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- Martial Artist
- [MAJOR] [MART] [BRAWL], [+POWER] or [+AGILITY]
- Prerequisites: 4 Power, 4 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,
- Daily/15 - Free Action
- Target: Self
- Effect: Your are cured of any single status condition.
- Power Attack
- [MART] [BRAWL]
- Prerequisites: Martial Artist
- Daily/5 - Free Action
- Trigger: You declare a Physical Melee Attack
- Effect: Subtract 2 from your Accuracy Roll, but on a succesful attack, deal additional damage equal to your Power Capability doubled.
- Swat
- [MART] [BRAWL]
- Prerequisites: Martial Artist
- 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.
- ---------------
- Black Belt
- [MAJOR] [MART] [BRAWL] [+POWER] or [+AGILITY]
- Prerequisites: Martial Artist, one Ability Feature, 7 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
- Sensei
- [MART] [BRAWL]
- Prerequisites: Black Belt, two Ability Features
- Static
- 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)
- ----------------
- Athlete
- [MAJOR] [+POWER] [ATHLETE] [BRAWL]
- Prerequisites: 4 Power, 4 Agility
- Daily/5 - Free Action
- Effect: Add your Power Capability to your Overland Speed until the end of your turn.
- Pumped Up
- [ATHLETE] [BRAWL]
- Prerequisites: Athlete, Agility or Focus Energy
- At-Will - Free Action
- Effect: Once per encounter, you may use either Agility or Focus Energy as a Free Action.
- ------------------------------
- Grappler
- [MAJOR] [+POWER] [MART] [BRAWL] [ABILITY]
- Prerequisites: Martial Artist, 2 Brawling, 15 HP
- Static
- Effect: You gain the Guts Ability. You may only have two Ability Features.
- Pin Down
- [BRAWL] [MART]
- Prerequisites: Guts Ability, 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.
- --------------------------------
- Dirty Fighter
- [MAJOR] [+AGILITY] [BRAWL] [ABILITY]
- Prerequisites: 3 Intelligence, 3 Confidence, 4 Agility, 2 Brawling
- Static
- Effect: You gain the Prankster Ability. You may only have two Ability Features.
- Look, A Three Headed Mankey!
- [CHARM] [BRAWL]
- Prerequisites: Dirty Fighter, 2 Charm
- Daily/10 - Standard Action
- Target: Pokemon or Trainer
- 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.
- --------------------------------------
- Empty Hand Style
- [MAJOR] [+POWER] [MART] [BRAWL] [ABILITY]
- Prerequisites: Martial Artist, 2 Brawling, 12 Attack
- Static
- Effect: You gain the Inner Focus Ability. You may only have two Ability Features.
- Decisive Strike
- [MART] [BRAWL]
- Prerequisites: Empty Hand Style, 4 Brawling
- Daily/10 - Free Action
- 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.
- ----------------------------------------
- Flowing Dance
- [MAJOR] [+AGILITY] [MART] [BRAWL] [ABILITY]
- Prerequisites: Martial Artist, 2 Brawling, 8 Attack, 8 Defense
- Static
- Effect: You gain the Technician Ability. You may only have two Ability Features.
- Quick Strike
- [MART] [BRAWL]
- Prerequisites: Flowing Dance, 4 Brawling
- Daily/15 - Free Action, Interrupt
- Effect: You may perform a move to which Technician would apply as an Interrupt.
- ---------------------------------------
- Roughneck
- [MAJOR] [+POWER] [MART] [BRAWL] [ABILITY]
- Prerequisites: Martial Artist, 4 Power, 2 Brawling, 8 HP, 8 Attack
- Prerequisites: 6 Power, 4 Brawling, 10 HP, 10 Attack
- Static
- Effect: You gain the Hustle Ability. You may only have two Ability Features.
- Brute Force
- [MART] [BRAWL]
- Prerequisites: Roughneck, 4 Brawling
- Daily/10 - Free Action
- Trigger: You declare a Physical Melee Attack.
- 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.
- ---------------------------------------------
- Boxer
- [MAJOR] [+POWER] [BRAWL] [ABILITY]
- 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 two Ability Features.
- Bob and Weave
- [MART] [BRAWL]
- Prerequisites: Boxer, 4 Brawling
- Daily/10 - Free Action
- Trigger: You use a Self-Targetting Move
- Effect: Increase your Evasion by +2 until the beginning of your next turn.
- ----------------------------------
- Reckless
- [MAJOR] [+POWER] [MART] [BRAWL] [ABILITY]
- Prerequisites: Martial Artist, 4 Brawling, 15 Attack
- Static
- Effect: You gain the Reckless Ability. You may only have two Ability Features.
- I Can Take It
- [MART] [BRAWL]
- Prerequisites: Reckless, 4 Brawling
- 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.
- ----------------------
- Ninjutsu
- [MAJOR] [+AGILITY] [NINJA] [ACROB] [STEALTH] [BRAWL]
- Prerequisites: 6 Agility, 4 Brawling, 4 Acrobatics, 4 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.
- Poisoned Weapons
- [NINJA] [ABILITY] [BRAWL]
- Prerequisites: Ninjutsu, Poisoner's Kit (1500)
- Static
- Effect: You gain the Poison Touch Ability. You may only have two Ability Features.
- Blur
- [NINJA] [STEALTH] [BRAWL]
- Prerequisites: Ninjutsu, 7 Agility
- 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.
- Spike Drop
- [NINJA] [STEALTH] [BRAWL]
- Prerequisites: Ninja
- At-Will
- Trigger: You Shift.
- 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.
- ---------------
- Aura User
- [MAJOR] [+POWER] [AURAU] [MYSTICISM] [BRAWL]
- Prerequisites: 6 Brawling, 4 Mysticsm, 8 Special Attack
- Static
- Effect: You gain the Aura Capability.
- True Sight
- [AURAU] [TELEPATH] [BRAWL] [ABILITY]
- Prerequisites: Aura User, 9 Brawling
- Static
- Effect: You gain the Scrappy Ability. You may only have two Ability Features.
- Telepathic Awareness
- [AURAU] [TELEPATH] [BRAWL] [ABILITY]
- Prerequisites: Aura User
- Prerequisites: Telepath
- Static
- Effect: You gain the Telepathy Ability. You may only have two Ability Features.
- Aura Thoughts
- [AURAU] [MYSTICISM]
- Prerequisites: Aura User, 7 Mysticism
- Daily – Every 10 levels gained, you may perform this Feature another time per day.
- Target: Pokemon or Trainers.
- 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.
- --------------------
- Psychic Development
- [PSIONIC]
- Prerequisites: One Major Psionic Feature.
- Static
- 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.
- Psychic Finder
- [PSIONIC]
- Prerequisites: Psychic Development
- At-Will - Standard Action
- Target: Human or Pokemon.
- 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.
- Telekinetic
- [MAJOR] [KINESIS] [+INTELLIGENCE] [PSIONIC]
- Prerequisites: 6 Intelligence, 2 Psionics
- At-Will - Standard Action
- Target: Any object that you may lift.
- 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.
- Levitation
- [TELEKINETIC] [PSIONIC] [ABILITY]
- Prerequisites: Telekinetic, 9 Psionics
- Static
- Effect: You gain the Levitation Ability. You may only have two Ability Features.
- Hinder
- [TELEKINETIC] [PSIONIC]
- Prerequisites: Telekinetic, 4 Psionics
- Daily/10 – Standard Action
- Target: Pokemon or Trainers
- 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.
- Unbalance
- [TELEKINETIC] [PSIONIC]
- Prerequisites: Telekinetic, Hinder, 6 Psionics
- Daily/10 – Standard Action
- Target: Pokemon or Trainers
- 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.
- Elementalist
- [MAJOR] [+INTELLIGENCE] [ELEMENTALIST] [PSIONIC]
- Telepath
- [MAJOR] [TELEPATH] [+INTELLIGENCE] [PSIONIC]
- Prerequisites: 6 Intelligence, 2 Psionics
- At-Will - Swift Action
- Target: Any other human, some may be immune to Telepathy
- 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.
- Pokemon Telepathy
- [TELEPATH] [PSIONIC]
- Prerequisites: Telepath, 9 Psionics, 4 Pokemon Knowledge
- At-Will - Swift Action
- Target: Any Pokemon, some may be immune to Telepathy
- Effect: You may read the surface thoughts of Pokemon. Using this on a target leaves discoverable psychic residue.
- Suggestion
- [TELEPATH] [PSIONIC]
- Prerequisites: Telepath, 6 Psionics
- Daily/5 - Standard Action
- Target: Pokemon or Trainers
- 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.
- Telepathic Awareness
- [AURAU] [TELEPATH] [ABILITY]
- Prerequisites: Aura User
- Prerequisites: Telepath
- Static
- Effect: You gain the Telepathy Ability. You may only have two Ability Features.
- Telepathic Warning
- Prerequisites: Telepath, Telepathic Awareness, 4 Psionics
- Daily/15 - Free Action
- Target: An Ally's Attack
- Effect: You're able to give your allies heed of attacks. The target attack automatically misses any allied targets.
- Empath
- [MAJOR] [+INTELLIGENCE] [PSIONIC]
- Prerequisites: 6 Inteligence, 2 Psionics
- Daily/5
- Target: Trainers or Pokemon
- Effect: Make a Psionics Check. You heal the target by that amount.
- Calming Vibe
- [TELEPATH] [PSIONIC]
- Prerequisites: Empath, 6 Psionics
- At-Will – Standard Action
- Target: Pokemon or Trainers.
- 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.
- Digging
- [TELEPATH] [PSIONIC]
- Prerequisites: Empath, 9 Psionics
- At-Will - Extended Action
- Target: Pokemon or Trainers.
- 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.
- Disciple
- [MAJOR] [DISCIPLE] [PSIONIC], [+POWER] or [+INTELLIGENCE]
- Prerequisites: 4 Intelligence, 4 Power, 2 Psionics, 5 special attack, 5 special defense
- At-Will - Extended Action
- Target: Self
- 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.
- Limber
- [DISCIPLE] [ABILITY]
- Prerequisites: Disciple
- Static
- Effect: You gain the Limber Ability. You may only have two Ability Features.
- Quick Meditation
- [DISCIPLE] [PSIONIC]
- Prerequisites: Disciple
- At-Will - Free Action
- Trigger: You use the Move Meditate
- 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).
- Power Release
- [DISCIPLE] [BRAWL]
- Prerequisite: Disciple, 4 Brawling
- At-Will - Swift Action
- Trigger: You hit with a damaging attack
- 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.
- Ascetic
- [MAJOR] [DISCIPLE] [PSIONIC] [PERCEP], [+POWER] or [+INTELLIGENCE]
- Prerequisites: Ascetic, 6 Psionics, 4 Perception
- Static
- 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.
- Renewal
- [DISCIPLE] [PSIONIC]
- Prerequisites: Ascetic, Quick Meditation
- At-Will - Free Action
- Trigger: You use the Move Meditate
- 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.
- Awareness
- [DISCIPLE] [PSIONIC]
- Prerequisites: Ascetic, Renewal
- Static
- Effect: As long as you have any Meditation Points, you are immune to the Sleep Condition.
- Clarity
- [DISCIPLE] [PSIONIC]
- Prerequisites: Ascetic, Renewal
- Static
- Effect: As long as you have any Meditation Points, you are immune to the Confusion Condition.
- Claircognizant
- [MAJOR] [+INTELLIGENCE] [CLAIR] [PSIONC]
- Prerequisites: 2 Perception, 2 Psionics
- Static
- 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
- Clairsentient
- [CLAIR] [PSIONIC]
- Prerequisites: Claircognizant
- Daily/8 - Standard Action
- Target: A person, object, or Pokemon you physically touched before.
- 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.
- Dispel Illusion
- [CLAIR] [PERCEP] [PSIONIC]
- Prerequisites: Clairvoyant, 6 Perception
- Daily/15 - Standard Action
- Target: An illusion.
- Effect: You can eliminate an illusion by touching the object it originates from, or area it is projected upon. You cannot eliminate disguises.
- Keen Eye
- [CLAIR] [PERCEP] [PSIONIC] [ABILITY]
- Prerequisites: Claircognizant, 3 Perception
- Static
- Effect: You gain the Keen Eye Ability. You may only have two Ability Features.
- Clairvoyant
- [MAJOR] [+INTELLIGENCE] [CLAIR] [PERCEP] [PSIONIC]
- Prerequisites: Claircognizant, Keen Eye
- Daily/10 - Extended Action
- Target: An item, person, or your current location.
- 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.
- Itemfinder
- [CLAIR] [PERCEP] [PSIONIC]
- Prerequisites: Clairvoyant
- Daily/5 - Extended Action
- Target: The exact location you are at.
- 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.
- Retrocognition
- [CLAIR] [PSIONIC] [PERCEP]
- Prerequisites: Clairvoyant
- Daily/10 – Free Action
- Target: An image seen while using Clairvoyance
- 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.
- Precognition
- [CLAIR] [PSIONIC]
- Prerequisites: Clairvoyant
- Daily – Special
- 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.
- Warper
- [MAJOR] [+INTELLIGENCE] [WARP] [PSIONIC]
- Prerequisites: 6 Intelligence, 2 Psionics
- Daily/5 - Free Action, Interrupt
- Target: Your Accuracy Roll, or an Accuracy Roll Targeting you.
- Effect: You can either add or subtract 2 from the Accuracy Roll. This may be done after Accuracy Rolls have been made.
- Phasing
- [WARP] [PSIONIC]
- Prerequisites: Psychic, 6 Psionics
- At-Will – Standard Action
- Target: Self.
- 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.
- Probability Control
- [WARP] [PSIONIC]
- Prerequisites: Psychic, 4 Psionics
- Daily 3 – Free Action
- Target: Any roll made by yourself or an ally.
- 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.
- Fumble
- [WARP] [PSIONIC]
- Prerequisites: Warper, Probability Control
- Static
- Effect: You may target rolls made by foes with Probability Control.
- Reality Sculptor
- [WARP] [PSIONIC]
- Prerequisites: Warper, 9 Psionics
- Static
- Effect: When using your Warper Feature, you may target any Accuracy Roll.
- Hex Maniac
- [MAJOR] [+INTELLIGENCE] [HEX] [PSIONIC] [MYSTICISM]
- Prerequisites: 5 Intelligence, 3 Mysticism, 2 Psionics,
- Daily/5 – Standard Action
- Target: Pokemon or Trainers
- Effect: Choose ATK or SP. ATK. The target has the chosen stat reduced by 1 Combat Stages.
- Cursed Body
- [HEX] [PSIONIC] [MYSTICISM] [ABILITY]
- Prerequisites: Hex Maniac
- Static
- Effect: You gain the Cursed Body Ability. You may only have two Ability Features.
- Decrepify
- [HEX] [PSIONIC] [MYSTICISM]
- Prerequisites: Hex Maniac, 4 Mysticism, 3 Psionics
- Static
- Effect: When using Hex Maniac, you may also choose DEF, SP. DEF, or SPEED.
- Evil Eye
- [HEX] [PSIONIC] [MYSTICISM]
- Prerequisites: Decrepify, 5 Psionics, 5 Mysticism
- Static
- Effect: When using Hex Maniac, you lower the chosen Stat by 2 Combat Stages.
- --------------------
- General Features
- - Ability Features
- Cover
- Prerequisites: Agility 3
- Daily/15 - Free Action
- Trigger: Your Pokemon is hit by an attack.
- Effect: You may attempt to Cover for your Pokemon.
- Multitasking
- Prerequisite: 10 Agility
- Daily/10 - Swift Action
- Target: Self
- Effect: You gain an additional Standard Action this round.
- I Believe in You!
- Prerequisite: 10 Confidence
- Daily/10 - Free Action
- Trigger: Your Pokemon hits with a damage-dealing Move.
- Effect: Your Pokemon deals an additional Xd6 damage, where X is your Confidence Capability.
- - Combat Features
- Combat Adept
- [BRAWL] [PSIONIC]
- Prerequisites: A "Battle" Frequency Move in your Movelist.
- Daily - Standard Action
- Effect: You may perform a "Battle" Frequency Move in your Move List.
- Combat Expertise
- Prerequisites: Combat Adept, Level 15
- Daily/15 - Standard Ation
- Effect: You may perform a "Battle" Frequency Move in your Move List. This Feature replaces Combat Adept.
- Combat Mastery
- [BRAWL] [PSIONIC]
- Prerequisites: Combat Expertise, Level 25, a "Center" Frequency Move in your Movelist.
- Daily - Standard Action
- Effect: You may perform a "Center" Frequency Move in your Move List.
- Expanding Horizons
- [BRAWL] [PSIONIC]
- Prerequisites: None.
- Static
- Effect: Your Movelist's limit of moves known is raised by +3. You may take this Feature up to three times.
- Martial Training
- [BRAWL]
- Prerequisites: 3 Brawling
- Static
- Effect: Add STAB to all Physical Moves you perform.
- Radiance
- [MYSTICISM] [PSIONIC]
- Prerequisites: 3 Mysticism
- Prerequisites: 3 Psionics
- Static
- Effect: Add STAB to all Special Moves you perform.
- Signature Move
- [BRAWL] [PSIONIC]
- Prerequisites: Level 15
- Static
- Target: A Move in your Movelist.
- Effect: Increase the Move's Frequency one step, as if you had used a PP Up.
- ----------------------
- OTHER CHANGES
- Telekinesis / Telepathy
- Keen Eye, Levitation (add +2 Sky),
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