Post by Bryan on Jul 19, 2015 16:18:43 GMT -8
Juggler
Active Pokémon Support
XXXXX
Associated Skills: Acrobatics, Guile
Jugglers are quick, clever, and exceptionally dexterous.
In truth, the “Juggler” Class doesn’t need to represent just jugglers, but anyone that’s skilled and quick enough to handle Poké Balls with grace and precision. Jugglers can put their natural talents toward combat or even contests, but they truly shine in Pokémon Battles, especially when there are no restrictions on switching. Jugglers have mastered techniques that help their Pokémon emulate the effects of Pokémon Moves such as U-Turn or Baton Pass.
Jugglers pair best with clever and subtle classes that focus on Pokémon Battling; Masterminds and Smart Experts are natural fits. Due to their physical inclinations they also pair well with Ninjas, Rogues, or other physically oriented trainers that don’t mind raising their Acrobatics.
Bounce Shot
[+SPEED]
Prerequisites: Juggler
At-Will – Free Action
Trigger: You throw a Poké Ball
Effect: After hitting its mark or landing, your Poké Ball bounces 3 meters in any direction. You may have your Poké Ball trigger captures or releases before or after the bounce.
Juggling Show
[+SPEED]
Prerequisites: Juggler
Static
Effect: You may roll an additional Xd6 during the Introduction Stage of a Contest, where X is half of your Acrobatics Rank. You may choose any Contest Stat to attempt to gain Dice for with this roll.
Round Trip
[+SPEED]
Prerequisites: Juggler, Adept Acrobatics or Guile
1 AP – Free Action
Trigger: Your Pokémon uses a Move.
Effect: You may immediately switch your Pokémon that just performed a Move for another of your Pokémon. This effect lets Pokémon with the Trapped condition switch out.
Tag In
[+SPEED]
Prerequisites: Round Trip, Expert Acrobatics or Guile
1 AP - Free Action
Trigger: You recall a Pokémon
Effect: The next Pokémon you send out is treated as if the recalled Pokémon had used Baton Pass on it.
Emergency Release
[+SPEED]
Prerequisites: Juggler, Expert Acrobatics or Guile
2 AP – Shift Action, Interrupt
Effect: You may Release a Pokémon as an Interrupt.
First Blood
[+SPEED]
Prerequisites: Tag In, Master Acrobatics or Guile
Scene – Free Action
Trigger: You release a Pokémon from its Poké Ball
Effect: If you have a Command Action available this round or next, your Pokémon may use a Move as an Interrupt as soon as it is sent out. This consumes your Command action for the round (or the following round) as normal.
Active Pokémon Support
XXXXX
Associated Skills: Acrobatics, Guile
Jugglers are quick, clever, and exceptionally dexterous.
In truth, the “Juggler” Class doesn’t need to represent just jugglers, but anyone that’s skilled and quick enough to handle Poké Balls with grace and precision. Jugglers can put their natural talents toward combat or even contests, but they truly shine in Pokémon Battles, especially when there are no restrictions on switching. Jugglers have mastered techniques that help their Pokémon emulate the effects of Pokémon Moves such as U-Turn or Baton Pass.
Jugglers pair best with clever and subtle classes that focus on Pokémon Battling; Masterminds and Smart Experts are natural fits. Due to their physical inclinations they also pair well with Ninjas, Rogues, or other physically oriented trainers that don’t mind raising their Acrobatics.
Juggler [CLASS] [+SPEED] Prerequisites: Quick Switch, Novice Acrobatics, Novice Guile Static Effect: Using Quick Switch costs only 1 AP. Whenever you send a Pokémon into an encounter from a Poké Ball, they receive a +10 bonus to their Initiative during that round. |
Bounce Shot
[+SPEED]
Prerequisites: Juggler
At-Will – Free Action
Trigger: You throw a Poké Ball
Effect: After hitting its mark or landing, your Poké Ball bounces 3 meters in any direction. You may have your Poké Ball trigger captures or releases before or after the bounce.
Juggling Show
[+SPEED]
Prerequisites: Juggler
Static
Effect: You may roll an additional Xd6 during the Introduction Stage of a Contest, where X is half of your Acrobatics Rank. You may choose any Contest Stat to attempt to gain Dice for with this roll.
Round Trip
[+SPEED]
Prerequisites: Juggler, Adept Acrobatics or Guile
1 AP – Free Action
Trigger: Your Pokémon uses a Move.
Effect: You may immediately switch your Pokémon that just performed a Move for another of your Pokémon. This effect lets Pokémon with the Trapped condition switch out.
Tag In
[+SPEED]
Prerequisites: Round Trip, Expert Acrobatics or Guile
1 AP - Free Action
Trigger: You recall a Pokémon
Effect: The next Pokémon you send out is treated as if the recalled Pokémon had used Baton Pass on it.
Emergency Release
[+SPEED]
Prerequisites: Juggler, Expert Acrobatics or Guile
2 AP – Shift Action, Interrupt
Effect: You may Release a Pokémon as an Interrupt.
First Blood
[+SPEED]
Prerequisites: Tag In, Master Acrobatics or Guile
Scene – Free Action
Trigger: You release a Pokémon from its Poké Ball
Effect: If you have a Command Action available this round or next, your Pokémon may use a Move as an Interrupt as soon as it is sent out. This consumes your Command action for the round (or the following round) as normal.