Journey Features

Journey Features

Every Character begins with one Journey Feature. These strong features will help define a character's Role. Journey of Might should be taken by Athletes, Martial Artists, and others that wish to focus on their ability to engage in direct conflict. Journey of Command is best for those with [Orders] available that wish to specialize in supporting their Pokemon through battle. Journey of Skill is useful to everyone and helps trainers be rounded and reliable. Journey of Mysticism should be for those rare trainers that have a supernatural connection to Pokemon.

Journey of Might
Bind 2 AP - Extended Action
Effect: Choose a [Training] Feature you know; you gain its benefits while this Feature is bound.
Bonus: You gain a bonus to your Attack and Special Attack Stats equal to half your Level, and a bonus to your maximum Hit Points equal to your Level.

Journey of Command
Static
Effect: You may use two [Orders] each round instead of one. Whenever you give [Orders] to your Pokemon as a Standard Action, your Pokemon’s next successful damaging attack this round deals additional damage equal to 1d6 + half your Trainer Level.

Journey of Skill
Scene x2 - Free Action
Trigger: You make a Skill Check
Effect: Re-roll your Skill Check and use the second result. If it's the same or lower than the first result, this Feature's Frequency is not expended. This Feature may be activated only once per round.
Bonus: You gain 3 Skill Points, and two different instances of the “Skill Stunt” Feature.

Journey of Mysticism
At-Will - Standard Action
Target: A Pokemon within 10 meters
Effect: Make a DC15 Intuition Check to assess the target Pokemon’s needs, desires, fears, or other unspoken surface emotions. On success, you may gain sudden insights in the form of snippets of memory, or flashes of emotion.

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