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Thrice

FAQ

Nov 16th, 2017
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  1. HOW LEVELS?!?!?!?!?!?!?!: Every level, you gain a Stat Point that you can put anywhere. At every even level, you gain an Edge. At every odd level, you gain a Feature. When you gain a Feature, you gain its Stat Tag. On Even Levels, if you're a Combat Trainer, you get +1 Attack or Special Attack. If you are not a Combat Trainer, you do not get these extra points, but at level 5 you get a free General Feature and at Level 10 you get two free Edges.
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  3. At levels 2, 6, and 12(every time you get access to a new Skill Rank), you gain a Bonus Edge in addition to the regular Edge. This Bonus Edge can only be used to Rank Up a Skill, and you cannot Rank Up a Skill to the Rank you just gained access to this way. For example, at level 6, you can use this second Edge to Rank Up a Skill to Untrained, Novice, or Adept; but not to Expert Rank.
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  5. HOW AM HEALING?: You heal 1/16th of your Max HP per half hour that you do nothing but rest and relax. If you apply a Bandage, this doubles to 1/8th per half hour. This applies for the first 8 hours of rest per day; so normally, you can heal up to 100% of your max HP per day. With Bandages, it becomes 200%.
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  7. HOW AM INJURIES???: You heal one Injury if you go 24 hours without taking damage. A Bandage reduces this to 6 hours. Mending Gel automatically heals an Injury, but does not remove the lowered Combat Stage. Alternatively, Trainers can remove Injuries as an Extended Action out of combat by Draining 2 AP. You may heal a maximum of 3 Injuries per day. You gain one Injury at every 50% HP Marker - 50%, 0%, -50%, -100%, etc. You also gain an Injury if you take more than 50% of your Max HP in one hit.
  8.  
  9. POKE...BALL???: Your throwing range for Poke Balls and other small objects is equal to your Athletics Rank +4. They are an AC6 Status Class attack.
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  11. COMBO MANNIES?!?!: All Combat Maneuvers are Status-Class attacks. Disarm and Trip have an AC of 6. Grapple and Push have an AC of 4. Dirty Trick and Manipulate have an AC of 2.
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  13. Disarm, Trip, Grapple, and Push can all use Combat for their opposed rolls. Grapple and Push can use Athletics instead. Trip can use Acrobatics. Disarm can use Stealth. I'm not going into detail on Manipulate and Dirty Trick but they're both pretty useful so I'd give them a look, seriously.
  14.  
  15. I'm Looking For A Sprint Sponsorship: Sprinting is a Standard Action that increases all your Movement Speeds by 50% for the rest of your turn. You can trade in a Standard Action for a Shift Action, but you can only use one Shift Action to move per turn.
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  17. POKING TRAINERS?: You can spend an hour Training your Pokemon in order to apply Poke Edges, Training Features, and so on. You can train up to 6 Pokemon at a time this way. When you Train, you can give Experience Training to a number of Pokemon up to your Command Rank. Each Pokemon you give Experience Training to gains Experience equal to your Trainer Level doubled, minus the Pokemon's level, plus 5.
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  19.  
  20. WHAT'S CHANGED??
  21.  
  22. HP is no longer part of Base Stat Relation, and you can re-stat your Pokemon if you want to due to this
  23. Revives can now only be used outside of combat
  24.  
  25. Confusion: Confused users cannot make Attacks of Opportunity. If a Confused user makes an attack (even attacks without rolls), the user becomes Vulnerable for one full round and loses Hit Points equal to half their Attack Stat if the Attack was Physical, half of their Special Attack Stat if the Attack was Special, or a Tick of Hit Points if the Attack was Status. The user is cured of Confusion with a Save of 16+ made at end of turn. When cured of Confusion, the user suffers a -4 penalty to all accuracy rolls for one full round.
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  27. Baby Food has become 'Training Food', which grants +20% experience to any Pokemon whose Level is under your Trainer Level doubled.
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  29.  
  30. Taskmaster Changes:
  31. 'Strike of the Whip' is replaced with the following:
  32.  
  33. Chaser
  34. Prerequisites: Taskmaster
  35. 2 AP - Free Action
  36. Trigger: A foe moves away from your Pokemon and ends their turn
  37. Effect: Your Pokemon takes their next turn as an Interrupt. They do not provoke Attacks of Opportunity on this turn from movement and must move towards and target the triggering foe with a damaging attack. This attack treats the triggering foe as Vulnerable. Chaser may be used only once per Scene per Pokemon.
  38.  
  39. Desperate Strike
  40. Prerequisites: Savage Strike, Expert Intimidate
  41. Scene x2 – Free Action
  42. Trigger: Your Pokémon triggers Cruelty or Bully, or scores a Critical Hit with damaging attack.
  43. Effect: Apply one of the following effects, depending on whether your Pokemon has Cruelty or Bully. Desperate Strike may be used once per Scene per Pokémon.
  44. Cruelty: Your Pokemon may apply the effects of Cruelty to the attack without expending Cruelty’s Frequency. Cruelty's effects may be purchased as if the foe had additional injuries equal to the number of injuries on the user.
  45. Bully: Your Pokemon may apply the effects of Bully to the attack without expending Bully's Frequency. The target of the attack gains an Injury.
  46.  
  47. 'Pain Resistance' is reduced to Scene frequency.
  48.  
  49. 'Savage Strike' now tutors your choice of Bully or Cruelty, and Bully is changed to the following:
  50.  
  51. Ability: Bully
  52. Scene – Free Action
  53. Trigger: The user hits a foe with a damaging attack
  54. Effect: The target of the attack is pushed 1 Meter, Flinched, and Tripped.
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  56. -----------------------------------------------------------------------------------------------------------
  57.  
  58. Move: Pursuit
  59. Type: Dark
  60. Frequency: At-Will
  61. AC: 2
  62. Damage Base 8: 2d8+10 / 19
  63. Class: Physical
  64. Range: Melee, 1 Target
  65. Effect: Once per Scene, Pursuit may be used in place of a Struggle Attack for an Attack of Opportunity. Pursuit may be used as an Interrupt when an adjacent foe would be Switched Out, targeting that foe.
  66.  
  67. Move: Knock Off
  68. Type: Dark
  69. Frequency: At-Will
  70. AC: 2
  71. Damage Base 7: 2d6+10 / 17
  72. Class: Physical
  73. Range: Melee, 1 Target
  74. Effect: Once per Scene, if Knock Off's target has a Held Item or is holding something in their Main or Off Hand, you may have Knock Off's Damage Base be 10 instead (3d8+10 / 24). If you do, that item is knocked to the ground.
  75. Contest Type: Smart
  76. Contest Effect: Steady Performance(edited)
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