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Garlyle

Snagger v0.5

Oct 7th, 2011
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  1. Snagger
  2.  
  3. Advanced Feature
  4. Prerequisites: Capture Specialist, Snag Machine (3000)
  5. Ability Bonus: Intelligence Bonuses: +1 INT
  6. Class Features:
  7. Loyalty Meter, Snag!
  8.  
  9. Loyalty Meter: Snagger Feature
  10. At-Will
  11. Target: Owned Pokemon.
  12. Effect: By pointing your Snag Machine at an owned Pokemon, you may determine the Loyalty of that Pokemon. Loyalty is measured from 0 to 4. Pokemon with Loyalty 0 dislike their trainer, and/or is commonly used for attacking defenseless Pokemon or people. Pokemon with Loyalty 1 are newly caught, previously wild, Pokemon who don’t trust their trainer and/or are used to commit crimes. Pokemon with Loyalty 2 Like their trainer or were traded to their trainer but are used to commit crimes. Pokemon with Loyalty 3 love their trainers and/or were hatched by their trainers. Pokemon with Loyalty 4 have unbreakable bonds with their trainer.
  13.  
  14. Snag!: Snagger Feature
  15. Daily
  16. Target: Owned Pokemon with loyalty 0 or 1.
  17. Effect: Throw any Poke Ball using your Snag Machine as if the target is a wild Pokemon and roll your 1d100 capture roll, subtracting an additional 5 from your check. If you beat the target’s Capture Rate you have captured the target. The Pokemon is mistrustful towards you but just as mistrusting and just as trainable as any wild you would have caught in the wild.
  18.  
  19.  
  20. Normally, Poke Balls are incapable of capturing a Pokemon already belonging to another trainer, and strict laws reinforce this. Snaggers are Capture Specialists who have broken away from this limitation, however, and with the creation of the glove-like Snag Machine, are able to steal another Trainer's Pokemon. Whether they are heroes seeking to rescue abused Pokemon, or dangerous criminals wanting to make use of those Pokemon's anger, or even just common thieves, crossing a Snagger is a dangerous mistake if you value your Pokemon.
  21.  
  22.  
  23. Snagger Features
  24.  
  25.  
  26.  
  27. NEUTRAL
  28.  
  29. Snag Machine Upgrade: Snagger Feature Static, Legal
  30. Prerequisites: Snagger, (10,000)
  31. Static
  32. Effect: The Feature Snag! now has “Daily - Every 5 levels gained, you may perform this Feature another time per day.” Instead of “Daily,”
  33.  
  34.  
  35.  
  36. HEROIC
  37.  
  38. Hate Seeker: Snagger Feature Static, Legal
  39. Prerequisites: Snagger, 17 INT
  40. Static
  41. Effect: When using Snag!, subtract an additional 3 from your roll if your target has Loyalty 1 or subtract an additional 10 from your roll if your target has Loyalty 0.
  42.  
  43. Rescued Resolve: Snagger Feature Static, Legal
  44. Prerequisites: Snagger, an owned Pokemon with Loyalty 4 who you’ve Snagged
  45. Static
  46. Target: Your Pokemon with Loyalty 3 or 4 who you’ve Snagged.
  47. Effect: Whenever a Target deals damage, they deal an additional X damage, where X is your INT modifier.
  48.  
  49. Rescuer: Snagger Feature Static, Legal
  50. Prerequisites: Snagger, an owned Pokemon with Loyalty 3 who you’ve Snagged
  51. Static
  52. Effect: When you are using Snag! on a Pokemon with Loyalty 0, it may have Loyalty 2 if you capture it and you want it to.
  53.  
  54. Savior's Bond: Snagger Feature Trainer Action, Legal
  55. Prerequisites: Snagger, an owned Pokemon with Loyalty 4 who you've Snagged
  56. Daily
  57. Target: A Pokemon with Loyalty 4 who you've Snagged
  58. Effect: Roll 1d20 and add your INT mod. On a roll of 20 or more, the target learns the Move Return. You cannot use this on a Pokemon that already knows the Move Return.
  59.  
  60. Set You Free: Snagger Feature Trainer Action, Legal
  61. Prerequisites: Snagger, successfully Snag a Pokemon that had Loyalty 0
  62. Daily
  63. Target: A Pokemon who you've Snagged that had Loyalty 0
  64. Effect: The target Pokemon is released. It cannot be captured again by an ally. For the remainder of the day, a single check or dice roll for a feature which you fail can instead be a success at the minimum number necessary for success. This cannot be applied to accuracy checks or capture rolls.
  65.  
  66. Heroic Snagger: Snagger Feature Static, Legal
  67. Prerequisites: Snagger, three owned Pokemon with Loyalty 3 who you've Snagged
  68. Static
  69. Effect: Each Pokemon you own that was previously another trainer's Pokemon and has Loyalty 2 or higher gains +25% the amount of experience they would gain normally.
  70.  
  71.  
  72.  
  73.  
  74. SHADOW
  75.  
  76. Subtle Break: Snagger Feature Free Action, Legal
  77. Prerequisites: Snagger, a Pokemon who was once another Trainer’s pokemon
  78. Daily
  79. Target: A Pokemon with Loyalty 2.
  80. Effect: Roll 1d20 and add your INT modifier. If you roll 20 or higher, you may target the Pokemon with Loyalty 2 for the next 3 rounds with Snag!
  81.  
  82. (See Move comparisons for move possibilities)
  83.  
  84. Dangerous Snagger: Snagger Feature Static, Legal
  85. Prerequisites: Snagger, used any combination of Shadow features from Snagger a total of 20 times
  86. Static
  87. Effect: Pokemon with Loyalty 0 targetted by your Shadow features will not refuse your commands. When you use a Shadow Feature with a Pokemon with Loyalty 0 as the target, you may choose to activate this Feature. Add X to the total damage dealt by the Move before the target's defense or special defense, where X is 1d20 plus your INT Mod doubled. Once the Move is completed, the Pokemon that used the Move takes X Damage, ignoring defenses.
  88.  
  89.  
  90. MOVE COMPARISON (Considerations):
  91. Shadow Rush (Double Edge): 5d10+15, AC2, Physical Melee Dash Push (1d6) with Recoil (50%)
  92. Shadow Bolt (Thunderbolt): 4d12+17, AC2, Special Ranged (7), 1m Column, 10% Paralysis
  93. Shadow Blaze (Heat Wave): 4d12+17, AC4, Special Ranged 3m Burst, 15% Burn
  94. Shadow Crash (Icicle Crash): 3d10+15, AC4, Physical Melee with 30% Flinch
  95. Shadow Smash (Meteor Mash): 4d12+17, Ac4, Physical Melee Dash Spirit Surge, 30% +1 Attack
  96. Shadow Strike (Close Combat): 5d10+20, Ac2, Physical Melee Dash, -1 Def/SpDef for user
  97. Shadow Overpower (Superpower): 5d10+20, AC2, Physical Melee Dash Push, +2 Attack, -1 everything else for user
  98. Shadow Whip (Power Whip): 5d10+20, AC5, Physical Ranged (10)
  99. Shadow Quake (Earthquake): 4d12+17, AC2, Physical Ranged 5m Burst, hits Diggers
  100.  
  101.  
  102.  
  103. Narrowed down, these are the most likely four:
  104.  
  105. Shadow Rush (Double Edge): 5d10+15, AC2, Physical Melee Dash Push (1d6) with Recoil (50%)
  106. Shadow Smash (Meteor Mash): 4d12+17, Ac4, Physical Melee Dash Spirit Surge, 30% +1 Attack
  107. Shadow Bolt (Thunderbolt): 4d12+17, AC2, Special Ranged (7), 1m Column, 10% Paralysis
  108. Shadow Blaze (Heat Wave): 4d12+17, AC4, Special Ranged 3m Burst, 15% Burn
  109.  
  110.  
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