OlympusMons

Snagger, finally

May 11th, 2012
128
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 12.27 KB | None | 0 0
  1. Loyalty Meter: Snagger Feature Free Action, Legal
  2. At-Will
  3. Target: Trainers and Pokemon.
  4. Effect: By pointing your Snag Machine at a Trainer, you may determine the Loyalty any Pokemon they currently have on them, whether out of their Pokeball or not. By pointing your Snag Machine at a Pokemon, you may determine its Loyalty and whether it is wild.
  5.  
  6. Snag!: Snagger Feature Trainer Action, Legal
  7. Daily - every 5 levels gained, you may use this Feature another time per day.
  8. Target: Owned Pokemon with loyalty 0 or 1.
  9. 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, plus an additional 5 if Loyalty 1 or 10 if Loyalty 0. 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 Pokemon you would have caught in the wild.
  10.  
  11.  
  12. Shadow Pokemon: Shadow Pokemon are brainwashed to live only for combat and be perfectly obedient, though the abuse they suffer under this process leaves some erratic behavior in them. A Shadow Pokemon adds 1 additional STAB to any Shadow-type Moves it uses, but on a roll of 1 during Accuracy Check on a Shadow-type Move, it instead Targets allies with the Move as determined by the GM, and automatically hits. Upon becoming a Shadow Pokemon, the Trainer chooses a new Nature for it, the effects of which are doubled, both positive and negative, and its Loyalty is permanently set to 0, though it will never disobey orders. The process of becoming a Shadow Pokemon is incredibly difficult to reverse, normally only changing if the Shadow Pokemon would otherwise be Loyalty 4, but if it is done, the restored Pokemon will be immensely grateful to the one who did it, and may be able to retain its stronger Nature and use its Shadow moves without any risk of backfiring.
  13.  
  14.  
  15.  
  16. Rescued Resolve: Snagger Feature Static, Legal
  17. Prerequisites: Snagger, an owned Pokemon with Loyalty 4 who you’ve Snagged
  18. Static
  19. Target: Your Pokemon with Loyalty 3 or 4 who you’ve Snagged.
  20. Effect: Whenever a Target deals damage, they deal an additional X damage, where X is your INT modifier.
  21.  
  22. Rescuer: Snagger Feature Static, Legal
  23. Prerequisites: Snagger, an owned Pokemon with Loyalty 3 who you’ve Snagged
  24. Static
  25. 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.
  26.  
  27. Savior's Bond: Snagger Feature Trainer Action, Legal
  28. Prerequisites: Snagger, an owned Pokemon with Loyalty 4 who you've Snagged
  29. Daily
  30. Target: A Pokemon with Loyalty 4 who you've Snagged
  31. Effect: Roll 1d20 and add your INT mod. On a roll of 20 or more, the Target learns the Move Return. This Move's type is the same as one of the Target's types, and may use either Attack or Special Attack (must be decided when this feature is used and cannot be changed). You cannot use this on a Pokemon that already knows the Move Return.
  32.  
  33. Set You Free: Snagger Feature Trainer Action, Legal
  34. Prerequisites: Snagger, successfully Snag a Pokemon that had Loyalty 0
  35. Daily
  36. Target: A Pokemon who you've Snagged that had Loyalty 0
  37. Effect: You release the Pokemon into the wild, allowing it to become a normal Wild Pokemon. If it is not immediately captured, one of your Snagged Pokemon gains one free point in a Stat that must be distributed according to base relations, and its Loyalty increases by an amount determined by the GM.
  38.  
  39. Dangerous Snagger: Snagger Feature Static, Legal
  40. Prerequisites: Snagger, commanded Pokemon to use Shadow-type Moves at least 20 times
  41. Static
  42. Effect: Non-Shadow Pokemon with Loyalty 0 will not disobey Commands involving Shadow-type Moves. In addition, when your Pokemon with Loyalty 0 uses a Shadow-type Move, you may choose to activate this Feature. You may have your Pokemon lose up to X HP to gain X additional damage on the Move, where X is your INT modifier doubled.
  43.  
  44. Hate Seeker: Snagger Feature Extended Action, Legal
  45. Prerequisites: Snagger
  46. Daily
  47. Effect: Roll 1d20 and add your INT modifier. On a 15 or higher, you can tell whether a person tends to mistreat their Pokemon. On a 20 or higher, you are alerted to the presence of possible Pokemon abuse or Shadow Pokemon in the area in general, through a method determined by the GM.
  48.  
  49. Breaking Through: Snagger Feature Static, Legal
  50. Prerequisites: Snagger
  51. Static
  52. Effect: When you use a Shadow Pokemon or Purified Pokemon to fight another Shadow Pokemon, subtract twice their Loyalty (or what their Loyalty would currently be if not Shadow) from your Capture Roll if you attempt to Snag the enemy Pokemon. A Pokemon caught with this bonus is slightly more trusting with you.
  53.  
  54. Shadow Tutor: Snagger Feature Extended Action, Legal
  55. Prerequisites: Snagger, commanded Pokemon to use Shadow-type Moves at least 10 times
  56. Daily - Every 10 levels gained, you may use this Feature another time per day.
  57. Target: An Owned Pokemon of Loyalty 1 or 0.
  58. Effect: Roll 1d20 and add your INT modifier. If you roll 20 or higher, select a Move that the Target can learn that has a Shadow equivalent. Teach the Target that Shadow Move as if you had used a TM. When a Pokemon learns three Shadow Moves through the use of this Feature, it becomes a Shadow Pokemon.
  59.  
  60. Manifest Hate: Snagger Feature Trainer Action, Legal
  61. Prerequisites: Snagger, an owned Pokemon with Loyalty 4 who you've Snagged
  62. Daily
  63. Target: A Pokemon with Loyalty 0 who you've Snagged
  64. Effect: Roll 1d20 and add your INT mod. On a roll of 20 or more, the Target learns the Move Frustration. This Move's type is the same as one of the Target's types, and may use either Attack or Special Attack (must be decided when this feature is used and cannot be changed). You cannot use this on a Pokemon that already knows the Move Frustration.
  65.  
  66. Subtle Break: Snagger Feature Free Action, Legal
  67. Prerequisites: Snagger, a Pokemon who was once another Trainer’s pokemon
  68. Daily - Every 15 levels gained, you may use this Feature another time per day.
  69. Target: A Pokemon with Loyalty 2.
  70. Effect: Roll 1d20 and add your INT modifier. If you roll 15 or higher, you may Target the Pokemon with Loyalty 2 for the next 3 rounds with Snag!
  71.  
  72. -----
  73.  
  74. Shadow Moves: Shadow-type moves are corrupted versions of normal moves. They are Super Effective against any Pokemon their secondary Type would be Super Effective against, and Resisted by any Pokemon that would normally Resist their secondary Type. STAB is added as normal if the Pokemon would get STAB on the Shadow Move's secondary Type. If a Shadow Move does not have a Secondary Type, it is always Neutral. If a Pokemon that is not a Shadow uses a Shadow Move, it takes Recoil equal to twice its base STAB value.
  75.  
  76.  
  77. Shadow Rush - Shadow
  78. 3d8+10 - At-Will - None
  79. Attack - Melee
  80. 1 Target, Pass
  81. If Shadow Rush has an equivalent of the Type that the User is, it may replace Normal as its secondary Type with that Type. Shadow Rush is a Critical Hit on 18-20 during Accuracy Check.
  82. *Equivalents: Scratch, Tackle, Pound, Slash, Leaf Blade, Night Slash, Psycho Cut, Shadow Claw, Poison Tail, Drill Run
  83.  
  84. Shadow Bolt - Shadow/Electric
  85. 4d12+16 - Battle - 2
  86. Special Attack - Ranged (8)
  87. 1 Target, Column
  88. Shadow Bolt creates a Column 1 meter wide. Shadow Bolt Paralyzes all Legal Targets on 15-20 during Accuracy Check, but also Paralyzes the User if the User is not Electric on 15-18 during Accuracy Check.
  89. *Equivalent: Thunderbolt
  90.  
  91. Shadow Break - Shadow
  92. 3d10+12 - EOT- 2
  93. Attack - Melee
  94. 1 Target, Push
  95. If Shadow Break has an equivalent of the Type that the User is, it may replace Normal as its secondary Type with that Type. Shadow Break Pushes the Target 1 meter. If the Target is Pushed into Blocking Terrain, it takes the User's Power capability+1d10 in additional damage. If the Target is pushed into another Legal Target, both take the damage.
  96. *Equivalent: Fire Punch, Ice Punch, Thunderpunch, Slam, Brick Break, Crunch, Rock Slide, Metal Claw
  97.  
  98. Shadow Chill - Shadow/Ice
  99. 4d12+16 - Battle - 2
  100. Special Attack - Ranged (8)
  101. 1 Target, Column
  102. Shadow Chill creates a Column 1 meter wide. Shadow Chill Freezes all Legal Targets on 15-20 during Accuracy Check, but also Freezes the User if the User is not Ice on 15-18 during Accuracy Check.
  103. *Equivalent: Ice Beam
  104.  
  105. Shadow Down - Shadow/Dark
  106. EOT - 4
  107. Status - Ranged (10)
  108. 1 Target
  109. Shadow Down lowers a Stat of your choice that is not HP by 2 Combat Stages. On a roll of 16-20 during Accuracy Check, Shadow Down lowers a second Stat of your choice that is not HP by 1 Combat Stage.
  110. *Equivalents: Screech, Metal Sound, Cotton Spore, Featherdance, Charm, Captivate, Fake Tears
  111.  
  112. Shadow End - Shadow
  113. 5d12+18 - At-Will - 3
  114. Attack - Melee
  115. 1 Target, Dash, Push, Recoil 1/4
  116. If Shadow End has an equivalent of the Type that the User is, it may replace Normal as its secondary Type with that Type. The Target is pushed back 5 meters. The Target takes an additional 1d12 if it is pushed into Blocking Terrain. If the Target is pushed into another Legal Target, instead, both take 1d6. After Shadow End deals damage, Recoil.
  117. *Equivalents: Take Down, Double-Edge, Submission, Volt Tackle, Flare Blitz, Brave Bird, Wood Hammer, Head Smash, Wild Charge, Head Charge
  118.  
  119. Shadow Fire - Shadow/Fire
  120. 4d12+16 - Battle - 2
  121. Special Attack - Ranged (8)
  122. 1 Target, Column
  123. Shadow Fire creates a 1-meter Column. Shadow Fire Burns all Legal Targets on 15-20 during Accuracy Check, but also Burns the User if the User is not Fire on 15-18 during Accuracy Check.
  124.  
  125. Shadow Half - Shadow/Normal
  126. Center - None
  127. Status - Ranged (3)
  128. No Target, Burst
  129. Shadow Half creates a 3-meter Burst. All Legal Targets lose 50% of their current HP. Shadow Half cannot miss
  130. *Equivalent: Pain Split
  131.  
  132. Shadow Hold - Shadow/Normal
  133. Battle - 2
  134. Status - Ranged (6)
  135. 1 Target, Scatter, Trap
  136. Shadow Hold can hit up to 2 times. If Shadow Hold misses its first Target, you may use it a second time. Shadow Hold Traps the Target until the user faints or is recalled.
  137. *Equivalents: Mean Look, Spider Web, Block
  138.  
  139. Shadow Mist - Shadow/Normal
  140. At-Will - None
  141. Status - Ranged (5)
  142. No Target, Burst
  143. Shadow Mist creates a 5-Meter Burst. For the remainder of the encounter, all Legal Targets lose their Immunities to types, and require -2 less on Accuracy Check to be hit.
  144. *Equivalents: Sweet Scent, Odor Sleuth, Miracle Eye, Foresight
  145.  
  146. Shadow Panic - Shadow/Normal
  147. Center - 4
  148. Status - Ranged (6)
  149. Target Area, Blast
  150. Shadow Panic creates a 3-meter Blast. All Legal Targets are Confused.
  151. *Equivalents: Teeter Dance, Confuse Ray, Supersonic
  152.  
  153. Shadow Rave - Shadow
  154. 3d12+14 - Battle - 2
  155. Special Attack - Ranged (6)
  156. 1 Target, Blast, Push
  157. If Shadow Rave has an equivalent of the Type that the User is, it may replace Normal as its secondary Type with that Type. Shadow Rave creates a 3-meter Blast. Shadow Rave lowers the Special Defense of all Legal Targets 1 Combat Stage on 16-20 during Accuracy Check. All Legal Targets within the Blast's radius are Pushed outward, away from the Target, 3-meters.
  158. *Equivalents: Earth Power, Psychic, Surf, Bug Buzz
  159.  
  160. Shadow Shed - Shadow/Flying
  161. EOT - None
  162. Status - None
  163. No Damage, Target Area
  164. Shadow Shed removes all Walls, Coats and Hazards placed by enemies from the area.
  165. *Equivalent: Defog
  166.  
  167. Shadow Sky - Shadow/Dark
  168. Battle - None
  169. Status - None
  170. Field, Target Area, Weather
  171. For 2 minutes (12 rounds), the area is considered Hostile. At the beginning of each round, all non-Shadow Pokemon lose 1/16 of their full HP. Shadow Pokemon are treated as if their Attack and Special Attack are raised by one Combat Stage each.
  172. *Equivalents: Sunny Day, Rain Dance, Sandstorm, Hail
  173.  
  174. Shadow Storm - Shadow
  175. 5d12+18 - Battle - 6
  176. Special Attack - Ranged (8)
  177. 1 Target, Blast
  178. If Shadow Storm has an equivalent of the Type that the User is, it may replace Normal as its secondary Type with that Type. Shadow Storm creates a 4-meter Blast. Shadow Storm Flinches all Legal Targets on 13-20 during Accuracy Check. If it is Hostile, Shadow Storm cannot miss.
  179. *Equivalents: Fire Blast, Blizzard, Thunder, Hydro Pump, Hurricane
  180.  
  181. Shadow Wave - Shadow
  182. 3d10+12 - EOT - 2
  183. Special Attack - Ranged (2)
  184. No Target, Burst
  185. If Shadow Wave has an equivalent of the Type that the User is, it may replace Normal as its secondary Type with that Type. Shadow Wave creates a 2-meter burst. Shadow Wave Flinches all Legal Targets on 15-20 during Accuracy Check.
  186. *Equivalents: Discharge, Dark Pulse, Scald, Lava Plume, Air Slash
Advertisement
Add Comment
Please, Sign In to add comment