Thrice

Gambler

Jun 24th, 2015
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  1. The Gambler is an odd sort. Where most Trainers take it upon bettering themselves or their Pokemon to succeed at life, Gamblers leave it all up to chance. Mostly, because their chance is just better than others'. They are the ones who always draw the right card, hit the right spot, or luck out of a dire situation at the last second. Fate, sheer luck, divine providence - every Gambler you meet might call it something different, but most share the same mindset: you can't always control what will happen, so you may as well embrace whatever does.
  2.  
  3. A Gambler who wishes to have a greater hand in their destiny might choose to become a Warper or Clairvoyant, while one who simply wants to take advantage of their luck may opt instead to become a Photographer, profiting from or recording the extraordinary things they see and cause.
  4.  
  5. Gamblers make every moment exciting - there's no telling what might happen when one of them is around. However, if you value consistency or dislike random chance, the Gambler class is obviously not for you.
  6.  
  7. Trainer Combat: OO
  8. Active Pokemon Support: OO
  9. Passive Pokemon Support: O
  10.  
  11. Gambler
  12. [Class] [+Speed]
  13. Prerequisites: Novice Intuition, Novice Perception
  14. At-Will - Free Action
  15. Trigger: You land a Critical Hit, activate an on-roll Secondary Effect, or avoid a damaging attack
  16. Effect: You gain 1 Temporary Action Point. This Action Point must be spent before the end of your next turn.
  17.  
  18. Chance Time
  19. [+Speed]
  20. Prerequisites: Gambler
  21. 2 AP - Free Action
  22. Trigger: You or your Pokemon successfully hit with a Move
  23. Effect: You may reroll the Accuracy check, and pick which roll to use. You may only use Chance Time once per Trigger.
  24. (This Feature may be confusing at first, but it is intended to give you a second shot at a critical hit or an effect dependent on Accuracy roll, without allowing you to re-try a failed move.)
  25.  
  26. Wheel of Fortune
  27. [+Speed]
  28. Prerequisites: Gambler
  29. Static
  30. Effect: You learn the Moves Present and Metronome. Present gains the Versatile Keyword for you.
  31.  
  32. Aces and Eights
  33. [+Speed]
  34. Prerequisites: Wheel of Fortune
  35. At-Will - Extended Action
  36. Target: A Pokemon with at least 1 Tutor Point
  37. Effect: The target loses 1 Tutor Point, and learns the Move Present, Metronome, or Assist, even if it would not normally be able to. A Pokemon may be targeted up to two times with Aces and Eights.
  38.  
  39. House Advantage
  40. [+Speed]
  41. Prerequisites: Chance Time, Expert Intuition or Perception
  42. Static
  43. Effect: Choose Super Luck or Serene Grace. You gain the chosen Ability.
  44.  
  45. Shot in the Dark
  46. [+Speed]
  47. Prerequisites: Wheel of Fortune, Expert Intuition or Perception
  48. Scene x2 - Swift Action
  49. Effect: The next Move you or your Pokemon uses via Metronome or Assist has its Effect and Critical Hit Range increased by 3, if possible, and receives a +3 bonus to its Accuracy Check.
  50.  
  51. Heart of the Cards
  52. [+Speed]
  53. Prerequisites: House Advantage, Shot in the Dark, Master Intuition or Perception
  54. 2 AP - Free Action
  55. Trigger: You or your Pokemon use a Move, Ability, or Feature with a variable outcome determined by a die roll or random chance
  56. Effect: You may roll twice and choose which result to use.
  57.  
  58. (Example list of things this applies to: Acupressure, Assist, Charge Beam, Effect Spore, Encore, Moves with the Five Strike keyword, Magnitude, Metronome, Pickup, Present, Psywave, Tri Attack, any other Move that calls for a 1d4/+1 or similar roll. There may be more. Effects that call for Skill Checks, as well as Guillotine and similar Moves are not affected, as they cannot be rerolled. Also because a 61% chance to OHKO is ridiculous. Obviously, Accuracy Checks and Damage Rolls do not count.)
  59.  
  60.  
  61. Wayfare Changes:
  62.  
  63. Aces And Eights
  64. [+Speed]
  65. Prerequisites: House Advantage
  66. Static
  67. Effect: You learn the Moves Psywave and Present.
  68.  
  69.  
  70. Move: Assist
  71. Type: Normal
  72. Frequency: Scene x2
  73. AC: None
  74. Class: Status
  75. Range: Self
  76. Effect: Randomly select one of the user's present allies and then randomly select a Move that ally knows. Assist's user uses that Move immediately.
  77. Contest Type: Cute
  78. Contest Effect: Tease
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