Moves
Moves are the main forms of Pokémon Attacks in Pokémon Tabletop United. Pokémon may know a maximum of 6 Moves; Trainers may know as many Moves as their FEATURES allow. Moves are, unless stated otherwise, performed as a Standard Action.
Move: The first line contains the Name of the Move. This is of course, what you use to keep track of the Move, and write down in your Pokémon’s Move List.
Type: Next is the Elemental Type of the Move. There are Bug, Dark, Dragon, Electric, Fairy, Fighting, Fire, Flying, Ghost, Grass, Ground, Ice, Normal, Poison, Psychic, Rock, Steel and Water Moves! This will determine Type Effectiveness since Moves are broken up by their respective Type.
Frequency : The Frequency is the rate of use. There are five levels of Frequency for Moves.
» At-Will means your Pokémon can perform the attack as often as it’d like, with no rest needed to perform the attack again.
» EOT is an abbreviation for Every Other Turn, and it means your Pokémon can perform the move once every other turn. If your Pokémon uses an EOT frequency Move outside of battle, it would need ten seconds of rest before performing the move again.
» Scene X: This Frequency means this Move can be performed X times per Scene. Moves that simply have the Scene Frequency without a number can be performed once a Scene. Moves that can be used multiple times a Scene can still only be used Every Other Turn within a Scene and not on consecutive turns.
» Daily is the lowest Frequency. This Move’s Frequency is only refreshed by an Extended Rest, or by a visit to the Pokémon Center. Moves that can be used multiple times Daily can still only be used once a Scene and not multiple times within the same Scene.
» Static, like with Features, means this Move has some effect that is always granted to the user, as long as they know this Move. Accuracy Check: The Accuracy Check is used when a Pokémon uses a Move as an Attack. The Accuracy Check is the number you need to match or exceed on your Accuracy Roll in order for the Attack to connect to your target. See the Combat chapter for details. Damage Base: This indicates the base amount of damage dealt. See the ‘Damage’ section in the Combat Chapter for more details (page 236). Many Abilities and other effects can modify Damage Bases. Class: Class will denote whether the attack is Physical, Special or Status. Physical Attacks are resisted by Defense; Special Attacks are resisted by Special Defense. Some attacks may be Physical or Special but not have Damage Dice Rolls; that means the damage these attacks do still interact with other effects such as Counter or Mirror Coat that specify a damage class. Status Moves are simply moves that are neither Physical nor Special. Range: Range specifies the distance in meters from which the Move can hit. Move Keywords are also inserted in this line. Besides the standard numerical distances, other common distances include Melee, Self, and Field. Self moves simply target the user; Melee Moves have a range of 1, and thus must target an adjacent target. The Field Range drops an effect on the entire area where the battle is taking place. When using area-of-effect Moves, such as ones with the Burst or Cone keywords, make a single Accuracy Roll for the entire attack. Effect: The Effect lists what the attack does in addition to the Move’s damage. Certain effects will only occur if, during Accuracy Roll, a certain number or higher is rolled. Effects do not activate unless the Move hits. Effect Ranges can be extended by other effects. For example, an effect that triggers on 18+ that has its Effect Range extended by +2 now triggers on 16+. Effects such as Features and Abilities that extend the Critical Hit or Effect Ranges of a Move cannot extend them by more than a total of +6 from their natural ranges. Contest Type/Effect: These two Contest Fields indicate what Contest Type the Move is tied to. There are only 5 different Contest Types: Beauty, Cool, Cute, Smart, and Tough. The Contest Effect determines what effect the move has in Contests. See the Contest chapter for more. Special: Some Moves grant Capabilities to Pokémon and Trainers learning the Move. When a Move is forgotten, all Capabilities granted by the Move are also lost.
» At-Will means your Pokémon can perform the attack as often as it’d like, with no rest needed to perform the attack again.
» EOT is an abbreviation for Every Other Turn, and it means your Pokémon can perform the move once every other turn. If your Pokémon uses an EOT frequency Move outside of battle, it would need ten seconds of rest before performing the move again.
» Scene X: This Frequency means this Move can be performed X times per Scene. Moves that simply have the Scene Frequency without a number can be performed once a Scene. Moves that can be used multiple times a Scene can still only be used Every Other Turn within a Scene and not on consecutive turns.
» Daily is the lowest Frequency. This Move’s Frequency is only refreshed by an Extended Rest, or by a visit to the Pokémon Center. Moves that can be used multiple times Daily can still only be used once a Scene and not multiple times within the same Scene.
» Static, like with Features, means this Move has some effect that is always granted to the user, as long as they know this Move. Accuracy Check: The Accuracy Check is used when a Pokémon uses a Move as an Attack. The Accuracy Check is the number you need to match or exceed on your Accuracy Roll in order for the Attack to connect to your target. See the Combat chapter for details. Damage Base: This indicates the base amount of damage dealt. See the ‘Damage’ section in the Combat Chapter for more details (page 236). Many Abilities and other effects can modify Damage Bases. Class: Class will denote whether the attack is Physical, Special or Status. Physical Attacks are resisted by Defense; Special Attacks are resisted by Special Defense. Some attacks may be Physical or Special but not have Damage Dice Rolls; that means the damage these attacks do still interact with other effects such as Counter or Mirror Coat that specify a damage class. Status Moves are simply moves that are neither Physical nor Special. Range: Range specifies the distance in meters from which the Move can hit. Move Keywords are also inserted in this line. Besides the standard numerical distances, other common distances include Melee, Self, and Field. Self moves simply target the user; Melee Moves have a range of 1, and thus must target an adjacent target. The Field Range drops an effect on the entire area where the battle is taking place. When using area-of-effect Moves, such as ones with the Burst or Cone keywords, make a single Accuracy Roll for the entire attack. Effect: The Effect lists what the attack does in addition to the Move’s damage. Certain effects will only occur if, during Accuracy Roll, a certain number or higher is rolled. Effects do not activate unless the Move hits. Effect Ranges can be extended by other effects. For example, an effect that triggers on 18+ that has its Effect Range extended by +2 now triggers on 16+. Effects such as Features and Abilities that extend the Critical Hit or Effect Ranges of a Move cannot extend them by more than a total of +6 from their natural ranges. Contest Type/Effect: These two Contest Fields indicate what Contest Type the Move is tied to. There are only 5 different Contest Types: Beauty, Cool, Cute, Smart, and Tough. The Contest Effect determines what effect the move has in Contests. See the Contest chapter for more. Special: Some Moves grant Capabilities to Pokémon and Trainers learning the Move. When a Move is forgotten, all Capabilities granted by the Move are also lost.