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- ALTERED CORE MOVES:
- Move: Maul
- Type: Normal
- Frequency: Scene x2
- AC: 2
- Damage Base 9: 3d10+10 / 24
- Class: Physical
- Range: 1 Target, Melee
- Effect: The target is Flinched.
- Limitation: Melee Weapons Only
- Weapon Suggestions: Blunt Weapons, Axes
- Move: Fake Out
- Type: Normal
- Frequency: At-Will
- AC: 2
- Damage Base 4: 1d8+6 / 11
- Class: Physical
- Range: Melee, 1 Target, Priority
- 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.
- Contest Type: Cute
- Contest Effect: Exhausting Act
- Move: Parting Shot
- Type: Dark
- Frequency: At-Will
- AC: 2
- Class: Status
- Range: 6, 1 Target, Social
- 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.
- Contest Type: Smart
- Contest Effect: Catching Up
- Move: U-Turn
- Type: Bug
- Frequency: At-Will
- AC: 2
- Damage Base 7: 2d6+10 / 17
- Class: Physical
- Range: Melee, 1 Target, Dash
- 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.
- Contest Type: Cute
- Contest Effect: Inversed Appeal
- Dark-Type Moves:
- Move: Dark Matter
- Type: Dark
- Frequency: At-Will
- AC: 2
- Damage Base 8: 3d6+10 / 21
- Class: Special
- Range: 4, 1 Target
- 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.)
- Contest Type: Smart
- Contest Effect: Incentives
- Move: Sap
- Type: Dark
- Frequency: At-Will
- AC: 2
- Damage Base 2: 1d6+3 / 7
- Class: Special
- Range: 4, 1 Target
- Effect: After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target.
- Contest Type: Smart
- Contest Effect: Good Show!
- Move: Siphon
- Type: Dark
- Frequency: At-Will
- AC: 2
- Damage Base 4: 1d8+6 / 11
- Class: Special
- Range: 6, 1 Target
- Effect: After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target.
- Contest Type: Smart
- Contest Effect: Good Show!
- Move: Stygian Drain
- Type: Dark
- Frequency: Scene x2
- AC: 2
- Damage Base 8: 2d8+10 / 19
- Range: 6, 1 Target
- Effect: After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target.
- Contest Type: Smart
- Contest Effect: Good Show!
- Move: Viola Dance
- Type: Dark
- Frequency: Scene x2
- AC: 3
- Damage Base 12: 3d12+10 / 30
- Range: 6, 1 Target
- 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.
- Contest Type: Smart
- Contest Effect: Good Show!
- Electric-Type Moves:
- Move: Twin Sparks
- Type: Electric
- Frequency: EOT
- AC: 3
- Damage Base 5: 1d8+8 / 13
- Class: Physical
- Range: Melee, 1 Target, Double Strike
- Effect: Twin Sparks Paralyzes the target on 19+.
- Contest Type: Tough
- Contest Effect: Reliable
- Fairy-Type Moves:
- Move: Faerie Fyre
- Type: Fairy
- Frequency: Scene
- AC: 2
- Damage Base 7: 2d6+10 / 17
- Class: Special
- Range: 4, 1 Target
- 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).
- Contest Type: Beauty
- Contest Effect: Excitement
- Move: Fey Trance
- Type: Fairy
- Frequency: Scene x2
- AC: 6
- Class: Status
- Range: 5, 1 Target
- 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.
- Contest Type: Beauty
- Contest Effect: Excitement
- Move: Pixie Punch
- Type: Fairy
- Frequency: EOT
- AC: None
- Damage Base 6: 2d6+8 / 15
- Class: Physical
- Range: Melee, 1 Target
- Effect: Pixie Punch cannot miss. Pixie Punch lowers the foe's Attack by -1 CS on 19+.
- Contest Type: Cute
- Contest Effect: Exhausting Act
- Move: Spry Sprint
- Type: Fairy
- Frequency: At-Will
- AC: 2
- Damage Base 4: 1d8+6 / 11
- Class: Physical
- Range: Melee, 1 Target, Priority
- 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.
- Contest Type: Cute
- Contest Effect: Saving Grace
- Move: Nyx
- Type: Fairy
- Frequency: At-Will
- AC: 2
- Damage Base 7: 2d6+10 / 17
- Class: Special
- Range: 6, 1 Target
- Effect: The target's Accuracy is lowered by -1 on 18+.
- Contest Type: Cool
- Contest Effect: Unsettling
- Fire-Type Moves:
- Move: Immolate
- Type: Fire
- Frequency: Scene x2
- AC: 2
- Damage Base 10: 3d8+10 / 24
- Class: Special
- Range: Burst 1
- 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.
- Contest Type: Beauty
- Contest Effect: Exhausting Act
- Special: Grants Firestarter
- Move: Flare Up
- Type: Fire
- Frequency: Scene
- AC: 2
- Damage Base 7: 2d6+10 / 17
- Class: Versatile
- Range: Burst 1
- 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.
- Contest Type: Cool
- Contest Effect: Seen Nothing Yet
- Wildfire
- Type: Fire
- Frequency: Scene x2
- AC: 7
- Damage Base 11: 3d10+10 / 27
- Class: Special
- Range: Close Blast 3, Smite
- 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.
- Contest Type: Beauty
- Contest Effect: Exhausting Act
- Move: Heat Haze
- Type: Fire
- Frequency: EOT
- AC: 2
- Damage Base 8: 2d8+10 / 19
- Class: Special
- Range: Burst 2
- Effect: Heat Haze may deal Poison-type damage if the user wishes.
- Contest Type: Beauty
- Contest Effect: Exhausting Act
- Ghost-Type Moves:
- Move: Shadow Clare
- Type: Ghost
- Frequency: Scene x2
- AC: 2
- Damage Base 9: 2d10+10 / 21
- Class: Special
- Range: Cone 2, Smite
- Effect: Shadow Clare lowers all legal targets' Accuracy by -1 on 16+.
- Contest Type: Smart
- Contest Effect: Unsettling
- Special: Grants Glow
- Move: Ominous Fortunetelling
- Type: Ghost
- Frequency: Scene x2
- AC: None
- Damage Base 12: 3d12+10 / 30
- Class: Special
- Range: 10, 1 Target
- 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.
- Contest Type: Cool
- Contest Effect: Exhausting Act
- Move: Eidolon
- Type: Ghost
- Frequency: Scene x2
- AC: None
- Class: Status
- Range: 6
- 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.
- Contest Type: Smart
- Contest Effect: Catching Up
- Move: Ghast Blast
- Type: Ghost
- Frequency: EOT
- AC: 3
- Damage Base 7: 2d6+10 / 17
- Class: Special
- Range: 6, Ranged Blast 2
- Effect: All Legal Targets have their Accuracy lowered by -1 on 16+.
- Contest Type: Smart
- Contest Effect: Exhausting Act
- Move: Phantom Shot
- Type: Ghost
- Frequency: EOT
- AC: 2
- Damage Base 8: 3d6+10 / 21
- Class: Special
- Range: 8, 1 Target
- Effect: Phantom Shot lowers the target's Evasion on 16+.
- Contest Type: Beauty
- Contest Effect: Desperation
- Ice-Type Moves:
- Move: Snowball
- Type: Ice
- Frequency: At-Will
- AC: 2
- Damage Base 6: 2d6+8 / 15
- Class: Versatile
- Range: 5, 1 Target
- Effect: Snowball's target and all targets adjacent to them lose 1 Speed Combat Stage.
- Contest Type: Beauty
- Contest Effect: Desperation
- Chill Out
- Type: Ice
- Frequency: EOT
- AC: 4
- Class: Status
- Range: 6, 1 Target
- Effect: The target becomes Chilled.
- Contest Type: Cute
- Contest Effect: Excitement
- 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.
- Poison-Type Moves:
- Move: Vog
- Type: Poison
- Frequency: Scene x2
- AC: 3
- Damage Base 10: 3d8+10 / 24
- Class: Special
- Range: Close Blast 2
- Effect: Vog Burns the target on 15+.
- Contest Type: Tough
- Contest Effect: Exhausting Act
- Move: Venom Claw
- Type: Poison
- Frequency: EOT
- AC: 3
- Damage Base 8: 2d8+10 / 19
- Class: Physical
- Range: Melee, 1 Target
- Effect: Venom Claw Poisons the target on 17+. If Venom Claw hits a target that is already Poisoned, that target immediately takes Poison Damage.
- Contest Type: Cool
- Contest Effect: Steady Performance
- Rock-Type Moves:
- Move: Shardstorm
- Type: Rock
- Frequency: EOT
- AC: 2
- Damage Base 9: 2d10+10 / 21
- Class: Special
- Range: 6, 1 Target
- Effect: Shardstorm lowers the target's Special Defense on 17+.
- Contest Type: Cool
- Contest Effect: Incentives
- Steel-Type Moves:
- Move: Alloy Edge
- Type: Steel
- Frequency: EOT
- AC: 2
- Damage Base 7: 2d6+10 / 17
- Class: Physical
- Range: Melee, Pass
- Effect: Alloy Edge is a Critical Hit on 18+, and lowers the target's Defense by -1 Combat Stage on 19+.
- Contest Type: Cool
- Contest Effect: Steady Performance
- Move: Lockjaw
- Type: Steel
- Frequency: At-Will
- AC: 3
- Damage Base 7: 2d6+10 / 17
- Class: Physical
- Range: Melee, 1 Target
- 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.
- Move: Shine
- Type: Steel
- Frequency: At-Will
- AC: 2
- Damage Base 4: 1d8+6 / 11
- Class: Special
- Range: Burst 1
- Effect: Shine lowers all Legal Targets' Accuracy by -1 on 18+.
- Contest Type: Smart
- Contest Effect: Steady Performance
- Move: Radiant Glare
- Type: Steel
- Frequency: Scene x2
- AC: 4
- Damage Base 10: 3d8+10 / 24
- Class: Special
- Range: Close Blast 3, Smite
- Effect: Radiant Glare lowers all Legal Targets' Accuracy and Special Defense by -1 Combat Stage on 18+.
- Contest Type: Cool
- Contest Effect: Exhausting Act
- Move: Polish
- Type: Steel
- Frequency: Scene x2
- AC: None
- Class: Status
- Range: Self, Swift Action
- 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.
- Contest Type: Smart
- Contest Effect: Get Ready!
- Move: Coruscating Carreau
- Type: Steel
- Frequency: Scene x2
- AC: 3
- Damage Base 9: 2d10+10 / 21
- Class: Versatile
- Range: Line 6
- 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+.
- Contest Type: Beauty
- Contest Effect: Exhausting Act
- Shimmer Shot
- Type: Steel
- Frequency: At-Will
- AC: 2
- Damage Base 6: 2d6+8 / 15
- Class: Versatile
- Range: 4, 1 Target
- Effect: Shimmer Shot lowers the target's Special Attack by -1 Combat Stage on 17+.
- Contest Type: Smart
- Contest Effect: Steady Performance
- Water-Type Moves:
- Move: Pressure Wash
- Type: Water
- Frequency: At-Will
- AC: 2
- Damage Base 6: 2d6+8 / 15
- Class: Versatile
- Range: 3, 1 Target
- Effect: On 16+, Pressure Wash's target takes a -5 penalty to Defense for 1 Full Round.
- Contest Type: Beauty
- Contest Effect: Exhausting Act
- Abilities:
- Adamantice
- Static
- Effect: The user gains +5 Damage Reduction against Super-Effective damage. Defensive.
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