action Point to add half of your INT Modifier to the roll's result. This may not modify your Pokemon's rolls, only your Trainer's rolls.
  44.  
  45. Make The Most of It
  46. Prerequisites:
  47. At-Will
  48. Trigger: You score a Critical Hit
  49. Effect: You may Spend an Action Point. If you do, add an additional Damage Dice Roll to the damage you deal. This includes any base damage in the Damage Dice Roll.
  50.  
  51. That Moment When The Golf Ball Stops, Everyone Cringes, Then Falls In The Hole
  52. Prerequisite: Probability Control
  53. Daily
  54. Target: Any roll.
  55. Effect: You may spend an Action Point to use Probability Control as if it were Tourney Legal.
  56.  
  57. Super Luck
  58. Prerequisites:
  59. Static
  60. Effect: Attacks and Moves are Critical Hits on a roll of 18-20 during Accuracy Check. If a Move already has an extended Critical Hit range, Super Luck extends that range by -2.
  61.  
  62. Whims of Chance
  63. Prerequisites:
  64. At-Will - Drain 10 of the User's HP per Use
  65. Trigger: You are targetted by an Attack
  66. Effect: Roll Xd2, where X is your Intelligence modifier. For each roll that resulted in a 2, the foe must roll 1 higher during Accuracy Check to hit you.
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