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  1. Martial Artist
  2. [MAJOR] [MART] [BRAWL], [+POWER] or [+AGILITY]
  3. Prerequisites: 4 Power, 4 Agility, 2 Brawling
  4. Static
  5. 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.
  6.  
  7. Resilience
  8. [MART] [BRAWL]
  9. Prerequisites: Martial Artist,
  10. Daily/15 - Free Action
  11. Target: Self
  12. Effect: Your are cured of any single status condition.
  13.  
  14. Power Attack
  15. [MART] [BRAWL]
  16. Prerequisites: Martial Artist
  17. Daily/5 - Free Action
  18. Trigger: You declare a Physical Melee Attack
  19. Effect: Subtract 2 from your Accuracy Roll, but on a succesful attack, deal additional damage equal to your Power Capability doubled.
  20.  
  21. Swat
  22. [MART] [BRAWL]
  23. Prerequisites: Martial Artist
  24. Daily/5 - Free Action
  25. Trigger: You declare a Physical Melee Attack.
  26. Effect: Your attack cannot miss, but you you deal only half damage. Roll Accuracy as normal to determine any other effects.
  27.  
  28.  
  29. ---------------
  30.  
  31. Black Belt
  32. [MAJOR] [MART] [BRAWL] [+POWER] or [+AGILITY]
  33. Prerequisites: Martial Artist, one Ability Feature, 7 Brawling
  34. Static
  35. 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
  36.  
  37. Sensei
  38. [MART] [BRAWL]
  39. Prerequisites: Black Belt, two Ability Features
  40. Static
  41. Effect: Select an Ability Feature you do not have, for which you meet the prerequisites. For the purposes of learning Moves, act as if you had that Feature. Once you have qualified for 3 moves in this way, you may take your chosen Feature as a Third Ability Feature (you must still have the ability to take another Major Feature)
  42.  
  43. ----------------
  44.  
  45. Athlete
  46. [MAJOR] [+POWER] [ATHLETE] [BRAWL]
  47. Prerequisites: 4 Power, 4 Agility
  48. Daily/5 - Free Action
  49. Effect: Add your Power Capability to your Overland Speed until the end of your turn.
  50.  
  51. Pumped Up
  52. [ATHLETE] [BRAWL]
  53. Prerequisites: Athlete, Agility or Focus Energy
  54. At-Will - Free Action
  55. Effect: Once per encounter, you may use either Agility or Focus Energy as a Free Action.
  56.  
  57. ------------------------------
  58.  
  59. Grappler
  60. [MAJOR] [+POWER] [MART] [BRAWL] [ABILITY]
  61. Prerequisites: Martial Artist, 2 Brawling, 15 HP
  62. Static
  63. Effect: You gain the Guts Ability. You may only have two Ability Features.
  64.  
  65. Pin Down
  66. [BRAWL] [MART]
  67. Prerequisites: Guts Ability, 4 Brawling
  68. At-Will - Standard Action
  69. Target: An adjacent foe
  70. 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.
  71.  
  72. --------------------------------
  73.  
  74. Dirty Fighter
  75. [MAJOR] [+AGILITY] [BRAWL] [ABILITY]
  76. Prerequisites: 3 Intelligence, 3 Confidence, 4 Agility, 2 Brawling
  77. Static
  78. Effect: You gain the Prankster Ability. You may only have two Ability Features.
  79.  
  80. Look, A Three Headed Mankey!
  81. [CHARM] [BRAWL]
  82. Prerequisites: Dirty Fighter, 2 Charm
  83. Daily/10 - Standard Action
  84. Target: Pokemon or Trainer
  85. Effect: Your target rolls 1d20 and adds their Intelligence Capability. On a roll of 14 or less, they lose their Standard Action this round. This Feature does not work on the same target twice in an encounter.
  86.  
  87. --------------------------------------
  88.  
  89. Empty Hand Style
  90. [MAJOR] [+POWER] [MART] [BRAWL] [ABILITY]
  91. Prerequisites: Martial Artist, 2 Brawling, 12 Attack
  92. Static
  93. Effect: You gain the Inner Focus Ability. You may only have two Ability Features.
  94.  
  95. Decisive Strike
  96. [MART] [BRAWL]
  97. Prerequisites: Empty Hand Style, 4 Brawling
  98. Daily/10 - Free Action
  99. Trigger: You declare an Attack
  100. Effect: Your Attack's critical range is increased by 3. If the attack is not a Critical Hit, it deals +1d10 damage instead.
  101.  
  102. ----------------------------------------
  103.  
  104. Flowing Dance
  105. [MAJOR] [+AGILITY] [MART] [BRAWL] [ABILITY]
  106. Prerequisites: Martial Artist, 2 Brawling, 8 Attack, 8 Defense
  107. Static
  108. Effect: You gain the Technician Ability. You may only have two Ability Features.
  109.  
  110. Quick Strike
  111. [MART] [BRAWL]
  112. Prerequisites: Flowing Dance, 4 Brawling
  113. Daily/15 - Free Action, Interrupt
  114. Effect: You may perform a move to which Technician would apply as an Interrupt.
  115.  
  116. ---------------------------------------
  117.  
  118. Roughneck
  119. [MAJOR] [+POWER] [MART] [BRAWL] [ABILITY]
  120. Prerequisites: Martial Artist, 4 Power, 2 Brawling, 8 HP, 8 Attack
  121. Prerequisites: 6 Power, 4 Brawling, 10 HP, 10 Attack
  122. Static
  123. Effect: You gain the Hustle Ability. You may only have two Ability Features.
  124.  
  125. Brute Force
  126. [MART] [BRAWL]
  127. Prerequisites: Roughneck, 4 Brawling
  128. Daily/10 - Free Action
  129. Trigger: You declare a Physical Melee Attack.
  130. 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 may roll Xd10 additional damage instead of Xd6.
  131.  
  132. ---------------------------------------------
  133.  
  134. Boxer
  135. [MAJOR] [+POWER] [BRAWL] [ABILITY]
  136. Prerequisites: Martial Artist, 2 Brawling, 10 Defense
  137. Prerequisites: Athlete, 4 Brawling, 15 Defense
  138. Static
  139. Effect: You gain the Iron Fist Ability. You may only have two Ability Features.
  140.  
  141. Bob and Weave
  142. [MART] [BRAWL]
  143. Prerequisites: Boxer, 4 Brawling
  144. Daily/10 - Free Action
  145. Trigger: You use a Self-Targetting Move
  146. Effect: Increase your Evasion by +2 until the beginning of your next turn.
  147.  
  148. ----------------------------------
  149.  
  150. Reckless
  151. [MAJOR] [+POWER] [MART] [BRAWL] [ABILITY]
  152. Prerequisites: Martial Artist, 4 Brawling, 15 Attack
  153. Static
  154. Effect: You gain the Reckless Ability. You may only have two Ability Features.
  155.  
  156. I Can Take It
  157. [MART] [BRAWL]
  158. Prerequisites: Reckless, 4 Brawling
  159. Daily/10 - Free Action
  160. Trigger: You take Recoil Damage, or damage from missing with Jump Kick or Hi Jump Kick
  161. Effect: You take only half of the recoil damage you would otherwise take.
  162.  
  163. ----------------------
  164.  
  165. Ninjutsu
  166. [MAJOR] [+AGILITY] [NINJA] [ACROB] [STEALTH] [BRAWL]
  167. Prerequisites: 6 Agility, 4 Brawling, 4 Acrobatics, 4 Stealth, 15 Speed
  168. Static
  169. 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.
  170.  
  171. Poisoned Weapons
  172. [NINJA] [ABILITY] [BRAWL]
  173. Prerequisites: Ninjutsu, Poisoner's Kit (1500)
  174. Static
  175. Effect: You gain the Poison Touch Ability. You may only have two Ability Features.
  176.  
  177. Blur
  178. [NINJA] [STEALTH] [BRAWL]
  179. Prerequisites: Ninjutsu, 7 Agility
  180. Static
  181. Effect: Attacks and Moves targeting you that don’t require an Accuracy Check now require one, as though they had Accuracy Check of 2.
  182.  
  183. Spike Drop
  184. [NINJA] [STEALTH] [BRAWL]
  185. Prerequisites: Ninja
  186. At-Will
  187. Trigger: You Shift.
  188. Effect: You may use Spikes or Toxic Spikes as a Free Action as you shift, dropping one square meter of Hazards onto each square you leave during your shift. You may not place more than 10 Square Meters of Hazards in this way.
  189.  
  190. ---------------
  191.  
  192. Aura User
  193. [MAJOR] [+POWER] [AURAU] [MYSTICISM] [BRAWL]
  194. Prerequisites: 6 Brawling, 4 Mysticsm, 8 Special Attack
  195. Static
  196. Effect: You gain the Aura Capability.
  197.  
  198. True Sight
  199. [AURAU] [TELEPATH] [BRAWL] [ABILITY]
  200. Prerequisites: Aura User, 9 Brawling
  201. Static
  202. Effect: You gain the Scrappy Ability. You may only have two Ability Features.
  203.  
  204. Telepathic Awareness
  205. [AURAU] [TELEPATH] [BRAWL] [ABILITY]
  206. Prerequisites: Aura User
  207. Prerequisites: Telepath
  208. Static
  209. Effect: You gain the Telepathy Ability. You may only have two Ability Features.
  210.  
  211. Aura Thoughts
  212. [AURAU] [MYSTICISM]
  213. Prerequisites: Aura User, 7 Mysticism
  214. Daily – Every 10 levels gained, you may perform this Feature another time per day.
  215. Target: Pokemon or Trainers.
  216. Effect: You know the general course of actions the target intends to take such as, 'Meet with associate' 'Fight our enemy' 'Destroy this location' 'Impress close friend'. These intentions can be misinterpreted by the Aura User, like reading the intention to harm someone, when it is simply a friendly competition. These intentions cannot be hidden by Voltorb Flip or the Mind Lock capability.
  217.  
  218. --------------------
  219.  
  220. Psychic Development
  221. [PSIONIC]
  222. Prerequisites: One Major Psionic Feature.
  223. Static
  224. Effect: You gain two Stat Points for each Feature with the [PSIONIC] tag you have. Whenever you gain a new feature with the [PSIONIC] tag, you gain two additional Stat Points.
  225.  
  226. Psychic Finder
  227. [PSIONIC]
  228. Prerequisites: Psychic Development
  229. At-Will - Standard Action
  230. Target: Human or Pokemon.
  231. Effect: You can identify if Psionic powers have affected someone’s mind and identify the meddler, human and Pokemon alike, by recognizing Psychic Residue. Also, when using a Feature which leaves Psychic Residue on its target, you may make a Psionics check with a DC of 20. If you succeed, you leave no psychic residue.
  232.  
  233.  
  234. Telekinetic
  235. [MAJOR] [KINESIS] [+INTELLIGENCE] [PSIONIC]
  236. Prerequisites: 6 Intelligence, 2 Psionics
  237. At-Will - Standard Action
  238. Target: Any object that you may lift.
  239. Effect: You may lift items with Telekinesis that are up to X lbs, where X is your Intelligence Capability multiplied by 10. You may target objects with Telekinesis a number of Meters away equal to your Intelligence Capability.
  240.  
  241. Levitation
  242. [TELEKINETIC] [PSIONIC] [ABILITY]
  243. Prerequisites: Telekinetic, 9 Psionics
  244. Static
  245. Effect: You gain the Levitation Ability. You may only have two Ability Features.
  246.  
  247. Hinder
  248. [TELEKINETIC] [PSIONIC]
  249. Prerequisites: Telekinetic, 4 Psionics
  250. Daily/10 – Standard Action
  251. Target: Pokemon or Trainers
  252. Effect: Make a Psionics Check, and subtract the target’s Power Capability from the result. If the result is 12 or greater, each meter of movement the target takes requires 2 meters of Movement Capability. If the result is 20 or greater, each meter of movement the target takes requires 3 meters of Movement Capability. If the reulst is 30 or greater, the target may not Shift on their next turn.
  253.  
  254. Unbalance
  255. [TELEKINETIC] [PSIONIC]
  256. Prerequisites: Telekinetic, Hinder, 6 Psionics
  257. Daily/10 – Standard Action
  258. Target: Pokemon or Trainers
  259. Effect: The target takes a -2 Penalty to Accuracy Rolls and Evasion until the end of your next turn. This may be done as a Free Action against your target when you use Hinder.
  260.  
  261. Elementalist
  262. [MAJOR] [+INTELLIGENCE] [ELEMENTALIST] [PSIONIC]
  263.  
  264.  
  265. Telepath
  266. [MAJOR] [TELEPATH] [+INTELLIGENCE] [PSIONIC]
  267. Prerequisites: 6 Intelligence, 2 Psionics
  268. At-Will - Swift Action
  269. Target: Any other human, some may be immune to Telepathy
  270. Effect: You may read the surface thoughts of other humans, as well as project your surface thoughts to other humans. You may also project telepathic message to your Pokemon, but may not read your Pokemon’s minds unless they too have Telepath. Using this on a target leaves discoverable psychic residue.
  271.  
  272. Pokemon Telepathy
  273. [TELEPATH] [PSIONIC]
  274. Prerequisites: Telepath, 9 Psionics, 4 Pokemon Knowledge
  275. At-Will - Swift Action
  276. Target: Any Pokemon, some may be immune to Telepathy
  277. Effect: You may read the surface thoughts of Pokemon. Using this on a target leaves discoverable psychic residue.
  278.  
  279. Suggestion
  280. [TELEPATH] [PSIONIC]
  281. Prerequisites: Telepath, 6 Psionics
  282. Daily/5 - Standard Action
  283. Target: Pokemon or Trainers
  284. Effect: You smoothly plant a thought into the subjects head. They won't know exactly why or how they thought of it; they will naturally assume they thought of it themselves, and their brain will attempt to get there as logically as it can. The target may not necessarily act on the suggestion, especially if it is against their nature. Using this on a target leaves discoverable psychic residue.
  285.  
  286. Telepathic Awareness
  287. [AURAU] [TELEPATH] [ABILITY]
  288. Prerequisites: Aura User
  289. Prerequisites: Telepath
  290. Static
  291. Effect: You gain the Telepathy Ability. You may only have two Ability Features.
  292.  
  293. Telepathic Warning
  294. Prerequisites: Telepath, Telepathic Awareness, 4 Psionics
  295. Daily/15 - Free Action
  296. Target: An Ally's Attack
  297. Effect: You're able to give your allies heed of attacks. The target attack automatically misses any allied targets.
  298.  
  299.  
  300. Empath
  301. [MAJOR] [+INTELLIGENCE] [PSIONIC]
  302. Prerequisites: 6 Inteligence, 2 Psionics
  303. Daily/5
  304. Target: Trainers or Pokemon
  305. Effect: Make a Psionics Check. You heal the target by that amount.
  306.  
  307. Calming Vibe
  308. [TELEPATH] [PSIONIC]
  309. Prerequisites: Empath, 6 Psionics
  310. At-Will – Standard Action
  311. Target: Pokemon or Trainers.
  312. Effect: You calm the target, curing it of Flinched or Confusion. Calming Vibe can calm rages, focus a distorted mind, or neutralize fear. In order to use Calming Vibe, the Trainer must be in a calm state of mind. Using this on a target leaves discoverable psychic residue.
  313.  
  314. Digging
  315. [TELEPATH] [PSIONIC]
  316. Prerequisites: Empath, 9 Psionics
  317. At-Will - Extended Action
  318. Target: Pokemon or Trainers.
  319. Effect: You may read thoughts from the past X hours in a mind with Telepathy, where X is your Intelligence Capability doubled. Using this on a target leaves discoverable psychic residue.
  320.  
  321. Disciple
  322. [MAJOR] [DISCIPLE] [PSIONIC], [+POWER] or [+INTELLIGENCE]
  323. Prerequisites: 4 Intelligence, 4 Power, 2 Psionics, 5 special attack, 5 special defense
  324. At-Will - Extended Action
  325. Target: Self
  326. Effect: You may meditate for a number of hours each day equal to the lower of your Intelligence or Power Capabilities. When you Meditate, you have as much awareness to sound, feeling, and smell as if you are awake. You also instinctively sense danger while Meditating. For each hour you meditate, you gain 1 Meditation Point. Your Meditation Points are reset to 0 whenever you eat or take an extended sleep ( not status condition). Once per encounter, you may use a Meditation Point to raise the Stat of your Choice by +1 CS as a Swift Action.
  327.  
  328. Limber
  329. [DISCIPLE] [ABILITY]
  330. Prerequisites: Disciple
  331. Static
  332. Effect: You gain the Limber Ability. You may only have two Ability Features.
  333.  
  334. Quick Meditation
  335. [DISCIPLE] [PSIONIC]
  336. Prerequisites: Disciple
  337. At-Will - Free Action
  338. Trigger: You use the Move Meditate
  339. Effect: You gain +1 CS to the Stat of your choice, and you gain 1 Meditation Point. At the end of the encounter, you lose a number of Meditation Points equal to the number gained through Quick Meditation that encounter. (You may not have negative Meditation Points).
  340.  
  341. Power Release
  342. [DISCIPLE] [BRAWL]
  343. Prerequisite: Disciple, 4 Brawling
  344. At-Will - Swift Action
  345. Trigger: You hit with a damaging attack
  346. Effect: You may spend any number of Meditation Points, up to the value of the lower of your Intelligence or Power Capabilities. For each point you spend, you deal an additional 1d10 damage.
  347.  
  348. Ascetic
  349. [MAJOR] [DISCIPLE] [PSIONIC] [PERCEP], [+POWER] or [+INTELLIGENCE]
  350. Prerequisites: Ascetic, 6 Psionics, 4 Perception
  351. Static
  352. Effect: Each hour you Meditate counts as an hour of regular sleep for the purposes of resting. Every three hours you meditate count as a full meal's worth of nourishment.
  353.  
  354. Renewal
  355. [DISCIPLE] [PSIONIC]
  356. Prerequisites: Ascetic, Quick Meditation
  357. At-Will - Free Action
  358. Trigger: You use the Move Meditate
  359. Effect: Instead of gaining a Combat Stage, you may choose to gain X Temporary HP, where X is the sum of your Power and Intelligence Capabilities. Additionally, instead of gaining a Meditation Point, you may choose to cure yourself of all Status Conditions.
  360.  
  361. Awareness
  362. [DISCIPLE] [PSIONIC]
  363. Prerequisites: Ascetic, Renewal
  364. Static
  365. Effect: As long as you have any Meditation Points, you are immune to the Sleep Condition.
  366.  
  367. Clarity
  368. [DISCIPLE] [PSIONIC]
  369. Prerequisites: Ascetic, Renewal
  370. Static
  371. Effect: As long as you have any Meditation Points, you are immune to the Confusion Condition.
  372.  
  373.  
  374. Claircognizant
  375. [MAJOR] [+INTELLIGENCE] [CLAIR] [PSIONC]
  376. Prerequisites: 2 Perception, 2 Psionics
  377. Static
  378. Effect: You can always see through illusions and non-mundane disguises, and you know the purpose of any non-living thing that you touch and how to activate it. An example of a non-mundane disguise would be a Ditto’s or Bodysnatcher’s transformation. An example of illusions would be a Double Team or some other source of magical illusion
  379.  
  380. Clairsentient
  381. [CLAIR] [PSIONIC]
  382. Prerequisites: Claircognizant
  383. Daily/8 - Standard Action
  384. Target: A person, object, or Pokemon you physically touched before.
  385. Effect: Make a Psionics Check. If the total exceeds 15, you know the direction of a person you are looking for. If the total exceeds 25, you know an estimated distance between that person and yourself. This Feature replaces Personfinder.
  386.  
  387. Dispel Illusion
  388. [CLAIR] [PERCEP] [PSIONIC]
  389. Prerequisites: Clairvoyant, 6 Perception
  390. Daily/15 - Standard Action
  391. Target: An illusion.
  392. Effect: You can eliminate an illusion by touching the object it originates from, or area it is projected upon. You cannot eliminate disguises.
  393.  
  394. Keen Eye
  395. [CLAIR] [PERCEP] [PSIONIC] [ABILITY]
  396. Prerequisites: Claircognizant, 3 Perception
  397. Static
  398. Effect: You gain the Keen Eye Ability. You may only have two Ability Features.
  399.  
  400. Clairvoyant
  401. [MAJOR] [+INTELLIGENCE] [CLAIR] [PERCEP] [PSIONIC]
  402. Prerequisites: Claircognizant, Keen Eye
  403. Daily/10 - Extended Action
  404. Target: An item, person, or your current location.
  405. Effect: You can view a psychic panel summary of what has happened to the target in the X hours, where X is your Intelligence Capability. The images are jumbled and might not be chronological order.
  406. Itemfinder
  407. [CLAIR] [PERCEP] [PSIONIC]
  408. Prerequisites: Clairvoyant
  409. Daily/5 - Extended Action
  410. Target: The exact location you are at.
  411. Effect: Make a Psionics Check. If the total exceeds 20, you will be guided to a nearby dropped item. The item found will depend on your location.
  412.  
  413. Retrocognition
  414. [CLAIR] [PSIONIC] [PERCEP]
  415. Prerequisites: Clairvoyant
  416. Daily/10 – Free Action
  417. Target: An image seen while using Clairvoyance
  418. Effect: Make a Perception Check and subtract 10. If the total is positive, you can follow a part of the object’s past for a number of minutes equal to your Check’s result. You may follow a ghostly image, seen only by yourself, of a person, pokemon or other object that came into contact with the object you were reading and left. The ghostly image can only be followed for up to a mile from the spot you began to read.
  419.  
  420. Precognition
  421. [CLAIR] [PSIONIC]
  422. Prerequisites: Clairvoyant
  423. Daily – Special
  424. Effect: Make a Psionics Check with a DC of 30. Upon success, you gain insight of things to come. This may come in a moment of inspiration, or as a dream, or any other way your GM may think of. The form of your vision is up to your GM. You should discuss this Feature with your GM before taking it.
  425.  
  426. Warper
  427. [MAJOR] [+INTELLIGENCE] [WARP] [PSIONIC]
  428. Prerequisites: 6 Intelligence, 2 Psionics
  429. Daily/5 - Free Action, Interrupt
  430. Target: Your Accuracy Roll, or an Accuracy Roll Targeting you.
  431. Effect: You can either add or subtract 2 from the Accuracy Roll. This may be done after Accuracy Rolls have been made.
  432.  
  433. Phasing
  434. [WARP] [PSIONIC]
  435. Prerequisites: Psychic, 6 Psionics
  436. At-Will – Standard Action
  437. Target: Self.
  438. Effect: You may move through solid objects until the end of your next turn. Your body becomes semi-transparent, and Moves will miss and pass through you if you are Phasing. If you are still in a solid object at the end of your next turn, and you have not reactivated Phasing, you die. You may not make a death savings throw if you die while Phasing.
  439.  
  440. Probability Control
  441. [WARP] [PSIONIC]
  442. Prerequisites: Psychic, 4 Psionics
  443. Daily 3 – Free Action
  444. Target: Any roll made by yourself or an ally.
  445. Effect: You may reroll any roll, or have any ally reroll any roll. Whenever you use Probability Control, you lose HP equal to 1/10th of your maximum HP.
  446.  
  447. Fumble
  448. [WARP] [PSIONIC]
  449. Prerequisites: Warper, Probability Control
  450. Static
  451. Effect: You may target rolls made by foes with Probability Control.
  452.  
  453. Reality Sculptor
  454. [WARP] [PSIONIC]
  455. Prerequisites: Warper, 9 Psionics
  456. Static
  457. Effect: When using your Warper Feature, you may target any Accuracy Roll.
  458.  
  459. Hex Maniac
  460. [MAJOR] [+INTELLIGENCE] [HEX] [PSIONIC] [MYSTICISM]
  461. Prerequisites: 5 Intelligence, 3 Mysticism, 2 Psionics,
  462. Daily/5 – Standard Action
  463. Target: Pokemon or Trainers
  464. Effect: Choose ATK or SP. ATK. The target has the chosen stat reduced by 1 Combat Stages.
  465.  
  466. Cursed Body
  467. [HEX] [PSIONIC] [MYSTICISM] [ABILITY]
  468. Prerequisites: Hex Maniac
  469. Static
  470. Effect: You gain the Cursed Body Ability. You may only have two Ability Features.
  471.  
  472. Decrepify
  473. [HEX] [PSIONIC] [MYSTICISM]
  474. Prerequisites: Hex Maniac, 4 Mysticism, 3 Psionics
  475. Static
  476. Effect: When using Hex Maniac, you may also choose DEF, SP. DEF, or SPEED.
  477.  
  478. Evil Eye
  479. [HEX] [PSIONIC] [MYSTICISM]
  480. Prerequisites: Decrepify, 5 Psionics, 5 Mysticism
  481. Static
  482. Effect: When using Hex Maniac, you lower the chosen Stat by 2 Combat Stages.
  483.  
  484.  
  485.  
  486. --------------------
  487.  
  488. General Features
  489.  
  490. - Ability Features
  491.  
  492. Cover
  493. Prerequisites: Agility 3
  494. Daily/15 - Free Action
  495. Trigger: Your Pokemon is hit by an attack.
  496. Effect: You may attempt to Cover for your Pokemon.
  497.  
  498. Multitasking
  499. Prerequisite: 10 Agility
  500. Daily/10 - Swift Action
  501. Target: Self
  502. Effect: You gain an additional Standard Action this round.
  503.  
  504. I Believe in You!
  505. Prerequisite: 10 Confidence
  506. Daily/10 - Free Action
  507. Trigger: Your Pokemon hits with a damage-dealing Move.
  508. Effect: Your Pokemon deals an additional Xd6 damage, where X is your Confidence Capability.
  509.  
  510. - Combat Features
  511.  
  512. Combat Adept
  513. [BRAWL] [PSIONIC]
  514. Prerequisites: A "Battle" Frequency Move in your Movelist.
  515. Daily - Standard Action
  516. Effect: You may perform a "Battle" Frequency Move in your Move List.
  517.  
  518. Combat Expertise
  519. Prerequisites: Combat Adept, Level 15
  520. Daily/15 - Standard Ation
  521. Effect: You may perform a "Battle" Frequency Move in your Move List. This Feature replaces Combat Adept.
  522.  
  523. Combat Mastery
  524. [BRAWL] [PSIONIC]
  525. Prerequisites: Combat Expertise, Level 25, a "Center" Frequency Move in your Movelist.
  526. Daily - Standard Action
  527. Effect: You may perform a "Center" Frequency Move in your Move List.
  528.  
  529. Expanding Horizons
  530. [BRAWL] [PSIONIC]
  531. Prerequisites: None.
  532. Static
  533. Effect: Your Movelist's limit of moves known is raised by +3. You may take this Feature up to three times.
  534.  
  535. Martial Training
  536. [BRAWL]
  537. Prerequisites: 3 Brawling
  538. Static
  539. Effect: Add STAB to all Physical Moves you perform.
  540.  
  541. Radiance
  542. [MYSTICISM] [PSIONIC]
  543. Prerequisites: 3 Mysticism
  544. Prerequisites: 3 Psionics
  545. Static
  546. Effect: Add STAB to all Special Moves you perform.
  547.  
  548. Signature Move
  549. [BRAWL] [PSIONIC]
  550. Prerequisites: Level 15
  551. Static
  552. Target: A Move in your Movelist.
  553. Effect: Increase the Move's Frequency one step, as if you had used a PP Up.
  554.  
  555.  
  556. ----------------------
  557.  
  558. OTHER CHANGES
  559.  
  560. Telekinesis / Telepathy
  561.  
  562. Keen Eye, Levitation (add +2 Sky),
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