Ace Trainer Features

-Ace Trainer Features

Affirmation: Ace Trainer Feature
Prerequisites: Ace Trainer
Daily – Every 2 levels gained, you may perform this Feature another time per day.
Trigger: Your pokemon fells a foe.
Effect: Your Pokemon regains 5 Hit Points.

Affirmation +: Ace Trainer Feature
Prerequisites: Ace Trainer, Affirmation
At-Will
Trigger: Your pokemon fells a foe.
Effect: Your Pokemon regains 10 Hit Points. This Feature replaces Affirmation.

Beast Master: Ace Trainer Feature
Prerequisites: Ace Trainer, 8 Badges
Static
Target: Your pokemon.
Effect: Your pokemon do not protest to your commands. They cannot be disobedient unless they are Legendary.

Break Through!: Ace Trainer Feature
Prerequisites: Ace Trainer, Level 6, Attack 10
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: Your pokemon’s Move that the foe is Immune to hits.
Effect: The Move that would normally deal no damage because of a foe’s Immunity to the Move’s type instead is only resisted. If the target has multiple types, one Immune and the other Resistant, the Move is now doubly resisted; one Immune and the other Super-Effective, the Move is now neutral.

Brutal Workout: Ace Trainer Feature
Prerequisites: Ace Trainer, Level 5
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your pokemon who just defeated another pokemon.
Effect: The target loses half of its full HP but gains double the experience they would have gained from the foe they just felled.

Constructive Criticism: Ace Trainer Feature
Prerequisites: Ace Trainer, lost a rival or Gym battle
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: Your pokemon faints.
Effect: The next time that pokemon battles on the day it lost, it will deal an additional 1d20 on its first damaging Move.

Constructive Criticism +: Ace Trainer Feature
Prerequisites: Ace Trainer, Constructive Criticism
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Trigger: Your pokemon faints.
Effect: The next time that pokemon battles on the day it lost, it will deal an additional 2d20 on its first damaging Move. This Feature replaces Constructive Criticism.

Give It Some Push: Ace Trainer Feature
Prerequisites: Ace Trainer, Attack 10
Static
Trigger: Your pokemon’s chosen Move hits.
Effect: Chose one Move that can target at least 1 foe but does not have a Dice Damage Check. Give that Move, when used by your pokemon, a Damage Dice Check of 1d20. The pokemon does not add their Attack stat or Special Attack stat to the damage. You may take Give It Some Push multiple times, but must declare a different Move each time.

Improved Attacks +: Ace Trainer Feature
Prerequisites: Ace Trainer, 9 Attack, 9 Intelligence, Level 3
Static
Trigger: Your pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add +3 damage before your foes subtracts their defense or special defense from the attack. The Feature replaces Improved Attacks.

Improved Attacks Z: Ace Trainer Feature
Prerequisites: Ace Trainer, Improved Attacks +, 10 Attack, 10 Intelligence, Level 6
Static
Trigger: Your pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add +4 damage before your foes subtracts their defense or special defense from the attack. The Feature replaces Improved Attacks +.

Improved Attacks Z+: Ace Trainer Feature
Prerequisites: Ace Trainer, Improved Attacks Z, 11 Attack, 11 Intelligence, Level 8
Static
Trigger: Your pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add +6 damage before your foes subtracts their defense or special defense from the attack. The Feature replaces Improved Attacks Z.

Intimidate: Ace Trainer Feature
Prerequisites: Ace Trainer, 9 Attack, Level 5
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A pokemon.
Effect: You use the Intimidate Ability on the target.

Press: Ace Trainer Feature
Prerequisites: Ace Trainer, Chain Weapons User
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Your own pokemon.
Effect: Deal your own pokemon 10 damage, that cannot be prevented, with your weapon. Raise any of their stats’ Combat Stages 1 level.

Press +: Ace Trainer Feature
Prerequisites: Ace Trainer, Press, Attack 12
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Your own pokemon.
Effect: Deal your own pokemon 20 damage, that cannot be prevented, with your weapon. Raise any of their stats’ Combat Stages 2 levels. The Feature replaces Press.

-Type Ace

Elemental Shifting: Type Ace Feature
Prerequisites: Type Ace, Type Soul, 12 Intelligence
Battle
Target: A pokemon.
Effect: X is your Intelligence modifier -10. The target temporarily gains the Type you feel bound to. If it has 2 Types already, temporarily replace one of their types. It becomes that Type for X rounds, or X times 10 seconds..

Gym Leader: Type Ace Feature
Prerequisites: Type Ace, 10 Badges, Level 20, facilities (25,000 )
Static
Effect: You take on the responsibilities of a Gym Leader, you must accept challenges at least one a week. If you lose, you must give the victor a Gym Badge. You don’t need to remain in your facility’s location to accept challenges, but you do need to let those at your facilities know where you are to forward challengers. Each week you are issued 3000 for your services as a Gym Leader and to create Badges, which can only be done at your facilities for 850. You are only paid weekly if you accept at least 3 challenges. You may not take Gym Leader more then once, even if you have taken Type Ace twice. Add 2 to your CHA stat.

Improved Type Attacks +: Type Ace Feature
Prerequisites: Type Ace, 12 Intelligence
Static
Trigger: Your pokemon’s chosen type damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add 2 STAB dice roll to the total. If your pokemon does not normally receive the STAB bonus, they roll one die, if you already receive the STAB bonus, add an additional die. This Feature replaces Improved Type Attacks.

Move Shift: Type Ace Feature
Prerequisites: Type Ace, Type Soul
Battle
Target: A pokemon’s damage dealing Move.
Effect: The Move’s Type temporarily becomes the Type you feel bound to for that use.

Soulbound: Type Ace Feature
Prerequisites: Type Ace, an Arms Feature, Type Soul, 12 Attack
At-Will.
Effect: Your attacks can deal damage based on the Type you feel bound to by sacrificing 5 HP each time. Apply weakness, resistance and immunities. Once you have Soulbound, you may not take any Modifier Arms Features. If you already had a Modifier Arms Feature, Soulbound replaces it.

Superior Typing: Type Ace Feature
Prerequisites: Type Ace, Badge from a Gym Leader who used same-as-chosen-type
Static
Target: Your pokemon of your chosen type.
Effect: When your foe uses attacks of your chosen type they do not roll STAB dice.

Superior Typing +: Type Ace Feature
Prerequisites: Type Ace, Superior Typing
Static
Target: Your pokemon of your chosen type.
Effect: When your foe uses attacks of your chosen type they do not roll STAB dice. When your foe uses Moves of your chosen type they cannot Critical Hit or kill your chosen typed pokemon with those Moves. This Feature replaces Superior Typing.

Type Soul: Type Ace Feature
Prerequisites: Type Ace, 5 same-as-chosen-typed pokemon above level 10
Static
Target: Self.
Effect: You feel bound to that Elemental Type, but are not obligated to only use that type. You can sense pokemon of that type nearby; 2 meters times your Intelligence modifier. You can also sense that Type in Movesets of pokemon in the same distance. You may not take Type Soul more then once, even if you have taken Type Ace twice.

With The Elements: Type Ace Feature
Prerequisites: Type Ace, 10 same-as-chosen-typed pokemon above level 10
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Anywhere on a route.
Effect: A same-as-chosen-typed wild pokemon appears in a group.

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