recursal/Fanatic-Fandom huggingface dataset:
Ability Boost

## Effect

**Cost** varies

**Activate** 1 PP per +4 to ability; move action

**Sustain** 1 PP per +4 to ability per round

**Range** self; **Power Resistance** no

## Description

The superhero can increase his ability scores for short periods of time. The cost of this power depends on how many different abilities the superhero can Boost and how much he can Boost them by. Physical abilities are Strength, Dexterity, and Constitution. Mental abilities are Intelligence, Wisdom, and Charisma. The superhero can Boost abilities up to the total number of points he purchases. For example, if the superhero has a total of +8 to All Physical, he can Boost his Strength by +6 and Dexterity by +2, or just his Constitution by +8. The superhero can also rearrange his Boosted attributes while the power is active. Boosting requires a move action, as does rearranging his points.

 All Physical
 All Mental

The activate and sustain costs for this power are 1 PP per 4 points the superhero Boosts (round fractions up). The superhero does not have to use the maximum number of points possible if he wants to conserve his PPs. These points drop back to normal after the Boost ends, at which point the superhero loses all his bonuses. If doing so reduces his HPs to 0 or lower, or lowers his maximum HPs below his current non-lethal damage, then the superhero falls unconscious, as he normally would.

## Enhancements and Limitations

* **Enhancement: Reduced Drain (Cost: 2 JP):** Activating and sustaining his Boosted scores now costs half, 1 PP per +8 to his ability or abilities.
* **Enhancement: Swift Action Activation (Cost: 2 JP):** The superhero can Boost or adjust his scores as a swift action.
* **Limitation: Extra Drain (Value: 1 JP per two points):** Activating and sustaining his Boosted scores now costs double, 1 PP per +1 to his ability or abilities.
* **Limitation: Fatigue (Value: 1 JP per two points):** The superhero cannot rearrange his Boost, only activate or cancel it. When the superhero ends a Boost, he crashes. Reduce all ability scores the superhero Boosted by half as much as he Boosted them and for the same amount of time (in rounds and/or minutes). For example, his Strength and Constitution scores were 20, and he Boosted them by +4 for 6 rounds. When the superhero cancels his Boost, both scores are -2 for 6 rounds. During this period, the superhero is fatigued and cannot use the Boost power again at all, until his crash duration ends.
* **Limitation: Maximum Power (Value: 2 JP):** The superhero must always use his maximum Boost bonus when he activates this power. *Prerequisite:* The superhero must have an Ability Boost of at least +4 total to gain credit from this limitation.
Gianluigi Buffon

**Gianluigi Buffon** (pronunciación en italiano: AFI: [dʒanˈlui:dʒi bufˈfɔn]; Carrara, Provincia de Massa y Carrara, Italia; 28 de enero de 1978) es un futbolista italiano. Se desempeña en la posición de guardameta y su equipo actual es la Juventus Football Club de la Serie A de Italia. Inició su carrera deportiva en el Parma F. C. luego de unirse a su equipo juvenil a la edad de 13 años, debutando profesionalmente en 1995 después de su ascenso al primer equipo.

Tras permanecer durante seis temporadas en el equipo parmesano fue transferido a la Juventus F. C. y desde entonces ha obtenido diecisiete títulos a nivel nacional (ocho Serie A, una Serie B, tres Copa Italia y cinco Supercopas de Italia). Con la selección de fútbol de Italia ha participado en cuatro Eurocopas y en cinco ediciones de la Copa Mundial de Fútbol, siendo su mejor resultado el campeonato obtenido en la Copa Mundial de Fútbol de 2006 luego de superar por 5:3 en tanda de penaltis a la selección de Francia en la final.
En 2004 fue incluido en la lista de Futbolistas FIFA 100 elaborada por el ex-futbolista Pelé a petición de la FIFA.​ Ha sido nombrado como el mejor portero del mundo en cinco ocasiones por la Federación Internacional de Historia y Estadística de Fútbol. Así mismo ha obtenido diversos títulos individuales como el Premio Lev Yashin, el Balón de Plata, el premio al guardameta del año en la Serie A, entre otros. Fue elegido como el «Mejor Portero del Mundo del Cuarto de Siglo» y «Mejor Portero del Mundo de la 1.ª Década del Siglo XXI» por la Federación Internacional de Historia y Estadística de Fútbol.
Soulios

**Soulios** is a Normal/Flying-type Pokémon; the Alter Forme of Latios.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Soulios
* *Italic* indicates a move that gets STAB only when used by an evolution of Soulios
* Moves in yellow cannot be learned by any previous evolutions of Soulios

## Trivia

* Soulios and its counterpart are based on the concept of the Soul Link challenge run for Pokemon games.
Messi

**Lionel Andrés Messi Cuccittini** (Rosario, 24 de junio de 1987), conocido como **Leo Messi**,​ es un futbolista argentino nacionalizado español,​ que juega como delantero en el F. C. Barcelona de la Primera División de España y en la selección argentina, de la que es capitán.​

Considerado con frecuencia el mejor jugador del mundo,y uno de los mejores de todos los tiempos,​ es el primer futbolista en la historia que ha ganado, entre otras distinciones, cinco veces el Balón de Oro –un Balón de Oro y cuatro FIFA Balón de Oro– obteniendo los cuatro primeros de forma consecutiva; además de recibir cuatro Botas de Oro. Con el Barcelona ha ganado 30 títulos, entre ellos, ocho de La Liga y cuatro de la Liga de Campeones de la UEFA, así como cinco títulos de la Copa del Rey.
Plasgar

**Plasgar** is a Electric/Poison-type Pokémon; the Alter Forme of Magmar.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Plasgar
* *Italic* indicates a move that gets STAB only when used by an evolution of Plasgar
* Moves in yellow cannot be learned by any previous evolutions of Plasgar
Tectonia

**Tectonia** is a Rock/Fire-type Pokémon; the Alter Forme of Lugia.

Tectonia is one of the Fossil Pokemon of AlteRed, being revived from the Dome Fossil.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Tectonia
* *Italic* indicates a move that gets STAB only when used by an evolution of Tectonia
* Moves in yellow cannot be learned by any previous evolutions of Tectonia

## Trivia

* Tectonia's shiny sprite is a direct reference to Shadow Lugia from the game Pokemon XD: Gale of Darkness.
Antoine Griezmann

**Antoine Griezmann**. (Mâcon, Saona y Loira, Borgoña, 21 de marzo de 1991) es un futbolista francés. Juega de delantero y su equipo actual es el Atlético de Madrid.

Juega cómo extremo o de delantero, y sus principales características son su rapidez, su habilidad para el regate, el dominio de la pierna zurda y su olfato goleador llegando desde segunda línea. En 2014 fichó por el Atlético de Madrid por valor de 30 m€ , conquistó la Supercopa de España al poco tiempo de llegar a la entidad rojiblanca arrebatándosela al Real Madrid. Además, es internacional con la Selección de Francia desde 2014 con la que ha disputado la Copa del Mundo en Brasil 2014 y la Eurocopa del 2016 en Francia.
Wilfortune

**Wilfortune** is a Psychic-type Pokémon; the Alter Forme of Qwilfish.

## Held items

Very likely to be found holding a Bright Powder.

Can also hold sunstones

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Wilfortune
* *Italic* indicates a move that gets STAB only when used by an evolution of Wilfortune
* Moves in yellow cannot be learned by any previous evolutions of Wilfortune
Sparking

**Sparking** is a Dark/Electric-type Pokémon; the Alter Forme of Koffing.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Sparking
* *Italic* indicates a move that gets STAB only when used by an evolution of Sparking
* Moves in yellow cannot be learned by any previous evolutions of Sparking
Acute Shot

*When magic aids your ranged attacks, you rarely miss.*

Prerequisite(s): Point-Blank

Benefit(s): Whenever you gain a magic bonus on an attack roll with a ranged weapon, you can deduct any range penalties from your damage roll, instead of your attack roll.

Additionally, when you gain a magic bonus on a ranged attack roll, you can deal sneak attack damage to a target that has concealment (but not total concealment) as long as the attack otherwise qualifies to deal sneak attack damage. The maximum number of sneak attack dice you can use in this way is equal to the value of your magic bonus on attack rolls.
Swolert

**Swolert** is a Fighting-type Pokémon; the Alter Forme of Swampert.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Swolert
* *Italic* indicates a move that gets STAB only when used by an evolution of Swolert
* Moves in yellow cannot be learned by any previous evolutions of Swolert
Pleedle

**Pleedle** is a Ghost/Normal-type Pokémon; the Alter Forme of Plusle.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Pleedle
* *Italic* indicates a move that gets STAB only when used by an evolution of Pleedle
* Moves in yellow cannot be learned by any previous evolutions of Pleedle
Techneon

**Techneon** is a Steel-type Pokémon; the Alter Forme of Umbreon.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Techneon
* *Italic* indicates a move that gets STAB only when used by an evolution of Techneon
* Moves in yellow cannot be learned by any previous evolutions of Techneon
Soulias

**Soulias** is a Flying/Normal-type Pokémon; the Alter Forme of Latias.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Soulias
* *Italic* indicates a move that gets STAB only when used by an evolution of Soulias
* Moves in yellow cannot be learned by any previous evolutions of Soulias

## Trivia

* Soulias and its counterpart are based on the concept of the Soul Link challenge run for Pokemon games.
Stratrio

**Stratrio** is a Flying-type Pokémon; the Alter Forme of Dugtrio.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Stratrio
* *Italic* indicates a move that gets STAB only when used by an evolution of Stratrio
* Moves in yellow cannot be learned by any previous evolutions of Stratrio

## Trivia

### Design origin

Instead of underground, Stratrio make their home in the clouds.
Amezou World

**Amezou World** ou **Amezou BBS** foi um fórum BBS criado por uma só pessoa também apelidada de Amezou-shi. O fórum se tornou o mais movimentando do Japão após a queda da terceira encarnação do Ayashii World em 1998 e assim permaneceu até o seu fim em 1999.

Em 10 de Outubro de 1999 o site foi fechado devido ao constante vandalismo sofrido por autoria dos seus próprios usuários. Entre eles estava Hiroyuki, o fundador do 2channel. (o segundo maior fórum anônimo da época)

Enfurecido e com inveja de Hiroyuki e do 2channel, Amezou-shi se aliou com Kazuhiko Nishi, fundador da ASCII Corporation para fundar o 1ch.tv. No entanto o conteúdo que poderia ser postado era estritamente controlado e uma taxa de uso seria cobrada mais tarde, levando o site a não atingir o sucesso esperado.
2ch.sc

O **2ch.sc** é um fórum de discussão anônima baseada em texto (textboard) criado por Hiroyuki Nishimura em 2014 pela decorrência da perda do domínio e dos direitos do 2channel original para **Jim Watkins**. Por se tratar de um clone do 2channel, o site possui um movimento menor em comparação com a sua versão original

## Historia

Em 19 de Fevereiro de 2014, **Jim Watkins**, da empresa americana de hospedagem de websites N.T Technology, tomou o controle do domínio 2ch.net alegando que o "administrador anterior" atrasou o pagamento das suas contas e portanto o próprio Jim assumiria como novo admin daquele momento em diante. Hiroyuki então copiou o 2ch por inteiro e todo o seu imenso arquivo de tópicos para criar o 2ch.sc.

## Veja também

* 2channel
* Hiroyuki Nishimura
Astro Boy (1963)

**Astro Boy** ou **Mighty Atom** (鉄腕アトム)é um anime baseado no mangá homônimo de Osamu Tezuka. Foi o primeiro anime a se popularizar a um nível nacional no Japão, por esta razão criou ou popularizou várias características que iriam definir para sempre este tipo de mídia até os dias de hoje. A sua influência e grande repercussão causou um sucesso comercial e de crítica que fez com que vários concorrentes também investissem em desenhos animados e derivados para a TV japonesa. Este acontecimento marca o surgimento da Terceira Industria do Anime.
Listas de Categorias do 2channel

Esta é uma lista de categorias do 2channel.

## Terremoto (地震)

**Foco**: Notícias e discussão sobre terremotos no Japão.

**Boards:**

* Earthquake Headline
* Earthquake Bulletin Board
* Temporary Earthquake Board
* Temporary Earthquake+ Board
* Emergency - Natural Disaster

## be (be)

**Foco**: Discussão com identificação através de IDs. (Login requerido)

**Boards:**

* Funny News
* Morning
* Any Question

## Notícias (ニュース)

**Foco:** Reúne a sessão de notícias de várias outras categorias em um só lugar.

**Boards:**

* Breaking Headline
* Bussiness News+
* News Bulletin+
* Asian News Report+
* Political News+
* SNS News+
* Genkiko Animal's News+
* Moe News+
* Entertainment · Music · Sports News
* Heartwarming News+
* Painful News+
* Science News+
* Apology+
* News & Weather Commentary++
* News Bulletin
* Traffic Information

***(Construção em Andamento...)***
Censura Anti-Japonesa na Coréia do Sul

A **Censura Anti-Japonesa na Coréia do Sul** se refere a várias leis criadas pelos sucessivos governos daquele país com o intuito de proteger a cultura nacional da influência estrangeira na teoria. Na pratica no entanto era usado como artificio para censura de diversas mídias japonesas como músicas, dramas, jornais, mangás e livros.

## Contexto

Com o fim da Segunda Guerra Mundial, um grande sentimento de revanchismo e repúdio se fez presente em uma grande parcela da população coreana que viveu durante o período da Coréia Japonesa. A primeira lei foi aplicada logo após o fim do conflito ainda em 1945, seguida por inúmeras outras leis nas décadas seguintes. Como resultado da proibição de animes em solo coreano, vários estúdios coreanos tentaram lucrar com a fama de produções originais da época com as suas próprias versões locais, dando origem aos infâmios Animes Pirata da Coréia do Sul.

## Linha do Tempo das Aberturas na Lei

1998 - Mangás e outras publicações são permitidas pela primeira vez. Filmes Nipo-Coreanos ou que tenham ganho um prêmio da Academia ou de grandes festivais também são permitidos.

1999 - Performance de música japonesa é permitida desde que o não ultrapasse o número de 2000 lugares ocupados. Filmes animados que tenham ganho qualquer prêmio a nível nacional são permitidos.

2000 - O limite de lugares em show ao vivo é removido. Todos os filmes com uma indicação 12+ e 15+ tem a sua exibição permitida. Esses filmes também ganham a sua autorização de exibição na TV aberta e a cabo. Computadores e games arcade são permitidos de serem vendidos, assim como eventos esportivos, noticiários e documentários ganham o seu direito de exibição na televisão.

2004 - Todos os filmes japoneses são permitidos nos cinemas. Toda música e game japonês tem a sua venda autorizada pelo governo. Programas de estilo de vida, educacionais, música japonesa, filmes japoneses, dramas nipo-coreanos, transmissão ao vivo de cantores japoneses na Coréia do Sul e cantores japoneses fazendo participações em programas coreanos são autorizados de serem exibidos na TV pública e a cabo.
Niipedia

*A Niipedia é uma enciclopédia online voltada para o armazenamento de dados sobre a cultura virtual e visual japonesa. Isso significa que aqui você vai receber mais informações sobre aquele meme estranho de japonês que você esbarrou por ai ou aquele anime que se tornou estranhamente popular de um dia para o outro. A colaboração com tópicos 'Off-Topic' é permitida desde que não contenha conteúdo ilegal.*

Animes • Games • Memes • Sites • Biografias • TV • Política • Esportes (Japão) • Off-Topic

Mangás • Light Novels • Música • Tecnologia • Literatura • Empresas • Youtubers (Japão)

Acontecimentos • Relações Nipo-Coreanas • História • Niconico • Eventos • Audiência

Artistas • Utaites • Figures • Cultura Japonesa • Doujin • Personagens • Lugares (Japão)

**03/08/18** - **O Nii retorna após um longo hiato. O preto substitui o azul escuro como tema das bordas da página principal. Algumas páginas são profundamente revisadas e novas páginas são planejadas.**

**10/03/18** - **Grandes mudanças na estrutura do site. Also, tento dar uma chance para doujinshi Guro, mas percebo que é mesmo um fetiche de doente.**

**07/03/18** - **O Niipedia se torna operacional.**
Animal Aspect

School: Transmutation (Polymorph)

Tier: 2

Components: V, S, M/DF (Part of the animal)

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Minute/Level (D)

Saving Throw: None

Spell Resistance: No

You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.

* **Frog**: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and you always jump as if you had a running start.
* **Gorilla**: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the grapple or reposition combat maneuver.
* **Monkey**: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb checks, and you can throw objects as if you had the Throw Anything feat.
* **Otter**: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed. Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make Constitution checks to keep holding your breath.
* **Raccoon**: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence bonus on Disable Device, Sleight of Hand, and Stealth checks.
* **Raptor**: Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus of +20 feet to your base speed.
* **Tree Lizard**: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half your normal speed and all the benefits of having a natural climb speed.

### Mythic

You gain low-light vision, a +2 size bonus to the physical ability score of your choice, and a +1 enhancement bonus to your natural armor. Alternatively, you may cast the non-mythic form of this spell on a touched willing creature.
Sergio Ramos

**Sergio Ramos García** (Camas, Sevilla, España, 30 de marzo de 1986) es un futbolista español que juega como defensa en el Real Madrid Club de Fútbol de la Primera División de España.

Formado en las categorías inferiores del Sevilla Fútbol Club, debutó en Primera División con el equipo hispalense en 2004. En 2005 fichó por el Real Madrid C.F., equipo del que es capitán desde la temporada 2015/16 y con el que se ha proclamado tetracampeón de Liga, tricampeón de Europa y tricampeón del mundo entre otros títulos, y donde se consolidó como uno de los defensas más goleadores del campeonato nacional y fue considerado como uno de los mejores defensores
 del mundo de su generación.​ Ha sido seleccionado como tal en el FIFA/FIFPro World XI un total de ocho veces en su carrera, más que ningún otro defensor en la historia, en el equipo anual de la UEFA siete veces, sólo superado por Cristiano Ronaldo y Lionel Messi, y como mejor defensor de España en cuatro ocasiones.

Es internacional absoluto desde 2005 y capitán desde 2016 de la selección española, con la que se ha proclamado bicampeón de Europa en 2008 y 2012, y campeón del mundo en 2010. Además, es el futbolista europeo más joven en alcanzar las 100 internacionalidades con su selección.​ A fecha de 2018 es el segundo jugador con más partidos internacionales con España, únicamente superado por los 167 partidos disputados por Iker Casillas.
Rival

The Rival in this game can hit pretty hard but is also very easy to cheese.

For the 1st rival battle he has a Fertle, Seamander, or Burnasaur depending on what starter you chose.

fertle has Tackle and Tail whip

Seamander has scratch and growl

burnasaur has tackle and growl

the other rival battle before brock is optinal but depending on what starter you chose he will have the super effective starter for it and a beakon woth tackle and growl
Petra-Quae

**Petra-Quae** is a Rock/Water-type Pokémon; the Alter Forme of Ho-oh.

Petra-Quae is one of the Fossil Pokemon of AlteRed, being revived from the Helix Fossil.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Petra-Quae
* *Italic* indicates a move that gets STAB only when used by an evolution of Petra-Quae
* Moves in yellow cannot be learned by any previous evolutions of Petra-Quae
Acrobatic Steps

*You can easily move over and through obstacles.*

**Prerequisites:** Dex 15, Nimble Moves.

**Benefit:** Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).
Alchemical Tinkering

School: Transmutation

Tier: 1

Components: V, S

Casting Time: 1 Standard Action

Range: Touch

Target: Firearm or alchemical item touched

Duration: 1 Minute/Level

Saving Throw: Fort Negates (object)

Spell Resistance: Yes

You transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost. Magic Items are unaffected by this spell. At the end of the spell’s duration, alchemical items used while transformed are destroyed and do not return to a usable state and firearms transformed revert back to their original type.
Yanhuocent

**Yanhuocent** is a Fire/Fairy-type Pokémon; the Alter Forme of Jellicent.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Yanhuocent
* *Italic* indicates a move that gets STAB only when used by an evolution of Yanhuocent
* Moves in yellow cannot be learned by any previous evolutions of Yanhuocent
Anger Inquisition

Holy (or unholy) rage, granted by your patron deity, ensures that when you fight, the battle ends with a bloody victory.

## Abilities

### Hateful Retort (Ex)

Once per day, as an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit you. This melee attack is at your highest attack bonus, even if you’ve already attacked in the round.

### Divine Anger (Ex)

At 8th level, you gain the ability to rage like a berserker. Your effective berserker level for this ability is your inquisitor level – 3, and use your Wisdom modifier in place of your Constitution modifier for determining the rounds per day. If you have levels in berserker, these levels stack when determining the effect of your rage. You do not gain any rage powers from this granted power, though if you have rage powers from another class, you may use them with these rages.
Aero Materia

The Aero Materia grants the wielder the power of wind. When equipped to armor, the Aero Materia creates a buffet of wind, causing the wielder to gain Damage Resistance against Slashing and immunity to wind effects. When equipped to a weapon, the weapon creates a series of cutting winds around it, granting extra slashing damage.

When attuned, the Aero Materia allows the wielder to cast Wind spells through the weapon or armor.

## Armor Bonus

**Level 1:** Damage Resistance 5 against Slashing.

**Level 2:** Damage Resistance 10 against Slashing.

**Level 3:** Damage Resistance 20 against Slashing.

**Level 4:** Damage Resistance 30 against Slashing.

## Weapon Bonus

**Level 1:** Weapon deals +1 slashing damage.

**Level 2:** Weapon deals +1d6 slashing damage.

**Level 3:** Weapon deals +2d6 slashing damage.

**Level 4:** Weapon deals +2d10 slashing damage.

## Spells

**Level 1:** Aero I

**Level 2:** Aero II

**Level 3:** Aero III

**Level 4:** Aero IV
Regilectric

**Regilectric** is an Electric type Pokémon; the Alter Forme of Regirock.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Regilectric
* *Italic* indicates a move that gets STAB only when used by an evolution of Regilectric
* Moves in yellow cannot be learned by any previous evolutions of Regilectric

## Trivia

### Name origin

Regi + Electric

Despite its similarities to Regieleki, Regilectric was in fact designed before the Sword and Shield games.
Aid

School: Enchantment (Compulsion)

Tier: 2

Components: V, S, DF

Casting Time: 1 Standard Action

Range: Touch

Target: 1 Living Creature

Duration: 1 Minute/Level

Saving Throw: None

Spell Resistance: Yes (Harmless)

*Aid* grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
Soileef

**Soileef** is a Ground-type Pokémon; the Alter Forme of Bayleef.

Prior to Version 1.9, this Pokemon was named **Baylump**.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### Name origin

Soil + Bayleef

For the old name, Bayleef + Lump
Abyssal Body

School: Abjuration [Evil]

Tier: 3

Components: V, S, DF

Casting Time: 1 Standard Action

Range: Touch

Target: Single evil creature

Duration: 1 Round/Level (D)

Saving Throw: Will Negates (Harmless)

Spell Resistance: Yes

The body of the touched creature is infused with infernal protection. The creature touched gains damage reduction 5/good.
Alter Musical Instrument

School: Illusion (Figment)

Tier: 1

Components: V, S, F (Instrument)

Casting Time: 1 Standard Action

Range: Close (25ft + 5ft/2 levels)

Target: One Musical Instrument

Duration: 1 hour/level

Saving Throw: Fort Negates (Object)

Spell Resistance: Yes (Object)

You alter an instrument so it sounds like a different kind of instrument
 you are familiar with. The change could be minor (such as making a lute
 sound like a guitar) or major (making a keyboard sound like drums). All
 other aspects of the instrument—such as volume, pitch, and how it is
played—are unchanged. For example, a piccolo made to sound like an organ
 is no louder than a normal piccolo, can produce only high notes in the
piccolo range, and is a wind instrument.
Yumsicle

**Yumsicle** is a Ice-type Pokémon; the Alter Forme of Jumpluff.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Yumsicle
* *Italic* indicates a move that gets STAB only when used by an evolution of Yumsicle
* Moves in yellow cannot be learned by any previous evolutions of Yumsicle
Android

Not every race has the same organs and lifespan of the others. The Android takes the idea of robots and makes them into intelligent, self-thinking creatures. Although all androids require a creator, they have sometimes evolved to function on their own and think for themselves without help.

## Stats

**STR** +0

**DEX** -3

**CON** +5

**INT** -5

**WIS** +3

**CHA** +0

## Racial Traits

### Age

The Android is a Construct that does not physically age, therefore may last as long as their programming is functioning.

### Size

Medium. The Android stands at 4 to 4.5 ft tall. They weigh about 250 lbs.

### Speed

The Android has a Land Movement Speed of 30 ft.

### Language

The Android is designed to speak the languages they are programmed with. They can also naturally speak Binary.

### Culture

The Androids are made to follow certain functions. Sometimes, however, Androids are given life, and will make their own paths and destinies, searching to live a life as if they were ponies.

### Darkvision

The Android can see in the dark up to 60 ft.

### Skill - Perception

Androids have a +4 bonus to Perception checks.

### Metallic Body (Ex)

Androids gain a +2 Natural Armor bonus to AC.

### Overclock (Te)

Once per day, as a free action, the Android can overclock their systems to gain a bonus equal to 3 + Character Level to a d20 roll. They must choose this before rolling.

### Construct Type

For the purposes of effects targeting creatures by type, Androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Amnesia

School: Enchantment (Compulsion) [Mind-Affecting]

Tier: 4

Components: V, S

Casting Time: 1 round

Range: Close (25 ft + 5 ft/2 levels)

Target: Single creature

Duration: Instant

Saving Throw: Will Negates

Spell Resistance: Yes

The creature forgets everything about their skills, past, and personal life apart from basic tasks and languages. They cannot use any of their class abilities, spells, feats, or skill bonuses.
Agile Tongue

*Your long pink tongue is capable of manipulating small items and even stealing objects.*

**Prerequisites:** Anura.

**Benefit:** You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.
Viragon-GP

**Viragon-GP** is a Poison-type Pokémon; the Alter Forme of Porygon-Z.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Viragon-GP
* *Italic* indicates a move that gets STAB only when used by an evolution of Viragon-GP
* Moves in yellow cannot be learned by any previous evolutions of Viragon-GP

## Trivia

### Design origin

The Viragon line is based on actual viruses instead of computer viruses.
Amazing Leap

## DESCRIPTION

The superhero can jump amazing distances. For every level of this power, the superhero adds a +10 competence bonus to all Acrobatics check to jump and ignores 50 feet worth of falling damage if and when he takes a fall. Thus, the superhero would calculate a fall of 100 feet as a fall of only 50 feet.

## ENHANCEMENTS AND LIMITATIONS

* **Enhancement: Catfalling (Cost: 2 JP):** If and when the superhero takes a fall, he ignores an additional 50 feet for the purposes of calculating damage. The superhero can take this enhancement multiple times. It stacks with the 50 feet of falling distance granted by Amazing Leap.
* **Enhancement: Seven-League Leap (Cost: 2 JP):** The superhero can move overland by using extremely long jumps. Each jump is 50 feet long, multiplied by the result of his Acrobatics check. This includes his Amazing Leap bonus, and he can Take 10. The maximum height the superhero achieves during each jump is a number of feet equal to the result of his Acrobatics check to jump. This form of movement is no faster than his normal running speed, but he can ignore terrain modifiers to movement, assuming he can move through the terrain by jumping (i.e., this does not work in a forest, unless the superhero can leap clean over it in a single jump). Using this ability requires a 600 feet running start. The superhero can continue jumping in a straight line without having to roll again, but changing direction requires a new running start. If the superhero doesn’t have enough room to run 600 feet in a straight line, he cannot use this ability. The superhero can continue jumping at this rate for a number of hours equal to his Constitution modifier.
* **Enhancement: Wall Spring (Cost: 2 JP):** The superhero can leap toward any wall and make a second leap off of that wall, springing upwards and away from the first wall. The superhero can string as many Wall Springs together as he has surfaces to spring from. A “wall,” for the purpose of this description, includes any solid, more-or-less vertical surface upon which his feet can find sufficient purchase. A wall of ice would be too slippery, for example, but the concrete side of a building would be perfect. Each spring requires an Acrobatics check. Calculate these checks as if the superhero were making a running high jump. For every 5 feet of jumping distance (vertical), the superhero also moves 2 feet laterally. When the superhero reaches the apex of his spring, as dictated by his Acrobatics check, he begins to fall, again moving 2 feet laterally for every 5 feet vertically.
* **Limitation: Power (Value: 1 JP per 2 levels):** *Activate:* 1 PP per level; use-activated (jumping). *Sustain:* none (instantaneous). His Amazing Leap is a power.
Aeon Subdomain

## Abilities

#### Void Form (Su)

At 6th level, you can become semi-tangible as a standard action. While in this form, you are immune to critical hits and gain a +1 deflection bonus to AC. This bonus increases by 1 at 8th level and every 4 levels thereafter.

You can use this power a number of rounds per day equal to your cleric level. These rounds need not be consecutive. This replaces Remote Viewing.
Aarxal

The Aarxal are a high-born adventurous race of bipedal avians, resembling birds. Their arms are winged, unlike most races, who have their arms and wings as separate limbs. They are native to the sky planet Atlas, and are the most technologically advanced species on the planet.

Aarxal naming schemes are usually made up of compound words, like Tailrunner and Graceplume.

## Stats

**STR** -5

**DEX** +5

**CON** -3

**INT** +3

**WIS** +0

**CHA** +0

## Racial Traits

### Speed

Aarxal have a 25 ft land movement speed and a 30 ft fly movement speed.

### Altitude Adaption (Ex)

Aarxal are able to adapt to higher altitudes, becoming more resilient. Aarxal have advantage on rolls made to survive at high attitudes. Furthermore, the DC for them to avoid falling due to taking damage or collision is reduced by 5.

### Strong Lungs (Ex)

Aarxal, due to their life on Atlas, have evolved to hold their breath for long periods of time. They can hold their breath for 5x longer normal.

## Favored Class Bonus

Favored Class Bonus
 Warrior | Every 4 levels, gain +1 to CMD against Grapple or Trip maneuvers.
Accelerated Entropy

**Discipline:** Athanatism

**Level:** 1

**Display:** Material and olfactory

**Manifesting Time:** 1 standard action

**Range:** Close (25 ft. + 5 ft./level)

**Effect:** Ray

**Duration:** Instantaneous

**Saving Throw:** Will negates, see text

**Power Resistance:** No

**Power Points:** 1

The smell of rancid, rotting vegetation suffuses the area as the object of your ire rapidly ages and falls apart. When you manifest this power, you must make a ranged touch attack (typically AC 10) against a single magical or psionic consumable item such as a potion, scroll, shard, or power stone. The object targeted must make a successful saving throw or it is immediately broken. If the item is unattended, use its manifester level as its Will saving throw bonus. If the item is attended, use the Will saving throw bonus of the creature holding it.

This power cannot be normally be used against items that contain more than one charge, such as wands or dorjes. In the case of items such as scrolls that are single-use but contain more than one spell or power, one randomly chosen spell or power can be ruined per manifestation of *accelerated entropy*.

**Augment:** If you spend 2 additional power points, you can target a single, non-magical item weighing up to 10 pounds per manifester level. In addition, for every two additional power points you spend, the saving throw DC increases by 1.
Aerial Warrior

There are those who worked out unique ways to take fury to the skies. They maximize their flying mobility to strike at foes from all directions at once.

## Abilities

### Swift Wings (Ex)

Your fast movement applies to your fly speed, but not your land speed.

This changes Fast Movement.

### Ultimate Mobility (Ex)

At 3rd level, aerial warriors gain a +1 insight bonus to AC against attacks of opportunity due to movement. This bonus increases by +1 for every 3 berserker levels beyond 3rd.

This replaces Danger Sense.

### Dive Bomb (Ex)

At 4th level, when charging while flying, the aerial warrior does not gain the charging bonus to attack. Instead, the bonus goes to damage. This damage is of the same type as the original attack and is multiplied on a critical. After the first attack, the aerial warrior gains a penalty to attack rolls until the start of their next turn equal to the bonus they received to damage.

This replaces the 4th level Rage Power.
Regiwater

**Regiwater** is an Water type Pokémon; the Alter Forme of Regsteel.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Regiwater
* *Italic* indicates a move that gets STAB only when used by an evolution of Regiwater
* Moves in yellow cannot be learned by any previous evolutions of Regiwater
Annihilator

*Some love to be grandiose, and using the astral suit is no exception. Some aegis have discovered techniques to use their psionic power to become weapons of mass destruction that they have proudly dubbed annihilators.*

## Abilities

### Size Matters (Su)

While forming his astral suit into either astral armor or astral juggernaut forms, the annihilator becomes one size larger. This effect stacks with other size increases such as that from expansion.

This ability replaces astral repair.

### Strength of Mind (Su)

Starting at 4th level, as a swift action the annihilator can spend 2 power points to gain a +2 bonus to his Strength and Constitution until the end of his next turn.

This ability replaces augment suit.

### Absorb Critical (Su)

At 12th level, when a critical hit is scored against the annihilator, he can dismiss his astral suit as an immediate action and turn the critical hit into a normal hit. Any applicable damage reduction from the astral suit is still applied to the attack. This ability can be used a number of times per day equal to 3 + the annihilator’s Intelligence modifier (minimum 1).

This ability replaces cannibalize suit.
Adaption Form

Adaption Form, also know as Aqinos, is named after a Master who sought to merge technology with Force use. Those who focus on Aqinos adopt these tenets to employ clever exploits using technology and the aid of a droid companion.

## Abilities

### Form Basics: Doroido (Te)

At 3rd level, you can adopt Adaption Form as a swift action.

Each round, you may choose to gain a +1 technological bonus to Attack, a +1 natural armor bonus to AC, or a +10 ft bonus to movement speed. This increases by +1/+10 for every 4 levels after 1st.

### Way of the Droid (Te)

At 3rd level, you gain 3 parts of your choice from the Technomancer Cybernetic Parts. You upgrade these every 3 levels.

### Automaton (Te)

At 3rd level, ou gain an Automaton, as an Engineer of your level.

### Channel The Force: Technoforce (Te)

At 7th level, you gain a bonus to the normal Channel The Force options, and when you use either of these options, you gain additional benefits.

#### Cause Harm

You can choose to deal electricity damage instead of negative energy.

### Adaptive Calibration (Te)

At 15th level, when you reduce a hostile creature to 0 hit points with a force power, or you restore hit points to a friendly creature that is at 0 hit points with a force power, you regain an expended use of your Channel the Force, and you gain temporary force points equal to the power’s level.

### Master of Adaption (Te)

At 20th level, your masteries of the Force and technology have achieved equilibrium. Your Constitution and Wisdom scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use a standard action to gain the following benefits for 1 minute:

* You are immune to electricity damage, and you have advantage on saving throws against electricity or technology effects.
* You can’t have disadvantage on attack rolls you make as a part of a force power, and enemies can’t have advantage on saving throws against your force powers.
* You add your Wisdom modifier (minimum of +1) to any damage or healing you do with force powers you cast that don’t already include that modifier.

While you are conscious and your automaton is within 60 feet of you and conscious, it also gains these benefits.

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
Alter Summoned Creature

School: Conjuration (Summoning)

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

Range: Close (25ft + 5ft/2 levels)

Target: One summoned creature

Duration: Instant

Saving Throw: Will Negates

Spell Resistance: Yes

You swap a creature summoned by a conjuration spell for a creature you could summon with a summon creature or summon nature’s ally
 spell. The new creature must be an option from a spell of the same
level or lower as the spell that summoned the target. The new creature
cannot be summoned into an environment that cannot support it. The
target can attempt a Will
 saving throw to negate this effect, but if the target is under your
control, it receives no saving throw. Alter summoned creature does not
alter the duration of the spell that summoned the target, nor does it
affect any additional creatures summoned by the same spell as the
target. The new creature has the same conditions and amount of damage as
 the target creature, and remains affected by all curses, diseases,
poisons, and penalties that affected the target, but no other spells or
effects carry over. Alter summoned creature is a spell of the same alignment type or types as the creature for which you exchange the target.
Animal Tongue

School: Divination

Tier: 2

Components: V, S

Casting Time: 1 Standard Action

Range: Personal

Target: Self

Duration: 1 Minute/Level

Saving Throw: None

Spell Resistance: No

You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Violu

**Violu** is a Dark/Poison-type Pokémon; the Alter Forme of Riolu.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Violu
* *Italic* indicates a move that gets STAB only when used by an evolution of Violu
* Moves in yellow cannot be learned by any previous evolutions of Violu
Acupuncture Specialist

*You can use the art of acupuncture to heal spiritual woes as well as physical ailments.*

**Prerequisites:** Heal 5 ranks.

**Benefit**: You can incorporate the art of acupuncture into your healing procedures, allowing you to use physical means to cleanse spiritual ailments. Doing so requires that you have an acupuncture kit (same as a healer’s kit) and takes 1 hour. Attempt a Heal check, and compare the result to a single curse or spell with the curse descriptor that the patient is suffering from. If the result of your Heal check exceeds the DC of the curse by 10 or more, the curse’s effects are suppressed for 1d4 days. If the result of your Heal check exceeds the DC of the curse by 20 or more, the curse is removed.
Adult Mong

*These massive, four-armed ape-like creatures are destructive forces that live in the jungles of Cronus. They are quite dangerous and often throw things when to far away from their targets.*

**CR** 10

**XP** 0

TN Large Animal (Subtype)

**HP** 130 [162]

**AC** 16 [24] (FF 12 [18]/TAC 14 [16]) (4 [6] Dex, 2 [8] Natural Armor)

**Land Movement Speed** 50 ft [70 ft]

**Climb Movement Speed** 50 ft [70 ft]

**Fort** +12 [+14]

**Ref** +11 [+13]

**Will** +6 [+8]

## Statistics

**STR** 20 [24]

**DEX** 18 [22]

**CON** 20 [24]

**INT** 2

**WIS** 16 [20]

**CHA** 4 [8]