Fighter Abilities:PUNCH! - 3d - 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. This attack has priority over other trainer actions.
Upper Cut - PUNCH!, 5d - 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. This attack has priority over other trainer actions.
Pummel - Upper Cut, lv15, 10d - 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. This attack has priority over other trainer actions.
Body Slam - 7d - 30 str
Trainer action
Opponent
Use the move body slam on an opponent of equal or smaller size than you. You cannot use body slam again next turn. You may teach any of your pokemon the move Body Slam.
Close Combat - Body Slam, lv15, 7d - 35 str
Trainer Action
Opponent
Uses the move Close Combat. There is no def or sp def drop. You cannot use Close Combat again this battle. You may teach any of your pokemon the move Close Combat.
Fight Back - 7d - 30 str
When attacked
Attacking opponent
After taking non-ranged damage you may counter attack on a roll of 8 or higher.
Intimidating personality - Tough Guy, 7d - 25 con
Passive
You
All damage you receive is reduced by 20%
Leader - lv10, 10d - 25 con
Passive
Your pokemon
Your pokemon's physical attacks do an extra 1d20 damage
Second Nature - Weapon Carrier, 3d - 15 str
Passive
You
Your weapon attacks receive STAB of +1d20.
Dual Attack - Second Nature, lv15, 14d - 40 con
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.
Meat Shield - 7d - 20 con
When a human teammate is attacked (Trainer action)
The teammate being attacked
You step in front of your teammate and take the damage for them on a roll of 2 or higher. This damage is reduced by 10.
Brute Strength - lv10, 10d - 35 str
Passive
You
Your attacks cannot be blocked by abilities (acc checks must still be passed) and bypass all defensive abilities aside from On Guard.
Psychic Abilities:Psychic vs Psychic 3d - 10 int
Passive
You
You can detect when psychic powers have been used in an area. You are immune to psychic attacks and psychic manipulation.
Telekinesis - 3d - 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, 5d - 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), lv15, 10d - 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)
Levitate - Telekinesis (2), lv10, 7d - 25 int
Action
You
Roll 1d20 and add your INT modifier. If the roll is 15 or higher, you may levitate using telekinesis. If this ability is used in battle, it last until the end of the battle.
Flight - Telekinesis Master, Levitate, lv15, 12d - 40 int
Action
You
Roll 1d20 and add your INT modifier. If the roll is 15 or higher, you may fly using telekinesis. If this ability is used in battle, it last until the end of the battle and you gain the type 'flying' until the end of the battle.
Telepathy - 3d - 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) - Telepathy, 5d - 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. You may only use this ability successfully in battle once per day.
Telepathy Master - Telepathy (2), lv15, 12d - 40int
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. 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. (15-19=1 turn control, 20-24=2 turn control, 25-29=3 turn control, 30+= mind slave). This skill may only be used successfully in combat once per day and you may only make one mind slave per day, unless you roll a critical success in which case the slave does not count towards your total.
Confusion - 3d - 15 int
Trainer Action
An opponent
Cast confusion
Psybeam - Confusion, 5d - 25 int
Trainer Action
An opponent
Cast psybeam
Psychic - Psybeam, lv10, 10d - 35 int
Trainer Action
An opponent
Cast psychic. You may not use Psychic on your next turn. You may teach any of your pokemon the move Psychic.
Psychic Bomb - lv15, 20d - 50 int
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 5d20 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). This attack has +2 priority over all other trainer actions.
Recover - 7d - 30 int
Trainer Action (may not be used outside of battle)
You
Heal 1/2 of your Max Hp
Medic Abilities:Field Training - 4d - 15 con
Passive
A pokemon
Any item that restores hp to a non-fainted pokemon restores double the normal amount
Emergency Response - 4d - 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 - lv10,
- 35 con
Passive
Any Pokemon
Revives heal full Max HP. You may add +2 to all saving throws.
Self Preservation Savior, lv15, 10d - 40 con
Passive
You and your pokemon
Saving throws for you and your pokemon is now 3. You cannot lower this further through other abilities.
First Aid - 3d - 15 con
Trainer Action (only in battle)
You or a human party member
Heal 1/3 of Max HP.
Directed Recover - First Aid, 5d - 15 con
Trainer Action (in battle)
You or a human party member
Heal 1/2 of Max HP.
Group Heal - First Aid, lv7, 5d - 20 cha
Trainer Action (in battle)
Humans in your party
Heal 1/3 of Max HP for each member in your party.
Refresh - lv7, 7d - 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, Refresh, lv15, 14d - 30 con, 20 cha
Once per day
Humans in your party
Heal all members of your party to Max HP and remove all status conditions.
Self Sacrifice - Savior, lv15, 14d - 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.
Sturdy - lv10, 7d - 35 con
Passive
You
If your hp would be reduced to zero, roll a d20. If the total is 11 or higher, you are instead left at 1hp and are now unconscious.
Bloodied, but not Broken - 7d - 35 cha
Passive
Your Pokemon
If your pokemon reaches zero HP or below on a turn before it gets a chance to attack, it will still use it's attack before fainting.
Resilience - lv10,
- 40 cha
Passive
Your Pokemon
All of your pokemon gain the secondary ability 'Regnerator' as long as they don't already have two abilities.
Ace Trainer Abilities:Training - 3d - 15 str
Passive
All damaging attacks
Add 1d10 to all attacks made by your pokemon
Improved Training - Training, 5d - 25 str
Passive
All damaging attacks
Add 1d20 to all attacks made by your pokemon
Dedicated Training - Improved Training, lv15, 12d - 35 str
Passive
All damaging attacks
Add 3d10 to all attacks made by your pokemon
Accuracy - 3d - 15 dex
Passive
Your pokemon
Attacking moves with base 90 accuracy or higher will almost never miss
Improved Accuracy - Accuracy, 5d - 25 dex
Passive
Your pokemon
Attacking moves with base 80 accuracy or higher will almost never miss.
Perfect Accuracy - Accuracy (2), lv10, 10d - 35 dex
Passive
Your pokemon
Attacking moves (other than OHKO moves) will almost never miss, accuracy lowering moves have no effect on you or your pokemon.
Self Study - Improved Training, 7d - 30 str
Passive
Yourself
You may add your 'Training' skill damage bonus to your weapon attacks.
Nature Reconditioning - lv10, 3d - 25 str
Once per week
One of your pokemon
Change this pokemon's nature to any nature you choose
Ability Reconditioning - lv7, 4d - 25 str
Once per week
One of your pokemon
Change this pokemon's ability to any compatible ability you choose
Ability Improvement - Ability Reconditioning, lv10, 7d - 35 str
One per week
One of your pokemon
If this pokemon only has one ability, you may give it a second compatible ability.
Ability Manipulation - Ability Improvement, lv15, 10d - 45 str
Once per week
One of your pokemon
If this pokemon only has one ability, you may give it a second ability (with AG approval). If it already has two abilities you may change one to a different ability (with AG approval). You must keep at least one compatible ability on this pokemon.
TM Maker - lv10, 7d - 30 dex
Once per week
You
Spend 5000P. Create a pre-existing TM.
TM Crafter - TM Maker, lv15, 10d - 40 dex
Once per week
Whenever you want
You
Spend 10,000P. Create a TM (with AG approval). Any pokemon of that type may learn the new TM.
Legendary Power - TM Crafter, lv15, 7d - 50 dex
Once
One of your pokemon
Spend 20,000P. You may teach one of your poekmon one signature legendary move (with AG approval), the move must make sense for that pokemon.
Collector abilities:Tinkerer - 3d - 15 int
Passive
You
Your pokeballs do not break on a failed capture
Crafter - Tinkerer, lv5, 5d - 20 int
Action (up to 3 times per day)
You
Spend 1000P. Make a pre-existing pokeball of any type except master ball.
Inventor - Crafter, lv10, 7d - 30 int
Action (once per day)
You
Spend 3000P. Make a unique pokeball. You can give it any reasonable properties that your Adventure Guide approves of.
Gotcha! - 4d - 15 cha
Passive
A pokemon you are trying to catch
Add +5 to all catch rolls.
Gotcha! (2) - Gotcha!, 5d - 20 cha
Passive
A pokemon you are trying to catch
Add +10 to all catch rolls.
Gotcha! (3) - Gotcha! (2), lv15, 10d - 30 cha
Passive
A pokemon you are trying to catch
Add +15 to all catch rolls.
Good Eyes - 3d - 15 cha
Passive (only one ability in this chain may be used per day)
A wild pokemon encounter
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, 5d - 25 cha
Once per day (only one ability in this chain may be used per day)
A wild pokemon encounter
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, lv15, 10d - 35 cha
Once per week (only one ability in this chain may be used per day)
A wild pokemon encounter
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 3d - 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 7d - 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.
Don't Hit Me! 7d - 20 cha
Action
Your pokemon
You may send out a 'guardian' pokemon to protect you when you are attacked. This doesn't count as a trainer action and it may not participate in the battle. On a check of 2 or higher, that pokemon can block damage directed at you, unless it is asleep, fully paralyzed, or frozen.
Monster Hunt lv10, 12d - 40 cha
May be used only once
You
Choose a type, you will encounter a monster pokemon of that type. It will have extra stats and may have unique moves or abilities. After catching it, you may choose it's nature and primary ability (one that it can normally have). You receive +10 to your catch rate during this battle.
One of a kind Monster Hunt, lv15, 14d - 50 cha
May be used only once and only before a mission
You
Choose a pokemon, nature, and primary ability. You will encounter a special version of it. It will have extra stats and a unique color scheme. It may have unique moves, abilities, or typing. You receive +10 to your catch rate during this battle.
Hex Abilities:Confuse Ray - 3d - 10 int
Trainer Action
An Opponent
The opponent is now confused
Poison - 3d - 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
Thunder Wave - 4d - 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
Will-o-wisp - 4d - 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
Toxic - Poison, 7d - 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 - at least two other status moves, lv10, 10d - 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 - at least 4 other status moves, lv15, 12d - 25 int
Trainer action
An opponent
Roll 1d20 if the score is 14 or higher the opponent is now frozen
Trapping - At least one status move, 4d - 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 deals 2d20 damage to a foe.
Death Trap - Trapping, lv15, 14d - 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 or they are killed.
It's A Trap! 3d - 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 - 14d - 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 - 12d - 20 con
Passive
You
You cannot be effected by a status condition, even if the foe has Inescapable.
Um...no - Invulnerable, 12d - 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 four status moves, 20d - 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 - 3d - 15 dex
Trainer action
An opponent
Cast Ember.
Water Gun - 3d - 15 dex
Trainer action
An opponent
Cast Water Gun.
Gust - 3d - 15 dex
Trainer action
An opponent
Cast Gust.
Mud Shot - 3d - 15 dex
Trainer action
An opponent
Cast Mud Shot.
Flame Wheel - Ember, lv5, 5d - 20 dex
Trainer action
An opponent
Cast Flame Wheel.
Bubble Beam - Water Gun, lv5, 5d - 20 dex
Trainer action
An opponent
Cast Bubble Beam.
Air Slash - Gust, lv5, 5d - 20 dex
Trainer action
An opponent
Cast Air Slash.
Dig - Mud Shot, lv5, 5d - 20 dex
Trainer action (every other turn)
An opponent
Cast Dig.
Flamethrower - Flame Wheel, lv10, 10d - 30 dex
Trainer action (every other turn)
An opponent
Cast Flamethrower. You are immune to fire and fire type attacks.
Surf - Bubblebeam, lv10, 10d - 30 dex
Trainer action (every other turn)
An opponent
Cast Surf. You may swim indefinitely and resist water type attacks.
Fly - Air Slash, lv10, 10d - 30 dex
Trainer action (every other turn)
An opponent
Cast Fly. You can fly on the wind and resist Flying type attacks.
Earthquake - Dig, lv10, 10d - 30 dex
Trainer action (once per battle)
An opponent
Cast Earthquake. You can move the earth around you and resist ground type attacks.
One With Nature - lv15, 10d - 20 dex
Passive
You and your pokemon
All fire, water, flying, and ground attacks receive STAB (your STAB is 1d20). Fire, Water, Flying, and Ground attacks that would normally receive STAB have their STAB level increased by 1.
Didn't see that one coming. - at least one top tier elemental attack, lv15, 14d - 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.
Ingrain - 7d - 25 dex
Action
You
You absorb nutrients around you, healing 1/8 of your max hp every turn, as long as you are outside.
Naturalist - lv8, 7d - 25 dex
Passive
Your pokemon
As long as you are outside, all your pokemon gain the secondary ability 'Natural Cure' and long as they don't already have two abilities.
Morph - lv15, 10d - 35 dex
Action
You
Your typing becomes that of an elemental attack you know. You gain that typing's strengths and weaknesses, and may interact with that element freely without taking damage. In addition you gain the following ability based on your type:
Earth: Sap Sipper
Water: Water Absorb
Fire: Flash Fire
Air: Jet Stream (if hit by a flying type attack, you gain one speed stage, meaning you will always act first unless your opponent uses a priority move)
Agent Abilities:Lie detector 3d - 10 int
Passive
Anyone you're talking to
You can tell when someone is lying to you
Psychic Shield - 4d - 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, lv10, 10d - 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 - 4d - 20 dex
Passive
You
You can follow trails left by others, human or pokemon.
Perceptive - 4d - 15 int
Passive
You
Through observation, you can notice small hints and clues that others cannot.
It's A Trap! 4d - 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 - lv7, 7d - 20 dex
Passive
You
When you are attacked, you may roll 1d20. If the total is over 10 avoid all effects of melee attacks, it the total is 15 or higher, avoid all effects of ranged attacks as well.
Counter Attack - Keep Your Guard Up, lv15, 12d - 30 dex
You
When you are attacked, you may roll 1d20. If the total is over 8 avoid all effects of of melee attacks and counter attack, if the total is 12 or higher, avoid ranged attacks as well.
Stealth - 5d - 20 dex
Passive
You
Roll 1d20 and add your Agi modifier. If the total is 15 or higher, you are now concealed from sight and are silent. You will remain unseen until you take an action that exposes you.
Shadow Strike - Stealth, lv15, 12d - 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 - 3d - 15 dex
Passive
A steel type pokemon you are trying to catch
Add +10 to your catch rate
Lightning Strike - 7d - 20 dex
Action
An Opponent
You strike before your opponent can react, dealing 1d20 damage. This attack's power is always 1d20 and is not effected by any other abilities, yours or your opponents. It has +3 priority.
Pirate Abilities:Gunner - lv8, 7d - 25 dex
Passive
You
You may uses pistols, regardless of weapon skill. Your accuracy with pistols is increased by 5%
Sharp Shooter - Gunner, lv15, 10d - 35 dex
Passive
You
You may use any firearm, regardless of weapon skill. Your accuracy with firearms is increased by 8%
Sea Rat - 4d - 20 dex
Passive
You
You may swim long distances without danger. You may breath underwater. Wild underwater pokemon will never attack you unless provoked. You can use ships without passing a check.
Climber - 3d - 15 dex
Passive
You
You can climb steep heights and ropes with ease. You can catch yourself if thrown from a height.
A Gift of Water and Light - lv10, 10d - 35 dex
Passive
Your pokemon
Any of your pokemon may learn any water or electric type move.
Dirty Fighter - lv8, 7d - 20 dex
Passive
You
You can use dirty tactics to avoid damage in battle. When attacked, roll 1d20 if the result is higher than 10, avoid all damage for melee attacks, if the total is 18 or higher, avoid damage from ranged attacks as well.
Swashbuckler - lv15, 14d - 40 dex
Passive
You
You are an expert at combat and fighting dirty. All of your weapon attacks gain an additional 5% accuracy. If you have a one-handed firearm and a one-handed melee weapon, you make attack with both on the same turn.
Booty - 4d - 25 cha
Passive
You
Money you gain from missions is increased by 50%
Bootymus Maximus - Booty, lv10, 10d - 35 cha
Passive
You
Money you gain is increased by 100%
Ill-gotten Booty - 4d - 15 cha
Passive
You
Money you gain through stealing or raiding is increased by 50%
Smash and Grab - lv8, 7d - 25 dex
Once per week
A store
You may attempt to rob a store. Roll one d20. If you roll lower than a ten, you fail. If you roll a 1, you are caught and lose 2000P in your attempt to escape. If you roll higher than a 10, roll another d20 and receive 500P x that roll. If you roll a 20, your total is 1000P x that roll instead of 500.
Fisherman - lv5, 4d - 20 cha
Passive
A pokemon you are trying to catch
You gain +10 to your catch rate for all water pokemon and +5 for all electric pokemon.
I Swear it Was This Big - fisherman, lv5, 7d - 40 cha
Once
A pokemon encounter
Choose a non-legendary water type pokemon and a compatible nature and ability. You will find that pokemon the next time you go fishing. If you pass a check of 18 or higher, it will be a monster.
Conductor - lv10, 7d - 20 cha
Passive
Your water pokemon
All of your water poekmon's attacks have a 5% chance to paralyze in addition to their other effects.
Bellow - lv10, 7d - 25 cha
Passive
Your electric pokemon
All of your electric pokemons' attacks have a 10% chance to cause confusion in addition to any other effects they may have.
Storm Bringer - lv15, 15d - 50 cha
Trainer Action
The area around you.
You may summon a storm, causing the rain condition to appear on the field until changed by another move or ability. You do not take damage due to heavy storms, and cannot be blown away by typhoons or gales.
Pyromancer Abilities:Heatproof 3d - 10 str
Passive
You
You are immune to fire attacks and fire damage and cannot be burned. Heatproof is required before taking any other Pyromancer abilities.
Flame On Heatproof, lv15, 14d - 35 str
Action
You
Roll 1d20 and add your STR modifier, if the total is 15 or higher, your body becomes surrounded in fire and you gain the typing 'fire' until you disengage this ability. Anyone who touches you has a 50% chance of being burned and your fire attacks do an extra 1d20. However, you lose 10% of your total health for every turn this ability is active.
Ember - 3d - 15 str
Trainer Action
An opponent
Cast ember.
Fire Punch - Ember, 5d - 25 str
Trainer action
An opponent
Cast Fire Punch
Fireball - Ember, lv10, 7d - 35 str
Trainer action
The opponents' area
You may shoot a fireball at an enemy. That enemy, and anything around him take 3d20 damage and have a 25% chance of being burned.
Flamethrower - Fire Punch, lv10, 5d - 35 str
Trainer action (every other turn)
An opponent
Cast Flamethrower
Blast Burn - Flamethrower, lv15, 12d - 45 str
Trainer action (once per day)
An opponent
Cast Blast Burn. This attack bypasses all defensive abilities and has a 30% chance to incinerate any armor it touches. You cannot make a trainer action next turn.
Firebomb - Fireball, lv15, 20d - 45 str
Trainer Action (once per day)
The area around you
You release a massive blast of fiery energy knocking back everyone in the area, canceling all other trainer actions this turn, bypassing all defensive abilities, and dealing 6d20 damage to everyone but yourself. Your foes have a 75% chance of burn and a 50% chance of having any armor they're wearing incinerated. This attack has +2 priority over all other trainer actions.
Will-o-wisp - 4d - 20 str
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
Hot Blooded - Will-o-wisp, lv8, 7d - 30 str
Passive
You and your pokemon
All of you or your pokemon's damaging attacks have a 5% chance to cause a burn. Attacks that can already burn have their effect chance increased by 5%.
Fan the Flames - lv12,
- 25 str
Passive
Your Pokemon
You may teach any of your pokemon any fire type move you have access to.
Kindle - 3d - 20 con
Trainer action
A fire
Roll 1d20 and add your Con modifier. If the total is higher than 15, you can create, quell, dissipate, or redirect small or medium fires
Burn - Kindle, 5d - 30 con
Trainer action
A fire
Roll 1d20 and add your Con modifier. If the total is higher than 15, you can create, quell, dissipate, or redirect small, medium, or large fires
Rage - Flame, lv15, 10d - 40 con
Once per day
A fire
Roll 1d20 and add your Con modifier. If the total is higher than 15, you can create, quell, dissipate, or redirect a fire of any size
Moth to the Flames - 4d - 25 con
Passive
A fire pokemon you are trying to catch
Add +10 to your catch rate for all fire pokemon.
Lord of Fire and Flame - lv10, 10d - 40 str
Once
You
You will encounter a monster fire type pokemon. It will have extra stats and may have unique moves or abilities.
Light Bringer - lv15, 15d - 40 con
Trainer Action
The area around you
You may summon a drought, causing the sun condition to appear on the field until changed by another move or ability.
Engineer Abilities:
Creative - 3d - 20 cha
Passive (cannot be used in battle)
You
You can create useful tools out of the items around you (you may not create named items. i.e. a potion).
Lucky - 3d - 20 cha
Once per day
You
Roll 1d20 then multiply by 100. Find that much money.
Jackpot - Lucky, 5d - 30 cha
Action
Once per day
Roll 1d20 then multiply by 300. Find that much money.
I Deserve Free Money - Jackpot, lv10, 10d - 40 cha
Once per day
You
Roll 1d20 then multiply by 500. Find that much money.
Doesn't count! - lv10, 10d - 35 cha
Trainer Action
You
You may use an item in battle and make an additional trainer action on the same turn.
Mechanic - 3d - 20 cha
Passive
Vehicles or machines
You can repair and drive and type of vehicle.
Conceptualizer - Creative, Mechanic, lv15, 14d - 50 cha
Action
You
You may create a personal vehicle with AG approval. You may give it special aspects or abilities.
Potion Maker - 3d - 15 dex
As often as you want. Cannot be used in battle
You
Choose an item with 'potion' in it's name. Spend money equal to that item's cost in a store and then create that item.
Potion Master - Potion Maker, 5d - 25 dex
As often as you want. Cannot be used in battle.
You
Choose a healing item. Spend money equal to 80% of that item's cost in a store and then create that item.
Eureka! - Potion Master, lv15, 10d - 35 dex
Once per day.
You
Spend 5,000P. Make one rare candy.
TM Maker - lv10, 7d - 30 dex
Once per week
You
Spend 5000P. Create a pre-existing TM.
TM Crafter - TM Maker, lv15, 10d - 40 dex
Once per week
Whenever you want
You
Spend 10000P. Create a TM (with AG approval). Any pokemon of that type may learn the new TM.
Pokeball Crafter - Tinkerer, lv5, 5d - 20 dex
Action (up to 3 times per day)
You
Spend 1000P. Make a pre-existing pokeball of any type except master ball.
Inventor - Crafter, lv10, 7d - 30 dex
Action (once per day)
You
Spend 3000P. Make a unique pokeball. You can give it any reasonable properties that your Adventure Guide approves of.
Weapon Smith - lv15, 12d - 40 dex
Once
You
Spend 50,000P. Make a customized weapon (with AG approval). You may use this weapon regardless of your weapon skill level.
Ranger Abilities:
Helping Hand - 3d - 20 cha
Action
You
Roll 1d20 and add your Cha Modifier. If the total is over 15, you may summon a random wild pokemon from the area to assist you (it's level is your current pokemon's -5 ~ -1). You may not catch this pokemon.
Recruiter - Helping Hand, 5d - 30 cha
Action
You
Roll 1d20 and add your Cha Modifier. If the total is over 15, you may chose a type, and summon a random wild pokemon of that type from the area to assist you (it's level is your current pokemon's -2 ~ +2). You may not catch this pokemon.
Commander - Recruiter, lv15, 10d - 40 cha
Action
You
Roll 1d20 and add your Cha Modifier. If the total is over 15, you may choose a pokemon from the area and summon it (it's level is your current pokemon's level +1 ~ +5). You may not catch this pokemon.
Give Me a Lift - 7d - 25 cha
Action
You
Roll 1d20 and add your Cha Modifier. If the total is over 15, you may choose a pokemon from the area that is capable of carrying you and use it for transportation. It may not battle and you cannot catch this pokemon.
Like minded - 4d - 15 cha
Action
Your pokemon
You may read the thoughts of your pokemon and communicate with them.
Empath - Like minded, 5d - 25 cha
Action
A wild pokemon, or a trained pokemon that likes you
Roll 1d20 and add your Cha modifier. If the total is over 15, you may communicate with that pokemon.
Clairvoyant - Empath, lv10, 10d - 35 cha
Action
Any pokemon
Roll 1d20 and add your Cha modifer. If the total is over 15, you may communicate with that pokemon.
Convincing - Empath, lv10, 10d - 35 cha
Action (may only be used once per pokemon)
A non-legendary, wild pokemon
Roll 1d20. If the total is over 14, you may convince that pokemon to join your team. This counts as catching that pokemon.
One of Us - Clairvoyant, lv15, 12d - 45 cha
Action (may only be used once per pokemon)
A mistreated, trained pokemon
Roll 1d20. If the total is over 14, you may convince the mistreated pokemon to join your team. This counts as catching that pokemon.
Hey Neato! - 5d - 20 cha
Passive
A wild pokemon
Wild pokemon you encounter are more likely to be holding items
Gift Giver - Hey Neato!, 7d - 30 cha
Passive
Your pokemon
Any pokemon you have out gains the secondary ability pick-up, unless it already has two abilities.
Seeker - Gift Giver, lv10, 10d - 40 cha
Once per day
You
Choose an item (with AG approval) then roll 1d20. If the total is 15 or higher, find that item.
Safe Return - lv10, 10d - 40 cha
Once Per Week
Your pokemon
You may teach any of your pokemon the move return. Return's type changes to match the type of the pokemon using it (if it is dual type you may only choose one and cannot change it). Return's power is always 5d20 and always receives STAB
Bug Catcher Abilities:
Obsession - 10d - 20 con, 20 dex
Passive
You
You have proven your dedication to the insect world and can now begin to learn its secrets. You must learn this skill before taking any other bug catcher skills.
That's not so bad - 7d - 20 con
Passive
A random encounter
On a random encounter, if you roll a 2-4, instead of a low level local pokemon, you will always find a bug type. If you roll a 4, treat it as 20 instead (but you may still only find a bug type).
Web Sling - 7d - 20 dex
Action
A target
Roll 1d20 and add your Dex modifier. If the total is 15 or higher the opponent is now ensnared for the rest of the match (ensnared enemies have a 30% chance of being unable to take an action during their turn).
Web Trap - lv10, Web Sling, 7d - 25 dex
Action
A target
Roll 1d20. If the total is 16 or higher the opponent is now heavily ensnared (unharmed but disabled and unable to escape or take any other actions). You may also use this ability to trap a fleeing target without fail.
Web Swing - lv10, Web Sling, 7d - 25 dex
Action
An anchor point
Your webs are now strong enough for you to swing from. Roll 1d20 and add your Dex modifier, if the total is 15 or higher, you can shoot and swing from your web.
Poison Sting - 4d - 20 con
Action
An Opponent
Do 1d20 damage. The opponent is now poisoned.
Toxic Sting - lv10, 5d - 25 con
Action
An Opponent
Do 3d20 damage. The opponent is now badly poisoned.
Venoshock - lv10, 4d - 25 con
Action
An Opponent
Cast Venoshock.
Radar - lv5, 7d - 25 con
Passive
You
You can sense other life forms, and their approximate size, in the area around you.
Wall Crawl - lv10, 7d - 25 dex
Passive
You
Roll 1d20 and add your Dex modifier. If the total is 15 or higher, you can climb on most surfaces, including walls and ceilings.
Exoskeleton - lv15, 10d - 30 dex
Passive
You
All damage done to you reduced by an additional 10 damage and your bones are extremely resistant to breaks and fractures and your skin has increased toughness.
Sting - 3d - 20 con
Action
An Opponent
Summon several bees to attack the opponent. Roll 1d5 then roll that many d12. This attack does that much damage. If you score a critical hit on this attack, this attack does max damage (60) and the opponent is now paralyzed.
Swarm - lv7, Sting, 4d - 30 con
Action
An Opponent
Summon a swarm of bees to attack the opponent. Roll 1d10 then roll that many d12. This attack does that much damage. In addition, roll an allergy check on 1d20. If you score a critical hit on this attack, this attack does max damage (120) and the opponent is now paralyzed and confused.
BEEEEEESSSSSSS! lv12, Swarm, 10d - 40 con
Action
An Opponent
Summon an army of bees to attack the opponent. Roll 1d20 then roll that many d12. This attack does that much damage. In addition, roll an allergy check on 1d20. If you score a critical hit on this attack, this attack causes an extreme allergic reaction and the opponent must survive a saving throw.
More than meets the eye lv15, 12d - 35 con
Once
All of your bug pokemon
Choose one bug type weakness. All of your bug pokemon are no longer weak to that type.
Puncture lv15, 12d - 35 con
Once
All of your bug pokemon
Choose one type that resist bug. That type no longer has that resistance when your bug type pokemon attack.
Overwhelm lv10, 7d - 30 con
Passive
Your bug pokemon
As long as you have at least three bug type pokemon in your party, all of your bug type pokemon do an additional 1d20 damage.
Spectre Abilities:
Psychic Shield 4d - 15 int
Passive
You
You resist all psychic attacks. Also, any psychic trying to manipulate you must pass a check of 25
Sixth Sense 7d – 20 Int
Passive
You
You can see the invisible including psychic trails, spirits, and cloaked or faded people. You may communicate with spirits.
Total Immunity 3d – 15 Int
Passive
You
You are immune to all types of poison, poison attacks, and poison abilities.
Fade 3d – 15 Dex
Action
You
Roll a d20 and add your Dex modifier. If the total is 15 or higher, you are able to fade into your surroundings becoming invisible to all but psychics. You can move freely but you may not pass through any solid objects, interact with anything physical, or take any other actions. When you do any of these things, you become visible again.
Phantom lv10, Fade, 5d – 25 Dex
Action
You
Roll a d20 and add your Dex modifier. If the total is 15 or higher, you are able to fade into your surroundings, becoming invisible to all but psychics. You can move freely and pass though most solid objects. However, you cannot interact with anything physical or take any other actions. Doing so makes you visible.
It’s a ghost! lv20, Phantom, 10d - 35 Dex
Action
You
Roll a d20 and add your Dex modifier. If the total is 15 or higher, you are able to fade into your surroundings becoming invisible to all but psychics. If the total is 20 or higher, you can adjust your amount of visibility allowing you to appear as a spectral form. While in spectral form, any foe you encounter must pass a fright check of 15. If they fail, they may not take an action on their initial action turn. You may move freely, through most objects, and interact with one solid object or make one action. Doing so a second time makes you visible.
Possession lv20, It’s a ghost!, 12d, 30 Int
Action (once per battle)
A human target
Roll a d20 and add your Int modifier. If the total is 20 or higher you may possess the body of a person around you. While you possess a body you take no damage but the body you’re in takes double. The body will do anything you tell it to except kill itself. You know all skills that body knows in addition to your own skills.
Kill Switch Engage lv20, Possession, 4d, 35 Int
Action
The body you are possesing
Kill the body which you are possessing.
Poison Maker 3d, 15 Int
Action (up to five times a day)
You
Roll a d20 and add your Int modifier. If the total is 15 or higher spend 500P and create a poison that does one of the following:
- Lowers a stat by 3 points for the day (stackable)
- Deals 25 damage (bypassing all defensive abilities)
- Causes minor weakness (target must pass a check of 6 or higher to take an action)
Poison Mixer lv10, Poison Maker, 5d – 25 Int
Action (up to three times a day)
You
Roll a d20 and add your Int modifier. If the total is 15 or higher spend 1000P and create a poison that does two of the following:
- Lowers a stat by 5 points for the day (stackable)
- Deals 50 damage (bypassing all defensive abilities)
- Causes moderate weakness (target must pass a check of 9 or higher to take an action)
Poison Master lv20, Poison Mixer, 10d – 35 Int
Action (once per day)
You
Roll a d20 and add your Int modifier. If the total is 25 or higher, you may make spend 2000P and make a deadly poison. Anyone afflicted with this poison may not take any actions and must pass a saving throw after two rounds. If the total is 20 or higher the poison created bypasses the ‘Immunity’ ability. If the total is 15 or higher spend 1500P and make a poison that does the following:
- Lowers a stat by 10 points for the day (stackable)
- Deals 100 damage (bypassing all defensive abilities)
- Causes major weakness (target must pass a check of 15 or higher to take an action)
Shadow Ball lv10, 5d – 20 Int
Action
A target
Cast Shadow Ball.
Cross Poison lv10, 5d – 20 Int
Action
A target
Cast Cross Poison.
Deadly Prick lv15, 10d – 25 Dex
Action
A target
Roll a d20 and add your Dex modifier. If the total is 12 or higher, you will always find your target’s skin with attacks form a dagger. If the total is 18 or higher, you will find your target’s skin with a bow or blowgun as well.
Poison Improvement 7d – 20 Int
Passive
Poison type attacks
All poison type attacks have their chance to poison increased by 30%. In addition, you pokemon may poison Steel types.
Poison Point lv10, 7d – 20 Int
Passive (once per week)
Your Pokemon
You may give any of your pokemon the secondary ability ‘Poison Point’. If your pokemon already has two abilities, you may replace one of them with Poison Point.
Soul Crush lv10, 7d – 25 Int
Passive
Your Ghost Pokemon
When your Ghost type pokemon enter the battlefield, opposing pokemon cannot activate any of their abilities (switching out negates this effect).
Glutton Abilities:
Iron Stomach 3d – 15 Con
Passive
You
You can eating any solid physical material without taking damage.
Thick Fat lv10, 7d, 25 Con
Passive
You
Reduce fire & Ice damage by 50%, reduce physical bludgeoning by 50%, Reduce all other damage by 10. Decrease your dodging rate of all attacks by 1/2. Cha -5 in non-restaurants, +10 in restaurants
Munch 3d - 15 Con
Action
You and/or an opponent
Take a bite out of your opponent adding one stockpile counter, dealing 3d20 damage, and reducing damage taken by 3 for one cast, 6 for two, and 9 for three. All of your fanged pokemon may now learn bite.
Swallow lv5, Stockpile, 3d – 15 Con
Action
You
Cast Swallow, healing 30%, then 50% of your HP, then 75% of your HP. Stockpile level set to 0.
Spit Up lv5, Stockpile, 3d – 15 Con
Action
An Opponent
Cast Spit Up, dealing 3d20 per stockpile level damage. Stockpile level set to 0.
Crunch lv10, Munch, 4d – 25 Con
Action
An Opponent
Cast Crunch, all of your fanged pokemon may now learn crunch.
Gastro Acid 4d – 20 Con
Action
An opposing pokemon
Cast Gastro Acid, All of your pokmeon may now learn Gastro Acid.
Body Slam lv10, 7d – 25 Con
Action
An Opponent
Body slam an opponent of equal or smaller size than you. You cannot use body slam again next turn. You may teach any of your pokemon the move Body Slam.
Bulk 7d – 25 Con
Passive
You
Attacks deal 1D20 more damage, but all of your actions have a -1 priority.
Wrecking ball 10d – 30 Con
Action
Solid Structures
You use your massive bulk to barrel though obstacles and tear down structures. Roll a d20 and add your Con modifier. If the result is 15 or higher you may break through most non-reinforced barriers. If the result is 20 or higher, you may burst through most barriers. If the result is 20 or higher you may choose to throw the debris at an opponent. Damage depends on the size of the structure thrown.
Unstoppable Force lv15, 14d – 35 Con
Passive (May be activated without taking an action. May not be active at the same time as Immovable Object)
You
You may choose when to enter this mode. While in Unstoppable Force mode, attacks deal 3D20 more damage and you take 2d20 more damage from opponent’s attacks. On a roll of 10 on a D100, you take 10% recoil on that attack. Rolling a 1 on an attack will cause you to have a heart attack and will put you into critical condition.
Immovable Object lv15, 14d – 35 Con
Passive (May not be active at the same time as Unstoppable Force)
You
You may choose when to enter this mode. While in Immovable Object mode, all damage done to you is reduced by 30 (in addition to any other damage reducing abilities you have). In addition, you cannot be reduced to 0hp and you cannot be moved by any force or ability. You make talk, but may not move or take any other actions for as long as this mode is active.
Smorgasbord lv20, 14 days – 40 Con
Ability (once per battle)
All pokemon opponents or all human opponents
You enter a feeding frenzy, attacking all of your opponents ravenously and dealing 5d20 to all foes. This damage is not effected by any defensive abilities (though it may be dodged) or other effects on your targets.
Gorge lv20, 14 days – 40 Con
Ability (once per day)
A single target
You enter a feeding frenzy, attacking a single opponent for massive damage dealing 15d20. This damage is not effected by any defensive abilities (though it may be dodged) or other effects on your target. On a critical hit the target must pass a saving throw. If it fails, you may choose to devour it completely.
Reaver Abilities:
Gash 3d – 15 Str
Action
An Opponent
You slash at an opponent with you bladed weapon. In addition to its normal damage, the opponent bleeds for 5 damage between each turn (both yours and your opponent’s)
Blade Storm lv20, Gash, 5d – 35 Str
Action
All Opponents
You spin in a flurry of steel attacking all enemies with your bladed weapon. In addition to normal damage, all enemies bleed for 5 damage between each turn (both yours and your opponent’s). Any time you score a critical hit, you may chose to delimb a foe.
Fear 4d – 15 Str
Passive
You
When you try to intimidate someone add your negative Cha modifier to your roll. If you are bleeding or have blood on you, add 5 more. You are now much more suspicious looking.
Pleasure from Pain lv10, 10d – 30 Con
Passive
You
Every time any of your opponents take bleed damage, you heal for an equal amount.
Born of the Blade lv10, 7d - 25 Str
Passive
You
You can use any bladed melee weapon regardless of its tier.
Sharpen 3d – 15 Str
Passive
Your bladed melee weapons
Your bladed melee weapons deal 1d10 more damage.
Hone lv10, Sharpen, 5d – 25 Str
Passive
Your bladed melee weapons
Your bladed melee weapons deal 1d20 more damage.
Temper lv15, Hone, 7d – 30 Str
Passive
Your bladed melee weapons
Your bladed melee weapons deal 3d10 more damage. In addition all of your pokemon’s slashing or biting attacks also deal an additional 3d10 damage.
Vicious Training lv5, 7d – 20 Str
Passive
Your pokemon
Your pokemon become vicious. All of your pokemon’s biting and slashing attacks have a 30% chance to cause bleed damage in addition to their other effects.
Voodoo lv10, 3d – 15 Con
Action
An Opponent
You cut your own body, dealing 50% of the damage you do to yourself to a single human opponent.
Share the Pain lv15, Vodoo, 7d – 25 Con
Action
An Opponent
You cut your own body deeply, dealing equal damage to a single human opponent.
Spread the Sickness lv20, Share the Pain, 14d – 40 Con
Action
An Opponent
You reach out with your blood magic, cutting deeply and dealing double damage to a single opponent or dealing equal damage to two opponents.
Blood Prison lv15, 10d - 35 Con
Action
An Opponent
Deal 50% of your current health to yourself. Choose an opponent. Your blood surrounds that opponent, trapping them and preventing them from taking any actions for 3 turns. After that, it deals 5d20 damage.
Renegade Abilities:Fib 3d - 10 Cha
Active
Single Target
You can try to convince someone of one specific detail being false.
D20 + Cha Modifier > D18 + Their int Modifier
Deception - Fib - 4d - 15 Cha
Active
Surrounding people (or single target)
You can try to convince the surrounding people of a tale or detail you fabricated.
2D20 + Int Modifier > [25 + Each person targeted an individual d6 + Int Modifier]
Thespian - Deception, lv10, 10d - 25 Cha
Active
All surrounding people
You put on a facade and act a part/tell a fabricated part with the intent of blending in or deceiving the surrounding people.
2D20 + Int Modifier > 20 + 1D20
Sneak - 4d - 10 Dex
Passive
You
You get a +5 modifier to all detection rolls. (Harder to detect)
Detect - 4d - 15 Dex
Active
You
You carefully scan the area, looking for hidden details.
Dagger Mastery 15 Dex
Passive
You
Your dexterity allows you to wield a knife deftly. Your dex modifier is now used instead of your str modifier when using dagger weapons.
Swipe - lv7, 7d - 20 dex
Active
You
You see something, you take it. Risk: detection.
1D20 + Dex Modifier > Situational
Slippery - Sneak - 7d - 20 dex
Passive
Your evasion roll is +1D10 higher for each strike attempted against you.
1D20 + Dex Modifier > Situational
Stealth - (Sneak) 5d - 20 dex
Passive
You
Roll 1d20 and add your Agi modifier. If the total is 15 or higher, you are now concealed from sight and are silent. You will remain unseen until you take an action that exposes you.
Assassinate - Stealth- 3d - 25 dex
Active
While the target is unaware of you, add 1D20 to your damage roll and 1D6 to your accuracy roll. Roll a D20 to check silence of the kill.
Vanish - Stealth - 4d - 25 Dex
Anytime
You
When you have been detected, you find a way to misdirect whoever has detected you, and you can return to stealth. They will remain aware of you being around, however, so stealth damage does not apply, and assassinate cannot be activated.
1D20 + Dex Modifier > Situational
Improvise - lv15, 12d - 30 dex
Any time
You
Thinking quickly, you try to pull something from your environment and use it to your advantage.