Thrice

Homebrew Moves

Aug 14th, 2015
309
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 12.70 KB | None | 0 0
  1. ALTERED CORE MOVES:
  2.  
  3. Move: Maul
  4. Type: Normal
  5. Frequency: Scene x2
  6. AC: 2
  7. Damage Base 9: 3d10+10 / 24
  8. Class: Physical
  9. Range: 1 Target, Melee
  10. Effect: The target is Flinched.
  11. Limitation: Melee Weapons Only
  12. Weapon Suggestions: Blunt Weapons, Axes
  13.  
  14. Move: Fake Out
  15. Type: Normal
  16. Frequency: At-Will
  17. AC: 2
  18. Damage Base 4: 1d8+6 / 11
  19. Class: Physical
  20. Range: Melee, 1 Target, Priority
  21. Effect: You may only use Fake Out with Priority if it is the first damaging attack you have used in the encounter; if you do, Fake Out Flinches the target. Being switched out resets this requirement.
  22. Contest Type: Cute
  23. Contest Effect: Exhausting Act
  24.  
  25. Move: Parting Shot
  26. Type: Dark
  27. Frequency: At-Will
  28. AC: 2
  29. Class: Status
  30. Range: 6, 1 Target, Social
  31. Effect: If Parting Shot successfully hits, the target's Attack and Special Attack stats are lowered by one Combat Stage and the user may immediately Disengage as a Free Action. Using Parting Shot rids the user of the Trapped and Stuck statuses.
  32. Contest Type: Smart
  33. Contest Effect: Catching Up
  34.  
  35. Move: U-Turn
  36. Type: Bug
  37. Frequency: At-Will
  38. AC: 2
  39. Damage Base 7: 2d6+10 / 17
  40. Class: Physical
  41. Range: Melee, 1 Target, Dash
  42. Effect: If U-Turn successfully hits its target, the user deals damage and may then immediately Disengage as a Free Action. Using Parting Shot rids the user of the Trapped and Stuck statuses.
  43. Contest Type: Cute
  44. Contest Effect: Inversed Appeal
  45.  
  46.  
  47. Dark-Type Moves:
  48.  
  49. Move: Dark Matter
  50. Type: Dark
  51. Frequency: At-Will
  52. AC: 2
  53. Damage Base 8: 3d6+10 / 21
  54. Class: Special
  55. Range: 4, 1 Target
  56. Effect: When calculating damage, the target subtracts their Defense from Dark Matter's damage instead of their Special Defense. Dark Matter is still otherwise Special (Special Evasion is used to avoid it, Mirror Coat can reflect it, etc.)
  57. Contest Type: Smart
  58. Contest Effect: Incentives
  59.  
  60. Move: Sap
  61. Type: Dark
  62. Frequency: At-Will
  63. AC: 2
  64. Damage Base 2: 1d6+3 / 7
  65. Class: Special
  66. Range: 4, 1 Target
  67. Effect: After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target.
  68. Contest Type: Smart
  69. Contest Effect: Good Show!
  70.  
  71. Move: Siphon
  72. Type: Dark
  73. Frequency: At-Will
  74. AC: 2
  75. Damage Base 4: 1d8+6 / 11
  76. Class: Special
  77. Range: 6, 1 Target
  78. Effect: After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target.
  79. Contest Type: Smart
  80. Contest Effect: Good Show!
  81.  
  82. Move: Stygian Drain
  83. Type: Dark
  84. Frequency: Scene x2
  85. AC: 2
  86. Damage Base 8: 2d8+10 / 19
  87. Range: 6, 1 Target
  88. Effect: After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target.
  89. Contest Type: Smart
  90. Contest Effect: Good Show!
  91.  
  92. Move: Viola Dance
  93. Type: Dark
  94. Frequency: Scene x2
  95. AC: 3
  96. Damage Base 12: 3d12+10 / 30
  97. Range: 6, 1 Target
  98. Effect: Viola Dance may deal Grass-type damage if the user wishes. After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target. After damage is dealt, the user becomes Enraged and Confused.
  99. Contest Type: Smart
  100. Contest Effect: Good Show!
  101.  
  102. Electric-Type Moves:
  103.  
  104. Move: Twin Sparks
  105. Type: Electric
  106. Frequency: EOT
  107. AC: 3
  108. Damage Base 5: 1d8+8 / 13
  109. Class: Physical
  110. Range: Melee, 1 Target, Double Strike
  111. Effect: Twin Sparks Paralyzes the target on 19+.
  112. Contest Type: Tough
  113. Contest Effect: Reliable
  114.  
  115. Fairy-Type Moves:
  116.  
  117. Move: Faerie Fyre
  118. Type: Fairy
  119. Frequency: Scene
  120. AC: 2
  121. Damage Base 7: 2d6+10 / 17
  122. Class: Special
  123. Range: 4, 1 Target
  124. Effect: Faerie Fyre's target takes damage from the next Special Attack that hits them as if it were one step more Super-Effective(ie, Neutral hits become Super Effective, Super Effective hits become Super Super Effective).
  125. Contest Type: Beauty
  126. Contest Effect: Excitement
  127.  
  128. Move: Fey Trance
  129. Type: Fairy
  130. Frequency: Scene x2
  131. AC: 6
  132. Class: Status
  133. Range: 5, 1 Target
  134. Effect: The target becomes Confused and Infatuated with the user. If Fey Trance misses, the target becomes Infatuated with the user. Fey Trance may only affect the same target once per Scene, regardless of whether it hits.
  135. Contest Type: Beauty
  136. Contest Effect: Excitement
  137.  
  138. Move: Pixie Punch
  139. Type: Fairy
  140. Frequency: EOT
  141. AC: None
  142. Damage Base 6: 2d6+8 / 15
  143. Class: Physical
  144. Range: Melee, 1 Target
  145. Effect: Pixie Punch cannot miss. Pixie Punch lowers the foe's Attack by -1 CS on 19+.
  146. Contest Type: Cute
  147. Contest Effect: Exhausting Act
  148.  
  149. Move: Spry Sprint
  150. Type: Fairy
  151. Frequency: At-Will
  152. AC: 2
  153. Damage Base 4: 1d8+6 / 11
  154. Class: Physical
  155. Range: Melee, 1 Target, Priority
  156. Effect: Priority - If the user has not yet taken their turn that round, Spry Sprint may be declared during a foe's turn to immediately take your turn and use Spry Sprint.
  157. Contest Type: Cute
  158. Contest Effect: Saving Grace
  159.  
  160. Move: Nyx
  161. Type: Fairy
  162. Frequency: At-Will
  163. AC: 2
  164. Damage Base 7: 2d6+10 / 17
  165. Class: Special
  166. Range: 6, 1 Target
  167. Effect: The target's Accuracy is lowered by -1 on 18+.
  168. Contest Type: Cool
  169. Contest Effect: Unsettling
  170.  
  171. Fire-Type Moves:
  172.  
  173. Move: Immolate
  174. Type: Fire
  175. Frequency: Scene x2
  176. AC: 2
  177. Damage Base 10: 3d8+10 / 24
  178. Class: Special
  179. Range: Burst 1
  180. Effect: Immolate creates a Burst 3 area of Scorched Air around the user. This Scorched Air moves with the user. At the end of the user's turn, any opponents in this area lose a Tick of HP.
  181. Contest Type: Beauty
  182. Contest Effect: Exhausting Act
  183. Special: Grants Firestarter
  184.  
  185. Move: Flare Up
  186. Type: Fire
  187. Frequency: Scene
  188. AC: 2
  189. Damage Base 7: 2d6+10 / 17
  190. Class: Versatile
  191. Range: Burst 1
  192. Effect: Flare Up must be used at the beginning of the user's turn, before the user makes any other actions, or the user cannot use Flare Up that turn. For the rest of the Scene, the user becomes Flared Up. While Flared Up, the user's damaging Fire-Type attacks Burn targets on 19+, or have their existing Burn ranges increased by +2. The user may give up the Flared Up condition when using a damaging Fire-Type attack to cause that attack to automatically Burn one of its Legal Targets.
  193. Contest Type: Cool
  194. Contest Effect: Seen Nothing Yet
  195.  
  196. Wildfire
  197. Type: Fire
  198. Frequency: Scene x2
  199. AC: 7
  200. Damage Base 11: 3d10+10 / 27
  201. Class: Special
  202. Range: Close Blast 3, Smite
  203. Effect: Wildfire Burns all legal targets on 15+. If the user is in Rainy Weather, Wildfire's Accuracy Check is 11. If the user is in Sunny Weather, Wildire cannot miss.
  204. Contest Type: Beauty
  205. Contest Effect: Exhausting Act
  206.  
  207. Move: Heat Haze
  208. Type: Fire
  209. Frequency: EOT
  210. AC: 2
  211. Damage Base 8: 2d8+10 / 19
  212. Class: Special
  213. Range: Burst 2
  214. Effect: Heat Haze may deal Poison-type damage if the user wishes.
  215. Contest Type: Beauty
  216. Contest Effect: Exhausting Act
  217.  
  218. Ghost-Type Moves:
  219.  
  220. Move: Shadow Clare
  221. Type: Ghost
  222. Frequency: Scene x2
  223. AC: 2
  224. Damage Base 9: 2d10+10 / 21
  225. Class: Special
  226. Range: Cone 2, Smite
  227. Effect: Shadow Clare lowers all legal targets' Accuracy by -1 on 16+.
  228. Contest Type: Smart
  229. Contest Effect: Unsettling
  230. Special: Grants Glow
  231.  
  232. Move: Ominous Fortunetelling
  233. Type: Ghost
  234. Frequency: Scene x2
  235. AC: None
  236. Damage Base 12: 3d12+10 / 30
  237. Class: Special
  238. Range: 10, 1 Target
  239. Effect: Ominous Fortunetelling does nothing on the turn it is used. At the end of the user's next turn, Ominous Fortunetelling hits, even if the user is no longer on the field. Ominous Fortunetelling cannot miss.
  240. Contest Type: Cool
  241. Contest Effect: Exhausting Act
  242.  
  243. Move: Eidolon
  244. Type: Ghost
  245. Frequency: Scene x2
  246. AC: None
  247. Class: Status
  248. Range: 6
  249. Effect: The user loses 1/4 of their maximum Hit Points. This Hit Point loss cannot be prevented in any way. The user creates a solid copy of itself within range, called an Eidolon. This Eidolon has Hit Points equal to 1/4th of the user's full Hit Points +1. The user may choose to swap places with the Eidolon when it uses this Move. The Eidolon may be attacked like any other creature. The Eidolon is Ghost Type, meaning it gains STAB on Ghost-Type Moves, and you apply weakness, resistance and stats to it. The Eidolon is immune to Status Afflictions, Status Moves, and Moves with the Social keyword. The user can originate any of its Ghost-Type Moves or Weapon Attacks from the Eidolon, Frequency allowing. Eidolon cannot be used if the user has less than 1/4 of their full Hit Points.
  250. Contest Type: Smart
  251. Contest Effect: Catching Up
  252.  
  253. Move: Ghast Blast
  254. Type: Ghost
  255. Frequency: EOT
  256. AC: 3
  257. Damage Base 7: 2d6+10 / 17
  258. Class: Special
  259. Range: 6, Ranged Blast 2
  260. Effect: All Legal Targets have their Accuracy lowered by -1 on 16+.
  261. Contest Type: Smart
  262. Contest Effect: Exhausting Act
  263.  
  264. Move: Phantom Shot
  265. Type: Ghost
  266. Frequency: EOT
  267. AC: 2
  268. Damage Base 8: 3d6+10 / 21
  269. Class: Special
  270. Range: 8, 1 Target
  271. Effect: Phantom Shot lowers the target's Evasion on 16+.
  272. Contest Type: Beauty
  273. Contest Effect: Desperation
  274.  
  275. Ice-Type Moves:
  276.  
  277. Move: Snowball
  278. Type: Ice
  279. Frequency: At-Will
  280. AC: 2
  281. Damage Base 6: 2d6+8 / 15
  282. Class: Versatile
  283. Range: 5, 1 Target
  284. Effect: Snowball's target and all targets adjacent to them lose 1 Speed Combat Stage.
  285. Contest Type: Beauty
  286. Contest Effect: Desperation
  287.  
  288. Chill Out
  289. Type: Ice
  290. Frequency: EOT
  291. AC: 4
  292. Class: Status
  293. Range: 6, 1 Target
  294. Effect: The target becomes Chilled.
  295. Contest Type: Cute
  296. Contest Effect: Excitement
  297.  
  298. Note: Chilled is a Volatile Status Condition. A Chilled target loses half of their Evasion, rounded down, and must pass a DC11 Save Check at the start of their turn or take a -10 penalty to Damage Rolls that round. The Chilled condition is cured on a 15+ on this Save Check.
  299.  
  300. Poison-Type Moves:
  301.  
  302. Move: Vog
  303. Type: Poison
  304. Frequency: Scene x2
  305. AC: 3
  306. Damage Base 10: 3d8+10 / 24
  307. Class: Special
  308. Range: Close Blast 2
  309. Effect: Vog Burns the target on 15+.
  310. Contest Type: Tough
  311. Contest Effect: Exhausting Act
  312.  
  313. Move: Venom Claw
  314. Type: Poison
  315. Frequency: EOT
  316. AC: 3
  317. Damage Base 8: 2d8+10 / 19
  318. Class: Physical
  319. Range: Melee, 1 Target
  320. Effect: Venom Claw Poisons the target on 17+. If Venom Claw hits a target that is already Poisoned, that target immediately takes Poison Damage.
  321. Contest Type: Cool
  322. Contest Effect: Steady Performance
  323.  
  324. Rock-Type Moves:
  325.  
  326. Move: Shardstorm
  327. Type: Rock
  328. Frequency: EOT
  329. AC: 2
  330. Damage Base 9: 2d10+10 / 21
  331. Class: Special
  332. Range: 6, 1 Target
  333. Effect: Shardstorm lowers the target's Special Defense on 17+.
  334. Contest Type: Cool
  335. Contest Effect: Incentives
  336.  
  337.  
  338. Steel-Type Moves:
  339.  
  340. Move: Alloy Edge
  341. Type: Steel
  342. Frequency: EOT
  343. AC: 2
  344. Damage Base 7: 2d6+10 / 17
  345. Class: Physical
  346. Range: Melee, Pass
  347. Effect: Alloy Edge is a Critical Hit on 18+, and lowers the target's Defense by -1 Combat Stage on 19+.
  348. Contest Type: Cool
  349. Contest Effect: Steady Performance
  350.  
  351. Move: Lockjaw
  352. Type: Steel
  353. Frequency: At-Will
  354. AC: 3
  355. Damage Base 7: 2d6+10 / 17
  356. Class: Physical
  357. Range: Melee, 1 Target
  358. Effect: Lockjaw's target is Slowed or Flinches on 18+ during Accuracy Check; flip a coin to determine whether the foe gets Slowed or Flinches. On 20 during Accuracy Check, the foe is Slowed and Flinches.
  359.  
  360. Move: Shine
  361. Type: Steel
  362. Frequency: At-Will
  363. AC: 2
  364. Damage Base 4: 1d8+6 / 11
  365. Class: Special
  366. Range: Burst 1
  367. Effect: Shine lowers all Legal Targets' Accuracy by -1 on 18+.
  368. Contest Type: Smart
  369. Contest Effect: Steady Performance
  370.  
  371. Move: Radiant Glare
  372. Type: Steel
  373. Frequency: Scene x2
  374. AC: 4
  375. Damage Base 10: 3d8+10 / 24
  376. Class: Special
  377. Range: Close Blast 3, Smite
  378. Effect: Radiant Glare lowers all Legal Targets' Accuracy and Special Defense by -1 Combat Stage on 18+.
  379. Contest Type: Cool
  380. Contest Effect: Exhausting Act
  381.  
  382. Move: Polish
  383. Type: Steel
  384. Frequency: Scene x2
  385. AC: None
  386. Class: Status
  387. Range: Self, Swift Action
  388. Effect: Until the end of the user's next turn, the user's Steel-Type attacks gain a +2 bonus to Effect Range. Until the end of the Scene, the first Steel-Type attack the user makes that triggers an Effect Range lowers all Legal Targets' Accuracy by -2 for one Full Round. A target may only suffer this effect of Polish once per Scene.
  389. Contest Type: Smart
  390. Contest Effect: Get Ready!
  391.  
  392. Move: Coruscating Carreau
  393. Type: Steel
  394. Frequency: Scene x2
  395. AC: 3
  396. Damage Base 9: 2d10+10 / 21
  397. Class: Versatile
  398. Range: Line 6
  399. Effect: Coruscating Carreau gains a +3 bonus to damage for each Legal Target in its Area of Effect beyond the first. Coruscating Carreau Burns all Legal Targets on 18+.
  400. Contest Type: Beauty
  401. Contest Effect: Exhausting Act
  402.  
  403. Shimmer Shot
  404. Type: Steel
  405. Frequency: At-Will
  406. AC: 2
  407. Damage Base 6: 2d6+8 / 15
  408. Class: Versatile
  409. Range: 4, 1 Target
  410. Effect: Shimmer Shot lowers the target's Special Attack by -1 Combat Stage on 17+.
  411. Contest Type: Smart
  412. Contest Effect: Steady Performance
  413.  
  414. Water-Type Moves:
  415.  
  416.  
  417. Move: Pressure Wash
  418. Type: Water
  419. Frequency: At-Will
  420. AC: 2
  421. Damage Base 6: 2d6+8 / 15
  422. Class: Versatile
  423. Range: 3, 1 Target
  424. Effect: On 16+, Pressure Wash's target takes a -5 penalty to Defense for 1 Full Round.
  425. Contest Type: Beauty
  426. Contest Effect: Exhausting Act
  427.  
  428. Abilities:
  429.  
  430. Adamantice
  431. Static
  432. Effect: The user gains +5 Damage Reduction against Super-Effective damage. Defensive.
Advertisement
Add Comment
Please, Sign In to add comment