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- **__Skills and Attributes__**
- **Body: Average (0)**
- Acrobatics: 3
- Athletics: 3
- Combat: 3
- Intimidate: (2)
- Stealth: (2) +2
- Survival: Adept (4)
- **Mind: Average (+1)
- Guile: Untrained (2)
- Perception: 4 +2
- Edu: General (3)
- Edu: Occult 3
- **Spirit: Average (0)**
- Charm: Untrained (2)
- Command: Untrained (2)
- Focus: 3
- Intuition: 3
- ||~ Hit Points || 56/56 ||
- ||~ HP || 12 ||
- ||~ Attack || 10 ||
- ||~ Defense || 5 ||
- ||~ Sp. Attack || 5 ||
- ||~ Sp. Defense || 10 ||
- ||~ Speed || 10 ||
- Spooky Country Life
- Rank Down: Tech EDU, MEDICINE EDU, POKEMON EDU
- RANK UP: Adept Survival, Novice Occult EDU
- Features: Researcher (General, Occult)(Breadth of Knowledge: Novice Tech, Novice Medicine, Novice Pokemon), Witch Hunter, Mental Resistance, Hobbyist (Novice Focus, Novice Intuition, Novice Athletics)
- Edges: Novice Perception, Novice General Edu, Categoric inclination (mind), Traveller (traveller?)
- Level 2: Novice Combat, Novice, Acrobatics + SPD
- Level 3: Backpacker (+spd), Skill enhancement: Perception, Stealth), Skill Enchance (Percep: Listening, Stealth: in buildings) +SPD
- Level 4: Adept Perception +SPD
- Level 5: Hero's Journey(+speed)(Movement Mastery: Art of Stealth, Wallrunner)(Call to adventure), Dilettane (Acrobat, Skill Monkey) +HP
- Overland 6
- High Jump 2
- Long Jump 3
- Swim 3
- Throw 7
- Power 5
- ---------------
- Feats and stuff
- -----------------
- Mental Resistance
- Prerequisites: Witch Hunter
- Static
- Effect: You gain the Mindlock Capability and 10 Damage Reduction against Special Psychic, Ghost, and Dark-Type damage.
- Psionic Sight (from witchhunter)
- [+Special Defense]
- Prerequisites: Elemental Connection (Psychic)
- Static
- Effect: You are able to visibly see any Psychic Residue left on Humans or Pokémon due to the effects of Psionic abilities. Each Human or Pokémon leaves distinct Psychic Residue on their targets; you are easily able to distinguish which targets have been affected by the same Psionic, though to identify that Psionic you need to have a way of knowing their signature (such as simply seeing them do it, and seeing the resulting signature
- Categoric Inclination
- Prerequisites: None
- Effect: Choose Body, Mind, or Spirit. You gain a +1 Bonus to all Skill Checks of that Category.
- Skill Enhancement
- Prerequisites: None
- Effect: Choose two different Skills. You gain a +2 bonus to each of those skills. Skill Enhancement may be taken multiple times, but the bonus may be applied only once to a particular skill.
- Skill Monkey
- Prerequisites: Three Skills at Adept Rank or higher
- Daily x3 – Free Action
- Trigger: You make a Skill Check
- Effect: You may re-roll the triggering Skill Check with a +2 Bonus, taking the new result. This Feature may be used to re-roll a specific roll only once.
- Call to Adventure
- Static
- Effect: You gain the Instinctive Aptitude Edge, even if you do not meet its prerequisites. If you already have this Edge, gain another Edge for which you qualify. During Combat or tense situations (never Extended Actions), if you spend AP to add a bonus to a Skill Check, you may add +1d6 instead of +2.
- Art of Stealth
- Prerequisites: Expert Stealth
- Effect: You gain the Stealth Capability
- (Stealth: A Pokémon with the Stealth Capability are excellent at approaching the enemy for an up close assault. While Shifting, unless they purposely want to, Stealth Pokémon do not make any noise. Unless a Pokémon with Stealth has used a Ranged Move during the current round or the round previous, Ranged Moves may not target them if the line of sight drawn goes through Rough Terrain or if the Pokémon is on Rough Terrain.)
- Wallrunner
- Prerequisites: Expert Acrobatics
- Effect: You may run on vertical surfaces both vertically and horizontally for up to your Acrobatics Rank in meters before jumping off
- Acrobat
- Prerequisites: Novice Acrobatics
- Effect: Increase your Jump and Long Jump Capabilities by +1 each.
- Traveler
- Prerequisites: Novice Survival
- Effect: You may use Survival instead of Athletics and Acrobatics to determine your Power Capability, High Jump, and Long Jump values. Determine your Overland Movement by substituting your Survival Rank for the lower of your Athletics or Acrobatics Rank.
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- Devil's Luck
- Life - Extended Action
- Effect: You aren't what most would consider 'lucky'. You'll get shot, and the bullet will incriminate the region's gang leader. You'll get in a wreck and jam traffic for 8 miles at the Kanto-Johto Interregional, just before a Storm System strikes. You've gotten used to it, and sometimes can trigger it. You can cause events to seriously work against you personally, for the benefit of a larger group.
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