Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Luckster
- [Class] [Ability]
- Prerequisites: Elemental Connection (Psychic), Novice Guile or Perception
- Static
- Effect: You gain the Probability Control Ability.
- Ace Up My Sleeve
- Prerequisites: Luckster
- At-Will - Free Action
- Effect: At the beginning of each day, you gain a 5. This becomes your Ace. At any time during the day, you may substitute your Ace for another d6 used in a skill check made by yourself or your Pokemon. The d6 that was replaced becomes your new Ace until the following day.
- Wild Card
- [Move Pool]
- Prerequisites: Luckster
- Static
- Effect: You learn the Move Metronome. Additionally, whenever you use the Move Metronome, you may "roll" twice and choose the result.
- Loaded Dice
- Prerequisites: Adept Guile or Perception
- Drain 1 AP - At-Will - Free Action
- Trigger: You would trigger Probability Control, but its frequency has run out.
- Effect: You may Drain 1 AP to use Probability Control, ignoring frequency.
- Double or Nothing
- Prerequisites: 4 Gambler Features, Master Guile or Perception
- Daily/15 - Free Action
- Trigger: You or your Pokemon are about to make an AC Check
- Effect: Instead of rolling 1d20, flip a coin. If heads, treat the attack as if you had rolled a Natural 20. If tails, treat the attack as if you had rolled a Natural 1, and the user triggers Bad Luck. You do not gain Luck from "rolls" made with this Feature.
- Mechanic - Bad Luck:
- Whenever a user triggers bad luck, they must roll 1d10. On a result of 1-3, the target gains an Injury. On a result of 4-6, the target is Tripped. On a result of 7-9, the target drops their Held Item or is Disarmed (prevented by Sticky Hold). On a result of 10, the target gains an Injury, is Tripped, and is Disarmed.
Advertisement
Add Comment
Please, Sign In to add comment