Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Commander
- [CLASS]
- Prerequisites: Novice Charm, Leader
- 1 AP - Standard Action
- Target: Pokémon or Trainer
- Effect: The Target may immediately take a Standard Action with the At-Will Frequency.
- Cast's Notes: The Commander Feature is in fact not League Legal. The idea behind it is you have to at least be in the midst of battle and able to influence it in order to create an opening for an ally to act. It's not something you can do by simply standing on the sidelines and watching, as you would be in a League match. Feel free to enforce this ruling with a rolled up newspaper if any players get the idea that they can use this to double their action economy in League matches.
- Motivate
- Prerequisites: Commander
- 1 AP - Standard Action
- Target: Pokémon or Trainer
- Effect: Set all of the Target's negative Combat Stages to zero.
- Snap Out of It!
- Prerequisites: Commander
- 1 AP - Free Action
- Trigger: An Ally makes a roll to cure or ignore a Status Affliction
- Effect: Add half of your Command Rank to the roll.
- Leadership Aura
- Prerequisites: Commander
- Daily/10 - Full Action
- Target: Self
- Effect: For the next two rounds, whenever an Ally causes an Enemy to faint, gain an Inspiration Point. Inspiration Points can be spent as if they are Action Points, and are automatically spent first, but they are lost at the end of the encounter and can only be spent on Commander Features.
- Confidence
- Prerequisites: 3 Commander Feats
- Static
- Effect: You gain the Confidence Ability.
- Keep Fighting!
- Prerequisites: 3 Commander Feats
- Daily/15 - Standard Action, Interrupt
- Trigger: An Ally Trainer with over 1HP is reduced to 0HP or lower
- Effect: Make a Charm Check. That Ally's HP is reduced to 1 instead, and then gains Temporary HP equal to the result of your Charm Check.
- I Believe in You!
- Prerequisites: 5 Commander Feats, Expert Charm
- X AP - Swift Action
- Trigger: Your Pokémon hits with a Damaging Move.
- Effect: Add Xd6 to the Damage Roll for the Move to a maximum of 6d6 at 6 AP spent. You must spend at least 3 AP to activate I Believe in You!.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement