Struggle Attacks
Struggle Attacks are simplistic ways of hurting people, made as a Standard Action. They are not considered Moves, merely attacks.
- Struggle Attacks have an AC of 4 and a DB of Your Tier (if not Status-class), and are Normal Type. They are Short Ranged, 1-target, and Physical/Special/Status, which is chosen at attack creation and cannot be changed without training.
- Struggle Attacks are At-Will unless modifiers are taken to increase their Frequency.
- If you have STAB on any Types, your Struggle Attacks may be that Type for free.
- Some weapons can modify certain kinds of Struggle Attacks. For example, a Medium-ranged Bow would give +2 per Weapon Quality damage to all Medium-ranged Struggle Attacks.
- Struggle Attacks are made more powerful and accurate by the Combat Powers Weapon Proficiency and Danger Sense.
- Weapon Proficiency increases Struggle Attacks’ Damage base by X.
Danger Sense decreases Struggle Attacks’ AC by Y.
X is Your Tier, while Y is half Your Tier.
- Weapon Proficiency increases Struggle Attacks’ Damage base by X.
Pokemon can have up to 3 Struggle Attacks at once, and can create their own based on the above rules. Humans only have 1 Struggle Attack unless noted otherwise.
Moves
Moves are the most powerful forms of customization in the game and can drastically alter a creature’s combat and non-combat capabilities.
- Pokemon have a maximum of (1 + Your Tier) Moves. While humans do not have a limit on how many Moves they can learn, they are unlikely to ever learn more than 2 or 3 in their lifetime.
- Moves generally grant a bonus to a Stat upon learning it. This bonus is detailed in the Move itself, denoted as (+HP), for example. This bonus is equal to +1 per Tier. Only Tier 4 Moves give 2 stat bonuses at once.
- The effects of some active Moves tend to scale with your Tier, as well. Static Moves typically have static effects.
Not every Move from the video games has been ported over – only interesting ones that change the way your creature interacts with the world around it.
How To Read Struggle Attacks/Moves
Name: Bite Type: Dark Frequency: At-Will AC: 2 Damage Base: 5 Class: Physical Range: Melee, 1 Target Effect: Flinches on 18+ Special: This creature can eat food in half the usual time. How useful! |
Name: This is the name of your Attack or Move and your best way of identifying it.
Type: An Attack or Move’s Type determines things like type effectiveness, status effectiveness, and type interactions. There are 18 Types – Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel, Fire, Water, Grass, Electric, Psychic, Ice, Dragon, Dark, and Fairy. Typeless attacks also exist, but are extremely rare.
Frequency: This determines how often the Attack or Move can be used.
- Static means this Move or Attack is always in effect as long as the user knows it and is not Disabled.
- At-Will means the Move or Attack can be performed every turn.
- EOT is an abbreviation of Every Other Turn. The Move or Attack requires at least 10 seconds of rest before it can be used again.
- Scene X means the Move or Attack can be performed X times per Scene. If it is just “Scene”, that means it can be used once per Scene. They are also EOT, if they can be used more than once.
- Daily X means the Move or Attack can be performed X times per day. If it can be used more than once, it can only be used once per Scene. These are refreshed when taking an Extended Rest Downtime Action or visiting a Pokémon Center.
Accuracy Check: This is used when targeting a Target. You must meet or exceed this number when making your Accuracy Roll in order to hit your target, and is modified by the target’s Evasion and your Accuracy.
More details in the Attacking Shit section.
Damage Base: This indicates how much damage the Attack or Move inflicts, if any.
More details in the Attacking Shit section.
Class: There are three Classes of Attacks and Moves: Physical, Special, and Status. Physical attacks are resisted by Defense; Special attacks by Special Defense. Attacks that are Physical or Special, but do not have a Damage Base means the damage these attacks inflict still interact with effects such as Counter or Mirror Coat that specify a damage class. Status Moves are moves that are neither Physical nor Special.
Range: This specifies the distance from which the Attack or Move can hit. Keywords are also inserted into this line; see the following section for Keyword definitions. Distances include Melee, Short, Medium, Long, Unlimited, Burst X, Close Blast X, Cone X, Line X, Ranged Blast X, Self, and Field. When using area-of-effect moves, make a single Accuracy Roll for the entire attack.
More details in the Attacking Shit section.
Effect: Effects list what the attack or Move does in addition to its damage (if any). Certain effects only occur if, during the Accuracy Check, a certain number or higher is rolled. Effects do not activate if the move does not hit.
Effect Ranges can be extended by other effects. For example, an effect that triggers on 18+ that has its Effect Range extended by +2 now triggers on a 16+.
An Effect Range cannot be extended by more than +4 from its natural range.
Special: Only Moves have special qualities, and can grant Capabilities or additional special effects. When a Move is forgotten, all Capabilities and effects granted by the Move are also lost. These effects are always Static or At-Will.