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McClane
Captain

PostPosted: Sat Jan 01, 2011 1:43 pm


Abilities are special features that Pokemon have, giving them some sort of positive or negative bonus. Every Pokemon will start with one ability. Pokemon will have their ability randomly selected from a short list that is unique to every species. Each ability will have a Cast Rate. This determines how often the Pokemon is able to use the ability. The list of Cast Rate is as follows,

Cast Rates
Daily: The ability may be used once per roleplay day.
Hourly: The ability may be used once per battle or once per roleplay hour.
Trigger: The ability activates under certain conditions. The conditions will be specified in the Effects section of the Ability.
Constant: The ability is always active.

The following section defines a few keywords related to the abilities and the section after that lists and defnines all of the abilities.
PostPosted: Sat Jan 01, 2011 1:47 pm


Ability Keywords


Immune
Abilities with the keyword Immune cannot be affected by a certain status effect. This is described per Move. Immune Abilties are usually Constant.

Last Chance
Abilities with the keyword Last Chance trigger when the pokemon’s HP has been lowered to 1/3 of their full HP or less. When activated, one elemental Type, defined per Ability, receives a boost for Moves performed by the pokemon with the Last Chance Ability. All Moves that are the Type defined in the Ability receive x1.5 bonus when dealing damage. This multiplier is included during damage calculation after weakness and resistance, but before defenses.

Overworld
This keyword means that the ability may be used outside of battle. The effects will be described within the ability.

Pickup
The Ability with the Keyword Pickup is Pickup. When Pickup is used, you might find an item on the ground. The GM decides what the item is; the roll determines what kind of items it is.
Roll Item Type Other
1-5 None You find nothing
6-8 Battle Enhancers One X Attack, or X Defense, Etc.
9-10 Berries Any Berry
11-12 Poke Ball Any Poke Ball
13-16 Status/Healing Any Status healing item or HP healing item
17 Evolutionary Stones Any Evolutionary Stone
18 Performance Enhancers Any Vitamin
19 Hold Item Any Hold Item
20 TM Any TM

Sustain
Abilities with the keyword Sustain have their effects last as long as the user wants them to. Usually the pokemon must remain out to Sustain the Ability. The requirements of Sustaining an effect, if any, are defined per Ability.

McClane
Captain


McClane
Captain

PostPosted: Sat Jan 01, 2011 1:48 pm


A


Adaptability
The pokemon is used to their Moves; everything they perform that is aligned with their elemental type comes naturally, increasing the punishment they can inflict on their foes.
Constant
Effect:
When using Moves that deal damage and are the same elemental Type as the pokemon with Adaptability, roll 2 STAB dice instead of 1.

Aftermath
When finished off by an attack, the pokemon lets out a burst of wind that curses those too near to the felled pokemon.
Trigger
Effect: Burst
When the pokemon is reduced to 0 HP or less, they create a 5-meter Burst. Everything in the Burst loses ¼ of their full HP. Do not apply weakness or resistance. Do not apply stats.

Air Lock
The pokemon settles the area’s weather; nothing can change the weather as long as the pokemon wills it.
Cast – Hourly
Effect: Sustain
The weather is set to normal as long as the pokemon with Air Lock wants it to remain that way.

Anger Point
When the pokemon is hit by a life-threatening attack, they focus all of their pain into anger and become insanely powerful in doing so.
Trigger
Effect:
When a Critical Hit hits the pokemon, raise their Attack 6 Combat Stages.

Anticipation
The pokemon knows its worst threats and can tell by looking at another pokemon when that pokemon possesses them. With this knowledge in hand, the pokemon takes extra care to avoid the attacks by reading them when the foe begins to use them.
Cast – Hourly
Effect:
During an encounter you may target a pokemon. Roll 1d20; on roll, the target reveals if they have any Moves that are Super-Effective against the pokemon with Anticipation; on 11 or better, the target reveals up to 3 moves that are Super-Effective against the pokemon with Anticipation; on 16 or better, the target reveals up to 5 moves that are Super-Effective against the pokemon with Anticipation and all of those Moves must roll +1 during Accuracy Check to hit the pokemon with Anticipation.

Arena Trap
The pokemon can throw up a wall of sand trapping everything in an encounter with it, until it dismisses the trap.
Cast – Daily
Effect:
A large wall of sand, 10-meters high surrounds the encounter. The diameter of the Arena Trap must be at least 10-meters but cannot be greater then 40-meters. There must be sufficient ground around to manipulate or the Ability cannot be used. The walls are constantly shifting making it impossible to climb. If a section of the wall is destroyed, it immediately restores itself. If the caster is felled or returned to a Poke Ball, the Arena Trap falls.
PostPosted: Sat Jan 01, 2011 3:52 pm


B


Bad Dreams
The pokemon leaks soul-stealing nightmares into those who are sleeping around it whether they want to or not.
Constant
Effect:
Anything sleeping within 30-meters of the pokemon with Bad Dreams lose 1/8th of their full HP at the beginning of each round.

Battle Armor
The pokemon has such thick plating on its body it is actually unable to be hit in any vital areas.
Constant
Effect: Immune
Critical Hits

Blaze
In a desperate final tactic, the pokemon engulfs themselves in flame, raising their firepower.
Trigger
Effect: Last Chance
Fire

McClane
Captain


McClane
Captain

PostPosted: Sat Jan 01, 2011 5:32 pm


C


Chlorophyll
While the sun shines brightly, the user benefits from its plant-like body and greatly increases their speed.
Trigger - Hourly
Effect:
While Sunny, the Speed stat of the pokemon is doubled.

Clear Body
The pokemon’s body makes them immune to the reduction of power, this is most likely because their body is unnatural and at times, see-through.
Constant
Effect:
The pokemon’s Combat Stages may not be lowered by the effect of Abilities or Moves. Status effects may still alter their Combat Stages.

Cloud Nine
The user snaps the effect of whatever weather causing pokemon or move is altering the field of battle, returning the field to a dreamy state.
Cast – Hourly
Effect:
Return the Weather of the field to Normal if the pokemon with Cloud Nine is a higher level then the pokemon who caused the weather effect.

Color Change
In order to continuously appear camouflaged, the pokemon alters their body in various ways when attacked, to blend with its surroundings and with the attacks it is targeted with.
Trigger
Effect:
Whenever the pokemon is hit by a damage-dealing Move, the pokemon with Color Change will have its Type changed to the same Type as that of the Move it was damaged by.

Compound Eyes
The user’s eyes can focus at unusual levels of function to improve their accuracy and ability to follow their foes.
Cast - Daily
Effect: Sustain
When rolling during accuracy check, the user’s Moves need -6 to hit. A roll of 1 during Accuracy Check always misses. To Sustain, the user must remain out of their Poke Ball.
Overworld - Cast - Daily
At the beginning of a wild encounter, roll 1d20. On a roll above 5, one of the wild foes will have a held item. The higher the roll, the more rare the item is that is held by the wild foe.

Cute Charm
When impacted by a foe’s attack the pokemon stares into their eyes with intoxicating looks that cause the attacker to fall in love.
Trigger - Daily
Effect:
When an opposite gendered foe attacks the pokemon with Cute Charm, they become Infatuated after damaged is dealt.
Overworld - Cast - Hourly
At the beginning of a wild encounter, roll 1d20. On a roll above 7, at least half of the foes in the encounter are the opposite gender of the pokemon with Cute Charm if they are gendered pokemon.










D


Damp
The user’s presence moistens the area surrounding it, preventing foes from gathering enough hot air required to make an explosion.
Constant
Effect:
The Moves Selfdestruct and Explosion may not be used when a pokemon with Damp is within 20-meters of Selfdestruct or Explosion’s user. The Ability Aftermath may not be activated when a pokemon with Damp is within 20-meters of the pokemon attempting to activate Aftermath. If those Moves or that Ability have been used, the pokemon that used them will have wasted their turn.

Dark Art
After suffering a great deal of damage, the user decides to call upon dark energy to eliminate their foes.
Trigger
Effect: Last Chance
Dark

Dry  Skin
The Pokemon is cursed with dry, cracked skin. They require  moisture  to thrive  while  heat  can  easily  kill them if they are left unchecked.
Constant
Effect: If it is Sunny, the user loses 1/8 of its full HP at the beginning of each round. If it is Rainy, the user gains 1/8 of its full HP at the beginning of each round. Fire Type Moves made towards the pokemon with Dry Skin deal 125% damage. Water Type Moves heal the pokemon with Dry Skin 25% of what the Water Move would have dealt instead of dealing damage.
PostPosted: Sat Jan 01, 2011 6:32 pm


E


Early Bird
When the pokemon falls asleep, they rapidly shake of their grogginess; it is in their nature to not need sleep.
Constant
Effect:
When making Sleep Checks, the Sleep Check counter starts at 11.

Spore
The user stores various deadly spores on its body, each having different affects; when hit the wrong way those spores can rub off onto unwary foes.
Trigger
Effect:
When hit by a melee Move, roll 1d20; on a result of 15-16, the attacker is Poisoned; on a result of 17-18, the attacker is Paralyzed; on a result of 19-20, the attacker falls Asleep.

McClane
Captain


McClane
Captain

PostPosted: Sat Jan 01, 2011 6:45 pm


F


Filter
The user separates as much elemental damage that it can when it is hit by an attack that its defenses are weak against.
Constant
Effect:
When the user is hit by a Super-Effective attack, the attack deals 1.5x damage instead of x2 damage. If the user is hit by a Super-Super-Effective attack, the attack deals x3 damage instead of x4 damage.

Flame Body
The pokemon’s body commonly and unwillingly sparks off flame. When slapped or hit, the body if more likely to release a puff of flame.
Trigger - Daily
Effect:
When a foe hits the pokemon with Flame Body with a melee Move, they become Burned after damage is dealt.
Overworld - Cast - Daily
The pokemon with Flame Body may heat up an egg. Roll 1d20; on a result of 1, the egg is burnt and has 24 hours added to its hatch time; on a result of 2-20, the egg’s hatch time is reduced, in hours, by the number rolled.

Flash Fire
The user needs a small push of fire, when provoked; their body becomes engulfed in an intense flame, which prevents further fire damage.
Trigger
Effect:
After taking damage from a Fire Type Move, the user becomes Immune to the Fire Type and may not be Frozen.

Flower Gift
All allies surrounded by the pokemon share in the user’s joy, as they are all bathed in sunlight and the user releases a sweet pollen that empowers its friends.
Trigger - Hourly
Effect: Burst
If it is Sunny, Flower Gift creates a 4-meter Burst. The user and all of their allies have their Attack raised 2 Combat Stages and have their Special Defense raised 2 Combat Stages.

Focus
As the user runs out of options, they regain their composure and flex out their inner power for a final assault.
Trigger
Effect: Last Chance
Fighting

Forecast
The user’s body is genetically created and alters with the weather, whether it wants to or not.
Trigger
Effect:
The user’s Type changes depending on the weather. It changes to Fire Type if it is Sunny, Ice Type if it is Hailing, Water Type if it is Rainy. It returns to Normal Type if it is any other condition.

Forewarn
The user reads the minds of their foes to reveal the most damaging move the foe conceals.
Cast - Hourly
Effect:
The Move with the highest Damage Dice Roll known by the targeted foe is revealed. If there is a tie, all tied Moves are revealed. The Moves revealed must roll +1 to hit during Accuracy Checks.

Freezing Point
Knowing that their time is near, the user lowers their body temperature below dangerous levels to get an extra push in their ice attacks.
Trigger
Effect: Last Chance
Ice

Frisk
The pokemon quickly pats down the target, checking for a held item.
Cast - Hourly
Effect:
The adjacent target reveals what item they are holding, if any.
PostPosted: Sat Jan 01, 2011 6:53 pm


G


Gluttony
The user can’t help their curse; they must eat every food in their possession, immediately.
Trigger
Effect:
When given a consumable item, the pokemon immediately eats it.

Guts
Despite the fact that the user is afflicted with a hindering status, they gather strength from their pain to punish their enemies.
Trigger - Hourly
Effect:
When Poisoned, Paralyzed, Frozen or put to Sleep, the user’s Attack is raised 2 Combat Stages. When Burned, the user’s Attack is raised 4 Combat Stages. When a pokemon loses the status, their Combat Stages are lowered what they raised.

McClane
Captain


McClane
Captain

PostPosted: Sat Jan 01, 2011 6:55 pm


H


Haunt
The user throws curses that normally are dangerous for the user, but the pokemon doesn’t care; they’re already near death.
Trigger
Effect: Last Chance
Ghost

Heat Proof
The pokemon has a thick layer of armor that reduces the impact of a fire attack.
Constant
Effect:
The user halves the damage they would take from Fire Type Moves after they apply weakness and resistance.

Honey Gather
The user quickly sweeps a tree or a patch of flowers, taking it pollen and quickly changing it into honey.
Cast - Hourly
Effect:
The user finds Honey if they are not holding an item.

Huge Power
The balloon-like body of the pokemon allows it to appear more powerful; it’s not just for appearances, the larger body allows for bigger hits.
Constant
Effect:
The user’s Attack stat is doubled.

Hustle
The user tries to make quick work of its foes by overcompensating its attacks with an absurd amount of flashy poses before each attack.
Cast - Hourly
Effect:
The user’s Attack is raised 2 Combat Stages. The user must roll +4 during Accuracy Checks to hit with attack that consult the Attack stat.

Hydration
Water rejuvenates the pokemon, healing them of any ill status.
Trigger
Effect:
When Rainy, the user is healed of Paralysis, Burns, Poison, Freezing or Sleep.

Hyper Cutter
The pokemon’s claw or jaws are something to be admired, even though they can be improved and empowered, nothing can dull their blades and fangs.
Constant
Effect:
The user’s Attack Combat Stages may not be lowered.
PostPosted: Sat Jan 01, 2011 6:58 pm


I


Ice Body
Ice heals the pokemon, ensuring its survival in the harshest sub-zero temperatures.
Trigger
Effect:
While Hailing, the user gains 1/16 of their full HP at the beginning of each of their turns.

Illuminate
The pokemon’s body glows at night, attracting attention.
Overworld - Cast - Daily
The user attracts a wild Pokemon at night.

Immunity
The pokemon may take hits from deadly venom or inhale the most lethal gases but they will never succumb to poison.
Constant
Effect: Immune
Poisoning

Inner Focus
The pokemon may be distracted, they may be injured, they may even be on their last legs but they will never let an attack cause them to flinch.
Constant
Effect: Immune
Flinching

Insomnia
Both a curse and a blessing, pokemon who are insomniacs cannot sleep.
Constant
Effect: Immune
Sleep

Intimidate
The user lets out a low growl while looking into the eyes of a foe, discouraging a good performance during battle.
Trigger - Hourly
Effect:
At the beginning of an encounter, you may lower a target’s Attack 1 Combat Stage.
Overworld - Cast - Hourly
If a wild encounter is about to begin, roll 1d6 and call the result X. Wild foes must be at most X levels below the pokemon using Intimidate. Wild foes flee if they are too low of a level to meet the requirement.

Iron Fist
The pokemon’s hands are unbreakable and they employ their left and right fists in battle to obliterate foes.
Constant
Effect:
Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Meteor Mash, Shadow Punch, Sucker Punch, Ice Punch, Mega Punch, Sky Uppercut, Thunderpunch, Focus Punch, and Hammer Arm deal an additional 1d20 when the pokemon with Iron Fist uses the Move as an attack.

McClane
Captain


McClane
Captain

PostPosted: Sat Jan 01, 2011 6:59 pm


K


Keen Eye
The pokemon’s eyes are unhindered; nothing can separate their gaze and the target.
Constant
Effect:
The pokemon cannot have its Accuracy Rolls raised by anything except a target’s Defense, Special Defense or Speed.
Overworld - Cast - Hourly
If a wild encounter is about to begin, roll 1d6 and call the result X. Wild foes must be at most X levels below the pokemon using Keen Eye. Wild foes flee if they are too low of a level to meet the requirement.

Klutz
The pokemon is cursed with slippery hands; nothing they hold onto stays there for longer then a few seconds.
Constant
Effect:
The pokemon with Klutz may not hold items. If they try to hold anything, they’ll drop it immediately.
PostPosted: Sat Jan 01, 2011 7:02 pm


L


Landslide
A high-risk tactic covers the pokemon with a thick layer of dirt to deal more earth damage, the reckless idea only employed when the pokemon is in danger of losing anyway.
Trigger
Effect: Last Chance
Ground

Last Chance
The pokemon only has a few more tries to make the foe feel what they’ve felt; it’s time to make it count!
Trigger
Effect: Last Chance
Normal

Leaf Guard
By absorbing sunlight and photosynthesizing, the pokemon cures themselves of any ill status.
Trigger
Effect:
When Sunny, the user is healed of Paralysis, Burns, Poison, Freezing or Sleep.

Levitate
The user, by psychic, mystical or natural means, can fly and lift themselves off the ground.
Constant
Effect:
The pokemon is immune to Ground Type Moves.

Lightning Rod
The user has an odd protruding part of their body that magnetically attracts electric discharges.
Constant
Effect:
If any pokemon within 25-meters uses a Ranged Electric Type Move, the Move is drawn to the pokemon with Lightning Rod without fail, and it cannot miss. This negates Lock-On or Mind Reader.

Limber
The pokemon is naturally flexible and kind finds ways to move even if other parts of its body experiences paralyzation.
Constant
Effect: Immune
Paralysis

Liquid Ooze
The pokemon’s life force and blood is made up of poisonous chemicals; the unwary would-be life drainer is in for a nasty surprise.
Constant
Effect:
When the pokemon with Liquid Ooze is damaged or looses life as a result of Absorb, Drain Punch, Giga Drain, Leech Life, Mega Drain or Leech Seed, the pokemon using one of the above Moves lose life instead of gaining life as described per Move. Do not apply weakness or resistance. Do not apply stats.

McClane
Captain


McClane
Captain

PostPosted: Sat Jan 01, 2011 7:08 pm


M


Mach Speed
The pokemon begin to fly at dangerous speeds to inflict more damage, neglecting their safety since they’re already about to pass out.
Trigger
Effect: Last Chance
Flying

Magic Guard
A mystical coat of glowing runes covers the user so their abilities and status cannot be altered, until the coat is broken through first.
Cast – Hourly
Effect:
For the remainder of the encounter, Moves that cannot deal damage cannot affect Magic Guard’s user.

Magma Armor
The pokemon’s body temperature is above ice’s melting point; they can’t be frozen.
Constant
Effect: Immune
Freezing.

Magnet Pull
The pokemon begins to generate a magnetic field that controls the movement of near by Steel pokemon.
Cast - Hourly
Effect:
Target Steel Type pokemon may not move more then 20-meters away from the user, or target Steel Type pokemon may not move closer then 20-meters to the user.
Overworld - Cast - Daily
Roll 1d20; on 1-5, nothing happens; on 6-20, a Steel Type pokemon is drawn towards the user, within reason.

Marvel Scale
When the pokemon is weak, their body’s scales tighten up to protect themselves from further damage.
Trigger - Hourly
Effect:
When Asleep, Paralyzed, Burned, Frozen or Poisoned, Marvel Scale raises the user’s Special Defense 2 Combat Stages and raises the user’s Defense 2 Combat Stages. The Combat Stages return to normal if the user is cured of their status affliction.

Mind Mold
Seeing no other option, the user links minds with their foes to deal greater psionic damage; a high risk tactic with impressive results.
Trigger
Effect: Last Chance
Psychic

Minus
A negative charge is sent throughout the field, it empowers those who have a positive field in their body.
Constant
Effect:
When an ally with the Ability Plus uses an attack that consults their Special Attack multiply the damage by x1.5 after applying weakness and resistance but before the target applies stats.

Mold Breaker
The pokemon throws a curse that disables their natural talents.
Cast - Hourly
Effect:
The target’s Ability is disabled, it cannot be used until the end of the encounter.

Motor Drive
The pokemon’s heart is like a battery-charged machine; each shock increases the output; each shock empowers the pokemon.
Constant
Effect:
The pokemon is immune to damage and the effects of Electric Type Moves. Whenever an Electric Type Move hits the pokemon, raise their Speed 1 Combat Stage.

Mountain Peak
The user’s true power is revealed in their rage; the more they were hurt, the more they will return the favor.
Trigger
Effect: Last Chance
Rock

Multitype
Arceus can change its elemental alliance at will.
Cast
Effect:
Arceus changes its Elemental Type to any of the Elemental Types. Multitype cannot be copied or disabled.
PostPosted: Sat Jan 01, 2011 7:09 pm


N


Natural Cure
When energized by a Poke Ball, forcing an illness’ negative energy away from their body can eliminate the pokemon’s ill status.
Cast - Hourly
Effect:
The pokemon is cured of Paralysis, Poisoning, Burns, Freezing and Sleep when returned to its Poke Ball.

No Guard
The pokemon places a spell over the field of battle that increases the aim of every attack; nothing attempted by any fighter on the field fails.
Cast - Daily
Effect:
For the next 5 minutes, all Moves cannot miss.

Normalize
The pokemon’s attacks cannot find any elemental bond with anything; their attacks bond with plainness, simplifying the attack’s nature.
Constant
Effect:
All Moves performed by the pokemon are considered Normal Type instead of whatever Type they normally are.

McClane
Captain


McClane
Captain

PostPosted: Sat Jan 01, 2011 7:38 pm


O


Oblivious
The pokemon has no interest in mates; as a result they cannot be infatuated.
Constant
Effect: Immune
Infatuation.
Overworld - Constant
Pokemon with the Oblivious Ability cannot breed.

Overcharge
The pokemon generates dangerous levels of electricity abandoning safety; it’s already about to go down.
Trigger
Effect: Last Chance
Electric

Overgrow
From the cuts and bruises that cover the pokemon, leaves and vines grow to improve offensive capability; a defense mechanism for a last ditch effort.
Trigger
Effect: Last Chance
Grass

Own Tempo
The pokemon is odd; confusion isn’t out of the ordinary for it.
Constant
Effect: Immune
Confusion
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