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I'll be putting what I have of the Criminal/Grunt class I'm working on here, updating it when I finish the specific builds of each class. None of these have been playtested yet, and are based only on what I think and the features listed for other classes in the Player Handbook, so if anything looks too underpowered, overpowered, or is just plain odd, let me know.
Trainer Class: Criminal
Criminal Base Class Prereqs: STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10, Has committed at least one minor crime This class receives no stat bonuses or penalties.Criminal Features: Intimidation, Criminal Knowledge The trainers who call themselves criminals, either publicly while holding up a Pokemart or privately in the recesses of their dirty minds while ripping off another trainer, are the absolute worst society has to offer. The way of the criminal is tempting, though, and many criminals have their own reasons, no matter how skewed, for choosing this path. After all, why not steal from the local store rather than go hungry? Why not challenge a trainer to a match and then ambush him with a second hidden Pokemon if you really had to win? Why not steal that Ace Trainer's prized Pikachu because it beat you so badly the other day? Advanced Classes: Lasher, Con Artist, Mad Scientist, Thief, Biker, Executive, BossClass Features:Intimidation Frequency: Daily: Every 10 levels gained, you may perform this Feature another time per day. Trigger: A target within line of sight is taking an undesirable action. Effect: Roll a d20 + your CHA modifier. The target will roll the same. If your roll is greater than the target's, you intimidate them into stopping one action they were going to take for 1 round (10 seconds). (ie: A target is about to shout for help. You intimidate them into keeping quiet for 1 round. Or: a target is about to use a potion on his badly beaten Pokemon. You intimidate him into freezing or dropping the potion, delaying that action for a round.)
Criminal Knowledge Static Target: A city or town. Effect: You know of the general presence of law enforcement in a city or town that you enter. This includes: presence of official law enforcement, an estimate on the size of the force (generally one among: "small" - a handful of units, "medium" - several squads, or "large" - the equivalent of a full HQ), and the presence of major unofficial law enforcement (a well-known unofficial town militia would be known of, but not a small gang or group that usually stops the crime).
Other Features:Greater Intimidation Prereqs: Criminal, 13 CHA Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Target: Any one Pokemon within sight OR one encounter. Effect: This feature functions as the Pokemon Ability Intimidate. You may expend a daily use to lower a target's Attack 1 combat stage, or on a wld encounter about to begin (roll 1d6 with a result of X. Wild Pokemon that are X levels below your Trainer level will flee from the encounter.
Criminal Organization Prereqs: Criminal, A contact within the organization, Equipment Fees (Varies from 100 - 1000 or more depending on organization) Static Effect: You've performed well enough as a criminal to catch the eye of a certain criminal organization, or you just have a friend that can get you in. Either way, You are now part of that organization. You are given a uniform bought with your fee money, but you don't have to wear it all the time. Depending on the organization, though, wearing it in public could get you unwanted attention or simply weird looks. As a mere grunt, you must now answer to higher-ups in the organization or risk being booted. You may be asked to participate in attacks, quietly work towards a specific goal, or just travel while slowly working towards something more general (such as gathering money for the organization whenever possible, or finding Pokemon for the organization whenever possible).
Unfair Dual Wielding Prereqs: Criminal, Level 5, DEX 11, INT 11, WIS 11, CHA 15 Trigger: A Pokemon battle Effect: You may unfairly control 2 Pokemon at the same time. During a round of battle, they are each included in the battle queue. You are still only allotted 1 Trainer Action. This feature is only usable when it would be considered "unfair" to do so (ie after an agreement for a single battle or the opponent trainer has sent out only 1 Pokemon, during an ambush, etc.). When used, this feature stays in effect for the rest of the combat.
Harsh Trainer Prereqs: Criminal Frequency: Daily: Every 10 levels, you may perform this Feature another time per day. Target: One of your own Pokemon. Effect: You may egg one your Pokemon on so that it performs better, not by praising or believing in it, but by yelling at and threatening it. Choose one of your Pokemon's stats. For the rest of the combat, that stat is raised by 1/4 your Trainer Level, rounded down (minimum 1).
Harsh Trainer + Prereqs: Criminal, Harsh Trainer Frequency: Daily: Every 10 levels gained, you may perform this Feature another time per day. Target: One of your own Pokemon. Effect: You may egg one your Pokemon on so that it performs better, not by praising or believing in it, but by yelling at and threatening it. Choose one of your Pokemon's stats. For the rest of the combat, that stat is raised by 1/2 your Trainer Level, rounded down (minimum 1). This feature replaces Harsh Trainer.
Steal Pokemon Prereqs: Criminal, DEX 16 Use: Daily - Every 10 levels, you may perform this Feature another time per day. Target: One enemy trainer's Pokemon. Effect: You've sunk low enough to try to steal another trainer's Pokemon. When you use this feature, you must expend a Trainer Action to instruct your own Pokemon to perform a special move, Cripple, on the target Pokemon:
- Move: Cripple - Dark
The user attacks the foe, aiming for its wings, limbs, or simply the head, looking to severly cripple the Pokemon and prevent it from struggling or moving. Frequency: Usable only during the Steal Pokemon feature. Range: Melee Effect: 1 target Damage: 2d10 The target to hit the enemy Pokemon is 10. If it hits, the target is Immobilized for 1d4 rounds, but is still capable of attacking. During these rounds, the target Pokemon is susceptible to being stolen. A critical hit doubles this time.
If the attack misses, it still counts as a daily use of this Feature. If it hits, you have the rolled number of rounds to spend a Trainer Action to attempt to catch the Pokemon. The specifics are listed here:
- If the Trainer is within 5 ft. of the Pokemon or the path the Pokeball takes to the Pokemon, he is allowed a roll of d20+DEX vs. your d20+DEX to intercept the Pokeball. If successful, the trainer blocks the Pokeball and the steal attempt is failed. For every 5 levels the trainer is above your own, the trainer can be within an additional 5 ft. to intercept the Pokeball. Each additional 5 ft. is limited by the opponent trainer's DEX modifier. (+1 for 10 ft. total, +2 for 15 ft. total, etc.)
- If the Pokeball connects with the target Pokemon, first apply all normal Capture Rate modifiers to the Capture roll. X is the level of the target Pokemon's trainer, times 2. Y is your own Trainer Level. Add (X - Y+10) from the total Capture rate of the Pokemon. If the result is negative, do nothing to the Capture rate.
Once the Pokeball is in the hands of the trainer who used the Steal Pokemon feature, and has been without being taken back for a number of days equal to (Pokemon's Trainer's Level divided by 5, rounded down with a minimum of 1), that Pokemon is considered successfully stolen and now belongs to the stealer. However, taming the stolen Pokemon is a different story. Depending on the Pokemon's loyalty to its past trainer, it may take a number of days after being stolen to become loyal to its new trainer. This number is decided by the GM and is based on how long the Pokemon has been with its prior trainer and how well it has bonded with said trainer. Should the Pokemon see or interact with the prior trainer before the set amount of days is up, the number of days before the Pokemon becomes more or less loyal to its new owner is reset. Grunt Teamwork! Prereqs: Criminal, Criminal Organization, CHA 14 Trigger: Presence of another Grunt of the same Criminal Organization as you. Effect: Whenever you are working together with another grunt from the same criminal organization, you may add a +1 bonus to any Trainer-activated features you use that include rolling a d20. This bonus does not stack if you work with more than one grunt. This bonus is usable at higher levels as well (Executive, Boss).
Grunt Teamwork! + Prereqs: Criminal, Criminal Organization, Grunt Teamwork!, CHA 16 Trigger: Presence of another Grunt of the same Criminal Organization as you. Effect: Whenever you are working together with another grunt from the same criminal organization, you may add a +1 bonus to any Trainer-activated features you use that include rolling a d20. Stacks +1 for every two other Grunts that are working together, to a maximum of +3. This bonus is usable at higher levels as well (Executive, Boss).
Don't You Know Who We Are? Prereqs: Criminal, Criminal Organization, CHA 14 Frequency: Daily: Every 10 levels gained, you may perform this Feature another time per day. Target: Any one person or group of people within line of sight (limited; see Effect) Effect: You're only a grunt, but you know how to use your position in your Criminal Organization as one of authority. You must be wearing your Organization's uniform to use this feature. X is the one higest modifier out of your INT, WIS, and CHA. Roll 1d20+X. Y is the one highest modifier among the INT, WIS, and CHA of the target(s). Roll 1d20+Y per target. If a target beats your roll, they remain unaffected by your boasts. If a target rolls less than your roll, the target temporarily backs down for 1d6 rounds, after which they roll again against your original roll, repeating the process until either they beat your roll or you leave their presence. This feature does not work against authority figures or Trainers with a level equal to or higher than yours.
Expeditious Retreat Prereqs: Criminal, DEX 14 Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Target: Self. Effect: No one can always do everything right. And when things go wrong, you've trained yourself to get away - fast. X is your Trainer Level. For X minutes, you can shift an additional amount of meters (or spaces) per round equal to your DEX modifier.
Dirty Distraction Prereqs: Criminal, CON 13, CHA 14 Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Target: One person or group of people within line of sight. Effect: You distract someone or a group of people through idle chat, showing off, or plain acting weird, and allow Pokemon or other allies to do as they wish undetected. Roll a d20+CHA modifier. Target(s) roll a d20+WIS. For a target who rolled less than you, they are distracted for however long you keep up the Dirty Distraction. The longest you can keep it up is the number of rounds equal to your CON modifier x2. You may be able to shift during the distraction, but cannot otherwise perform actions that would break the distraction. Anyone who ventures close enough while you are distracting is subject to the same WIS check.
Pokemon Distraction Prereqs: Criminal, CON 13, CHA 14, Dirty Distraction Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Target: One Pokemon with Intelligence Capability of at least 3. Effect: You instruct one of your Pokemon to perform a Dirty Distraction for you. Pokemon are generally flashier and have more endurance than a single person. The Pokemon rolls a d20+Pokemon Level. Target(s) roll a d20+WIS. For a target who rolled less than the Pokemon's roll, they are distracted for however long it keeps up the Distraction.The longest it can keep it up is the number of rounds equal to their HP stat. They may be able to shift during the distraction, and may perform moves as part of the distraction, but cannot otherwise perform actions that would break the distraction. Anyone who ventures close enough while they are distracting is subject to the same WIS check.
Cheating Bastard Prereqs: Criminal, taken AT LEAST ONE of the following: Study Session, What a Guy, Workout, or Yoga Break Static Effect: Choose one instance of one of the Features listed above that you have. In the case of Study Session and What a Guy, you no longer need to spend the money listed each town visit, but you retain the bonus. However, 30 minutes of time must be spent per visit to cheat your way through the feature's listed action. In the case of Workout or Yoga Break, you lose no HP, but must spend an hour faking your way through each session. You may take this Feature more than once: once for each instance of the listed Features that you have.
Criminal Class: Lasher
Lasher Advanced Class Prereqs: Criminal, 16 STR, Harsh Trainer, Harsh Trainer + Bonuses: +1 STR Lasher Features: Weapon Focus, You Can Do Better Than That! Looked on in disgust by most all trainers, Lashers are known for their loud mouths and quick tempers. Many of them wield weapons, and aren't afraid to use them on their own Pokemon to force them into performing better. It's not unheard of that a Pokemon turns on or runs away from a Lasher, but most of the time they're too afraid to stand up to the abusive trainer. Such is the power a Lasher commands over his Pokemon. Class Features:Weapon Focus Static Effect: When you take this class, the Lasher may choose a Proficiency-level Arms Feature he doesn't already have, without having to meet the listed requirements of that weapon.
You Can Do Better Than That! Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Trigger: One of your Pokemon's damage-dealing attacks misses. Effect: Your Pokemon loses 5 HP and may re-roll the attack. If the HP loss would faint the Pokemon, apply the damage after the attack is made.
Other Features:I've Put You Through Worse Than That! Prereqs: Lasher, CON 16 Frequency: Daily: Every 10 levels gained, you may perform this Feature another time per day. Trigger: One of your Pokemon about to faint. Effect: When an attack would otherwise faint your Pokemon, give your Pokemon temporary HP equal to your Trainer Level x2 before applying the damage. These temporary hit points degrade at a rate of 1 point per round.
No Pain, No Gain Prereqs: Lasher Frequency: Daily: Every 3 levels gained, you may perform this Feature another time per day. Target: One of your own Pokemon. Effect: You attack one of your own Pokemon in range, attempting to motivate them to perform better. Choose one of your Pokemon's stats, aside from HP. That stat is raised by 1/2 the damage you did for a number of rounds equal to your STR modifier.
No Pain, No Gain + Prereqs: Lasher, No Pain No Gain Frequency: Daily: Every 3 levels gained, you may perform this Feature another time per day. Target: One of your own Pokemon. Effect: You attack one of your own Pokemon in range, forcing them to perform better. Choose one of your Pokemon's stats. That stat is raised by 1/2 the damage you did for a number of rounds equal to your STR modifier x2. This Feature replaces No Pain, No Gain.
Put Your All Into It! Prereqs: Lasher, STR 18, No Pain No Gain, No Pain No Gain + Frequency: Daily: Every 10 levels, you may perform this Feature another time per day. Target: One of your own Pokemon about to faint because of damage you inflicted on it. Effect: The Pokemon is instead left with 1 HP, and each of its stats are raised by 1/2 the full damage you would have otherwise caused. This increase lasts until the Pokemon faints or receives any kind of healing or temporary hit points. This feature does not stack with itself or any other stat-increasing Features of the Lasher.
Assurance Prereqs: Lasher, a Pokemon who knows Assurance Frequency: Daily: Every 7 levels, you may perform this Feature another time per day. Target: A Pokemon or Trainer. Effect: Use the move Assurance. Use your STR modifier as the ATK stat.
Payback Prereqs: Lasher, a Pokemon who knows Payback Frequency: Daily: Every 7 levels, you may perform this Feature another time per day. Target: A Pokemon or Trainer. Effect: Use the move Payback. Use your STR modifier as the ATK stat.
Taunt Prereqs: Lasher Frequency: Daily: Every 5 levels, you may perform this Feature another time per day. Target: A Pokemon or Trainer. Effect: Use the move Taunt.
Fearful Speed Prereqs: Lasher, CHA 16 Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Target: One of your own Pokemon Effect: A Pokemon's fear of your sudden shouting gives them a quick boost of speed. For 1d4+1 rounds, your Pokemon gains a bonus to their Speed stat equal to your CHA modifier.
Jittery Reflexes Prereqs: Lasher, No Pain No Gain, Level 5 Static Target: Any Pokemon that you have owned for at least one week. Effect: The target Pokemon gain an Evasion Bonus (under Both) of +1 for every 10 levels gained.
Battered Toughness Prereqs: Lasher, No Pain No Gain, Level 5 Static Target: Any Pokemon that you have owned for at least one week. Effect: The target Pokemon gain a DEF bonus equal to 1/2 your Strength Modifier.
Battered Toughness + Prereqs: Lasher, No Pain No Gain, Battered Toughness, Level 10 Static Target: Any Pokemon that you have owned for at least one week. Effect: The target Pokemon gain a DEF bonus equal to your Strength Modifier. This feature replaces Battered Toughness.
Battered Endurance Prereqs: Lasher, Battered Toughness Static Target: Any Pokemon that you have owned for at least one week. Effect: The target Pokemon gain an HP bonus equal to your Trainer Level.
Last Stand Prereqs: Lasher, Put Your All Into It!, STR 21, Level 15, AT LEAST ONE of the following: Jittery Reflexes, Battered Toughness Frequency: Daily Target: One Pokemon that is under the stat increase of one of the listed Lasher Features Effect: You push your Pokemon to the limit, making it fear you more than for its own life and sending it into a last mad craze of power. X is your STR modifier x2. The target Pokemon gains a bonus to each of X to each of its stats for a number of rounds equal to your STR modifier. After the last round is up, the target Pokemon collapses and dies.
Brutal Training Prereqs: Lasher, Ace Trainer Static Trigger: Your Pokemon gains experience points. Effect: Your Pokemon gain 1.5x the experience they would gain normally. However, their HP stat is permanently lowered by 1/6. This feature replaces the Ace Trainer's Enhanced Training feature.
Controlled Punches Prereqs: Lasher, Martial Artist Static Trigger: You deal damage you deal to your own Pokemon Effect: Cut the damage you deal to your own Pokemon by 1/3. Lasher features that use damage to alter stats still use the base damage you would have otherwise dealt.
Criminal Class: Con Artist
Con Artist Advanced Class Prereqs: Criminal, 16 CHA, Conned at least $100 worth of Pokemon, Items or Money out of people Bonuses: +1 CHA Lasher Features: Convincing Smile, Market Sale Unlike the upfront Lasher, rarely does anyone know they're dealing with a Con Artist until it's too late, if they find out at all. They're masters of disguise, deception, and doubt. Even if a Con Artist seems to be on your side, you can never be too sure... then again, who couldn't trust that comforting smile they always have on their lips? Class Features:Convincing Smile Static Effect: Any time you would use your CHA modifier on a roll where you are interacting with a person, use 1.5x your CHA modifier instead.
Market Sale Static Trigger: Buying an item from any official Pokemart or store Effect: You may buy items at 1/4 off the base price.
Other Features:Price Markup Prereqs: Con Artist Static Trigger: Selling an item back to any official Pokemart or store Effect: You may sell back items at 1.25x the base sell-back price.
Great Deal Prereqs: Con Artist, Price Markup Frequency: Daily: Every 5 levels gained, you may perform this feature another day. Trigger: Buying or selling an item back to any official Pokemart or store Effect: Instead of taking the effects of either Market Sale or Price Markup, you may roll a d20+CHA. If this roll exceeds 10, then you are instead able to either: buy the item at 1/2 sale price, or sell the item at 2x sell-back price.
Dress-Up Prereqs: Con Artist, Disguise Kit (1500) Frequency: At-Will Target: Yourself Effect: You are able to create and use disguises particularly well. You may attempt to dress up and pass yourself off as anything, though certain disguises pose penalties (the listed penalties stack). When you put on a disguise, roll a d20+Trainer Level+CHA. This will represent how well the disguise is made, as well as how well you wear it. When disguised, if a person that sees you either while you're disguised as something that poses a penalty or when you do something deemed suspicious, that person gets a check to see through your disguise. They roll a d20+WIS, and must exceed your previous disguise roll. They roll only once when spotting a disguise that poses penalties, but can roll as many times as you perform any suspicious actions. Penalties: When disguised as...
- A specific Person: -1
- Opposite Gender: -1
- Different Age Group: -1 per group difference [Young (6-21), Middle (22-40), Old(40 and up)]
- Authority Figure (Anything that requires ID): -2
- Someone Famous: -2
- Someone the onlooker personally knows: -3
- Inanimate Object: -5
- Human-Sized Pokemon: -5
- Something Utterly Ridiculous: -15
Master of Disguises Prereqs: Con Artist, Dress-Up, CHA 21 Static Trigger: Using the Dress-Up feature. Effect: Reduce each disguise penalty by 1. If any penalty is reduced to 0, onlookers are no longer able to roll their WIS check upon spotting you (the disguise no longer counts as being a penalty).
Broken In Prereqs: Con Artist, Dress-Up Static Trigger: You have worn and not changed a disguise for at least one full day Effect: That disguise gains a +1 on its disguise roll. For every day it is worn without being changed after that, it gains another +1, up to the limit of +5 or your Trainer Level, whichever is greater.
Sleazy Charm Prereqs: Con Artist, CHA 18 Frequency: Daily: Every 10 levels gained, you may perform this feature another day. Trigger: A failed roll relating to bartering or conversing with a person Effect: You may reroll the failed roll, albeit at a -2 penalty per reroll using this feature that day.
Sleazy Deal Prereqs: Con Artist, CHA 19 Frequency: Daily Target: An NPC you are trading with Effect: Roll 1d20 and add your CHA modifier. On a result of 20 or above, you may exchange the Pokemon you are offering for another one of the same species, as long as the switched in Pokemon isn’t replacing a shiny or specially trained Pokemon and the NPC will treat the offer as if the exchange never happened. They will be just as pleased with the replacement as they were with the original. Before using this Feature, you may sell your Pokemon on the basis of its moveset, level, or nature, even if its eventual replacement has none of the same traits.
Astonishing Deal Prereqs: Con Artist, CHA 19 Frequency: Daily: Every 10 levels gained, you may perform this feature another day. Target: An NPC you are bartering with. Effect: Roll 1d20+CHA. On a result of 15 or above, you may sell this NPC any item at 3x the price it would be sold normally at a Pokemart. You capitalize on details of the item you're selling that may be exaggerated or entirely non-existent.
One of a Kind Deal Prereqs: Con Artist, Great Deal, CHA 22 Frequency: Daily Target: An NPC you are bartering with. Effect: Roll 1d20+CHA. On a result of 15 or above, you may sell this NPC any item at 5x the price it would be sold normally at a Pokemart. You capitalize on details of the item you're selling that may be exaggerated or entirely non-existent. Alternatively, on a roll of 20 or above you could instead trade the NPC your item for one of his items. Your item's base cost must be at most 1/10th the base cost of the item you would get in return. You may attempt to trade for a Pokemon, but the NPC's trainer level must be less than yours and your base item must be worth at least 100 x (Pokemon's Level + NPC's Trainer Level) and the Pokemon must not be specially trained.
Egg Specialty Prereqs: Con Artist, Breeder, Egg Sale Frequency: Daily: Every 3 levels gained, you may perform this feature another day. Target: Cashiers at a Poekmart. Effect: X is your CHA modifier x2. Roll 1d20+X, and multiply the result by 20. You may sell 1 egg for that amount at the Pokemart. This feature replaces the Egg Sale Breeder feature.
The ol' Switcheroo Prereqs: Con Artist, Breeder, WIS 18 Frequency: Daily Target: A hatching egg. Effect: If the egg had parents of different species, you may switch the hatching Pokemon's base stats to be that of the different species instead. This is done before adding bonuses, such as from Natural Edge.
Play It Off Prereqs: Con Artist, Coordinator, CHA 20 Frequency: Daily: Every 10 levels gained, you may perform this feature another day. Target: In a contest, a move your Pokemon is using that is not the same type as the contest. Effect: The move is the same type as the contest's type for 1 round.
No, Really, It's different Prereqs: Con Artist, Coordinator, 3 Ribbons Frequency: Every 10 levels gained, you may perform this feature another day. Target: In a contest, a move your Pokemon is using that was used on the previous round. Effect: The move is treated as new for one round.
Fraudulent Companionship Prereqs: Con Artist, Ranger, 20 CHA Static Effect: This feature effects the Companion Ranger feature. You are able to con your way into battles, contests, and Pokemon Centers with your faithful companion. This changes the Companion feature in ONLY the following ways: a companion Pokemon may participate in battles, contests, and is free to heal at a Pokemon Center. It still cannot be returned to a Pokeball. This also means that you may trade or sell the Pokemon as well (in both cases, the Pokemon is likely to flee once traded to the other trainer).
Criminal Class: Mad Scientist
Mad Scientist Advanced Class Prereqs: Criminal, 20 INT, Experiment Set (3,000) Bonuses: +1 INT Mad Scientist Features: Experimentation, Tainted Knowledge Mad Scientists are a far cry away from normal Scientists, Researchers, and Professors, who tend to use their knowledge and skills for the good of the world, or at the very least their own Pokemon. Some Mad Scientits rival the cruelty of Lashers, but aren't nearly as upfront about it, instead performing their cruel experiments behind the scenes. Despite their reputation, however, their expertise and ability with Pokemon cannot be denied, and many are recruited into criminal organizations who want to make use of their power. Class Features:Experimentation Frequency: Weekly Target: One of your own Pokemon Effect: Choose one of your Pokemon's stats besides HP. X is your INT modifier divided by two (rounded down). Raise that stat by X, and lower its counterpart by X (Counterparts: ATK & DEF, SATK & SDEF, SPD & HP). For every next Experimentation you perform on a Pokemon, lower the counterpart stat by an additional 1. (ie: You raise a Pokemon's stat by X, and lower another by (X) the first time. If you do so again, you lower the counterpart stat by (X+1)). The entire process takes 1 uninterrupted hour and is extremely uncomfortable for the Pokemon. If this would lower the counterpart stat less than 1, this feature does not work and the experiment has failed.
Tainted Knowledge Static Target: Anything related to knowledge you are allowed to look up. Effect: You know Pokemon data, relating to Pokemon in your Pokedex, about move sets, type, type advantage, evolution methods, abilities, height, weight, and location. You have access to all information a Pokedex would grant, immediately, in addition to specific location and base stats. You may consult the GM’s Bestiary. This feature is restricted to non-legendary Pokemon, and replaces the Researcher's Walking Encyclopedia feature (if applicable).
Other Features:Experimentation + Prereqs: Mad Scientist Frequency: Weekly Target: One of your own Pokemon Effect: Choose one of your Pokemon's stats besides HP. X is your INT modifier. Raise that stat by X, and lower its counterpart by X (Counterparts: ATK & DEF, SATK & SDEF, SPD & HP). For every next Experimentation you perform on a Pokemon, lower the counterpart stat by an additional 1. (ie: You raise a Pokemon's stat by X, and lower another by (X) the first time. If you do so again, you lower the counterpart stat by (X+1)). The entire process takes 1 uninterrupted hour and is extremely painful for the Pokemon. If this would lower the counterpart stat less than 1, this feature does not work and the experiment has failed. This feature replaces Experimentation, and stacks with previous uses of it for purposes of applying the counterpart stat modifier.
Life Extension Prereqs: Mad Scientist, Experimentation +, CON 14 Frequency: Weekly Target: One of your own Pokemon Effect: Your Pokemon's HP stat is raised by your INT modifier. Choose one set of stats: ATK & SATK, DEF & SDEF, or SPD. Both of those stats are lowered by 1/2 your INT modifier (rounded UP). If SPD is chosen, lower it by your whole INT modifier instead. The entire process takes 1 uninterrupted hour and is extremely painful for the Pokemon. This can only ever be applied once to a specific Pokemon. This operation also counts as 1 Experimentation for purposes of applying the counterpart stat modifier when the Experimentation or Experimentation + feature is used. If this would lower any stat to less than 1, this feature does not work and the experiment has failed.
Capable Experimentation Prereqs: Mad Scientist, Experimentation +, INT 22 Frequency: Daily Target: One of your own Pokemon Effect: Choose a number of Basic Capability points your Pokemon has, up to 1/2 your Int modifier. You may move them around to other capabilities on the Pokemon as you wish, but may not put them into capabilities your Pokemon does not have, nor may you reduce a capability below 1. This process is rather painful for the Pokemon and takes 1 uninterrupted hour to complete, but otherwise poses no penalties.
Very Capable Experimentation Prereqs: Mad Scientist, Capable Experimentation, INT 24 Frequency: Weekly Trigger: Using the Capable Experimentation feature Effect: While changing a Pokemon's capabilities, you can use up to your full Int modifier-worth of points when switching about capability points. You can also reduce a capability to 0 (the Pokemon may no longer use this capability) or move points into capabilities the Pokemon did not have before (doing so costs 2 points, but only for the first point you put into the new capability). You may also generate capability points for the Pokemon to use, at the cost of -1 to a stat of your choosing for each point. This operation also counts as 1 Experimentation for purposes of applying the counterpart stat modifier when the Experimentation or Experimentation + feature is used. If this would lower any stat to less than 1, this feature does not work and the experiment has failed.
Horrendous Experimentation Prereqs: Mad Scientist, Capable Experimentation, INT 25 Frequency: Weekly Target: One of your own single-typed Pokemon (See also Limitations) Effect: Pick another type that is not the first type, not Normal, and not Ghost. The Pokemon's second type is now that one. The Pokemon's HP stat is now cut in half (round up), and each of its other stats are lowered by 1. The process takes 8 uninterrupted hours and 5,000 P of "ingredients" to perfrm, and is unimaginably painful for the Pokemon during and a short while after the operation. This operation counts as 2 Experimentations for purposes of applying the counterpart stat modifier when the Experimentation or Experimentation + feature is used. This feature may only ever be applied once to a specific Pokemon. If this would lower any stat to less than 1, this feature does not work and the experiment has failed. There are also certain limitations and rules for this feature:
- Pokemon that are Ghost type cannot be the target.
- If the Pokemon's type is Normal, that typing is replaced by the new one instead of becoming a dual-type.
- A Pokemon given the Ground type is given a Burrow capability of 1, or +1 if it already had the capability.
- A Pokemon given the Flying type is given a Fly capability of 1, or +1 if it already had the capability.
- A Pokemon given the Water type is given a Surface capability of 2, or +1 if it already had the capability, loses the Sinker capability (if applicable), and is given an Underwater capability of 1, or +1 if it already had the capability.
Compound Eyes Prereqs: Mad Scientist, Access to a Pokemon with the Compound Eyes ability, or the Wide Lens or Zoom Lens items Frequency: Daily Target: One of your Pokemon that does not have Compound Eyes as its ability Effect: The target Pokemon's AC for all attacks is lowered by 1. This can only be applied to a specific Pokemon once.
Scientific Edge Prereqs: Mad Scientist, Experimentation +, made at least 3 experimentations Static Trigger: Your Pokemon’s damage dealing attack hits Effect: The attack deals +1 point for every alteration you have made under Experimentation. Experimentation +, Compound Eyes, Capable Experimentation, or Very Capable Experimentation to the Pokemon, and +1d4 points for any of the following that have been done to the Pokemon: Life Extension and Horrendous Experimentation. This stacks with any other bonus to a Pokemon's damage.
Forceful Push Prereqs: Mad Scientist, INT 22 Frequency: Daily: Every 10 levels gained, you may perform this Feature another time per day. Target: One of your own Pokemon Effect: Choose a type that is super effective against one of the Pokemon's types. It may learn the next TM of that type that it is given, even if it could not learn that move normally.
Asexual Egg Production Prereqs: Mad Scientist, hatched 3 eggs Frequency: Daily: Every 10 levels gained, you may perform this Feature another time per day. Target: A non-legendary Pokemon Effect: You may produce an egg of the Pokemon, regardless of gender or anything else, without the need for a partner Pokemon. Roll a d20+INT. If the roll is greater than 20, you successfully produce one egg. The entire egg production process takes 1 hour.
Brilliant Strategist Prereqs: Mad Scientist Frequency: Daily: Every 10 levels gained, you may perform this Feature another time per day. Target: Any area you are familiar with or have studied for at least five minutes Effect: You can whip up a strategy for any location you know well in seconds. You, your Pokemon, and any allies you let in on the strategy (five minutes of explanation) gain +1 on every roll they make during every encounter in that area for the day.
Experimental Pokeball Prereqs: Mad Scientist, Capture Specialist, Capable Experimentation Frequency: Daily: Every 5 levels gained, you may perform this Feature another time per day. Trigger: You throw a Pokeball to catch a Pokemon Effect: Instead of throwing the normal type of Pokeball you chose to throw, you use one of your specially modified Pokeballs instead. Add +10 to the capture roll. If you still successfully capture the Pokemon, you automatically apply one of the following features to the captured Pokemon (chosen when you throw the Pokeball and use this feature): Experimentation, Experimentation +, Capable Experimentation, Very Capable Experimentation. You must have the feature to be able to use it with this feature. The negative effects of the feature you choose is halved (round up). This use does not count against your Weekly uses of the listed features, but does count as 1 Experimentation for purposes of applying the counterpart stat modifier for Experimentations.
Telekinetic Operation Prereqs: Mad Scientist, Psyhic, CON 16 Frequency: At-Will Target: One of your own Pokemon Effect: You have refined your Telekinetic powers, allowing you to perform any of the following features with them: Experimentation, Experimentation +, Capable Experimentation, Very Capable Experimentation, Horrendous Experimentation, Compound Eyes, or Asexual Egg Production. What this means is that you may either: perform two operations at once, one yourself and one telekinetically, or may perform an operation purely with your telekinesis. You still must be in line of sight of the operation, unless you have the Psychikinesis Psychic feature.
Side-effect Research Prereqs: Mad Scientist, Researcher, Experimentation +, INT 22, WIS 16 Static Trigger: Perfoming a Mad Scientist feature that has a stat penalty on a Pokemon Effect: Your research has provided you with ways to lessen the side effects of your experiments. After calculating out the stat penalties for the experimentation, subtract each one by 1.
Criminal Class: Thief Link to the post with Thief
Criminal Class: Biker Link to the post with Biker
Advanced Class: Ruin Maniac Prereqs: Criminal, Minimum Wis Basic Idea: Focuses on traps, fossils, and ancient Pokemon.
Advanced Class: Executive Prereqs: Criminal, the Criminal Organization feature, Good standing in your organization Basic Idea: Improved Pokemon stealing, intimidation, and dual-Pokemon abilities. Maybe a feature to obtain a few lackeys. A feature to boss around grunts.
Advanced Class: Boss Prereqs: Criminal, the Criminal Organization feature, Executive, Great standing in your organization, an open or relinquished Boss position. Basic Idea: Even greater improved Pokemon stealing, intimidation, and dual-Pokemon abilities. A feature to boss around not only grunts and executives, but even other trainers. Maybe a Secret Headquarters feature.
Edited by Styx, Sep 12 2010, 09:37 AM.
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