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IClimbClouds

OP Lasher

Nov 7th, 2014
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  1. Lasher
  2. Prerequisites: Brutal Training
  3. Prerequisites: Lasher
  4. At-Will – Extended Action
  5. Target: A Pokémon with at least 2 Tutor Points
  6. Effect: The target loses 2 Tutor Points, and gains the Cruelty Ability.
  7.  
  8. No Pain, No Gain
  9. [Ranked 3]
  10. Rank 1 Prerequisites: Lasher
  11. Rank 2 Prerequisites: Lasher, Adept Intimidate
  12. Rank 3 Prerequisites: Lasher, Expert Intimidate
  13. Static
  14. Effect: Each Rank, you gain two Lasher Talents of your choice.
  15.  
  16. Bloody Lust
  17. Prerequisites: Lasher, Adept Intimidate
  18. At-Will – Free Action
  19. Trigger: Your Pokémon with Brutal Training Knocks Out a foe.
  20. Effect: Your Pokémon may regain a use of one of its damaging EOT or Scene Moves. You may only activate Bloody Lust once per Pokémon per Scene.
  21.  
  22. Pain Resistance
  23. Prerequisites: Lasher, Adept Intimidate
  24. At-Will - Extended Action
  25. Target: Your Pokemon with 5 or more Injuries
  26. Effect: The target removes up to 3 Injuries, and gains a Tick of Hit Points for each injury removed this way. This counts as Natural Healing.
  27.  
  28. Press On!
  29. Prerequisites: Expert Intimidate
  30. At-Will – Free Action
  31. Trigger: Your Pokémon with 5 or more Injuries is Fainted, but remains at above -30% Hit Points.
  32. Effect: Your Pokémon instead does not Faint, and instead Faints upon reaching -30% Hit Points. Pokémon cannot use the Moves Explosion, Endure, Pain Split, or Selfdestruct while they have 0 Hit Points or less. Pokémon with the Soulless capability cannot benefit from Press On!
  33.  
  34. -----------
  35.  
  36. Harsh Training
  37. Static
  38. Effect: Your training is especially harsh and demanding; whenever your Train a Pokemon, they may gain a number of injuries of your choice, though this cannot make their total number of injuries exceed 3. Additionally, your Pokemon do not lose Hit Points from acting while Heavily Injured, and Injuries beyond the 5th do not lower their Maximum Hit Points (They still die if they gain 10 injuries however).
  39.  
  40. Strike of the Whip
  41. Prerequisites: Press
  42. At-Will – Swift Action
  43. Trigger: You use Press
  44. Effect: You may apply one or more of the following effects to the Pokémon hit by Press:
  45. » Give the target 1 Injury and 1 Tick of Temporary Hit Points.
  46. » Spend 1 AP and cure the target of Confusion, Infatuation, Rage, and Suppression.
  47. » Use an [Order] you know on the target as a Swift Action.
  48.  
  49. Desperate Strike
  50. 2 AP - Free Action
  51. Trigger: Your Pokemon triggers Cruelty
  52. Effect: Your Pokemon's Cruelty Frequency is not expended, and they may purchase effects as if the foe had +X injuries, where X is half the number of Injuries on your Pokemon. Desperate Strike may be used once per Scene per Pokemon.
  53.  
  54. Scars and Scabs
  55. 1 AP - Free Action
  56. Trigger: Your Pokemon with Cruelty and 1 or more injuries takes Damage
  57. Effect: Your Pokemon gains Bonuses based on the number of Injuries they have. Scars and Scabs may be triggered once per Pokemon per encounter.
  58. 1: Your Pokemon gains +5 Damage Reduction vs the Damage.
  59. 3: Your Pokemon gains 1 Tick of Temporary Hit Points.
  60. 5: Your Pokemon gains +10 Damage Reduction vs the Damage.
  61. 7: Your Pokemon is cured of one Status Condition.
  62. 9: Your Pokemon Resists the attack one step.
  63.  
  64. Infinite Finisher Frenzy
  65. Prerequisites: Expert Intimidate
  66. 1 AP - Free Action
  67. Trigger: Your Pokemon uses Cruelty, Scores a Critical Hit, or Knocks Out a Foe.
  68. Effect: Your Pokemon becomes Frenzied until the end of their next turn. While Frenzied, they gain a +2 Bonus to Critical Hit Range, +2 to Effect Range, and a +5 Bonus to Damage Rolls. Scoring a Critical Hit or Knocking Out a foe while Frenzied will continue the Frenzied effect for another round.
  69.  
  70. Deadly Gambit
  71. Prerequisites: Expert Intimidate
  72. 1 AP – Free Action
  73. Trigger: Your Pokémon is the target of a foe’s damaging melee attack
  74. Effect: The triggering attack automatically hits as if it was a Critical Hit. Before damage resolves, your Pokémon may use a 1-Target damaging attack on the foe making the triggering attack as an Interrupt, Frequency allowing, and also automatically hits as a Critical Hit. Damage for both attacks then resolve at the same time. Deadly Gambit may be triggered once per Pokemon per encounter.
  75.  
  76. ---------
  77.  
  78. Cruelty
  79. Scene – Swift Action
  80. Trigger: The user hits a foe with a damaging attack
  81. Effect: After Damage is Resolved, the foe gains an Injury. The user is then informed of the total number of Injuries currently on the target, and may use that number to "purchase" the effects listed below.
  82. 1: The target loses 2 Hit Points. May be "purchased" multiple times.
  83. 1: The foe is Slowed.
  84. 2: The foe loses 1 Defense Combat Stage.
  85. 2: The foe loses 1 Special Defense Combat Stage.
  86. 2: The foe loses 1 Speed Combat Stage.
  87. 3: Until the end of the encounter, the target may not gain Hit Points or Temporary Hit Points from any source. This effect ends if the target is switched out or Takes a Breather.
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