Abilities, Capabilities, Moves, & Types in Zamzara, The Hollow Earth | World Anvil
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Abilities, Capabilities, Moves, & Types

Abilities

A-C
Absolution
Ability: Absolution
Scene x 2 – Swift Action
Trigger: The user rolls Damage
Effect: The user loses a Tick of Hit Points, and gains a bonus to the triggering damage roll equal to 5 + their Tick Value. Absolution may be activated ignoring Frequency while in a New Moon⁣⁣.

Acceleration
Ability: Acceleration
Static
Effect: The user increases the Damage Base of all Priority Moves by +2.

Accuracy Novice
Ability: Accuracy Novice
Static
Effect: The user gains +1 to all Accuracy Checks and does not automatically fail accuracy rolls on a Natural 1.

Adorable
Ability: Adorable
Scene – Swift Action
Effect: The user may activate Adorable to either grain +2 Cute Dice in a Contest, or to gain +1 Special Defense Combat Stage and cure all allies within 5 meters of the Infatuated Condition.

Adrenaline
Ability: Adrenaline
Static
Effect: While below 50% of its max Hit Points, the user’s Speed is raised 2 Combat Stages. If no longer below 50% of its maximum Hit Points, the user loses any Combat Stages gained this way

Alchemist's Cloak
Ability: Alchemist's Cloak
Static
Effect: The user may hold a Herbal item within their cloak. This is in addition to any held items being held normally. This Herbal item may be consumed by the user as normal when appropriate, and does not count towards the Snack Food limit for the user. This Herbal Item cannot be removed, stolen, consumed, or destroyed by any external forces.

All Soveriency
Ability: All Soveriency
Scene – Free Action
Trigger: A foe attacks the user with an Attack
Effect: The foe becomes Infatuated.

Allure
Ability: Allure
At-Will – Swift Action
Target: Pokémon or Trainer of the opposite gender within 5 meters
Effect: Lower the target’s Evasion by 1. You may target a specific foe only once per Scene with Allure.

Aromatic Spew
Ability: Aromatic Spew
At-Will - Free Action
Trigger: The user uses a Normal-Type damaging Move
Effect: The Move is changed to be Bug-Type.

Assassin
Ability: Assassin
Static
Effect: The user's Critical Hits cannot be prevented. If the target of the user's critical hit is unaware of them⁣⁣, Tripped, Flinched or Sleep the user's Critical Hit adds the value of its damage dice roll an additional time to the damage total.

Atomize
Ability: Atomize
At-Will – Free Action
Trigger: The user uses a Normal-Type damaging Move.
Effect: The Move is changed to be Nuclear-Type.

Baa'd Dreams
Ability: Baa'd Dreams
Scene x 2 – Free Action
Trigger: An enemy Trainer or Pokémon within 6 meters of the user falls Asleep
Choose One Effect: You gain +1 Special Attack Combat Stage or regain 1 Tick of HP.
Note: This Ability replaces Dreamdery's Sprint Ability.

Beguiling Song
Ability: Beguiling Song
Daily - Free Action
Effect: Connection - Beguile. When the user uses Beguile, they may activate this Ability to cause targets hit by Beguile to become Exhausted after they finish their Shift.

Blade Artist
Ability: Blade Artist
Static
Effect: The user has the critical hit range for slash-like Moves by 2:
Air Cutter, Air Slash, Cross Poison, Crush Claw, Crystal Swipe, Cut, Double Stab, Dragon Claw, False Swipe, Frost Slash, Fury Cutter Fury Swipes, Infernal Blade, Leaf Blade, Metal Claw, Night Slash, Nuclear Slash, Precise Cut, Psycho Cut, Razor Leaf, Razor Shell, Scratch, Secret Sword, Sharp Jab, Shadow Claw, Slash, Taser Claw, X-Scissor

Blaze Boost
Ability: Blaze Boost
At-Will – Swift Action
Trigger: The user rolls a Critical Hit with a damaging Fire Type Move or causes an opponent to Faint with a damaging Fire Type Move
Effect: The user gains +1 Combat Stage in Attack, Special Attack, and Speed.

Bled Dry
Ability: Bled Dry
Scene - Free Action
Trigger: You win a grapple check.
Effect: Target becomes Lacerated.

Bloodlust
Ability: Bloodlust
At-Will – Free Action
Trigger: The user damages an opponent with a Melee Attack.
Effect: The user gains a tick of temporary Hit Points.

Bloody Embrace
Ability: Bloody Embrace
Scene x 2 - Free Action
Trigger: User is in control of a grapple and wins a grapple check by 5 or greater.
Effect: The grappled creature suffers an Injury.

Body of Decay ★
Ability: Body of Decay ★
Scene - Free Action
Trigger: The user is hit with a Melee Move or Struggle Attack.
Effect: The attacker suffers an Injury and lose 4 HP for every Injury they have. The user gains temporary HP equal to the amount of HP the attacker lost from this ability.

Body of Ice
Ability: Body of Ice
Static
Effect: While the user is in a grapple they cause all foes in the grapple to lose a Tick of HP. Body of Ice is considered to be dealing Ice-Type damage; Apply Weakness and Resistance.

Brave Heart
Ability: Brave Heart
Scene – Free Action
Trigger: A foe within 5 meters uses a Move or Ability to raise its Combat Stages
Effect: The user’s Attack raises by the same number of Combat Stages granted by the opponent’s Move or Ability

Bug Devourer
Ability: Bug Devourer
Static
Effect: The user is immune to the damage and effects of Bug Type attacks. If a damaging Bug Type attack hits the user, the user gains +1 Attack Combat Stage. The user and adjacent allies are immune to Plague⁣⁣.

Bullet Time
Ability: Bullet Time
Static
Effect: Whenever the user uses a Physical or Special Move with the Interrupt or Priority keywords, that attack is considered Range 6, 1 target.
Note: This Ability replaces Somberado's Sand Veil Ability.

Bullying Double
Ability: Bullying Double
Static
Effect: Connection - Double Team EX. Whenever a double from Double Team EX is destroyed (either from being struck or the user being struck) they create a Burst 3, pushing all targets out of the burst.

Bullying Songs
Ability: Bullying Songs
Static
Effect: All Moves or abilities with the Sonic keyword gain the Push keyword and push targets 1 meter away from the user.

Butcher
Ability: Butcher
Scene - Free Action
Trigger: User rolls 18+ during Accuracy Check when using a Physical or Special Class Move.
Effect: The target becomes Lacerated.

Burning Passion
Ability: Burning Passion
Static
Effect: Whenever the user causes a Burn with a damaging Fire-Type Attack, the target is also Infatuated.

Cautious ★
Ability: Cautious ★
Static
Effect: The user gains 10 DR and suffers a -2 penalty to Accuracy.

Champion's Choice
Ability: Champion's Choice
Static
Effect: Hitmonchamp's Basic, Advanced, and High Abilities can be chosen from those of Hitmonlee, Hitmonchan, and Hitmontop, using the same 'slots' as those Pokemon. For instance, you may use one of Hitmontop's Basic Abilities as a Basic Ability, but you may not use one of Hitmontop's Advanced or High Abilities as a Basic Ability. You may mix and match the Abilities of the three Pokemon as desired within this constraint. These choices are made upon evolution, and are permanent.

Channel Weapon
Ability: Channel Weapon
Static
Trigger: User uses a Move with the Aura keyword
Effect: The triggering Move deals Physical Damage instead of Special Damage, but you still add your Special Attack Stat instead of Attack to determine damage calculations. If you are holding a weapon, you may channel your strike through the weapon, modifying the Accuracy Check and Damage Base of your attack by the weapon’s properties.

Chaos
Ability: Chaos
Scene - Standard Action
Effect: The user creates 3 Psionic Wisps. The wisps move at the start of the users turn, independent of the users actions and have Levitate 6. If the wisps enter a target’s square, they can attempt a Psychic Status Class AC 2 Melee attack against the creature. If they succeed, roll 1d4 for the effect and then the wisp is destroyed:
  • 1 - The creature is blinded and deafened for 4 rounds.
  • 2 - The creature is flinched.
  • 3 - The creature is confused.
  • 4 - The creature is paralyzed.
The wisps can be targeted and attacked, and are destroyed if they’re successfully hit with a damaging move. They are immune to Psychic attacks, and have evasion equal to the user’s.

Chernobyl
Ability: Chernobyl
Scene x 2 – Swift Action
Effect: The Weather changes to be Nuclear Fallout⁣⁣  for 1 full round.

Chlorofury ★
Ability: Chlorofury ★
Daily – Swift Action
Effect: The user gains +1 Combat Stage in Special Attack and Special Defense. If it is Sunny, double the amount of Combat Stages raised.

Clever
Ability: Clever
Scene – Standard Action
Effect: The user may activate Clever to either grain +2 Smart Dice in a Contest, or to gain +1 Speed Combat Stage and cure all allies within 5 meters of the Trapped Condition.

Coat Polish
Ability: Coat Polish
Scene - Swift Action
Effect: The user is cured of one Status Affliction. Coat Polish's Frequency is ignored if used during Glass Rain.

Cold Adaptation
Ability: Cold Adaptation
Static
Effect: The user gains immunity to Ice Type Moves and does not take damage from Hail.

Coldfire Star
Ability: Coldfire Star
Scene - Swift Action
Trigger: You successfully hit with a Fire-type or Ice-type attack.
Effect: The target is now Frozen (if they were hit with a Fire-type attack) or Burned (if hit with an Ice-type attack). (Note: Only affects one foe if triggered by a multi-target attack)

Competition
Ability: Competition
Static
Description: Whenever the user deals direct damage to a target of the same gender, increase the Damage Base of the attack by 2. Whenever the user deals direct damage to a target of a different gender, decrease the Damage Base of the attack by 2.

Conditioning
Ability: Conditioning
Static
Effect:Whenever this Pokémon is damaged by a damaging Move, it gains 5 DR against that Move for one full round. If it is damaged by a Move that it already has DR against, its existing DR is instead increased by 5, and the duration of the DR is refreshed to one full round. Defensive

Content
Ability: Content
At-Will – Free Action
Trigger: The user ends its turn without having used a Physical or Special Attack
Effect: The user gains a tick of Temporary Hit Points

Conundrum
Ability: Conundrum
Scene - Free Action
Trigger: The user is hit with a Melee Attack.
Effect: The attacking foe becomes Confused.

Covert
Ability: Covert
Static
Effect: If the user is standing on a terrain it has Naturewalk for, its Evasion is increased by +2.

Crafty Crafter
Ability: Crafty Crafter
Daily - Extended Action
Effect: The user knows how to make useful consumable trap-making items from almost nothing. The user may craft one of the items below by activating this Ability. Items made with this Ability have no inherent cash value, and cannot be sold.
  • Caltrops
  • Toxic Caltrops
  • Smokeball
  • Weighted Net (50 HP)
  • Simple Javelin (Short-Range Weapon. Adept Move: Cheap Shot.)

Creeping Doom
Ability: Creeping Doom
At-Will - Standard Action
Effect: You create 4 swarms of centipedes up to 8-meters away from you, which need not be adjacent to one another. A centipede swarm is a hazard that causes anyone beginning their turn in them to lose a Tick of HP and is considered Bug type damage. Apply Weakness/Resistances. Do not apply stats.
Creatures in a centipede swarm are Slowed but can move through them. You may create centipede swarms so that they share the area of other creatures. The swarms remain stationary unless you command them to move (a standard action to command any number of the swarms to move 3-meters).
You cannot command a swarm to move more than 12-meters away from you and if you move more than 12-meters from any swarm, that swarm remains stationary.

Crippling
Ability: Crippling
Scene - Free Action
Trigger: User rolls 18+ during AC when using a Damaging Poison Type Move.
Effect: The target becomes Paralyzed.

Critical Resistance
Ability: Critical Resistance
Static
Effect: If any attack would lower this Pokémon to 0 Hit Points or less from full Hit Points, instead the Pokémon’s Hit Point value is set to 1. If any Critical Hit would lower this Pokémon to lower than 1 HP from HP above 1, instead the Pokémon's Hit Point value is set to 1. Pokémon with Critical Resistance do not gain Injuries from Massive Damage.

Crit Master ★
Ability: Crit Master ★
Static
Effect: The user's Critical Range is extended by 2, or 18+ if the Critical Range is not otherwise extended.

Crystal Absorption
Ability: Crystal Absorption
Static
Effect: The user does not take damage from Glass-Type Moves. Whenever the user uses or is hit by an Glass-Type Move, the user gains a Tick of HP.

Crystalism
Ability: Crystalism
Static
Effect: The user gains Last Chance for Glass.


D-G
Dampening Shock
Ability: Dampening Shock
Scene - Free Action
Trigger: You paralyze a target.
Effect: While that target remains Paralyzed, they also deal 5 less damage with all attacks with a Damage Base.

Dashing
Ability: Dashing
Scene – Standard Action
Effect: The user may activate Dashing to either grain +2 Cool Dice in a Contest, or to gain +1 Attack Combat Stage and cure all allies within 5 meters of the Slowed or Stuck Condition.

Dazzle
Ability: Dazzle
Static
Effect: The user’s damaging Fire-Type attacks cause the target to reduce their Accuracy by 1 on 18+, and the Effect Range for Burn on these Moves is increased by +1. If the Move does not cause Burning, it now causes Burn on a roll of 20.

Deafening Wail
Ability: Deafening Wail
Static
Effect: Whenever the user uses a Move with the Sonic keyword, they may increase that Move’s Damage Base by +2 (if it has a Damage Base) and that Move Flinches on a roll of 19+. Any targets hit by a Move you have changed in this way are treated as if they have the Ability Soundproof until the end of your next turn.

Death Valley
Ability: Death Valley
Scene – Free Action
Trigger: A ranged Fire Type Move is used within 10 Meters of the user.
Effect: The Move is turned into a Single-Target Move and is re-directed at the User without fail, and cannot miss.
This negates Lock-On or Mind Reader. Additionally, the user is immune to the damage and effects of Fire Type attacks, and each time they are hit by a Fire-Type attack, the User’s Special Attack is raised 1 Combat Stage.

Deep Freeze
Ability: Deep Freeze
Scene – Free Action
Trigger: The user is hit with a Melee Attack.
Effect: The attacking foe becomes Frozen. The foe is automatically cured of the Frozen Condition after 1 full round.

Defender
Ability: Defender
Scene – Free Action
Effect: All Super Effective Damage is reduced by 1 step as long as the user continues to sustain this effect as a Swift Action each round.

Den Mother
Ability: Den Mother
Scene - Free Action
Target: Allied Pokemon at least 10 levels lower than the user within line of sight of the user.
Effect: Choose one between Attack or Special Attack. The target raises that Combat Stage by +1. The user gains 5 DR. The user gains +4 to all skill checks to Intercept for the target for the rest of the scene.
Note: This Ability replaces the Cardinite-line's High Ability.

Despair
Ability: Despair
Scene - Standard Action
Target: 1 adjacent opponent
Effect: For the next 5 rounds, the target gains a -2 penalty to Accuracy and Skill checks and a -5 penalty to damage and Damage Resistance (Damage Resistance can go negative).

Devour
Ability: Devour
Scene - Standard Action
Effect: Make a Fairy Type Melee range Special or Physical class attack with AC 2 against a target with a Damage Base equal to the number of injuries the target has times 2. If the attack misses, Devour's frequency isn't consumed. The user gains temporary HP equal to the amount of damage the attack dealt to the target (after stats and weakness/resistance).

Diamond Cut
Ability: Diamond Cut
Static
Effect: The user resists Fighting and Steel type moves one step further. Defensive.

Dirty Fighter ★
Ability: Dirty Fighter ★
Static
Effect: The user does +5 damage with Ground and Dark-type Moves. They also gain a +2 bonus to opposed checks during Combat Maneuvers.

Discretion
Ability: Discretion
Static
Effect: If the user misses with a Move that does not have the Smite keyword, the Move’s Frequency is not expended.

Disenchant
Ability: Disenchant
Static
Effect: The user is immune to Fairy-Type attacks. Defensive.
Bonus: If the user is hit by a damaging Fairy-Type attack, the user of that attack loses 1 CS in the stat used to make that attack.

Dollure
Ability: Dollure
At-Will - Free Action
Effect: Connection - Pay Day. The user may activate this Ability when using Pay Day to change its text to the following for that use:
AC: None
Class: Status
Range: Field, Hazard
Effect: Pay Day scatters metal coins equal in value to 1d8 times the user’s level. If it is a trainer battle, the winner of the battle gets to pick up the coins. Place 4 square meters of Pay Day hazards. If a Foe moves within 2 meters of a space occupied by Pay Day, they must use the remainder of their Shift to move towards standing in Pay Day's space (if possible). When that happens, the Pay Day hazard causes the user to lose 1/10th of their full Hit Point value. Pay Day is considered to be dealing damage; Apply Weakness and Resistance. Do not apply stats. A creature who has been hit by a Pay Day Hazard cannot get hit by another in the same encounter until it is returned to a Poké Ball and then sent back out.

Dragon School
Ability: Dragon School
Static
Effect: The Minigon line's Advanced and High Abilities depend on the individual Pokemon's chosen Martial Art style. Upon obtaining Dragon School, select one of the schools below. This choice cannot be changed.
  • 1) School of the Vengeful Hydreigon - Cruelty / Twisted Power
  • 2) School of the Untouchable Masquerain - Parry / Instinct
  • 3) School of the Unstoppable Zangoose - Tough Claws / Infiltrator
  • 4) School of the Arcanine's Soul - Conqueror / Aura Storm
  • 5) School of the Leek Master - Technician / Super Luck
  • 6) School of the Serperior's Wit - Decoy / Regal Challenge

Dragon Turn
Ability: Dragon Turn
At-Will - Free Action
Trigger: The user uses a Normal-Type damaging Move
Effect: The Move is changed to be Dragon-Type.

Dust Devil
Ability: Dust Devil
At-Will - Free Action
Trigger: You are hit by a damaging melee attack.
Effect: Connection – Disintegrate. Once per Scene per Move, the following Moves may be used as if they had the following bonuses:
- Dirt Cloud: The user may immediately Disengage from a foe who activated Dust Devil's Trigger and use Dirt Cloud as if its Range were "Line 4" and had the "Reaction" keyword instead of "Ranged 2, Blast 2".
- Disintegrate: The user may treat Disintegrate as if it also had the "Reaction" keyword to Dust Devil's Trigger. Resist the damage done one step further. The user may Shift up to half of their Overland or Sky (whichever is lower) and gain the Resolution Effect of Disintegrate.
- Sandstorm: The user may use Sandstorm as if it had a Range of "Burst 2" and had the "Vortex, Hazard, Weather" keywords, and the "Reaction" keyword to Dust Devil's Trigger; this removes "Field" from the Range for this use of Sandstorm. While inside the Vortex, any legal targets of Sandstorm must succeed their normal Save to "dispel the vortex" every round spent inside the Area of Effect, or be subject to the effects of the a Vortex, even if they end their turn outside of the Area of Effect. Re-entering the Vortex does not reset the DC for the Save to dispel these effects. Successful Saves only negate Hit Point Loss for that round, but do not reset if the target leaves and re-enters the Vortex Area of Effect. All legal targets are affected by Weather Conditions of Sandstorm every round spent in the Area of Effect. A second use of Sandstorm may be used normally, but do not apply Weather Conditions twice.

Earthening
Ability: Earthening
Static
Effect: The user is immune to the damage and effects of Ground-Type attacks, and whenever they are hit with a Ground Type attack, they gain a Tick of HP.

Effective Healing
Ability: Effective Healing
Static
Effect: The HP restored by Refreshment or Restorative Items are doubled (such as Potions). The HP restored by Moves or Held Items are increased by 50% (such as Aqua Ring, Leftovers, or Moonlight).

Eidetic Memory
Ability: Eidetic Memory
Static
Effect: The user cannot have its Moves Disabled, and is immune to the effects of the Memory Wipe Ability. The Pokemon may use Tracker on scents they have ever smelled in the past, no matter how long ago, with a DC of 8.

Elementalist
Ability: Elementalist
Static
Effect: The user gains STAB on Fire, Electric, and Water-Type Moves.

Emissary
Ability: Emissary
Static
Effect: While the user is at 50% or less Hit Points or is Heavily Injured, the user suffers neutral damage from Types it is weak to.

Encroach
Ability: Encroach
Static
Effect: All Bug-Type Moves gain the Priority keyword.

Engorged Whirlpool
Ability: Engorged Whirlpool
Scene - Free Action
Effect: Connection - Whirlpool. Whirlpool's range becomes Close Blast 3 and if any legal target is in deep enough water each time they fail Whirlpool's save they are dragged underwater 1 meter.

Enimatics
Ability: Enimatics
At-Will - Standard Action
Effect: All creatures within melee range of the user lose a Tick of HP.

Enlightenment ★
Ability: Enlightenment ★
Static
Effect: If at least 2 of the user's current stats are equal, then those stats will begin at +1 Default Combat Stage at the beginning of the encounter. If one of those stats is HP, the user begins with a tick of Temporary HP.
Note: This Ability replaces the Taomarin-line's Basic Ability 1.

Entangling Limbs
Ability: Entangling Limbs
Scene – Free Action
Trigger: The user is hit by a Melee Attack, and is not currently Grappling anyone.
Effect: The attacking foe is Grappled by the user.

Evasion Null
Ability: Evasion Null
Static
Effect: All target's Evasion to the user's Accuracy Checks only apply half of their Evasion.

Eventide ★
Ability: Eventide ★
Static
Effect: This Pokémon has two modes, Day and Night. In Day mode, the user’s default Defense CS is +1, and it gains a +2 bonus to Athletics and Acrobatics. In Night mode, the user’s default Special Attack CS is +1, and it gains a +3 bonus to Stealth. The mode depends on the time of day it is - day for Day mode and night for Night mode. Upon a change in modes, the old increased stat immediately loses 2 CS, and the new increased stat immediately gains 2 CS, representing a change in defaults.
This Pokemon gains a secondary typing depending on its mode: Rock-type for Day mode and Fire-type for Night mode. This ability may not be copied or swapped.
Note: Shibalbat is changed to a pure Dark-type Pokemon before applying this Ability.

Feedback
Ability: Feedback
At-Will - Free Action
Trigger: The user is hit by a damaging non-Melee Attack.
Effect: The attacker loses Hit Points equal to a Tick of Hit Points.

Feisty
Ability: Feisty
Static
Effect: The user treats its Attack as being 2 Combat Stages higher (to a maximum of 6) against Pokémon and Trainers that have more Combat Stages than it.

Fester
Ability: Fester
Scene - Free Action
Trigger: You use an attack that causes the Poison Condition.
Effect: The Poison Condition ignores Immunity to the Status Affliction, Blessings, and the effects of Abilities that may prevent Hit Point loss from being Poisoned. (such as Magic Guard or Poison Heal).

Fighter's Finesse
Ability: Fighter's Finesse
Scene - Free Action
Trigger: You hit a foe with a Weapon Attack or Struggle Attack.
Effect: After the attack is resolved, you may immediately use a Disarm, Trip, or Push Maneuver against that foe as a Free Action. The Maneuver automatically hits, but you must still make an Opposed Roll.

Flesh Penetration
Ability: Flesh Penetration
Daily - Standard Action
Effect: If the user is in control of a grapple with one or more targets, the user can inflict an injury upon each one.

Floral Pattern
Ability: Floral Pattern
Static
Effect: The user's Grass-Type Moves gain +2 Damage Base. Additionally, the user resists Grass Type Moves an additional step.

Flying Shield
Ability: Flying Shield
Static
Effect: The user is immune to the damage and effects of Flying-Type attacks. If a damaging Flying Type attack hits the user, the user gains +1 Attack Combat Stage or +1 Special Attack Combat Stage. Defensive

Forage
Ability: Forage
Daily - Extended Action
Effect: You may use Forage as an Extended Action which lasts at least 5 minutes. Roll 1d20; On 1-10, the user finds common berries⁣⁣; On 11-15, the user finds mid-rarity berries⁣⁣; On 16-19, the user finds rare berries⁣⁣. Next, Roll 2d6. This user will find that many berries⁣⁣. If you rolled a 20, the user will instead find 4d6 rare berries⁣⁣.

Foundry
Ability: Foundry
At-Will – Free Action
Trigger: The user uses a Rock-Type damaging Move
Effect: The Move is changed to be Fire Type.

Frozen Touch
Ability: Frozen Touch
Scene - Free Action
Trigger: User rolls 18+ during accuracy check when using a Physical or Special class Ice or Fairy Type Move.
Effect: The target becomes Frozen.

Full Force
Ability: Full Force
Static
Effect: When using a Move with a Damage Base that could be more than one value (not including Double Strike or Five Strike Moves), the Move is counted as being its highest Damage Base. This does not apply to moves that have a conditional damage boost that is of a different Frequency to the rest of the Move (such as Hex or Assurance).

Geiger Sense
Ability: Geiger Sense
Static
Effect: This Pokémon has +2 Accuracy against Nuclear-Type Pokémon and Pokémon that have been hit with a Nuclear-Type attack since the start of this Pokémon’s last turn. This bonus does not work in Nuclear Fallout⁣⁣, or against Pokémon with the Lead Skin Ability.

Gem Boost
Ability: Gem Boost
At-Will – Free Action
Trigger: An Adjacent Ally uses a Glass-Type Move.
Effect: The allied Pokémon gains STAB as if they were a Glass-Type Pokémon; if they are already a Glass-Type Pokémon, they do not receive any bonus.

Ghost Hunter
Ability: Ghost Hunter
Static
Effect: Connection - Odor Sleuth. Whenever the user uses Odor Sleuth, the user may also ignore the effects of the Invisibility and Phasing capabilities.
(This means that the user may target and hit Intangible targets, may see Invisible targets, is aware of the location of Invisible targets, and does not suffer Accuracy penalties when attacking Invisible targets.)

Ghost Mania
Ability: Ghost Mania
At-Will - Free Action
Trigger: User is at or below 50% HP or under a New Moon⁣⁣.
Effect: The user's Ghost Type Moves gain the Priority keyword.

Glaciation ("Permafrost")
Ability: Glaciation ("Permafrost")
Static
Effect:The user gains +5 DR in Hail or on snowy terrain. In addition, the user is immune to Hit Point loss from Hail

Glass Mania
Ability: Glass Mania
Static
Effect: While the user is at 50% or less Hit Points, their Glass Type attacks gain a +2 Bonus to Damage Base.

Glass Shroud
Ability: Glass Shroud
Static
Effect: While the weather is Glass Rain⁣⁣, the user’s Evasion is increased by 2. The user and all adjacent allies do not take damage from Glass Rain⁣⁣.

Glass Summon
Ability: Glass Summon
Scene - Swift Action
Effect: The Weather changes to be Glass Rain⁣⁣. The Glass Rain⁣⁣ Weather persists until the end of the encounter, unless the user stops it as a Swift Action, or it is replaced by another Weather condition. While it is Glass Rain⁣⁣, all non-Glass Type Pokémon lose a Tick of HP at the beginning of their turn.

Grass Mania
Ability: Grass Mania ★
Static
Effect: While the user is at 50% or less Hit Points, their Grass Type attacks gain a +2 Bonus to Damage Base.

Gravity Assist
Ability: Gravity Assist
At-Will - Free Action
Trigger: The user is targeted by a Ranged, 1-Target Move while in an area that is Warped by the Move Gravity.
Effect: Connection - Gravity. The attack does not hit the user. The user may redirect the triggering attack to a target or square that the attack's remaining range would allow it to reach, using the user's space as its origin. Do not reroll the attack, and use the original attacker for all calculations.

Guardian
Ability: Guardian
Scene - Free Action
Trigger: A cardinally adjacent Ally is hit by an attack.
Effect: The attack misses the ally.


H-M
Hazardous Reach
Ability: Hazardous Reach
Static
Effect: Connection - Spikes or Toxic Spikes. Hazards created by the user can hit targets up to one additional meter away.

Heliophobia
Ability: Heliophobia
Static
Effect: Whenever the user ends their turn in Sunny Weather, they lose a Tick of Hit Points. The user is immune to the damage and effects of Dark-Type Moves, and whenever the user is hit by a damaging Dark-Type Move or ends their turn in a New Moon⁣⁣, they gain a Tick of Hit Points.

Hoarder
Ability: Hoarder
Static
Effect: The user may have multiple items in its inventory, equal in weight to the user's weight, with no one item larger than the user. These items cannot be stolen or removed by force, unless the user faints. They do not count as Held Items in any respect. As a Swift Action, the user may swap its current Held Item (if any) for an item in its inventory.

Honorable Challenge ★
Ability: Honorable Challenge ★
Scene - Free Action
Effect: Connection: Standoff. Upon using Standoff, both the user and the target are returned to 0 Combat Stages, may not use any Held Items during their duel, and ignore each others' Defensive Abilities.
Note: This Ability replaces Buckston's Mold Breaker Ability.

Hopeful
Ability: Hopeful
Scene - Standard Action
Target: 1 adjacent ally
Effect: For the next 5 rounds, the target gains a +2 bonus to Accuracy and Skill checks and a +5 bonus to damage and Damage Reduction.

Hubris
Ability: Hubris
Static
Effect: Whenever the user’s Move causes a target to faint, it may raise its Special Attack Combat Stage by +1. You may only trigger Hubris once per Move, even if the Move causes multiple targets to faint.

Ice Slick
Ability: Ice Slick
Static
Effect: While in Hail or under 50% Max Hit Points, the user's Initiative is doubled and they take no damage from Hail.

Illusory Double
Ability: Illusory Double
Scene - Standard Action
Effect: Illusory Double creates 4 illusionary copies of the user (these copies have the Illusion keyword). These copies separate from you, each within 1-meter of at least one other copy or you. You can move into and through a copy. Observers can’t use Perception Checks to tell which one is you and which the copy. The copies may also move through each other. The copies mimic your actions (not actually perform them), appearing to use Moves or Spells as you would (any attack you'd do would also appear to originate from the copies though only one is real), use medicine or food as you would, levitate when you levitate, and so on.
Any successful attack against a copy effectively destroys it though they appear Fainted and remain for the rest of the scene. A copy has the same evasions as you do. Copies seem to react normally to attacks (such as looking like they’re burned or unconscious after being hit by a flamethrower). While moving, you can merge with and split off from copies so that enemies who have learned which copy is real are again confounded.

Impenetrable
Ability: Impenetrable
Static
Effect: The user’s Special Defense Stat may not be lowered, and its Special Defense Combat Stages may not be lowered.

Infuriate
Ability: Infuriate
Scene x 2 – Free Action
Trigger: The user is damaged by a Physical Move
Effect: The user gains +1 Attack CS.

Intoxicate
Ability: Intoxicate
At-Will – Free Action
Trigger: The user uses a Normal-Type damaging Move
Effect: The Move is changed to be Poison Type.

Jilted
Ability: Jilted
Static
Effect: The user may not make rolls to cure themselves of Infatuation. However, while Infatuated, all attacks used against the foe that Infatuated them cannot miss, and Infatuation will never prevent the user from targeting a foe.

Lazy
Ability: Lazy
Static
Effect: When the user enters an encounter, it gains +5 DR but is Slowed. At the end of any of its turns, it may end this effect for the rest of the Scene, or until it returns to its Pokéball, as a Free Action.

Lead Skin
Ability: Lead Skin
Static
Effect: The user is immune to Nuclear-Type attacks, and counts as a Steel-Type for the purposes of the Radiation Ability. Defensive.
Bonus: The user is immune to being Poisoned or Badly Poisoned. Defensive.

Learn
Ability: Learn
Static
Effect: The user cannot be hit by the same move consecutively.

Leviathan's Wrath ★
Ability: Leviathan's Wrath ★
Static
Effect: Connection - Hyper Beam. Hyper Beam gains the Versatile keyword and its range becomes Line 10 instead of 10, 1 Target.

Life's Pain ★
Ability: Life’s Pain ★
Daily x 5 - Swift Action
Effect: The user gains HP equal to the amount of injuries the user has times 4.

Life Wire
Ability: Live Wire
Scene - Standard Action
Effect: You must succeed an AC 2 melee range status attack. The target struck by this gains the following effect for 5 rounds:
Any ranged Electric or Steel attack used within 10 meters of the target becomes a single-target Move and is re-directed to the target without fail and cannot miss. This negates Moves and abilities such as Lock-On and Mind Reader. The target is not immune, weak or resistant to Electric or Steel Type Moves and cannot be healed by such Moves.

Living on the Edge
Ability: Living on the Edge
Static
Effect: For each injury you have (up to a max of your 5th injury) you gain 5 DR. Your attacks made with the Aura Keyword gain +5 damage for each injury you have over 5th up to a max of your 9th injury.

Loading Dock
Ability: Loading Dock
Static
Effect: The user does not take damage from Glass Type Moves. If the user is hit by a Glass Type Move, the user raises the Damage Base of their next Glass-Type Move by +2

Lock And Load
Ability: Lock And Load
Daily - Special
Trigger: The user uses Payload
Effect: Connection - Payload. When this Ability is activated, choose one effect; the user gains another Standard Action this round; or the user gains +2 Speed Combat Stages and their Overland Speed is increased by +2 for the remainder of the encounter.

Lone Wolf
Ability: Lone Wolf
At-Will - Free Action
Trigger: You make a Melee Attack against an enemy, and you have no allies adjacent to you or your target.
Effect: You gain +2 Accuracy for the attack. If you hit, you do +5 damage.

Malice
Ability: Malice
Static
Effect: Whenever foes within 3m of the user lose hit points from an effect that is not directly an Attack (so, Recoil and Night Shade would not be affected, but Hail and Toxic would be), the hit points lost are multiplied by 1.5x. More than one Malice Ability does not stack.

Malware
Ability: Malware
Daily x 2 - Free Action
Target: An enemy that the user has poisoned.
Effect: Connection - Conversion2. The user may use Conversion2 on the target as a free action, Range: Melee, 1 Target.
Special: This Ability replaces the Vectol-line's High Ability.

Master Defense
Ability: Master Defense
Static
Effect: The user's Defense Stat or Combat Stages cannot be reduced below default and it's default Defense Combat Stage is increased by 1.

Master Special Defense
Ability: Master Special Defense
Static
Effect: The user's Special Defense Stat or Combat Stages cannot be reduced below default and it's default Special Defense Combat Stage is increased by 1.

Maximum Evasion
Ability: Maximum Evasion
Static
Effect: The user's evasion cannot be reduced. The user always benefits from their evasion.

Mind Breaker
Ability: Mind Breaker
Scene - Free Action
Trigger: User rolls 18+ during accuracy check when using a Physical or Special class Grass Type Move.
Effect: The target becomes Confused.

Mooch
Ability: Mooch
Scene x 2 – Free Action
Trigger: An adjacent Trainer or Pokémon turns in a Digestion Buff
Effect: The user also gains the effects of that Buff

Mutual Regulation
Ability: Mutual Regulation
Static
Effect: Whenever the user is afflicted with a Volatile Status Condition, the attacker is also afflicted with the same Volatile Status Condition.


N-P
Nerve
Ability: Nerve
Static
Effect: Whenever the user’s Move causes a target to faint, it may raise its Special Attack Combat Stage by +1. You may only trigger Nerve once per Move, even if the Move causes multiple targets to faint.

Night Guardian
Ability: Night Guardian
At-Will - Free Action
Effect: Connection - Moonlight. Whenever this pokemon uses the move Moonlight during the day, they may activate Eventide as if it was Night time. The user may end this effect as a free action on their turn.
Special: This Ability replaces Shibalbat's Magma Armor Ability.

Noctem
Ability: Noctem
Scene x 3 – Swift Action
Effect: The weather changes to be a New Moon⁣⁣ for 1 full round.

Oomph
Ability: Oomph
Static
Effect: At the end of the user's turns, if its Attack and/or Special Attack Combat Stages are below +2, those respective stats each are raised by 1 Combat Stage.

Orbital Tide
Ability: Orbital Tide
Scene x 3 – Free Action
Effect: The Field is treated as Warped for 1 full round.

Out of Fire
Ability: Out of Fire
Static
Effect: The user resists attacks with range keywords (even those granted by features or abilities) by one additional step.

Overbear
Ability: Overbear
Static
Effect: The user ignores the Type-Immunity of creatures it targets with its Dragon Type attacks.

Overshadow
Ability: Overshadow
Static
Effect: The user gains 5 DR against Pokémon of a smaller size category than it. Defensive

Overwhelm
Ability: Overwhelm
Static
Effect: All Attacks cause Flinch on a roll of 19-20. If an Attack already Flinches, increase the Effect Range by 2.

Painful Poison
Ability: Painful Poison
Scene - Free Action
Trigger: You Poison a target.
Effect: While that target remains Poisoned, they also take 5 additional damage from all attacks with a Damage Base.

Pain's Touch
Ability: Pain’s Touch
Scene – Standard Action
Effect: Make an AC2 range 10 status class attacks against two targets (cannot be user), neither need to be in your line of sight. If both attacks succeed, mark one as A and the other as B (Marking ends at the end of the scene or until either A or B Faints). Whenever either suffers damage or a status condition (after applying stats and types), the other suffers the damage or status condition (don't apply stats or types) instead of the original target.
This doesn't work with set-HP moves such as Pain Split, Belly Drum, Self-Destruct, etc. For example, if A were hit with 50 Fire damage and resists it, only suffering 16 damage - A would suffer no damage however B would suffer the 16 damage.

Panoply
Ability:Panoply
Static
Effect: The user gains +5 Damage Reduction. Defensive.

Perfect Appeal
Ability: Perfect Appeal
Static
Effect: The user’s High Ability depends on its current State. The user’s State can be changed as an Extended Action.
  Platonic - Oblivious
Normative - Friend Guard
Dominant - Cruelty
Open - Aroma Veil
Submissive - Submissive (See below)

Petrify
Ability: Petrify
At-Will – Swift Action
Target: Pokémon or Trainer within 5 meters
Effect: The target’s Speed is lowered by 1 Combat Stage. You may target a specific foe only once per Scene with Petrify.

Perforate
Ability: Perforate
Static
Effect: Moves that the user gains STAB on are resisted one step less. Affected Moves that a target would normally be immune to are instead treated as being resisted one step.

Phototroph/Sunbathe
Ability: Phototroph/Sunbathe
Daily x5 – Swift Action
Effect: The user gains a Tick of Hit Points. Phototroph/Sunbathe may only be used while the user is under 50% Hit Points or in Sunny Weather

Pinata Party
Ability: Pinata Party
Static
Effect: Connection - Self-Destruct OR Explosion. Whenever the user uses Explosion or any other move which sets their HP to -50%, they may also use the Move Fiesta as a Free Action, even if they do not have Fiesta in their Move List.
Note:This Ability replaces Nobunata's Defiant Ability.

Plugged In
Ability: Plugged In
At-Will - Swift Action
Trigger: The user is adjacent to, or in the same space as, an Electric-type Pokemon, a robot, or a Medium-sized or larger electricity-using object (such as a Tesla coil, automobile, or portable generator).
Effect: The user may either gain 5 DR until the end of their next turn, or may cause the triggering creature or object to lose a Tick of Hit Points. If they cause the target to lose a Tick of Hit Points, the user then regains a Tick of Hit Points.

Poisonous Strikes ★
Ability: Poisonous Strikes ★
Static
Effect: The user deals +5 Damage with Poison-type Moves. All Attacks cause Poison on a roll of 20. If an Attack already Poisons, increase the Effect Range by 1.

Pollution
Ability: Pollution
Scene x3 – Free Action
Effect: The Weather changes to Acid Rain⁣⁣ for one full round.
Bonus: The user is immune to Hit Point loss from Acid Rain⁣⁣.

Prism Lens
Ability: Prism Lens
Static
Trigger: The User is hit with a damaging move.
Effect: Connection - Prism Beam. Prism Beam may now be considered to be the type of the damaging move it was hit with only once per time it was hit with that move. STAB may not be applied on this use. More than one type may NOT be stored. Once the type has been used, it is no longer stored. The user may switch the type that is stored if it is hit by a different type of move, but this replaces the previous type that was stored. Prism Beam may always be used as Glass type without effecting the stored type. Types are stored till the end of the encounter.

Prism Regeneration
Ability: Prism Regeneration
Static
Effect: While the Weather is Glass Rain⁣⁣, the user gains a Tick of HP at the beginning of each of their turns. The user is not damaged by Glass Rain⁣⁣.

Psionic Storm
Ability: Psionic Storm
Scene - Full Action
Effect: You create an enormous black storm cloud overhead from with a range of Ranged Blast 5 (and are immune to the effects of the cloud). At the start of each round, you may command the cloud to move up to 4 meters toward you (up to centered on the user). If you do not spend a Standard Action at the start of each round to maintain the cloud, Psionic Storm ends. You can maintain the cloud for up to 10 rounds. If you continue to maintain the cloud, Psionic Storm generates additional effects in each following round, as noted below. Each effect occurs during your turn. While the cloud is active, all non-melee or burst direct damage attacks are impossible in the clouds radius.
  • 1st Round- Each creature beneath the cloud becomes Vulnerable and deafened while under it and for 2 rounds after exiting the cloud’s radius.
  • 2nd Round- Psionic rain pelts the area corroding the area. Creatures beneath the cloud lose 1/10th of their full Hit Point value. This is considered to be dealing damage (Psychic Apply Weakness and Resistance. Do not apply stats.
  • 3rd Round- You call six psionic bolts of lightning down from the cloud. You decide where the bolts strike beneath the cloud. No two bolts may be directed at the same target. Each bolt is Psychic type, AC2, DB9, paralyzes on 19+, special class and has the Smite keyword.
  • 4th Round- Psionic rocks rain down in the area dealing damage equal to half of the users level. This attack cannot miss, is special class and is psychic type.
  • 5th through 10th Rounds- Violent psionic rain and wind gusts makes visibility impossible. All creatures in beneath the cloud are blinded and vulnerable and remain blinded and vulnerable for 2 rounds after exiting the storms radius. All creatures beneath the cloud are Slowed while in its radius.

Psyche Out
Ability: Psych Out
At-Will – Swift Action
Target: A Pokémon or Trainer within 5 meters.
Effect: Lower the target’s Special Attack by 1 Combat Stage. You may target a specific foe only once per Scene with Psych Out


Q-S
Quick Charge
Ability: Quick Charge
Scene – Free Action
Trigger: A Round begins
Effect: The user may take their turn at the top of the round. Priority, Interrupt, or Reaction Moves or Abilities cannot be declared in response to the user’s turn.
Bonus: The user’s Overland capability is increased by +2.

Quick Focus
Ability: Quick Focus
Scene - Free Action
Effect: Connection - Focus Energy. Focus Energy can be used with another Status class Move as a Standard Action.

Quickdraw
Ability: Quickdraw
Static
Effect: Trainers and Pokémon within 5m of the user (including the user), may not use Priority or Interrupt Moves outside of their Initiative, except for those with the Shield Keyword

Radioactive (Sage Version) ★
Ability: Radioactive (Sage Version) ★
Scene – Free Action
Trigger: The user or an effect caused by the user Poisons a target
Effect: The target is Irradiated instead. Irradiated acts like Poison, except that the afflicted target's Attack and Special Attack stats are lowered by 2 Combat Stages for as long as the Status Effect persists. It may be cured the same way that Poison and Bad Poison are cured. May apply to the Hazards left over after using Meltdown, even though the user is fainted.
Bonus: The user's Nuclear-type Moves Poison on a 19+.
Note: This Ability replaces the Icetope-line's High Ability.

Radioactive
Ability: Radioactive
Static
Effect:
  • When dealing damage with a damaging attack against a Pokémon that is neither Steel-type or Nuclear-type, this Pokémon does +X damage (before type-effectiveness).
  • When dealing damage with a damaging attack against a Pokémon that is Steel-type or Nuclear- type, this Pokémon does -X damage (before type-effectiveness).
  • When taking damage from a damaging attack that is not Nuclear-Type, this Pokémon takes +X damage (before type-effectiveness). This Pokémon does not take the extra damage while this Pokémon is in Nuclear Fallout⁣⁣.
  • X is equal to half this Pokémon’s tick value (to a minimum of 1). When this Pokémon is using a Nuclear-type Move, X is instead equal to its tick value.
  • This Ability may not be disabled, copied, or swapped away in any way.

Rebuild
Ability: Rebuild
Static
Effect: At the beginning of the user’s turn, if it has not been damaged or lost any Hit Points since the end of its last turn, it gains a tick of temporary hit points.
Bonus: The user is immune to the damaging effects of Weather.

Recall
Ability: Recall
Daily - Full Action
Effect: Select a designated area no larger than 2x2 meters and is very familiar place to you (you also must have been to the exact location physically before). This becomes your sanctuary. You may only change your sanctuary once a week and to do so is an extended action, requiring you to be at the location for the duration of the extended action (GM suggestion: The duration of an extended rest).
Recall teleports you instantly back to your sanctuary. You can be transported from any distance to this sanctuary using Recall. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing creature equal to your size category or smaller (carrying gear or objects up to its maximum load). The creature to be transported must be in physical contact with you.  Exceeding weight limits causes Recall to fail and its daily use to be consumed.
An unwilling creature can’t be teleported by Recall.

Regurgitation
Ability: Regurgitation
At-Will – Extended Action
Effect: This Pokémon engulfs a willing or helpless Small Pokémon within it. An engulfed target shares this Pokémon’s space, and may not act or be affected in any way.
Once per Scene, this Pokémon may use an At-Will or EoT Ranged, Close Blast, Line, or Cone Move from the Movelist of the engulfed Pokémon as if it were on this Pokémon’s Movelist.
If this Pokémon Faints, the engulfed Pokémon may escape if it chooses, appearing in a space adjacent to this Pokémon.

Resilient
Ability: Resilient
Static
Effect: At the start of the user's turn, if their Defense and/or Special Defense Combat Stage is less than 1, it gains +1 Combat Stage correspondingly.

Sanguine Touch
Ability: Sanguine Touch
Static
Effect: The user's Moves which deal damage heal the user a number of Hit Points equal to one-fourth of the damage they dealt to the target. If the Move already drains HP, it increases the amount of healing by 1/4th the damage done (up to a maximum of 100%).

Scavenger
Ability: Scavenger
Scene – Free Action
Trigger: The user’s damaging attack causes a foe to Faint
Effect: The user removes one Injury from themselves and gains Hit Points equal to 25% of their Max Hit Points

Scorching Charge
Ability: Scorching Charge
Scene - Free Action
Trigger: The user hits a foe with Flame Charge.
Effect: Connection - Flame Charge.  The foe hit with Flame Charge gains an Injury and becomes Burned.

Seductive Power
Ability: Seductive Power
Static
Effect: Connection - Attract. While you have at least one creature Infatuated with you, you regain a Tick of HP every turn.

Self Lubrication
Ability: Self Lubrication
Static
Effect: Daily frequency Moves can be used multiple times in the same Scene, up to its maximum frequency use but can only be used Every Other Turn. (This does not cause Daily frequency Moves to refresh like Scene Moves - only allowing Daily x 2 and Daily x 3 be used multiple times in the same Scene)

Semi-Perfect Body
Ability: Semi-Perfect Body
Static
Effect: The user is immune to all Persistent Status Conditions.

Severe Flames
Ability: Severe Flames
Scene - Free Action
Effect: Connection - Firespin. Firespin's range becomes Close Blast 3 and each time any legal target in it fail Firespin's save they're lifted in the air 1-meter. Once Firespin's Vortex duration ends the target is immediately dropped - suffering fall damage.

Shadow Dance
Ability: Shadow Dance
Static
Effect: While in a New Moon⁣⁣ or under 50% Max Hit Points, the user’s initiative is doubled.

Sharp Coral
Ability: Sharp Coral
At-Will – Free Action
Trigger: The user is hit by a damaging attack
Effect: The user gains -1 CS in the Defense hit by the attack. If this was in Defense, it gains +1 Attack CS. If this was in Special Defense, it gains +1 Special Attack CS.

Sharp Edges
Ability: Sharp Edges
Scene - Free Action
Trigger: The user is hit by a Melee Attack
Effect: The attacking foe becomes Lacerated.

Sharp Sides
Ability: Sharp Sides
Static
Effect: The user's Glass-type Moves Flinch enemies on an 18+ during Accuracy Checks.

Shatter ★
Ability: Shatter ★
Static
Effect: If this Pokemon uses a Move that would gain STAB, treat that move as also being Super effective against Rock-type.
Note: This Ability replaces Δ Pidgeotto and Δ Pidgeot's High Ability.

Shatter Switch
Ability: Shatter Switch
Scene - Swift Action
Effect: If the user is below 50% of their Maximum HP, they may swap their Special Attack and Attack stats with their Special Defense and Defense stats. These stats automatically switch back once the user is above 50% of their max health.

Siphon
Ability: Siphon
Scene – Free Action
Trigger: The user hits with a single-target damaging Attack that does not restore Hit Points
Effect: That Attack gains the Absorb keyword. This effect triggers Liquid Ooze.

Sleep Master
Ability: Sleep Master
Scene - Free Action
Trigger: User rolls 18+ during Accuracy Check when using a Physical or Special class Ghost Type Move.
Effect: The target falls asleep.

Special Master
Ability: Special Master
Static
Effect: The user's Special Class Moves deal an additional +5 damage.

Spectrilate
Ability: Spectrilate
At-Will – Free Action
Trigger: The user uses a Normal-Type damaging Move
Effect: The Move is changed to be Ghost-Type

Spectrum
Ability: Spectrum
Static
Effect: At the start of the user’s turn, their Primary Type (first Type listed) becomes the Primary Type of the nearest Pokémon within 10m. If more than one is equally close, randomly select at the start of the turn which one is chosen.
If the selected type is the same as this Pokémon’s Secondary Type (if it has one), then the Pokémon is instead treated as single-typed of the appropriate type.
If no Pokémon are within 10m at the start of its turn, this Pokémon’s Primary Type becomes Normal Type. Any Moves or Abilities other than this one that change type only change this Pokemon’s Secondary Type (or give it one if it does not currently have one).
This ability may not be copied or swapped.

Slippery Skin
Ability: Slippery Skin
Static
Effect: This Pokemon cannot be Grappled.

Sound Boost
Ability: Sound Boost
Static
Effect: The user increases the Damage Base of all Sonic Moves by +2.
Note: This Ability replaces the Δ Koffing-line's Amplifier Ability.

Special Defense Boost
Ability: Special Defense Boost
Static
Effect: The user's Special Defense is raised 1 Combat Stage at the end of each of its turns.

Star Aura
Ability: Star Aura
Static
Effect: The user and all allies have the Damage Base of their damaging Normal Type Attacks increased by +1.

Stat Master
Ability: Stat Master
Scene x 3 - Free Action
Trigger: The user uses an attack or is hit by an attack.
Effect: If the user used an attack, they gain +1 Combat Stage based on the attacks Class (Physical=Attack, Special=Special Attack, Status=Speed).  If the user was hit by an attack, they gain +1 Combat Stage based on the attacks Class (Physical=Defense, Special=Special Defense, Status=Speed).

Stone Gaze
Ability: Stone Gaze
Static
Effect: Connection - Medusa Ray. Medusa Ray affects all enemies within 10 meters that can see the Pokemon. When a Pokemon uses this Ability, enemies may suffer -4 Accuracy for 1 full round to avert their gaze. Medusa Ray also inflicts Paralysis.

Stormbringer
Ability: Stormbringer
Scene x 3 – Swift Action
Effect: The Weather changes to be a Thunderstorm⁣⁣ for 1 full round.

Stubborn
Ability: Stubborn
Static
Effect: While below 50% of its max Hit Points, the user’s Defense is raised 2 Combat Stages. If no longer below 50% of its maximum Hit Points, the user loses any Combat Stages gained this way

Submissive
Ability: Submissive
Static
Effect: While Grappled, Stuck, or Trapped, gain +1 Defense and Special Defense combat stage. When the status effect ends, lose these stages.

Sudden Inspiration
Ability: Sudden Inspiration
Daily - Free Action
Target: An allied Pokemon within melee range with Tutor moves marked (N).
Effect: The target gains Inspiration. Inspiration is a one-time-use blessing which allows a Pokemon to use one of the moves in their Tutor move set marked (N) as if it was in their current list of moves. Upon using this Move, the Inspiration is lost and the Move is forgotten.
Note: This Ability replaces the Neureka-line's High Ability.

Supercell
Ability: Supercell
Scene – Swift Action
Effect: Supercell may only be used if the Weather is Rainy or a New Moon⁣⁣, or if the user is under 50% Hit Points. When activated, the user may pick two Stats, gaining +2 Combat Stages in each Stat. All targets within 2 meters also gain +1 Combat Stage in each of the chosen Stats.


T-Z
Team Player
Ability: Team Player
Scene – Free Action
Trigger: An ally within 3m gains one or more Combat Stages from a Move or Ability
Effect: The Ally gains an additional Combat Stage in one of the stats that a Combat Stage was gained in, and the user gains a Combat Stage in the same stat as the additional one that was granted to the ally.

Theory of Relativity ★
Ability: Theory of Relativity ★
Static
Effect: The user gains +1 Evasion. For each additional Speed Combat Stage above zero, this user's attacks deal +3 damage. For each Speed Combat Stage below zero, this user's attacks deal -3 damage.
Note: This Ability replaces the Atomite-line's High Ability.

Tingly Tongue
Ability: Tingly Tongue
Scene x 2 – Free Action
Trigger: The user hits a target with Lick
Effect: Connection – Lick. Lick’s Damage Roll gains a +10 Bonus and automatically Paralyses its target. On a roll of 15+, the target automatically fails its Paralysis Save Check on its next turn.

Toxicity
Ability: Toxicity
Static
Effect: The user does not take damage from Poison-Type Moves. Whenever the user uses or is hit by a Poison-Type Move, the user gains a Tick of HP.

Toxin Guzzler
Ability: Toxin Guzzler
Static
Effect: The user is immune to the damage and effects of Poison-Type attacks, and each time they are hit by a Poison attack, the User’s Speed is raised 1 Combat Stage

Transmute Weather
Ability: Transmute Weather
Daily x 2 - Standard Action
Effect: The user is able to change any weather currently active in the scene (except clear weather) to Numbing Fog.
Numbing Fog lasts for 5 rounds and is a weather effect (and therefore subject to anything that targets weather).  Numbing Fog causes all legal targets in the weather to suffer -2 penalty on all Accuracy Checks, all attacks have a -5 damage penalty, all falling damage is reduced by 2 meters and all healing effects are reduced by 50%.

Transposition ★
Ability: Transposition ★
Scene – Free Action
Effect: Connection - Portal. When using Portal, you may select one additional target and switch positions between all 3 targets.

Tremendous Landings
Ability: Tremendous Landings
At-Will - Shift Action
Effect: If the user is 4 meters or less from the ground, the user can descend and land on the ground as a Shift Action, causing a 3 meter burst that pushes all targets the user’s size category or smaller out of the burst radius. Any targets larger than the user are pushed only 1-meter.

Turbine
Ability: Turbine
Scene – Swift Action
Effect: The user’s Swim capability is increased by +3 until the end of the user’s next turn, and the user goes first on the following round, ignoring initiative; Interrupt or Priority Moves may not be used in response to their Moves that round.

Twin Jaws
Ability: Twin Jaws
At-Will – Free Action
Effect: Moves with the Fang keyword can be used as a 2 target Move instead, but the Damage Base of the Move is lowered by 2 for that attack.

Unfreezable
Ability: Unfreezable
Static
Effect: The user is immune to the Frozen condition.

Vitriol
Ability: Vitriol
Static
Effect: The Pokemon's moves which do *not* deal damage Poison foes, but not allies, on a roll of 19+.

Wall of Thorns
Ability: Wall of Thorns
EOT - Standard Action
Range 6, Hazard
Effect: Set 8 square meters of Thorns (a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger) within your range, all 8 meters of Thorns must be adjacent to at least one other Thorns.  Each Thorns is a Hazard that is Slow Terrain (though is blocking terrain for Moves) with Max HP equal to 1/4th of the user's and DEF/SDEF stats, weaknesses, resistances and immunities as the user. It is exactly 1 meter tall and 1 meter wide. Thorns can be placed on top of each other, creating taller walls. When a Thorns is reduced to 0 or less HP it is destroyed and turns to dust (effectively removed) and any Thorns stacked on it merely flows down until it reaches the space where the destroyed Thorn was and does not take falling damage.  Thorns are immune to weather damage and status conditions.
Any creature moving through Thorns lose a Tick of HP and Thorns is considered to be dealing Grass Damage. (Creatures with Sap Sipper or are immune to Grass Damage by any means are merely unaffected by Thorns damage.  You cannot be healed by Thorns)

War Machine ★
Ability: War Machine ★
At-Will - Swift Action
Trigger: You deal damage to a target with a Struggle Attack or Move.
Effect: The target loses a Tick of Hit Points.

Webmaster
Ability: Webmaster
Scene - Standard Action
Effect: The user creates a many-layered mass of strong, sticky strands - similar to spider webs but far larger and tougher. When Web is used it must be anchored to two or more solid and diametrically opposed points that are at least 8-meters within each other or else the ability fails and disappears. Creatures caught within the web (touching it for any reason) become Stuck and must make a DC 10 Athletics or DC12 Acrobatics check to escape using a Standard Action.
The Web is 4-meters tall or equal height to the anchored spots, according to the user. The Web is blocking terrain and has the same stats as the user (Full HP when summoned, no equipment bonuses or combat stages, etc.). Web has no Type.

Wind Force
Ability: Wind Force
Static
Effect: The user is immune to the damage and effects of Flying Type attacks. Whenever a Flying Type attack hits the Pokémon, raise their Speed by +1 Combat Stage. Defensive.

Winter Joy
Ability: Winter Joy
Static
Effect: While in Hail, the user has their Attack and Special Attack raised by +1 Combat Stage. While in Sunny Weather, the user has their Attack and Special Attack lowered by -1 Combat Stage.

Zenith
Ability: Zenith
Static
Effect: Creatures targeted by the user's attacks are not immune to the user's attacks, keywords or status conditions due to the targets Type. (For example: Grass Types are not immune to the user's Powder keyword, Electric Types are not immune to Paralysis and Steel Types are not immune to Poison attacks).


Capabilities

Capabilities
Alchemist
Alchemist:The user does not lose Loyalty from consuming Repulsive items. When the user is holding a Herbal item, after 24 hours of that item going unused, they may turn it into a Witch's Brew. If a Witch's Brew is left with the user unused for two weeks, it becomes a Witch's Cerate.
Witch's Brew: Snack, Herbal, Repulsive. Raise one stat by one Combat Stage. The Combat Stage is chosen at the moment the item is created.
Witch's Cerate: Vitamin, Herbal, Repulsive. Raise one Base Stat by one point. The Stat is chosen at the moment the item is created.

Avatar of Scales
Avatar of Scales: As long as the user knows Scale Shield, it may change between Human Form and Draconic Form as a Swift Action when using Scale Shield, or as a Standard Action otherwise. Both Human and Draconic Form must be statted with the same HP Stat, but do not need to have the same Move List.

Berry Storage
Berry Storage: The user may hold a Berry within their Shell. This is in addition to any held items being held normally. This Berry may be consumed by the user as normal when appropriate, and does not count towards the Snack Food limit for the user. This Berry cannot be removed, stolen, consumed, or destroyed by any external forces.

Bioluminescence
Bioluminescence: The user generates a 5-meter radius of light when in dark areas with a 5-meter shadowy illumination beyond that. This light reveals invisible creatures and psychic residue.

Bone Crafter
Bone Crafter: The user knows how to make useful accessories from mere common rocks, bones, clay, and other mundane earthen materials. Once per day as an Extended Action, the user may craft a Ground or Rock Type Booster or Brace. These Held Items last the rest of the day and then degrade.
This Capability is automatically given to the Cubone-line, Alolan Cubone-line, and Vullaby-line.

Celestial Shifter
Celestial Shifter: This Pokémon may change into its different forms at-will as an Extended Action outside of battle. It is also able to change its form if it knows specific moves, detailed in the Moves themselves. This Pokémon has a different set of Moves for each Forme.

Coin Collector
Coin Collector: Pokémon of at least Level 20 with this Capability can produce a coin item once a day as an Extended Action. Roll 1d20 when this Capability is used. On a roll of 1-12, a Relic Copper is produced. On a roll of 13-18, a Relic Silver is produced. On a roll of 19-20, a Relic Gold is produced.
  • Relic Bronze: $100
  • Relic Silver: $300
  • Relic Gold: $1,000

Creeping Crystals
Creeping Crystals: Once per day as an Extended Action, the user may produce a Shard⁣⁣ of a random color.

Deadly Hooks
Deadly Hooks: User can make combat maneuvers from a range of 3-meters.

Dimensional Pocket
Dimensional Pocket: The user can store and retrieve a single small size or smaller item as a Standard Action into a pocket dimension that is 50 lbs. or less.

Disrobe
Disrobe: As a Swift Action, the user can make a Grapple Maneuver against any tripped targets within its range. Additionally, the user can make Disarm Combat Maneuvers against any grappled targets to disarm any worn items (usually Body Slot items cannot be disarmed).

Drake-Touched
Drake-Touched: Pokémon and Trainers with Drake-Touched may make their Struggle Attacks Dragon-type, and/or make their Struggle Attacks Special instead of Physical (adding Sp. Attack instead of Attack), if they wish.

Eternal Burn
Eternal Burn: User is always hot, even when unconscious or dead and does not suffer CS penalties from injuries. The user does not suffer any penalties from cold weather.

Hide In Plain Sight
Hide In Plain Sight: The user can make Stealth checks to become/remain hidden and unheard while being observed.

Hive Matron
Hive Matron: Seikamater evolves from a female Smore, Sponee or Tricwe under unusual circumstances. Due to this, it may add that Pokémon’s Level-Up Moves to its own Level-Up Movelist at the appropriate level. Seikamater counts as an evolution to all Pokemon of the Smore, Sponee, and Tricwe lines for the purposes of Pack Mon.

Infestation
Infestation: Hivall can anchor itself in a location after three uninterrupted continuous extended rests in the same spot - provided the location is marshland, urban with poisonous or toxic environmental hazards or forest terrain. In doing so, it creates a massive vine/root network in the area over a 1-week period extending a number of meters from its location equal to its level (minimum of 20 meters) and its hit points increase by 100 for every 10 levels it has. Its vines/roots can maneuver through water, poisonous fluid or pipelines in its network area.

Ink Production
Ink Production: Pokemon of at least Level 10 with this Capability can produce an Ink Sac once per day as an Extended Action. This Sac may be harvested by a Trainer.

Legs Up
Legs Up: Once per round, when a creature provokes an attack of opportunity against the user as a free action the user can make a Trip Combat Maneuver against the triggering target.

Lens
Lens: The user may control their body and turn portions of it clear or into lenses, and its body may be used as a magnifying glass, projector lens, binocular lens, etc.

Lifesense ★
Lifesense ★: The user can feel the life energy of those around it, even through walls or other physical obstacles. All creatures without the Ghost-type within X meters are automatically detected. X is equal to the creature's level.

Living Armor
Living Armor: In addition to being a Pokémon, the user also counts as equipment and may be used as such if the Pokémon is willing.
Armori may be used as Light Armor. Armemoir may be used as Heavy Armor.
When Fainted, these Pokémon may still be used as inanimate pieces of equipment, but they provide 50% less DR than normal (rounded down).

Living Luggage
Living Luggage: The user may mount any Medium or larger creature. This does not count towards the number of creatures that may then mount another - a Trainer with a Bugpag on their back may still mount a Pokemon with Mount 1. This also does not count against the number of creatures that may occupy the same space as another creature.
While the user are mounted like this, they occupy the same space as their wearer, though they are two separate targets. The wearer counts as 'adjacent' to the user, for purposes of Abilities like Symbiosis, or Moves like Bestow, Beat Up, Flame Burst, etc.

Mandibles
Mandibles: The user’s struggle Attacks may be Bug-Typed if they wish. They may also add their Special Attack instead of their Attack and have the attack deal Special Damage, if they wish.

Massive Weight
Massive Weight: The user does not suffer fall damage when falling from a height of 12 meters or less. These creatures are considered to be 2 weight classes heavier when in a grapple and collision damage they suffer is instead passed onto whatever it was (or who) they collided into.

Mystical
Mystical: The user’s struggle attacks may be Fairy-Typed if they wish. They may also add their Special Attack instead of their Attack and have the attack deal Special Damage, if they wish. Can be chosen for Basic Ranged Attacks.
This Capability is automatically given to all Fairy-type Pokemon.

Plant Adaptation
Plant Adaptation: For all purposes of status conditions, Move Effects, Abilities, etc. this Pokémon is considered a Grass Type.  (Such as being immune to Spore Moves, Leech Seed, etc. )

Radiation Immune
Radiation Immune: The user is immune to the effects of radiation and Nuclear-type moves.

Rip Apart
Rip Apart: If the user has grappled a creature for three consecutive rounds and wins Dominance again, the target creature's HP is set to -250% as the user literally rips them into pieces.

Router
Router: Router Pokemon can send and receive information over wireless digital networks, such as radio and wi-fi. They can use this to communicate with one another, or to interface with many computer devices and networks, including the internet at large (if your campaign world has one).
Router Pokemon can communicate with one another wirelessly if they have line of sight to one another, or if both parties have access to a larger wireless network.

Speechless
Speechless: Hivall can make no sounds of its own but is considered to have the Telepath capability.  However, it can designate one of its Thralls to speak through.

Starchild
Starchild: Pokemon of at least Level 20 with this capability may produce a Valuable Item once a week as an Extended Action. Roll 1d20 when this Capability is used. On a roll of 1-12, a Stardust is produced, worth $1,000. On a roll of 13-18, a Star Piece is produced, worth $4,900. On a roll of 19-20, a Glowing Star is produced, worth $9,900. These items may be sold to Pokemarts for their value, or they may be used as raw material for any form of crafting.

Storm Charge
Storm Charge: When a Mega Evolved Pokémon with Storm Charge, Delta Typhlosion, is in a New Moon⁣⁣ or Rainy weather it transforms; changing its appearance to have electricity crackling over its body and throughout its ambient cloud.

Tentacle Licks/Whisker Tusks
Tentacle Licks/Whisker Tusks: If an opponent moves while within the user's melee attack range (or out of but not into) the user makes a Struggle Attack against the target as a free action. Tentacle Licks/Whisker Tusks may only target a target once per the target's Shift Action.

Thrall
Thrall: A creature hit by Hivall's struggle attack must (including those made by Hivall's vines in its network) make an Athletics check equal to 10+(Hivall's Focus ranks)+(Hivall's level divided by 10).  If the creature succeeds it becomes immune to this effect for the next 24 hours.  If it fails, it becomes a Thrall and is in full control of Hivall's telepathic suggestive influence and gains the Grass Type.  Thralls that hit creatures with unarmed struggle attacks pass this on.  Hivall can only have a number of Thralls 3 times its Focus rank.

Toxic Runoff ★
Toxic Runoff ★: Pokemon of at least Level 20 with this Capability can produce a Poison Gem once per day as an Extended Action. This Gem may be harvested by a Trainer.
If applicable: Once per Scene as a Swift Action, the user changes into Nuclear Mode for the rest of the Scene, and all Poison-type moves are replaced with the corresponding Nuclear-type moves on its Move List⁣⁣.
This Capability is automatically given to the Grimer-line, Alolan Grimer-line, Koffing-line, Trubbish-line, and Δ Yamask-line.

Unstable Fission
Unstable Fission: Urayne requires radiation to feed off of, its strength determined by how much it is able to consume. Using a Uranium Core, as an Extended Action once per day, Urayne may be fed either a Small Amount or Large Amount of radiation (it is up to the GM whether any individual core is able to provide Large Amounts of radiation). Being fed a Small Amount transforms Urayne into its Beta Forme, while being fed a Large Amount transforms Urayne into its Gamma Fome. All forms must have the same HP base stat as in its Alpha Forme, even if that forces BSR to be broken. After a Scene in which it has been outside of its Pokéball, if in Beta Forme, it reverts to Alpha Forme. If in Gamma Forme, it instead reverts to Beta Forme. Upon reverting to a different Forme, Urayne takes an injury.

Uproot
Uproot: Anything the user can carry up to its Maximum Load can be used as a one-handed or a two-handed weapon.

Windshield
Windshield: Pokemon and Trainers with the Windshield capability are unaffected by wind currents (they can't be pushed by them, blown off course, etc.), nor can their elevation be forcibly changed while they're in midair. They also do not have to make checks to stay airborne during Windy⁣⁣ weather.


Moves

Bug-Type

Bug-Type

Advanced Armor
Move: Advanced Armor
Type: Bug
Frequency: Scene
AC: None
Class: Status
Range: Self, Interrupt, Shield, Trigger
Effect: If the user is hit by a Move from a Pokemon lacking the Underdog capability, the user may use Advanced Armor. The user is instead not hit by the move. They take no damage, and are not affected by any of the Move's effects.
Limitation: Only Metapod, Kakuna, Silcoon, Cascoon, Swadloon, and Spewpa may learn this move.

Berry Drink
Move: Berry Drink ★
Type: Bug
Frequency: Scene
AC: None
Class: Status
Range: Self
Effect: If the user is holding a Berry, they consume the Berry. The effect of the Berry is not activated and the user regains Hit Points equal to half of its full Hit Point value.

Bug Swarm (Blight)
Move: Bug Swarm (Blight)
Type: Bug
Frequency: EOT
AC: None
Class: Physical
Range: Melee, 1 Target
Effect: The user and up to two allies adjacent to the target may each make a Struggle Attack against the target. These Struggle Attacks hit for Bug Type Damage instead of their usual Type.

Charging Horn
Move: Charging Horn
Type: Bug
Frequency: Scene
AC: 4
Class: Physical
Damage Base 8: 2d8+10 / 19
Range: Melee, Pass
Effect: On a roll of 18+, this attack deals an additional 10 damage.
Limitation: Only the Nidoran(male)-line, Rhyhorn-line, Tauros, Stantler, Heracross, Donphan, Samurott, Drilbur-line, Bouffalant, and Xerneas may learn this move.

Cocoon
Move: Cocoon
Type: Bug
Frequency: Scene x 2
AC: None
Class: Status
Range: Self
Effect: The user becomes Cocooned. While Cocooned, the user gains 10 Damage Reduction and recovers a Tick of HP at the beginning of their turn, including this one. However, while Cocooned, the user cannot Shift, and may only use Moves with a range of Self. The user may stop being Cocooned as a Shift Action.

Contact Sap
Move: Contact Sap
Type: Bug
Frequency: Static
Class: Static
Effect: The user gains a +1 Bonus to Accuracy Rolls made to initiate Grapple Maneuvers, and +2 to Skill Checks made to initiate Grapple Maneuvers or gain Dominance. Whenever the user gains Dominance in a Grapple, the target of the Grapple loses a Tick of Hit Points.

Creep
Move: Creep
Type: Bug
Frequency: At-Will
AC: 2
Damage Base 3: 1d6+5 / 9
Class: Physical
Range: Melee, 1 Target, Critical Phys
Effect: Creep Flinches on 15+. Once per Scene, if the target is unaware of the user's presence, Creep automatically Flinches the target.

Disperswarm
Move: Disperswarm
Type: Bug
Frequency: At-Will
AC: 3
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, Dash, Set-Up
Set-Up Effect: The user is removed from the battle.
Resolution Effect: The user may shift twice while dispersed, using their Overland or Sky speed, and then reform next to a legal target, and attacks with Disperswarm.
Special: Grants Amorphous

 

Itchy Bite
Move: Itchy Bite
Type: Bug
Frequency: Scene x 2
AC: 2
Class: Status
Range: Melee, 1 Target, Critical Phys
Effect: Itchy Bite Paralyzes the target.

Plague
Move: Plague
Type: Bug
Frequency: Daily x 2
AC: None
Class: Status
Range: Field, Weather
Effect: The Weather becomes a Plague for 5 rounds. While it is Plagued, all non-Bug, Poison, or Steel-Type Pokémon lose a Tick of HP at the beginning of their turn and Digestion Buffs may not be traded in.

Quick Sting
Move: Quick Sting
Type: Bug
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: Melee, 1 Target, Priority
Effect: None

Siphon Life
Move: Siphon Life
Type: Bug
Frequency: Scene x 2
AC: 2
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target, Absorb
Effect: None

Skitter
Move: Skitter
Type: Bug
Frequency: Scene x 2
AC: None
Class: Status
Range: Self, Shift Action, Critical Sum
Effect: The user gains +1 Speed CS and +1 Evasion

Slug Slime
Move: Slug Slime
Type: Bug
Frequency: EOT
AC: 2
Class: Status
Range: 6, 1 Target, Critical Sum
Effect: Lowers the target’s Defense and Speed 1 CS

Stinger Lance
Move: Stinger Lance
Type: Bug
Frequency: Scene x 2
AC: 2
Damage Base 10: 3d8+10 / 24
Class: Physical
Range: Melee, 1 Target, Set-Up, Dash
Set-Up Effect: The user gains +1 Defense CS.
Resolution Effect: The user attacks with Stinger Lance. Stinger Lance Poisons the target on 15+.

Tripwire ★
Move: Tripwire ★
Type: Bug
Frequency: EOT
AC: None
Class: Status
Range: 6, Hazard
Effect: Set 8 square meters of Web within your range, all 8 meters must be adjacent with at least one other space of Web. Web cause terrain to count as Slow Terrain, and a grounded foe that runs into the hazards will Tripped. At the start of the foe's turn that begins in the Web, the user may make a Trip maneuver against them as a Free Action. If they are already Tripped, you may make another Trip maneuver - if you win, they are Stuck and must make a DC 10 Athletics or DC 12 Acrobatics check to escape using a Standard Action.

Vibro Cannon
Move: Vibro Cannon
Type: Bug
Frequency: Scene x 2
AC: 4
Damage Base 15: 4d10+20 / 45
Class: Special
Range:  Burst 1*
Effect: All legal targets are Tripped.
  *Vibro Cannon creates a 1 meter burst, but also affects an area 10 meters tall straight up.

Web Ball
Move: Web Ball
Type: Bug
Frequency: EOT
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 4, 1 Target, Versatile
Effect: The Target’s Speed is lowered 1 CS.
Special: Grants Threaded capability.
Dark-Type

Dark-Type

Black Magic
Move: Black Magic
Type: Dark
Frequency: EOT
AC: 3
Damage Base 8: 2d8+10 / 19
Class: Special
Range: 4, Ranged Blast 2, Push, Spirit Surge
Effect: All subjects adjacent to the blast are pushed into the closest blast square after damage has been applied to the area.

Cackle
Move: Cackle
Type: Dark
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 4, 1 Target, Priority, Sonic
Effect: You may only use Cackle with Priority upon joining an encounter; if you do, Cackle Flinches the target. Switching out resets the requirement of joining an encounter.

Cheap Shot
Move: Cheap Shot
Type: Dark
Frequency: EOT
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: Melee, 1 Target
Effect: If Cheap Shot hits, it is a Critical Hit.

Clamping Jaw
Move: Clamping Jaw
Type: Dark
Frequency: EOT
AC: 4
Class: Physical
Damage Base 4: 1d8+6 / 11
Range: Melee, 1 Target, Fang
Effect: The user may make a free Grapple attempt on the target, and the target cannot be Recalled until the start of the user's next turn.
Limitation: Only the Totodile-line, Sandile-line, and any Pokemon with the Strong Jaw ability may learn this move.

Dark Lightning
Move: Dark Lightning
Type: Dark
Frequency: EOT
AC: 4
Damage Base 10: 3d8+10 / 24
Class: Special
Range: 6, 1 Target
Effect: This move may deal Electric type damage if the user wishes.

Drain Life
Move: Drain Life
Type: Dark
Frequency: Scene x 2
AC: 2
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target, Absorb, Fang, Versatile
Effect: None

Drain Love
Move: Drain Love
Type: Dark
Frequency: Scene
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 6, 1 Target, Absorb, Reliable
Effect: If the target is Infatuated, Drain Love’s Damage Base is doubled to 14 (4d10+15 / 40), and cures the target of Infatuation.

Draining Aura
Move: Draining Aura
Type: Dark
Frequency: Scene x 2
AC: 2
Damage Base 6: 2d6+8 / 15
Class: Special
Range: Burst 1, Absorb, Aura, Versatile
Effect: None.

Eclipse
Move: Eclipse
Type: Dark
Frequency: Daily x 2
AC: None
Class: Status
Range: Field, Weather
Effect: The Weather becomes Eclipsed for 5 rounds. While Eclipsed, Moves and Abilities that rely on sunshine or moonlight are disabled. 
Moves affected are: Lunar Cannon, Morning Sun, Moonblast, Moonlight, Moonlight Spear, Moongeist Beam, New Moon, Solarbeam, Solar Blade, Sunny Day, Synthesis.
Abilities affected are: Drought, Eventide, Heliovolt, Noctem, Shadow Shield, Solar Power, Starlight, Sun Blanket, and Sunglow.

Enshroud
Move: Enshroud
Type: Dark
Frequency: Scene
AC: None
Class: Status
Range: Self, Coat
Effect: Enshroud grants the user a Coat that stores Status Conditions.  Whenever the user is afflicted with a Status Condition the Coat instead gains the Status Condition.  Enshroud does nothing to the Status Conditions the user may have acquired before gaining Enshroud.  Enshroud can only hold up to 3 Status Conditions.

Enthrall
Move: Enthrall
Type: Dark
Frequency: Scene
AC: None
Class: Status
Range: Melee, 1 Target, Critical Mind
Effect: Select a stat from Attack, Defense, Special Attack, Special Defense, Speed, or Accuracy. The target gains two stages in that stat, and becomes Infatuated with the user. The move fails if the target's gender is not the opposite of the user's, or if the target is genderless. Enthrall cannot miss.

Goblin Punch ★
Move: Goblin Punch ★
Type: Dark
Frequency: Scene x 2
AC: 2
Class: Physical
Range: Melee, 1 Target
Effect: The target loses Hit Points equal to the level of the target. If the user’s level is the same as the target’s, the target loses twice as many Hit Points. Do not apply weakness or resistance. Do not apply stats.
Special: Once per round as a Swift Action, the user may learn the level of one target within 8 meters.

 

Hiss
Move: Hiss
Type: Dark
Frequency: EOT
AC: 3
Class: Status
Range: 4, 1 Target, Sonic, Critical Sum
Effect: Hiss lowers the target's Attack and Special Attack 1 CS.

Lunar Cannon
Move: Lunar Cannon
Type: Dark
Frequency: Scene x2
AC: 2
Damage Base 10: 3d8+10 / 24
Class: Special
Range: Line 6, Set-Up
Set-Up Effect: If the weather is not a New Moon, the user’s turn ends. If the weather is a New Moon, immediately proceed to the Resolution Effect instead and this Move loses the Set-Up keyword.
Resolution Effect: The user attacks with Lunar Cannon

Misuse
Move: Misuse
Type: Dark
Frequency: EOT
Class: Status
Range: Self
Effect: If the user performs a Dark Move on their next turn that deals damage, add its Damage Dice Roll an extra time to the damage, and on an Accuracy Check of 18-20 it Flinches the target (increase the range by +2 if the move already Flinches).

New Moon
Move: New Moon
Type: Dark
Frequency: Daily x 2
AC: None
Class: Status
Range: Field, Weather
Effect: The Weather becomes a New Moon for 5 rounds.

Pure Fear
Move: Pure Fear
Type: Dark
Frequency: Scene x 2
AC: 4
Class: Status
Range: 4, 1 Target, Critical Mind
Effect: The target Flinches.  Pure Fear cannot miss when used by a Dark Type.

Sharp Word
Move: Sharp Word
Type: Dark
Frequency: Scene x 2
AC: 2
Class: Status
Range: 8, 1 Target, Sonic
Effect: If it hits, Sharp Word causes the target loses Hit Points equal to the level of Sharp Word's user. On a roll of 16+, the target is Flinched.

Sneak Up
Move: Sneak Up
Type: Dark
Frequency: At-Will
AC: 4
Damage Base 3: 1d6+5 / 9
Class: Special
Range: Melee, 1 Target
Effect: The user continues to use Sneak Up on each of its turns until they miss any target with Sneak Up, or are not able to hit any target with Sneak Up during their turn. Each successive use of Sneak Up increases Sneak Up’s Damage Base by +4 to a maximum of DB 15.

Sneer
Move: Sneer
Type: Dark
Frequency: Scene
AC: 6
Class: Status
Range: 3, 1 Target, Critical Sum, Reliable
Effect: Sneer lowers the target's Defense and Special Defense -2 CS.  If the target's Hit Points are under 50%, Sneer has an AC 2 instead

Standoff
Move: Standoff
Type: Dark
Frequency: Scene
AC: None
Class: Status
Range: Close Burst 5
Effect:The user and one foe in the Burst enter a Standoff with each other. While in a Standoff, creatures are Trapped, take a -3 penalty to accuracy against creatures outside the Standoff, and resist all damage from creatures outside the Standoff one step further. In addition, those in a Standoff may not voluntarily move more than 5m away from the other participant. If forced to move, they may not move in any way unless it brings them closer to the other participant. A Standoff ends when either participant Faints or is recalled (such as by U-Turn or Roar).

Stealth
Move: Stealth
Type: Dark
Frequency: Daily x 2
AC: None
Class: Status
Range: Self, Critical Sum
Effect: Stealth raises the user's Evasion by +1.  Unless the user has used a Ranged Move in the previous round, Ranged Moves may not target them until the start of the user's next turn if the line of sight drawn goes through Rough Terrain or if the Pokémon is on Rough Terrain.
Special: Grants Stealth.

Sudden Strike
Move: Sudden Strike
Type: Dark
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: Melee, 1 Target, Priority
Effect: None

Triple Hellfire ★
Move: Triple Hellfire ★
Type: Dark
Frequency: EOT
AC: 3
Damage Base 8: 2d8+10 / 19
Class: Special
Range: 6, 1 Target
Effect: Triple Hellfire gives the target a Status ailment on 17+ during Accuracy Check. If this is triggered, roll 1d3; on 1 the target is Burned; on 2 the target is Flinched; on 3 the target is Suppressed. Triple Hellfire may deal Fire Type damage if the user wishes.

Vital Sieve
Move: Vital Sieve
Type: Dark
Frequency: EOT
AC: 5
Class: Status
Range: Melee, 1 Target, Critical Sum, Reliable
Effect: The target loses 1/10th of its Max HP.  The user gains HP equal to the same amount.

Wrath
Move: Wrath ★
Type: Dark
Frequency: EOT
AC: 4
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, Dash, 1 Target, Versatile
Effect: Wrath may deal Fire Type damage if the user wishes.


 

Dragon-Type

Dragon-Type

Battle Cry
Move: Battle Cry
Type: Dragon
Frequency: At-Will
AC: None
Class: Status
Range: Self, Sonic, Critical Sum
Effect: Raise the user's Attack 1 Combat Stage.  If an opponent is Dragon Type, instead raise the user's Attack 2 Combat Stages.

Caustic Breath
Move: Caustic Breath
Type: Dragon
Frequency: EOT
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 4, 1 Target, Versatile
Effect: The Target’s Defense and Special Defense are lowered by 1 CS on a 17+.

Dracoflare ★
Move: Dracoflare ★
Type: Dragon
Frequency: Scene x 2
AC: 3
Damage Base 8: 2d8+10 / 19
Class: Special
Range: Line 4
Effect: Dracoflare may deal Fire Type damage if the user wishes.

Dragon Dash
Move: Dragon Dash
Type: Dragon
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: Melee, 1 Target, Dash, Priority
Effect: None

Dragon Fang
Move: Dragon Fang
Type: Dragon
Frequency: At-Will
AC: 2
Damage Base 5: 1d8+8 / 13
Class: Physical
Range: Melee, 1 Target, Fang
Effect: Dragon Fang Slows the target on 17+.

Dragon Mist
Move: Dragon Mist
Type: Water
Frequency: EOT
AC: 4
Class: Special
Damage Base 7: 2d6+10 / 17
Range: Burst 2
Effect: Dragon Mist may deal Dragon Type damage if the user wishes. This attack ignores combat stages on the targets.
Limitation: Only the Horsea-line, Dratini-line, Totodile-line, Swablu-line, and Skrelp-line may learn this move.

Dragon Spark
Move: Dragon Spark
Type: Dragon
Frequency: Scene x 2
AC: 2
Class: Special
Damage Base 10: 3d8+10 / 24
Range: 6, Blast 3
Effect: Dragon Spark may deal Electric Type damage if the user wishes.
Limitation: Only the Dratini-line, Vibrava, Flygon, Zekrom, and Helioptile-line may learn this move.

Primal Spirit
Move: Primal Spirit
Type: Dragon
Frequency: Daily
AC: 2
Class: Status
Range: 6, 1 target, Critical Phys
Effect: The target gains the Dragon Type in addition to its other Types for 5 turns.

Feral Roar
Move: Feral Roar
Type: Dragon
Frequency: EOT
AC: 3
Class: Status
Range: Cone 2, Push, Critical Phys
Effect: All legal targets are pushed back to the squares immediately outside the cone, away from the user. Feral Roar destroys all Hazards within the Cone’s effect.

Life Stream
Move: Life Stream ★
Type: Dragon
Frequency: Daily x 2
AC: None
Class: Status
Range: Field, Weather
Effect: The Weather becomes Healing Aura for 3 turns. Pokémon and Trainers regain a Tick of HP at the start of their turns. Dragon Types regain a Tick of HP when hitting an opponent with a Dragon type Move.

Sunderstorm (Tempest)
Move: Sunderstorm (Tempest)
Type: Dragon
Frequency: Daily
AC: 4
Damage Base 10: 3d8+10 / 24
Class: Special
Range: Burst 1*
Effect: Sunderstorm lowers all legal targets Attack and Special Attack 2 CS. 
Note: Sunderstorm creates a 1 meter burst, but also affects an area 10 meters tall straight up.

Scale Shield
Move: Scale Shield
Type: Dragon
Frequency: Scene
AC: None
Class: Status
Range: Self, Critical Sum
Effect: Raise the user's Defense 2 Combat Stages.  The user gains the ability Rough Skin until the end of the scene.

Scaling
Move: Scaling
Type: Dragon
Frequency: EOT
AC: None
Class: Status
Range: 6, Hazard
Effect: Set 8 square meters of Scales within your range, all 8 meters must be adjacent with at least one other space of Scales. Scales cause terrain to count as Slow Terrain, and a grounded foe that runs into the hazards will become Vulnerable until the end of their next turn. If the foe made Vulnerable by this effect steps into another Scale, then they lose a Tick of Hit Points instead.

Switchback
Move: Switchback
Type: Dragon
Frequency: Scene
AC: 4
Damage Base 10: 3d8+10 / 24
Class: Physical
Range: Melee, Dash, Full Action, 1 Target
Effect: The user Shifts using their Overland or Swim speed (depending on the terrain). This movement does not provoke Attacks of Opportunity. At any point during this movement, the user may execute the attack.

War Cry
Move: War Cry
Type: Dragon
Frequency: At-Will
AC: None
Class: Status
Range: Self, Sonic, Critical Sum
Effect: Raise the user's Special Attack 1 Combat Stage.  If an opponent is Dragon Type, instead raise the user's Special Attack 2 Combat Stages.


 

Electric-Type

Electric-Type

Alternate Current
Move: Alternate Current
Type: Electric
Frequency: EOT
AC: 2
Damage Base 6 : 2d6+8 / 15
Class: Special
Range: 6, 1 Target
Effect: When calculating resistances and weaknesses for Alternate Current, Electric-Typed targets calculate as if Electric was weak to Electric.

Dark Lightning
Move: Dark Lightning
Type: Dark
Frequency: EOT
AC: 4
Damage Base 10: 3d8+10 / 24
Class: Special
Range: 6, 1 Target
Effect: This move may deal Electric type damage if the user wishes.

Disconnect
Move: Disconnect
Type: Electric
Frequency: Daily x2
AC: 6
Class: Special
Damage Base 10: 3d8+10 / 24
Range: 8, 1 Target
Effect: The target cannot gain any benefits from items, held or used by a trainer, for the remainder of the encounter. If the target is holding a Mega Stone but has not Mega Evolved yet, it cannot use Mega Evolution in this encounter.
Limitation: Only the Electrike-line, Blitziel-line, and Pokemon with the Wired capability may learn this move.

Dragon Spark
Move: Dragon Spark
Type: Dragon
Frequency: Scene x 2
AC: 2
Class: Special
Damage Base 10: 3d8+10 / 24
Range: 6, Blast 3
Effect: Dragon Spark may deal Electric Type damage if the user wishes.
Limitation: Only the Dratini-line, Vibrava, Flygon, Zekrom, and Helioptile-line may learn this move.

Electron Crush
Move: Electron Crush
Type: Electric
Frequency: Scene
AC: 4
Class: Special
Damage Base 18: 6d12+25 / 65
Range: 6, Burst 2
Effect: The user is suppressed.
Limitation: Only Zapdos and Zekrom may learn this move.

Electroplate
Ability: Electroplate
Type: Electric
Frequency: Daily
AC: 2
Range: Melee, 1 Target
Effect: You choose one of the target’s Abilities. Electroplate changes that Ability to Heavy Metal for the next 5 turns. Also, the target gains the Steel Type in addition to its other Types for 5 turns.

Holon Splash
Move: Holon Splash
Type: Electric
Frequency: EOT
AC: 3
Class: Special
Damage Base 8: 2d8+10 / 19
Range: Close Burst 2
Effect: Holon Splash may deal Water-type damage if the user wishes. On a roll of 16+, the target is Paralyzed.
Limitation: Only Castform and all Pokemon with both the Electric and Water types may learn this move.

Laser Pulse
Move: Laser Pulse
Type: See Effect
Frequency: Scene
AC: 2
Damage Base 9: 2d10+10 / 21
Class: Special
Range: 6, Ranged Blast 3
Effect: After targeting Laser Pulse, roll 1d3. On a 1, this attack is Fire-Type; on a 2, it is Ice-Type; on a 3, it is Electric-Type. This Move benefits from Mega Launcher.

Plasma Tail
Move: Plasma Tail
Type: Electric
Frequency: EOT
AC: 6
Damage Base 10: 3d8+10 / 24
Class: Physical
Range: 3, 1 Target
Effect: Plasma Tail Burns or Paralyzes on 17-19 during Accuracy Checks; flip a coin to determine whether the target gets Burned or Paralyzed.  On 20 during the Accuracy Check, the target is both Burned and Paralyzed.

Overdrive ★
Move: Overdrive ★
Type: Electric
Frequency: EOT
AC: None
Class: Status
Range: Self, Critical Sum
Effect: Raise the user's Special Attack by 1 Combat Stage, and raise the user's Speed by 1 Combat Stage. The effects of this Move are doubled in a Thunderstorm.

Taser Claw
Move: Taser Claw
Type: Electric
Frequency: EOT
AC: 2
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target, Versatile
Effect: Taser Claw Flinches the target on 15+.

Thunderstorm
Move: Thunderstorm
Type: Electric
Frequency: Daily x 2
AC: None
Class: Status
Range: Field, Weather
Effect: The Weather becomes a Thunderstorm for 5 rounds.

 

Fairy-Type

Fairy-Type

Beguile
Move: Beguile
Type: Fairy
Frequency: Scene x 2
AC: 2
Damage Base 6: 2d6+8 / 15
Class: Special
Range: 8, 1 Target, Sonic
Effect: The target must Shift, as a free action, towards the user, attempting to end in an adjacent space. They must use their highest usable movement capability, and take the most direct path possible. If the target cannot reach you due to terrain or other factors, it shifts as much as it is able, ending in a space as close to you as possible.

Charmed Slap
Move: Charmed Slap
Type: Fairy
Frequency: EOT
AC: 3
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: Melee, 1 Target, Double Strike
Effect: None

Fairy Fang
Move: Fairy Fang
Type: Fairy
Frequency: At-Will
AC: 3
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, 1 Target, Fang
Effect: Fairy Fang Infatuates or Flinches on 18+ during Accuracy Check; flip a coin to determine whether the foe gets Infatuated or Flinches. On 20 during Accuracy Check, the foe is Infatuated and Flinches.

Fairy Jab
Move: Fairy Jab
Type: Fairy
Frequency: At-Will
AC: 2
Damage Base 5: 1d8+8 / 13
Class: Physical
Range: Melee, 1 Target, Priority
Effect: None

Flirt
Move: Flirt
Type: Fairy
Frequency: EOT
AC: 4
Class: Status
Range: Melee, 1 Target
Effect: Flirt infatuates the target and raises its Speed Combat Stages by 2 if its gender is the opposite of the user's. Flirt fails when used by or against Genderless targets

Foreplay
Move: Foreplay
Type: Fairy
Frequency: Scene x 2
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, 1 Target
Effect: If the target is Infatuated (with you), Foreplay has a Damage Base of 13 (4d10+10 / 35) instead.

Hug
Move: Hug
Type: Fairy
Frequency: Daily x 2
AC: None
Class: Status
Range: Melee, 1 Target
Effect: The target gains Hit Points equal to 1/4th of its Max Hit Points.

Inspire
Move: Inspire
Type: Fairy
Frequency: Scene
AC: None
Class: Status
Range: Ranged 8, 1 Target
Effect: Select a stat from Attack, Defense, Special Attack, Special Defense, Speed, or Accuracy. Raise the chosen stat of the target by 2 stages. The user may not target themselves with Inspire.

Light of Ruin
Move: Light of Ruin
Type: Fairy
Frequency: Scene
AC: 4
Damage Base 14: 4d10+15 / 40
Class: Special
Range: 8, Ranged Blast 3, Smite, Recoil
Effect: None

Magical Shot
Move: Magical Shot
Type: Fairy
Frequency: EOT
AC: 4
Damage Base 7: 2d6+10 / 17
Class: Special
Range: Line 6 or Cone 2, see text
Effect: The area of effect can be chosen to act as a Line or Cone attack.

Moonlight Spear
Move: Moonlight Spear
Type: Fairy
Frequency: EOT
AC: 2
Damage Base 10: 3d8+10 / 24
Class: Physical
Range: 6, 1 Target, Versatile
Effect: Moonlight Spear ignores Damage Reduction caused by equipment, features, abilities, or Moves.

Pixie Dust
Move: Pixie Dust
Type: Fairy
Frequency: Daily
Class: Status
Range: Melee, 1 Target
Effect: The target gains a Sky speed equal to 4 + half their Focus rank for the duration of the Scene.

Pixie Punch
Move: Pixie Punch
Type: Fairy
Frequency: EOT
AC: 2
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: 1 Target, Melee, Punch, Versatile
Effect: Confuses the target on 19+.

Shining Wind
Move: Shining Wind
Type: Fairy
Frequency: Scene
AC: 4
Class: Special
Damage Base 8: 2d8+10 / 19
Range: Burst 2
Effect: On a roll of 16+, the user loses all Weaknesses until the start of their next turn.
Limitation: Only the Pidgey-line, Cleffa-line, Togepi-line, Tailow-line, Ralts-line, Flabébé-line, and Rotom-F may learn this move.

Stardust Crunch ★
Move: Stardust Crunch ★
Type: Fairy
Frequency: EOT
AC: 2
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target, Fang
Effect: The target loses 1 Defense Combat Stage on 17+.

Fighting-Type

Fighting-Type

Aura Geyser
Move: Aura Geyser
Type: Fighting
Frequency: At-Will
AC: 2
Damage Base 6: 2d6+8 / 15
Class: Special
Range: Line 3, Push, Aura
Effect: The targets are Pushed down the Line attack 1 square away from the user.

Condensed Power
Move: Condensed Power
Type: Fighting
Frequency: EOT
AC: 2
Damage Base 2: 1d6+3 / 7
Class: Physical
Range: Melee, 1 Target, Aura
Effect:For every Combat Stage the user has above 0, add +2 to Condensed Power's Damage Base, up to a maximum of Damage Base 20.

Cover
Move: Cover
Type: Fighting
Frequency: Scene x 2
AC: None
Class: Status
Range: Self, Swift Action
Effect: Until the end of the user’s next turn, they may target foes that Shift into or out of Squares adjacent to them with Attacks of Opportunity. If they hit with a Struggle Attack this way, the target immediately ends their Shift Action in that square.
Cover may be activated as a Swift Action if the user is otherwise given an action that consumes a Command.
Special: The user may make one additional Attack of Opportunity per round.

Finisher
Move: Finisher
Type: Fighting
Frequency: Scene x 2
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: WR (or Melee if without a weapon), 1 Target
Effect: If the target’s Hit Points are under 50%, Finisher’s Damage Base is increased to Damage Base 13 (4d10+10 / 35).

Homerun
Move: Homerun
Type: Fighting
Frequency: At-Will
AC: 3
Damage Base 6: 2d6+8 / 15
Class: Physical
Range: Melee, 1 Target, Push
Effect: The target is pushed 6 squares minus their Weight Class. On a roll of 15+, the target is also Tripped.

Golden Fist
Move: Golden Fist
Type: Fighting
Frequency: Daily
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, 1 Target
Effect: Golden Fist scatters metal coins equal in value to 1d8 times the user’s level. If it is a trainer battle, the winner of the battle gets to pick up the coins. This Move is affected by Iron Fist.

Grandslam
Move: Grandslam
Type: Fighting
Frequency: Daily
AC: 6
Damage Base: 10 + Weight Class
Class: Physical
Range: Melee, 1 Target, Push, Special
Effect: Use of Grandslam must be declared as a Priority (Limited) action at the beginning of the round to aim; the User must choose a single direction for the target to travel. During the User's turn in Initiative count, if the User has not used their Shift Action to move, roll the Accuracy Check. When hit, the target is Pushed 10 Squares in a single direction, and adds their Weight Class to the damage base of this Move before damage calculation. If a Target cannot be Pushed, the Damage Base for Grandslam is halved after applying Weight Class. If the User Moves before they roll the Accuracy Check, this attack fails.

Pivot Throw
Move: Pivot Throw
Type: Fighting
Frequency: Scene
AC: 2
Class: Physical
Damage Base 10: 3d8+10 / 24
Range: Melee, 1 Target, Push
Effect: The target is moved up to 4 meters in a direction of the user's choice. The user suffers -1 Combat Stage to Defense and Special Defense until the start of their next turn.
Limitation: Only the Machop-line, Makuhita-line, and Medicham-line may learn this move.

Plan Attack
Move: Plan Attack
Type: Fighting
Frequency: Scene
AC: None
Class: Status
Range: Self
Effect: The next Weapon Move or Struggle Attack that the user uses against the Target that requires an Accuracy Check cannot miss. If the user performs a Weapon Move or Struggle Attack on their next turn that deals damage, add its Damage Dice Roll an extra time to the damage.

Power Flow
Move: Power Flow
Type: Fighting
Frequency: Scene
AC: None
Class: Status
Range: Self, Aura
Effect: Choose an ally within Melee Range, you Lose 3 Attack Combat Stages and your target Gains 3 Attack Combat Stages.

Prana Flow (Qi Flow)
Move: Prana Flow (Qi Flow)
Type: Fighting
Frequency: Scene
AC: None
Class: Status
Range: Self, Aura
Effect: Choose an ally within Melee Range, you Lose 3 Special Attack Combat Stages and your target Gains 3 Special Attack Combat Stages.

Salt Crash
Move: Salt Crash
Type: Fighting
Frequency: EOT
AC: 2
Damage Base 6: 2d6+8 / 15
Class: Physical
Range: Melee, 1 Target
Effect: The user’s Defense raises by 1 CS.


Fire-Type

Fire-Type

Fire-Type
Move: Boil
Type: Fire
Frequency: EOT
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 6, 1 Target
Effect: When calculating Weakness and Resistance for Boil, Water-Typed targets calculate damage as if Water was weak to Fire.

Crimson Daze
Move: Crimson Daze
Type: Fire
Frequency: Scene x 2
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 4, 1 Target
Effect: Causes Confusion on hit.

Crushing Flames
Move: Crushing Flames
Type: Fire
Frequency: Scene
AC: 4
Class: Special
Damage Base 15: 4d10+20 / 45
Range: 6, Burst 2
Effect: The user is suppressed. On a roll of 16+, the target is Confused.
Limitation: Only Moltres and Reshiram may learn this move.

Flame Cloak
Move: Flame Cloak
Type: Fire
Frequency: Daily x 2
AC: None
Class: Status
Range: Self, Swift Action
Effect: The user gains the Flame Body Ability for 5 turns. Flame Cloak may be activated as a Swift Action if the user is otherwise given an action that consumes a Command.
Special: Grants Heater capability.

Flame Impact
Move: Flame Impact
Type: Fire
Frequency: EOT
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, 1 Target, Dash, Priority, Versatile
Effect: None

Flare
Move: Flare
Type: Fire
Frequency: Scene x 2
AC: 3
Class: Status
Range: 4, 1 Target, Critical Phys
Effect: The target's evasion is lowered by 2. Burns on AC 17+. You cannot use Flare on the same target twice in one encounter.

Holocaust (Meltdown)
Move: Holocaust (Meltdown)
Type: Fire
Frequency: Daily
AC: 2
Damage Base 25: 6d12+60 / 100
Class: Special
Range: Burst 2
Effect: The user’s Hit Points are set to -50% of their full Hit Point value. This Hit Point loss cannot be prevented or reduced in any way. The user’s loyalty toward its trainer may be lowered. Damp prevents this Move from being used.

Ignite
Move: Ignite
Type: Fire
Frequency: EOT
Class: Status
Range: Self, Critical Sum
Effect: If the user performs a Fire Move on their next turn that deals damage, add its Damage Dice Roll an extra time to the damage. Raise the user's Speed 1 Combat Stage.

Ignition
Move: Ignition
Type: Fire
Frequency: Scene x 2
AC: 2
Class: Status
Range: Burst 1, Critical Phys
Effect: Targets hit are Burned. Raise the user's Speed 1 Combat Stage.

Infernal Blade
Move: Infernal Blade
Type: Fire
Frequency: Scene
AC: 3
Damage Base 9: 2d10+10 / 21
Class: Physical
Range: Melee, Pass, Reliable, Versatile
Effect: Infernal Blade Burns legal targets on a 19+. When calculating Weakness and Resistance for Infernal Blade, Fairy-Typed targets calculate damage as if Fairy was weak to Fire.

Kindle
Move: Kindle
Type: Fire
Frequency: EOT
AC: None
Class: Status
Range: Self, Critical Sum
Effect: Raises the user's Special Attack and Special Defense by 1 Combat Stage.

Laser Pulse
Move: Laser Pulse
Type: See Effect
Frequency: Scene
AC: 2
Damage Base 9: 2d10+10 / 21
Class: Special
Range: 6, Ranged Blast 3
Effect: After targeting Laser Pulse, roll 1d3. On a 1, this attack is Fire-Type; on a 2, it is Ice-Type; on a 3, it is Electric-Type. This Move benefits from Mega Launcher.

Nitro Charge
Move: Nitro Charge
Type: Fire
Frequency: EOT
AC: None
Class: Status
Range: Self, Critical Sum
Effect: If the user performs a Fire Move on their next turn that deals damage, add its Damage Dice Roll an extra time to the damage. Raise the user’s Defense 1 Combat Stage.

Nuclearblast
Move: Nuclearblast
Type: Fire
Frequency: Scene x 2
AC: 2
Damage Base 9: 2d10+10 / 21
Class: Special
Range: Clost Blast 3, Smite, Critical Phys
Effect: All Legal Targets are pushed back to the squares immediately outside the blast, away from the user.
Special: Nuclearblast may be Nuclear-type if the user wishes.

Obsidian Strike ★
Move: Obsidian Strike ★
Type: Fire
Frequency: EOT
AC: 3
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target
Effect: Obsidian Strike may deal Glass Type damage if the user wishes. Lacerates or Burns on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Lacerated or Burned. On 20 during Accuracy Check, the foe is Lacerated and Burned.

Psyburst
Move: Psyburst
Type: Fire
Frequency: EOT
AC: 2
Class: Special
Damage Base 7: 2d6+10 / 17
Range: 8, 1 Target
Effect: Psyburst may deal Psychic Type damage if the user wishes. On a roll of 17+, this attack deals an additional 10 damage.
Limitation: Only the Abra-line, Ralts-line, Solrock, Darumaka-line, Fennekin-line, Mewtwo, and Victini may learn this move.

Roasting Heat
Move: Roasting Heat
Type: Fire
Frequency: At Will
AC: 2
Class: Special
Damage Base 5: 1d8+8 / 13
Range: 6, 1 Target
Effect: If the target is Burned, Roasting Heat deals an additional 5 damage.
Limitation: Only the Houndour-line and any Pokemon that naturally possesses the ability Flame Body may learn this move.

Static Flames
Move: Static Flames
Type: Fire
Frequency: EOT
AC: None
Class: Status
Range: 6, hazard
Effect: Set 8 square meters of Static Flames, all 8 meters must be adjacent with at least one other space of Static Flames next to each other. Static Flames cause Terrain to become Slow Terrain, and a grounded foe that runs into the hazard becomes Burned and Slowed until the end of their next turn. Fire-Type Pokémon may move over Static Flames harmlessly, destroying the Hazards as they do so.

Flying-Type

Flying-Type

Fog Breath ★
Move: Fog Breath ★
Type: Flying
Frequency: Daily x 3
AC: 2
Class: Status
Range: Cone 3, Critical Mind
Effect: The targets gain -2 Speed Combat Stages and -2 Accuracy.

Jet Strike
Move: Jet Strike
Type: Flying
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: Melee, 1 Target, Priority
Effect: None

Sky Fall
Move: Sky Fall
Type: Flying
Frequency: Scene
AC: 2
Damage Base 9: 2d10+10 / 21
Class: Special
Range: 6, 1 Target, Reliable, Versatile
Effect: Sky Fall Paralyzes the target on 15+.

Strafe Dive
Move: Strafe Dive
Type: Flying
Frequency: At-Will
AC: 3
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: Melee, 1 Target, Pass
Effect: If Strafe Dive is used successfully and consecutively on the same target, the Damage Base is increased by +4. For example, the first hit would have a DB of 4; the second hit a DB of 8; the third hit a DB of 12; the fourth and further hits a DB of 16. If Strafe Dive misses or fails to damage its target, its Damage Base resets.

Tempest
Move: Tempest
Type: Flying
Frequency: Scene
AC: 2
Damage Base 6: 2d6+8 / 16
Class: Special
Range: Close Burst 2, Spirit Surge, Versatile
Effect: The Weather becomes Clear. Clear Weather is the default weather, conferring no innate bonuses or penalties of any sort.

Wind Shear
Move: Wind Shear
Type: Flying
Frequency: EOT
AC: 2
Damage Base 5: 1d8+8 / 13
Class: Special
Range: 4, 1 Target
Effect: If the target has not yet acted in this round, Wind Shear’s Damage Base is increased to Damage Base 10 (3d8+10 / 24).


Ghost-Type

Ghost-Type

Death Song
Move: Death Song
Type: Ghost
Frequency: Daily
AC: 4
Class: Special
Range: Melee, 1 Target, Dash, Sonic
Effect: The current Hit Points of the user becomes X and the user's Hit Points is set to 0. The target loses Hit Points equal to X. Do not apply stats, immunities, resistances or weaknesses. Death Song cannot be used if the users Hit Points are 0 or less.

Doom Augur
Move: Doom Augur
Type: Ghost
Frequency: Daily
AC: None
Class: Status
Range: 10, 1 Target, Execute
Effect: Doom Augur does nothing on the turn it is used.
At the end of the user’s next turn, if the user has direct line of sight on the target, Doom Augur hits. If the user does not have line of sight on the target, Doom Augur misses. Other than this, Doom Augur cannot miss. When Doom Augur hits, roll 1d100. This roll may not be modified in anyway. If you roll X or lower, the target Faints. X is equal to 70 + The User’s Level - The Target’s Level.

Engulf
Move: Engulf
Type: Ghost
Frequency: EOT
AC: 2
Damage Base 2: 1d6+3 / 7
Class: Special
Range: Cone 3, Spirit Surge
Effect: Engulf destroys all Hazards within the Cone and removes Leech Seeds and the Trapped or Stuck status of the user and those in the Cone (even immune Targets).

Karma Beam
Move: Karma Beam
Type: Ghost
Frequency: Scene
AC: None
Damage Base 7: 2d6+10 / 17
Class: Special
Range: Line 4, Smite
Effect: If the user was damaged by a Super Effective Move since the end of its last turn, Karma Beam has a Damage Base of 14 (4d10+15 / 40) instead.

Macabre Dance
Move: Macabre Dance
Type: Ghost
Frequency: Scene
AC: None
Class: Status
Range: 6, 1 Target, Critical Mind
Effect: Macabre Dance cannot miss. Raise the user's Attack and Speed by 1 Combat Stage, and the target is now Confused.

Night March
Move: Night March
Type: Ghost
Frequency: Scene x2
AC: 2
Class: Physical
Damage Base Variable: See text
Range: Melee, 1 Target
Effect: Night March has a base DB of 2. This increases by 2 for each additional Pokemon that knows the Night March move in the encounter, to a maximum of DB 20, with 10 such Pokemon in the encounter. Night March's DB cannot be increased by feats, Abilities, or items.
Limitation: Only the Duskull-line, Joltik-line, Litwick-line, Yamask-line, Pumpkaboo-line, Coltergeist-line, and Alolan Marowak may learn this move.

Peril Tomb
Move: Peril Tomb
Type: Ghost
Frequency: EOT
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, 1 Target, Versatile
Effect: Lower the target's Speed 1 Combat Stage. Flinches on an Accuracy Check of 19+.

Possession
Move: Possession
Type: Ghost
Frequency: Scene
AC: 2
Damage Base 10: 3d8+10 / 24
Class: Special
Range: 6, 1 Target
Effect: The target reveals its Attack stat. When calculating damage, add the target’s Attack stat instead of the user’s Special Attack stat. Possession is still otherwise Special (Special Evasion is used to avoid it, Mirror Coat can reflect it, etc.).

Poltergeist
Move: Poltergeist
Type: Ghost
Frequency: Scene
AC: None
Class: Status
Range: 6, 1 Target, Critical Mind
Effect: One of the Target's Moves randomly becomes Disabled. Poltergeist cannot miss.

Shadow Grasp
Move: Shadow Grasp
Type: Ghost
Frequency: Scene x 2
AC: 4
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: 3, 1 Target
Effect: The target is put in a Vortex.

Sob
Move: Sob
Type: Ghost
Frequency: Daily
AC: None
Class: Status
Range: 4, 1 Target, Critical Mind
Effect: Lower the target's Attack, Special Attack, Defense, Special Defense, and Speed by 1 Combat Stage. Sob cannot miss.

Terrorize ★
Move: Terrorize ★
Type: Ghost
Frequency: Scene x 2
AC: 7
Damage Base 12: 3d10+10 / 27
Class: Special
Range: 4, Ranged Blast 2, Smite
Effect: Terrorize Confuses Legal Targets on 19+. If the target is Blinded, Terrorize cannot miss.

Whisper
Move: Whisper
Type: Ghost
Frequency: Scene x 2
AC: None
Class: Status
Range: 4, 1 Target, Sonic, Critical Sum
Effect: Lower the target's Evasion by 1.


 
Grass-Type

Grass-Type

Autumn Wind
Move: Autumn Wind
Type: Grass
Frequency: EOT
AC: 2
Damage Base 8: 2d8+10 / 19
Class: Special
Range: 6, 1 Target
Effect: The target loses a Tick of HP at the end of the round for the next 3 rounds. Hitting the target with this move does not reset the number of rounds.

Leaf Shield
Move: Leaf Shield
Type: Grass
Frequency: EOT
AC: None
Class: Status
Range: Self
Effect: Raise the user's Defense by 1 Combat Stage, and raise the user's Special Defense by 1 Combat Stage. If it is Sunny, double the amount of Combat Stages raised.

Life Seeds
Move: Life Seeds
Type: Grass
Frequency: EOT
AC: 2
Damage Base 3: 1d6+5 / 9
Class: Special
Range: 4, 1 Target
Effect: The user recovers Tick of HP.

Rose Blast
Move: Rose Blast
Type: Grass
Frequency: EOT
AC: 2
Damage Base 5: 1d8+8 / 13
Class: Special
Range: 6, 1 Target
Effect: Rose Blast causes the target to fall asleep on 19+. If Rose Blast targets a sleeping creature, Rose Blast instead has a Damage Base of 10 (3d8+10 / 24).

Sakura Blast
Move: Sakura Blast
Type: Grass
Frequency: EOT
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 6, 1 Target, Critical Mind
Effect: Confuses on a 15+.

Transpire
Move: Transpire
Type: Grass
Frequency: Scene
AC: None
Class: Status
Range: Self
Effect: The user restores 1/4th of its Maximum HP and removes all Status Ailments.

Triple Leaf
Move: Triple Leaf
Type: Grass
Frequency: Scene
AC: 2
Damage Base 10: 3d8+10 / 24
Class: Special
Range: 10, 1 Target
Effect: Triple Leaf lowers the targets Special Defense Combat Stage by 3 and Poisons the target on 8+.

Vibrant Leaf
Move: Vibrant Leaf
Type: Grass
Frequency: Scene
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 6, 1 Target
Effect: The next attack used by the user gains the "Priority" keyword. This effect cannot be applied in the same turn in which Vibrant Leaf was used.


 
Ground-Type

Ground-Type

Abrasive Wind
Move: Abrasive Wind
Type: Ground
Frequency: At-Will
AC: 2
Damage Base 6: 2d6+8 / 15
Class: Special
Range: 6, 1 Target, Spirit Surge
Effect: Raise all of the user's stats by 1 Combat Stage on AC 19+.

Dirt Cloud
Move: Dirt Cloud
Type: Ground
Frequency: EOT
AC: None
Class: Status
Range: Range 2, Blast 2
Effect: Dirt Cloud creates a Blast of Dirt that covers the target area that persists until the end of the encounter, or until Defog or Whirlwind are used. Any targets that are not Ground, Rock, or Steel-Type that attack from or into the Dirt Cloud receive a -3 to Accuracy and also, when they pass through the Dirt Cloud, lose a Tick of Hit Points.

Disintegrate
Move: Disintegrate
Type: Ground
Frequency: Scene
AC: None
Class: Status
Range: Self, Set-Up
Set-Up Effect: The user becomes Particlized. While Partilclized, the user is Slowed and cannot take Standard Actions except to Resolve the effect Disintegrate and the user’s Movement is never obstructed by Rough or Slow terrain; they can shift even through the smallest openings. Furthermore, while Particlized, the user is completely immune to all Physical damage, and becomes completely invisible if fully submerged in any sand. The user does not need to resolve Disintegrate on their next turn; it persists until the end of the scene or until the user resolves it.
Resolution Effect: The user gains +1 Special Defense Combat Stage, and then stops being Particlized.

Dust Devil
Move: Dust Devil
Type: Ground
Frequency: Scene
AC: 2
Damage Base 9: 2d10+10 / 21
Class: Special
Range: 6, Ranged Blast 2, Smite
Effect: When calculating Weakness and Resistance for Dust Devil, Flying-Typed targets calculate damage as if Flying was neutral to Ground. Dust Devil ignores the Levitate ability.

Mudslide
Move: Mudslide
Type: Ground
Frequency: Scene x 2
AC: 3
Damage Base 6: 2d6+8/15
Class: Special
Range: Close Blast 2
Effect: All Legal Targets have their Evasion lowered by 1.

Quaking Punch
Move: Quaking Punch
Type: Ground
Frequency: Daily x2
AC: 4
Class: Physical
Damage Base 10: 3d8+10 /24
Range: Melee, 1 Target, Punch
Effect: The target cannot gain any benefits from items, either held or used by a trainer, for the remainder of the encounter. If the target is holding a Mega Stone but has not Mega Evolved yet, it cannot use Mega Evolution in this encounter.
Limitation: Only Poliwhirl, Poliwrath, Politoed, Machop-line, Marshtomp, Swampert, Riolu-line, Sawk, Palpitoad, and Seismitoad may learn this move.

Stampede
Move: Stampede
Type: Ground
Frequency: EoT
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, Dash, Pass
Effect: Stampede Trips the target on a 15+. If the target is of a Size Category that is smaller than the user's, the target is Pushed 1 square in any direction.

Subduction
Move: Subduction
Type: Ground
Frequency: Daily x 2
AC: 4
Damage Base 14: 4d10+15 / 40
Class: Physical
Range: 6, 1 Target, Smite, Versatile
Effect: The target’s Speed is lowered 2 Combat Stages, and the user becomes Confused after Damage.

Ice-Type

Ice-Type

Cold Crush
Move: Cold Crush
Type: Ice
Frequency: Scene
AC: 4
Class: Special
Damage Base 14: 4d10+15 / 40
Range: Line 6
Effect: The user is suppressed. On a roll of 16+, the target is also suppressed.
Limitation: Only Articuno and Kyurem may learn this move.

Freezer Burn
Move: Freezer Burn
Type: Ice
Frequency: At-Will
AC: 2
Damage Base 2: 1d6+3 / 7
Class: Special
Range: 4, 1 Target
Effect: On a 15+ flip a coin. If heads, the target is now Burned. If tails, the target is now Frozen.

Freezing Breath
Move: Freezing Breath
Type: Ice
Frequency: EOT
AC: 4
Class: Special
Damage Base 6: 2d6+8 / 15
Range: Cone 3
Effect: On a roll of 15+, the target is Paralyzed. On a roll of 18+, the target is Frozen instead. 
Limitation: Only the Seel-line, Spheal-line, Snorunt-line, Vanillite-line, Lapras, Cyrogonal, and Kyurem may learn this move.

Frost Cloak ★
Move: Frost Cloak ★
Type: Ice
Frequency: Daily x 2
AC: None
Class: Status
Range: Self, Swift Action
Effect: The user gains the Deep Freeze Ability for 5 turns. Frost Cloak may be activated as a Swift Action if the user is otherwise given an action that consumes a Command.
Special: Grants Chilled capability.

Frost Slash
Move: Frost Slash
Type: Ice
Frequency: EOT
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, Pass
Effect: If used as a Pass Move, Frost Slash is a Critical Hit on 18+. If used as a Melee, 1 Target Move, Frost Slash Freezes the Target on a 19+

Laser Pulse
Move: Laser Pulse
Type: See Effect
Frequency: Scene
AC: 2
Damage Base 9: 2d10+10 / 21
Class: Special
Range: 6, Ranged Blast 3
Effect: After targeting Laser Pulse, roll 1d3. On a 1, this attack is Fire-Type; on a 2, it is Ice-Type; on a 3, it is Electric-Type. This Move benefits from Mega Launcher.

Holon Blizzard
Move: Holon Blizzard
Type: Steel
Frequency: Daily x2
AC: 4
Class: Special
Damage Base 11: 3d10+10 / 27
Range: Field
Effect: Holon Blizzard may deal Ice-type damage if the user wishes.
Limitation: Only Castform and all Pokemon with both the Steel and Ice types may learn this move.

Snow Cover
Move: Snow Cover
Type: Ice
Frequency: Daily x 2
AC: None
Class: Status
Range: Field
Effect: The area becomes Snow-Covered for 5 rounds. While Snow-Covered, all Pokémon and Trainers standing on the ground are Slowed at the start of every turn, unless they are Ice-type, wearing Snow Boots, or otherwise have Naturewalk (Tundra) or Naturewalk (Taiga). In addition, Ice-Type attacks performed by grounded Pokémon and Trainers gain a +10 bonus to Damage Rolls.

Whiteout
Move: Whiteout
Type: Ice
Frequency: Daily x 2
AC: 7
Damage Base 11: 3d10+10 / 27
Class: Special
Range: Burst 1, Smite
Effect: Whiteout Freezes its target on 15+. If the target is in Sunny Weather, Whiteout's Accuracy Check is 11. If the target is in Hailing Weather, Whiteout cannot miss. If the target is airborne as a result of Fly or Sky Drop, Whiteout cannot miss.


 

Normal-Type

Normal-Type

Atom Split
Move: Atom Split
Type: Normal
Frequency: Daily
AC: 2
Damage Base 25: 6d12+60 / 100
Class: Special
Range: Burst 2
Effect: The user’s Hit Points are set to -50% of their full Hit Point value. This Hit Point loss cannot be prevented or reduced in any way. The user’s loyalty toward its trainer may be lowered. Damp prevents this Move from being used.

Bone Conduction
Move: Bone Conduction
Type: Normal
Frequency: Scene x 2
AC: 3
Damage Base 5: 1d8+8 / 13
Class: Special
Range: Cone 3, Friendly, Sonic
Effect: Bone Conduction paralyzes the target on 17-20 during Accuracy Check. Bone Conduction deafens the target on 20 during Accuracy Check.

Blood Breaker
Move: Blood Breaker
Type: Normal
Frequency: EOT
AC: 3
Damage Base 7: 2d6+10 / 17
Class: Special
Range: Melee, 1 Target, Recoil
Effect: If Blood Breaker hits and deals damage, roll 1d6. On a result of 1, raise the user’s Attack 1 Combat Stage. On a result of 2, raise the user’s Defense 1 Combat Stage. On a result of 3, raise the user’s Special Attack 1 Combat Stage. On a result of 4, raise the user's Special Defense 1 Combat Stage. On a result of 5, raise the user’s Speed 1 Combat Stages. On a result of 6, raise the user’s Accuracy by +1.

Brace
Move: Brace
Type: Normal
Frequency: EOT
AC: None
Class: Status
Range: Self
Effect:The user’s Attack and Special Attack each gain -1 CS. The user’s Defense and Special Defense each gain +1 CS. The user is immune to Critical Hits until the end of its next turn.

Catalogue
Move: Catalogue
Type: Normal
Frequency: Scene x 2
AC: None
Class: Status
Range: Self
Effect:Randomly select another Pokémon on the user’s roster and then randomly select an Ability that Pokémon has. Catalogue’s user gains that Ability immediately until the end of the Scene, or until it uses this Move again. This may not select Abilities that may not be traced or swapped.

Cat's Paw ★
Move: Cat’s Paw ★
Type: Normal
Frequency: Scene x 2
AC: None
Class: Status
Range: 4, 1 Target
Effect: If used on an ally, they may use your Attack stat in place of their own until the end of your next turn. If used on an enemy, they must use your Defense stat in place of their own until the end of your next turn.

Double Team EX
Move: Double Team EX
Type: Normal
Frequency: Scene
AC: None
Class: Status
Range: Self, Illusion
Effect: The user makes two copies of themselves and places them into the encounter adjacent to the user. The user must place some sign under the token of the original copy to mark it as the original. If a copy is hit by a damaging Move, it is destroyed. If the original is hit by a damaging Move, all copies are destroyed. Any copy can perform a Move but the user is still only allowed one Move per turn. The effects of all Moves used by a 'copy' affect the user normally as if they had used the Move (e.g. - "Substitute" used by a Copy subtracts HP from the real user, and applies the coat to the real user). All copies may shift each turn.

Fetch
Move: Fetch
Type: Normal
Frequency: EOT
AC: None
Class: Status
Range: Melee, 1 Target
Effect: The user takes one item from a willing ally. This may be a Held Item, or an item from the target's inventory (if they have one). The user may then use or equip the taken item (as appropriate) as a Free Action, if able. Fetch fails if the user cannot hold any more items.

Fiesta
Move: Fiesta
Type: Normal
Frequency: EOT
AC: None
Class: Status
Range: 6, Hazard
Effect: Set 4 square meters of Treat hazards within 6 meters (these are only Hazards for the purposes of effects that remove Hazards – foes cannot otherwise interact with them). Any ally that ends their turn in a Treat hazard removes that Hazard and gains a Tick of Temporary Hit Points.

Fighting Pose
Move: Fighting Pose
Type: Normal
Frequency: EOT
AC: None
Class: Status
Range: Self, Shift Action
Effect: Raise the user’s Attack 1 Combat Stage and raise the user’s Special Defense 1 Combat Stage.

Frenzy Tackle
Move: Frenzy Tackle
Type: Normal
Frequency: Daily x 2
AC: 4
Damage Base 15: 4d10+20 / 45
Class: Physical
Range: 1 Target, Melee, Dash
Effect: Lower the user's Attack and Defense 1 Combat Stage. The user loses 1/4th of their Maximum HP. On a miss, the user becomes Confused.

Fury
Move: Fury
Type: Normal
Frequency: At-Will
AC: 2
Damage Base 2: 1d6+3 / 7
Class: Special
Range: Melee, 1 Target, Spirit Surge
Effect: The user becomes Enraged. Until the end of the user’s next turn, if the user is Enraged, the user gains +1 Special Attack Combat Stage whenever they are damaged by an Damaging Move or Attack.

Lucky Star
Move: Lucky Star
Type: Normal
Frequency: Daily
AC: 2
Damage Base 10: 3d8+10 / 24
Class: Special
Range: 10, 1 Target, Reliable
Effect: If Lucky Star hits, it is a Critical Hit. On a roll of 11+, the Critical Hit range of all your Moves are increased by 1.

Morph
Move: Morph
Type: Normal
Frequency: Daily
Class: Status
Range: Self
Effect: The user uses the Move Transform. After resolving the effects of Transform, the user copies the target’s Type(s). If the user is now single typed, it may either change that type, or add a second type of its choice. If the user is now double typed, it may remove one of those types, or change one of those types. These changes last until the end of the Scene, or the user changes Types again.

Nibble
Move: Nibble
Type: Normal
Frequency: At-Will
AC: 2
Damage Base 2: 1d6+3 / 7
Class: Physical
Range: 1 Target, Melee, Fang, Critical Phys
Effect: Flinches on a 16+.

Prism Beam
Move: Prism Beam
Type: Normal
Frequency: EOT
AC: 2
Damage Base 9: 2d10+10 / 21
Class: Special
Range: 4, 1 Target
Effect: This Move is the same type as the Primary Type of its user. It is unaffected by the Ability Normalize.

Quick Turn
Move: Quick Turn
Type: Normal
Frequency: EOT
AC: 2
Class: Physical
Damage Base 4: 1d8+6 / 11
Range: Melee, 1 Target, Shift Action
Effect: Quick Turn adds the user's Speed stat to damage instead of their Attack.
Limitation: Only the Spearow-line, Ponyta-line, Zubat-line, Sneasel-line Tailow-line, Zigzagoon-line, Nincada-line, Starly-line,  Floatzel-line, Gible-line, Venipede-line, Fletchling-line, Jolteon, Accelgor, and Deoxys-S may learn this move.

Restraint
Move: Restraint
Type: Normal
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 6, 1 Target
Effect: Restraint’s damage cannot bring a target lower than 1 Hit Point.

Retrograde
Move: Retrograde
Type: Normal
Frequency: Scene
AC: 2
Class: Status
Range: 10, 1 Target, Critical Phys
Effect: The target has all of its CS reset, and all Coats removed. If the target is under the effects of Mega Evolution, the move Transform, or any Moves, Capabilities, Abilities or Features that change a targets Form(e) or Type, those effects immediately end.

Spinning Tackle
Move: Spinning Tackle
Type: Normal
Frequency: EOT
AC: 3
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: Melee, 1 Target, Dash
Effect: If the user performs a Ranged Move on their next turn with a Damage Base, its Damage Base is increased by 2.

Unleash
Move: Unleash
Type: Normal
Frequency: Scene x 2
AC: 3
Damage Base 12: 3d12+10 / 30
Class: Special
Range: Melee, Burst 1, Smite
Effect: After damage is dealt, the user becomes Enraged and Confused.


 

Poison-Type

Poison-Type

Acid Rain
Move: Acid Rain
Type: Poison
Frequency: Daily x 2
AC: None
Class: Status
Range: Field, Weather
Effect: The Weather becomes Acid Rain  for 5 rounds. While it is Acid Raining, all non-Poison and non-Steel types lose a Tick of Hit Points at the beginning of their turn.

Blight
Move: Blight
Type: Poison
Frequency: Daily x2
AC: None
Class: Status
Range: Field
Effect: The Field becomes Blighted for five rounds. While the Field is Blighted, non-Flying and non-Levitating Pokemon have a 50% chance to be poisoned at the start of their initiative, and already poisoned Pokemon have a 25% chance to become Badly Poisoned instead. This effect includes Poison and Steel-Types if the user of the Move has the Corrosive Ability, though take a 75% chance to be Poisoned, and 50% to be Badly Poisoned instead.

Corrode
Move: Corrode
Type: Poison
Frequency: EOT
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 6, 1 Target, Versatile
Effect: When calculating Weakness and Resistance for Corrode, Steel-Typed targets calculate damage as if Steel was weak to Poison.

Corrosive
Move: Corrosive
Type: Poison
Frequency: Scene x 2
Class: Status
Range: Self, Swift Action
Effect: The user's next Poison-Type Move can now hit and affect Steel-Type targets (Steel Types are still immune to the Poison Status Condition). Corrosive's user ignores any Accuracy Penalties it has or may receive

Corrupt
Move: Corrupt
Type: Poison
Frequency: Scene
AC: 7
Class: Status
Range: 6, 1 Target, Critical Phys
Effect: The target gains -2 CS in two stats, determined randomly. Roll 2d6, re-rolling results of 6, and duplicate results. 1 is Attack, 2 is Defense, 3 is Special Attack, 4 is Special Defense, 5 is Speed. On a miss, the target only loses -1 CS in each stat.

Dart Barrage
Move: Dart Barrage
Type: Poison
Frequency: EOT
AC: 4
Damage Base 3: 1d6+5 / 9
Class: Physical
Range: 6, 1 Target, Fivestrike
Effect: Poisons on an Accuracy Check of 18+.

Distilling
Move: Distilling
Type: Poison
Frequency: EOT
Class: Status
Range: Self
Effect: If the user performs a Poison Move on their next turn that deals damage, on an Accuracy Check of 18-20 it Poisons the target (increase the range by +2 if the move already Poisons) and add its Damage Dice Roll an extra time to the damage.

File Nails
Move: File Nails
Type: Poison
Frequency: At-Will
AC: None
Class: Status
Range: Self
Effect: The user becomes Sharp. While Sharp, their Attack and Special Attack Combat Stages have their default increased by 1, gain +1 Attack and Special Attack Combat Stages and their Critical Range is expanded by 2. Being switched out removes Sharp.

Meltdown ★
Move: Meltdown ★
Type: Poison
Frequency: Daily
AC: 2
Damage Base 25: 6d12+60 / 100
Class: Special
Range: Burst 2, Hazard
Effect: The user’s Hit Points are set to -50% of their full Hit Point value. This Hit Point loss cannot be prevented or reduced in any way. In addition, the Burst around the user becomes Irradiated for the rest of the encounter. When a Pokemon or Trainer begins their turn in or passes through an Irradiated space, they become Poisoned. The user’s loyalty toward its trainer may be lowered. Damp prevents this Move from being used.

Miasmic Wisps
Move: Miasmic Wisps
Type: Poison
Frequency: Scene
Class: Status
Range: See Effect
Effect: Create three wisps within 3-meters of the user. The wisps have the same evasions as the user and a Levitate speed of 4 and an Overland of 1. During the turns of the user the wisps may shift independently of the user according to their movement capabilities. If the wisp shifts into an occupied square or into water the wisp explodes in a 1-meter burst miasmic cloud, poisoning all legal targets and then disappears. If the wisp is successfully hit, it immediately explodes in a 1-meter burst miasmic cloud, poisoning all legal targets and then disappears. The wisps are unaffected by weather conditions created by abilities or Moves.

Panacea
Move: Panacea
Type: Poison
Frequency: Scene
AC: 2
Class: Status
Range: Melee, 1 Target
Effect: The user and the target's Combat Stages are set to default. The target becomes Confused and Paralyzed.

Sticky Terrain
Move: Sticky Terrain
Type: Poison
Frequency: Daily x 2
AC: None
Class: Status
Range: Field
Effect: The Field becomes Sticky for five rounds. While the Field is Sticky, non-Flying and non-Levitating Pokémon cannot declare Priority or Interrupt Moves outside their own Initiatives. In addition, all Jumping Capabilities of creatures touching the ground are reduced by 2, to a minimum of 0.

Stinging Nettles
Move: Stinging Nettles
Type: Poison
Frequency: At-Will
AC: 2
Damage Base 2: 1d6+3 / 7
Class: Special
Range: 6, 1 Target
Effect: Stinging Nettles Burns the target on 17+.

Sulfur Plume
Move: Sulfur Plume
Type: Poison
Frequency: Scene x 2
AC: 3
Damage Base 12: 3d12+10 / 30
Class: Special
Range: Burst 1
Effect: The user's Defense and Special Defense are lowered by 1 Combat Stage. All Legal Targets are Poisoned on AC 16+.

Toxic Double
Move: Toxic Double
Type: Poison
Frequency: Scene
AC: None
Class: Status
Range: Self, Illusion
Effect: The user makes two copies of themselves and places them into the encounter adjacent to the user. The user must place some sign under the token of the original copy to mark it as the original. If a copy is hit by a damaging Move, it is destroyed. If the original is hit by a damaging Move, all copies are destroyed. Any copy can perform a Move but the user is still only allowed one Move per turn. The effects of all Moves used by a 'copy' affect the user normally as if they had used the Move (e.g. - "Substitute" used by a Copy subtracts HP from the real user, and applies the coat to the real user). All copies may shift each turn.  When a copy is destroyed it immediately uses the Move Poison Gas before destruction as a Free Action - this Free Action is not part of the user's actions.


 

Psychic-Type

Psychic-Type

Anti-Gravity
Move: Anti-Gravity
Type: Psychic
Frequency: Daily x 2
AC: None
Class: Status
Range: Field
Effect: For 5 rounds the area is considered Anti-Warped. When you use the jump capability, you remain at your highest elevation for 5 rounds, moving in the same direction you started in until you land. While the area is Anti-Warped, reduce falling damage by 6-meters (not collision).

Drowzy Daze
Move: Drowzy Daze
Type: Psychic
Frequency: Scene x 2
AC: 4
Damage Base 8: 2d8+10 / 19
Class: Special
Range: 4, 1 Target
Effect: On a 16+, the target falls asleep at the end of their next turn.

Genesis Shackles
Move: Genesis Shackles
Type: Psychic
Frequency: Daily
AC: 4
Damage Base 14: 4d10+15 / 40
Class: Special
Range: Burst 1, Smite
Effect: All targets hit by Genesis Shackles are Slowed and Trapped until they Take a Breather. After resolving damage from this Move, Quetzar transforms into Statue Forme.
Special: This move may not be used in the same Scene as Cosmic Ascent.

Get Lucky
Move: Get Lucky
Type: Psychic
Frequency: Daily
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Special
Range: Burst 1, Spirit Surge, Sonic
Effect: The user becomes Pumped. While Pumped, the user’s Critical Range is extended by 2, or 18+ if the Critical Range is not otherwise extended. Being switched will cause this effect to end.

Instant Crush
Move: Instant Crush
Type: Psychic
Frequency: EOT
AC: 2
Damage Base 6: 2d6+8 / 15
Class: Special
Range: 4, 1 Target, Priority
Effect: None

Intuition
Move: Intuition
Type: Psychic
Frequency: Scene
AC: None
Class: Status
Range: 10, 1 Target, Interrupt, Trigger, Critical Phys
Effect: At the start of an opponent's turn, before the opponent has a chance to act, you may use Intuition, targeting that opponent.  When you use this move, your turn and the target's turn both end immediately.  (Neither of you may perform any other actions.)

Kapoof
Move: Kapoof
Type: Psychic
Frequency: Scene
AC: 2
Class: Status
Range: 6, 1 Target or Self
Effect: If used on self the user may be switched out with another Pokemon from their party without using their Command action. If used successfully on a target, then that target is returned and replaced with a different Pokemon from the owner's team; if the target is the last Pokemon on that trainer's team, the move simply fails. In the wild, if used on the opponent, the target immediately moves away from the encounter as if they had Shifted twice, using their highest applicable movement capability.

Mindkill
Move: Mindkill
Type: Psychic
Frequency: EOT
AC: 4
Damage Base 5: 1d8+8 / 13
Class: Special
Range: 4, 1 Target
Effect: Mindkill Confuses on 15+. If Mindkill's target is already confused, Mindkill's Damage Base becomes Damage Base 10 (3d8+10 / 24).

Null Room
Move: Null Room
Type: Psychic
Frequency: Daily x2
AC: None
Class: Status
Range: Field
Effect: The area becomes Null for 5 rounds. While Null, all Pokémon have one of their Abilities Disabled (determined at random, roll when either the area becomes Null, or when the Pokémon first enters or re-enters the Null area.)

Perplex
Move: Perplex
Type: Psychic
Frequency: Scene x2
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 6, 1 Target
Effect: If the target is Confused, Perplex’s Damage Base is increased to Damage Base 13 (4d10+10 / 35).

Portal
Move: Portal
Type: Psychic
Frequency: Scene x 2
AC: 2
Class: Status
Range: 8, 2 Targets
Effect: Switch the positions of the two targets. The two targets must be within one size category of each other, and must both be on land, in the air, or in the water.

Psybolt
Move: Psybolt
Type: Psychic
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 4, 1 Target, Priority
Effect: None

Psyburst
Move: Psyburst
Type: Fire
Frequency: EOT
AC: 2
Class: Special
Damage Base 7: 2d6+10 / 17
Range: 8, 1 Target
Effect: Psyburst may deal Psychic Type damage if the user wishes. On a roll of 17+, this attack deals an additional 10 damage.
Limitation: Only the Abra-line, Ralts-line, Solrock, Darumaka-line, Fennekin-line, Mewtwo, and Victini may learn this move.

Renounce
Move: Renounce
Type: Psychic
Frequency: EOT
AC: 2
Damage Base 2: 1d6+3 / 7
Class: Special
Range: Burst 1, Spirit Surge
Effect: Renounce destroys all Hazards within 5 meters, removes Leech Seeds, and removes the user’s Trapped or Stuck status.

Singularity
Move: Singularity
Type: Psychic
Frequency: Daily x 2
AC: None
Class: Status
Range: Field
Effect: The area becomes Neutral for 5 rounds. While Neutral, all attacks are treated as dealing Neutral Effective damage to all targets. This effectiveness may still be changed after the fact by Moves and Abilities.

Spirit Fire
Move: Spirit Fire
Type: Psychic
Frequency: Daily
AC: 3
Damage Base 9: 2d10+10 / 21
Class: Special
Range: Burst 2, Friendly, Spirit Surge
Effect: This move Burns foes on a roll of 18+. All allies in this move’s area of effect gain +1 CS in their stat of choice.

Warp Gate
Move: Warp Gate
Type: Psychic
Frequency: Scene
AC: None
Class: Status
Range: 4, Hazard
Effect: The user upon using this Move sets two Warp Points within the range of the Move in unoccupied squares. Once done, these points when entered can transport a subject out to the other point in the direction they entered from.
The subject cannot stop on a Warp Point, and immediately come out the directionally opposite side that they entered from. This can also be used for attacks if they are within range. Any attack that has excess range towards hitting a Warp Point can come out the other Point using the same rule, using any excess range that the attack has upon reaching the Warp Point (hitting a Warp Point is still a square of range or movement, but not exiting out to an adjacent square of the exit Warp Point).
This Move only lasts for 5 turns before disappearing and leaving noticeable Psychic residue on both points.

Rock-Type

Rock-Type

Ancient Roar
Move: Ancient Roar
Type: Rock
Frequency: EOT
AC: 2
Damage Base 8: 2d8+10 / 19
Class: Special
Range: Burst 1, Sonic
Effect: None

Asteroid Belt
Move: Asteroid Belt
Type: Rock
Frequency: Daily
AC: None
Class: Status
Range: Self
Effect: The user gains 5 Asteroid Counters. Whenever the user is hit by a Melee Attack the user may expend one Asteroid Counter. If they do, the triggering foe loses a Tick of Hit Points, and on a d20 roll of 20 is Frozen.

Asteroid Shot
Move: Asteroid Shot
Type: Rock
Frequency: Scene x 2
AC: None
Damage Base 10: 3d8+10 / 24
Class: Physical
Range: 6, 1 Target
Effect: Asteroid Shot Burns the target on a 19+.

Battering Ram
Move: Battering Ram
Type: Rock
Frequency: EoT
AC: 2
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target, Dash
Effect: Blessings may not be activated in response to Battering Ram.

Cosmic Ascent
Move: Cosmic Ascent
Type: Rock
Frequency: Daily
AC: 6
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Burst 3, Smite
Effect: After resolving damage from this Move, Quetzar transforms into Space Forme.
Special: This move may not be used in the same Scene as Genesis Shackles.

Medusa Ray
Move: Medusa Ray
Type: Rock
Frequency: Daily
AC: 2
Class: Status
Range: 5, 1 Target, Reliable, Critical Phys
Effect: The target gains the Rock Type in addition to its other Types for 5 turns.

Rock Tail ★
Move: Rock Tail ★
Type: Rock
Frequency: EOT
AC: 4
Damage Base 9: 2d10+10 / 21
Class: Physical
Range: Melee, Pass
Effect: None

Stone Gather
Move: Stone Gather
Type: Rock
Frequency: EOT
Class: Status
Range: Self
Effect: If the user performs a Rock-type Move on their next turn that deals damage, add its Damage Dice Roll an extra time to the damage. Raise the user's Defense 1 Combat Stage.


 

Steel-Type

Steel-Type

Brass Knuckle
Move: Brass Knuckle
Type: Steel
Frequency: EOT
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, 1 Target, Punch
Effect: None

Chains
Move: Chains
Type: Steel
Frequency: Scene x 2
AC: 4
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 3, 1 Target, Vortex
Effect: The target is put into a Vortex.

Challenge
Move: Challenge
Type: Steel
Frequency: Scene
AC: 2
Class: Status
Range: Range 4, 1 Target, Critical Mind, Reliable
Effect: The target loses 1 Defense Stage. If the target does not attack the user during their next turn, or moves away from the user (but not if they are moved away, via pushes or the like), the user may, as a Free Action, Shift and make a follow-up attack: DB 15, Steel-type, Physical, Range: Melee, 1 Target, Cannot Miss.

Forge
Move: Forge
Type: Steel
Frequency: Scene
Class: Status
Range: Self, Full Action
Effect: The user's Attack and Defense are raised by +2 Combat Stages.

Holon Blizzard
Move: Holon Blizzard
Type: Steel
Frequency: Daily x2
AC: 4
Class: Special
Damage Base 11: 3d10+10 / 27
Range: Field
Effect: Holon Blizzard may deal Ice-type damage if the user wishes.
Limitation: Only Castform and all Pokemon with both the Steel and Ice types may learn this move.

Magnetic Slap
Move: Magnetic Slap
Type: Steel
Frequency: EOT
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: 6, 1 Target
Effect: The target is pulled toward the user (6 minus targets Weight Class in meters) in the most direct path possible. If the target is pulled into melee range, the user deals the listed damage against the target (no additional Accuracy Check required). If the target is Confused, the Damage is instead Damage Base 8: 2d8+10 / 19 and then the target is cured of Confusion. If the target would be pulled into the user's square, the user is treated as if struck with a melee attack (For triggering abilities such as Static) in addition to dealing the Move's listed damage.

Metal Cruncher
Move: Metal Cruncher
Type: Steel
Frequency: Scene
AC: 7
Damage Base 12: 3d12+10 / 30
Class: Physical
Range: Melee, 1 Target, Smite, Spirit Surge
Effect: Metal Cruncher lowers the target’s Defense 1 Combat Stage on a 7+.

Metal Whip
Move: Metal Whip
Type: Steel
Frequency: Scene x2
AC: 4
Damage Base 5: 1d8+8 / 13
Class: Physical
Range: Melee, 1 Target
Effect: The target is put in a Vortex.
Special: Grants Threaded

Shield Bash
Move: Shield Bash
Type: Steel
Frequency: Scene x 2
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, 1 Target
Effect:When calculating damage, the user adds their Defense to Shield Bash’s damage instead of their Attack.

Steel Run
Move: Steel Run
Type: Steel
Frequency: At-Will
AC: 4
Damage Base 3: 1d6+5 / 9
Class: Physical
Range: Melee, 1 Target, Pass
Effect: The user continues to use Steel Run on each of its turns until they miss any target with Steel Run, or are not able to hit any target with Steel Run during their turn. Each successive use of Rollout increases Steel Run’s Damage Base by +4 to a maximum of DB 15. (This is treated as Rollout or Ice Ball for Defense Curl)

Storm of Gold
Move: Storm of Gold
Type: Steel
Frequency: Daily
AC: 2
Damage Base 14: 4d10+15 / 40
Class: Physical
Range: 8, Ranged Blast 3, Smite
Effect: This move Confuses targets on a roll of 19+. Storm of Gold scatters metal coins equal in value to 2d10 times the user’s level. If it is a trainer battle, the winner of the battle gets to pick up the coins.

Swordsman's Pride ★
Move: Swordsman’s Pride ★
Type: Steel
Frequency: Scene
AC: None
Class: Status
Range: Self, Interrupt, Shield, Trigger
Effect: If the user is hit by an attack, the user may use Swordsman’s Pride. You resist the attack one step further. In addition, if the attack was Melee ranged, you may use any Melee move on your Move List as a Free Action, frequency permitting, but you are Vulnerable until the end of your next turn.
Limitation: Only Katana Aegislash may learn this Move.

Water-Type

Water-Type

Dragon Mist
Move: Dragon Mist
Type: Water
Frequency: EOT
AC: 4
Class: Special
Damage Base 7: 2d6+10 / 17
Range: Burst 2
Effect: Dragon Mist may deal Dragon Type damage if the user wishes. This attack ignores combat stages on the targets.
Limitation: Only the Horsea-line, Dratini-line, Totodile-line, Swablu-line, and Skrelp-line may learn this move.

Holon Splash
Move: Holon Splash
Type: Electric
Frequency: EOT
AC: 3
Class: Special
Damage Base 8: 2d8+10 / 19
Range: Close Burst 2
Effect: Holon Splash may deal Water-type damage if the user wishes. On a roll of 16+, the target is Paralyzed.
Limitation: Only Castform and all Pokemon with both the Electric and Water types may learn this move.

Poison Reaction ★
Move: Poison Reaction ★
Type: Water
Frequency: At Will
AC: 2
Class: Special
Damage Base 5: 1d8+8 / 13
Range: 6, 1 Target
Effect: If the target is poisoned, Poison Reaction deals an additional 5 damage. If the target is weak to Poison Type damage, Poison Reaction deals an additional 5 damage.
Limitation: Only the Grimer-line, Wooper-line, Corpish-line, Froakie-line, and any Pokemon that naturally has both the Poison and Water types may learn this move.

Pressurized
Move: Pressurized
Type: Water
Frequency: Scene x 2
Class: Status
Range: Self, Swift Action
Effect: The user's next Water-Type Move can now hit and affect Glass-Type targets. Pressurized's user ignores any Accuracy Penalties it has or may receive.


 

Crystal-Type

Crystal-Type

Crystal Rush
Move: Crystal Rush
Type: Crystal
Frequency: Scene
AC: 2
Damage Base 5: 1d8+8 / 13
Class: Physical
Range: Melee, 1 Target, Priority
Effect: Prior to using this move, the user changes into the Crystal Type for the remainder of the Scene. Crystal Type moves always deal neutral damage. All non-Sonic attacks on Crystal Type Pokémon deal neutral damage. Sonic attacks instead deal Super Effective damage.
Glass-Type

Glass-Type

Crystal Storm
Move:  Crystal Storm
Type:  Glass
Frequency:  Daily x 2
Class:  Status
Range: Field, Weather
Effect: The Weather becomes Glass Rain. While it is Glass Rain, all non-Glass Type Pokémon lose a Tick of HP at the beginning of their turn.

Crystal Swipe
Move: Crystal Swipe
Type: Glass
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: Melee, 1 Target, Priority
Effect: None

Crystal Tail
Move: Crystal Tail
Type: Glass
Frequency: EOT
AC: 5
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target
Effect: Crystal Tail lowers the target's Defense 1 Combat Stage on 17-20 during Accuracy Check. Crystal Tail lowers the target's Special Defense 1 Combat Stage on 19-20 during Accuracy Check.

Dazzle
Move: Dazzle
Type: Glass
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: Melee, 1 Target, Priority
Effect: You may only use Dazzle with Priority upon joining an encounter; if you do, Dazzle Flinches the target. Switching out resets the requirement of joining an encounter.

Double Stab
Move: Double Stab
Type: Glass
Frequency: At-Will
AC: 3
Damage Base 3: 1d6+5 / 9
Class: Physical
Range: 4, 1 Target, Double Strike
Effect: None

Disruption Sphere
Move: Disruption Sphere
Type: Glass
Frequency: Scene
AC: None
Class: Status
Range: Field, Hazard
Effect: Set 5 square meters of Disruption Sphere hazards. All 5 Spheres do not need to be adjacent of each other. If a foe moves within 5 meters of a space occupied by Spheres, move at most one Sphere to the offender, then destroy the Sphere. When that happens, the Disruption Sphere creates a 3-meter blast and causes all legal targets to lose a Tick of HP and is Pushed back to the squares immediately outside the blast, away the direction the Sphere moved from. Disruption Sphere is considered to be dealing damage; Apply Weakness and Resistance. Do not apply stats. A Pokémon who has been hit by a Disruption Sphere Hazard cannot get hit by another in the same encounter until it is returned to a Poké Ball and then sent back out.

Fair Room
Move: Fair Room
Type: Glass
Frequency: Daily x 2
AC: None
Class: Status
Range: Field, Weather
Effect: For 5 rounds, the area is considered Fair. While Fair, all Abilities are suppressed, and cannot be used in any way

Gem Downpour
Move: Gem Downpour
Type: Glass
Frequency: EOT
AC: None
Damage Base 6: 2d6+8 / 15
Class: Physical
Range: 6, 1 Target
Effect: Gem Downpour cannot miss.

Gem Tempest
Move: Gem Tempest
Type: Glass
Frequency: At-Will
AC: 4
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 6, Ranged Blast 3
Effect: Small or Medium targets in the central square of the blast are not hit. Gem Tempest lowers the target's Accuracy 1 Combat Stage on 15-20 during Accuracy Check.

Glaring Sheen
Move: Glaring Sheen
Type: Glass
Frequency: Scene
AC: None
Class: Status
Range: Blessing
Effect: The User creates a Blessing which may be activated by anyone benefiting from the Blessing one time, to gain +1 Evasion. Glaring Sheen may be activated 5 times, and then disappears.

Glass Coffin
Move: Glass Coffin
Type: Glass
Frequency: At-Will
AC: 3
Damage Base 6: 2d6+8 / 15
Class: Physical
Range: 6, 1 Target, Critical Sum
Effect: Glass Coffin lowers the target’s Special Defense by -1 Combat Stage.

Glass Edge
Move: Glass Edge
Type: Glass
Frequency: EOT
AC: 5
Damage Base 10: 3d8+10 / 24
Class: Physical
Range: 8, 1 Target
Effect: Glass Edge is a Critical Hit on 17+.

Glass Fang
Move: Glass Fang
Type: Glass
Frequency: At-Will
AC: 3
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, 1 Target, Fang
Effect: Glass Fang Lacerates or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Lacerated or Flinches. On 20 during Accuracy Check, the foe is Lacerated and Flinches.

Glass Stinger
Move: Glass Stinger
Type: Glass
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 4, 1 Target
Effect: None

Hidden Shards ★
Move: Hidden Shards ★
Type: Glass
Frequency: At-Will
AC: None
Class: Status
Range: 6, Hazard
Effect: Set 8 squares of Hidden Shards within your range, all 8 meters must be adjacent with at least one other space of Hidden Shards. Hidden Shards causes a foe that runs into the hazards to become Lacerated. If there are 2 or more Layers of Hidden Shards on the same space, the foes are Badly Lacerated. If someone is hit by a square of Hidden Shards, destroy that square of Hidden Shards. Hidden Shards is considered to be dealing damage; Apply Weakness and Resistance. Pokemon with Blindsense may move through Hidden Shards harmlessly, but may not destroy the shards without taking damage.

Mirror
Move: Mirror
Type: Glass
Frequency: Scene
AC: None
Class: Status
Range: 10, 1 Target
Effect: The user copies all of the target’s Combat Stages.

Mirror Bounce
Move: Mirror Bounce
Type: Glass
Frequency: Scene
AC: None
Class: Status
Range: Self, Interrupt, Trigger, Critical Mind, Reliable
Effect: If the user is hit by a move that checks its AC against Special Evasion, the user may use Mirror Bounce. The user is instead not targeted by the move, and the move's original user is. (This does not alter any other targets of the triggering move.) Apply all other effects as normal, using the triggerer's stats, types, and additional effects as normal.

Obsidian Strike ★
Move: Obsidian Strike ★
Type: Fire
Frequency: EOT
AC: 3
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target
Effect: Obsidian Strike may deal Glass Type damage if the user wishes. Lacerates or Burns on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Lacerated or Burned. On 20 during Accuracy Check, the foe is Lacerated and Burned.
Note: If Obsidian Strike is Move Sync'd, it only changes the Fire Type portion of the Move. You can still only choose between that Type and Glass Type; you cannot shift Obsidian Strike to change the Glass part to another type.

Payload
Move:  Payload
Type:  Glass
Frequency: EOT
Class:  Status
Range:  Self
Effect:  For the next 2 turns, if the user performs a Glass Move that deals damage, add its Damage Dice Roll an extra time to the damage.

Perforate
Move: Perforate
Type: Glass
Frequency: EOT
AC: 2
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, Pass
Effect: Perforate is a Critical Hit on 18-20 during Accuracy Check.

Precise Cut ★
Move: Precise Cut ★
Type: Glass
Frequency: EOT
AC: None
Damage Base 7: 2d6+10 / 17
Class: Physical
Range: Melee, 1 Target
Effect: Precise Cut cannot miss and Lacerates on a 19-20 during Accuracy Check.

Prism Beam
Move: Prism Beam
Type: Glass
Frequency: EOT
AC: 3
Damage Base 8: 2d8+10 / 19
Class: Special
Range: 4, 1 Target
Effect: Prism Beam is a Critical Hit on 18+.

Prism Shot
Move: Prism Shot
Type: Glass
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 4, 1 Target, Priority
Effect: None

Scour
Move: Scour
Type: Glass
Frequency: Scene x 2
AC: 2
Damage Base 2: 1d6+3 / 7
Class: Physical
Range: Melee, 1 Target, Spirit Surge
Effect: Scour lowers the target's Defense 1 Combat Stage on 19-20 during Accuracy Checks. Scour destroys all Hazards within 5 meters, removes Leech Seeds, and removes the user's Trapped or Stuck status.

Shard Cyclone
Move: Shard Cyclone
Type: Glass
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 6, Ranged Blast 3
Effect: Small or Medium targets in the central square of the blast are not hit. Shard Cyclone Lacerates the target on 19-20 during Accuracy Check. Any Pokemon Airborne as a result of Fly or Sky Drop above the Blast are hit, ignoring range, and Shard Cyclone has a Damage Base of 8 against those targets instead.

Shard Shower
Move: Shard Shower
Type: Glass
Frequency: At-Will
AC: 4
Damage Base 3: 1d6+5 / 9
Class: Physical
Range: 6, 1 Target, Five Strike
Effect: None

Shard Sphere
Move: Shard Sphere
Type: Glass
Frequency: Scene x 2
AC: 4
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 3, 1 Target, Versatile
Effect: The target is put in a Vortex.

Shard Storm
Move: Shard Storm
Type: Glass
Frequency: Scene
AC: 4
Damage Base 13: 4d10+10 / 35
Class: Special
Range: 8, Ranged Blast 3, Smite, Reckless
Effect: Lower the user’s Special Attack 2 Combat Stages after damage.

Sharp Jab
Move: Sharp Jab
Type: Glass
Frequency: At-Will
AC: 2
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target
Effect: The target is Lacerated on a 19-20 during Accuracy Check.

Shatter ★
Move: Shatter ★
Type: Glass
Frequency: Daily
AC: 2
Damage Base 25: 6d12+60 / 100
Class: Physical
Range: Burst 2, Smite, Versatile
Effect: The user’s Hit Points are set to -50% of their full Hit Point value. This Hit Point loss cannot be prevented or reduced in any way. The user’s loyalty toward its trainer may be lowered.

Shatter Shot
Move: Shatter Shot
Type: Glass
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 4, 1 Target, Versatile
Effect: The target is Lacerated on a 19-20 during Accuracy Check.

Shimmer Beam
Move: Shimmer Beam
Type: Glass
Frequency: EOT
AC: 2
Damage Base 9: 2d10+10 / 21
Class: Special
Range: 4, 1 Target, Critical Mind
Effect: On a 17-20 during Accuracy Check, the target receives a -1 penalty to Accuracy.

Shine
Move: Shine
Type: Glass
Frequency: Scene x 2
Class: Status
Range: Self, Critical Sum
Effect: The user gains +1 Evasion (Evasion limits still apply).

Spiked Armor
Move: Spiked Armor
Type: Glass
Frequency: Daily x 2
Class: Status
Range: Self, Critical Sum
Effect: Raise the user's Defense 1 Combat Stage and raise the user's Special Defense 1 Combat Stage. Spiked Armor grants the user the Iron Barbs Ability until the end of the Encounter. This does not replace the user's normal Ability. This effect ends if the user is switched out or is knocked out.

True Reflection
Move: True Reflection
Type: Glass
Frequency: Scene x 2
AC: 4
Class: Status
Range: Melee, 1 Target
Effect: The target's Combat Stages, Accuracy, and Evasion modifiers are reset to 0 (This does not change natural evasions).  Effects with the Illusion Keyword are removed.  If the Target's Type has been temporarily changed, the temporary changes are undone (excepting the use of Transform).


 
Nuclear-Type

Nuclear-Type

Atomic Punch
Move: Atomic Punch
Type: Nuclear
Frequency: EOT
AC: 3
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target, Punch, Versatile, Critical Phys
Effect: Atomic Punch Paralyzes the target on 18+.

Expunge
Move: Expunge
Type: Nuclear
Frequency: Scene x 2
AC: 7
Damage Base 11: 3d10+10 / 27
Class: Special
Range: 4, Ranged Blast 2, Smite, Critical Phys
Effect: When calculating Weakness and Resistance for Expunge, Nuclear-Typed targets calculate damage as if Nuclear was weak to Nuclear; if the user has the Radioactive Ability, it treats the target at though the target was not Nuclear-Typed for the purposes of Radioactive. If the target is in Nuclear Fallout Weather, Expunge cannot miss.

Fallout
Move: Fallout
Type: Nuclear
Frequency: Daily x 2
AC: None
Class: Status
Range: Field, Weather
Effect: The Weather becomes Nuclear Fallout for 5 rounds. While in Nuclear Fallout, all non-Nuclear or Steel Type Pokémon lose a Tick of Hit Points at the beginning of their turn.

Fission Burst
Move: Fission Burst
Type: Nuclear
Frequency: Daily
AC: 2
Damage Base 15: 4d10+20 / 45
Class: Physical
Range: Burst 3, Smite, Critical Phys, Versatile
Effect: The user’s Hit Points are set to -50% of their full Hit Point value. This Hit Point loss may not be prevented or reduced in any way. The user’s loyalty toward its trainer may be lowered. This Move may be prevented by Damp.

Gamma Ray
Move: Gamma Ray
Type: Nuclear
Frequency: At-Will
AC: 2
Damage Base 4: 1d8+6 / 11
Class: Special
Range: 4, 1 Target, Critical Phys
Effect:None

Half-Life
Move: Half-Life
Type: Nuclear
Frequency: Scene
AC: 4
Class: Special
Range: 4, 1 Target, Critical Phys
Effect: The target loses 1/2 of their current Hit Points.

Nuclearblast
Move: Nuclearblast
Type: Fire
Frequency: Scene x 2
AC: 2
Damage Base 9: 2d10+10 / 21
Class: Special
Range: Clost Blast 3, Smite, Critical Phys
Effect: All Legal Targets are pushed back to the squares immediately outside the blast, away from the user.
Special: Nuclearblast may be Nuclear-type if the user wishes.

Nuclear Slash
Move: Nuclear Slash
Type: Nuclear
Frequency: EOT
AC: 4
Damage Base 6: 2d6+8 / 15
Class: Physical
Range: Melee, Pass, Critical Phys
Effect: Nuclear Slash is a Critical Hit on 18+.

Nuclear Waste
Move: Nuclear Waste
Type: Nuclear
Frequency: Scene x 2
AC: 4
Class: Status
Range: Burst 1, Reliable, Critical Phys
Effect: Legal Targets are Badly Poisoned.

Nuclear Wind
Move: Nuclear Wind
Type: Nuclear
Frequency: EOT
AC: 3
Damage Base 7: 2d6+10 / 17
Class: Special
Range: 6, 1 Target, Critical Phys
Effect: On a 20, the weather becomes Nuclear Fallout for 3 rounds.

Proton Beam
Move: Proton Beam
Type: Nuclear
Frequency: Scene
AC: 4
Damage Base 10: 3d8+10 / 24
Class: Special
Range: Cone 3, Smite, Reckless, Critical Phys
Effect: Lower the user’s Special Attack 2 Combat Stages after damage.

Quantum Leap
Move: Quantum Leap
Type: Nuclear
Frequency: Scene x 2
AC: 2
Damage Base 10: 3d8+10 / 24
Class: Physical
Range: Melee, 1 Target, Set-Up, Critical Phys, Versatile
Set-Up Effect: The user is removed from the field, and their turn ends.
Resolution Effect: Quantum Leap’s user appears adjacent to any legal target on the field, ignoring Movement Capabilities, and then uses Quantum Leap’s attack. Quantum Leap cannot be avoided by Moves with the Shield Keyword, the Dodge Ability, or similar effects, and Intercepts may not be attempted in response.

Radioacid
Move: Radioacid
Type: Nuclear
Frequency: Scene x2
AC: 2
Damage Base 6: 2d6+8 / 15
Class: Special
Range: 6, 1 Target, Critical Phys
Effect: Radioacid Burns the target on 15+.

 

Types

Crystal-Type
Crystal-Type
NEUTRAL: Non-Sonic damage
WEAK: Sonic damage
Glass-Type
Glass-Type
IMMUNE: Water
RESIST: Normal, Ice, Poison
WEAK: Fighting, Ground, Rock, Steel

EFFECTIVE VS: Fairy, Fighting, Flying, Water
WEAK VS: Ground, Rock, Steel

 

Nuclear-Type
Nuclear-Type
The Nuclear Type is unique among Pokémon, in that it confers no weaknesses, resistances, or immunities.
The Nuclear Type may not be gained or removed through the effects of any Moves, Abilities, or Features.
Any Pokémon with the Nuclear Type automatically gains the Radioactive Ability for free.

Afflictions

Laceration: The target’s Special Attack Stat is lowered by 2 Combat Stages for the duration of the Laceration. Glass, Rock, and Steel-Type Pokémon are immune to becoming Lacerated. If a Lacerated Target takes a Standard Action or is prevented from taking a Standard Action by an effect such as Sleep, Flinch, or Paralysis, they lose a Tick of Hit Points at the end of that turn. When Badly Lacerated, the afflicted instead loses 5 Hit Points; this amount is doubled each consecutive round (10, 20, 40, etc).

Altered/New Keywords


Absorb (New) - After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target.
Critical Mind (New) - When this Move Critically Hits, for one full round all targets roll twice for Accuracy and take the worse result.
Critical Phys (New) - When this Move Critically Hits, for one full round all targets are Vulnerable and take 5 more damage from all attacks.
Critical Sum (New) - When this Move Critically Hits, double all numerical values in its effect.
Dash - The user may Disengage 1 immediately before using this Move, but this Move cannot be used while Stuck or otherwise unable to move.
Exhaust - On their next turn, the user is Slowed, Vulnerable and deals -10 damage.
Fang (New) - Moves with the Fang Keyword are sharp-toothed bites, and may be affected by Strong Jaw.
Punch (New) - Moves with the Punch Keyword are punches thrown with a fist, and may be affected by Iron Fist.
Recoil - When you hit with this Move, lose a Tick of HP
Reliable (New) - When this Move misses, its Frequency is not expended.
Versatile (New) - This Move may use either Attack or Special Attack and is defended with the corresponding Defensive Stat.

The vast majority of content on this page was not created by me. Those entries that are have been OR were edited to change content are marked with a ★.

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Comments

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Aug 18, 2019 23:53 by Jairo (Ceres) Lugilde Paz

Wow, you have a LOT of new stuff. Good material for fakemon and tutor moves (although my completionist side would ask me to update each pokemon move list). I'm specially interested in the ghost moves, since it is a type lacking in the videogames

Aug 19, 2019 14:48 by The Chronicler

Like the footnote says, most of this isn't mine. I cribbed it from various other fakedexes and homebrew threads on the forums - my plan is to compile this into a spreadsheet for the community, so we have a good list of homebrew material. I've updated each pokemon's move list... just only the pokemon my party have caught. It makes doing so a lot more manageable.

Sep 14, 2019 23:36 by The Chronicler

Well, here's that spreadsheet I was talking about: https://docs.google.com/spreadsheets/d/17xw4VPNql7G1g_Ua1GU89ln0s7Qr5B9YDKxFauC73TE/edit?usp=sharing

Sep 15, 2019 15:53 by Jairo (Ceres) Lugilde Paz

This page is resulting to be very usefull, I'm using it a lot when making variants and fakemons (you'll recognise some of the moves and abilities). The only thing it lacks is context. Some of the stuff here is for common pokemon, some is for legendaries. Some abilities are supposed to be high, others basic. And unless you know were they come from, you have no indication of it

Sep 16, 2019 17:15 by The Chronicler

Yeah, that's why I tried my best to source everything, so you could see how it was originally used. It would be a good and useful idea to put in "developer comments" or something like that, so people have an idea of when and how to use that move, but, uh... I'm a bit burned out on spreadsheets at the moment.

Sep 16, 2019 18:40 by Jairo (Ceres) Lugilde Paz

The sources do help a lot (there is ANOTHER fan booklet? Wow. Not gonna put me through that tho) so don't worry. Working on PTU does burn me out a lot too

Sep 16, 2019 20:39 by The Chronicler

There's a lot of fan booklets, if we're talking about the same thing. Probably more out there that I haven't found. Nothing fixes my burnout like running games, though.

Sep 17, 2019 14:14 by Jairo (Ceres) Lugilde Paz

I'm still trying to get the hang on enjoying running games. I tend to get anxious when things don't go were they should, and in battle I am to worried of having made the encounter unbalanced. The first problem I solved it by just letting my players do, and run with the consequences of what they try. If they are interested in what they are doing, no matter I didn't plan it. The battles, however, I don't think I have enjoyed a single one

Sep 17, 2019 16:44 by The Chronicler

If you keep at it, you'll get a better feel for how the game works. You shouldn't feel too bad about things not going the way they "should", because that's the name of the game. Sometimes the players want to do something you hadn't even thought to begin to plan for, and you've just got to bite the bullet, bullshit them, and plan it later. The biggest thing you should worry about when it comes to "balance" is that the players can use almost anything you throw at them, so don't send something OP at them just because they're low level, because it's entirely possible for someone to throw a pokeball at it and catch it in the first round, and now you have to deal with that for the rest of the campaign. It's fun to catch strong pokemon, just... don't go overboard. It's a shame you aren't enjoying the battles, because that's my favorite part of the game! You'd better learn to like them, because this is Pokemon and people fight every day.

Sep 17, 2019 17:16 by Jairo (Ceres) Lugilde Paz

It's probably a matter of letting loose. "He decided to investigate this lonely shop which I had nothing planned for it, but he pointed out there has to be something shady in it? And I panicked and let him find contraband and then he took the contraband which was a strong early free item? " at the time that was a session I disliked, but the more I play the more I realise that letting loose isn't that bad, and thinks don't need to be in such a tight balanace as I feel. The encounters go in a similar way, I shouldn't be worried if it is too easy or too hard most of the time, for what I've seen the players will have fun eitherway

Sep 17, 2019 17:45 by The Chronicler

It's good that you let loose, but just because someone goes "WOW THIS PLACE *MUST* HAVE SOMETHING INTERESTING" doesn't actually mean that it should. Sometimes, yeah, you should go with it if it's interesting or cool or whatever, but sometimes an empty shop is an empty shop. The disappointment will only be brief. And you're right, players are good at having fun and usually don't realize how unbalanced any given encounter is. It sounds to me like you're worrying about it more than you should. Which is good! You should worry about your game. Just don't actually stress out about it.

Sep 16, 2019 12:54 by Jairo (Ceres) Lugilde Paz

How does critical phys woks in primal spirit?

Sep 16, 2019 17:13 by The Chronicler

What do you mean? You're making an attack roll to hit with Primal Spirit, so if you crit with it, the target becomes Vulnerable and takes some more damage.

Sep 16, 2019 18:41 by Jairo (Ceres) Lugilde Paz

Stupid me, I thought it turned THE USER dragon. Idk, the name struck me that way.

Sep 16, 2019 20:39 by The Chronicler

Nah, the user's probably already Dragon-type anyway.

Sep 17, 2019 07:39 by Jairo (Ceres) Lugilde Paz

*laughs in drygon*

Sep 17, 2019 16:38 by The Chronicler

I even read that entry before I made that comment, I'm such a fool.

Sep 26, 2019 08:40 by Jairo (Ceres) Lugilde Paz

Since I can't comment in the homebrew page, I'll do it here. I'm curious about about the move límite increase rule. It sounds like a balance altering chance, allowing much more options late game. Why did you add it?

Sep 26, 2019 19:17 by The Chronicler

Well, two reasons. One, I started this project and realized I was adding a shit-ton of moves to choose from, but keeping the same limit would make you feel paralyzed as to what to keep. Two... my players kept asking me if there were ways for them to have a higher Move Limit, and there wasn't really a way to do it outside of Mentor stuff. Think of it like a trainer drawing out a wild pokemon's potential in new ways.

Oct 6, 2019 13:04 by Jairo (Ceres) Lugilde Paz

Have you thought on giving new keywords to old moves? Specially versatile, since during the first 3 gens many moves were given intending the mons to use them with a different stat they use now. From the top of my mind, the elemental punches and leaf blade were made for special attackers.

Oct 6, 2019 17:07 by The Chronicler

Oh yeah, I've totally done that. Although my process for doing that was to walk up to my players and go "gimme your sheets", then give new keywords to the moves they actually had, because I'm not bored enough to rework the actual moves we already have. And once we're reworking old moves, I might be tempted to... jazz them up a bit. But yes, I tend to give Versatile to moves that don't deal much damage (like Mud Slap). I like to give Reliable to Scene or Daily moves that don't already have Smite or heal you. Critical Mind/Phys/Sum goes on LOTS of status moves. Sometimes I'll make a really crappy move a Shift or Swift Action. I'm gonna have to make a spreadsheet for editing existing moves, aren't I?

Oct 6, 2019 19:48 by Jairo (Ceres) Lugilde Paz

That would be very appreciated, yes.

Oct 7, 2019 22:12 by Jairo (Ceres) Lugilde Paz

Dude, I know you didn't make it, but quick turn is a shift action. That is nuts

Oct 7, 2019 23:27 by The Chronicler

It sure is. Personally, I would only have Status moves be usable as shift actions or something, but whatever. I might try it out in-game just to see how hilarious it is.

Oct 8, 2019 07:27 by Jairo (Ceres) Lugilde Paz

Oh, I use GEO's speed rules to let all status moves become shift and swift actions actually

Oct 8, 2019 16:22 by The Chronicler

That's fair, but I think GEO's rules are a bit excessive for my purposes. Not once have I ever had anyone in my group raise an especially speedy pokemon. I need to take a more thorough look at those rules sometime, I remember being turned off because of having to consult a giant list of which moves got faster at which speeds.

Oct 8, 2019 19:30 by Jairo (Ceres) Lugilde Paz

Yep, that is why I took the fancy sheet and added the SPD category to each move. Also I combine the rules with "for each 5 points in speed higher than 30, you get 1 accururacy bonus. For each 2 points higher than 60, you get 1DR." So basically speedy mons become more realiable and a tiny bit less squishy. They still need points in defense, but high speeds should become a viable tactic

Oct 9, 2019 02:59 by The Chronicler

That is actually crazy. High speed pokemon would hit everything and barely take damage. By the time you start getting DR, you already have +6 Accuracy! That's the most you can even have! If I use Agility when I have 60 Speed, I just gained 12 DR! I can do that two more times! Jesus christ, how horrifying.

Oct 9, 2019 06:36 by Jairo (Ceres) Lugilde Paz

The thing is how much defense you had to give up to get to base 60 speed (even at lv 70, those would be around 30 points left to put in hp, attack an defenses)

Oct 9, 2019 10:14 by Jairo (Ceres) Lugilde Paz

I run some math comparing builds. Decides to cap acc at +3, and DR nerfed to +1 each 5 points over 60. Result: speedy mons after a few turns hit harder and more reliably than bulky ones, but the others still can take more damage, and attack hard from the start

Oct 10, 2019 21:22 by The Chronicler

Hmmm. You are right - 60 is a pretty high threshold to reach. Still, it puts a bad taste in my mouth because none of the other stats have any effects like that once you get high enough. I think a better solution would be to make Speed more useful at all levels, but that's something I haven't given much thought to as to HOW to do that. I literally just thought of this, but maybe a Power Attack styled option that lets you trade your next turn's Initiative for more damage? That way, someone with 20 more speed than the next fastest person can bump their Initiative down to 1 more than that guy's and beat face.

Oct 11, 2019 14:07 by Jairo (Ceres) Lugilde Paz

The thing is, speed based builds need either an insane amount of damage and accuracy to justify the turns their squisyness will loose them, or some way of getting damage reduction. Also in my case it needs to take GEO's rules into account (I don't want to ditch them since they make status very viable), because those rules mean that a speed build can do shenanigans like throwing agility and swords dance in the same turn AND still have an action left. (the fact that agility is an EOT makes me doubt that a speed based mon, even with the bonus DR, will reach the +6CS and consequent +10 DR before been already dead)

Oct 11, 2019 17:51 by The Chronicler

That's a fair point. Perhaps that is the way to go with the Speed stat. I should do some playtesting...

Oct 11, 2019 18:55 by Jairo (Ceres) Lugilde Paz

And the end, playtesting is the way. I wish there was some sort of "ptu arena" to simply test builds and rules

Oct 11, 2019 19:43 by The Chronicler

There is. You just have to make it. I know D&D has the concept of the "Same Game Test", which is probably closer to what you're describing. We could probably come up with some similar guidelines for PTU, but we'd have our work cut out for us...