Advanced Classes in Zamzara, The Hollow Earth | World Anvil
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Advanced Classes

Advanced Classes function in a way similar to regular classes, except they require that you possess features from ordinary classes. They take up class slots as normal and often embody an archetype that is more specialized than its base classes, although they sometimes hybridize features instead.

Table of Contents

 
 
Analyst (Hobbyist + Researcher)
Analyst (Hobbyist + Researcher)
[Ranked 2]
[Adv. Class][+HP or Speed]
Rank 1 Prerequisites: Hobbyist & 1 Researcher Field of Study
Rank 2 Prerequisites: Hobbyist & 2 Researcher Fields of Study
Static
Effect: Each rank of Analyst, you choose an ability based on one of your Fields of Study.
 

Analyst Abilities


Field of StudyAbility
GeneralistForewarn
ApothecaryEarly Bird
ArtificerSerene Grace
BotanyGardener
ChemistClear Body
ClimatologistDamp
OccultistRattled
PaleontologistSand Rush
Pokemon CaretakerGentle Vibe
EngineerStatic
JailbreakerShackle
UpgraderMotor Drive
Pokecrafter (Homebrew)Immunity
  Well-Studied
[Ranked 2]
[+HP or Speed]
All Rank Prerequisites: Dilettante & 4 Researcher Features
Static
Effect: Each Rank of Well-Studied, choose one skill which your Researcher Features are dependent upon. When rolling this skill, you may choose to roll one less dice and instead add +6 to the result. This stacks with itself, but only if you have more than one Field of Research that depends upon the chosen skill. For example, a General/Paleontologist Analyst could roll one less dice and add +6 to General or Pokemon Education rolls, but an Artificer/Occult Analyst could roll two less dice and add +12 to Occult Education rolls.
  Depth of Knowledge
[+HP or Speed]
Prerequisites: Dabbler & 6 Researcher Features
Static
Effect: When you gain bonuses from Dabbler, you also gain a free Skill Edge for which you qualify.
  Eidetic Memory
[+HP or Speed]
Prerequisites: Dilettante Rank 4 & 1 Fully Completed Researcher Field of Study
Extended Action - Daily
Effect: You gain a 5th Rank of Dilettante. Once per day, after an hour of study, you may choose a different Edge and Feature for this rank.
  Dormant Genius
[+HP or Speed]
Prerequisites: Look and Learn, 2 Fully Completed Researcher Fields of Study
1 AP - Free Action
Effect: When making a skill check which your Researcher Features are dependent upon, you may reroll any 1s you roll. If both of your Researcher Features are dependent upon the same skill, this Feature does not cost any AP to activate.
  Battle Prophet (Oracle + Martial Artist)
Battle Prophet (Oracle + Martial Artist)
[Adv. Class][+Martial Artist Tag Stat OR SpDEF]
Prerequisites: Divination & Martial Artist
Drain 1 AP - Standard Action
Effect: You foresee a Prophecy or a Portent about someone.
  Prophecy
Target: Self or 1 Target you can name and envision in your head
Effect: The threads of fate unravel before you, and you pass your visions along, granting +1 Evasion per Injury the target has, up to a maximum of +5. This Evasion is set at the time of casting and cannot be changed, even if the target has less or more Injuries. This lasts for the rest of the Scene.
  Portent
Target: Self or 1 Target you can name and envision in your head
Effect: Doom is unavoidable. If you target yourself, then you gain +X Damage Reduction, where X is your Perception. If you target someone else, the knowledge of their fate gives you a +2 on all Accuracy and Skill Checks made against them. This lasts until the rest of the Scene.
  Third Eye
[+Martial Artist Tag Stat OR SpDEF]
Prerequisites: Oracle & Martial Training Rank 1
Static
Effect: You gain a +2 bonus to Skill Checks made with Perception and Combat. This stacks with the Skill Enhancement Edge. You then gain 3 Skill Stunt Edges that may be freely split between Combat, Intuition, and Perception.
Special: You may use Intuition instead of Charm when talking to humans in addition to wild Pokemon.   Premonition
[+Martial Artist Tag Stat OR SpDEF]
Prerequisites: Unveiled Sight & Martial Training Rank 2
Static
Effect: You learn the moves Foresight and Detect
  Mark of Fate
[+Martial Artist Tag Stat OR SpDEF]
Prerequisites: Mark of Vision & Martial Achievement
Bind 1 AP - Standard Action
Target: 1 Target
Effect: You mark the target with a mystic sigil which allows you to control their fate in small ways. Roll 1d20 and note the result. You may choose to replace a single d20 roll they make with the noted result, at which point the Feature becomes unbound. You cannot unbind this feature once you note your 1d20 roll.
  Combat Visions
[+Martial Artist Tag Stat OR SpDEF]
Prerequisites: Small Prophecies & Second Strike
1 AP - Swift Action
Trigger: You attempt to hit with a melee attack and miss.
Effect: You may immediately use Lock-On as a Free Action.
  Nirvana
[+Martial Artist Tag Stat OR SpDEF]
Prerequisites: Two-Second Preview & My Kung-Fu is Stronger
Static
Effect: You gain the Wonder Skin ability.
  Battle Meditation
[+Martial Artist Tag Stat OR SpDEF]
Prerequisites: Prescience & Martial Training Rank 3
Daily - 2 AP - Full Round Action
Effect: You project visions of the future into the minds of those around you and change their morale for the rest of the Scene. As an area of effect Burst 6, all allies gain +2 to Accuracy, Skill Checks and Evasion while all enemies within range take a -2 penalty.
  Bladedancer (Dancer + Skirmisher)
Bladedancer (Dancer + Skirmisher)
[Adv. Class][+Atk or Speed]
Prerequisites: Dancer & Skirmisher
Static
Effect: Choose Quick Feet or Tangled Feet. You gain the chosen Ability.
  Do The Hustle
[+Atk or Speed]
Prerequisites: Nimble Steps & Dance Form
EOT - 1 AP - Shift Action
Trigger: You Disengage as a Swift Action
Effect: You use a Dance Move as a Free Action.
  Dance Through the Danger
[+Atk or Speed]
Prerequisites: Counter Stance & Dance Practice
EOT - 1 AP - Swift Action, Interrupt
Trigger: An adjacent foe misses you with a melee attack
Effect: You use a Dance Move as a Free Action.
  Dagger Dance
[+Atk or Speed]
Prerequisites: Harrier & Beguiling Dance
EOT - 1 AP - Swift Action
Trigger: You hit a foe with a damaging melee attack
Effect: You use a Dance Move on the foe as a Free Action.
  Fine Steps
[+Atk or Speed]
Prerequisites: Weapon Finesse & Choreographer
2 AP - Swift Action
Trigger: Your Pokemon uses a Dance Move you taught it.
Effect: Your Pokemon may immediately use a Disarm, Trip, or Push Maneuver against an adjacent foe as a Free Action. The Maneuver automatically hits, but your Pokemon must still make an Opposed Roll.
  Perfect Steps
[+Atk or Speed]
Prerequisites: Outmaneuver & Power Pirouette
Static
Effect: You gain a benefit based on your Abilities.

Perfect Steps


AbilityBenefit
Own TempoYou also become immune to the Slowed condition.
Spinning DanceYou may activate this Ability even if you are Paralyzed or Asleep. Thanks, muscle memory!
FlutterThe bonus from this ability lasts for two turns instead of one.
VanguardYou ignore any change in Combat Stages when attacking targets with this ability.
  Heroic Movement
[+Atk or Speed]
Prerequisites: Swift Strikes & Passing Waltz
2 AP - Swift Action
Trigger: You make a Weapon Attack with the Priority Keyword.
Effect: You use a Dance Move as a Free Action with a Range of "Blessing"
  Cavalier (Athlete + Rider)
Cavalier (Athlete + Rider)
[Adv. Class][+HP or Speed]
Prerequisites: Athlete & Rider
Static
Effect: You gain the Lancer Ability.
  Riding Synergy
[+HP or Speed]
Prerequisites: Coaching & Ride as One
Static
Effect: While you are Mounted, you and your Mount each use the highest of each other's Skill Ranks for Opposed Checks.
Special: Your Mount gains the same default Trained Stats as you do when you train it.
  Riding Moves
[Ranked 2]
[+HP or Speed]
Rank 1 Prerequisites: Athletic Moves Rank 1, Ramming Speed
Rank 2 Prerequisites: Athletic Moves Rank 3, Overrun
Static
Effect: You learn a Cavalier Move marked with the Rank of this Feature you are taking or lower.

Riding Moves


Rank 1Rank 2
Rock ClimbDouble-Edge
StompSkull Bash
  Stampede
[+HP or Speed]
Prerequisites: Athletic Moves Rank 2 & Conqueror’s March
1 AP - Standard Action
Trigger: Your Mount moves more than 4 meters in a straight line while Shifting.
Effect: Your Mount may use the Trip or Push Maneuver with a range of Pass instead of their usual range. Foes that are Pushed in this manner may be moved to the side of your Mount instead of being pushed directly away from it.
  Mounted Training
[+HP or Speed] [Training] [Orders]
Prerequisites: Training Regime & Lean In
At-Will - Special
Trigger: When training a Pokemon with Agility Training as an Extended Action and Mounting it.
Effect: Your Mount gains the Dive Trainer Feature, and you Shift and become Tripped if your Pokemon does. You and your mount can each make an Acrobatics DC 10 check to avoid becoming Tripped.
  Dragoon's Spirit
[+HP or Speed]
Prerequisites: Adrenaline Rush & Cavalier's Reprisal
Bind 2 AP - Standard Action
Target: You and your Mount
Effect: While this Feature is Bound, the target gains X Damage Reduction and a +X damage to Damage Rolls. X is equal to your Athletics Rank. The target also gains Y to all Movement Capabilities. Y is equal to half your Athletics Rank.
  Corruptor (Miasmic + Poison Ace)
Corruptor (Miasmic + Poison Ace)
[Adv. Class] [+Def or SpDef]
Prerequisites: Miasmic & Poison Ace
1 AP - Free Action
Trigger: You or your Pokemon with Poison Strategist or Last Chance (Poison) strike a foe with a Poison-type Move that has a chance for an additional effect.
Effect: The effect happens regardless of your accuracy roll. If the move reduces Combat Stages, then this feature may stack with your accuracy roll.
Special: You learn the move Poison Gas.
  Tainted Rites
[+Def or SpDef]
Prerequisites: Corrupt Blood & Potent Venom
1 AP - Swift Action, Interrupt
Trigger: You or your Poison-type Pokemon take damage.
Effect: Whoever triggered this Feature makes an AC 4 Burst 1 Status attack. Anyone struck is Poisoned. If they were already Poisoned, they are instead Badly Poisoned.
  Lingering Corruption
[+Def or SpDef]
Prerequisites: Flexible Form & Poison Refresh
1 AP - Swift Action
Trigger: You use a Poison-type move.
Effect: Your attack creates Corruption in the squares it affected. Corruption causes Terrain to become Corrupted Terrain, and a grounded foe that runs into the hazard takes damage equal to half the Damage Base of the move used to create the Corruption. If a Status move created the Corruption, then the foe instead suffers the effect of the move. Poison-Type Pokemon may move over Corruption harmlessly, but they cannot destroy it.
  Transformative Contagion
[+Def or SpDef]
Prerequisites: Vile Body & Debilitate
At-Will - Extended Action
Target: You or your Poison-type Pokemon.
Effect: The target swaps Defense and Special Defense stats. This may change a pokemon's Base Stat spread.
  Miasmic Aura
[+Def or SpDef]
Prerequisites: Miasma's Call & Miasma
Bind 1 AP - Swift Action
Target: You and your Poison-type Pokemon.
Effect: The target constantly emanates an aura of dark miasma that surrounds them in a Burst 1 range. If anyone enters the miasma, you may make an AC 10 Burst 1 Status attack against them. Anyone struck is Poisoned. This aura can trigger your Poison Ace features as if you were inflicting Poison or using a Poison-Type move.
  Corrupter's Presence
[+Def or SpDef]
Prerequisites: Miasma Unleashed & Move Sync (Poison)
Static
Effect: For every single person or pokemon in the encounter who is Poisoned, you and your Pokemon gain +2 Damage Reduction. If someone is Badly Poisoned, you and your Pokemon instead gain +4 Damage Reduction. This effect can stack with itself.
  Corrupting Grasp
[+Def or SpDef]
Prerequisites: Miasmic Spray & Corrosive Blight
Daily x 3 - Free Action
Trigger: You or your Pokemon hit a foe with a Poison-type attack.
Effect: The target gains the Corrupted Condition. Corrupted targets lose 3 Damage Reduction each round and are Slowed.
Special: You may trigger the effects of Corrosive Blight.
  Diva (Cheerleader + Dancer)
Diva (Cheerleader + Dancer)
[Adv. Class] [+Speed]
Prerequisites: Cheerleader & Dancer
X AP - Free Action
Trigger: You use Orders or a Dance Move.
Effect: You may deliver the Adoring condition on an ally the same way you would use the Cheerleader feature.
Special: You may trigger the Cheerleader feature with Dance Moves. When done this way, choose which and how many allies gain a condition and pay AP costs accordingly.
Adoring - Pokemon or Trainers may give up the Adoring condition when they see the Diva use a Dance Move to gain half of the Combat Stages the Diva does. If the Dance Move gives +1 Combat Stage to two different stats, the target may choose which Combat Stage to benefit from. You cannot give up the Adoring condition in the same round you gain it.
  Alluring Allegro
[+Speed]
Prerequisites: Moment of Action & Dance Form
1 AP - Free Action
Trigger: An ally gives up a condition you gave them.
Effect: They are immune to the Infatuated condition for the rest of the scene.
Special: If you use a Dance Move on an enemy that would lower their Combat Stat, you cause the Infatuated condition on a roll of 17+.
  Backup Dancers
[+Speed]
Prerequisites: Cheer Brigade & Dance Practice
Static
Target: Your Pokemon with the Friend Guard ability and Spinning Dance (or Own Tempo).
Trigger: You use a Dance Move or an Order and the target is within 6 meters of you.
Effect: Your Pokemon gain +2 Damage Reduction. This lasts until the end of the Scene and stacks.
  Stage Fright
[+Speed]
Prerequisites: Gleeful Interference & Beguiling Dance
Static
Effect: You learn the move Encore.
Special: You may trigger Gleeful Interference when you use a Dance Move on a foe.
  Rehearsal
[+Speed]
Prerequisites: Inspirational Support & Choreographer
At-Will - Extended Action
Target: Your Pokemon.
Effect: Your Pokemon gain 2 Tutor Points which may only be used for Cheerleader, Dancer, or Diva Features. Rehearsal may target a Pokemon only once.
Special: If you use a Dance Move that your Pokemon knows, it gains half of the benefits as if it had given up the Adoring condition.
  Number One Fan Club
[+Speed]
Prerequisites: Go, Fight, Win! & Power Pirouette
At-Will - Extended Action
Target: Your Pokemon with at least 2 Tutor Points remaining.
Effect: The target loses 2 Tutor Points and gains the Celebrate ability.
  Love in the Crossfire
[+Speed]
Prerequisites: Keep Fighting! & Passing Waltz
1 AP - Free Action
Trigger: You use the Cheerleader or Diva features.
Effect: You may additionally confer the Hysterical condition on your target(s).
Hysterical - Pokemon or Trainers may give up the Hysterical condition when attacking to clear themselves of any Volatile Afflictions and deal +5 damage.
  Dragon Lord (Enduring Soul + Dragon Ace)
Dragon Lord (Enduring Soul + Dragon Ace)
[Adv. Class][+HP or Defense]
Prerequisites: Enduring Soul & Type Ace (Dragon)
Static
Trigger: Your Pokemon hits with a Dragon-Type Move.
Effect: They gain X Temporary HP, where X is equal to the higher of your Command or Intimidate skill.
Special: Your Pokemon have their HP Stat increased by +1, and by +1 more for every 10 levels they have. Additionally, your Pokemon may ignore Base Relations, as long as they are adding to HP, and you do not need to "correct" Stats due to this inflated Stat Value.
  Defiance
[Adv. Class][+HP or Defense][Orders]
Prerequisites: Staying Power & Type Refresh (Dragon)
2 AP - Standard Action, Interrupt
Trigger: Your Pokemon is targeted by a Move.
Effect: Your Pokemon may use Endure as if it were on its Move List.
  Prideful Stamina
[Adv. Class][+HP or Defense]
Prerequisites: Shrug Off & Tyrant's Roar
Bind 2 AP - Standard Action
Effect: Your Pokemon gain the Stamina Ability.
  Dragonsblood
[Adv. Class][+HP or Defense]
Prerequisites: Awareness & Move Sync
Daily x 2 - Free Action
Trigger: Your Pokemon uses a Dragon-Type Move while they have at least 1 Injury.
Effect: Your Pokemon is healed of 1 Injury and gains a Tick of Hit Points.
  Lord's Resolve
[Adv. Class][+HP or Defense]
Prerequisites: Resilience & Highlander
1 AP - Free Action
Trigger: Your Pokemon is hit by a Critical Hit.
Effect: The damage is reduced by X times 3, where X is the higher of your Command or Intimidate.
  Fierce Countenance
[Adv. Class][+HP or Defense]
Prerequisites: Not Yet! & Unconquerable
Static
Effect: You gain the Intimidate Ability. It may lower the target's Special Attack instead, if you so choose.
  Devastating Rebuke
[Adv. Class][+HP or Defense]
Prerequisites: Vim and Vigor & This Will Not Stand
Daily x 2 - Full Action, Interrupt
Trigger: Your Pokemon activates the Vigor Ability.
Effect: Your Pokemon may use a Dragon-Type Move as a Swift Action, but it must target the opponent who your Pokemon is reacting to.
  Ghost Hunter (Apparition + Researcher)
Ghost Hunter (Apparition + Researcher)
[Adv. Class][+Atk]
Prerequisites: Apparition & 1 Researcher Field of Study
Static
Effect: You learn the move Trick-or-Treat.
Special: Your Normal and Fighting-type Moves hit Ghost-type Pokemon for neutral damage instead of being immune.
  Paranormal Inclinations
[+Atk]
Prerequisites: Shadow Arms & 2 Researcher Features
Static
Effect: You gain a +2 bonus to Skill Checks made with Intimidate and Occult Education. This stacks with the Skill Enhancement Edge. You then gain 3 Skill Stunt Edges that may be freely split between either skill.
Special: You gain the X-Ray Vision Capability.
  Overwhelming Malice
[+Atk]
Prerequisites: Too Spooky & 2 Researcher Fields of Study
Bind 2 AP - Standard Action
Effect: While this Feature is Bound, the Frequency of Frighten or Pressure becomes At-Will.
  Going Ghost
[+Atk]
Prerequisites: Silent Assassin & 4 Researcher Features
Static
Effect: While you have a Feature from Apparition or Ghost Hunter Bound, you gain Abilities based on your Fields of Study.

Going Ghost


Field of StudyAbility
GeneralistHaunt
ApothecaryShackle
ArtificerMojo
BotanyDreamspinner
ChemistCursed Body
ClimatologistGhost Aura
OccultistFade Away
PaleontologistMummy
Pokemon CaretakerDefy Death
EngineerTargeting System
JailbreakerPrankster
UpgraderStarlight
GadgeteerMagician
  Soul Shattering Claw
[+Atk]
Prerequisites: Phantom Menace & 6 Researcher Features
Scene x 2 - Swift Action
Trigger: Your Move hits a target that has the Ghost-type.
Effect: If your Move is not Ghost-type, treat it as one step more Super Effective. If your move is Ghost-type, you gain half the damage inflicted as HP. Neither effect may be activated on a foe more than once per Scene.
Special: You gain one extra use of Trick-or-Treat per Scene.
  You Are Not Alone
[+Atk]
Prerequisites: Shadow Form & 1 Fully Completed Researcher Field of Study
Scene - Free Action
Trigger: You have Shadow Form Bound.
Effect: Choose any target in the encounter. You immediately disappear and reappear within melee range of them and your next attack Flinches if it hits. The target is Vulnerable during this attack.
  Ghost-Faced Killer
[+Atk]
Prerequisites: Haunted Wounds & 2 Fully Completed Researcher Fields of Study
Bind X AP - Swift Action
Trigger: You have Silent Assassin, Shadow Form, & Overwhelming Malice Bound.
Effect: You may bind up to X AP. For every AP you bind with this Feature, your Ghost-type moves gain +1 Effect Range, Critical Range, & Damage Base.
  Hierophant (Hobbyist + Rune Master)
Hierophant (Hobbyist + Rune Master)
[Adv. Class] [+Atk or SpAtk]
Rank 1 Prerequisites: Hobbyist & Rune Master
Rank 2 Prerequisites: Dilettante Rank 4 & Sentry Runes
Daily - Extended Action
Effect: After one hour of studying your notes regarding runes and the Unown, you are able to replicate their power to a minor extent. You gain number of Features from the list below equal to the number of ranks in Hierophant. You may gain the chosen Features even if you do not meet the prerequisites. This lasts until the end of your next Extended Rest.
  • Features: How To Shoot Web, Living Shadow, Noblesse Oblige, Spark Master, Glamour Weaver, Fiery Soul, Wind Runner, Too Spooky, Green Path, Earthen Bond, The Cold Never Bothered Me Anyway, Blinding Brightness, Corrupt Blood, Stone Stance, Champion of Steel, Maelstrom
  •   Secret of the Runes
    [+Atk or SpAtk]
    Prerequisites: Dilettante Rank 1 & Hidden Power
    Daily - Standard Action
    Target: Your Unown.
    Effect: Reroll the Type for your Unown the same way you would reroll the Type of Hidden Power. Alternately, you may choose to have it become the same type as your chosen Hierophant features. For example, choosing the Blinding Brightness feature would allow your Unown to become Normal-type instead of Psychic-type. If you could choose from two Types, you may choose either or both.
      Align Self
    [+Atk or SpAtk]
    Prerequisites: Dilettante Rank 2 & Rewrite
    Daily - Extended Action
    Effect: After one hour of study, you change the Type for your instance of Hidden Power to match the Feature(s) chosen for Hierophant. For example, choosing the Maelstrom feature allows you to change your Hidden Power to the Water-type. This can be done in conjunction when changing your Hierophant features. If you could choose from two Types, then you may choose either whenever you use Hidden Power.
      Runic Connections
    [+Atk or SpAtk]
    Prerequisites: Dilettante Rank 3 & Words of Power
    Drain 2 AP - Standard Action
    Effect: You gain the Elemental Connection Edge for the rest of the Scene. Its type matches with your chosen Hierophant features. For example, choosing the Noblesse Oblige feature allows you to have Elemental Connection (Dragon). You may only choose one type at a time.
      Guardian Runes
    [+Atk or SpAtk]
    Prerequisites: Dabbler & Alarm Runes
    Bind 1 AP - Standard Action
    Target: A Glyph you have put down, regardless of distance.
    Effect: The Glyph becomes defensively oriented and detects any Moves made within 10 meters of it. If the Move's type matches the type of the Glyph, then you become aware of what Move it is and may unbind this Feature to cause the Glyph to redirect the move towards it and absorb it, destroying the Glyph.
    Special: Your Glyphs share the same Type as the Unown used to create them.
      Overload Rune
    [+Atk or SpAtk]
    Prerequisites: Look and Learn & Explosive Runes
    1 AP - Free Action
    Trigger: You activate the Explosive Runes feature.
    Effect: You may add your Attack or Special Attack an additional time to the Damage Roll of Hidden Power. This destroys the Glyph.
      Masosadist (Berserker + Roughneck)
    Masosadist (Berserker + Roughneck)
    [Adv. Class] [+HP or Defense]
    Prerequisites: Berserker & Roughneck
    At-Will - Free Action
    Trigger: You take damage while Enraged.
    Target: One enemy who inflicted damage upon you.
    Effect: You may activate the Roughneck Feature on the target and pay 0 AP while doing so.
      Savage Soul
    [+HP or Defense]
    Prerequisites: Power of Rage & Mettle
    Daily x 2 - Free Action
    Trigger: You use the Mettle Feature while you have 1 or more Status Afflictions.
    Effect: You are cured of up to three Status Afflictions. You may activate Savage Soul as a Standard Action on your turn, and it may only be used once per Scene.
      Bleed Out
    [+HP or Defense]
    Prerequisites: Lessons in Rage and Pain & Menace
    Scene - Standard Action
    Condition: You must be Enraged to use this Feature.
    Effect: You immediately gain up to three Injuries, but your Maximum Hit Points are instead lowered by 1/10th at the end of your turn for the next three turns, including this one.
    Special: As long as you have at least 2 Injuries, you may use the Terrorize Manipulation as a Free Action when hitting with Weapon Moves.
      Bloodbath
    [+HP or Defense]
    Prerequisites: Frenzy & Malice
    Static
    Condition: You must be Enraged to use this Feature.
    Effect: You gain the Beast Boost Ability.
      Torturous Blows
    [+HP or Defense]
    Prerequisites: Fight On and On & Fearsome Display
    Drain 1 AP - Free Action
    Condition: You are below 0 HP and you hit a foe with a Physical Attack or Weapon Move.
    Effect: You inflict 1 Injury to yourself and 3 Injuries to your foe.
      To The Pain
    [+HP or Defense]
    Prerequisites: Crash and Smash & Cruel Gaze
    Static
    Effect: Choose Defy Death or Rock Head. You gain the chosen Ability.
      Beyond Human
    [+HP or Defense]
    Prerequisites: Push it to the Limit & Tough as Nails
    Static
    Effect: You never have your Maximum Hit Points lowered for any reason.
      Metamind (Telekinetic + Warper)
    Metamind (Telekinetic + Warper)
    [Adv. Class][+SpAtk OR Speed]
    Prerequisites: Telekinetic & Warper
    1 AP - Free Action
    Trigger: You activate Probability Control.
    Effect: You gain a Metamind Token. This token may be spent when making a Special attack to use the Disarm, Trip, or Push Maneuver as a Free Action while using your Focus Skill for all opposed rolls.
      White Hole
    [+SpAtk OR Speed]
    Prerequisites: PK Alpha & Space Distortion
    EOT - Standard Action
    Effect: You create a White Hole of Medium Size within 5 meters of you. Anyone within 5 meters of the White Hole is Slowed and is Pushed 1 meter directly away from it at the end of each round. The White Hole requires a Swift Action to maintain each round or else it dissipates. You may make Special Struggle Attacks as a Free Interrupt Action if someone would occupy the same space as it and they are Pushed 5 meters away from the White Hole. White Holes leave psychic residue. You may only have one White Hole at a time.
    Special: You can use Psychic Moves through the White Hole and it may be targeted with Ally Switch.
      Black Hole
    [+SpAtk OR Speed]
    Prerequisites: Power of the Mind & Warping Ground
    EOT - Standard Action
    Effect: You create a Black Hole of Medium Size within 5 meters of you. Anyone within 5 meters of the Black Hole is Slowed and is Pulled 1 meter directly towards it at the end of each round. The Black Hole requires a Swift Action to maintain each round or else it dissipates. You may make Special Struggle Attacks as a Free Interrupt Action if an someone would occupy the same space as the Black Hole, regardless of range, and the target becomes Trapped. Black Holes leave psychic residue. You may only have one Black Hole at a time.
    Special: You can use Psychic Moves through the Black Hole and it may be targeted with Ally Switch.
      PK Timewarp
    [+SpAtk OR Speed]
    Prerequisites: PK Combat & Strange Energy
    Bind 1 AP - Free Action
    Trigger: You have PK Combat Bound.
    Effect: You may use Kinesis, Barrier, Teleport, Ally Switch, Gravity, Trick, or Telekinesis as a Swift Action.
    Special: You may maintain White Holes & Black Holes as a Free Action.
      Dragon Eye
    [+SpAtk OR Speed]
    Prerequisites: PK Omega & Reality Bender
    Drain 1 AP - Full Action, Priority (Advanced)
    Effect: Roll a d20. On a 1-10, nothing happens. On a 11-17, your Pokemon or an ally of your choice gains an extra Standard Action. On an 18+, they gain an extra Full Action. You cannot target yourself with Dragon Eye. This extra Action disappears at the end of the round.
      Wormhole
    [+SpAtk OR Speed]
    Prerequisites: Telekinetic Burst & Farcast
    Static
    Effect: You may expend uses of Farcast to use Teleport with a range of "6, 1 Target", moving the target up to X meters away from their original location, where X is your Teleporter Capability.
    Special: Grants +2 to Teleporter Capability.
      PK Genesis
    [+SpAtk OR Speed]
    Prerequisites: Psionic Overload & Warped Transmission
    Static
    Trigger: Your White Hole & Black Hole try to occupy the same space.
    Effect: The resulting dimensional displacement originates from the space as Burst 5. Allies caught in the Blast are teleported to be Adjacent to you while enemies lose Hit Points equal to your Special Attack and are Slowed and Vulnerable until the end of your next turn. Do not apply defensive stats. Your White Hole & Black Hole are destroyed.
    Special: You may shift White Holes & Black Holes up to X meters as a Free Action once per round, where X is half your Focus rank. Both Holes share this movement capability.
      Necromancer (Apparition + Ghost Ace)
    Necromancer (Apparition + Ghost Ace)
    [Adv. Class] [+Atk or SpAtk]
    Prerequisites: Apparition & Ghost Ace
    Static
    Effect: When you or your Pokemon with Ghost Strategist or Last Chance (Ghost) damage a foe with a Move, you or your Pokemon gain half of the target's Tick Value in temporary HP, rounded down. This effect may only happen once per round.
      Super Beast
    [+Atk or SpAtk] [Weapon]
    Prerequisites: Shadow Arms & Ghost Step
    Static
    Effect: Your Ghost-type Pokemon gain 5 Damage Reduction.
    Special: You may use Apparition Moves through your Pokemon as if they were you with the Apparition Feature.
      Freaky Ghosts, Baby
    [+Atk or SpAtk]
    Prerequisites: Too Spooky & Ghost Refresh
    1 AP - Swift Action
    Trigger: You or your Pokemon takes an Injury.
    Effect: The target takes another Injury. Whoever caused the Injury becomes Cursed.
      Black Sunshine
    [+Atk or SpAtk]
    Prerequisites: Silent Assassin & Haunting Curse
    At-Will - Swift Action
    Target: You or your Pokemon with Haunting Curse bound and at least one Curse Token.
    Effect: The target may absorb the energy from a Curse Token to gain a tick of temporary HP for each Token consumed.
    Special: Haunting Curse's Target becomes "You and your Pokemon".
      It's Terror Time Again
    [+Atk or SpAtk]
    Prerequisites: Shadow Form & Vampirism
    1 AP - Swift Action - Priority (Limited)
    Effect: You may originate Pressure or Frighten (depending on which you have) from your Pokemon. This does not use the Frequency of the ability.
    Special: You may activate Vampirism on yourself.
      Return of the Living Dead
    [+Atk or SpAtk] [Gift]
    Prerequisites: Phantom Menace & Move Sync (Ghost)
    Bind 2 AP - Standard Action - Priority (Limited)
    Trigger: Your Pokemon faints or dies.
    Effect: Its spirit exits its body, still ready to fight. The body remains inert, but while this Feature is bound, you may control its spirit as if it were your Pokemon, but it only has half the maximum HP of its body, loses any types it had and gains the Ghost type. The spirit cannot take Injuries and is immune to Persistent Afflictions unless they have an Ability that would benefit from it.
    Special: You gain the Type Sync (Ghost) Feature.
      Lichdom
    [+Atk or SpAtk]
    Prerequisites: Haunted Wounds & Boo!
    One Time Use - Extended Action
    Trigger: You die while performing a specific ritual...
    Target: Your corpse.
    Effect: You return from the dead as an unholy abomination defiling all that walks. All AP costs for your Apparition/Ghost Ace/Necromancer Features are lowered by 1 AP.
    Special: Your Shadow Form is permanently activated and may not be unbound. However, it costs 0 AP to keep it bound.
      Nightstalker (Ninja + Shade Caller)
    Nightstalker (Ninja + Shade Caller)
    [Adv. Class] [+Atk or SpAtk]
    Prerequisites: Ninja & Shade Caller
    At-Will - Free Action
    Trigger: You use a Status move from Ninja or Shade Caller.
    Effect: Roll a d4. On a 3 or higher, the target is Blinded until the end of their next turn.
      Curse of Darkness
    [+Atk or SpAtk] [Weapon]
    Prerequisites: Poison Weapons & Twisted Soul
    2 AP - Swift Action
    Trigger: You make a Weapon Attack.
    Effect: It is Super Effective one more step.
      Inky Tools
    [+Atk or SpAtk]
    Prerequisites: Ninja's Arsenal & Living Shadow
    Static
    Effect: You gain the Shapeshifter Capability, but instead of changing your shape, you may only transform shadows into simple moving forms, such as prosthetic limbs, a lever or pulley system, or a Small Pokemon. You cannot control shadows that are more than 50% of your "mass". Just don't make anything bigger than you are!
    Special: You may use Smoke Balls, Caltrops, or Toxic Caltrops through your shadow as if using the Living Shadow feature.
      Symphony of the Night
    [+Atk or SpAtk]
    Prerequisites: Genjutsu & World of Darkness
    Scene x 2 - Standard Action
    Target: 1 Target, 10 meters
    Effect: You pull your target into their own shadow and join them in the dark. You are both removed from the encounter for three full rounds and return at the beginning of your turn. While you are in the shadows, you may both attack each other as usual, but your target is Totally Blinded for the duration.
    Special: You gain the Shadow Meld capability.
      Lurker
    [+Atk or SpAtk]
    Prerequisites: Weightless Step & Sharpen Shadows
    Static
    Target: You learn the moves Hone Claws & Nasty Plot.
      Shadow Bind
    [+Atk or SpAtk]
    Prerequisites: Utility Drop & Dark Soul
    EOT - Special
    Target: 1 Target, 10 meters.
    Effect: You pin the target's shadow to the floor, causing them to be Stuck and Disabled until the end of their next turn. When targeting one person, this Feature may be used as a Swift Action; two targets require a Shift Action; three targets require a Standard Action; four targets require a Full Action. Your Nightstalker feature may be activated with Shadow Bind.
      Lord of Shadow
    [+Atk or SpAtk]
    Prerequisites: Kinjutsu & Heart of Darkness
    Static
    Effect: You may use Standard Actions while using the Shadow Meld capability. Additionally, while in shadow you resist all damage one step further, except for Bug, Fighting, or Fairy-type damage.
      Noise Magician (Arcanist + Musician)
    Noise Magician (Arcanist + Musician)
    [Adv. Class] [+SpAtk]
    Prerequisites: Arcanist & Musician
    Static
    Effect: Your Struggle Attacks and Arcane Weapon Moves made from your Soul Bonded Weapon gain the Sonic tag.
    Special: If you use Arcanist Features on a Special Move (such as Metamagic or Authentic Thaumaturgy), it gains the Sonic tag.
      AMPLIFIED!
    [+SpAtk]
    Prerequisites: Metamagic & Musical Ability
    Bind 1 AP - Swift Action
    Effect: When hitting someone with a Sonic move, you may use the Push maneuver as a free action that automatically hits. You may use your Charm or Focus rank in place of Combat or Athletics. If you win, you may Push them 1 Meter or to the edge of your Sonic move's range. You may have more than one target per round.
      Doom Siren
    [+SpAtk]
    Prerequisites: Signature Manipulations Rank 1 & Mt. Moon Blues
    Bind 1 AP - Swift Action
    Effect: Your Sonic moves Confuse on an 18+.
      Bass Cannon
    [+SpAtk]
    Prerequisites: Authentic Thaumaturgy & Cacophony
    1 AP - Free Action
    Trigger: You use a Sonic move that is Ranged, 1-Target.
    Effect: The Effect Range and Critical Hit Range of the move is increased by 3.
      Soundsurge
    [+SpAtk]
    Prerequisites: Recoup Energy & Noise Complaint
    Free Action - Priority (Limited)
    Trigger: You activate Recoup Energy.
    Effect: You may play one Song without expending AP, with an Area of Effect of Burst 4.
      Bass Drop
    [+SpAtk]
    Prerequisites: Signature Manipulations Rank 2 & Voice Lessons
    Static
    Trigger: You apply a Power Manipulation to your attack.
    Effect: The move Suppresses on a 19+.
    Special: You may apply Power Manipulations to any Sonic move, Special or Status.
      To Eleven!
    [+SpAtk]
    Prerequisites: Soul Investment & Power Chord
    1 AP - Free Action
    Trigger: You deal damage with a Sonic move, an Arcane Weapon move, or Power Chord.
    Effect: You may add your Special Attack to the damage roll one more time, but you become Stuck until the end of your next turn.
      Orator (Commander + Provocateur)
    Orator (Commander + Provocateur)
    [Adv. Class][+HP or Speed]
    Prerequisites: Commander & Push Buttons
    Static
    Effect: If you do not have Confidence Artist, Intimidating Presence, or Charmer, then you gain one of your choice, even if you do not meet its prerequisites.
    Special: You may also choose another [Training] [Orders] Feature for free.
      Silver Tongue
    [+HP or Speed]
    Prerequisites: Leadership & Quick Wit
    Scene x 3 - Swift Action
    Trigger: You target someone with Leer, Confide, Baby-Doll Eyes, or a Provocateur Move.
    Effect: You may use [Orders] as a Free Action (Except Focused Command).
      Sow Discord
    [+HP or Speed]
    Prerequisites: Mobilize & Push Buttons
    1 AP - Shift Action
    Trigger: You give [Orders] with targets.
    Effect: When your Target targets someone within 6 meters of it on its next turn, it may use the Manipulate Maneuver as a Swift Action and use your Skill Rank in place of its own. If you target more than one Ally with this feature, the AP Cost must be paid for each Ally.
      Seal Their Fate
    [+HP or Speed]
    Prerequisites: Battle Conductor & Mixed Messages
    Static
    Effect: Whenever you or an ally under the effects of your Orders land a Critical Hit on a foe, that foe becomes Trapped. Status-Class Moves with an Accuracy Roll can "Crit" for the purposes of activating this effect on a natural roll of 19 or higher, and any effects that expand your Critical-Hit Range also expand this range.
      Misdirection
    [+HP or Speed]
    Prerequisites: Complex Orders & Powerful Motivator
    Static
    Effect: You learn moves that correspond with the Edges you have. You learn the Move Charm if you have Charmer, Fake Tears if you have Confidence Artist, and Scary Face if you have Intimidating Presence. They count as Provocateur Moves and gain additional effects. These effects occur whether the Move hits or misses.
    • Charm: The target is Vulnerable for 1 full round.
    • Fake Tears: The target gains a -10 penalty to Damage Rolls against you for 1 full round.
    • Scary Face: The target is Suppressed for 1 full round.
    Under Their Skin
    [+HP or Speed]
    Prerequisites: Tip the Scales & Play Them Like a Fiddle
    Static
    Effect: Charm, Fake Tears, and Scary Face gain additional effects as listed below. This feature shares frequency with Play Them Like a Fiddle, but you gain +1 usage of it per Scene.
    • Charm: The target's Attack is lowered an additional Combat Stage, and their Special Attack is lowered by 3 Combat Stages.
    • Fake Tears: The target may not make any Combat Maneuvers against you for the rest of the Scene. It can contest your Grapple as normal, but must end the Grapple if it has Dominance.
    • Scary Face: The target is Stuck for the rest of the Scene.
    Tactical Voice
    [+HP or Speed]
    Prerequisites: Scheme Twist & Enchanting Gaze
    2 AP - Full Action
    Effect: You may apply a [Training] [Orders] Feature to all Allies. This effect lasts for the rest of the Scene.
      Psion (Channeler + Telepath)
    Psion (Channeler + Telepath)
    [Adv. Class][+SpDef]
    Prerequisites: Channeler & Telepath
    Static
    Effect: You may detect the thoughts of Pokemon you Channel as if you were using the Telepathy Capability.
    Special: You and the Pokemon you are Channeling gain +1 SpDef Combat Stage as long as you are Channeling at least 1 Pokemon. If you are Channeling a Hostile Pokemon, this is reversed. If you Channel a mixture of allied and hostile Pokemon, no one gains any Combat Stages.
      Resonating Minds
    [+SpDef]
    Prerequisites: Shared Senses & Honed Mind
    1 AP - Free Action
    Effect: Your moves gain extra effects if you are Channeling a Pokemon.
    • Mind Reader: Your Channeled Pokemon may take advantage of a Read target as you would.
    • Calm Mind: Your Channeled Pokemon is cured of Confusion, Rage, Infatuation, or Suppression. This may only affect a Pokemon once per round per Scene.
    • Extrasensory: If used on a Channeled Pokemon, they are Flinched on a 15+.
    • Psyshock: If used on a Channeled Pokemon, the user adds their Special Defense to damage dealt.
    Telempathy
    [+SpDef]
    Prerequisites: Battle Synchronization & Telepathic Awareness
    Static
    Effect: Your Channeled Pokemon gain an effect based on your Ability.
    • Gentle Vibe: All Channeled Pokemon gain +1 Accuracy and +1 Evasion whenever one of them is cured of a Volatile Affliction.
    • Telepathy A Channeled Pokemon may Disengage as a Free Action whenever it successfully hits a foe.
    Mental Awakening
    [+SpDef]
    Prerequisites: Spirit Boost & Thought Detection
    Scene - Full Action
    Trigger: You have the Telepathy Capability and have Spirit Boost Bound.
    Effect: The target of Spirit Boost gains the next two effects it would have depending on its next two highest Combat Stats.
    Special: The range of Thought Detection is doubled.
      Psychic Mirroring
    [+SpDef]
    Prerequisites: Power Conduit & Mental Assault
    Static
    Effect: You may use your self-targeting Psychic moves on your Channeled Pokemon and your damaging Psychic moves as if they originated from your Channeled Pokemon.
      Rebounded Connection
    [+SpDef]
    Prerequisites: Pain Dampening & Telepathic Warning
    At-Will - Swift Action, Interrupt
    Trigger: A Channeled Pokemon is Fainted.
    Effect: You gain 1 AP.
      Dominate
    [+SpDef]
    Prerequisites: Soothing Connection & Suggestion
    2 AP - Free Action
    Trigger: You Channel a Pokemon.
    Effect: This feature has different effects based on the target's disposition.
    • If you did not make an Intuition Check to Channel this Pokemon, you may see directly through it as if its senses were your own while you Channel it and you can perfectly recall everything that happened to the Pokemon within the past hour.
    • If you passed an Intuition Check to Channel this Pokemon, you may directly control it for a full round.
      Ranger (Commander + Survivalist)
    Ranger (Commander + Survivalist)
    [Adv. Class][+HP or Speed]
    Prerequisites: Survivalist & Commander
    Static
    Effect: You may use your Survival skill in place of Charm, Intimidate, Guile, or Intuition when interacting with Pokemon you share the Naturewalk Capability with.
      Natural Command
    [+HP or Speed]
    Prerequisites: Natural Fighter & Leadership
    Static
    Effect: You may use [Orders] that have targets to target any Enemy, even if normally those [Orders] would only let you apply the effect to your own Pokemon. However, the bonuses become penalties in this case. Any other conditions still apply.
    Special: The Battle Conductor Feature now lets you target up to two additional Enemies instead.
      Complex Traps
    [+HP or Speed]
    Prerequisites: Complex Orders & Trapper
    1 AP - Swift Action
    Effect: When creating a Hazard, you may spend 1 AP to make them Trapped. You may use [Orders] on foes who trigger Trapped Hazards as a Free Action if they are in range.
      Honed Guidance
    [+HP or Speed]
    Prerequisites: Battle Conductor & Wilderness Guide
    Daily - Swift Action
    Target: You use the Wilderness Guide Feature.
    Effect: You and your allies gain an Ability based on your current terrain for the rest of the Scene.

    Honed Guidance


    Current TerrainAbility
    Grassland or ForestUnburden
    Ocean or WetlandsSwift Swim
    Desert or TundraDelayed Reaction
    Mountain or CaveCave Crasher
    UrbanInsomnia
      Talented Nature
    [+HP or Speed]
    Prerequisites: Mobilize & Terrain Talent Rank 1
    1 AP - Free Action
    Trigger: You target an ally with [Orders]
    Effect: On their next turn, they may use Nature Power as a Standard Action as if it were on their move list.
      Guerilla Warfare
    [+HP or Speed]
    Prerequisites: Tip the Scales & Terrain Talent Rank 2
    1 AP - Swift Action
    Trigger: You target an an ally with [Orders]
    Effect: You may immediately activate Natural Fighter and pay any AP costs for doing so.
      Stylish Capture
    [+HP or Speed]
    Prerequisites: Scheme Twist & Adaptive Geography
    Static
    Trigger: You target a wild Pokemon with [Orders]
    Effect: You may throw a Pokeball to capture the target as a Free Action.
      Siege Engineer (Marksman + Researcher)
    Siege Engineer (Marksman + Researcher)
    [Adv. Class][+Atk]
    Prerequisites: Marksman & 1 Researcher Field of Study
    Static
    Effect: Your Weapon Moves and Struggle Attacks made with ranged weapons have additional effects based on your Fields of Study.

    Siege Engineer


    Field of StudyEffect
    GeneralistGain +2 to your Accuracy, Critical Range, and Effect Range.
    ApothecaryIf you target an Ally with a Struggle Attack, instead of harming them, you may choose to make them regain HP equal to half the damage you would have inflicted, but do not calculate for Defense.
    ArtificerYou may affix Shards to your ammunition, changing your attack to one of the Types associated with that color, but expending the Shard.
    BotanistYou may affix Seed Bags to your ammunition, allowing your attack to inflict Sleep, Paralysis, or Poison in a 3x3 area centered on the enemy, depending on the Seed Bag used.
    This counts as having used a move from the Seed Bag Feature for the purposes of frequency.
    ChemistYou may affix Pester Balls to your ammunition, allowing your attack to have the effect of the Pester Ball.
    ClimatologistYou may choose your attacks to share the same type as the Weather you are in. Hail corresponds to Ice, Rain to Water, Sandstorm to Ground, and Sun to Fire.
    OccultistYour attacks deal +10 damage to Psychic, Ghost, and Dark-type Pokemon and humans with corresponding Elemental Connections.
    PaleontologistYou Mark your targets until the end of your next turn - when your Pokemon revived from a Fossil targets a Marked foe, they gain +2 to their Accuracy, Critical Range, and Effect Range.
    Pokemon CaretakerYou Mark your targets until the end of your next turn - when your Pokemon targets a Marked foe, they gain +1d6 to their highest skill and a +2 to Accuracy Checks on making Combat Maneuvers.
    If their highest skill is tied, you may choose which skill gains the bonus.
    EngineerIf you target a Pokebot with a Struggle Attack, instead of harming them, you may choose to make them regain HP equal to half the damage you would have inflicted, but do not calculate for Defense.
    Pokebots healed this way gain the Speed Boost Ability for two rounds.
    JailbreakerYou Mark your targets until the end of your next turn - your Capture Rolls have a -10 modifier against Marked foes.
    You may also affix Pokeballs to your ammunition, allowing you to make Capture Rolls after the effects of your attack.
    UpgraderIf you target an augmented Ally with a Struggle Attack, instead of harming them, you may choose to make them regain HP equal to half the damage you would have inflicted, but do not calculate for Defense.
    Augmented Allies healed this way gain the Volt Absorb ability for two rounds and are cured of Augmentation Shock.
    GadgeteerWhile Improvised Gadgets is bound, your attacks may be Steel, Electric, or Bug-Type depending on the Equipment Item you have bound.
    Steel corresponds to Magnetic, Electric to Zapper, and Bug to Threaded.
    You may only choose one Type when making an attack.
    You may count Cap Cannons as Long Range Weapons for the purposes of Siege Engineer Features.
      Entrenchment
    [+Atk]
    Prerequisites: Aiming Down The Sights & 2 Researcher Features
    Static
    Effect: For every consecutive turn you use Aiming Down The Sights, your gain an Entrenchment Token. Your maximum range is increased by X. When targeting a foe that is X meters away from you, you may spend 1 less AP to use Double Shot or Crippling Shot. X is equal to how many Entrenchment Tokens you have. If you spend a turn without using Aiming Down The Sights, Double Shot, or Crippling Shot, you lose all your Entrenchment Tokens.
      Weapon Modification
    [Ranked 2] [+Atk]
    Rank 1 Prerequisites: Double Shot & 3 Researcher Features
    Rank 2 Prerequisites: Crippling Shot & 5 Researcher Features
    At-Will - Extended Action
    Effect: You spend an hour tweaking your weapon, giving it one of the benefits below. It may only have a number of modifications equal to your ranks in this Feature. Weapon Modifications are not shared between multiple weapons - you must spend time tweaking each one.

    Weapon Modification


    BenefitEffect
    AccurateGain +2 to Accuracy Rolls made with this weapon.
    PenetratingAll Weapon Moves and Struggle Attacks made with this weapon have +1 DB.
    QuickTwice per Scene, ignore the frequency of this weapon’s Adept Weapon Move.
    Sighted (Short Range only)Gain +2 maximum range, for a total of 1-6 range.
    Ricochet (Long Range only)Twice per Scene when dealing damage, automatically make the enemy closest to your target take half the damage your target received. If any effects would be applied to your target, apply it to the second target.
    Expanded AmmunitionGain +1 to the Frequency of this weapon’s Master Weapon Move.
    ForcefulAll Weapon Moves and Struggle Attacks made with this weapon have +2 Effect Range.
      Steady Fire
    [+Atk]
    Prerequisites: Overwatch & 4 Researcher Features
    Static
    Effect: You gain the Hyper Cutter Ability.
      Explosive Shot
    [+Atk]
    Prerequisites: Clear Shot & 1 Fully Completed Researcher Field of Study
    2 AP - Swift Action
    Effect: Create a Line X, and a place a Blast 3 with at least three meters overlapping the Line’s area. X is equal to your Weapon’s Range. Your next Ranged Weapon attack deals damage to everything within the Blast and turns Blocking Terrain into Rough Terrain, Rough Terrain into Slow Terrain, and Slow Terrain into Regular Terrain.
      Perfect Ammo
    [+Atk]
    Prerequisites: Dead-Eye Shot & 2 Fully Completed Researcher Fields of Study
    Static
    Effect: Your Critical Hits are one step more Super-Effective.
      Sportsman (Hunter + Survivalist)
    Sportsman (Hunter + Survivalist)
    [Adv. Class][+HP or Speed]
    Prerequisites: Hunter & Survivalist
    Static
    Effect: When you are in a Terrain you have the Naturewalk Capability for, you gain whichever of the Pack Hunt or Teamwork abilities you did not choose when taking the Hunter class.
      Gorilla Warfare
    [+HP or Speed]
    Prerequisites: Surprise! & Natural Fighter
    EOT - Free Action, Priority
    Trigger: You or your Pokemon hit a target with a Move from Natural Fighter.
    Effect: You or your Pokemon (whichever did not trigger this Feature) may take their turn and pay 1 AP to use the Surprise! Feature.
      Go! Go! Pokemon!
    [+HP or Speed]
    Prerequisites: Pack Tactics & Terrain Talent Rank 1
    At-Will - Free Action
    Trigger: Your Pokemon with the Pack Hunt or Teamwork Ability is in a Terrain that you have the Naturewalk Capability for.
    Effect: It gains the same bonuses from Terrain Talents that you do.
      Trapper of the Century
    [+HP or Speed]
    Prerequisites: Finisher & Trapper
    Static
    Effect: Foes that run into Hazards that you or your Pokemon set also lose 5 Hit Points. You may invoke the Finisher Feature to increase this to 10 Hit Points if the foe gains a Status Condition that would cause Finisher to activate. Do not apply weakness or resistance. Do not apply stats.
      Dogged Pursuit
    [+HP or Speed]
    Prerequisites: Don’t Look Away & Wilderness Guide
    EOT - Swift Action
    Trigger: You or your Pokemon hit with an Attack of Opportunity.
    Effect: The triggering target’s Attack of Opportunity gains additional effects based on your current terrain.

    Dogged Pursuit


    Current TerrainEffect
    Grassland or ForestThe foe is Blinded and Slowed until the end of their next turn.
    Ocean or WetlandsThe foe’s Swim and Jump Speeds are set to 0 until the end of their next turn and are 3 rounds closer to suffocating.
    If they are already suffocating, they take 3 suffocation Injuries.
    Desert or TundraThe foe loses immunity to Hit Point damage from Weather until the end of their next turn.
    If they are not immune to Hit Point loss from Weather, they lose 2 Ticks of HP instead of 1 for one round.
    Mountain or CaveThe foe is considered Warped as if hit by the Gravity Move until the end of their next turn.
    UrbanYou or your Pokemon may immediately use a Dirty Trick Combat Maneuver as a Free Action.
    You may use Survival in place of the normal Skill Check for the Maneuver.
      Acclimation
    [+HP or Speed]
    Prerequisites: Hunter’s Reflexes & Adaptive Geography
    Static
    Trigger: You or your Pokemon hit with an Attack of Opportunity within the last round and you activate Adaptive Geography.
    Effect: Adaptive Geography’s Frequency becomes At-Will for one turn.
      Sportsman’s Paradise
    [+HP or Speed]
    Prerequisites: Pack Master & Terrain Talent Rank 2
    Bind 2 AP - Standard Action
    Effect: When you activate Adaptive Geography, the triggering target takes their turn as if they were in both terrains adjacent to the terrain they are in on the graphic from page 150 of the core rulebook AND the terrain they were originally in. For example, if you are standing in the Wetlands terrain, you may act as if you are standing in the Forest, Ocean, and Wetlands Terrains. This affects Survivalist Features, Naturewalk Capabilities, Moves with the Environ Keyword, etc
      Swordsinger (Fortress + Musician)
    Swordsinger (Fortress + Musician)
    [Adv. Class][+Def or SpAtk]
    Prerequisites: Fortress & Musician
    Static
    Effect: You learn the move Sonic Boom.
    Mechanic: Dirges - A Swordsinger’s Dirges may be triggered in exactly the same way as a Musician’s Songs, but can only affect enemies. The user is never affected.
    • Dirge of Courage
      1 AP - Special
      Trigger: Dirge
      Effect: All enemies in the Area of Effect gain a -2 Penalty to Skill/Save Checks until the end of your next turn.
    • Dirge of Life
      1 AP - Special
      Trigger: Dirge
      Effect: All enemies in the Area of Effect gain -5 Damage Reduction until the end of your next turn.
    • Dirge of Might
      1 AP - Special
      Trigger: Dirge
      Effect: All enemies in the Area of Effect gain a -5 Penalty to Damage Rolls until the end of your next turn.
    Inner Metronome
    [+Def or SpAtk]
    Prerequisites: Slow or Steady & Musical Ability
    Static
    Effect: You gain the Own Tempo Ability.
    Special: You may Mark enemies with Dirges.
      Reverberations
    [+Def or SpAtk]
    Prerequisites: Stalwart Bastion & Mt. Moon Blues
    EOT - Free Action
    Trigger: You use a Move with the Sonic keyword.
    Effect: You may use a Song that only affects allies who are cardinally adjacent to you and pay 0 AP for it.
      Battle Cry
    [+Def or SpAtk]
    Prerequisites: Shield Bearer & Cacophony
    Scene - Standard Action
    Effect: You let loose with a war cry that is Burst 4, Sonic and clears Allies in the Area of Effect from Volatile Afflictions.
    Special: When activating Shield Bearer, you may transfer any bonuses you have from Songs to your Ally.
      Deafen
    [+Def or SpAtk]
    Prerequisites: Wall of Iron & Noise Complaint
    1 AP - Free Action
    Trigger: Dirge
    Effect: All Marked Enemies in the Area of Effect are Confused and Disabled.
      Sonic Blade
    [+Def or SpAtk]
    Prerequisites: Guardian’s Punishment & Voice Lessons
    Static
    Trigger: You target a Marked Foe with a Move with the Sonic keyword.
    Effect: The target takes Special Normal-Type damage equal to the user’s Defense score. This effect functions independently of whether or not the Move hits its target.
    Special: Your Weapon Moves gain the Sonic keyword.
      Warrior’s Poetry
    [+Def or SpAtk]
    Prerequisites: Unstoppable Will & Power Chord
    At-Will - Free Action
    Trigger: You play a Song or Dirge
    Effect: You may play a Song or Dirge, whichever you are not playing.
      Trapper (Capture Specialist + Hunter)
    Trapper (Capture Specialist + Hunter)
    [Adv. Class][+Speed]
    Prerequisites: Hunter & Capture Specialist
    Static
    Effect: You may subtract 5 from Capture Rolls made against Flinched, Sleeping, Stuck, Slowed, Trapped, or Tripped targets.
      Coordinated Capture
    [+Speed]
    Prerequisites: Pack Tactics & Advanced Capture Techniques 1
    1 AP - Standard Action, Interrupt
    Trigger: Your Pokemon with Teamwork or Pack Hunt hits a wild Pokemon with a Struggle Attack.
    Effect: You immediately throw a Poke Ball and subtract 10 from the Capture Roll.
      Flush Out
    [+Speed]
    Prerequisites: Surprise! & Advanced Capture Techniques 2
    1 AP - Shift Action, Interrupt
    Trigger: Your Pokemon with Teamwork or Pack Hunt hits a wild Pokemon with a Struggle Attack.
    Effect: The target Shifts away from your Pokemon using their highest usable movement capability, towards a safe place if possible, as if affected by the move Roar. Once it is done Shifting, it becomes Tripped until the beginning of its next turn. You may only use Flush Out on the same target once per Scene.
      Follow Up
    [+Speed]
    Prerequisites: Hunter's Reflexes & Captured Momentum
    1 AP - Swift Action
    Trigger: You successfully Capture a Pokemon
    Effect: Your Pokemon immediately Shifts as if it were Slowed as a Free Action.
      Trapper's Delight
    [+Speed]
    Prerequisites: Finisher & Advanced Capture Techniques 3
    At-Will - Extended Action
    Cost: $125 & 1 Bait
    Effect: You create a Smelly Bait. This works like Bait, except you add +4 to your 1d20 rolls to lure Pokemon. If thrown at a Wild Pokemon as a Standard Action, the wild Pokemon must pass a Focus DC 17 roll or give up its next Standard Action to eat the food.
    Special: You and your Pokemon with Pack Hunt or Teamwork deal +5 damage with Attacks of Opportunity.
      NOT AGAIN!
    [+Speed]
    Prerequisites: Don't Look Away & Gotta Catch 'Em All
    2 AP - Full Action, Priority (Advanced)
    Trigger: You fail a Capture Roll
    Effect: You, your Pokemon, and one ally may Shift until they are adjacent to the target, and you use the move Beat Up as if it were on your Move List. This consumes your Pokemon and ally's Shift Actions on their next turn.
      Patient Lurkers
    [+Speed]
    Prerequisites: Pack Master & Advanced Capture Techniques 4
    Static
    Effect: You and your Pokemon with Teamwork or Pack Hunt gain the Stealth Capability.
     

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