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continued feat list 1

IHihavemorestuff•Created August 27, 2023
continued feat list 1
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Weapon: cost-5, prerequisites-none description: you may use your action to equip or doff a weapon chosen when you take this feat. these weapons affect your standard attacks heavy weapon: add your base strength (without boosts) an additional time to the damage of your standard attacks (if you have mental weapon, you may use your will) mental weapon: add your will to your damage instead of strength reach weapon: increase the range of your standard attack by 1 distance level flinging weapon: when you decrease a target's hp with the attack, they are moved 3 distance levels away from you defensive weapon: allows you to add your base strength(not including boosts) to your armor class, or your will if you have mental weapon item feats can be taken multiple times, this one specifically can be used to create a new item or add effects to your current item Flexible Charge: cost-3, prerequisites-a charge move description: when you charge a move, you can expend your charge with any move to add 7 to the power of the move teleportation master: cost-5, prerequisites-teleport description: you can teleport single parts of your body to attack, you can use the move teleport to use a different action from a place within your teleport range without moving (ex: you use teleport to grab a doughnut 5 distance levels away from you) teleportation fighting: cost-3 prerequisites-teleportation master, at least 5 will description: you are able to teleport inside of things and reflect enemy attacks, when attacking using teleportation master, you may add your will to the damage. if you use teleport on your turn, add your will to your armor class if an opponent uses a move on you and it fails to deal damage, you may reflect the move and damage on the original user gay: cost-0, prerequisites-none you can only be infatuated by those of the same gender as you blind: cost- -10, prerequisites-none you cannot perceive opponents with sight keen senses: cost-3, prerequisites-the sense you want to amplify description: this feat allows you to use one of your senses to see your environment without needing your eyes, however, your sense can be blinded by one move type, and another type is invisible to the sense. Smell-blinded by poison, evaded by ice Hearing-blinded by fighting, evaded by ghost touch-blinded by ground, evaded by flying electroreception-blinded by electric, evaded by ground you can take this feat multiple times aura sense: cost-5, prerequisites-aura sphere or riolu/lucario description: you can sense the aura of those within a number of distance levels equal to your will, you can tell what color of aura they are, you can recognize the distinct aura of those in 0 distance levels from you Zeal: cost-1, prerequisites-light Pokemon, intense hatred of dark pokemon description: you gain +1 to your AC and damage against dark Pokemon fewer moves: cost-varies, prerequisites-none description: you have fewer moves than other pokemon, with the maximum in POTHS being 7 moves, taking fewer moves allows you more points to spend elsewhere- 1 less move- +1 points 2 less moves- +2 points 3 less moves- +3 points 4 less moves- +5 points 5 less moves- +7 points 6 less moves- +10 points Blinding attack: cost-6, prerequisites-a move that uses some kind of fine powder or bright light to attack Description: if one of the moves stated in the prerequisites beats the target's AC, the target is blinded for their next turn cosmic fury: cost-4, prerequisites-cosmic power, at least 3 will description: when you use the move "cosmic power," your will increases by 1 stage as well as the normal stat changes thunder armor: cost-5, prerequisites-thunder description: you can use an action to use thunder to add your will to your armor class until the end of your next turn, you can do this multiple times in a turn Sharpshooter: cost-5, prerequisites-a move with at least 1 range description: all moves with at least 1 range has its range increased by 2 Shadow sniper: cost-4, prerequisites-must be a dark Pokemon description: when you use a move, you can use 2 extra stamina points to launch it through the dark realm, increasing its range by your movement speed Shadow dancer: cost-4, prerequisites-must be a dark pokemon description: when you make a move action, you may use 2 stamina points to move double your move speed by walking through the dark realm swift reflexes: cost-5, prerequisites-a protect-like move is known description: you can use protect-like moves retroactively for double their PP cost. (ex, steve deals 20 damage to tom's hp, tom next turn uses protect retroactively to not have taken the 20 damage) you cannot use retroactive abilities for the first two rounds if you go first. using a protect-like move in this way doesn't activate its secondary effect

Description

move and ability rulings long reach: increase range of all moves by 1 and allows you to use your will to calculate the damage of contact moves evasion weather abilities: +2 armor class in the weather in question multi hit moves: triple base power if no modifiers are in play, quadruple with loaded dice, quintuple with skill link. (ex: icicle spear is 8 bp with no mods, 10 with loaded dice, and 13 with skill link) charge/recharge moves: when using a move with a recharge effect, you must use an action to recharge in order to use moves again, you can still take other actions while having to recharge, but to use moves, you must recharge. the charge from charge moves can be held, but you cannot use moves while a charge is held until it is released, (ex: your target is out of range of your solar beam and you have one action left, so you charge solar beam, next turn, you move toward the opponent and unleash solar beam) teleport/phantom force: use an action to move a number of distance levels equal to your will, you can use more actions to increase the range by your will, if you teleport directly next to someone with phantom force, you can make the attack that corresponds to phantom force magician/thief/covet: when you decrease the target's health with a contact move, you steal an item of your choice from the target secondary effects: if you deal a certain amount of damage to a target, a secondary effect will proc. if the effect has a 10% chance to trigger, you must do 10 damage to the target's health, 20% chance is 5 damage, 30%-40% is 3 damage, past that point is 2 damage, and 100% is 1 damage status effects: burn:your strength is lowered by 1 stage at the end of each of your turns freeze: you lose 2 actions on your turn for 3 turns or until a fire type move is used near you poison:stamina drains by 3 at the end of each of your turns paralyze: you lose 1 action each turn until you are no longer paralyzed confusion: your moves and actions cost double stamina infatuation: you must use 1 action to move toward the object of your infatuation reversal and flail: at above half health, power is 2, below that but higher than a quarter health is 8 below that is 10, and 1 hp is 20 future sight: when you use future sight, it acts as if you used it on your next turn, while it is active, you gain a +2 bonus to AC physical moves have a base range of 0 unless stated otherwise special moves have a range of 1 by default, except for the following: spirit shackle (3) snipe shot (5) moves affected by bulletproof (2) (physical and special) petal dance (0) trump card (0) wring out (0) grass knot (0) draining kiss (0) infestation (0) self destruct (3) explosion (4) earthquake (2) pay day (1) fling (1) pin missile (2) trapping moves: trapping moves prevent someone from using the move action if they would damage hp, if the move doesn't do damage, still calculate damage, if the move would do damage to hp, it traps the target for 1 turn. mean look is special and block is physical for the purposes of the damage calculation perception: the default perceptive ability is sight, if you cannot perceive your enemy, you cannot add your mobility to AC against their attacks, the opponent may add double their mobility to AC when you attack weak armor: this only activates if you lose hp weather effects: these are the rules regarding weather effects in this system rain: water attacks boosted by 6, fire attacks nerfed by 6, ice type moves have +1 range sun: fire attacks boosted by 6, water attacks nerfed by 6, flying type Pokémon have their speed is boosted by 1 sand: rock types gain a +1 to durability, at the start of your turn, your vision is blinded, you lose 1 stamina if you are not a steel, rock, or ground type or have a sandstorm based ability snow: ice types gain a +5 bonus to durability. every pokemon who is not an ice or fire type or has no snow based ability has its speed decreased by 1 speed boosting abilities: abilities that increase speed under certain conditions increase your mobility by 5, these are not stat boots protect-like moves: these moves increase your AC by 20 when used and are not treated as priority moves, only one of these moves can be used per round powerup boosting: you can use 3 actions to use 1 boosting move with the potency of 2, (ex- you use swords dance with powerup boosting to increase your strength by 4 instead of 2) endure rules: you can use 1 stamina to endure a hit, you take a -3 penalty to your armor class when you do this, in exchange, you will survive on 1 hp until the start of your next turn, you cannot regain stamina while this move is active

Project Details

Project ID886464469
CreatedAugust 27, 2023
Last ModifiedSeptember 13, 2023
SharedAugust 27, 2023
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CommentsAllowed