|
6,670 posts
|
92 likes
|
I'm not going to say it was damage, but it was damage.
|
May 15, 2024 21:00:37 GMT
|
Member
|
Post by Robot on Nov 23, 2017 14:32:18 GMT
PTU Brown Playtest
Changelist Add Wealth By Level Tables. Rehash crafting to function more along the lines of Artificer and Dowsing, to be less money dependent and provide for easier method to balance monetary rewards.
Reduce TP Costs Reasoning and Effect (Ft. Domovoi): Heavy support builds paying into 2 TP class features all over the place often find themselves trapped and starving. They are torn between one feature or another, and don't really get to have their cake and eat it too. With this in mind, many Poke Edges will be having their TP costs removed entirely, and the two TP features will be reduced to one. TMs may or may not change, I'll need to look at the numbers first.
Changelog 12/15/17 Bolded section headers to allow ease of skimming and included lists for upcoming projects to help keep things on track. Major tags added to all extended action features in the class reworks below. Adjusted some wordings. Plan to begin work on the crafting changes today, and possibly get a few more class reworks today. Will be adding an optional rules section to toss some of the things that will be kill for this core loadout.
Systemic Alterations Statistics -HP is no longer a part of BSR.
Reasoning and Effect: Hitpoints are the currency of battle, but beyond survivability contribute the least of any stat. Defensively, evasions are more valuable then soak. Unfortunately many Pokemon suffer from having horrendously low HP values in comparison to the remainder of their stats. This prevents them from being utilized often or well until they have evolved, and may continue to cripple through the entirety of it's career. Prime examples are Magnemite and Horsea, the former which can manage courtesy of playtest sturdy, the latter which crumples after one hit regardless of what you do. It isn't a matter of doing balanced spreads either. Running a balanced spread on a Pokemon with 3 Base HP just ends with you having something that excels at nothing and might survive a single hit, and still not a second.
Points spent in Hp are points that aren't granting you evasion, or damage, or priority over your opponents. They are -still necessary-, but everything comes at a cost. In PTU, non-consumable healing is percentage based, which allows the HP investment to count for more in recovery. All of those moves are only useable once per combat as Dailies, and tick values scale extremely slowly. Tick damage is also far more common then tick recovery. All in all, this change is a quality of life increase for low base HP Pokemon, and should not meaningfully impact the balance of the system otherwise.
Injuries -Removed Injury System
Reasoning and Effect: Injuries were an attempt to further limit healing in combat but in practice don't play a significant enough role to merit having another factor to track in a system that is already very crunch heavy. In standard gym crawl games a singular visit to a Pokemon Center will remove three injuries per Pokemon, but achieving that many requires you to be KO'd from full health while also receiving an injury from massive damage. This typically will only occur on Pokemon built sweeper, or speedy annoyer, with low defenses or a low HP stat. The Pokemon this was meant to work against are the ones that tend to have very high defenses as well as recovery, but those will take a singular injury in a fight, two if KO'd, and not receive massive damage barring a super-effective critical and even then probably not.
In non-standard games, what injuries accomplish is forcing you to rotate your favorite Pokemon either to bench for the purposes of letting them recover, or off-roster if injuries get bad enough. In non-standard small team games it gets dangerous, both for the Pokemon and the trainer, but if that is a GMs intent then injuries certainly make for a fine optional rule. This change comes alongside an adjustment to restoratives to both make them more useful and encourage the production of higher end medicines.
+Required Reworks: Berserker, Aura Storm, Flail, and more...
Consumables -Restoratives limited to once per Scene. Refreshments the primary out of combat method of healing.
Reasoning and Effect: The system as it is now, most people leaning on restoratives will pick up Apothecary and make nothing but the cheapest option, distilling it into patches. Medic Training allows stronger curatives to be used in combat, but the most cost effective option remains to spam basic potions if the character has no other combat options. By cutting restorative use to once per scene, this encourages players to allow their Pokemon to approach the danger zone and use the most effective item at their disposal. This syncs up well with the games, as often it was what NPCs did. This adjustment will likely see several more changes as a result. Too much medicine is poison, after all.
+Required Reworks: First Aid Kit, Medic.
Features -Sig Tech Rebalanced for General Feature
Reasoning and Effect: The customization of attacks is certainly something that everyone would like to have, but Ace Trainer doesn't always fit into a build and sometimes command isn't ideal. With that in mind, Sig Tech has been adjusted to be a set of four General Features, each corresponding to it's respective Training. Ace Trainer continues to get the easiest access to these, and receives all of the features it qualifies for at the expense of a single feature, making this a lateral move instead of a straight up gimp to the class. The individual techs themselves have been reworked to bring them more in line with one another, where before several options might not have even been considered.
-Remove Arbitrary Edges/Features Reasoning and Effect: I understand wanting to gate agency behind features, but certain things within the purview of the system actually nettle me personally. I speak specifically of the system for growing your own berries/apricorns/herbs, and Pokemon Breeding. Rather then have these things remain as a tax on character design, I would prefer they become a functionality of the Gen Edu/Poke Edu/Survival skills. This lends more value to those skills beyond simple prerequisites. The same goes for things such as Pokemaniac. This list would need to be gone through on a case by case basis, but would be invaluable in strengthening skills that are 'low value' while parsing a lot of fluff from the system.
+Required Reworks: Yes.
|
|
|
6,670 posts
|
92 likes
|
I'm not going to say it was damage, but it was damage.
|
May 15, 2024 21:00:37 GMT
|
Member
|
Post by Robot on Nov 25, 2017 19:33:24 GMT
Definitions of Time
Extended (Minor) - An action that cannot be completed under duress/in combat. Narratively it only takes a small handful of minutes to complete but requires concentration, tools, counterspace, or a lack of interruption. Typically ten minutes depending on the task. Examples include crafting a consumable, planting or harvesting a berry in a berry planter, using a fishing rod or a bait item, archiving with chronicler, etc.
Extended (Major) - An action that cannot be completed under duress/in combat. Narratively it takes a substantial time investment, but not so much that you lose an entire afternoon or even a day to the task. Often these are more involved crafts or activities. Major extended actions require a minimum of a half hour to complete, more at the discretion of your GM. Examples include training, crafting Hold Items/Weapons/Armor, Dowsing, foraging for food, gathering information, shopping, etc.
Scene - A scene is narratively defined as a period of continuous action that opens at the start of play, and closes under a number of following circumstances. This then signals the beginning of a new scene;
-The action moves to another locale or environment. Examples include moving from a town into a Team Rocket Hideout, transitioning routes, or moving from a forest into a cave.
-There is a significant shift in the narrative feel of events. This is also known as 'It just got real'. When everyone was having a good time and suddenly drama and tension strike, this causes a shift in scene.
-The party engages in a long rest, defined as a six to eight hour period where there is a break in the action. Time is taken to sleep and relax, training and crafting most often tended to during this time at the GM's discretion.
-Any other point in time as instructed by your Game Master.
Ace Trainer Rework
Ace Trainer [Class]
Prerequisites: Novice Command Drain 1 AP – Extended Action (Major) Trigger: You spend at least half an hour training your Pokémon
Effect: For each Pokémon that has been trained during this time, choose a Stat besides HP; that Stat becomes Trained until an Extended Rest is taken. The default State of Trained Stats is +1 Combat Stages instead of 0. A Pokémon may have only one Trained Stat at a time.
Note: Just to clarify, this Feature Drains 1 AP per training session, not per Pokémon. So train as many as you can to get the most out of this Feature!
Perseverance Prerequisites: Ace Trainer 2 AP – Free Action Trigger: Your Pokémon would take massive damage. Effect: The target gains two ticks of temporary Hp before the attack resolves. This effect can only be used once per Scene per Pokemon.
Elite Trainer [Gift] Prerequisites: Ace Trainer Static Effect: Choose Agility Training, Brutal Training, Focused Training, or Inspired Training. You gain the chosen Feature, even if you do not meet the prerequisites. When training, you may apply up to two different [Training] Features on each of your Pokémon. If you already have all of these Features, instead pick another Feature for which you qualify.
Critical Moment [Orders] Prerequisites: Elite Trainer, Adept Command Scene x2 – Standard Action Target: Your Pokemon with [Training] Features applied Effect: The bonuses from your Pokemon’s [Training] are tripled until the end of your next turn.
Top Percentage Prerequisites: Ace Trainer, Expert Command At-Will – Free Action Effect: Your Pokémon gains an extra Tutor Point, and increase each of that Pokemon's base stats by +1. This Feature may only be applied once per Pokemon.
Bonus: On reaching a new level divisible by 5, a Pokemon that has been targeted by Top Percentage will gain an extra Tutor Point, to a maximum of 4 counting the one granted immediately..
Versatile Technique [Gift] Prerequisites: Elite Trainer, Expert Command Static Effect: Gain Each of the [Technique] Features for which you qualify.
Champ in the Making Prerequisites: 4 Ace Trainer Features, Master Command (To Be Reworked)
General Feature Signature Technique Rework
Agility Techniques [Technique] Prerequisites: Expert Athletics or Command, Agility Orders At-Will - Extended Action (Major) Target: Your Pokémon with at least 1 Tutor Points remaining.
Effect: The target loses 1 Tutor Points. Choose one Move on the Target’s Move List. That Move becomes the target’s Signature [Technique], and you may apply one of the modifications from the following list provided the move fits the category of the modification. A Pokémon may only have one Signature [Technique] at a time. If at any point it is taught a new Signature [Technique] over the old one or forgets it's Signature [Technique] move, refund 1 tutor point.
Cone, Line, Burst, and Blast Moves Shotwave - This attack leaves behind a Hazard that lasts until the beginning of its users next turn in it's area of effect. The hazard deals a tick of damage to targets entering, or ending their turn in the area of effect. If the original move lacks the Friendly Keyword, this hazard is indiscriminate.
Single Target Moves Double Tap - You may target a second Pokemon with this attack, but both targets resist damage one step further. Double Tap may only be applied to damaging Moves.
Damaging Moves Bloodied Speed - This move may be used as Priority (Advanced) if the user has less than half of their Maximum Hit Points.
Status Moves Double Curse - The user may target an additional foe with this Attack. This may be applied only to 1-Target Moves.
Brutal Techniques [Technique] Prerequisites: Expert Intimidate or Command, Brutal Orders At-Will - Extended Action (Major) Target: Your Pokémon with at least 1 Tutor Points remaining.
Effect: The target loses 1 Tutor Points. Choose one Move on the Target’s Move List. That Move becomes the target’s Signature [Technique], and you may apply one of the modifications from the following list provided the move fits the category of the modification. A Pokémon may only have one Signature [Technique] at a time. If at any point it is taught a new Signature [Technique] over the old one or forgets it's Signature [Technique] move, refund 1 tutor point.
Cone, Line, Burst, and Blast Moves Vicious Storm - The Move gains the Smite Keyword. Applicable to Damaging Moves only.
Single Target Moves Unbalancing Blow - Whether the Move hits or misses, the target becomes Vulnerable until they are hit by a Damaging Attack or one full round has passed, whichever comes first.
Damaging Moves Cascade - When checking for Effect Ranges on damaging moves that don't freeze targets, roll a second die if the attack hits but doesn't trigger its secondary effect. If the second die falls in the effect range, trigger the secondary effect as normal.
Status Moves Intense Presence - After this Move is resolved, the user may apply a -1 CS to one combat stage that wasn't previously lowered this turn.
Focused Techniques [Technique] Prerequisites: Expert Focus or Command, Focused Orders At-Will - Extended Action (Major) Target: Your Pokémon with at least 1 Tutor Points remaining.
Effect: The target loses 1 Tutor Points. Choose one Move on the Target’s Move List. That Move becomes the target’s Signature [Technique], and you may apply one of the modifications from the following list provided the move fits the category of the modification. A Pokémon may only have ONE Signature [Technique] at a time. If at any point it is taught a new Signature [Technique] over the old one or forgets it's Signature [Technique] move, refund 1 tutor point.
Cone, Line, Burst, and Blast Moves Focus Fire - The Move becomes single target and increases it's DB by 2.
Single Target Moves Reliable Attack - If the Move misses its target, its Frequency is not spent and the user may immediately make a Struggle Attack as a Free Action. Cannot be applied to Moves with the Smite keyword.
Damaging Moves Skill Shock - Switch the defense that a Move targets from Defense to Special Defense or vice versa. This move functions as it's Class (Physical/Special) as normal.
Status Moves Supreme Concentration - This Move does not provoke attacks of opportunity. If the user of this move has been Flinched, Enraged, or Confused, remove one instance of volatile status before resolving this Move.
Inspired Techniques [Technique] Prerequisites: Expert Charm or Command, Inspired Orders At-Will - Extended Action (Major) Target: Your Pokémon with at least 1 Tutor Points remaining.
Effect: The target loses 1 Tutor Points. Choose one Move on the Target’s Move List. That Move becomes the target’s Signature [Technique], and you may apply one of the modifications from the following list provided the move fits the category of the modification. A Pokémon may only have one Signature [Technique] at a time. If at any point it is taught a new Signature [Technique] over the old one or forgets it's Signature [Technique] move, refund 1 tutor point.
Cone, Line, Burst, and Blast Moves Shock and Awe - Foes targeted by the Move take a -2 Penalty to Save checks and reduce their initiative by 5 until the end of the user's next turn. This effect applies whether the attack hits or misses.
Single Target Moves Guarding Strike - If this Move hits, the user gains +5 Damage Reduction against the target of the attack until the end of their next turn.
Damaging Moves Motivational Striker - If this Move hits, the next ally to hit the same target gains +1 Accuracy and +5 damage until the bonus has been activated or the end of the user's next turn, whichever comes first.
Status Moves Burst of Motivation - After this Move is Resolved, the user may increase any Stats with combat stages below default by up to +2 Combat Stages (but this cannot put Combat Stages above default, with default typically being +0 CS).
|
|
|
6,670 posts
|
92 likes
|
I'm not going to say it was damage, but it was damage.
|
May 15, 2024 21:00:37 GMT
|
Member
|
Post by Robot on Nov 26, 2017 2:59:50 GMT
Enduring Soul Rework
Enduring Soul [Class] Prerequisites: Novice Athletics and Focus Static
Effect: Your Pokémon have their HP Stat increased by +1, and by +1 more for every 10 Levels they have (for example, a Level 20 Pokémon would have your Chosen Stat’s base value increased by +3).
Staying Power Scene - Free Action Trigger: Your Pokemon Takes a Breather Effect: Your Pokemon may "Take a Breather" as a standard action even if it is Confused or Enraged, and it does not Trip or have to Shift away from enemies as part of the action. You may choose whether or not your Pokemon resets their Combat Stages to default.
Shrug Off Prerequisites: Staying Power Static Effect: Once per day, each of your Pokemon may spend a Shift Action to remove 1 Persistent Status from themselves, this may also be activated as a Free Action whenever your Pokemon Take a Breather.
Awareness Prerequisites: Enduring Soul, 3 Pokemon with a Defensive Ability Static Effect: Your Pokemon add +2 to all Save Checks. Your Pokemon may also use the higher of their Physical or Special Evasions in place of their Speed for the purposes of Status Evasion.
Resilience Prerequisites: Awareness, Expert Athletics or Focus 2 AP – Free Action Trigger: Your Pokémon is hit by a Critical Hit or gains a Status Affliction (or both). Effect: Your Pokémon does not gain a Status Affliction, and the triggering attack does damage as if it was not a Critical Hit. Resilience may only be used once per target per Scene.
Not Yet! Prerequisites: Enduring Soul, Expert Athletics or Focus Scene – Free Action Trigger: Your Pokémon is Fainted, but is not at less than -100% Hit Points. Effect: Before fainting, the targeted Pokémon loses an additional two ticks of health, and may then use a Move as an Interrupt. When the Move is resolved, the Pokémon then immediately faints. This consumes a Pokémon turn as normal. This cannot be used with the Moves Explosion, Pain Split, or Self-Destruct.
Vim and Vigor Prerequisites: Shrug Off, Master Athletics or Focus At-Will – Extended Action (Major) Target: Your Pokémon with at least 1 Tutor Point Effect: The target loses 1 Tutor Points, and gains the Vigor Ability.
|
|
|
6,670 posts
|
92 likes
|
I'm not going to say it was damage, but it was damage.
|
May 15, 2024 21:00:37 GMT
|
Member
|
Post by Robot on Nov 26, 2017 3:26:42 GMT
Taskmaster Rework
Taskmaster [Class] Prerequisites: Brutal Training, Novice Intimidate At-Will – Free Action Trigger: You apply Brutal Training as a Training action
Effect: You may reduce your Pokemon's Hp by up to three ticks. If your Pokémon has at least one tick of damage, it becomes Hardened.
Mechanic – Hardened Hardened Pokemon receive the following benefits: »» If they have 1 or more ticks of damage, they gain +1 to Critical Hit and Effect Range. »» If they have 3 or more ticks of damage, they gain +1 Evasion and +5 to Initiative. »» If they have 5 or more ticks of damage, they gain +5 Damage Reduction. »» If they have 7 or more ticks of damage, they are immune to Loss of Hit Points (but not damage) from all effects. »» If they have 9 or more ticks of damage, they resist all damage one step further.
Quick Healing Prerequisites: Taskmaster Daily x3 - Swift Action Effect: Your Hardened Pokémon may use Quick Healing to recover two ticks of health.
Pain Resistance Prerequisites: Taskmaster 1 AP – Free Action Trigger: Your Pokémon with 1 or more ticks of damage. Damage Effect: Your Pokémon gains X Damage Reduction against the triggering attack, where X is its Tick Value. This may be triggered once per Scene per Pokémon.
Savage Strike Prerequisites: Taskmaster, Adept Intimidate At-Will – Extended Action (Major) Target: Your Pokémon with at least 1 Tutor Point Effect: The target loses 1 Tutor Point, and gains the Cruelty Ability.
Reworked Cruelty Ability: Cruelty Scene – Swift Action Trigger: The user hits a foe with a damaging attack Effect: After Damage is Resolved, the foe takes a tick of damage. The user is then informed of the total ticks of damage currently on the target, and may use that number to “purchase” the effects listed below. »» 2 Tick: The target loses 2 Hit Points. May be “purchased” multiple times. »» 2 Tick: The target is Slowed. »» 4 Ticks: Until the end of the encounter, the target may not gain Hit Points or Temporary Hit Points from any source. This effect ends if the target is switched out or Takes a Breather.
Strike of the Whip Prerequisites: Taskmaster, Press At-Will – Swift Action Trigger: You use Press Effect: You may apply 1 or more of the following effects to the Pokémon hit by Press: »» Flinch the target and grant it a Tick of Temporary Hit Points. »» Spend 1 AP and cure the target of Confusion, Infatuation, Rage, and Suppression. »» Use an [Order] you know with targets on the target as a Free Action.
Press On! Prerequisites: Taskmaster, Expert Intimidate Static Effect: Your Hardened Pokemon gain the following benefits, based on your Intimidate Rank »» Expert: When your Pokemon Faints, you may pay 1 AP. If you do, your Pokemon Faints at -30% Hit Points instead. »» Master: While acting at 0 Hit Points or less, your Pokemon’s Critical Hit, Effect Range, Evasion, Initiative, and Damage Reduction, from being Hardened are doubled.
Desperate Strike Prerequisites: Savage Strike, Expert Intimidate Scene x2 – Free Action Trigger: Your Pokémon triggers Cruelty, or scores a Critical Hit with damaging attack. Effect: Your Pokemon may apply the effects of Cruelty to the attack without expending Cruelty’s Frequency. Cruelty’s effects may be purchased as if the foe had additional ticks of damage equal to the number of ticks on the user. Desperate Strike may be used once per Scene per Pokémon.
Deadly Gambit Prerequisites: 5 Taskmaster Features, Master Intimidate Scene – Free Action Trigger: Your Pokémon is the target of a foe’s damaging melee attack. Effect: The triggering attack automatically hits as if it was a Critical Hit. Before damage resolves, your Pokémon may use a 1-Target damaging attack on the foe making the triggering attack as an Interrupt, Frequency allowing, and also automatically hits as a Critical Hit. Damage for both attacks then resolve at the same time.
|
|
|
6,670 posts
|
92 likes
|
I'm not going to say it was damage, but it was damage.
|
May 15, 2024 21:00:37 GMT
|
Member
|
Post by Robot on Dec 16, 2017 16:10:02 GMT
Crafting Rework Reasoning and Effects: Wealth, equipment, and consumables are an important balancing factor in any system. In Pokemon, where funds allow for further customization in the form of vitamins, TMs, and PPUps (these items specifically making large differences in the functionality of Pokemon) GMs are often confused or uncertain how much of a monetary award is too much. The Scrap system aimed to alleviate that by not permitting players as large a slush fund to use as they please, only restricted by what a GM puts in front of them, but then the scrap has value and can still (reasonably) be converted back into regular funds. This drew attention to the inconsistencies between Artificer and the way the remaining crafting classes function in the game. The Game Master isn't responsible for doling out craft related rewards when it comes to the Artificer, because it simply gathers it's own materials as the party progresses along their adventures. With this in mind, this section of the playtest will be dedicated to showcasing the new token based crafting for the remainder of the classes, their respective 'dowsing' items, and the fluff representations thereof. There will also be some movement towards item-less crafting for the consumable classes.
Chef Prerequisites: Novice Gen Edu, Novice Intuition Daily - Extended Action (Major) Effect: You create a number of snacks equal to your Gen Edu or Intuition rank, and a number of refreshments equal to half this amount rounded down. These items must be used the same day they are created or they lose all effect. You may use any Chef Recipe for which you qualify.
*In a party of more than 3 trainers, a game master may opt to increase these values at their discretion. My recommendation is increasing the snacks to twice skill rank, and leaving the refreshments unchanged.
Chef Recipes
Tasty Snacks (Snack) Prerequisites: Chef Effect: You create a Salty Surprise, Spicy Wrap, Sour Candy, Dry Wafer, Bitter Treat, or Sweet Confection.
Salty Surprise Effect: The user may trade in this Snack’s Digestion Buff when being hit by an attack to gain 5 Temporary Hit Points. If the user likes Salty Flavors, they gain 10 Temporary Hit Points Instead. If the user dislikes Salty Food, they become Enraged.
Spicy Wrap Effect: The user may trade in this Snack’s Digestion Buff when making a Physical attack to deal +5 additional Damage. If the user prefers Spicy Food, it deals +10 additional Damage instead. If the user dislikes Spicy Food, they become Enraged.
Sour Candy Effect: The user may trade in this Snack’s Digestion Buff when being hit by a Physical Attack to increase their Damage Reduction by +5 against that attack. If the user prefers Sour Food, they gain +10 Damage Reduction instead. If the user dislikes Sour Food, they become Enraged.
Dry Wafer Effect: The user may trade in this Snack’s Digestion Buff when making a Special attack to deal +5 additional Damage. If the user prefers Dry Food, it deals +10 additional Damage instead. If the user dislikes Dry Food, they become Enraged.
Bitter Treat Effect: The user may trade in this Snack’s Digestion Buff when being hit by a Special Attack to increase their Damage Reduction by +5 against that attack. If the user prefers Bitter Food, they gain +10 Damage Reduction instead. If the user dislikes Bitter Food, they become Enraged.
Sweet Confection Effect: The user may trade in this Snack’s Digestion Buff to gain +4 Evasion until the end of their next turn. If the user prefers Sweet Food, they gain +4 Accuracy as well.if the user dislikes Sweet Food, they become Enraged.
Meal Planner (Refreshment) Prerequisites: Chef Effect: You may create the following items, based on your Intuition Rank »» Novice: “Enriched Water” »» Adept: “Super Soda Pop” »» Expert: “Sparkling Lemonade” »» Master: “MooMoo Milk”
Hearty Meal Prerequisites: Hits the Spot Ingredients: x2 Tiny Mushrooms; or x1 Big Mushroom; or x1 Balm Mushroom, or x2 Power Herbs, White Herbs, or Mental Herbs Effect: You create up to five Hearty Meals, which may be consumed by Trainers as an Extended Action. When consumed, that Trainer gains +2 to their Max AP until the end of their next extended rest. A Trainer may only be under the effect of one Hearty Meal at a time. Hearty Meals not consumed within 20 minutes of being created lose all flavor and all effect.
Bonus: Hearty Meals do not count towards the trainer's daily limit on snacks.
Bait Mixer (Snack) Prerequisites: Culinary Appreciation Effect: You may create Bait. For $50 more, you may create Bait as Super Bait or Vile Bait instead. Super Bait works like regular Bait, but you may add your Intuition Rank to 1d20 Rolls made to attract Pokémon. Vile Bait works like regular Bait, but Pokémon that eat it are Poisoned.
Bonus: If the trainer uses a Honey per bait created, these items are permanent and do not count towards their daily limit on Snacks.
Preserves Prerequisites: Accentuated Taste Ingredients: Any Berry, Herb, or Mushroom Effect: The user creates 2x Preserves from the Berry, Herb, or Mushroom. Preserves have the same effect as the consumable from which they were made.
Bonus: Preserves are a permanent item, and do not count towards the trainer's daily limit on snacks.
Leftovers (Snack) Prerequisites: Complex Aftertaste Effect: You create Leftovers.
Vitamins Prerequisites: Dietician Effect: You create an HP Up, Protein, Iron, Calcium, Zinc, or Carbos, or Stat Suppressants.
Hits the Spot Prerequisites: Chef 1 AP – Free Action Trigger: You or your Pokémon trade in a Digestion Buff Effect: The target gains Temporary Hit Points equal to your Intuition Rank doubled. These Temporary Hit Points stack from any Temporary Hit Points granted by Accentuated Taste, the Digestion Buff or by the Lunchbox Ability.
Culinary Appreciation Prerequisites: Chef At-Will – Extended Action Target: Your Pokémon with at least 1 Tutor Point remaining Effect: The target loses 1 Tutor Point and gains the Gluttony Ability.
Accentuated Taste Prerequisites: Chef, Adept Gen Edu or Intuition Static Effect: Whenever you create a Snack with a Chef Feature, you may assign it a Taste chosen from Salty, Sour, Spicy, Dry, and Sweet. Tasty Snacks must be assigned their corresponding Taste. Whenever a Pokémon trades in a Digestion Buff from a Snack with an assigned Taste they do not dislike, they gain the following bonuses: »» Salty: The user gains 5 Temporary Hit Points. This stacks with any Temporary Hit Points gained through Chef Features, the Lunchbox Ability, and the Digestion Buff. »» Spicy: Increase the user’s Critical Hit Range by 1. »» Sour: Increase the user’s Evasion against damaging attacks by 1. »» Dry: Increase the user’s Effect Range of all attacks by 1. »» Bitter: The user gets a +1 Bonus to all Save Checks. »» Sweet: Increase the user’s Initiative by 5.
Complex Aftertaste Prerequisites: Accentuated Taste 1 AP – Free Action Trigger: You or an ally trades in a Digestion Buff from an item with a Taste Effect: The target gains a Digestion Buff according to the Taste of the Snack granting the Buff. This Digestion Buff matches that of the corresponding basic Tasty Snack recipe.
Dietician Prerequisites: Chef, Expert Gen Edu or Intuition Daily - Extended Action (Major) Effect: You create a number of vitamins equal to half your Gen Edu or Intuition rank rounded down. A Pokemon may not benefit from more than one of these vitamins per day.
Bonus Effect: Your Pokemon can benefit from a maximum of 7 vitamins.
Dumplings Prerequisites: 4 Chef Features, Master Gen Edu or Intuition At-Will – Extended Action Ingredient 1: Leftovers, Preserves, or a Snack made with Chef Ingredient 2: Leftovers or Preserves Effect: You mix the two ingredients into one Snack that has the same effect as its ingredients. The two ingredients must be different items. Items created with Preserves become permanent. Dumplings do not count against a Chef's daily limit on crafted items.
|
|