These edges were originally posted for comments by my GM, djtooth last month. Since then, I've altered some of them according to some feedback, and added another for the "Glitch" Type, based on Glitch Bender from DPDoM.
Elementalist Expression [Branch] Prerequisites: 4 Elementalist Features of the same Class, One Class-Linked Skill at Expert, Special Effect: Grants the Expression of the Elementalist Class, if you qualify for it.
Swarmlord Webslinger Prerequisite: How to Shoot Web Drain 2 AP - Extended Action Effect: Create 5 feet per rank of Survival feet of Basic Rope, which takes damage as though it were Bug-Type. You may drain 1 AP extra to increase the quality to Sturdy. This rope at the user's choice can be created to be sticky enough to hold objects using a power equal to your survival rank.This rope decays after 24 hours, however upon expiration you may drain 2 AP to extend the duration an additional 24 hours.
Shade Caller A Bump in the Night Prerequisite: Living Shadow Bind 2 AP - Standard Action Effect: You gain the Blindsense Capability, and may manipulate objects using any shadow you can see. Your manipulations have a Power equal to half of the greater of your Guile or Stealth
Herald of Pride Dominating Presence Prerequisite: Noblesse Oblige Static Effect: You have the Pack Mon Capability as if your level were 2 times higher, applicable to all Dragon-Type Pokemon, and Pokemon with the Pack Mon Capability.
Spark Master Ferrokinetic Prerequisite: Magnetize Bind 2 AP - Standard Action Effect: When manipulating metallic objects, you may act as though you have the Telekinetic Capability. You may substitute Acrobatics for Focus when determining the Power of the Telekinetic effect.
Glamour Weaver Fey Glamour Prerequisite: Enchanting Transformation Bind 1 AP - Standard Action Effect: You assume the appearance and mannerisms of a Fairy-Type Pokemon you know of. During this time, your Charm replaces Guile in Skill Checks to deceive, Command in skill checks targeting non Fairy-Type Pokemon, Intimidate in Skill Checks against Dragon, Fighting, or Dark Type Pokemon or trainers who have taken Elementalist classes of those types. Ending this effect as Free Action produces a startling flash. Ending this effect as a Standard Action drains 1 AP and allows you to use one of your Glamour Weaver Moves with a damage bonus equal to your Charm or Occult Education Skill.
Aura Guardian Size Up Prerequisite: Aura Reader 2 AP - Swift Action Effect: You can determine the Classes, Features, and Edges taken by the target, if the target is human. If the target is a Pokemon, you can determine any Vitamins, Stat Suppressants, TMs, or Tutoring taken.
Fire Bringer Eye in the Flames Prerequisite: Firebrand Bind 1 AP - Swift Action Effect: You may see, hear, and speak through any fire that you have started or are currently in contact with. Bonus: You are immune to any fire not created by Moves, Abilities, or Features. You may share this immunity with a number of people or Pokemon equal to the higher of your Survival or Combat which you are in contact with.
Wind Runner Zephyr Fingers Prerequisite: One With the Winds Static Effect: When One With the Winds is bound, you may perform light manipulations within the range of the One With the Winds Feature. These manipulations do not require line of sight, and have a Power of one third the greater of your Perception or Acrobatics. Light manipulations cannot exceed the Heavy Lifting range of that Power.
Apparition Benevolent Possession Prerequisite: Shadow Form Bind 2 AP - Extended Action Target: One of your Ghost-Type Pokemon Effect: The Target possesses your body, supplanting your Mind and Spirit Skills where applicable, as well as adding its Ghost-Type moves to your move pool for the duration. The Target has control over your body, but will act under your discretion. If their Possessiveness is equal to its Loyalty or one less, you must succeed a DC 20 Command roll each round to retain control for that round, and this takes up your Pokemon Command. You may roll Occult Education instead of Command to retain control. You need to be in control to unbind this Edge. Unbinding this Edge reverts the Target to its Loyalty value. Mechanic - Possessiveness: Upon the first use of this Edge with a given Pokemon, that Pokemon gains a Possessiveness of 0. Every Injury your body gains during Benevolent Possession increases the Target’s Possessiveness by 1. Possessiveness persists between Benevolent Possessions, and is not lessened by healing the Injury. You may attempt to lower one Pokemon’s Possession by 1 once daily. This requires an Extended Action, wherein you must pass an Occult Education Check of DC 25 to succeed. No Pokemon’s Possessiveness can fall below 0.
Glitch Bender Reset Glitch Prerequisite: Glitch Shuffle Drain 2 AP - Free Action Trigger: You fail a Skill Check Effect: You may immediately attempt the Skill Check again. Roll Xd6 for the new check, where X is the sum of one of your Class-linked Skills and the Skill related to the check. You may only count half of these dice towards the new result. This can only trigger on a Skill Check once.
Druid Green Thumb Prerequisite: Overgrowth Drain 2 AP - Full Action Effect: Vines burst forth from the ground, covering the immediate terrain in a Burst 2 or Close Blast 4. These vines are easily climbable, and may be harvested (with a DC 15 Survival or General Education Check) to make 25’ of Basic Rope. If the vines grow into a slight crevice in rock or earth, it may break apart that surface. The vines and rope degrade after 24 hours unless properly cared for.
Earth Shaker Magnetic Navigation Prerequisite: Earthen Bond Static Effect: You can always find your way outside from the underground and buildings connected to the ground. Additionally, you can sense the layout and location of caves, tunnels, and solid buildings.
Ice Touched Do You Want to Build a Snowman? Prerequisite: Frozen Domain Bind 1 AP - Extended Action Effect: Place a square of Frozen Domain adjacent to your position, then create a Snowman or Snow Pokemon within it. As long as it remains standing, you can share any senses its form would have, as long as you remain within 30m of it. It has 30 Health, 10 DR, and takes damage as though it were Ice-Typed. The Snowman takes 1 tick of damage each round it isn’t in either Frozen Domain or arctic terrain. Unbind the AP when the Snowman is destroyed, and vice-versa.
Prism Kaleidoscope Prerequisite: Luminous Aura Static Effect: While Luminous or Radiant, you may, instead of gaining the usual benefits, direct light from your body to form an adaptive camouflage that can alter your clothing’s appearance to grant a +3 bonus to any one of Stealth, Intimidate, Charm, Command or Guile. Changing the Skill that the bonus affects is a Standard Action. Changing to and from the normal Radiant and Luminous effects is a Swift Action.
Miasmic Virulent Delight Prerequisite: Corrupt Blood Daily - Extended Action Effect: Gain an Injury and create two Virulent Delights, which may be consumed to grant the Black Sludge Digestion Buff, may be thrown to achieve the secondary effects of a Pester Ball, or used as a substitute for a number of chemicals.
Telekinetic Utility Barriers Prerequisite: PK Alpha Bind 1 AP - Extended Action Effect: Create X Utility Barriers, where X is your Focus Rank. Utility Barriers only move under the influence of their creator, and they may be sculpted to the user’s discretion, but may not be greater than 1 m in any dimension. Limitations and properties are subject to the GM’s discretion.
Telepath Quick Thinking Prerequisite: Thought Detection Drain 2 AP - Free Action, Interrupt Trigger: Iron Mind is triggered Effect: Instead of rolling opposed Focus to resist Telepathy, you instead deceive the Telepath. Additionally, you know the source of all telepathy affecting you. Their penalty for failure still applies.
Warper Baleful Translocation Prerequisite: Farcast Daily - Free Action Trigger: A foe succeeds a Combat Maneuver against you, or you touch a Target that is unaware of your presence. Effect: You may spend one instance of Farcast to Teleport the Target using your Teleporter value. Additionally, you may spend another instance of Farcast to extend the range three times. This does not negate the effect of any Combat Maneuver except Grapple.
Stone Warrior Terraformer Prerequisite: Stone Stance Drain 1 AP - Full Action Effect: You may sculpt the terrain around you within a Burst 3, as well as the square you currently occupy. Doing so will shape the earth into semi-complex shapes, such as easily climbable slopes, furniture-like constructions, small structures, holes, and sheer faces that may grant a up to a +5 bonus to climbing them. The shapes are not limited by structural feasibility but must connect to the ground. Any unstable structure will crumble when the user leaves a 20 m range of it.
Steelheart Metallurgy Prerequisite: Master of Arms Drain 1 AP - Extended Action Effect: Convert a metallic tool or weapon into another, similarly sized tool or weapon. Bonus: Reducing a metallic object to scrap gives 75% of its full value, rather than 50%.
Maelstrom Blessed Step Prerequisite: Hydro Jet Bind 2 AP - Standard Action Effect: While this Feature is bound, you may freely move moderate amounts of water into simple shapes, but may not move the bodies of water quickly enough to cause bodily harm. Once placed, these bodies stay in place until this Feature is unbound. Bonus: You may walk on the surface of calm water as though it were Slow Terrain. When walking over turbulent water, you must pass a DC 15 Athletics or Acrobatics Check or else fall into the water.
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