Pokemon Hunter - D&d Style Character Sheet Page 9

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Trace
When you Attack a pokémon, this
successful, burn the target.
is replaced with their ability.
Water
Remains until end of conflict.
[Fairy, Psychic]
Clamp
Succeed with Style: trap target
Vital Spirit
Immunity to sleep status
Water Pulse Succeed with Style: confuse target
Wonder
Only super-effective and ultra-
Withdraw
Advantage roll. If successful, +1
Guard
effective moves will hit. They are
(sp)
bonus to Defense rolls for 5
guaranteed to hit, at a minimum
rounds.
of 1 stress.
Electric
[Only works for armor of a single type]
Spark
Succeed with Style: paralyze
Moves
target
Thunder
-2 to Attack rolls. If an Attack
Pokémon has quite a large number of
lands, deal +2 points of stress.
moves. Each pokémon has a group of moves they
Ignore the penalty in rain, but -4
learn, plus the shared group of TMs. Hunters
in sun.
ideally have access to just about all of them. And
since everything is normalized by going through
Charge (sp) Advantage roll. Apply the margin
the same roll system, the number of viable
of success to next electric attack.
options is much, much larger than even in the
Grass
games.
This is the part where there is a lot more
Petal
P
Hit all targets in Close range
for you to adapt from the source material, should
Blizzard /
H
User attacks for 2 turns with +1
you choose to. Listed here are three moves for
Petal Dance
bonus to the Attack roll.
each type; they generally correspond to a
Become confused afterward.
physical, “magical,” and a special move.
Giga Drain Succeed with Style: recover a
Moves marked with (sp) are special
stress box of a number up to the
abilities. These are the kinds of moves you put in
margin of success, minus two.
your talisman rather than your weapon.
This should hopefully provide abundant
Aroma-
Overcome roll. For each success,
examples of how to quickly adapt any further
therapy (sp)
remove a status from an ally or
moves.
self.
Ice
Normal
Avalanche
+2 to Attack if you just took
Slash
If the dice come up +2 or more
damage.
before any modifiers, double the
Ice Beam
Succeed with Style: freeze
damage dealt.
opponent
Round
For ally that used this move
Mist (sp)
All active bonuses and penalties
previously in the same turn, +1 to
on rolls are gone.
Attack roll
Fighting
Refresh (sp) Make an Overcome roll to cure all
status effects on yourself.
Double
Attack twice in one turn at -2
Kick
penalty
Fire
Aura Sphere Target uses Overcome instead of
Flame
Move to Close range to the target.
Defend against this move
Charge
Counter (sp) Instead of Attacking, lose turn. If
Ember
Succeed with Style: burn target
attacked, use Overcome instead of
Will-O-
Make an Advantage roll against
Defense. If you match or beat the
Wisp (sp)
the target's Overcome roll. If

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