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IClimbClouds

Hexfluential

Feb 21st, 2012
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  1. Hex Maniac
  2.  
  3. Evil Eye
  4. At-Will - Drains 10 of user’s HP per use.
  5. Target: Pokemon or Trainers
  6. Effect: Choose a Pokemon Stat, other than HP. The target has the chosen stat reduced by 2 Combat Stages.
  7.  
  8. Hypnosis
  9. At-Will - Drains 20 of user’s HP per use.
  10. Target: Pokemon or Trainers.
  11. Effect: Use the Move Hypnosis. Hypnosis only Drains 10 of the user’s HP if it misses.
  12.  
  13. -----------------
  14.  
  15. Attitude Adjustment
  16. Prerequisites: Hex Maniac, 6 Hex Maniac Features
  17. Daily
  18. Target: A Pokemon.
  19. Effect: Roll 1d20 and add your INT modifier. If the result is higher than 15, choose a Nature and give the target the assigned Nature.
  20.  
  21. Confuse Ray
  22. Prerequisites: Hex Maniac, a Pokemon who knows the Move Confuse Ray
  23. At-Will - Drains 20 of user’s HP per use.
  24. Target: Pokemon or Trainers.
  25. Effect: Use the Move Confuse Ray. Using this on a target leaves discoverable psychic residue.
  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. Fumble
  34. Prerequisites: Hex Maniac, 7 Hex Maniac Features
  35. At-Will - Drains 15 of user’s HP per use.
  36. Target: Pokemon or Trainers.
  37. 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.
  38.  
  39. Glare
  40. Prerequisites: Hex Maniac
  41. At-Will - Drains 10 of user’s HP per use.
  42. Target: Pokemon or Trainers.
  43. Effect: Use the Move Glare.
  44.  
  45. Hex
  46. Prerequisites: Hex Maniac
  47. At-Will - Drains 15 of user’s HP per use.
  48. Target: Pokemon or Trainers.
  49. Effect: Use the Move Hex. Use your Intelligence Stat as your SP. ATK stat.
  50.  
  51. Memory Lapse
  52. Prerequisites: Hex Maniac, a Pokemon with Disable
  53. At-Will – Drains 10 of user’s HP per use.
  54. Target: Pokemon or Trainers.
  55. Effect: Roll 1d20 and add your INT modifier. If the result exceeds 15, name a Pokemon Move or Trainer Feature. For the remainder of the encounter, the target may not use that Move or Feature. A target may not have more than one Move or Feature forgotten in this way; if a new move or feature is forgotten, the last previous Move or Feature is no longer forgotten.
  56.  
  57. Mind Control
  58. Prerequisites: Hex Maniac, 26 INT, Level 16
  59. At-Will – Drains 25 HP
  60. Target: Pokemon or Trainers.
  61. Effect: Roll 1d20 and add your INT modifier. If the result exceeds 20, you have control of the target entirely for 10 seconds. You may dictate both their Shift and Move/Trainer Actions on their next turn. If you attempt to force a target to do an action severely against their nature, such as physically harm an ally, the target may roll 1d20 and add their INT modifier. If their result exceeds your Intelligence Stat, they do not perform the action, and instead do nothing on that turn. You may use Mind Control on targets that are Asleep because of Hypnosis. IF you do, your check to activat the feature automatically suceeds, and they may make a roll to prevent an action so long as they remain asleep. Using this on a target leaves discoverable psychic residue.
  62.  
  63. Nightmare
  64. Prerequisites: Hex Maniac
  65. At-Will – Drains 20 of user’s HP per use.
  66. Target: Trainer or Pokemon.
  67. Effect: Use the Move Nightmare. Using this on a target leaves discoverable psychic residue.
  68.  
  69. Stop
  70. Prerequisites: Influential
  71. Daily – Drains 10 of user’s HP per use.
  72. Target: Pokemon or Trainers.
  73. 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.
  74.  
  75. Will-O-Wisp
  76. Prerequisites: Hex Maniac, 6 Hex Maniac features
  77. At-Will - Drains 15 of user’s HP per use.
  78. Target: Pokemon or Trainers.
  79. Effect: Use the Move Will-O-Wisp.
  80.  
  81. -----------------
  82.  
  83. Impose Emotion
  84. Prerequisites: Hex Maniac, 23 INT
  85. At-Will – Drains 10 of user’s HP per use.
  86. Target: Pokemon or Trainers.
  87. Effect: Roll 1d20 and add your INT modifier. If the result exceeds 15, you meddle with the foe's emotions to do one of the following:
  88. - the target must roll +2 to hit with attacks
  89. - the target must roll -2 to hit with attacks
  90. - attacks on the target need +2 to hit during accuracy check
  91. - attacks on the target need -2 to hit during accuracy check.
  92.  
  93. ^- I don't actually like this feat but I thought I'd include it for completeenss.
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