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Combat Quick Reference
Topic Started: Dec 26 2010, 06:09 PM (243 Views)
Ace_Conway
Disciple
[ * ]
Paralysis
Paralysis

Asleep

Burned

Poisoned

Frozen

Flinch

Confused

Infatuation

Critical Hit

Basic Terrain -
Basic Terrain affects which Speed Capability you use to Shift.

Earth Terrain -
Earth Terrain is underground terrain that has no existing tunnel that you are trying to Shift through. You may only Shift through Earth Terrain if you have a Burrow Capability.

Regular Terrain -
Regular Terrain is dirt, short grass, cement, smooth rock, indoor building etc. Shift through Regular Terrain, per meter or space as normal.

Surface Terrain -
Surface Terrain is Water that is deep enough for a Pokemon or Trainer to stand waist level in. A Pokemon Shifting through Surface Terrain uses its Surface Capability for its Shift value. What is Surface Terrain for one person or Pokemon might not necessarily be Surface terrain for all Pokemon or Trainers, depending on their height.

Underwater -
Underwater Terrain is any water that a Pokemon or Trainer can be submerged in. You may not move through Underwater Terrain during an encounter if you do not have an Underwater Capability.

Hindering Terrain -
Hindering Terrain modifies both how Pokemon Shift and how Pokemon Target anything.

Blocking Terrain -
Blocking Terrain is any wall, mountain or structure in general that you would not be able to naturally walk through. You cannot Shift through Blocking Terrain, you cannot target through Blocking Terrain. If the object creating Blocking Terrain allows, you may travel over Blocking Terrain or target over Blocking Terrain.

Rough Terrain -
Rough Terrain is anywhere with enough debris or brush around so that Trainers are up to their waists in terrain. Some examples of Rough Terrain is scorched earth, building debris, forests, mountainsides, etc. When Shifting through Rough Terrain, Trainers and their Pokemon treat every meter, or space, as two meters, or two spaces. When targeting through Rough Terrain, you must roll +2 during Accuracy Check to hit. Space occupied by other Pokemon is considered Rough Terrain.

Difficult Terrain -
Difficult Terrain only modifies how Pokemon Shift during their turn. More rules for Difficult Terrain will be added in the future.

Icy Terrain -
Pokemon moving on Icy Terrain do not stop moving in the direction they start moving until they hit Blocking Terrain or leave Icy Terrain. If a Pokemon Shifts towards a Target on Icy Terrain, they stop adjacent to the Target and the Target is Shifted in the direction opposite of the Shifting Pokemon until they hit Blocking Terrain or leave Icy Terrain. A Pokemon may choose to make a Stop Check instead of using a Move during their turn to stop Shifting as a result of Icy Terrainís effect. The check on 1d20 must be 14 or higher.

Sandy Terrain -
Sandy Terrain is not basic sand on the ground. Sandy Terrain is loose, grainy sand that youíd find in a desert. While moving on Sandy Terrain, Pokemon who do not have a Burrow Capability or the Sand Veil Ability treat all of their Speed Capabilities as if they are Shifting through Rough Terrain.
Attack stat:
The Attack stat is used to calculate damage when making a physical based attack. After calculating damage, add the value of your Pokemonís Attack stat to Melee attack damage and Ranged* attack damage.

Defense stat:
The Defense Stat is used when you recieve damage from a Melee or Ranged* Move. Subtract the Defense stat from Damage from Melee or Ranged* Moves. You may add 1 to your Evasion bonus for every 5 points in Defense when targeted by a Physical Move.

Sp. Attack stat:
The Special Attack stat is used to calculate damage when making a special based attack. After calculating damage, add the value of your Pokemonís Special Attack stat to Ranged attack damage and Melee* attack damage.

Sp. Defense stat:
The Special Defense Stat is used when you recieve damage from a Ranged or Melee* Move. Subtract the Special Defense stat from Damage from Ranged or Melee* Moves. You may add 1 Evasion bonus for every 5 points in Sp. Defense when targeted by a Special Move.

Speed stat:
The Pokemon with the highest Speed stat goes first during round. You may add 1 Evasion bonus for every 10 points in Speed when targeted by a Move.

You may only add a single Evasion bonus once when targeted.
You may only use the Speed Evasion Bonus, when being targeted by a ** Range Move.
Same-Type-Attack Bonus, or STAB, is a bonus die roll you gain when using a Move that deals damage and has a matching Type with one of the pokemonís Type.
This is the Stab Chart.
1-10 1d4
11-20 1d6
21-30 1d8
When you level up to a Level that ends in the number 1, your STAB value will change.


Combat Stages Ė During battle, the stats of a Pokemon can be altered to buff or debuff a pokemon, making them more formidable or less threatening. During battle, any stat can only be only be risen or lowered up to six times positively or six times negatively. This makes a scale, from -6 to +6 that can be altered as many times as the battle allows but never more then +6 Combat Stages or less than -6 Combat Stages. If a pokemonís stat is raised a Combat Stage during battle, they gain a 25% bonus the buffed stat, rounded down. If a pokemonís stat is lowered one Combat Stage during battle, they lose 12.5% of the affected stat rounded up. This means that if a stat has raised 6 Combat Stages; its affected stat should be 250% of its original value. If a stat has been lowered 6 Combat Stages, its affected stat should be 25% of its original value. For every 2 Combat Stages the Speed stat is raised, the Pokemonís Speed Capabilities are raised 1 value. For every 3 Combat Stages the Speed stat is lowered, the Pokemonís Speed Capabilities are lowered 1 value. Speed Capabilities may not be lowered below 1 and may not be raised above 10, or 5 for Burrow and Underwater
Edited by Ace_Conway, Dec 26 2010, 06:26 PM.
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