
Train a Cute Monster
Cost: 1 Point/Rank
Relevant Ability: Wisdom
Progression: The character gains 1 trainer technique0Rank
A character with Train a Cute Monster is experienced in the arts and sciences of pet monster instruction and fighting. Through painful experience, mostly on the part of the pets, the trainer learned to effectively control the creatures in battle and to properly care for their needs in daily life. Only characters with the Pet Monster Attribute may take Train a Cute Monster. Each Rank of Train a Cute Monster gives the character one trainer technique.
• Analyse Monster
The character can identify all commonly known species of pet monster. He or she also receives a +1 bonus to any Intelligence check (DC 20 to 25) required to identify rare types or newly evolved versions of existing species. He or she can judge another monster's Base Attack Bonus, remaining Toughness and elemental association from its size, species, attitude, apparent health, and even posture, without seeing it actually fight.
• Battle Motto
The character has mastered the hideous rhyming battle motto. If chanted within listening range of an opposing trainer just prior to a duel, it fills the motto-using character with pride while simultaneously revolting, boring and0or irritating his or her enemy. The opposing trainer loses 1 Conviction, which are immediately transferred to the motto-using character for the duration of the encounter. Note that if two trainers have mottoes, the effects cancel each other out; a motto can only be used once in a particular encounter.
• Breed Monster
This is the ability to breed two monsters together that do not normally mate, and have them produce viable offspring. The GM may require a Wisdom check, with a DC determined by the strangeness of the combination (usually 15 to 20). On a successful roll, the union of the two monsters is a positive, viable hybrid. On a very bad roll something goes hideously wrong - they start fighting each other, or they mate, but the resulting offspring is a horrifying menace.
• Feed Monster
The character knows exactly what to feed his or her monsters to ensure they have a properly balanced diet. As long as the character can supervise his or her monster's nutrition (which takes a half-hour per creature per day) the monsters will be healthier and happier. They will not catch diseases and will recover lost Toughnessand Conviction twice as fast as normal. The GM can require characters to devote time to finding special food, vitamins, or ingredients.
• Inspire Monster
The trainer is especially good at inspiring his or her monster in combat through shouts of encouragement, cheerleading, yelling "banzai!" and other energetic techniques. At the start of any combat round the trainer can spend 1 of his or her own Conviction. This either adds a temporary +2 to the monster's Base Attack Bonus and a +2 bonus to defence checks (this lasts for one round) or restores the monster's lost Toughnes. The character can repeat the expenditure every round, to continue giving the monster a bonus.
• Instil Discipline
The character is especially good at making his or her monsters obey orders and resist their natural urges. Instilling discipline takes a one-hour training session and costs the trainer and monster 1 Conviction each. The effects last for 24 hours, minus one hour times the Wisdom of the disciplined monster (24-[1hr x Wisdom] = hours). A disciplined pet will be cautious during fighting, and will not lose control or expose itself recklessly. It receives a +1 defence check bonus.
• Instil Ferocity
The trainer can instil the fighting spirit in his or her monster and teach it to go for the jugular. This technique takes a one-hour training session and costs the trainer and monster 4 Conviction each. The effects last for (4 + the monster's Wisdom) hours. A ferocious monster receives a +1 bonus to its Base Attack Bonus. It is also likely to be bad tempered, and may snap at or otherwise harass anyone nearby. A trainer can Instil Ferocity against a specific opponent (such as type of monster) - this requires appropriate training aids (such as a picture or look-alike doll). This doubles the normal bonus, but only against that target; the monster does not gain an attack bonus against any other opponent. This option is useful if the trainer has a good idea who his or her monster will face.
• Monster Tactics
The character has carefully studied cute monsters in battle. He or she understands which attack to use for the greatest effect, when to order a finishing blow at the right moment, and when to sound the retreat. The trouble is, it is the monster fighting, not the character. If the character is supervising the duel, however, and is in a position to shout orders, then his or her monsters receives a +4 bonus on their Initiative rolls through the battle. This can be used in conjunction with Inspire Monster.
• Nurse Monster
The character is a natural monster physician. As long as the monster is under his or her tender care, it heals Toughnes three times faster then it would otherwise. If the character also has Feed Monster, the monster heals five times as quickly as it would otherwise.
• Stat Master
The character possesses an encyclopaedic knowledge of other trainers, as well as teams and monster dojo (if they exist). The character keeps track of who they are, how they Rank in any league or organisation, and what pet monsters they possess. The GM may require a Intelligence check (DC 20) to see if the trainer knows anything about someone specifically.
