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Marsh's GM Sanctum 2

This version was saved 7 years, 7 months ago View current version     Page history
Saved by Marshmallow
on September 1, 2016 at 12:26:18 pm
 

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Secret Styles

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A Secret Style is a style that is only partially playtested and may be unbalanced or kinda wonky. A player may use one of these for one of their Pokemon's Moves by 1.) finding this page and 2.) receiving GM permission.

 

Cowering

The User chooses an Ally in the same Arena. All attacks that would Target the User instead attack that Ally until the end of their next turn.

[Status] - All attacks that would Target the User instead attack the chosen Ally until they are no longer in the same Arena.

Punishing

Deals 1 extra point of Stamina Damage for each Boosted point in the Target's Stats.

Pilfering

The User may grab an item the Target is holding as a part of this Move.

Focus

The next Move the User uses is treated as if the attacking Stat was at +2.

[Status] -The next Move the User uses is treated as if the attacking Stat was at +4. 

Reserve

If the next Move the User uses is the same Type as this Move, increase Stamina damage dealt by that Move by +1.

[Status] - If the next Move the User uses is the same Type as this Move, double Stamina damage dealt.

Random

The User chooses one aspect of this Move (Category,Type, or Style). The other two are randomly rolled.

Ex. The User uses a Random Move and Chooses it to be the Fire Type. The Category is rolled as Special and the Style is rolled as Trapping. The User uses "Fire Spin".

Hazardous

 The User's current Arena becomes Hazardous until the end of their next turn, dealing 1 point of Stamina Damage to Pokemon that enter it. The Move may also have a Type selected when this Style is chosen. Pokemon of that Type, or who Resist Damage of that Type, take no damage. Pokemon who are Weak to that Type take 2 Damage.

[Status] - The Arena remains Hazardous until the User leaves that Arena. 

 

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Secret Abilities

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These abilities are probably not balanced at all. Oh well!

 

Ancient Power - This Pokemon knows all possible Rock and Psychic Moves.

Contrary - When this Pokemon has damaged stats, calculate the effect as though they were instead boosted an equal amount. ie. If their Defense is at -2, calculate Physical damage as though it was at +2. If their HP is at -1, give them +2 Max Stamina as though their HP was at +1.

Lone Wolf - When this Pokemon has no allies in the same Arena, decrease all Stamina Damage they take by 1.

Oddball - When this Pokemon would take an even amount of Stamina Damage, decrease it by 1. When this Pokemon would deal an even amount of Stamina Damage, increase it by 1.

Retaliation - When an ally of this Pokemon faints, this Pokemon immediately benefits from the Focus Style on their next turn (Their next attack is performed as though the primary stat was +4). This Pokemon does not need to be active to gain this benefit.

UncontrollableAny time this Pokemon is given orders, the Trainer must spend 1 Voltage or Network Token, or their instructions are ignored/creatively interpreted. Trainer Exp cannot be spent on this Pokemon.

 

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Signature Moves

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A Signature Move is a special, powerful Move that is roughly on par with a Pokemon Ability (in that it grants something similar to the effect of two turns in only one turn). This rule is highly experimental and should be approached with caution until further notice.

 

A Pokemon may learn a Signature Move for 5 Exp. In its most basic form, a Signature Move is a rare Move that combines a Category and Type with two different Styles. A GM intending to use these should strongly consider a limiting factor like requiring a trainer to spend a Voltage token in order to activate the Move, as well as perhaps only allowing a Pokemon to have learned a single Signature Move at one time.

 

Signature Moves, instead of using two Styles, may instead incorporate a single custom Style that is particularly strong in its effect. I'll work on coming up with some of these whenever they become relevant, I guess.

 

EXAMPLES

Spore [Status/Grass/Harass (Sp) & Harass (HP)]

This Signature Move costs 1 Voltage to activate. Releasing soporative spores, the User deeply hampers an opponent's ability to keep fighting.

 

Fire Blast [Special/Fire/Powerful & Finisher]

This Signature Move costs 1 Voltage to activate. The User creates a devastating blast of flame, simultaneously blowing the target away and tearing through their crippled defenses.

 

Volt Tackle [Physical/Electric/Mobile & Boosting (At)]

This Signature Move costs 1 Voltage to activate. The User charges at, or past, its opponent at high speed, charging itself with static electricity as it delivers a painful jolt.

 

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My character

 

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Name: Phil O'Patyr

Class: Ace Trainer

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Physique: 1

Knowledge: 2

Mobility: 0

Network: 0

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Voltage: 3

Support:

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Ambitions:

Harsh Trainer

This Trainer pushes their Pokemon to their limits, trusting that in pain, there's gain.

- Gain 1 Exp when your Pokemon faints in battle

- Gain 2 Exp when your Pokemon faints as a result of a training session

- Gain 5 Exp when your Pokemon snaps as a result of your training

- Buyoff: Surrender before all your Pokemon are knocked out.

Trainer Exp: 0

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Name: Shillelagh

Species: Cubone

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Type: Ground/Fighting

Exp: 0/15

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Loyalty: Friendly

Demeanor: Serious

Need: Discipline (Orders, structure, hierarchy)

Quirk: Natural Leader

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Weak: Fairy, Psychic, Water

Resist: Bug, Dark, Dragon, Electric, Poison

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Moves:

Bone Club [Ground/Phys/Boosting(At)]

Drain Punch [Fighting/Phys/Recovering]

Bulk Up [Fighting/Status/Refreshing]

Leer [Normal/Status/Harassing (Df)]

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Stamina: 7

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HP - 3 At - 2 Df - 2

Sp - 1SA - 2 SD - 2

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Assists: [Power 1], [Intuit 1], [Run 1], [Burrow 1], [Crush 1]

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