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Post by NinjaDeathStrike on Nov 20, 2010 20:05:32 GMT -5
Here's an outline of how the abilities will work. Abilities that replace one another do not stack. So you don't get a boost from Bond of Friendship AND Bond of Trust, etc. Alao, abilities DO NOT automatically upgrade. Bond of Friendship, Trust, and Love are all separate abilities and require three different level ups to attain. Ability name - prerequisite (things you must have before you can choose this ability) Use (when can you use it) Target Description Classes:Fighter - The fighter specializes in physical combat. A fighter is capable of battling human opponents and even wild pokemon in hand to hand combat. +1 Str, +1 Con, -1IntPsychic - The psychic relies on mind over strength. They are able able to move objects with their mind, use psychic attacks, and even control others through mental domination. +2 Int, -1 StrMedic - The medic is a survival specialist. They are able to keep themselves, their teammates, and their pokemon healthy even in the wild. +1 Con, +1 Cha, -1 DexAce Trainer - The Ace trainer lives to battle. They will have an edge in a straight up pokemon battle over any other type of trainer. They can also make their own TMs. +1 Dex, +1 Str, -1 ChaCollector - The collector specializes in catching specific pokemon. These trainers have a higher catch rate than any other trainer and can design their own pokeballs. High level collectors can even force encounters with legendary pokemon. +1 Int, +1 Cha, -1 DexHex - The hex specializes in crippling and debilitating foes. They have all sorts of nasty tricks in store for those who oppose them. They are also skilled at setting and disabling traps. +1 Int, +1 Con, -1 DexElementalist - The elementalist is always in touch with nature. Through training they become able to command fire, water, earth, and air and can even learn to use elemental attacks during battle. +2 Dex, -1 IntAgent - The agent operates using stealth and cunning. They are skilled at detecting lies, finding trails, and moving around unseen. Advanced agents can even detect and protect themselves from psychic assaults. +1 Dex, +1 Int, -1 ConGeneral Abilities: (no class required)One more try... Once per day Yourself or your pokemon You may re-roll any non-battle die throw.
Observation Trainer Action An Opponent You may see what abilities the opponent has.
Call of the Wild Passive You Damage you take from wild pokemon is reduced by 50%
Hey watch it! Passive You Damage you take from trained pokemon is reduced by 50%
On Guard Passive You Damage you take from other humans is reduced by 50%
Weapon Carrier Passive/Trainer Action You You may use class one weapons effectively (blunt weapons and knives)
Weapon User - Weapon Carrier, lv10 Passive/Trainer Action You You may use class one or two weapons effectively (class one weapons, maces, axes, staffs, throwing weapons).
Weapon Master - Weapon User, lv20 Passive/Trainer Action You You may use class three weapons effectively (classes one and two, swords, spears, bows, firearms).
Tough guy Passive You All damage done to you is reduced by 10.
Armor - lv10 Passive You can craft your own makeshift armor. All damage done to you is reduced by 20.
*Type* specialist (may be used multiple times) - 20 in any stat, lv10 Passive Your pokemon Choose a type. All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. Moves that would normally receive STAB have their multiplier increased by one level.
*Type* specialist (2) (may be used multiple times) - *Type* specialist (1), 25 in any stat, lv 15 Passive Your pokemon Choose a type that you have already chosen with *type* specialist (1). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level.
*Type* Master (may be used multiple times) - *Type Specialist (2), 30 in any stat, lv 20 Passive Your pokemon Choose a type that you have already chosen with *type* specialist (2). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level. Choose one of this type's weaknesses. All chosen type pokemon are no longer weak to that weakness. Finally, any pokemon in the party can learn any move of the chosen type (TMs, Move Tutors, etc).
Critical Hit! Once Per Day One of your pokemon The next attack used by this pokemon is a critical hit
Smart Shopper - lv7 Passive You Cost of buying items at stores is reduced 25%
Smart Shopper (2) - lv10 Passive You Anything you have to pay for has it's cost reduced by 50%
Charmer Passive Someone you are talking to When trying to persuade someone add +2 to your check
Focused - lv3 Passive You You cannot be confused or flinched
Limber - lv5 Passive You You cannot be paralyzed
Cool - lv9 Passive You You cannot be burned
Immunity - lv7 Passive You You cannot be poisoned
Aware - lv15 Passive You You cannot be put to sleep
Fiery Heart - lv15 Passive You You cannot be frozen
Strong Willed - lv10 Passive You Any psychic attempting to manipulate you must pass a check of 20
Bond of Friendship Passive Your starter Add 1d10 to all damage done by your starter's attacks
Bond of Trust - Bond of friendship, lv10 Passive Your starter Add 1d20 to all damage done by your starter's attacks
Bond of Love - Bond of Trust, lv 15 Passive Your starter Add 3d10 to all damage done by your starters attacks. Your starter's attacks (other than OHKO moves) cannot miss.
Survival Instinct lv20 Passive You Your saving throw is 5 instead of 8
+Str - may be used multiple times Immediately Yourself Add one Str point to your character
+Con - may be used multiple times Immediately Yourself Add one Con point to your character
+Int - may be used multiple times Immediately Yourself Add one Int point to your character
+Dex - may be used multiple times Immediately Yourself Add one Dex point to your character
+Cha - may be used multiple times Immediately Yourself Add one Cha point to your character
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Post by NinjaDeathStrike on Nov 20, 2010 23:10:18 GMT -5
Fighter Abilities:PUNCH! - 15 Str Trainer action An enemy equal to or smaller in size than you Roll 1d20 and add your strength modifier. Do that much damage to the foe. Additionally roll another d20. If the total is over 15, the opponent is flinched.
Upper Cut - PUNCH!, 25 Str Trainer action An enemy equal to or smaller in size than you Roll 2d20 and add your strength modifier. Do that much damage to the foe. Additionally roll another d20. If the total is over 13, the opponent is flinched. If the total is over 16 and the opponent is smaller than you, the opponent is knocked out.
Pummel - Upper Cut, 35 Str Once per day An enemy Roll 5d20 and add your strength modifier. Do that much damage to the foe. Additionally roll another d20. If the total is over 9, the opponent is flinched. If the total is over 14 and the opponent is smaller than you, the opponent is knocked out.
Body Slam - 30 Str Trainer action Opponent Use the move body slam on an opponent of equal or smaller size than you. You may teach any of your pokemon the move Body Slam.
Close Combat - 35 Str Trainer Action Opponent Uses the move Close Combat. There is no def or sp def drop. You may teach any of your pokemon the move Close Combat.
Fight Back - 30 Str When attacked Attacking opponent After taking damage you may counter attack.
Intimidating personality - Tough Guy, 25 Con Passive You All damage you receive is reduced by 25 (not compatible with armor)
Leader - 25 Str Passive Your pokemon Your pokemon's physical attacks do an extra 1d20 damage
Second Nature - Weapon Carrier, 15 Str Passive You Your weapon attacks receive STAB of +1d20 or STAB for your level, whichever is higher.
Meat Shield - 20 Con When a human teammate is attacked The teammate being attacked You step in front of your teammate and take the damage for them. This damage is reduced by 10. If you do this, you may not use a trainer action next turn.
Dual Attack - 40 Str Trainer Action You You may use two trainer actions this turn as long as both deal damage. You may dual wield any two one-handed weapons.
Brute Strength - 30 Str Passive You Your attacks cannot be blocked by abilities (acc checks must still be passed)
Psychic Abilities:Psychic vs Psychic Passive You You can detect when psychic powers have been used in an area. You are immune to psychic attacks and psychic manipulation.
Telekinesis - 15 Int As often as you want (using during battle is a Trainer Action) An object of small or medium size You can move this object a medium distance with your mind
Telekinesis (2) - Telekinesis, 25 Int As often as you want (using during battle is a Trainer Action) An object of small, medium, or large size You can move this object a medium distance with your mind. You may throw a small or medium object with violent force (2d20).
Telekinesis Master - Telekinesis (2), 35 Int Once per day A huge object (no buildings, etc) You can move this object a long distance with your mind. You may throw it with violent force (5d20). In addition, regular thrown objects now do (3d20 damage)
Telepathy - 20 Int As often as you want (can not be used consecutively, counts as a trainer action if used during battle) A person You may read the surface thoughts of others. You may also attempt to manipulate them. Roll 1d20 and add you Int modifier. If the total is higher than 15 you may implant a simple idea or image into that person's thoughts. This will make that person more likely to act on the idea or image, however if this goes against that person's beliefs they will not do it.
Telepathy (2) - 30 Int As often as you want (can not be used consecutively, counts as a trainer action if used during battle) A person You may read all but the most secret thoughts of others. You may communicate with people telepathically. You may also attempt to manipulate others psychically. Roll 1d20 and add you Int modifier. If the total is higher than 15 you may implant an idea or image into that person's thoughts. This will make that person more likely to act on the idea or image, even if it goes against their beliefs.
Telepathy Master - Telepathy (2) 40 Int As often as you want (can not be used consecutively, counts as a trainer action if used during battle) A person You may read the thoughts of others. You may communicate to others telepathically and allow them to see from your perspective. You may attempt to manipulate others psychically. Once per day or once per mission, roll 1d20 and add you Int modifier. If the total is higher than 15 you may implant an idea or image into that person's thoughts; the person will act on it immediately. If the total is higher than 30 that person is now your mind slave.
Confusion - Int 15 Trainer Action An opponent Cast confusion use your Int as your Sp Atk score
Psybeam - Int 25 Trainer Action An opponent Cast psybeam use your Int as your Sp Atk score
Psychic - Int 35 Trainer Action An opponent Cast psychic use your Int as your Sp Atk score. You may teach any of your pokemon the move Psychic.
Psychic Bomb - Int 50 Once Per Day The Area around you You release a massive blast of psychic energy knocking back everyone in the area, canceling all other trainer actions, and dealing 4d20 damage to all foes. If you pass a check of 13, your allies are not harmed by this attack (all other effects of the attack still happen).
Recover - Int 30 Trainer Action (may not be used outside of battle) You Heal 1/2 of your Max Hp Medic Abilities:Field Training - 15 Con Passive A pokemon Any item that restores hp to a non-fainted pokemon restores double the normal amount
Emergency Response - 20 Con Passive A fainted pokemon Revives heal 2/3 of a fainted pokemon's Max HP. You may add +2 to all saving throws.
Savior - Emergency Response, 35 Con Passive Any Pokemon Revives heal full Max HP. You may add +5 to all saving throws. Your pokemon cannot die.
First Aid - 15 Con Trainer Action You or a human party member Heal 1/3 of Max HP.
Directed Recover - First Aid, 25 Con Trainer Action You or a human party member Heal 1/2 of Max HP. You may teach any of your pokemon the move recover.
Group Heal - 20 Cha Trainer Action Humans in your party Heal 1/3 of Max HP for each member in your party.
Refresh - 25 Cha Trainer Action A person or pokemon Remove all status conditions. You may teach any of your pokemon the move Refresh.
Panacea - Group Heal, Full Heal, 30 Con, 20 Cha Once per mission or once per day Humans in your party Heal all members of your party to Max HP and remove all status conditions.
Self Sacrifice - 40 Con Once per battle or once per mission. (May not be used in official matches) Your pokemon You're HP is reduced to 1/10. Heal all your pokemon to Max HP and remove all status conditions. Ace Trainer Abilities:Training - 15 Str Passive All damaging attacks Add 1d10 to all attacks made by your pokemon
Improved Training - Training, 20 Str Passive All damaging attacks Add 1d20 to all attacks made by your pokemon
Dedicated Training - Improved Training, 35 Str Passive All damaging attacks Add 3d10 to all attacks made by your pokemon
Accuracy - 15 Dex Passive Your pokemon All attacks (other than status moves) with base 90 accuracy or higher will almost never miss
Improved Accuracy - Accuracy, 20 Dex Passive Your pokemon All attacks (other than status moves) with base 80 accuracy or higher will almost never miss.
Perfect Accuracy - Accuracy (2), 30 Dex Passive Your pokemon Attacks (excluding OHKO and status moves) will almost never miss, accuracy lowering moves have no effect on you or your pokemon.
Nature Reconditioning - 25 Str Once after each successfully completed mission One of your pokemon Change this pokemon's nature to any nature you choose
Ability Reconditioning - 25 Str Once after each successfully completed mission One of your pokemon Change this pokemon's ability to any compatible ability you choose
Ability Improvement - Ability Reconditioning, 35 Str Once after each successfully completed mission One of your pokemon If this pokemon only has one ability, you may give it a second compatible ability.
Ability Manipulation - Ability Improvement, 45 Str Once after each successfully completed mission One of your pokemon If this pokemon only has one ability, you may give it a second ability (excluding Wonderguard, Shadow Tag, or Pure Power). If it already has two abilities you may change one to a different ability (excluding Wonderguard, Shadow Tag, or Pure Power).
TM Maker - Dex 30 As often as you want. Cannot be used in battle You Spend 5000P. Create a pre-existing TM.
TM Crafter - Dex 40 As often as you want. Cannot be used in battle You Spend 10000P. Create a TM (with AG approval). Any pokemon of that type may learn the new TM. Collector abilities:Tinkerer - 15 Int Passive You Your pokeballs do not break on a failed capture
Crafter - Tinkerer, 20 Int Passive You Spend 1000P. Make a pre-existing pokeball of any type except master ball.
Inventor - Crafter, 30 Int Passive You Spend 3000P. Make a unique pokeball. You can give it any reasonable properties that your Adventure Guide approves of.
Master Smith - Crafter, 40 Int Passive You Spend 15000P. Make a Masterball.
Gotcha! - 15 Cha Passive A pokemon you are trying to catch Add +5 to all catch rolls.
Gotcha! (2) - 20 Cha Passive A pokemon you are trying to catch Add +10 to all catch rolls.
Gotcha! (3) - 30 Cha Passive A pokemon you are trying to catch Add +15 to all catch rolls.
Good Eyes - 15 Cha Passive A wild pokemon encounter (once per day) At the start of a wild encounter you may roll 1d20 and add your Cha modifier. If the total is over 15 you may choose a pokemon from the area and encounter it.
Eagle Eyes - Good Eyes, 25 Cha Passive A wild pokemon encounter (once per day) At the start of a wild encounter you may roll 1d20 and add your Cha modifier. If the total is over 15 you may choose a pokemon from the area and a nature and encounter it.
You were meant for me - Eagle Eyes, 35 Cha Passive A wild pokemon encounter (once per day) At the start of a wild encounter you may roll 1d20 and add your Cha modifier. If the total is over 15 you may choose a pokemon from the area, a nature, a compatible ability, and a gender and encounter it.
Deja Vu 15 Cha Passive A pokemon you are trying to catch Add +20 to any catch roll if you already own at least one pokemon of that species.
Carefully 25 Cha Trainer action Your pokemon If you used this command on this turn, your pokemon will not knock out it's opponent and will instead leave it at 1 HP.
Legendary Encounter 35 Cha May be used only once and only before a mission You On your next mission, you will encounter a non-uber legend. You receive +10 to your catch rate during this battle.
Uber Legendary Encounter, 45 Cha May be used only once and only before a mission You On your next mission, you will encounter an uber legend. You receive +10 to your catch rate during this battle. Hex abilities:Confuse Ray - 10 Int Trainer Action An Opponent The opponent is now confused
Will-o-wisp - 15 Int Trainer action An opponent Roll 1d20 if the score is 7 or higher the opponent is now burned unless it is immune to fire attacks
Thunder Wave - 10 Int Trainer action An opponent Roll 1d20 if the score is 7 or higher the opponent is now paralyzed unless it is immune to electric attacks
Poison - 10 Int Trainer action An opponent Roll 1d20 if the score is 7 or higher the opponent is now poisoned unless it is immune to poison attacks
Toxic - 15 Int Trainer action An opponent Roll 1d20 if the score is 7 or higher the opponent is now badly poisoned unless it is immune to poison attacks
Sleep Powder - 20 Int Trainer action An opponent Roll 1d20 if the score is 9 or higher the opponent is now asleep unless it is immune to grass attacks
Cold Snap - 25 Int Trainer action An opponent Roll 1d20 if the score is 10 or higher the opponent is now frozen
Trapping - At least one status move, 20 Int Any time you want An area around you Roll 1d20 and add your Int modifier. If the total is over 15 you may set a booby trap in the area that fill inflict a status condition that you have access to OR deal 2d20 damage to a foe.
Death Trap - Trapping, 40 Int Any time you want An area around you Roll 1d20 and add your Int modifier. If the total is over 15 you may set a booby trap in the area that fill inflict a status condition that you have access to AND deal 3d20 damage to a foe. If the total is over 20 you may choose to set a death trap. If caught in a death trap your opponent must perform a saving throw (1d20 + Dex modifier >= 15) or they are killed.
It's A Trap! 15 Int Anytime The area around you Roll 1d20 and add your Int modifier. If the total is over 10 you can detect any traps in the area. If the total is over 15 you can disable them.
Inescapable - 30 Int Passive You and your pokemon Your status attacks cannot miss regardless of accuracy, evasion, or immunities (this includes trainer powers except Invulnerable and Um...no).
Invulnerable - 20 Con Passive You You cannot be effected by a status condition, even if the foe has Inescapable.
Um...no - Invulnerable, 30 Con Passive You and your pokemon You and your pokemon cannot be effected by status conditions even if the foe has Inescapable.
Rage Quit - At least two status moves, 30 Int Passive Your pokemon You may teach any of your pokemon any status move you know or any TM that is a status move. Elementalist abilities:Ember - 15 Dex Trainer action An opponent Cast Ember.
Water Gun - 15 Dex Trainer action An opponent Cast Water Gun.
Gust - 15 Dex Trainer action An opponent Cast Gust.
Mud Shot - 15 Dex Trainer action An opponent Cast Mud Shot.
Flame Wheel - 20 Dex Trainer action An opponent Cast Flame Wheel.
Bubble Beam - 20 Dex Trainer action An opponent Cast Bubble Beam.
Air Slash - 20 Dex Trainer action An opponent Cast Air Slash.
Dig - 20 Dex Trainer action An opponent Cast Dig.
Flamethrower - 25 Dex Trainer action An opponent Cast Flamethrower. You are immune to fire and fire type attacks.
Surf - 25 Dex Trainer action An opponent Cast Surf. You may swim indefinitely and resist water type attacks.
Fly - 25 Dex Trainer action An opponent Cast Fly. You can fly on the wind and resist Flying type attacks.
Earthquake - 25 Dex Trainer action An opponent Cast Earthquake. You can move the earth around you and resist ground type attacks.
One With Nature - 20 Dex Passive You and your pokemon All fire, water, flying, and ground attacks receive STAB (your STAB is 1d20 or STAB for your level, whichever is higher). Fire, Water, Flying, and Ground attacks that would normally receive STAB have their STAB level increased by 1.
Didn't see that one coming. - 45 Dex Passive Your pokemon You may teach any of your pokemon any Fire, Water, Flying, or Earth type attack you know or any Fire, Water, Flying, or Earth type TM or move you have access to. Agent abilities:Lie detector Passive Anyone you're talking to You can tell when someone is lying to you
Psychic Shield - 15 Int Passive You You resist all psychic attacks. Also, any psychic trying to manipulate you must pass a check of 25.
Your Jedi Mind Tricks Won't Work on Me - Psychic Shield, 25 Int Passive You You are immune to all psychic attacks and all forms of psychic manipulation. You can also detect when others have been psychically manipulated.
Tracking - 20 Dex Passive You You can follow trails left by others, human or pokemon.
Perceptive - 15 Int Passive You Through observation, you can notice small hints and clues that others cannot.
It's A Trap! 15 Int Anytime The area around you Roll 1d20 and add your Int modifier. If the total is over 10 you can detect any traps in the area. If the total is over 15 you can disable them.
Keep Your Guard Up - 20 Dex Passive You When you are attacked, you may roll 1d20. If the total is over 10 avoid all effects of the attack
Counter Attack - Keep Your Guard Up, 30 Dex Passive You When you are attacked, you may roll 1d20. If the total is over 8 avoid all effects of the attack and counter attack.
Stealth - 20 Dex Passive You You may remain unseen in a reasonable situation by rolling a stealth check of 15 on 1d20 + Agi modifier.
Shadow Strike - Stealth, 35 Dex Anytime your remain unseen An opponent Attack for double damage. The opponent cannot counter this attack and all defenses are bypassed. You are no longer concealed (unless you are using a silent weapon.
Mechanical Man - 15 Dex Passive A steel type pokemon you are trying to catch Add +10 to your catch rate
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Post by NinjaDeathStrike on Nov 21, 2010 3:34:17 GMT -5
Okay done for tonight I think. If you guys have any suggestions post them here.
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Post by darkfire006 on Nov 21, 2010 12:46:05 GMT -5
spoilers?
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Post by Shark on Nov 21, 2010 14:00:58 GMT -5
spoilers..? Isn't this for the pokemon tabletop RPG?
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Post by darkfire006 on Nov 21, 2010 14:40:53 GMT -5
spoiler tabs.... to make it simpler to find your skills without scrolling through alot of stuff
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Post by Shark on Nov 21, 2010 14:46:01 GMT -5
Oh sorry.
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Post by NinjaDeathStrike on Nov 21, 2010 17:49:52 GMT -5
I think Psychic and Ace Trainer were classes from Pokemon RPG and they had martial artist which is similar to Fighter, but since those are all taken from the actual pokemon games its ok. The other classes I made up. All of the abilities I did myself. Pretty much every RPG uses a class and skill system, similar to this.
Also I'll put the class in spoilers.
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Post by NinjaDeathStrike on Nov 22, 2010 4:47:13 GMT -5
I added a couple more defensive abilities to the General Abilities section: Call of the Wild, Hey Watch It!, and On Guard.
Are you guys happy with the classes and abilities? I'll probably be adding to the abilities as I think of more, but we have enough to start now. Classes will probably remain the same unless someone else suggest some new ones.
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TheShiningGyarados
Ace Trainer
[glow=skyblue,2,200]Elite Four #2[/glow][M:-100]
Battle Record: 25-13
Posts: 1,144
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Post by TheShiningGyarados on Dec 2, 2010 16:53:36 GMT -5
Yeah, I'm really lost here. I don't even have a character made let alone know what the hell this stuff is.
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Post by NinjaDeathStrike on Dec 2, 2010 18:00:00 GMT -5
Did you read anything in the rules and guides section? Start there.
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Post by NinjaDeathStrike on Feb 3, 2011 8:17:05 GMT -5
Immortal has been removed, it was too powerful. I've replaced it with Survival Instinct, which significantly improves your chances of surviving a mortal wound. I also added the Strong Willed ability, which gives non-psychic or agent players a degree of protection against psychic manipulation (although not as strong as the afore mentioned classes).
Also, if you have any of your own ideas for abilities, feel free to post them.
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Post by NinjaDeathStrike on Feb 4, 2011 2:18:13 GMT -5
Weapon abilities have been updated.
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