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- Martial Artist
- [MAJOR] [MART] [BRAWL], [+POWER] or [+AGILITY]
- Prerequisites: 5 Power, 5 Agility, 2 Brawling
- Static
- Effect: You gain two Stat Points for each Feature with the [BRAWL] tag you have. Whenever you gain a new feature with the [BRAWL] tag, you gain two additional Stat Points.
- Resilience
- [MART] [BRAWL]
- Prerequisites: Martial Artist, 6 Brawling
- Daily/15 - Free Action
- Target: Self
- Effect: Your are cured of any single status condition.
- Power Attack
- [MART] [BRAWL]
- Prerequisites: Martial Artist, 6 Power, 6 Brawling
- Daily/5 - Free Action
- Trigger: You declare a Physical Melee Attack
- Effect: Subtract 3 from your Accuracy Roll, but deal additional damage equal to your Power Capability.
- Swat
- [MART] [BRAWL]
- Prerequisites: Martial Artist, 6 Agility, 6 Brawling
- Daily/5 - Free Action
- Trigger: You declare a Physical Melee Attack.
- Effect: Your attack cannot miss, but you you deal only half damage. Roll Accuracy as normal to determine any other effects.
- Combat Style: Balance Break
- [MAJOR] [+POWER] [MART] [BRAWL]
- Prerequisites: Martial Artist, 2 Brawling, 15 HP
- Static
- Effect: You gain the Guts Ability. You may only have one Combat Style Feature.
- Grappler
- [MART] [BRAWL]
- Prerequisites: Combat Style: Balance Break, 4 Brawling
- At-Will - Standard Action
- Target: An adjacent foe
- Effect: Make a Brawling Check, and subtract the target's Power Capability from the result. If the result is 15 or higher, both you and the target are trapped until the end of your next turn. If the result is 35 or higher, the target is flinched. You gain a +5 Bonus to your Brawling Checks when rolling against a trapped target.
- Combat Style: Dirty Fighter
- [MAJOR] [+AGILITY] [MART] [BRAWL]
- Prerequisites: Martial Artist, 3 Intelligence, 2 Brawling
- Prerequisites: 4 Power, 4 Agility, 4 Intelligence, 2 Brawling
- Static
- Effect: You gain the Sniper Ability. You may only have one Combat Style Feature.
- Look, A Three Headed Mankey!
- [MART] [BRAWL]
- Prerequisites: Combat Style: Dirty Fighter, 4 Brawling
- Daily/10 - Standard Action
- Target: Pokemon or Trainer
- Effect: Your target rolls 1d20 and adds their Intelligence Capability. On a roll of 12 or less, they lose their Standard Action this round. This Feature does not work on the same target twice in an encounter.
- Combat Style: Empty Hand
- [MAJOR] [+POWER] [MART] [BRAWL]
- Prerequisites: Martial Artist, 2 Brawling, 12 Attack
- Static
- Effect: You gain the Inner Focus Ability.
- Decisive Strike
- [MART] [BRAWL]
- Prerequisites: Combat Style: Empty Hand, 4 Brawling
- Daily/10
- Trigger: You declare an Attack
- Effect: Your Attack's critical range is increased by 3. If the attack is not a Critical Hit, it deals +1d10 damage instead.
- Combat Style: Flowing Dance
- [MAJOR] [+AGILITY] [MART] [BRAWL]
- Prerequisites: Martial Artist, 2 Brawling, 8 Attack, 8 Defense
- Static
- Effect: You gain the Technician Ability. You may only have one Combat Style Feature.
- Quick Strike
- [MART] [BRAWL]
- Prerequisites: Combat Style: Flowing Dance, 4 Brawling
- Daily/15 - Standard Action, Interrupt
- Effect: You may perform a move to which Technician would apply as an Interrupt.
- Combat Style: Roughneck
- [MAJOR] [+POWER] [MART] [BRAWL]
- Prerequisites: Martial Artist, 6 Power, 2 Brawling, 8 HP, 8 Attack
- Static
- Effect: You gain the Hustle Ability.
- Brute Force
- [MART] [BRAWL]
- Prerequisites: Combat Style: Roughneck, 4 Brawling
- Daily/10 - Free Action
- Trigger: You declare an attack affected by your Hustle Ability
- Effect: On a succesful attack, you deal an additional Xd6 damage, where X is your Power Capability. If you use Power Attack on this Attack, do not apply Power Attack's bonus damage, but deal an additonal Xd10 damage instead.
- Combat Style: Steel Fist
- [MAJOR] [+POWER] [MART] [BRAWL]
- Prerequisites: Martial Artist, 2 Brawling, 10 Defense
- Prerequisites: Athlete, 4 Brawling, 15 Defense
- Static
- Effect: You gain the Iron Fist Ability. You may only have one Combat Style Feature.
- Bob and Weave
- [MART] [BRAWL]
- Prerequisites: Combat Style: Iron Fist
- Daily/10 - Free Action
- Trigger: You use a Self-Targetting Move
- Effect: Increase your Evasion by +2 until the beginning of your next turn.
- Combat Style: True Grit
- [MAJOR] [+POWER] [MART] [BRAWL]
- Prerequisites: Martial Artist, 4 Brawling, 15 Attack
- Static
- Effect: You gain the Reckless Ability. You may only have one Combat Style Feature.
- I Can Take It
- [MART] [BRAWL]
- Prerequisites: Combat Style: True Grit
- Daily/10 - Free Action
- Trigger: You take Recoil Damage, or damage from missing with Jump Kick or Hi Jump Kick
- Effect: You take only half of the recoil damage you would otherwise take.
- Black Belt
- [MAJOR] [MART] [BRAWL], [+POWER]
- Prerequisites: Martial Artist, one Combat Style Feature, 8 Brawling
- Static
- Effect: You gain a number of Stat Points equal to the sum of your Power and Agility Capabilities. Whenever your Power or Agility go up, you gain an additional Stat Point.
- Disciple of Other Ways
- [MART] [BRAWL]
- Prerequisites: Black Belt,
- Static
- Effect: You gain a second Combat Style feature for which you meet the prerequisites.
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- Ninjutsu
- [MAJOR] [+AGILITY] [NINJA] [ACROB] [STEALTH]
- Prerequisites: Martial Artist, 4 Acrobatics, 4 Stealth, 15 Speed
- Prerequisites: 6 Agility, 4 Brawling, 6 Acrobatics, 6 Stealth, 15 Speed
- Static
- Effect: You may treat Rough Terrain as Normal Terrain. You may run on vertical surfaces for up to your Agility Capability in meters before jumping off. You may also move silently without making checks.
- Blur
- [NINJA] [ACROB] [STEALTH]
- Prerequisites: Ninja, 6 Acrobatics
- Static
- Effect: Attacks and Moves targeting you that don’t require an Accuracy Check now require one, as though they had Accuracy Check of 2.
- Vanish
- [NINJA] [STEALTH]
- Prerequisites: Ninja, 6 Stealth
- At-Will - Full Action
- Effect: You may blend with your surrounding objects. You are invisible to others as long as you stay still.
- Caltrop Drop
- [NINJA
- Prerequisites: Ninja
- At-Will - Free Action
- Trigger: You Shift.
- Effect: You may use Spikes or Toxic Spikes as a Free Action to place one square meter of Spikes or Toxic Spikes in the path you took per square meter of movement. If you choose to place more than 10 Square Meters of Hazard in this way, subtract another use of the relevant Feature.
- ------------
- Combat Adept
- [BRAWL] [PSIONIC]
- Prerequisites: A "Battle" Frequency Move in your Movelist.
- Daily/15 - Standard Action
- Effect: You may perform a "Battle" Frequency Move in your Move List.
- Combat Mastery
- [BRAWL] [PSIONIC]
- Prerequisites: Combat Expertise, Level 15, a "Center" Frequency Move in your Movelist.
- Daily - Standard Action
- Effect: You may perform a "Center" Frequency Move in your Move List.
- Combat Learning
- [BRAWL] [PSIONIC]
- Prerequisites: 8 Moves in your Movelist
- Static
- Effect: Your Movelist's limit of moves known is raised by +2. You may take this Feature up to three times.
- Combat Familiarity
- [BRAWL] [PSIONIC]
- Prerequisites: Level 10
- Static
- Target: A Move in your Movelist.
- Effect: Increase the Move's Frequency one step, as if you had used a PP Up. You may use gain this Feature up to 3 times, each time choosing a different Move.
- ^ -- these work for psychics too :O!
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