Channelers are humans with rare mystic powers that allow them to commune with Pokémon through their auras at a primal level. Often empathetic people with a great intuitive understanding of others’ emotions, they can take this expertise to a whole other level with Pokémon, even acting as a conduit to connect the hearts of multiple Pokémon at once. For this reason, Channelers are often valued in a traveling party, able to understand the intentions of wild Pokémon to avoid conflict or obtain help.
A skilled Channeler is able to play upon this link to their Pokémon companions, becoming a one-man reconnaissance team by linking their senses to those of a spread out group of Pokémon. Especially experienced Channelers can utilize the conduit between their Pokémon to even greater effect, allowing their Pokémon to cover each other’s weaknesses through their channeled link or sharing their preparedness for battle.
Channelers are more often kind than cruel due to their deep natural empathy, but some Channelers can come to prefer Pokémon to humans, treating other humans with disdain and hostility. Channeler abilities seek to highlight the ability to speak to the core of a Pokemon, knowing them almost as well as they know themselves. This allows them to change Spirit and manipulate it freely.
[Class]
Prerequisites: Mystic Senses
At-Will – Swift Action
Target: A Pokémon.
Effect: You Channel the target Pokémon. If you attempt to Channel a Hostile Pokémon, you must make an Intuition Check with a DC of 15 to Channel the target. You may stop Channeling a Pokémon as a Free Action at any time. You may Channel a number of Pokémon at a time up to your Intuition Rank. If a Channeled Pokémon goes further than 20 meters from you, they stop being Channeled.
Bonus: If you channel with a Pokémon before capturing it, that Pokémon starts with +1 Friendship to its base (max 4).
Mechanic: While Channeling a Pokémon, it may choose communicate its intentions, emotions, and motivations to you and you may communicate similarly with them; neither party may be deceitful in this exchange. You also become innately aware of all of its Moves, Abilities, and Capabilities. Allied Channeled Pokémon may always attempt Intercept Maneuvers for each other, at 0 Spirit Cost. If you are Fainted, you stop Channeling all Pokémon.
Note: Channeler has a couple Features with the [Orders] tag. However, because they require that a Pokémon be Channeled, which isn’t League Legal, they aren’t of any use in League Legal battles!
Note: Channeled wild Pokémon count as having Friendship Level 3 and have 1 Spirit for the purpose of other features.
Prerequisites: Channeler
Bind 1 AP – Swift Action
Target: A willing Pokémon that you have Channeled.
Effect: You Imprint the target for the duration of this Feature. You receive all current sensory information being sensed by an Imprinted target, including gaining a vague knowledge of what the target has experienced in the past hour as though that knowledge were part of your own conscious and unconscious memories. Additionally, Imprinted Pokémon are not subject to the distance limit on Channeling.
When you try to Imprint more than one creature, you may only concentrate on the senses and memories of one Imprinted target at a time, and may only change the target of this concentration once per round. If you stop Channeling an Imprinted creature, they are no longer Imprinted.
[Orders]
Prerequisites: Channeler
Scene x3 – Standard Action
Effect: For one full round, whenever a Channeled Pokémon successfully hits a foe, all Channeled Pokémon gain +1 Accuracy and +1 Evasion against that foe for the duration of this Feature.
[Orders] [Stratagem]
Prerequisites: Channeler
Bind 2 AP – Standard Action
Target: A Channeled target
Effect: While this Feature is Bound, the target receives +X to Bonus Damage to its Damage Rolls, Damage Reduction and Initiative Modifiers, with X being equal to your Intuition Rank.
Bonus: When bound, the target gains double the effects of Spirit.
Prerequisites: Channeler, Adept Intuition
2 AP – Swift Action
Target: A Channeled target
Choose One Effect:
»» Trade all Combat Stages for a single Stat between two creatures you are Channeling.
»» Transfer a Coat from one Channeled creature to another.
»» Give up a use of Scene or Daily Move from one willing Channeled creature to regain use of a Scene Move which another Channeled creature has used. This effect may only refresh a Move for each creature once per Scene.
»» Trade Spirit between two Channeled creatures.
Prerequisites: Channeler, Expert Intuition
Scene x2 – Free Action
Trigger: A Channeled creature would be Fainted by a damaging attack
Effect: Choose any number of Channeled creatures, which must include the triggering creature. Instead of resolving the attack normally, divide the damage from the attack by the number of chosen creatures. Each chosen creature then loses that many Hit Points. For each chosen creature that Resists or is Immune to the Type of the triggering attack, subtract your Intuition Rank from the damage of the attack before all calculations.
Prerequisites: Pain Dampening, Master Intuition
Daily x2 – Standard Action
Target: Any number of creatures you are Channeling
Effect: Distribute 5 points in any way among the target(s). For each point you assign to a creature, they gain a Tick of Hit Points and 1 Spirit.