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KujiUn

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Jan 27th, 2012
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  1. ||~ Name ||~ Freq ||~ AC ||||~ Damage ||~ Range ||~ Special Effect ||~ Contest ||
  2. ||~ Assurance || Battle || 2 || 2d8+6 || [[image A.png]] || Melee, 1 Target || If Assurance’s target has already been damaged by a Move on the same round Assurance is being used, use 3d10+12 for Assurance’s Damage Dice Roll. || Beauty - 2d4 - Final Appeal ||
  3. ||~ Beat Up || Battle || 2 || 2d12+X || [[image A.png]] || Melee, 1 Target, Scatter || Beat Up can hit up to X times. X is the amount of pokemon on the user’s roster including the user. Once the user misses, they cannot attempt to make another Beat Up attack on that turn. You may choose any Pokemon’s Attack stat, from your roster, to calculate damage instead of using the user’s Attack stat. || Smart - 2d4 - Reliable ||
  4. ||~ Bite || At-Will || 2 || 2d10+8 || [[image A.png]] || Melee, 1 Target || Bite Flinches the target on 15-20 during Accuracy Check. || Tough - 3d4 - No Effect ||
  5. ||~ Crunch || EOT || 2 || 3d10+12 || [[image A.png]] || Melee, 1 Target || Crunch lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check. || Tough - 2d4 - Round Starter ||
  6. ||~ Dark Pulse || EOT || 2 || 3d10+12 || [[image S.png]] || Ranged (3), No Target, Burst || Dark Pulse creates a 3-meter Burst. Dark Pulse Flinches all Legal Targets on 17-20 during Accuracy Check. *Grants: Aura || Cool - 2d4 - Round Starter ||
  7. ||~ Dark Void || Battle || 4 || - || [[image N.png]] || Ranged (10), No Target, Burst || Dark Void creates a 10-meter Burst. All Legal Targets fall Asleep. || Smart - 2d4 - Excitement ||
  8. ||~ Embargo || Battle || 2 || - || [[image N.png]] || Ranged (6), 1 Target || If the target has a held item, they cannot use it for the remainder of the encounter. || Cute - 2d4 - Hold That Thought ||
  9. ||~ Faint Attack || EOT || - || 2d10+8 || [[image A.png]] || Melee, 1 Target || Faint Attack cannot miss. || Smart - 2d4 - Round Ender ||
  10. ||~ Fake Tears || EOT || 2 || - || [[image N.png]] || Ranged (10), 1 Target || Lower the target’s Special Defense 2 Combat Stages. || Smart - 2d4 - Excitement ||
  11. ||~ Flatter || EOT || - || - || [[image N.png]] || Ranged (8), 1 Target || Flatter Confuses the target and raises the target’s Special Attack 1 Combat Stage. || Smart - 2d4 - Excitement ||
  12. ||~ Fling || Battle || 2 || 2d12+5 || [[image A.png]] || Ranged (12), 1 Target || The user may throw its held item when using Fling, changing its Damage Dice Roll. If a berry is thrown, the target receives the berry’s benefits as if the target, instead of taking any damage, consuming the berry. If an item that causes an effect is thrown, the item’s effect is activated. If any other item is thrown the user deals an additional 2d6 during Damage Dice Roll. All berries or other consumable held items are destroyed when used with Fling. Items that are not destroyed by Fling may be retrieved after an encounter. || Tough - 1d4 - Catching Up ||
  13. ||~ Foul Play || Battle || 2 || 4d12+16 || [[image A.png]] || Melee, 1 Target || The target reveals its Attack stat. When calculating damage, add the target’s Attack stat instead of the user’s Attack stat. || Smart - 3d4 - No Effect ||
  14. ||~ Hone Claws || EOT || - || - || [[image N.png]] || Self, No Target || Raise the user’s Attack 1 Combat Stage. For the remainder of Combat, the user’s Attack - Melee Moves need -1 on Accuracy Checks to hit. || Cool - None - Get Ready! ||
  15. ||~ Knock Off || EOT || 6 || 1d6+3 || [[image A.png]] || Melee, 1 Target || If the target has a held item, the target drops it and the item cannot be picked up or held for the remainder of combat. || Smart - 3d4 - No Effect ||
  16. ||~ Memento || Battle || - || - || [[image N.png]] || Ranged (15), 1 Target || The user’s HP is set to 0. The user does not need a line of sight to the target. Momento cannot be used if the user is at or below 0 HP. Each of the target’s stats are lowered 2 Combat Stages. || Tough - None - Big Show ||
  17. ||~ Nasty Plot || EOT || - || - || [[image N.png]] || Self, No Target || Raise the user’s Special Attack 2 Combat Stages. || Cute - None - Get Ready! ||
  18. ||~ Night Daze || Battle || 2 || 3d12+14 || [[image S.png]] || Ranged (10), 1 Target || The Target must roll +1 during Accuracy Checks for the remainder of the encounter on 13-20 during Accuracy Check. || Tough - 2d4 - Unsettling ||
  19. ||~ Payback || Battle || 2 || 2d8+6 || [[image A.png]] || Melee, 1 Target || If the target damaged Payback’s user on their last turn, during the same round of combat, deal 4d12+16 instead for Damage Dice Roll. || Cool - 1d4 - Special Attention ||
  20. ||~ Punishment || Battle || 2 || 1d10+15 || [[image A.png]] || Melee, 1 Target || Punishment deals an additional 1d10 for each Combat Stage the target has above 0 per raised stat up to an additional 6d10. || Smart - 1d4 - Catching Up ||
  21. ||~ Pursuit || EOT || 2 || 1d12+6 || [[image A.png]] || Melee, 1 Target, Interrupt || If the foe is fleeing or being switched out, Pursuit may be used as an Interrupt. While being used as an Interrupt, Pursuit may shift the user adjacent to the fleeing foe, up to 25 meters, ignoring Speed Capabilities, and attack them before they escape or are switched out dealing 3d10+12 instead for Damage Dice Roll. || Smart - 1d4 - Good Show! ||
  22. ||~ Quash || Battle || 2 || - || [[image N.png]] || Ranged (10), 1 Target, Intercept || Quash will not affect a Legal Target if it has already acted that round. Quash causes the target to act as if their Speed is 0, meaning their action is last for that turn. || Smart - 2d4 - Quick Set ||
  23. ||~ Snarl || At-Will || 3 || 2d10+8 || [[image S.png]] || Ranged (5), No Target, Burst || Snarl creates a 5-meter Burst. All Legal Targets have their Special Attack lowered 1 Combat Stage. || Cute - 2d4 - Excitement ||
  24. ||~ Snatch || Battle || - || - || [[image N.png]] || Ranged (10), 1 Target, Intercept || If the target is gaining a Combat Stage, you may use Snatch. The user gains the same Combat Stages the target does. Then, the target loses all Combat Stages they gained that turn. || Smart - None - Attention Grabber ||
  25. ||~ Sucker Punch || Battle || 2 || 3d10+12 || [[image A.png]] || Melee, 1 Target, Interrupt || If something is targeting the user with a damaging Attack - Melee Move, you may use Sucker Punch on the offender as an Interrupt. || Smart - 2d4 - Quick Set ||
  26. ||~ Switchroo || Battle || 2 || - || [[image N.png]] || Melee, 1 Target || The user and the target exchange held items. || Cool - None - Attention Grabber ||
  27. ||~ Taunt || EOT || 2 || - || [[image N.png]] || Ranged (10), 1 Target || Taunt’s target can only use Moves that have Damage Dice Rolls for the next 1d4+1 turns. || Smart - None - Inversed Appeal ||
  28. ||~ Thief || Battle || 2 || 1d12+6 || [[image A.png]] || Melee, 1 Target || Thief takes the target’s held item and attaches it to Thief’s user, if the user is not holding anything. || Tough - None - Attention Grabber ||
  29. ||~ Torment || Battle || 2 || - || [[image N.png]] || Ranged (10), 1 Target || For 1d4+2 turns, Torment’s target may not use a Move they have already used in their last 2 turns. || Tough - None - Inversed Appeal ||
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