Saturday, November 5, 2022

Updated Moves List for BTEWv2

The Lieutenant already gave you the rundown on moves at boot camp. This is an update to that post and will serve as a reference when stating mon with moves. The tips and basic ideas behind the previous move sets are still intact. The moves have been edited to be more impactful and more focused on their Type's theme. Having a mon of a certain type will *feel* different than having another.

As a starting note, with all the effort I've put into the Moves (128 of them! this is draft 2!) and all the focus put into them by the Gameboy games that inspired this hack, it's easy to limit the ability of our mon to these proscribed moves. Don't do that! Lean on Maneuvers and the shared world in your mind and use the rules for description rather than prescription.



Where's My Antidote?!
Status effects may be successfully applied by using a maneuver. By default, mon save against status effects at the end of their turn. Some status effects have other save conditions which are specified. Also, in cases where a status could reasonably be overcome with some effort, a maneuver may be used by an affected mon to make a save against or simply remove a status effect. This is up to the GM. For example, it is hard to imagine a course of action that would alleviate a burn by simple effort, however, you may find it reasonable that a water or ice legamon would be able to do so.

Each Type has a default status effect that they can apply to a target using a Maneuver:

Status Moves:
Normal: Taunt. Taunted mon cannot maneuver and can only use damaging use attacks or moves that target the taunter.
Grass: Drain. Drained mon take [level/3] grass damage which heals the attacker each turn.
Water: Drench. Drenched 'mon's highest stat is reduced to equal their lowest stat.
Fire: Burning. Burning ‘mon take 1 fire damage each turn, increasing by 1 for each MD used on fire-type moves.
Flying: Knockdown. Knocked down mon cannot defend against physical attacks and have their speed reduced to 0 until the end of the next round. A maneuver can be used to get up before then.
Bug: Itch. Itching mon cannot use maneuvers.
Toxin: Poisoned. Poisoned mon take 1 poison damage each turn. Stackable. On a successful save, take poison damage again, then end the condition.
Earth: Snare. Snared mon cannot move or switch out.
Electric: Paralyze. Save at the beginning of each turn. On a success, skip turn and end the condition.
Iron: Metal Screech. Mon subject to this condition have their Special Defense reduced to equal their lowest stat.
Fighting: Stagger. Staggered mon can’t use Moves during their next turn, then the condition ends.
Psychic: Confused. Confused mon take [level] damage when removing this condition.
Dark: Flinch. Flinching mon lose their next turn. Flinch can only be applied during the first round of combat.
Ghost: Sleep. Sleeping legamon cannot act or oppose attacks. If any damage is taken, immediately awake and take your turn.
Dragon: Fear. Afraid mon must switch out if possible and if not, have their physical and special damage die reduced a step.
Light: Blind. Blinded mon reduce their Attack and Special Attack to match their lowest stat.

Others:
Restrained. Restrained mon cannot use maneuvers or move.
Ensorcell'd. Ensorcell'd mon skip their next turn, then have their attack and special attack damage die increased a step.
Frostbite. Frostbitten mon have their physical attack damage die reduced to a d4.

DRAGON

DOUBLE SLASH [Dragon/Physical] Deal [sum] + [dice] damage to two separate targets. 6s explode.

TERRIFYING FURY [Dragon/Status] - Resolve [sum] attacks. Max rolls on damage dice explode.

APOCALYPSE BREATH [Dragon/Physical] - [Sum] + [dice] damage in a cone. 6s explode. Targets hit are Burned.

SUBJUGATE [Dragon/Status] - One target must save or obey a [Dice] word command.

CLAWS OUT [Dragon/Mauneuver] - Deal [1 dice - d4, 2 dice - d6, 3 dice - d8, 4 dice - d10] damage as a maneuver, ongoing.

IMPOSSIBLE ROAR [Dragon/Special] - Heard in a [1 dice - half mile, 2 dice - 2 mile, 3 dice - 8 mile, 4 dice - 32 mile] radius. Destroy nearby brittle material. mon in area have Def and SpDef reduced to equal their level. Deal [sum] damage plus save v flinch.

DIVINE FURY [Dragon/Status] - Deal [dice] additional damage and 6s explode for all your attacks. If 6s already explode, then 5s and 6s explode. Lasts until two rounds pass where you fail to deal damage.

FINAL BEAM [Dragon/Energy] - Charge for [dice] rounds, then deal ([sum] + [level])*[dice] to targets in cone in front of you.


IRON

CLAMP (Metal/Maneuver) - Deal [sum] damage and target is Snared. Use a maneuver to deal d6 damage to Snared targets.

IRON FIST (Iron/Physical) - Deal [sum] damage and gain [dice] damage absorption.

IMPEDE (Iron/Status) [dice] targets cannot repeat their last action for [sum] rounds.

HARDEN (Metal/Status) - Gain [sum] temporary hp and [dice] damage adsorption. Ends if exposed to extreme heat or cold.

REND (Metal/Physical) - Target is bleeding and exposed. Bleed deals [dice] damage each turn. Exposed mon take [dice] extra damage from all sources.

GOUGE (Metal/Physical) - Target is now Bleeding for [dice] damage per round. Mon with an active bleed take bleed damage immediately and lose their next opportunity to save against the effect.

STEEL SHOT (Metal/Special) - Spray metal fragments at a target. Deal [sum] + [dice] damage and liters ground with sharp barbs which cause soft creatures to begin Bleeding for [dice] damage per round.

BELL TOLL (Metal/Special) - Expend 1 MD and deal [your SpAtk damage] + [your damage absorption] + [your temporary hp] in damage to one target.


ELECTRIC

LIGHTNING [Electric/Energy]: Deal [sum] + [dice] damage. Target is Paralyzed.

JOLT [Electric/Physical]: Deal [sum] damage and gain [sum] Speed.

SHOCK (Electric/Maneuver) - Expend 1 MD to deal [sum] damage and gain [sum] speed.

ENERGIZE (Electric/Maneuver) - Store and slowly electricity as a battery. As a maneuver you may deal your surplus of speed as damage for [sum] rounds.

GAP JUMP [Electric/Special]: At any moment, zap over to a new location you can see.

MAGNETIZE [Electric/Physical]: [Dice] objects are powerfully drawn together. Direct impact deals [dice] damage. If only one object is selected, it is drawn to you.

LIGHTNING RIDE [Electric/Special]: You can roll your Speed stat to attack. Increase speed by one for each of the next [sum] rounds.

THUNDER [Electric/Special]: Deal [speed] damage to [dice] targets. All in large AOE save v Flinch. Only useable if faster than your targets.


WATER

JET SPRAY [Water/Special]: Deal [sum] damage. Target is Drenched.

BUBBLE [Water/Physical]: [dice] targets are Snared and cannot make basic attacks.

RINSE [Water/Status]: Remove [dice] status effects from target.

RIPTIDE [Water/Status]: Only useable near sufficient water source, natural or mon generated. [dice] targets are submerged, during which they take double damage from water type attacks.

SLEET [Water/Weather]: It begins to rain hard. Mon must save vs Drench or Freeze each turn.

HAIL STONES (Water/Physical) - resolve [sum] special attacks. Each deals 1d4 damage and causes the target to save vs Stagger.

FLASH FREEZE (Water/Energy) - All nearby water freezes solid. Drenched mon take [sum] damage and are Frostbitten. 

UNDERTOE (Water/Special) - [dice] targets are Snared. As a maneuver against mon snared in this way, deal 1d6 damage.


FIRE

FLAMETHROWER [Fire/Special]: Deal sum damage. Target is Burned.

SMOKE [Fire/Maneuver]: Obscure the area, adding sum to all Def or Sp.Def rolls that would be aided by obscurity.

IGNITE [Fire/Status]: Flammable objects in the area ignite. Deal [dice] + damage to everything near a flame, [sum] to those who are burned.

WILDFIRE [Fire/Weather]: Flames spread rapidly and aggressively. All mon save vs Burn at the start of each turn. Damage from Burns is doubled.

RAISE TEMPERATURE [Fire/Maneuver]: Extinguish a flame and gain a Move Dice and increase Sp.Atk by one step.

FLAME RING [Fire/Energy]: Create a flame wall along a surface (5 x sum) feet long in any shape. Lasts until the end of the battle and deals [sum] damage to those who touch it.

ERUPTION [Fire/Special]: An existing fire explodes in flame, burning itself out. Deals [sum] + [highest] to all nearby.

CONSUME [Fire/Status]: Pull the heat from a target. Remove a Burn from a target to heal for [sum].


BUG

BUG BITE (Bug, Physical): Deal [sum] + [dice] damage. If this attack knocks out the enemy, heal [sum] + [dice] health. 

BUZZ (bug, status) Target is taunted, and receives a [sum] penalty to save against other statuses.

COLONIZE (Bug/Special) - Summon a swarm of insects to colonize the target at the start of your next turn. Each turn decide if they deal [dice] damage, inflict Drain, or Poison the target.

EXOSKELETON (Bug/Status): increase Def. or SpDef. by [sum]. Cannot improve both stats in this way.

NECROTIZE FLESH (Bug/Energy): Reduce target's SpDef and raise their Def by [sum], then deal [sum] damage.

ENVENOM (Bug/Physical): Deal [sum] damage and target is poisoned.

SILK SPLATTER (Bug/Maneuver) Fire either sticky or slippery web over a (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) sized area. Sticky webs Snare and slippery webs Knockdown.

STING (Bug/Maneuver): Usable any time. Deal [sum] damage. 1 MD only.


GRASS

SPROUT (Grass/Physical) - Deal [sum] damage and target is affected by Drain.

ROOT (Grass/Status) - Heal for [sum], then an additional [dice] at the start of each turn. Only usable outdoors. Lasts until you move.

OVERWHELMING SPORES (Grass/Status) - Vanish in a cloud of spores. Add sum to your Sp.Def vs mon outside the cloud. Targets inside save v paralysis.

TOXIC NEEDLE (Grass/Physical) - Deal [sum] damage and target is poisoned.

PHOTOSYNTHESIS (Grass/Status) - Heal for [sum], then an additional [dice] each round. Lasts until you break line of sight with the sun.

VINES (Grass/Physical) - Snare [dice] target(s) with vines. Use a maneuver to move or deal 1d6 damage to mon Restrined in this way. 

ENTANGLING SHROUD (Grass/Special) - Grow brambles or webs that block line of sight and movement through a (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size area.

SUN BEAM (Grass, Special) - Roll and expend all remaining MD to deal [sum] damage. If under the effects of Root or Photpsynthesis, roll another 1d6 toward [sum] for each.


EARTH

FRACTURE (Earth/Physical) - Aoe. Deal [sum] damage to everything that is Snared. [Dice] damage to everything touching the floor.

BOULDER TOSS (Earth/Physical) - Toss an object or chunk of ground that is (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size. Deals [sum] + [dice] damage.

CRYSTALLIZE (Earth/Status) - Gain [dice] damage absorption.

FLUIDIZE GROUND (Earth/Physical) - Everyone touching the ground is Snared with a [sum] penalty to Def.

SUDDEN SHIELD (Earth/Special) - Use as a reaction. Quickly summon a sheet of rock in reaction to an attack. Reduce damage from an incoming source move's power [sum]. If this reduces the damage to 0, all secondary effects are canceled as well.

SHATTER (Earth/Special) - Reduce target's Def by [sum] and deal [dice] damage.

SAND FLING (Earth/Special) - Aoe. Targets in a cone save v blind with a [dice] penalty to their save.

SINK HOLE(Earth/Physical) - Open a  (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) sized crack. Affected targets of appropriate size and touching the ground are swallowed by the earth. Banned from legal battles.


FLYING

GUST (Flying/Physical) - Deal [sum] damage and target is knocked down.

GALE (Flying/Weather) - All non-flying mon save v knocked down. Increase damage dice [dice] steps. The wind persists.

DUST DEVIL (Flying/Weather) - All targets Save v Blind each round for [dice] rounds. Targets include all non-flying, non-rock or -ground type mon.

SQUALL (Flying/Special) - Deal [sum] damage and save v effect. Effect changes based on the current environment. Blind if it's dusty, Drench if raining, Burn if hot and dry, Fear if spooky, Freeze if cold, Snared if there's lots of ropes about. You get it.

SONG (Flying/Status) - [Dice] targets save v sleep.

DIVE BOMB (Flying/Maneuver) - Resolve [dice] attacks. If target is knocked down, resolve twice that many.

FURIOUS CLAW (Flying/Physical) - Resolve [dice] attacks. Target saves vs Blind.

HURRICANE (Flying/Weather) - Wind increases each round until it reaches [sum] indicating the hurricane has arrived. Once so, all who are exposed save v Blind and receive [sum] damage each round.


COMBAT

TAKEDOWN [Combat/Maneuver]: Deal [sum] damage. Target is Snared. Can maneuver to deal 1d6 damage to mon Snared in this way.

HEADCRANK [Combat/Status]: Deal [dice] damage. Snared opponents lose [dice] MD.

SUBMISSION [Combat/Physical] - Only useable on Snared mon. Deal [sum] + your physical attack damage. If this move doesn't KO then it does nothing.

HEADBUTT [Combat/Special]: This move may be used at any time. Deal sum damage. Maximum one dice.

FOOTWORK [Combat/Status]: Gain [sum] Atk. and immediately take another action.

JAB [Combat/Maneuver]: Roll 1 MD. Deal 1 damage and increase physical damage die by one step.

STYLE BENDER [Combat/Maneuver]: Inflict Stagger, Knockdown, or Snare on your target. Expend 1MD.

SPINNING TORNADO KICK [Combat/Physical]: Resolve [sum] attacks. for each attack that misses, deal 1d4 damage to yourself.


PSYCHIC

PRESSURE (Mind/Special) - Target takes [sum] damage and is Confused.

MENTAL BARRIER (Mind/Status) Target forgets [dice] moves. After the first turn, remember 1 move per round.

FATIGUE (Mind/Status) - Reduce target's Atk and damage dealt by [dice].

FLOW STATE (Mind/Status) - MD only expend on a 1 for the next [sum] rounds.

REPRESSION (Mind/Status) - Target loses benefits of type and ability for [sum] rounds. Save to end. Or target forgets something that recently happened.

MASS PHOBIA (Mind/Status) - [dice] targets save vs fear.

TELEKINESIS (Mind/Physical) - Move an object that is (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size. Deals [sum] + [dice] damage on impact.

MIGRAINE (Mind/Special) - Confused target takes [sum] + [dice] damage and is paralyzed.


DARK

DOUBT (Dark/Status) - Target must perform the same action as their last turn. Reduce Target's Bond by [sum].

DARK WALK (Dark/Maneuver) - Expend 1 MD. Teleport to a shadowy location you can see as a Maneuver. Ongoing.

HEAD GAMES (Dark/Special) - [dice] targets lose 1 MD.

DISTRACTION (Dark/Physical) - Deal [sum] damage and target cannot save vs ongoing conditions this round.

CHEAT (Dark/Physical) - You may use a maneuver to resolve a standard attack [dice] times.

BEAT UP (Dark/Physical) - Resolve [sum] attacks, each dealing 1d4. Attacks deal 1d8 damage if the target has lower Bond.

POKE (Dark/Maneuver) Useable as a maneuver. Deal [dice] damage and target is blinded.

RABBIT PUNCH (Dark/Physical) Deal [sum] damage and target is paralyzed. If they have lower bond, the target is Poisoned and Confused. Only useable once per battle.


LIGHT

BRILLIANCE BEAM (Light/Special) - Deal [sum] damage and target is blinded.

SUPERPOSITION (Light/Status) - simultaneously exist at [dice] additional locations linked by sight. You can see and move as normal from each location. You may collapse to one location at any time. Interacting with the environment in any way causes you to instantly collapse to one location.

ILLUMINATE (Light/Status) - shine a bright light, granting [sum] Atk and SpAtk to allies.

REVEAL (Light/Status) - reveal what is hidden in a (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size area.

CLEANSING LIGHT (Light/Status) - [dice] targets are cleansed from one ongoing effect. Must be within line of sight. MD are expent.

INNERVATE (Light/Status) - provide target with [dice] MD and [sum] Sp.Atk.

PRISM (Light/Special) - create [dice] 10' x 10'  planes of solid light in any orientation within sight. Each reduces the damage of moves passing through them by [sum] and can support weight up to the caster's weight x [dice]. Breaks in [dice] minutes or if loaded with more weight than it can hold.

QUANTUM ENTANGLEMENT (Light/Physical) - lock the relative position of dice targets. At 1 dice the target is locked to you. Targets are connected as if by an iron rod. When one moves the other is moved in the same direction. Lasts until LOS is broken between the targets. Strength/weight is still a factor and may limit movement.


GHOST

MASK (Ghost/Special) -  Touch an unconscious creature and create a spectral mask. When you wear the mask you may take the form of the creature [dice] times before the mask fades.

FINGER OF DEATH (Ghost/Energy) - Expend all MD. Deal [sum] + [highest] damage, or double that if the target is aflicted with a status condition. This move deals no damage if it does not knock out the target.

TOMBSTONE (Ghost/Special) - A spectral tombstone appears in the air with the name and age of the target on it. If floats toward them for [dice] rounds. If they are sleeping when it arrives...

DANSE MACABRE (Ghost/Status) - Summon spirits to danse with [dice] targets. Targets are Snared and must chose between also being Drained or Asleep.

CHORUS (Ghost/Special) - Summon [dice] spirits. Each has 1hp, 1d4 damage die, and 6's in all stats. They act at the end of your turn.

IMMATERIAL (Ghost/Special) - You are immune to physical damage for the duration and may pass through [dice] objects.

POLTERGEIST (Ghost/Maneuver) - Summon a spirit to aid you. Deal [sum] damage. In future rounds use a maneuver to inflict Frostbite, Itch, or Ensorcell.

SPIRIT WORLD (Ghost/Weather) - Fog and shadows creep in. Creepy music describes your actions and amplifies your jumpscares. All non-ghost type mon save vs fear each turn.


TOXIN

ENFEEBLING STING (Toxin/Physical) - Deal [sum] damage and target is Poisoned. Target also reduced physical damage die by one step when initially effected by this poison.

NEURAL TOXIN (Toxin/Special) - Deal [dice] damage and target is Poisoned. Target loses 1 MD when poison ends.

PSYCHOACTIVE PARANOIA (Toxin/Special) - Deal [dice] damage and target is Poisoned and Confused. Can also be used to go on a spiritual journey with a legamon. Save after 8 hours of hallucinations to learn something new.

NOXIOUS CLOUD (Toxin/Special) -  Aoe (1 dice - trainer, 2 dice - cow, 3 dice - semi, 4 dice - house) size. Targets Save v Poison and Paralysis. If already poisoned, take [sum] damage.

BIOAGGRESSIVE VENOM (Toxin/Status) - If the target is poisoned, they are also confused and paralyzed.

SELF ADMINISTER (Toxin/Status) - This mon is now poisoned. End another status condition and gain [sum] Sp.Atk or Atk.

SECRETE ACID (Toxin/Physical) - When next hit by a physical attack, attacker takes [sum] + [dice] damage.

INOCULATE (Toxin/Maneuver) - Remove a Poison effect from this mon to increase physical or special attack die by [dice] steps.


NORMAL

GETEM (Normal/Physical) - Deal [sum] damage. If the target has attacked a trainer, you may deal [bond] damage instead.

TAKE (Normal/Physical) - Deal [sum] damage and take one held item from the target.

WRESTLE (Normal/Status) - Target is Snared and Taunted. Save to end the effect.

PANT (Normal/Status) - Regain [sum] hp then make a maneuver.

GUARD (Normal/Maneuver) - Gain [sum] to your Def.

SUPPORT (Normal/Status) - Target gains [dice] MD. The target may make take an immediate save vs a status condition.

CUTE FACE (Normal/Status)  - Decrease [dice] mon's physical attack damage to d4. Target's may save each time damage is done by this mon.

POWER OF FRIENDSHIP (Normal/Energy) - Display loyalty and valor in equal parts to deal [sum] + [level] + [dice] damage to an enemy. This damage is psychological and the target's hp returns after this battle.


1 comment:

  1. Truly superb moveset. Very good. I applaud. Cheers, Oblid

    ReplyDelete

Updated Moves List for BTEWv2

The Lieutenant already gave you the rundown on moves at boot camp . This is an update to that post and will serve as a reference when statin...