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castfromhp

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Aug 16th, 2015
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  1. Jumping Pads
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  3. Each of the six platforms on the arena has a jumping pad with an arrow pointing to another platform. Pokémon stepping on a jumping pad may launch themselves to any tile on the indicated platform, but they must end their Shift for the turn in that tile. Pokémon launched through the air this way may target a foe flying or levitating above the indicated platform regardless of that foe's height. However, to do so they must choose a landing tile that is either under or adjacent to that foe on the XY plane.
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  5. Supply Drops
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  7. Every couple rounds, some platforms will light up at the beginning of the round. Pokémon who are standing in the center 2x2 area of a lit tile at the beginning of the NEXT round will receive a supply drop, which they can choose to take or not.
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  9. This will either take the form of a restorative item being used on them or them gaining a Held Item, provided that they have a free slot to hold it. This does not cost the Pokémon any action to gain, and if they are currently holding a Held Item, they may swap it for a supply drop item. Pokémon may choose to hold on to a restorative instead of having it used on them, but they cannot use the restorative item on themselves and can only use it on others by firing it through a cannon (see below).
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  11. Cannons
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  13. Every couple rounds, some platforms will have cannons pop up at the beginning of the round. Each cannon may be used once that round and retracts again once used. Cannons can be loaded by a Pokémon with a consumable item or held item as a Standard Action, allowing the user to target any Pokémon on the field with a 1d20+3 accuracy roll for an AC 2 attack. Different items will have different effects when put into the cannon.
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