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- Psychic: Well at least this one doesn't need much work I hope and now to be proven wrong
- Telekinesis
- At-Will
- Target: Any object that you may lift.
- Effect: Add your INT and CON modifiers and multiply the total by 5 pounds. This represents the weight you may lift and items you may target with Telekinesis. Multiply your INT and CON modifiers then multiply that product by 2 meters. This is extent of the range of your Telekinesis. You need line of sight to target an object. You can Shift the target up to X meters/spaces per turn where X is your INT or CON modifier. If you target an unwilling creature, you must make a Psionics check opposed by their Power, Psionics, Athletics, or Deception check. For every 3 points that you beat their check, you may move that creature up to one meter that turn(max of how far you could move them normally).
- Telepathy
- At-Will
- Target: Any human or Pokemon, some may be immune to Telepathy
- Effect: Multiply your INT and CON modifiers together, and multiply the result by 3 meters. You may read the surface thoughts of other humans, as well as project your thoughts to other humans and Pokemon, within this range. You do not need line of sight. You may not read Pokemon’s minds. To read a target's surface thoughts, you make a Psionics check opposed by their Psionics or Deception check; targets unaware of your presence, abilities, or intent have Disadvantage on this check. You can only attempt to read one mind at a time, but you can project your thoughts to one additional target at a time for every 4 ranks you have in Psionics.
- Mechanics: If you succeed by 5 or more, you know the main focus of what the target is currently thinking about, as well as their most powerful emotion regarding that focus. If you succeed by less than 5, you read what the target is thinking of, but no context or emotions. If you fail by less than 5, you receive a jumbled mess of the target's emotions and thoughts. If you fail by more than 5, you cannot read the target's mind, and any further attempts to read their mind this day have Disadvantage.
- You do not have full control over the thoughts you send to others, and cannot hold detailed conversations with them. Your messages are short and concise, and may arrive jumbled or distorted if too detailed. Alternatively, you may project emotions, such as fear or happiness, which arrive intact.
- Extrasensory
- Prerequisites: Psychic, 16 INT
- At-Will – Drains 8 of user’s HP per use.
- Target: A human or Pokemon.
- Effect: Use the Move Extrasensory. Use your Constitution Stat as your SP. ATK stat.
- Gravity Defied
- Prerequisites: Psychic, Let's Get Freaky
- At-Will – Drains 10 of user’s HP per use.
- Target: No Target
- Effect: Use the Move Gravity or Telekinesis.
- I Wanna Be Like You
- Prerequisites: Psychic, 17 Int
- Daily/5 – Drains 10 of User's HP per use.
- Target: A Pokemon or Trainer.
- Effect: Use the Move Role Play.
- Let's Get Freaky
- Prerequisites: Psychic
- At-Will – Drains 10 of user’s HP per use.
- Target: No Target
- Effect: Use the Move Magic Room or Trick Room.
- Probability Control
- Prerequisites: Psychic, 16 INT
- At-Will – Drains 5 of user’s HP per use.
- Target: Any roll.
- Effect: You may reroll any die, or have any ally reroll any die. For every time you use this ability per day, past the first use on any day, your GM gets one Murphy’s Law point. They may use this point to have you reroll any die that you haven’t targeted with Probability Control. The GM may only target you or your Pokemon's dice rolls with Murphy’s Law Points. HP drained by Probability Control cannot be healed until the user has taken an extended(8+ hours) rest.
- Projected Barrier
- Prerequisites: Psychic, 15 INT, a Pokemon who knows the Move Light Screen or Reflect.
- At-Will – Drains 6 of user’s HP per use.
- Target: No Target
- Effect: Use the Move Light Screen or Reflect.
- Psychic Force
- Prerequisites: Psychic, 19 INT
- At-Will - Drains 15 of user’s HP per use.
- Target: Pokemon or Trainers.
- Effect: Use the Move Psychic or Psyshock. Use your Constitution Stat as your SP. ATK stat.
- Psychokinesis
- Prerequisites: Psychic, 18 INT
- Static
- Effect: You may target objects you know of, but cannot see, with Telekinesis. You do not need a line of sight to move those objects. When projecting your thoughts to others, you may send complete messages, and they can reply back to you in full sentences.
- Scratch That, Reverse It
- Prerequisites: Psychic, 16 CON,16 INT
- Daily/6 – Drains 8 of user’s HP per use.
- Target: Self.
- Effect: Use the Move Topsy-Turvy or Psycho Shift.
- Teleport
- Prerequisites: Psychic, 17 INT
- At-Will – Drains 15 of user’s HP per use.
- Target: Self.
- Effect: Use the Move Teleport. You may use this Feature as an Interrupt, following the same rules as in Teleport's Move description.
- The Future Is Safe
- Prerequisites: Psychic, 16 INT
- Static
- Effect: Choose Forewarn or Telepathy. You gain the chosen Ability.
- Third Eye View
- Prerequisite: Psychic, The Future Is Safe
- At-Will – Drains 5 of user’s HP per use.
- Effect: Use the Move Miracle Eye. You may drain 10 additional HP to use this Feature as a Free Action instead of a Trainer Action.
- Light Screen EOT - - N.png Ranged (8), No Target, Wall Place 5-meters of Wall within range. If a Special Move tries to attack an allied target(s) through or into Light Screen Walls, treat the target as if their Special Defense is raised 2 Combat Stages. Trainers gain damage reduction against the attack equal to half of their Wisdom Stat. Any target with less than 10 Special Defense or Wisdom takes a flat 5 less damage from the attack. These bonuses cannot be awarded more than once. The walls sustain for 5 turns. Beauty - 2d4 - Hold That Thought
- Reflect EOT - - N.png Ranged (8), No Target, Wall Place 5-meters of Wall within range. If a Physical Move tries to attack through or into Reflect Walls, treat the target(s) as if their Defense is raised 2 Combat Stages. Trainers gain damage reduction against the attack equal to half of their Constitution Stat. Any target with less than 10 Defense or Constitution takes a flat 5 less damage from the attack. These bonuses cannot be awarded more than once. The walls sustain for 5 turns. Smart - 2d4 - Excitement
- Miracle Eye At-Will - - N.png Self, No Target The user’s Psychic-Type Moves can now hit and affect Dark-Type targets. Miracle Eye’s user is unaffected by the effects of Moves, Abilities, and Features which make them have to roll higher during Accuracy Checks to hit. Targets may not use their Speed stat to modify Accuracy Checks. Miracle Eye’s user can identify the real target using Double Team. Miracle Eye's effects last for 5 rounds. Cute - 1d4 - Good Show!
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