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Spoonsinger
Of the Martial Orders founded since the fall of Humanity, there are few as powerful and dedicated as the Spoonsingers. Masters of both Fighting and Psychic techniques, Spoonsingers forgo the common belief that training one's mind or body are exclusive goals. By harmonizing their physique with their honed wills, they have learned techniques of both types that blend and blur the physical and spiritual domains.
To be a Spoonsinger, a Pokemon must be a Psychic or Fighting Type. Upon commitment to the order, the opposite Typing will be gained as a Second Typing. Gaining an additional typing in this way is irreversible.
- Role: While Spoonsinger Order maintains temples and training grounds to their teachings, most trained members choose to wander the region in search of new techniques and young Pokemon who show traits of Psychic or Fighting prowess. They do this by seeking out sources of strife and attempting to calm them, either through words or actions. They act as diplomat and one-mon army in turn, upholding their belief in balance and insuring the continued teaching of future generations.
- Weapon Proficiencies: Spoon
- Recommended Skills: Dancing, Etiquette, Juggling, Singing, Tumbling, Weaponsmithing.
- Equipment: A Spoonsinger is always identifiable by the order's weapon of choice; the Spoon. Recognizable as a tool once employed by Humans, Spoonsingers will smith variations of it's shape and size to better suit the individual's fighting style. Such an item is always polished, enhancing the Spoonsingers appearance in battle.
- Distinctive Appearance: Not only are they easily identifiable by their weapon of choice, Spoonsingers don a set of loose robes, colored to match their respective Temple. Each Temple has a distinctive palette, closely related to the nearest Human settlement, all of which were once known by colorful names. These robes frequently include an outer and inner set, the heavier hooded coats giving protection from the elements, and the lighter inner robes allowing for freedom of movement in combat.
- Special Benefits: Spoonsingers benefit from the harsh training afforded any acolyte, as well as the combined resources of the Temples dotted across Kanto.
- As a result of the harmony between mind and muscle, Spoonsingers move with a supernatural grace, almost dancing across the battlefield. This trance-like state is known as Spoonsong, and is accompanied by a hum of psychic power interrupted by the clang of their Spoons as they strike in time. This display is both beautiful and haunting, and triggers a Morale save for the group once the first opponent falls to half health.
- Spoonsingers may find shelter and supplies at any Temple, regardless of minor ideological differences. It is not unheard of to find a Spoonsinger from the border of Johto taking supper at a Temple on the coast of Lavender town. Parties who have allied with a Spoonsinger are welcome, though only temporarily, unless they wish to become members of the order themselves.
- Accomplished Spoonsingers may choose to retire from wandering and become Temple Masters, taking the position over from their Elders or choosing to found a new Temple of their own. While any Spoonsinger can share the basic tenants and foundational trainings, most believe the art of Spoonsong can only be learned properly from a Temple Master. Their skills are kept sharp by the frequent challengers from both within and without the order; Trained Pokemon who have completed the Gym Battles of the region choose to test their skills against greater warriors, and the Temple Masters willingly oblige.
- Special Limitations: Spoonsingers are expected to follow a set of restrictions in their daily lives, failure to do so could mean ejection from the Order.
- Not only must they attempt to advance the outreach of their Temples at all times, they must also lend aid to any Pokemon in need, unless that Pokemon is proven to be an enemy to the Spoonsinger way of life.
- They may not use TMs/HMs. To develop a technique without the use of your own training is counter to the core of the Spoonsinger Order; while non-members are not begrudged their choices, committed practitioners think of the practice as a disgraceful grasp for unearned power.
- Spoonsingers do not wear protective gear or finery other than their traditional robes, though held items that enhance their Psychic abilities are generally overlooked. This is both cultural expectation and a matter of efficiency, as holding a shield or wearing armor interferes with their acrobatic fighting techniques, and clothing of any value goes against the tenent of limited wealth.
- Temples offer a small stipend for purchases wandering Spoonsingers must make during their journey, though it is largely understood that this money is primarily to maintain their weapon of choice. Additional money and treasures found during their adventures is assumed property of their Temple of origin, and is to be gifted to it's accounts upon the Spoonsinger's return. This means that most Spoonsingers survive off the generosity of the Pokemon settlements they travel to, or by temporarily joining Adventuring parties to clear dangerous dungeons and fund the next leg of their journey.
After becoming a Spoonsinger, Players gain an additional list of Moves they can learn at the end of a battle. The player may roll before choosing which list they would like to learn from.
| 1d20 | Move |
|---|---|
| 1-3 | Vacuum Wave - The user whirls its fists to create a wave of pure vacuum that it sends flying at targets. Moves first in combat regardless of Dexterity save results. Deals 1d4 Fighting-type damage to the target. Usage: Unlimited |
| 4-6 | Psyblade - The user rends the target with an ethereal blade. Deals 1d8 Psychic-damage to the target. Usage: 1x per encounter |
| 7-8 | Aura Sphere - The user lets loose a pulse of aura power from within its body. Deals 1d8 Fighting-type damage to the target. Usage: 2x per encounter |
| 9-11 | Zen Headbutt - The user focuses all its willpower into a fierce headbutt. Deals 1d8 Psychic-type damage to the target. If rolling multiple dice and any two match, the target flinches and misses their next turn. Usage: 1x per encounter |
| 13-15 | Psycho Cut - The user launches blades formed by psychic power. Deals 1d8 Psychic-damage to the target. The attack is a Critical Hit if it rolls a 7 or 8. Usage: 2x per encounter |
| 16-17 | Psyshield Bash - Cloaking itself in psychic energy, the user slams into the target. This also boosts the user’s Defense stat. Deals 1d10 Psychic-type Damage. On a Critical Hit, the user's ARMOR is increased by 1 (max 5) for the duration of the battle. Usage: 1x per day |
| 18-19 | Focus Blast - The user heightens its mental focus and unleashes its power in the form of a spiritual bullet. Deals 1d10 Fighting-Type Damage. On a Critical Hit, the target's ARMOR is decreased by 1 (max 5) for the duration of the battle. Usage: 1x per Rest |
| 20 | Secret Sword - The user pushes psychic energy into their weapon, extending it as an ethereal blade. This odd power is solid to touch. Deals 1d10 Fighting-type damage, bypassing ARMOR. Usage: 1x per day |
