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- Athlete
- [Class] [+HP]
- Prerequisites: Adept Athletics
- At-Will – Extended Action
- Effect: After an hour of exercise, you may apply the effects of a Training Feature you possess to yourself. If you do, you are considered [Trained], and the effects last until the end of your next Extended Rest.
- Bonus: Choose two of the following Moves. You learn the chosen Moves: Bind, Block, Slam, Strength
- Training Regime
- [+HP]
- Prerequisites: Athlete
- Static
- Effect: When you apply [Training] to yourself, choose two of the following effects. You gain the benefits of the chosen effects until the end of your next Extended Rest.
- » You gain a +2 bonus to Accuracy to hit with Combat Maneuvers.
- » You gain 5 Damage Reduction when making Intercept Maneuvers.
- » You may add half your Special Attack Stat to Damaging Athlete Moves. This does not stack with Twisted Power.
- » You gain +1 Evasion against Status-Class attacks, and a +2 Bonus to Opposed Checks to resist Combat Maneuvers.
- » When you Sprint, you double your Movement Capabilities instead of increasing them by 50%.
- Bonus: When Training, you may apply up to two different [Training] features to yourself.
- Coaching
- [+HP]
- Prerequisites: Training Regime
- 1 AP – Free Action
- Trigger: Your Pokémon makes a Combat Maneuver
- Effect: Your Pokémon gains a bonus based on the type of Combat maneuver they are making. This Feature may be triggered once per Scene per Pokémon.
- » Your Pokémon gains a +1d6 bonus to Opposed Acrobatics, Athletics, Combat, or Stealth Skill Checks.
- » If your Pokémon was Sprinting, they double their Movement Capabilities instead of increasing them by 50%.
- » If your Pokémon was making an Attack of Opportunity, they automatically hit.
- » You may also activate this Feature to let them Intercept for any Ally regardless of Loyalty, and they automatically succeed on the Skill Check to do so.
- Endurance Training
- [+HP] [Training] [Orders]
- Prerequisites: Training Regime, Expert Athletics
- At-Will – Special
- Effect: The target becomes Enduring until the end of the effect duration. Enduring Pokémon gain +2 Damage Reduction and gain 5 Temporary Hit Points whenever they Intercept an attack or gain an Injury. The Temp HP is gained after attacks and their effects have resolved.
- Note: Orders Features stack with themselves, so the Temp HP would increase to +10, of course. But, it would not stack if you, say, Intercepted and gained an Injury. And no, Temp HP cannot revive a KO'd Pokemon.
- Bonus: When Training, you may apply up to two different [Training] Features to yourself.
- Adrenaline Rush
- [+HP]
- Prerequisites: Athlete, Expert Athletics
- Daily x3 – Free Action
- Trigger: You are lowered to half or your Maximum Hit Points or less
- Effect: You are cured of up to two Status Afflictions and gain a Tick of Temporary Hit Points. For the rest of the Scene, the bonuses from your [Training] are doubled. Adrenaline Rush may be used only once per Scene.
- Athletic Moves
- [Ranked 2] [+HP]
- Rank 1 Prerequisites: Athlete, Expert Athletics
- Rank 2 Prerequisites: Athlete, Master Athletics
- Static
- Effect: You learn two Athlete Moves marked with the Rank of this Feature you are taking or lower.
- Athlete Moves:
- Rank 1: Body Slam, Take Down, Extreme Speed, Hold Back
- Rank 2: Mega Kick, Facade, Retaliate, Bide
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