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Posted: Sun Dec 19, 2010 2:24 pm
This thread lists all of the moves that Pokemon may learn. Certain Trainer Feats allow them to learn these moves as well. The following post will describe how to read these moves. The posts after that contain all of the moves, sorted by elemental type. Pokemon may learn an infinite number of moves. They are not limited to only knowing four moves at a time.
Some moves will be more or less effective against certain types of Pokemon. You won't be expected to keep track of this, as a crew member will always make sure the move is dealing the proper amount of damage, but it may help to get a grasp about type effectiveness, as it will be key in winning battles.
If an elemental move strikes a Pokemon that has a type that is weak to that kind of element, then the move will deal double damage. If an elemental move strikes a Pokemon that has a type that is resistant to that element, the move will deal half damage.
Many Pokemon have more than one type. If an elemental move strikes a Pokemon that has two types that are weak against it, it will deal quadruple damage. If an elemental move strikes a Pokemon that has two types that are resistant against it, the move will deal one fourth of its damage. If an elemental move strikes a Pokemon that has one type that is weak to it and one type that is resistant against it, the move simply deals normal damage.
Finally, some Pokemon types are immune to others. If a Pokemon has a type that is immune to the move that is being used on it, the move has no effect against that Pokemon unless the move specifies that it ignores resistances or immunities. If a Pokemon has a type that is weak to the move that is being used on it and another type that is immune to the move, the Pokemon is still immune to the move.
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Posted: Sun Dec 19, 2010 5:14 pm
How to Read Moves A Move is anything a Pokemon can do on its turn after shifting on the battlefield. Once a Pokemon uses a Move, they end their turn. Moves have a Name, a Description, a Type, a Frequency, an Accuracy Check, a Range, a Damage Dice Roll, an Area of Effect, and an Effect.---------Name---------
The Name of the Move. Your Pokemon may not be able to completely understand human language, but your character will have trained them to understand the names of their moves. Your character will have to call out the moves name in order for your Pokemon to attempt to execute the move.
---------Type---------
The move's elemental type. A move's type will determine the degree in which it will affect Pokemon, based on their type. The types are Bug, Dark, Dragon, Electric, Fighting, Fire, Flying, Ghost, Grass, Ground, Ice, Normal, Psychic, Poison, Rock, Steel and Water.
---------Description---------
The Description is a flavorful explanation of what your Pokemon’s move does. This will give you a better idea of the task your Pokemon performs for the move, allowing you to better describe it in roleplay if you wish.
---------Frequency---------
The Frequency is the move's rate of use. There are four levels of Frequency for attacks:
At-Will This means that your pokemon can perform the attack every turn, with no rest needed to perform the attack again.
EOT An abbreviation for Every Other Turn, meaning that your Pokemon can perform the move once every other turn. If your Pokemon would like to use a move with the EOT frequency outside of battle, it would need ten seconds of rest before performing the move again.
Battle This means that your Pokemon can only perform the move once per Battle. If your Pokemon uses this kind of move outside of battle, they will need about five minutes of rest before they can use it again.
Center Center moves require intense focus and strain on your Pokemon’s mental and physical state. A move with the Center Frequency can only be performed once per Pokemon Center visit. A Pokemon may not perform that move again until they have been healed or rested at a Pokemon center.
---------Accuracy Check---------
The Accuracy Check is used when a Pokemon uses a move in battle. The number for the Accuracy check is located next to the move's Frequency; they are separated by a dash. Once you command your Pokemon to use a move that requires an Accuracy Check, you will need to roll a d20 and that roll must be equal to or higher than the Accuracy Check in order for the Attack to connect with its target. There are several ways for the Accuracy Check to be modified, such as Evasion Bonuses. Be aware of these modifiers, as they may be able to increase your likelihood of a successful attack or conversely hinder your success. If there is no Accuracy Check, the move never misses and you don't need to roll a d20 for that attack. If you roll a 1 during a check, it is considered a critical miss and the move fails to hit unless an effect says otherwise. If you roll a 20 during the check, it is considered a critical hit and the damage dealt by the attack is doubled once all stats are applied.
---------Range---------
Range is used to let you know if your move may be used while near its target or from a distance. There are multiple kinds of ranges:
Self The Self Range targets the Pokemon using the Move.
Melee Physical The Melee Range is used to target foes or allies adjacent to you, you may also target the Pokemon using the Move with a Melee attack. Add the Pokemon's Attack stat when dealing damage.
Melee Special Exactly the same as Melee Physical, except add the Pokemon's Special Attack stat when dealing damage.
Melee None Exactly the same as Melee Physical, except do not add any stats when dealing damage. These are typically purely status inflicting moves.
Ranged Physical The Ranged Range targets foes or allies that are not adjacent to the Pokemon using the Move. If a Move is Ranged and does not specify the limit of its Range in the Effect of the Move, the Move may target up to twenty meters away. For every meter past twenty meters, you must roll +2 during the Accuracy Check to hit. You may always assume that a target is within twenty meters unless a crew member specifies otherwise. Add the Pokemon's Physical Attack stat when dealing damage.
Ranged Special Exactly the same as Ranged Physical, except add the Pokemon's Special Attack stat when dealing damage.
Ranged None Exactly the same as Ranged Physical, except do not add any stats when dealing damage. These are typically purely status inflicting moves.
Field The Field Range drops an effect on the entire area where the battle is taking place.
---------Damage Check---------
The Damage Check lists the two numbers (one low and one high) that you will use in the random number generator in order to determine damage dealt. These two numbers will be separated by a dash. If your Pokemon shares a type with the move, you will have to add your Pokemon's STAB to these two numbers. Add the lower STAB number to the lower damage number and add the higher STAB to the higher damage number when inserting them into the random number generator. If there is no Damage Check, the move isn’t an attack that deals damage or the move deals a set amount of damage detailed in the Effect.
---------Effect---------
The Effect lists how many targets may be affected by the move as well as what the move does in addition to its damage. The number of targets that the move can hit will always be the first thing listed. After this, you may see a few individual Effect Keywords such as "Column, Spray, Beam, ect." These Effect Keywords are shared by a large number of moves. If a move has an Effect Keyword, you may look up the Keyword in the post following this post. In addition to the number of targets and Effect Keywords, the Effect section of a move also lists any status ailments the move may cause during the Accuracy Check. In addition, the Effect section will also list requirements to make the attack, knock-back caused by the move, and anything else related to what the move does. Effects do not activate unless the move hits.
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Posted: Sun Dec 19, 2010 11:16 pm
Effect Keywords The following is a list of Effect Keywords that will be found within many of the moves that your Pokemon may learn. Many of these Keywords will mention slightly complex things regarding how large of an area a given move will affect. You will not have to worry about these more complex things. Crew members will merely use them as guidelines when they are running battles. The reason for including them here is just so you have an idea about how some things will be figured out in the battles.
Beam A Move with the Beam Keyword can hit multiple targets. The length of the Beam is usually specified in the Effect of the Move. To find the area affected by the Move, draw a straight line from the Move’s user and continue the line for however long the effect specifies. All Legal Targets on the drawn line is hit by the Move with the Beam keyword.
Berry A Move with the Berry keyword, is Natural Gift. Depending on the berry held, Natural Gift does different damage and has a different elemental type. If your Pokemon has the move Natural Gift or your Pokemon has a different move with the Berry keyword, please consult a crew member for information regarding it.
Burst A Move with the Burst keyword can hit multiple targets. The length of the radius for the Burst is usually specified in the Effect of the Move. To find the area affected by the move, draw a radius equal to the length specified per Move. Draw a circumference surrounding the user that has an equal radius throughout the circle. All Legal Targets within the drawn area is hit by the Move with the Burst keyword.
Coat A Move with the keyword Coat covers the target in a layer of material, which reduces the effectiveness of a certain type of attack. The Move will specify which type it is a Coat for. If a target has a Coat for a certain type and they are immune, they are still immune. If a target has a Coat for a certain type and they are resistant, they are now immune. If a target has a Coat for a certain type and they have neutral resistance, they are now resistant. If a target has a Coat for a certain type and they are weak to the type, they now have a neutral resistant. If a target has a Coat for a certain type and they are doublely weak to the type, they now are only weak to the type. A target may not have more then 1 Coat per elemental type. Some Coats have effects unrelated to damage, these Coats are defined in the Effect of their Move.
Column A Move with the Column keyword can hit multiple targets. The size of the Column is usually specified in the Effect of the Move. To find the area affected by the Move, draw a straight line from the user to the target and then draw a line perpendicular to that line equal in length to the specified amount per Move. The perpendicular line should be centered on the line connecting the user and the target. Draw lines from the perpendicular points parallel to the line connecting the user and the target. These lines stop perpendicular to the user and continue through the target 2-meters. All Legal Targets within the drawn area is hit by the Move with the Column keyword.
Combat Stage During battle, the stats of a Pokemon can be altered to buff or debuff a pokemon, making them more formidable or less threatening. During battle, any stat can only be only be risen or lowered up to six times positively or six times negatively. This makes a scale, from -6 to +6 that can be altered as many times as the battle allows but never more then +6 Combat Stages or less than -6 Combat Stages. If a pokemon’s stat is raised a Combat Stage during battle, they gain a 25% bonus the buffed stat, rounded down. If a pokemon’s stat is lowered one Combat Stage during battle, they lose 12.5% of the affected stat rounded down. This means that if a stat has raised 6 Combat Stages; its affected stat should be 250% of its original value. If a stat has been lowered 6 Combat Stages, its affected stat should be 25% of its original value. The effects of the Raised/Lowered Combat stages will only last as long as the current battle, so make a side note of the temporary changes to your Pokemon's stats so that you will remember them.
Blast A Move with the Blast Keyword can hit multiple targets. The size of the Blast is usually specified in the Effect of the Move. To find the area affected by the move, draw a radius equal to the length specified per Move. Draw a circumference surrounding the target that has an equal radius throughout the circle. All Legal Targets within the drawn area is hit by the Move with the Blast keyword.
Environ If one of your Pokemon has a move with the keyword Environ, please consult a crew member for information regarding what it does.
Exhaust If a Move has the Exhaust keyword, the user may not do anything on their next turn. The user may still be a target of Moves or be returned.
Hazard If a Move has the Hazard keyword, the effect covers the entire field of battle. A Hazard only affects the foes when they appear, or come out of a poke ball. You may put extra Layers of the Move with Hazard if the Move allows.
Legal Target All pokemon and people, friend and foe alike, in an area that has an unblocked line of sight.
On Miss If a Move’s effect says On Miss, the effect detailed happens and makes everything within its range a Legal Target for the Move.
Reliable A Move with the Reliable keyword may be used again regardless of its Frequency as long as the move has not yet hit a target successfully.
Scatter A Move with the Scatter keyword can hit multiple targets. The amount of times you may target with the Move is usually specified in the Effect of the Move. Each time you attack, you may target a different Legal Target.
Spirit Surge A Move with the Spirit Surge keyword will always have its Effect activate. A Move with the Spirit Surge keyword still needs to successfully hit a Legal Target to deal damage, but will still gain its effect’s benefits. Moves with the Spirit Surge keyword usually cause buffs or debuffs to Combat Stages.
Spray A Move with the Spray keyword can hit multiple targets. The length and width of the Spray is usually specified in the Effect of the Move. To find the area affected by the Move, draw out a line from the Move’s user equal to the length and draw out another line of the same length however many degrees away from the first line. Connect the two ends of the lines in an arc that keeps a constant distance from the Move’s user, making a cone. The target should be at the center of this cone’s arc, or along the radius from the arc’s center to the user. All Legal Targets within the drawn area is hit by the Move with the Spray keyword.
Target Area A Move that says Target Area does not target a person or a Pokemon. Instead, target a particular spot on the field.
Trap A Move with the Trap keyword prevents the target from fleeing. A Trapped target may not flee, and may not be recalled. A Trapped target may not move from the spot they were Trapped in. If the user of the Move with the Trap keyword faints, flees, or is recalled the Trapped target is freed.
Wall A Move with the keyword Wall can place Wall terrain of the field of battle. The amount of Wall is usually specified per Move. The Move will give a length of Wall, which can be separated at 1-meter intervals. The height of the Wall, unless specified otherwise, is 2-meters. You may stack Walls to make tall shields, or cut width in many 1-meter intervals to make several Walls all over the field. Walls are only a few inches thick, unless the Move specifies otherwise. At the end of an encounter, Walls fade after a few minutes. Some walls can be passed through or have ranged attacks shot through; this is described per move.
Weather Move with the Weather keyword affects an area, changing the rules of the battle. Damage can be altered and even the Effects of moves can change depending on the Weather in battle. Weather can replace Weather that already is in place. If a Weather effect does not replace Weather effects, it is Lesser Weather and it cannot be replaced.
Weight Class A Move with the Weight Class Keyword refers to the following. Weight Class 1 – Any Pokemon between 0 – 25 lbs; 0 – 11 kg Weight Class 2 – Any Pokemon between 25 – 55 lbs; 11 – 25 kg Weight Class 3 – Any Pokemon between 55 – 110 lbs; 25 – 50 kg Weight Class 4 – Any Pokemon between 110 – 220 lbs; 50 – 100 kg Weight Class 5 – Any Pokemon between 220 – 440 lbs; 100 – 200 kg Weight Class 6 – Any Pokemon heavier than 440 lbs; 200 kg The weight of each Pokemon is located in the Pokemon Database thread.
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Posted: Sun Dec 19, 2010 11:32 pm
Status Ailments The following is a list of Status Ailments that some moves will inflict upon Pokemon. Pokemon may only be afflicted with one of these at any given time.
Paralysis The Pokemon’s Speed Stat is halved. On the first round of Paralysis, roll 6 or better on 1d20 to use a move. On the rounds following that, you must roll one higher, capping at 16 (6,7,8,9,10,11,12,13,14,15,16). On a failed roll, no move may be used. The Pokemon may not Shift either. Dragon and Electric type Pokemon may attempt to self-cure paralysis, only a roll of 20 will cure during their turn instead of shifting and/or moving. When a Paralyzed Pokemon is sent out of its Poke Ball , the Paralysis check starts at 11. On Turns following that, you must roll one higher, capping at 16
Sleep On the first round of Sleep, a 16 or better will wake the afflicted Pokemon. On following turns, you must roll two less than the previous turn to wake the Pokemon up, capping at 6 (16,14,12,10,8,6). On a failed roll, the Pokemon may not use a move or Shift unless they have a special move. When a Pokemon uses Rest, it remains asleep for two turns no matter what.
Burn The Pokemon’s Defense Stat is treated as if it has been lowered 2 Combat Stages. Once per turn, you may try to roll for self-curing the Burn in place of the Pokemon’s move. You must roll a 17 or better on a d20 to cure the burn. Fire-Type Pokemon only need to roll a 13 when attempting to self-cure burn. At the end of every round, the Burned Pokemon loses 1/10th of its Max HP.
Poison The Pokemon’s Special Defense Value is treated as if it has been lowered 2 Combat Stages. Once per turn, you may try to roll for self-curing the Poison in place of a Pokemon’s move. You may not try this for the Badly Poisoned ailment, which is a more serious version of the Poisoned ailment. Once per turn, you may try to roll for self-curing the Poisoning in place of a Pokemon’s move. You must roll a 17 or better on a d20 to cure the Poisoning. Poison and Steel type Pokemon are immune to becoming Poisoned. At the end of every round, the Poisoned Pokemon loses 1/10th of its Max HP. When Badly poisoned, the afflicted loses 5 HP on the at the end of the round that they were Poisoned on. At the end of each of the following rounds, they will lose twice the amount that they lost in the previous round until they faint, are recalled into their Pokeball, or are cured.
Frozen The Frozen Pokemon may not use a Move or Shift. Once per turn, you may try to roll for self-curing the Freeze in place of a Pokemon’s Move. Once per turn, you may try to roll for self-curing the Freeze in place of a Pokemon’s move. You must roll a 17 or better on a d20 to cure the Freeze. This roll is only 11 for Ice, Fighting, and Fire Pokemon. If the Frozen Pokemon is hit with a Fire, Fighting, Rock, or Steel attack that damages them, the Freeze is cured.
Flinch The afflicted Pokemon may not Shift or use a Move during their next turn.
Confused Before using a Move or Shifting roll 1d20. On 1-10, the afflicted Pokemon deals their STAB to itself. Do not apply Weakness, Resistance, Defense or Special Defense. On 11-15, the afflicted Pokemon may use a Move and Shift as normal. On 16-20, the afflicted Pokemon is cured of confusion. Confusions effects will also end once the battle has ended.
Attraction Before using a Move or Shifting roll 1d20. On 1-10, the afflicted Pokemon may not target the Pokemon they are Attracted to with a Move. On 11-19 the afflicted Pokemon may use a Move and Shift as normal. On 20, the afflicted Pokemon is cured of the Attraction. Attraction's effects will end once the battle has ended.
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Posted: Mon Dec 20, 2010 12:14 am
Bug Moves Attack Order – Bug A swarm of tiny mites materialize and pester the target, focusing on the critical parts of the target’s body. EOT – 2 Ranged Physical Damage Check: 3d20 Effect: 1 Target Attack Order is a Critical Hit on 18-20 during Accuracy Check.
Bug Bite – Bug The target is bitten frantically while a consumable held item is searched for on the poor victim’s body. EOT – 2 Melee Physical Damage Check: 3d10 Effect: 1 Target If the target has a consumable Held Item, Bug Bite destroys the Item and Bug Bite’s user uses the Item’s effect.
Bug Buzz – Bug As the user frantically rubs parts of its body together, it generates a damaging sound wave that harms those surrounding it. Battle – 2 Ranged Special Damage Check: 3d20 Effect: No Target Burst Bug Buzz creates a 3-meter Burst.
Defend Order – Bug A swarm of tiny mites materialize and form around the user’s body, protecting it from harm. EOT – None Self Effect: No Target Raise the user’s Defense 1 Combat Stage and raise the user’s Special Defense 1 Combat Stage.
Fury Cutter – Bug The user focuses their attack on a specific spot on the target’s body, inflicting more serious harm as the assault continues. At-Will – 3 Melee Physical Damage Check: 1d4 Effect: 1 Target If Fury Cutter is used successfully and consecutively on the same target, use a Damage Check of 1d8 on the second hit instead, 2d10 on the third hit instead, 5d10 on the fourth hit instead and 7d20 on the fifth hit and any successful hits following the fifth hit instead.
Heal Order – Bug Many tiny mites materialize around the user’s body, sacrificing their life force to heal the user. Center – None Self Effect: No Target The user regains HP equal to half of its full HP.
Leech Life – Bug The user bites the target and drains the victim of its life force. EOT – 2 Melee Physical Damage Check: 1d8 Effect: 1 Target After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.
Megahorn – Bug With great effort, the user thrusts itself at the target ramming them with all of the user’s might. Battle – 5 Melee Physical Damage Check: 5d20 Effect: 1 Target
Pin Missile – Bug The user rapidly fires needles toward their targets. EOT – 5 Ranged Physical Damage Check: 1d4 Effect: 1 Target, Scatter Pin Missile can hit up to 5 times. Once the user misses, they cannot attempt to make another Pin Missile attack on that turn. When adding stats, only add 1⁄2 Attack.
Signal Beam – Bug A beam of light is produced by the user, illuminating the battlefield as is blasts its target. EOT – 2 Ranged Special Damage Check: 5d10 Effect: 1 Target, Beam Signal Beam creates 6-meter Beam. Signal Beam confuses the target and any Legal Targets on 19-20 during Accuracy Check.
Silver Wind – Bug A magical gust of wind, woven with the silver dust from the users wings surges towards the target; the magic wind brings harm to foes but empowers allies. Battle – 2 Ranged Special Damage Check: 3d10 Effect: 1 Target, Column, Spirit Surge Silver Wind creates a Column that is 2-meters wide. If you rolled 11-20 on the Accuracy Check for Silver Wind, the user has each of its stats raised 1 Combat Stage. If you rolled 16-20 on the Accuracy Roll, all allies in the Column also have each of their stats raised 1 Combat Stage and are not damaged by Silver Wind.
Spider Web – Bug The user forces a sticky, elaborate web into the air above the target, as it falls it traps the target, immobilizing them. Center – None Ranged None Effect: 1 Target, Trap Spider Web never misses its target.
String Shot – Bug Waves of silk threads are spit to cover the target, slowing them down. At-Will – 3 Ranged None Effect: 1 Target, Spray String Shot creates a Spray 3-meters long and 45 degrees wide. All Legal Targets within the Spray lower their Speed 1 Combat Stage. If a target is hit by String Shot for 5 consecutive turns, they are Trapped. If a target’s Speed Combat Stage has already been lowered 6 times, String Shot Traps them.
Tail Glow – Bug An inner glow in the user’s body surges with energy, storing it for use in battle. EOT – None Self Effect: No Target. Raise the user’s Special Attack 2 Combat Stages.
Twineedle – Bug The user drives two of its pointed body parts into the foe attempting to drive poison into their system. EOT – 2 Melee Physical Damage Check: 1d12 Effect: 1 Target, Scatter Twineedle can hit up to 2 times. If Twineedle misses its first target, you may still use it a second time. If you rolled a 17-20 on either Accuracy Check, the target is Poisoned.
U-Turn – Bug The user makes a mad dash towards the foe while being recalled, it’s physical energy impacts the foe while its replacement is sent out. Battle – 2 Melee Physical Damage Check: 2d20 Effect: 1 Target, Rush If U-Turn successfully hits its target, the user deals its damage and then switches out in the same turn.
X-Scissor – Bug The user rushes towards its target while slashing their arms out wide in a large X. EOT – 2 Melee Physical Damage Check: 5d10 Effect: 1 Target
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Posted: Mon Dec 20, 2010 12:45 am
Dark Moves Assurance – Dark Once the foe has been hurt, the user impacts the wound; making sure the target is well damaged. Battle – 2 Melee Physical Damage Check: 4d6 Effect: 1 Target If Assurance’s target has already been damaged by a Move on the same turn Assurance is being used, use 4d20 instead of 4d6 for the Damage Check.
Beat Up – Dark The user siphons their ally’s strength, attacking their targets once for each of their allies. Battle – 2 Melee Physical Damage Check: 1d4 Effect: 1 Target, Scatter Beat Up can hit to X times, where X is the amount of Pokemon on the user’s roster including the user. Once the user misses, they cannot attempt to make another Beat Up attack on that turn. For each target, use a different Pokemon’s Attack stat from the roster to calculate damage.
Bite – Dark The user focuses dark energy to their fangs as they sink them into the target’s flesh. At-Will – 2 Melee Physical Damage Check: 3d10 Effect: 1 Target Bite Flinches the target on 15-20 during Accuracy Check.
Crunch – Dark A dark spell is placed into the user’s fangs as they bite into their target; sometimes weakening the target’s defenses. EOT – 2 Melee Physical Damage Check: 5d10 Effect: 1 Target Crunch lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check.
Dark Pulse – Dark Dark energy emanates from the user causing those within range of the pulse to twitch uncontrollably. EOT – 2 Ranged Special Damage Check: 5d10 Effect: No Target, Burst Dark Pulse creates a 3-meter Burst. Dark Pulse Flinches all Legal Targets on 17-20 during Accuracy Check.
Dark Void – Dark Hope is drained as everything surrounding the user falls into a deep nightmare filled sleep. Battle – 4 Ranged None Effect: No Target, Burst A 10-meter Burst is generated from Dark Void’s user, making all Legal Targets fall Asleep.
Embargo – Dark The user casts a hex on the target’s item, rendering it useless. Battle – 2 Ranged None Effect: 1 Target If the target has a held item, they cannot use it for the remainder of the battle.
Faint Attack – Dark The user faints into nothingness and materializes next to the target while slashing at them. EOT – None Melee Physical Damage Check: 3d10 Effect: 1 Target Faint Attack cannot miss.
Fake Tears – Dark The target lets its guard down as hexed tears run down the user’s face. EOT – 2 Ranged None Effect: 1 Target Lower the target’s Special Defense 2 Combat Stages.
Flatter – Dark The target is tricked with a spell woven complement, secretly jumbling the target’s thoughts. EOT – None Ranged None Effect: 1 Target Flatter Confuses the target and raises the target’s Special Attack 1 Combat Stage.
Fling – Dark The user abandons its held item and finds a better use for it – a projectile. Battle – 2 Ranged Physical Damage Check: 2d10 Effect: 1 Target If a berry is thrown, the target receives the berry’s benefits as if the target, instead of taking damage, consumed the berry. If an item that causes an effect is thrown, the item’s effect is activated. If any other item is thrown the user deals 2d20 instead. All items are destroyed when used with Fling.
Knock Off – Dark Ignoring the target, the user focuses on their held item, cruelly destroying the prized item. EOT – 6 Melee Physical Damage Check: 1d8 Effect: 1 Target If the target has a held item, the target drops it. Knock Off destroys the item if you roll 16-20 on the Accuracy Check.
Memento – Dark In a desperate gambit, the user puts the rest of its energy into a curse aimed at the target’s ability. Battle – None Ranged None Effect: 1 Target The user’s HP is lowered to 0. The user does not need a line of sight to the target. Each of the target’s stats are lowered 2 Combat Stages.
Nasty Plot – Dark The user mental prepares incantations, greatly empowering their energy based attacks. EOT – None Self Effect: No Target Raise the user’s Special Attack 2 Combat Stages.
Night Slash – Dark A dark light oozes from the claw of the user as they pass by the target searching for vital points. EOT – 2 Melee Physical Damage Check: 2d20 Effect: 1 Target Night Slash is a Critical Hit on 18-20 during Accuracy Check.
Payback – Dark The user focuses cruel energy into their arms, attacking the target with the pain the user suffered at the target’s hand. Battle – 2 Melee Physical Damage Check: 4d6 Effect: 1 Target If the target damaged Payback’s user on the last turn, deal 4d20 instead of 4d6.
Punishment – Dark The target suffers for its power as the user attacks them with hexes that damage the target based on how much they have been charmed. Battle – 2 Melee Physical Damage Check: 3d10 Effect: 1 Target Punishment deals an additional 2d20 for each Combat Stage the target has above 0 for each stat.
Pursuit – Dark The user flashes next to the target, getting one last hit on them before they flee like the coward they are. EOT – 2 Melee Damage Check: 2d10 Effect: 1 Target, Interrupt If foe is fleeing or being switched, Pursuit moves the user adjacent to a fleeing foe and hits them before they escape or are switched out with an additional Damage Check of 2d20. Pursuit cannot be used as an interrupt unless the target of Pursuit is running away or being switched out.
Snatch – Dark The user siphons the target’s power, stealing the target’s bonuses. Battle – None Ranged None Effect: 1 Target, Interrupt If the target is gaining a Combat Stage, the user raises Combat Stages for each stat equal to the amount of Combat Stages for each stat the target does. The target loses all Combat Stages gained that turn.
Sucker Punch – Dark The user psyches out the target, expecting an attack and rightly punches them with shadow energy. Battle – 2 Melee Physical Damage Check: 5d10 Effect: 1 Target, Interrupt If the target is targeting the user with a damaging Melee Move, Sucker Punch immediately hits first.
Switcheroo – Dark The user and the target switch held items with sneaky pick pocketing and fast hands. Battle – 2 Melee None Effect: 1 Target The user and the target exchange held items.
Taunt – Dark Pride gets the better of the target as a hex woven taunt is thrown at them. EOT – 2 Ranged None Effect: 1 Target Taunt’s target can only use Moves that deal damage on a successful hit for the next 1d4 + 1 turns.
Thief – Dark A misdirected jab can distract the target as the user pickpockets the target’s held item. Battle – 2 Melee Physical Damage Check: 2d10 Effect: 1 Target Thief takes the target’s held item and attaches it to Thief’s user.
Torment – Dark An unbearable pain is caused by a curse that forces the target to use different moves each turn. Battle – 2 Ranged None Effect: 1 Target Torment’s target may not use a move they have already used in their last 10 turns.
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Posted: Mon Dec 20, 2010 1:01 am
Dragon Moves Draco Meteor – Dragon A celestic beam of light impacts the ground severely damaging the target and its surroundings. Center – 4 Ranged Special Damage Check: 6d20 Effect: Target Area, Blast Draco Meteor creates a 4-meter Blast. On Miss use 1d20 instead for Damage Check. Either way, the user’s Special Attack is lowered 2 Combat Stages after damage.
Dragon Claw – Dragon The user focuses their dragon heritage to their hands while slashing at the foe. EOT – 2 Melee Physical Damage Check: 5d10 Effect: 1 Target
Dragon Dance – Dragon An elaborate dance is performed, summoning the strength of the user’s ancestry. EOT – None Self Effect: No Target Raise the user’s Attack 1 Combat Stage and raise the user’s Speed Defense 1 Combat Stage.
Dragon Pulse – Dragon A pulse of energy surges through their veins and pulses outward towards their surroundings. EOT – 2 Ranged Special Damage Check: 3d20 Effect: No Target, Burst A 3-meter Burst is generated from Dragon Pulse’s user.
Dragon Rage – Dragon Hot, focused breath covers the target; magic runes woven into the breath ensures damage. Battle – 2 Ranged None Effect: 1 Target Dragon Rage always deals 30 damage. Do not apply weakness or resistance. Do not apply stats.
Dragon Rush – Dragon Dragon born power surges into the user as they rush towards the target as fast as they can. Battle – 4 Melee Physical Damage Check: 4d20 Effect: 1 Target Dragon Rush Flinches the target on 17-20 during Accuracy Check.
Dragonbreath – Dragon Flaming, shocking breath covers the target, causing the target to have uncontrollable spasms. Battle – 2 Ranged Special Damage Check: 3d10 Effect: 1 Target, Spray Dragonbreath creates a Spray 3-meters long and 45 degrees wide. Dragonbreath Paralyzes all Legal Targets on 15-20 during Accuracy Check.
Outrage – Dragon The user falls into a primal rage, indiscriminately attacking the nearest target. Battle – 2 Melee Physical Damage Check: 5d20 Effect: 1 Target Generate a random number between 1 and 2. Outrage’s user must make another melee attack for this many more turns. The melee attack is identical to Outrage except for Outrage’s effect. After the first target is declared, Outrage targets the nearest Legal Target for its second or third round of use. If potential targets are an equal distance from the user, you choose the target. After Outrage ends, the user becomes Confused.
Roar of Time – Dragon A godly roar rips through the fabric of time, inflicting unimaginable pain to the surrounding targets. Center – 3 Ranged Special Damage Check: 7d20 Effect: No Target, Burst, Trap, Exhaust All legal targets are Trapped until they roll an 18- 20 saving throw at the start of their turn, they may attempt to make this save once per turn.
Spacial Rend – Dragon The space around the target is distorted, temporarily allowing them to experience a world where they are not whole. Center – 3 Ranged Special Damage Check: 4d20 Effect: 1 Target Spacial Rend is a Critical Hit on 11-20 during Accuracy Check.
Twister – Dragon A deadly gust of wind rapidly grows into a large vortex, harming all trapped in the wind tunnel. EOT – 2 Ranged Special Damage Check: 2d10 Effect: 1 Target, Blast A 2-meter Blast surrounds the target. Twister Flinches the target on 18-20 during Accuracy Check.
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Posted: Mon Dec 20, 2010 1:32 am
Electric Moves Charge – Electric The user stores electricity in its body, ready to boost its next attack. EOT – None Self Effect: No Target If the user performs an Electric Move on their next turn that deals damage, the damage is doubled. Raise the user’s Special Attack 1 Combat Stage.
Charge Beam – Electric The electric energy blasted towards the target may empower the user. Battle – 3 Ranged Special Damage Check: 4d6 Effect: 1 Target, Beam, Spirit Surge Charge Beam creates 4-meter Beam. Charge Beam raises the user’s Special Attack 1 Combat Stage on 11-20 during Accuracy Check.
Discharge – Electric The user purges the extra electricity stored in their body. EOT – 2 Ranged Special Damage Check: 5d10 Effect: No Target, Burst A 3-meter Burst is generated from Discharge’s user. Discharge Paralyzes all legal targets on 15-20 during Accuracy Check.
Magnet Rise – Electric Magnetic manipulation allows the user to be from of gravity’s pull. Battle – None Self Effect: No Target Magnet Rise temporarily grants the user the Levitate Ability. This does not replace the user’s normal Ability. If the user already has Levitate, they now have two instances of Levitate.
Shock Wave – Electric A static burst is sent towards the target, it homes in on their body ensuring a hit. EOT – None Ranged Special Damage Check: 3d10 Effect: 1 Target, Spray Shock Wave creates a spray 5-meters long and 10 degrees wide. Shock Wave cannot miss.
Spark – Electric As electricity covers the user, they tackle a foe for a shocking impact. EOT – 2 Melee Physical Damage Check: 2d20 Effect: 1 Target Spark Paralyzes the target on 15-20 during Accuracy Check.
Thunder – Electric A bolt of lighting appears above the target, striking down and leaving an impression on the area. Battle – 6 Ranged Special Damage Check: 5d20 Effect: Target Area, Blast A 2-meter Blast surrounds the target. Thunder Paralyzes all Legal Targets on 13-20 during Accuracy Check. If it is Sunny, Thunder’s Accuracy Check is 11. If it is Rainy, Thunder cannot miss.
Thunder Fang – Electric Electricity is focused to the user’s mouth as they sink their teeth into their target. EOT – 3 Melee Physical Damage Check: 2d20 Effect: 1 Target Thunder Fang Paralyzes or Flinches on 19 during Accuracy Check. Roll a 1d4. If the roll is even, the target is Paralyzed. If it's odd, the target Finches. On 20 during Accuracy Check, the foe is Paralyzed and Flinches.
Thunder Wave – Electric Electricity rushes through the air, shutting down the target’s nervous system. Center – None Ranged None Effect: 1 Target, Column Thunder Wave creates a Column that is 2-meters wide. All Legal Targets in the Column are Paralyzed. Thunder Wave cannot miss.
Thunderbolt – Electric The user emits a bolt of lightning, electrocuting the target. EOT – 2 Ranged Special Damage Check: 4d20 Effect: 1 Target, Spray Thunderbolt creates a Spray 5-meters long and 10 degrees wide. Thunderbolt Paralyzes all Legal Targets on 19- 20 during Accuracy Check.
Thunderpunch – Electric While focusing an electric charge to the user’s fist, they punch their target sending a jolt into the target’s body. EOT – 2 Melee Physical Damage Check: 5d10 Effect: 1 Target Thunderpunch Paralyzes the target on 19-20 during Accuracy Check.
Thundershock – Electric A shock focused on hindering the foe’s movement sends a shock through the foe’s body. At-Will – 2 Ranged Special Damage Check: 2d10 Effect: 1 Target Thundershock Paralyzes the target on 17-20 during Accuracy Check.
Volt Tackle – Electric The user recklessly rams into a target, severely electrocuting the target. EOT – 2 Melee Physical Damage Check: 5d20 Effect: 1 Target Volt Tackle Paralyzes the target on 19-20 during Accuracy Check. After Volt Tackle deals damage, the user loses 1⁄2 of the value of the total damage they dealt as a result of Volt Tackle in HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost.
Zap Cannon – Electric A wild, mad explosion of electricity is fired; it’s sure to fry a target’s nerves – if it hits. Battle – 12 Ranged Special Damage Check: 5d20 Effect: 1 Target, Blast A 2-meter Blast surrounds the target, Paralyzing all Legal Targets in the Blast.
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Posted: Mon Dec 20, 2010 4:28 pm
Fighting Moves Arm Thrust – Fighting The user rapidly pushes out their arms in a punch. EOT – 2 Melee Physical Damage Check: 1d8 Effect: 1 Target, Scatter Arm Thrust can hit up to 5 times. Once the user misses, they cannot attempt to make another Arm Thrust attack on that turn. When adding stats only add 1⁄2 Attack.
Aura Sphere – Fighting The user makes a connection between their aura and their target’s aura and then sends a burst of life energy towards them without a chance of failure. Battle – None Ranged Special Damage Check: 3d20 Effect: 1 Target Aura Sphere cannot miss.
Brick Break – Fighting The user chops their arm through walls, shattering obstacles between their target and themselves. EOT – 2 Melee Physical Damage Check: 5d10 Effect: 1 Target Brick Break can destroy Walls.
Bulk Up – Fighting The user flexes, storing energy for the battle. EOT – None Self Effect: No Target Raise the user’s Attack 1 Combat Stage and raise the user’s Defense 1 Combat Stage.
Close Combat – Fighting The user brings the fight to the target, lowering its defenses for a chance at a mad assault. Battle – 2 Melee Physical Damage Check: 5d20 Effect: 1 Target The user’s Defense is lowered 1 Combat Stage and the user’s Special Defense is lowered 1 Combat Stage.
Counter – Fighting The user accepts the damage from a foe, only to turn them into a target for a massive counter-attack. Battle – None Ranged None Effect: 1 Target, Interrupt If the user is being hit by a Move that consults Attack for damage, you may Counter. If the user survives the hit, the target is dealt damage equal to twice the amount of damage the user received. Do not apply weakness, resistance or immunity. Do not apply stats.
Cross Chop – Fighting The user puts their arms in an X and rushes towards the target while aiming for a vital point. Battle – 4 Melee Physical Damage Check: 4d20 Effect: 1 Target Cross Chop is a Critical Hit on 16-20 during Accuracy Check.
Detect – Fighting The user recognizes the threat at hand and puts everything it can into its movement to avoid an attack. Center – None Self Effect: No Target, Interrupt If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage or become afflicted with any status ailment this turn.
Double Kick – Fighting The user delivers two skillful kicks to targets. At-Will – 2 Melee Physical Damage Check: 1d12 Effect: 1 Target, Scatter Double Kick can hit up to 2 times. If Double Kick misses its first target, you may still use it a second time.
Drain Punch – Fighting The user absorbs the target’s ki while punching, rejuvenating the user’s life force. Battle – 2 Melee Physical Damage Check: 3d10 Effect: 1 Target After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.
Dynamicpunch – Fighting The user makes an outrageous swing with their arm sure to leave the target in a daze – if it hits. Battle – 12 Melee Physical Damage Check: 4d20 Effect: 1 Target Dynamicpunch Confuses the target.
Focus Blast – Fighting The user gathers aura to their hand before firing it off at an uncontrollable speed; the target is impacted with a burst of energy intended to lower their defenses. Battle – 6 Ranged Special Damage Check: 5d20 Effect: 1 Target Focus Blast lower the target’s Special Defense 1 Combat Stage on 18-20 during Accuracy Check.
Focus Punch – Fighting The user prepares an absurdly powerful attack that requires uninterrupted focus before execution. EOT – 2 Melee Physical Damage Check: 7d20 Effect: 1 Target Once you declare the use of Focus Punch the user’s turn ends. If you are not hit by a damaging Move until your next turn you may use Focus Punch’s damage and effects.
Force Palm – Fighting The user thrusts their arm forward, towards a target’s pressure points, potentially disabling the target’s motor abilities. Battle – 2 Melee Physical Damage Check: 3d10 Effect: 1 Target Force Palm Paralyzes the target on 18-20 during Accuracy Check.
Hammer Arm – Fighting The user misplaces their physical mass to their arm to make a stronger attack; the absurd modification lowers the user’s mobility. Battle – 3 Melee Physical Damage Check: 3d20 Effect: 1 Target The user lowers their Speed 1 Combat Stage.
High Jump Kick – Fighting The user makes a flashy kick, aimed for the target’s face. EOT – 4 Melee Physical Damage Check: 4d20 Effect: 1 Target If High Jump Kick misses, the user loses a Damage Check of 2d20 HP. Do not apply weakness or resistance to the HP lost by the user. Do not apply stats to the HP lost by the user.
Jump Kick – Fighting A high-risk kick is aimed at the target’s upper body. At-Will – 3 Melee Physical Damage Check: 3d20 Effect: 1 Target If Jump Kick misses, the user loses a Damage Check of 2d20 HP. Do not apply weakness or resistance to the HP lost by the user. Do not apply stats to the HP lost by the user.
Karate Chop – Fighting The user chops their stiffened hand at the target’s head. At-Will – 2 Melee Physical Damage Check: 4d6 Effect: 1 Target Karate Chop is a Critical Hit on 17-20 during Accuracy Check.
Low Kick – Fighting A low sweep under the target’s body topples the target; the bigger they are the harder they fall. EOT – 2 Melee Physical Damage Check: See Effect Effect: 1 Target, Weight Class If the target is in Weight Class 1, use 1d8 for the Damage Check. If the target is in Weight Class 2, use 2d10 for the Damage Check. If the target is in Weight Class 3, use 3d10 for the Damage Check. If the target is in Weight Class 4, use 5d10 for the Damage Check.
Mach Punch – Fighting The user steps at ludicrous speeds to punch the target faster then the target can respond. At-Will – 2 Melee Physical Damage Check: 2d10 Effect: 1 Target, Interrupt If your foe wants to declare a Move, you instead use Mach Punch on their turn before they can use their Move.
Revenge – Fighting The user gathers strength from the last attack they received to return the favor in a mad return. Battle – 2 Melee Physical Damage Check: 3d10 Effect: 1 Target If the target damaged Revenge’s user on the last turn, the Damage Check is 5d20 instead of 3d10.
Reversal – Fighting The user puts a great deal of strength into their assault; the strength they gather is greater, the more desperate the user is. EOT – 2 Melee Physical Damage Check: See Effect Effect: 1 Target If the user has 71-100% of its total HP, use 1d8 for the Damage Check. If the user has 36-70% of its total HP, use 2d10 for the Damage Check. If the user has 21-35% of its total HP, use 5d10 for the Damage Check. If the user has 11-20% of its total HP, use 4d20 for the Damage Check. If the user has 6-10% of its total HP, use 7d20 for the Damage Check. If the user has 1-5% of its total HP, use 8d20 for the Damage Check.
Rock Smash – Fighting The user hardens their arm to the likeness of stone and then uses it to break through rock or anything else it decides to target. EOT – 2 Melee Physical Damage Check: 2d10 Effect: 1 Target Rock Smash lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check.
Rolling Kick – Fighting The user performs a fancy tumble, ending its show with a kick to the target. EOT – 4 Melee Physical Damage Check: 3d10 Effect: 1 Target
Seismic Toss – Fighting The user grabs the target and flips with them through the air in a circle, slamming the target into the ground before the user lands softly on their feet. Center – 2 Melee Physical Effect: 1 Target The target loses HP equal to the level of Seismic Toss’ user halved. Do not apply weakness or resistance. Do not apply stats.
Sky Uppercut – Fighting The user focuses a great deal of strength to their legs as they spring upwards, delivering an uppercut that sends the target skyward. EOT – 3 Melee Physical Damage Check: 3d20 Effect: 1 Target If the target is the Flying type or has the ability Levitate, Sky Uppercut deals another Damage Check of 1d20.
Submission – Fighting The user slams the target onto the ground and pins them while punching and kicking them, sacrificing their safety for a couple of extra blows. At-Will – 6 Melee Physical Damage Check: 5d10 Effect: 1 Target After Submission deals damage, the user loses 1⁄2 of the value of the total damage they dealt as a result of Submission in HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost.
Superpower – Fighting The hulking user charges towards the foe while greatly strengthening their attacks, the resulting impact exhausts the user’s ability. Battle – 2 Melee Physical Damage Check: 5d20 Effect: 1 Target Superpower raises the user’s Attack 2 Combat Stages, Superpower lowers all of the user’s other stats 1 Combat Stage.
Triple Kick – Fighting A spinning flash of kicks fly out from the user, picking its targets at amazing speeds. Battle – 3 Melee Physical Damage Check: 1d4 Effect: 1 Target, Scatter Triple Kick can hit up to 3 times. If Triple Kick misses its first or second target, you may still use it a second and third time.
Vacuum Wave – Fighting The user remotely crushes a pocket of air around the target, resulting in a quick shock to the target’s body. At-Will – 2 Ranged Special Damage Check: 2d10 Effect: 1 Target, Interrupt If your foe wants to declare a Move, you instead use Vacuum Wave on their turn before they can use their Move.
Vital Throw – Fighting The user sacrifices its well being for a chance at a bone-shattering toss; the target is hurled through the air with little regard for others around. Battle – None Melee Physical Damage Check: 2d20 Effect: 1 Target Vital Throw may only be used if the user was targeted by a Move on the foe’s last turn while the foe was adjacent. Vital Throw can only target that foe. Vital Throw cannot miss.
Wake-Up Slap – Fighting An irritating wake up call to those fast asleep, the user stiffens its hand an rapidly slap the target’s face back and forth many times. Battle – 2 Melee Physical Damage Check: 3d10 Effect: 1 Target If the target is Asleep, Wake-Up Slap does a Damage Check of 5d20 instead of 3d10 for damage and cures the target of Sleep.
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Posted: Mon Dec 20, 2010 5:25 pm
Fire Moves Blast Burn – Fire An enormous ball of fire is spit with tremendous strength, creating a large explosion that consumes the area surrounding the target. Center – 4 Ranged Special Damage Check: 7d20 Effect: Target Area, Blast, Exhaust Blast Burn creates a 3-meter Blast. On Miss, Blast Burn deals the user’s Special Attack instead to all possible targets.
Blaze Kick – Fire After focusing heat to the user’s feet, the user performs a spinning kick that ignites on contact with the target. Battle – 4 Melee Physical Damage Check: 3d20 Effect: 1 Target Blaze Kick Burns the target on 19-20 during Accuracy Check. Blaze Kick is a Critical Hit on 16-20 during Accuracy Check.
Ember – Fire A small puff of fire is thrown at the target. At-Will – 2 Ranged Special Damage Check: 2d10 Effect: 1 Target Ember Burns the target on 18-20 during Accuracy Check.
Eruption – Fire The user unleashes an explosion of fire from the earth, scorching the area surrounding the user. Center – 2 Ranged Special Damage Check: 7d20 Effect: No Target, Burst Eruption creates a 10-meter Burst. Eruption may not be performed unless the user is at full HP.
Fire Blast – Fire A five-star shaped blast of fire is thrown at the target, engulfing them in searing flames before the shape explodes. Battle – 6 Ranged Special Damage Check: 5d20 Effect: 1 Target, Blast Fire Blast creates a 2-meter Blast. Fire Blast burns all Legal Targets on 19-20 during Accuracy Check.
Fire Fang – Fire Flame is focused to the user’s teeth as they sink their fangs into the target. EOT – 3 Melee Physical Damage Check: 2d20 Effect: 1 Target Fire Fang Burns or Flinches on 19 during Accuracy Check, roll a 1d4 to determine whether the foe gets Burned or Finches. If it's even, the target is Burned. If it's odd, the target Flinches. On 20 during Accuracy Check, the foe is Burned and Flinches.
Fire Punch – Fire Flames cover the user’s fist as they jab the target. EOT – 2 Melee Physical Damage Check: 5d10 Effect: 1 Target Fire Punch Burns the target on 19-20 during Accuracy Check.
Fire Spin – Fire The user spews forth a vortex of fire that surrounds the target, preventing it from moving. EOT – 8 Ranged Special Damage Check: 1d8 Effect: 1 Target, Trap Fire Spin Traps the target for 1d4 + 1 turns. At the beginning of each turn the target is Trapped, roll a Damage Check of 1d20, they lose that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Fire Spin may not trap more then one target at a time.
Flame Wheel – Fire A disk of fire surrounds the user as they rotate rapidly toward the target. At-Will – 2 Melee Physical Damage Check: 3d10 Effect: 1 Target Flame Wheel Burns the target on 19-20 during Accuracy Check.
Flamethrower – Fire A burst of flaming breath spews out of the user, aimed for any enemy in their path. EOT – 2 Range Special Damage Check: 4d20 Effect: 1 Target, Spray Flamethrower creates a Spray 2-meters long and 75 degrees wide.
Flare Blitz – Fire After covering themselves with fire, the user makes a mad dash at the target inflicting heavy damage. EOT – 2 Melee Physical Damage Check: 5d20 Effect: 1 Target Flare Blitz Burns the target on 19-20 during Accuracy Check. After Flare Blitz deals damage, the user loses 1⁄2 of the value of the total damage they dealt as a result of Flare Blitz in HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost.
Heat Wave – Fire The user emits a wall of hot air, creating a blistering steam that burns those to near to the wall. Battle – 4 Ranged Special Damage Check: 4d20 Effect: No Target, Burst Heat Wave creates a 3-meter burst. Heat Wave Burns all Legal Targets on 18-20 during Accuracy Check.
Lava Plume – Fire The user spits molten lava generated in the pit of their belly, severely burning the target. EOT – 2 Ranged Special Damage Check: 5d10 Effect: 1 Target Lava Plume Burns the target on 16-20 during Accuracy Check.
Magma Storm – Fire The user brings forth pillars of fire that fall from above, surrounding the target and making them unable to move. Center – 8 Ranged Special Damage Check: 5d20 Effect: 1 Target, Trap Magma Storm Traps the target for 1d4 + 1 turns. At the beginning of each turn the target is Trapped, make a Damage Check of 2d20, the Trapped Pokemon loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Magma Storm may not trap more then one target at a time.
Overheat – Fire By sacrificing its excess energy, the user raises its body temperature several hundred degrees, harming those nearby. Center – 3 Ranged Special Damage Check: 6d20 Effect: No Target, Burst Overheat creates a 2-meter Burst. On Miss, deal all targets in the Burst a Damage Check of 1d20. Either way, the user’s Special Attack is lowered 2 Combat Stages.
Sacred Fire – Fire A large multicolored fire incinerates the area, burning everything in the way. Center – 3 Ranged Special Damage Check: 4d20 Effect: 1 Target, Blast Sacred Fire creates a 7-meter Burst. Sacred Fire Burns all Legal Targets in the Burst on 11-20 during Accuracy Check.
Sunny Day – Fire A glowing orb is summoned above the area, empowering fire and weakening water. Battle – None Field Effect: Target Area Weather For 10 minutes, the area is considered Sunny. While Sunny, Fire-Type attacks deal 1.5x damage. Water- Type attacks deal 1⁄2 the damage they normally would.
Will-O-Wisp – Fire A small fire mote is summoned and guided into the target’s body, burning them from the inside out. Center – None Ranged None Effect: 1 Target The target is Burned. Will-O-Wisp cannot miss.
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Posted: Tue Dec 21, 2010 12:39 am
Flying Moves Aerial Ace – Flying A blinding speed, the user dashes at the target, hitting them without fail. EOT – None Melee Physical Damage Check: 3d10 Effect: 1 Target Aerial Ace cannot miss.
Aeroblast – Flying A beam, formed from rapidly rotating pockets of air, is fired at the target, scarring their bodies with hurricane strength. Center – 3 Ranged Special Damage Check: 4d20 Effect: 1 Target, Beam Aeroblast creates a 20-meter Beam. Aeroblast is a Critical Hit on 11-20 during Accuracy Check.
Air Cutter – Flying The user remotely slashes at the target, creating a razor-like blade of air which flys towards the target’s vital points. At-Will – 3 Ranged Special Damage Check: 3d10 Effect: 1 Target Air Cutter is a Critical Hit on 18-20 during Accuracy Check.
Air Slash – Flying The use sweeps through the air, generating a blade of wind, which soars towards the target. EOT – 3 Ranged Special Damage Check: 5d10 Effect: 1 Target Air Slash Flinches the target on 15-20 during Accuracy Check.
Bounce – Flying The user pushes of the ground, up into the air, hopefully landing on target during the user’s next turn. Battle – 4 Melee Physical Damage Check: 3d20 Effect: 1 Target, Burst, Weight Class Once you declare the use of Bounce, the user is moved up to 10-meters into the air and then the user’s turn ends. On your next turn, shift while in the air, lower your height back to the ground, then use Bounce’s damage and the rest of its Effect. Bounce creates a Burst equal to half of the user’s length in meters. If the user is in Weight Class 3 or Weight Class 4, Bounce does an additional Damage Check of 1d20. If the user is in Weight Class 5 or Weight Class 6, Bounce does an additional Damage Check of 2d20. Bounce Paralyzes all Legal Targets on 17-20 during Accuracy Check.
Brave Bird – Flying A mad suicidal dive is made towards the target while the user scratches, jabs and bites disregarding its safety for heavier damage. EOT – 2 Melee Physical Damage Check: 5d20 Effect: 1 Target After Brave Bird deals damage, the user loses 1⁄2 of the value of the total damage they dealt as a result of Brave Bird in HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost.
Chatter – Flying Noises that come from the user’s mouth in a focused sound wave jumble the target’s mind, hindering its ability to see straight. EOT – 2 Ranged Special Damage Check: 3d10 Effect: 1 Target, Beam Chatter creates a 4-meter Beam. Chatter Confuses all Legal Targets.
Defog – Flying By focusing great winds and gusting away all hindering weather, the user may see what they need to target. EOT – None Field Effect: Target Area, Weather For 5-mintues, the area is considered Clear. Clear does not remove other Weather statuses. While Clear, all bonuses or penalties to Accuracy Checks are ignored. All Walls, Coats and Hazards are blown away.
Drill Peck – Flying While rotating the body rapidly, the user dives at the target, hoping to drill an attack into them with their beak. EOT – 2 Melee Physical Damage Check: 5d10 Effect: 1 Target
Featherdance – Flying The user covers the target in feathers, reducing their ferocity while making them look ridiculous. EOT – 2 Ranged None Effect: 1 Target, Blast Feather Dance creates a 1-meter Blast. All Legal Targets in the Blast have their Attack lowered 2 Combat Stages.
Fly – Flying Using wings, the user takes to the sky, diving onto the target one turn later. EOT – 3 Melee Physical Damage Check: 3d20 Effect: 1 Target Once you declare the use of Fly, the user is moved 25-meters into the air and then the user’s turn ends. While in the air on that round, foes must roll +6 to hit Fly’s user during Accuracy Check. On your next turn, shift while in the air, lower your height back to the target, then use Fly’s damage.
Gust – Flying A puff of air is shot at the target. At-Will – 2 Ranged Special Damage Check: 2d10 Effect: 1 Target
Mirror Move – Flying The user calls on the powers of magical imitation to emulate the exact move they just saw. Center – None Ranged None Effect: 1 Target Use a Move the user has seen the target use on their last turn. You may choose new targets for the Move. They may only use the Move once.
Peck – Flying A violent thrust with the user’s beak is made towards the target. At-Will – 2 Melee Physical Damage Check: 2d10 Effect: 1 Target
Pluck – Flying The user snipes the target’s berry, harming the foe while stealing their hope of recovery. EOT – 2 Melee Physical Damage Check: 3d10 Effect: 1 Target If the target is holding a Berry, Pluck deals a Damage Check of 5d20 instead of 3d10 and Pluck destroys the Berry. Pluck’s user then uses the Berry’s effect.
Roost – Flying The user perches and finds their center mentally while rejuvenating their life force. Center – None Self Effect: No Target The user regains HP equal to half of its full HP. The user looses any resistances or immunities to Ground- type attacks until the end of their next turn.
Sky Attack – Flying After gathering energy and searching for a vital point, the user charges at full speed towards the target. Battle – 4 Melee Physical Damage Check: 6d20 Effect: 1 Target Once you declare the use of Sky Attack, the user is moved 10-meters into the air and then the user’s turn ends. On your next turn, shift while in the air, lower your height back to the target and then use Sky Attack’s damage.
Tailwind – Flying A favorable wind is summoned to help the user and their allies. At-Will – None Field Effect: Target Area, Column Tailwind creates a Column 5-meters wide. For 1d4 + 1 turns, Tailwind’s user and all of the user’s allies in the Column have their Speed raised 1 Combat Stage. When the user or the user’s allies leave the Column or when the Column fades, their Speed is lowered 1 Combat Stage.
Wing Attack – Flying While flying by quickly, the user strikes the target with their wing. At-Will – 2 Melee Physical Damage Check: 3d10 Effect: 1 Target
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Posted: Tue Dec 21, 2010 1:28 am
Ghost Moves Astonish – Ghost While striking the target, the user pulls a scary thought to the front the victim’s mind – it mentally damages the target and shocks them. EOT – 2 Melee Physical Damage Check: 1d12 Effect: 1 Target Astonish Flinches the target on 18-20 during Accuracy Check.
Confuse Ray – Ghost The user torments the targets by fragmenting their mind and jumbling their sight. Center – None Ranged None Effect: 1 Target, Beam Confuse Ray creates a 15-meter Beam. Confuse Ray cannot miss. All targets are Confused.
Destiny Bond – Ghost By bonding souls with the target, the user can pull them down too while the user faints. Center – None Ranged None Effect: 1 Target, Interrupt When the user faints after taking damage from a Move, you may declare Destiny Bond and roll 1d20. On a roll of 13 or better the target is lowered to 0 HP.
Curse - Ghost The user curses themselves, sacrificing their agility for other greater powers; or the user stabs themselves, transferring the wound to the target, so they bleed to death. If: User is Ghost Type EOT – None Ranged None Effect: 1 Target The user loses ½ of their full HP and the target is Cursed. A Cursed target loses ¼ of their full HP at the beginning of each of their turns. Do not apply weakness or resistance to the lost HP. Do not apply stats to the lost HP. If: Use is Not Ghost Type EOT – None Self Effect: No Target The user’s Speed is lowered 1 Combat Stage. The user’s Attack is raised 1 Combat Stage and the user’s Defense is raised 1 Combat Stage.
Grudge – Ghost The user falls, but ensures no ally falls to the same trick by placing a curse on the target’s ability. Center – None Ranged None Effect: 1 Target, Interrupt When the user faints, you may declare Grudge. The Move that caused the user to drop to 0 HP or less has its Frequency changed to Center for 1 hour.
Lick – Ghost The user drops their disgusting tongue and covers the target in ectoplasm, which can cause them to lose feeling in their body. At-Will – 2 Melee Physical Damage Check: 1d8 Effect: 1 Target Lick Paralyzes the target on 15-20 during Accuracy Check.
Night Shade – Ghost Spiritual pressure is pushed onto the target, the stronger the user the more powerful the push. Battle – 6 Ranged None Effect: 1 Target The target loses HP equal to the level of Night Shade’s user halved. Do not apply weakness or resistance. Do not apply stats.
Nightmare – Ghost When the user places their hand on the sleeping target’s head, they are given a horrid dream that drains their life force. EOT – 2 Melee None Effect: 1 Target Nightmare makes the target lose 1⁄4 of its full HP per turn if it’s sleeping. When the target wakes up, they stop losing the HP per turn.
Ominous Wind – Ghost A dark wind blows by the field of battle, which surges once it reaches the user; it brings a dark feeling over the enemies while empowering the user. Battle – 2 Ranged Special Damage Check: 3d10 Effect: 1 Target, Column, Spirit Surge Ominous Wind creates a Column that is 2-meters wide. If you rolled 11-20 on the Accuracy Check for Ominous Wind, the user has each of its stats raised 1 Combat Stage. If you rolled 16-20 on the Accuracy Roll, all allies in the Column also have each of their stats raised 1 Combat Stage and are not damaged by Ominous Wind.
Shadow Ball – Ghost Ectoplasmic mass is focused into a sphere that is shot at the target to lower their mental shields. EOT – 2 Ranged Special Damage Check: 5d10 Effect: 1 Target Shadow Ball lowers the foe’s Special Defense 1 Combat Stage on 17-20 during Accuracy Check.
Shadow Claw – Ghost After focusing ghastly energy to their claws, the user jumps past the target while slicing at them. EOT – 2 Melee Physical Damage Check: 2d20 Effect: 1 Target Shadow Claw is a Critical Hit on 18-20 during Accuracy Check.
Shadow Force – Ghost The user disappears into the shadow realm then reemerges into the real world near the target to surprise attack them. Center – 2 Melee Physical Damage Check: 5d20 Effect: 1 Target Once you declare the use of Shadow Force, the user is removed from the field and the user’s turn ends. On the user's next turn, the user appears adjacent to the target and then uses Shadow Force’s damage.
Shadow Punch – Ghost The user materializes a fist near he target and connects a punch without fail. EOT – None Ranged Physical Damage Check: 3d10 Effect: 1 Target Shadow Punch cannot miss.
Shadow Sneak – Ghost While blinking between tangibility and intangibility, the user strikes the target faster then they can react. At-Will – 2 Melee Physical Damage Check: 2d10 Effect: 1 Target, Interrupt If your foe wants to declare a Move, you instead use Vacuum Wave on their turn before they can use their Move.
Spite – Ghost The user curses the target’s last used move to reduce how often they see it. Battle – 2 Ranged None Effect: 1 Target Spite lowers the target’s last move’s Frequency for the remainder of the encounter. EOT Frequency Moves are changed into Battle Frequency. At-Will Frequency Moves are changed into EOT Frequency. Spite may not target the same target’s attack more then once per battle.
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Posted: Tue Dec 21, 2010 1:49 am
Grass Moves Absorb – Grass The user siphons the foe’s energy through their touch. At-Will – 2 Melee Special Damage Check: 1d8 Effect: 1 Target After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.
Aromatherapy – Grass A sweet scent flows through the air filled with curing herbs that heal a target’s ability. Battle – 2 Ranged Special Effect: 1 Target The target has 1 status effect of their choice removed. Aromatherapy cannot miss.
Bullet Seed – Grass Seeds are fired off in a continuous and annoying assault. At-Will – 2 Ranged Physical Damage Check: 1d4 Effect: 1 Target, Scatter Bullet Seed can hit up to 5 times. Once the user misses, they cannot attempt to make another Bullet Seed attack on that turn. When adding stats only add 1⁄2 Attack.
Cotton Spore – Grass Entangling spores are shot into the air, latching onto the target and slowing their movement. At-Will – 6 Ranged None Effect: 1 Target, Blast Cotton Spore creates a 2-meter Blast. All Legal Targets have their Speed lowered 2 Combat Stages.
Energy Ball – Grass Solar energy is quickly gathered and is hurled at the target to decrease their defenses. EOT – 2 Ranged Special Damage Check: 5d10 Effect: 1 Target Energy Ball lowers the foe’s Special Defense 1 Combat Stage on 17-20 during Accuracy Check.
Frenzy Plant – Grass A mad surge of energy is sent downward which causes an absurd amount of plant life to emerge from the ground and entangle the target. Center – 4 Ranged Special Damage Check: 7d20 Effect: Target Area, Blast, Exhaust Frenzy Plant creates a 3-meter Blast. On Miss, Frenzy Plant deals the user’s Special Attack instead to all possible targets.
Giga Drain – Grass A great deal of life force is drained from the target; the user siphons the target’s essence remotely. Battle – 2 Ranged Special Damage Check: 3d10 Effect: 1 Target After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.
Grass Knot – Grass Weeds grow at the target’s feet, pulling them back down to earth and covering them in thorny whips. EOT – 2 Ranged Special Damage Check: See Effect Effect: 1 Target, Weight Class If the target is in Weight Class 1, use 1d8 for the Damage Check. If the target is in Weight Class 2, use 2d10 for the Damage Check. If the target is in Weight Class 3, use 3d10 for the Damage Check. If the target is in Weight Class 4, use 5d10 for the Damage Check. If the target is in Weight Class 5, use 4d20 for the Damage Check. If the target is in Weight Class 6, use 5d20 for the Damage Check.
Grasswhistle – Grass The user places blades of grass near their mouth and plays a tune which can lull foes into a deep sleep. EOT – 11 Ranged None Effect: No Target, Burst Grasswhistle creates a 5-meter Burst. All Legal Targets fall Asleep.
Ingrain – Grass By digging roots into the ground, the user trades mobility for a steady gain of energy. Battle – None Self Effect: No Target, Coat Ingrain is a Coat with the following abilities: The user cannot be forced to switch but they can still be willingly switched. At the beginning of each of the user’s turns, the user gains 1/16th of its Max HP.
Leaf Blade – Grass The user extends an edge of a leaf from their body and stiffens it to provide a sharp blade to cut the target with. EOT – 2 Melee Physical Damage Check: 3d20 Effect: 1 Target Leaf Blade is a Critical Hit on 18-20 during Accuracy Check.
Leaf Storm – Grass Bladed leaves are summoned from the user by putting some of their own energy into the leaves and they are fired violently at the target. Center – 4 Ranged Special Damage Check: 6d20 Effect: Target Area, Column Leaf Storm creates a 3-meter Column. On Miss use 1d20 instead for the Damage Check. Either way, the user’s Special Attack is lowered 2 Combat Stages.
Leech Seed – Grass A seed, harmless in appearance, is launched at the target, on contact, it violent grows vines that dig into the target’s skin and steal their energy for the user. Center – 4 Ranged None Effect: 1 Target At the beginning of each of the user’s turns, Leech Seed’s target loses 1/8th of their Max HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Leech Seed’s user then gains HP equal to the amount the target lost. Leech Seed cannot hit a Grass type Pokemon.
Magical Leaf – Grass Magical leaf motes are summoned which home onto a target, guaranteeing a hit. EOT – None Ranged Special Damage Check: 3d10 Effect: 1 Target Magical Leaf cannot miss.
Mega Drain – Grass Life force is drained from the target; the user siphons the target’s essence remotely. EOT – 2 Melee Special Damage Check: 2d10 Effect: 1 Target After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.
Needle Arm – Grass The user slams their barbed arms onto the target, causing the target to twitch. EOT – 2 Melee Physical Damage Check: 3d10 Effect: 1 Target Needle Arm Flinches the target on 15-20 during Accuracy Check.
Petal Dance – Grass By rapidly spinning, the user throws bladed flower petals to harm those surrounding it, naturally they are going to get dizzy. EOT – 2 Ranged Special Damage Check: 3d20 Effect: No Target, Burst Petal Dance lasts for 1d2 + 1 turns. Petal Dance creates a 3-meter Burst. At the start of a turn where Petal Dance is continuing, you may shift before you use Petal Dance the second or third time. At the end of the turn that Petal Dance ends, the user becomes Confused.
Power Whip – Grass Several large vines emerge from the user, braiding together to make a large whip to strike with. Battle – 5 Ranged Physical Damage Check: 5d20 Effect: 1 Target
Razor Leaf – Grass Bladed leaves are hurled from the user’s body, slicing up the target. At-Will – 2 Ranged Physical Damage Check: 3d10 Effect: 1 Target Razor Leaf is a Critical Hit on 18-20 during Accuracy Check.
Seed Bomb – Grass An exploding seed is launched above the target, showering smaller seeds that explode on impact. EOT – 2 Ranged Physical Damage Check: 5d10 Effect: 1 Target Blast Seed Bomb creates a 2-meter Blast.
Seed Flare – Grass A seed is fired which explodes in the target’s face, flashing lights rapidly while engulfing the target in hot solar energy. Center – 5 Ranged Special Damage Check: 5d20 Effect: 1 Target, Blast Seed Flare creates a 3-meter Blast. All Legal Targets have their Special Defense lowered 1 Combat Stage.
Sleep Powder – Grass A spore is fired into the air that rains down on the target, causing lethargy and puts them to sleep. EOT – 6 Ranged None Effect: 1 Target, Blast Sleep Powder creates a 1-meter Blast. All Legal Targets fall Asleep.
Solarbeam – Grass After gathering energy, a large beam of burning light is fired at the target. Battle – 2 Ranged Special Damage Check: 5d20 Effect: 1 Target, Beam Once you declare the use of Solarbeam, the user’s turn ends. On its next turn, the user may shift and use Solarbeam’s damage. If it is Sunny, Solarbeam uses its damage on the turn you declare its use. If it is Rainy or Sand Storming Solarbeam’s user must end their turn immediately at the start of their second turn after declaring Solarbeam’s use, only getting to use Solarbeam’s damage on the third turn. If it is Hailing, Solarbeam’s Damage Check is 3d10. Solarbeam creates a 20-meter Beam. On Miss, Solarbeam deals the user’s Special Attack instead to all possible targets.
Spore – Grass The user summons sleep-inducing spores to the target’s eyes without fail. Center – None Ranged None Effect: 1 Target The target falls Asleep.
Stun Spore – Grass A cloud of numbing spores are fired into the air, the target will lose feeling in their body effectively paralyzing them. At-Will – 11 Ranged None Effect: 1 Target, Blast Stun Spore creates a 1-meter Blast. Stun Spore paralyzes all Legal Targets.
Synthesis – Grass Sunlight or moonlight is gathered and put into recovering the user’s life force. Center – None Self Effect: No Target The user regains HP equal to half of its Max HP. If it is Sunny, the user gains 2/3 of its Max HP. If it is Rainy, Sand Storming or Hailing the user gains 1⁄4 of their Max HP.
Vine Whip – Grass A vine emerges from the user, striking the target of their choice. EOT – 2 Ranged Physical Damage Check: 2d10 Effect: 1 Target
Wood Hammer – Grass A sudden reckless rush towards the target is made while the user slams their thick limbs out to cause a great deal of harm to the target. EOT – 2 Melee Physical Damage Check: 5d20 Effect: 1 Target After Wood Hammer deals damage, the user loses 1⁄2 of the value of the total damage they dealt as a result of Wood Hammer in HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost.
Worry Seed – Grass A seed is planted on the target’s head, which immediately burrows into the skin and implants paranoia. Battle – 2 Ranged None Effect: 1 Target The target’s Ability is replaced with Insomnia. If the target has multiple Abilities, Worry Seed only replaces one.
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Posted: Tue Dec 21, 2010 6:44 am
Ground Moves Bone Club – Ground The user strikes the foe with their club, causing the target to fall back. EOT – 5 Melee Physical Damage Check: 2d20 Effect: 1 Target Bone Club Flinches the target on 18-20 during Accuracy Check.
Bone Rush – Ground The user slams the target with their elbows and knees for a barrage of devastating blows. Battle – 4 Melee Damage Check: 1d12 Effect: 1 Target, Scatter Bone Rush can hit up to 5 times. Once the user misses, they cannot attempt to make another attack that requires the use of their arms on that turn. When adding stats only add 1⁄2 Attack.
Bonemerang – Ground The user throws their bone club at the target in a way that brings the club back to their hand after smacking the target in the head, twice. Battle – 3 Ranged Physical Damage Check: 4d6 Effect: 1 Target, Scatter Bonemerang can hit up to 2 times. If Bonemerang misses its first target, you may still use it a second time.
Dig – Ground The user disappears underground, emerging one turn later to strike the target. Battle – 2 Melee Physical Damage Check: 5d10 Effect: 1 Target Once you declare the use of Dig, the user is moved underground and their turn ends. On the next turn, Dig’s user may shift, then use Dig’s damage. While underground, Dig’s user may not be the target of Moves.
Earth Power – Ground A burst of intense pressure is released under the target, breaking their defenses. Battle – 2 Ranged Special Damage Check: 3d20 Effect: 1 Target, Blast Earth Power creates a 3-meter Blast. Earth Power lowers the Special Defense of all Legal Targets 1 Combat Stage on 16-20 during Accuracy Check.
Earthquake – Ground A powerful, but compact, quake is blasted outward from the user, shaking the ground out from under the targets. Battle – 2 Ranged Physical Damage Check: 4d20 Effect: No Target, Burst Earthquake creates a 5-meter Burst.
Fissure – Ground A deep cut into the earth appears under the target, which vacuums everything above the crack downward, the hole closes in on the target, crushing them. Center – 15 Ranged None Effect: 1 Target, Column Fissure creates a Column that is 3-meters wide. All Legal Targets have their HP set to 0.
Magnitude – Ground A random, localized earthquake is generated that varies power when measured on the Richter scale. At-Will – 2 Ranged Physical Damage Check: See Effect Effect: No Target, Burst Magnitude creates a 2-meter Burst. Roll 1d10. On a result of 1 or 2, use 1d4 for the Damage Check. On a result of 3 or 4, use 1d12 for the Damage Check. On a result of 5 or 6, use 4d6 for the Damage Check. On a result of 7, use 2d20 for the Damage Check. On a result of 8, use 3d20 for the Damage Check. On a result of 9, use 5d20 for the Damage Check. On a result of 10, use 7d20 for the Damage Check. The user loses HP equal to twice the roll during the initial d10 roll. Do not apply weakness or resistance to the HP the user loses. Do not apply stats to the HP the user loses.
Mud Bomb – Ground A mud ball is thrown into the air, after reaching the target it explodes covering the victim’s eyes. Battle – 4 Ranged Special Damage Check: 4d6 Effect: 1 Target, Blast Mud Bomb creates a 1-meter Blast. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter on 17-20 during Accuracy Check.
Mud Shot – Ground The user throws mud onto the target, slowing them down. EOT – 3 Ranged Special Damage Check: 3d10 Effect: 1 Target, Spray Mud Shot creates a Spray 3-meters long and 45 degrees wide. All Legal Targets have their Speed lowered 1 Combat Stage.
Mud Sport – Ground After covering the target, or themselves, in mud electricity becomes significantly less effective. EOT – None Ranged None Effect: 1 Target, Coat Mud Sport makes a Coat resisting Electric Moves.
Mud-Slap – Ground The user splashes mud towards the target’s eyes, blinding them. Battle – 2 Ranged Special Damage Check: 1d8 Effect: 1 Target, Spray Mud-Slap creates a Spray 2-meters long and 45 degrees wide. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter on 17-20 during Accuracy Check.
Sand Tomb – Ground A great deal of sand is summoned above the target’s head, trapping them as it falls. EOT – 6 Ranged Physical Damage Check: 1d8 Effect: 1 Target, Trap Sand Tomb Traps the target for 1d4 + 1 turns. At the beginning of each turn the target is Trapped, make a Damage Check of 1d20, they lose that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Sand Tomb may not trap more then one target at a time.
Sand-Attack – Ground The user kicks up sand into the eyes of the target, hindering their view. EOT – 2 Ranged None Effect: 1 Target, Spray Sand-Attack creates a Spray 2-meters long and 75 degrees wide. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter.
Spikes – Ground The user quickly forges tiny caltrops to toss around the battlefield. These caltrops are special, only harming those who oppose the user. At-Will – None Field Effect: No Target, Hazard Spikes cause all foes to lose 1/8th of their full HP when joining the encounter or getting sent out. If there are 2 Layers of Spikes, the foes lose 1/6th of their full HP. If there are 3 Layers of Spikes, the foes lose 1/4th of their full HP.
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