Post by Robot on Feb 6, 2017 0:30:37 GMT
Cheerleader
[Class]
Prerequisites: Inspired Training, Novice Charm
At-Will Swift Action Interrupt
Trigger: An Ally KOs an Opponent or Staggers a Boss.
Effect: That Ally benefits from your Inspired Order until the beginning of their next turn and may immediately take a move action as though slowed.
Mechanic: Cheerleader's Features are centered on providing encouragement to allies when they are getting ahead or falling behind. It is easiest to be a bright and shining star when you have the lead, but the underdogs always have someone cheering them on too. Cheerleader is focused on having Pokemon with 'Cheer Squad' Abilities. These Abilities are (and can be expanded upon); Aroma Veil, Celebrate, Confidence, Flower Gift, Friend Guard, Helper, Pack Hunt, Rally, Teamwork, Type Aura, and Victory Star.
Cheer Brigade
Prerequisites: Cheerleader
At-Will Extended Action
Effect: Your Pokemon loses 2 Tutor Points and gains the Friend Guard or Confidence Abilities. Cheer Brigade may only target a Pokemon once.
Cheer Practice [Ranked 2]
Rank 1 Prerequisites: Cheerleader, A Pokemon with a 'Cheer Squad' Ability, Novice Charm.
Rank 2 Prerequisites: Cheerleader, A Pokemon with a 'Cheer Squad' Ability, Expert Charm.
1 AP - Free Action
Effect: Your Pokemon with a 'Cheer Squad' Ability may activate Cheer Practice as a Standard Action to perform one of the following Moves as though it were on their Move List. They must still follow frequency limits as usual for these Moves.
Rank 1: After You, Helping Hand
Rank 2: Follow Me, Encore
Inspirational Support
Prerequisites: Cheer Brigade, Adept Charm
At-Will - 1 AP, Standard Action
Effect: Improves Your Pokemon's Cheer Practice Moves in the following ways.
After You: Increases the target's Initiative by Cheerleader's Charm Rank. This bonus replaces (does not stack with) itself.
Helping Hand: May be applied to two targets simultaneously.
Follow Me: Pokemon may opt to use Follow Me as a Blast 4, Cone 4, Line 6, or Ranged 5, 3 Targets.
Encore: May choose the status result on the 1d6.
Go, Fight, Win!
Prerequisites: 4 Cheerleader Features, Master Charm
At-Will Shift + Swift Action Interrupt
Trigger: An Ally is KO'd, or an Ally KO's an Opponent (As Cheerleader Base Feature.)
Effect
If Go, Fight, Win! is triggered by an Ally fainting an enemy, that Ally benefits from your Inspired Orders until the beginning of their next turn and may immediately take a move action as though slowed.
They also gain +1 Combat Stage in a stat of your choice.
If Go, Fight, Win! is triggered by an Ally fainting, refresh the frequency of one of your Pokemon's Scene Cheer Squad Abilities. If the Cheer Squad ability is a static radius, increase that radius by 1 instead.
Go, Fight, Win! May only refresh An Ability Per Pokemon Per Scene.
[Class]
Prerequisites: Inspired Training, Novice Charm
At-Will Swift Action Interrupt
Trigger: An Ally KOs an Opponent or Staggers a Boss.
Effect: That Ally benefits from your Inspired Order until the beginning of their next turn and may immediately take a move action as though slowed.
Mechanic: Cheerleader's Features are centered on providing encouragement to allies when they are getting ahead or falling behind. It is easiest to be a bright and shining star when you have the lead, but the underdogs always have someone cheering them on too. Cheerleader is focused on having Pokemon with 'Cheer Squad' Abilities. These Abilities are (and can be expanded upon); Aroma Veil, Celebrate, Confidence, Flower Gift, Friend Guard, Helper, Pack Hunt, Rally, Teamwork, Type Aura, and Victory Star.
Cheer Brigade
Prerequisites: Cheerleader
At-Will Extended Action
Effect: Your Pokemon loses 2 Tutor Points and gains the Friend Guard or Confidence Abilities. Cheer Brigade may only target a Pokemon once.
Cheer Practice [Ranked 2]
Rank 1 Prerequisites: Cheerleader, A Pokemon with a 'Cheer Squad' Ability, Novice Charm.
Rank 2 Prerequisites: Cheerleader, A Pokemon with a 'Cheer Squad' Ability, Expert Charm.
1 AP - Free Action
Effect: Your Pokemon with a 'Cheer Squad' Ability may activate Cheer Practice as a Standard Action to perform one of the following Moves as though it were on their Move List. They must still follow frequency limits as usual for these Moves.
Rank 1: After You, Helping Hand
Rank 2: Follow Me, Encore
Inspirational Support
Prerequisites: Cheer Brigade, Adept Charm
At-Will - 1 AP, Standard Action
Effect: Improves Your Pokemon's Cheer Practice Moves in the following ways.
After You: Increases the target's Initiative by Cheerleader's Charm Rank. This bonus replaces (does not stack with) itself.
Helping Hand: May be applied to two targets simultaneously.
Follow Me: Pokemon may opt to use Follow Me as a Blast 4, Cone 4, Line 6, or Ranged 5, 3 Targets.
Encore: May choose the status result on the 1d6.
Go, Fight, Win!
Prerequisites: 4 Cheerleader Features, Master Charm
At-Will Shift + Swift Action Interrupt
Trigger: An Ally is KO'd, or an Ally KO's an Opponent (As Cheerleader Base Feature.)
Effect
If Go, Fight, Win! is triggered by an Ally fainting an enemy, that Ally benefits from your Inspired Orders until the beginning of their next turn and may immediately take a move action as though slowed.
They also gain +1 Combat Stage in a stat of your choice.
If Go, Fight, Win! is triggered by an Ally fainting, refresh the frequency of one of your Pokemon's Scene Cheer Squad Abilities. If the Cheer Squad ability is a static radius, increase that radius by 1 instead.
Go, Fight, Win! May only refresh An Ability Per Pokemon Per Scene.