Post by Bryan on Jul 19, 2015 18:02:54 GMT -8
Survivalist
Travel And Investigation
XX
Passive Pokémon Support
XX
Active Pokémon Support
X
Associated Skills: Survival
Pokémon Trainers often have to travel across the land, searching far and wide to capture new Pokémon or find Gyms to challenge. Their journeys bring them through all sorts of exotic environments, from frozen tundras to steamy rainforests. Not everyone is cut out for such a harsh journey, but the Survivalist is most at home trailblazing through the wilderness.
However, even the most seasoned traveler can’t master all the different terrains and environments of the world. It takes a concerted effort for a Survivalist to truly understand a type of geography and how best to navigate through it, so each Survivalist will pick up the skills that are most appropriate to their favored terrains. Additionally, a Survivalist can teach what they’ve learned to their Pokémon, allowing them to traverse the land just as easily as they or to take advantage of the terrain during battle.
Mechanic - Mastered Terrain: You gain a +2 bonus to Athletics, Acrobatics, Stealth, Perception, and Survival Checks made in Mastered Terrains. Additionally, your Movement and Accuracy Rolls are not hindered by Rough Terrain or Slow Terrain common in terrains you have Mastered, within reason (The two feet of snow on the ground slowing everyone else down isn’t any trouble for you; eight feet of loose snow would be a different matter).
Natural Fighter
[+HP]
Prerequisites: Survivalist
1 AP – Special
Effect: You and your Pokémon become adept at using the environment to your advantage in battle. You or your Pokémon may activate Natural Fighter as a Standard Action to use the Move below corresponding to the current terrain. You and your Pokémon must still follow all Frequency limitations for the Move.
Grassland: Cotton Spore
Forest: Grass Whistle
Wetlands: Mud Slap
Ocean: Aqua Ring
Tundra: Haze
Mountain: Smack Down
Cave: Astonish
Urban: Fling
Desert: Sand Attack
Note: GMs! Don’t be super duper strict about the terrains here. Obviously a beach is analogous enough to a desert to use Sand Attack, and a lake can count as ocean terrain. In urban terrain, there’ll probably at least be trash around to Fling with the standard 6 DB option. On the other hand, most standard arenas for League matches won’t qualify for any of the terrains. However, some arenas may be specifically designed to emulate a terrain type, such as a rocky stadium or a set of floating platforms in a pool.
Trapper
[+HP]
Prerequisites: Survivalist, Adept Survival
Daily x2 – Extended Action
Effect: You create a consumable item that creates 8 meters of Hazard within 6 meters. All 8 meters must be adjacent with at least one other space of the Hazard. These Hazards cause foes that run into them to become Slowed until the end of their next turn and have an additional effect based on the terrain in which the item was made. When foes run into these Hazards, they are destroyed after their effects resolve. Pokémon and Trainers with Naturewalk for the terrains associated with a Hazard are immune to its effects. These items must be used the same day they are created or they lose all effect.
Dust Trap – Grassland or Desert: A foe that runs into this Hazard is Blinded until the end of their next turn.
Tangle Trap – Forest or Wetlands: A foe that runs into this Hazard is must immediately stop Shifting, and they are Stuck instead of Slowed until the end of their next turn.
Slick Trap – Ocean or Tundra: A foe that runs into this Hazard becomes Vulnerable until the end of their next Turn.
Abrasion Trap – Mountain, Cave, or Urban: A foe that runs into this Hazard lowers their Defense and Special Defense by 1 Combat Stage.
Wilderness Guide
[+HP] [Orders]
Prerequisites: Survivalist, Expert Survival
Scene x3 – Standard Action
Effect: Wilderness Guide’s effect depends on your current terrain.
Grassland or Forest: All allies gain the Stealth Capability and a +2 bonus to their Overland Speed for one full round.
Ocean or Wetlands: All allies gain 5 Damage Reduction and a +2 bonus to their Swim Speed for one full round.
Desert or Tundra: All allies do not lose Hit Points from Weather and ignore the effects of foes’ Sand Veil and Snow Cloak Abilities for one full round.
Mountain or Cave: All allies do not trigger Hazards and are not Blinded in Low-Light conditions for one full round.
Urban: All allies gain +1 Evasion and a +2 bonus on Accuracy Rolls and Skill Checks to perform the Dirty Trick and Manipulate Combat Maneuvers for one full round.
Adaptive Geography
[+HP]
Prerequisites: 4 Survivalist Features, Master Survival
Scene x2 – Free Action
Trigger: You or your Pokémon gain Initiative
Effect: The triggering target takes their turn as if they were in a terrain adjacent to the terrain they are in on the following graphic. For example, if you are standing in Wetlands terrain, you may act as if you are standing in Forest or Ocean Terrain. This affects Survivalist Features, Naturewalk Capabilities, Moves with the Environ Keyword, etc.
Terrain Talent
[RANKED 2][+HP]
Rank 1 Prerequisites: Survivalist, 2 Mastered Terrains
Rank 2 Prerequisites: Survivalist, 4 Mastered Terrains
Static
Effect: Each Rank, you gain two Terrain Talents, chosen from the Terrains for which you gained Naturewalk from Survivalist.
Note: You do not have to be in the corresponding terrain to take advantage of Terrain Talents! They work everywhere
Terrain Talents
Travel And Investigation
XX
Passive Pokémon Support
XX
Active Pokémon Support
X
Associated Skills: Survival
Pokémon Trainers often have to travel across the land, searching far and wide to capture new Pokémon or find Gyms to challenge. Their journeys bring them through all sorts of exotic environments, from frozen tundras to steamy rainforests. Not everyone is cut out for such a harsh journey, but the Survivalist is most at home trailblazing through the wilderness.
However, even the most seasoned traveler can’t master all the different terrains and environments of the world. It takes a concerted effort for a Survivalist to truly understand a type of geography and how best to navigate through it, so each Survivalist will pick up the skills that are most appropriate to their favored terrains. Additionally, a Survivalist can teach what they’ve learned to their Pokémon, allowing them to traverse the land just as easily as they or to take advantage of the terrain during battle.
Survivalist [Class][+HP] Prerequisites: Novice Survival One Time Use - Extended Action Effect: Choose a Terrain in which you have spent at least three nights. You gain Naturewalk for that terrain and a +2 bonus to Athletics, Acrobatics, Stealth, Perception, and Survival Checks in that terrain. When you have 2 Survivalist Features, you may choose a second Terrain. When you have 4 Survivalist Features, you may choose a third terrain. When you have 6 Survivalist Features, you may choose a fourth terrain. The terrains are: Grassland, Forest, Wetlands, Ocean, Tundra, Mountain, Cave, Urban, Desert |
Mechanic - Mastered Terrain: You gain a +2 bonus to Athletics, Acrobatics, Stealth, Perception, and Survival Checks made in Mastered Terrains. Additionally, your Movement and Accuracy Rolls are not hindered by Rough Terrain or Slow Terrain common in terrains you have Mastered, within reason (The two feet of snow on the ground slowing everyone else down isn’t any trouble for you; eight feet of loose snow would be a different matter).
Natural Fighter
[+HP]
Prerequisites: Survivalist
1 AP – Special
Effect: You and your Pokémon become adept at using the environment to your advantage in battle. You or your Pokémon may activate Natural Fighter as a Standard Action to use the Move below corresponding to the current terrain. You and your Pokémon must still follow all Frequency limitations for the Move.
Grassland: Cotton Spore
Forest: Grass Whistle
Wetlands: Mud Slap
Ocean: Aqua Ring
Tundra: Haze
Mountain: Smack Down
Cave: Astonish
Urban: Fling
Desert: Sand Attack
Note: GMs! Don’t be super duper strict about the terrains here. Obviously a beach is analogous enough to a desert to use Sand Attack, and a lake can count as ocean terrain. In urban terrain, there’ll probably at least be trash around to Fling with the standard 6 DB option. On the other hand, most standard arenas for League matches won’t qualify for any of the terrains. However, some arenas may be specifically designed to emulate a terrain type, such as a rocky stadium or a set of floating platforms in a pool.
Trapper
[+HP]
Prerequisites: Survivalist, Adept Survival
Daily x2 – Extended Action
Effect: You create a consumable item that creates 8 meters of Hazard within 6 meters. All 8 meters must be adjacent with at least one other space of the Hazard. These Hazards cause foes that run into them to become Slowed until the end of their next turn and have an additional effect based on the terrain in which the item was made. When foes run into these Hazards, they are destroyed after their effects resolve. Pokémon and Trainers with Naturewalk for the terrains associated with a Hazard are immune to its effects. These items must be used the same day they are created or they lose all effect.
Dust Trap – Grassland or Desert: A foe that runs into this Hazard is Blinded until the end of their next turn.
Tangle Trap – Forest or Wetlands: A foe that runs into this Hazard is must immediately stop Shifting, and they are Stuck instead of Slowed until the end of their next turn.
Slick Trap – Ocean or Tundra: A foe that runs into this Hazard becomes Vulnerable until the end of their next Turn.
Abrasion Trap – Mountain, Cave, or Urban: A foe that runs into this Hazard lowers their Defense and Special Defense by 1 Combat Stage.
Wilderness Guide
[+HP] [Orders]
Prerequisites: Survivalist, Expert Survival
Scene x3 – Standard Action
Effect: Wilderness Guide’s effect depends on your current terrain.
Grassland or Forest: All allies gain the Stealth Capability and a +2 bonus to their Overland Speed for one full round.
Ocean or Wetlands: All allies gain 5 Damage Reduction and a +2 bonus to their Swim Speed for one full round.
Desert or Tundra: All allies do not lose Hit Points from Weather and ignore the effects of foes’ Sand Veil and Snow Cloak Abilities for one full round.
Mountain or Cave: All allies do not trigger Hazards and are not Blinded in Low-Light conditions for one full round.
Urban: All allies gain +1 Evasion and a +2 bonus on Accuracy Rolls and Skill Checks to perform the Dirty Trick and Manipulate Combat Maneuvers for one full round.
Adaptive Geography
[+HP]
Prerequisites: 4 Survivalist Features, Master Survival
Scene x2 – Free Action
Trigger: You or your Pokémon gain Initiative
Effect: The triggering target takes their turn as if they were in a terrain adjacent to the terrain they are in on the following graphic. For example, if you are standing in Wetlands terrain, you may act as if you are standing in Forest or Ocean Terrain. This affects Survivalist Features, Naturewalk Capabilities, Moves with the Environ Keyword, etc.
Terrain Talent
[RANKED 2][+HP]
Rank 1 Prerequisites: Survivalist, 2 Mastered Terrains
Rank 2 Prerequisites: Survivalist, 4 Mastered Terrains
Static
Effect: Each Rank, you gain two Terrain Talents, chosen from the Terrains for which you gained Naturewalk from Survivalist.
Note: You do not have to be in the corresponding terrain to take advantage of Terrain Talents! They work everywhere
Terrain Talents
Talent | Terrain | Effect |
Plains Runner | Grassland | Your Overland Speed is increased by +2. You gain a +2 bonus to Perception Checks to spot or identify objects in the far distance. |
Forest Ranger | Forest | You’re used to navigating the dense plant life of large forests. You gain the Stealth Capability. |
Marsh Stomper | Wetland | You can handle the toxic fauna and flora of the marshes. You do not lose Hit Points from Poison, but you still have your Combat Stages lowered and count as Poisoned for the purpose of Moves and effects. |
Deep Diver | Ocean | You love nothing better than the smell of the sea. Your Swimming Capability is equal to your Overland Capability instead of half. Additionally, you may hold your breath underwater for a number of minutes equal to your Survival Rank before you start suffocating. |
Arctic Pilgrim | Tundra2 | Neither deep slow nor slippery ice can deter you. You are immune to the effects of Hail and to the Frozen condition, and gain 5 Damage Reduction against Ice-Type attacks. |
Surefooted | Mountain | You’re not afraid of precarious ledges and steep hills. You gain a +2 Bonus to Skill Checks made to climb, balance, or maintain footing - including resisting Push and Trip maneuvers. Whenever you take falling damage, ignore one meter when determining damage. |
Cave Dweller | Cave | Your eyes are used to very low levels of light. You do not suffer Blindness for being in Low-Light conditions. If you would be Totally Blinded by complete darkness, you instead suffer the penalties of Blindness, and may make Survival Checks instead of Acrobatics to avoid becoming Tripped.You are immune to Stealth Rock Hazards. |
Traceur | Urban | The city is your jungle. Your gain a +1 Bonus to your Jump Capabilities. Add half your Survival Rank to your Evasion against Push, Trip, and Attack of Opportunity Maneuvers. |
Dune Walker | Desert | Your long hours in the unforgiving desert have made you inured to sand and heat. You’re immune to the effects of Sandstorm, Sand-Attack, and Sand Tomb, and you gain 5 Damage Reduction against Fire-Type attacks. |