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- ASDJAK
- Prerequisite: Chosen One
- Fountain of Fortune
- Static
- 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.
- Minor Luck
- At-Will - Drain 5 of the User's HP per Use
- Trigger: You are making a check.
- 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.
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- Fickle Fate
- Prerequisites:
- At-Will
- Target: Self
- 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.
- Fortune's Strike
- Prerequisites:
- At-Will - Drain 10 of the user's HP per use.
- Target: Your Damage Roll or your Pokemon's Damage Roll
- 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.
- Fortune's Strike+
- Prerequisites:
- At-Will - Drain 10 of the user's HP per use.
- Target: Your Damage Roll or your Pokemon's Damage Roll
- 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.
- Found a Penny!
- Prerequisites:
- Daily
- Trigger: You roll a 1 on a d20 when making a Trainer Action.
- 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.
- Major Luck
- Prerquisites:
- At-Will - Drain 15 of the User's HP per Use
- Target: You are making a check.
- 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.
- Make The Most of It
- Prerequisites:
- At-Will
- Trigger: You score a Critical Hit
- 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.
- That Moment When The Golf Ball Stops, Everyone Cringes, Then Falls In The Hole
- Prerequisite: Probability Control
- Daily
- Target: Any roll.
- Effect: You may spend an Action Point to use Probability Control as if it were Tourney Legal.
- Super Luck
- Prerequisites:
- Static
- 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.
- Whims of Chance
- Prerequisites:
- At-Will - Drain 10 of the User's HP per Use
- Trigger: You are targetted by an Attack
- 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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