Name |
Freq |
AC |
Damage |
Range |
Special Effect |
Contest |
Bone Club |
EOT |
5 |
3d8+10 |
|
Melee, 1 Target |
Bone Club Flinches the target on 18-20 during Accuracy Check. |
Tough - 3d4 - No Effect |
Bone Rush |
EOT |
4 |
1d10+4 |
|
Melee, 1 Target, Scatter |
Bone Rush can hit up to 5 times. Once the user misses, they cannot attempt to make another Bone Rush attack on that turn. |
Tough - 2d4 - Reliable |
Bonemerang |
EOT |
3 |
2d12+8 |
|
Ranged (8), 1 Target, Scatter |
Bonemerang can hit up to 2 times. If Bonemerang misses its first target, you may still use it a second time. |
Tough - 2d4 - Reliable |
Bulldoze |
EOT |
2 |
2d10+8 |
|
Ranged (3), No Target, Burst |
Bulldoze creates a 3-meter Burst. All Legal Targets are lowered 1 Speed Combat Stage. |
Cool - 3d4 - No Effect |
Dig |
Battle |
2 |
3d10+12 |
|
Melee, 1 Target, Dash |
Once you declare the use of Dig, the user is moved underground and their turn ends. On the next turn, Dig’s user may shift, using their Overland or Burrow Speed then uses Dig’s damage. While underground, Dig’s user may not be the target of Moves. For Pokemon users, the second turn is their Trainer’s Command Action, unless the Trainer is unconscious, in which case the Pokemon acts on its own, finishing Dig. *Grants: Burrow +3 |
Smart - 1d4 - Special Attention |
Drill Run |
EOT |
3 |
3d10+12 |
|
Melee, 1 Target |
Drill Run is a Critical Hit on 18-20 during Accuracy Check. |
Cool - 3d4 - No Effect |
Earth Power |
Battle |
2 |
3d12+14 |
|
Ranged (6), 1 Target, Blast |
Earth Power creates a 3-meter Blast. Earth Power lowers the Special Defense of all Legal Targets 1 Combat Stage on 16-20 during Accuracy Check. |
Smart - 2d4 - Round Ender |
Earthquake |
Battle |
2 |
4d12+16 |
|
Ranged (5), No Target, Burst |
Earthquake creates a 5-meter Burst. Earthquake can hit targets using the Move Dig. *Grants: Groundshaper |
Tough - 2d4 - Round Ender |
Fissure |
Center |
15 |
- |
|
Ranged (5), 1 Target, Column |
Fissure creates a Column that is 3-meters wide. All Legal Targets have their HP set to 0. Fissure can hit targets using the Move Dig. |
Tough - None - Big Show |
Magnitude |
EOT |
2 |
See Effect |
|
Ranged (2), No Target, Burst |
Magnitude creates a 2-meter Burst. Roll 1d6. On a result of 1, use 1d4 for damage. On a result of 2, use 1d8 for damage. On a result of 3, use 2d8 for damage. On a result of 4, use 2d10 for damage. On a result of 5, use 3d10 for damage. On a result of 6, use 4d10 for damage. Magnitude can hit targets using the Move Dig. *Grants: Groundshaper |
Tough - 2d4 - Round Ender |
Mud Bomb |
EOT |
4 |
3d8+10 |
|
Ranged (6), 1 Target, Blast |
Mud Bomb creates a 1-meter Blast. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter on 17-20 during Accuracy Check. |
Smart - 2d4 - Round Ender |
Mud Shot |
EOT |
3 |
2d10+8 |
|
Ranged (3), 1 Target, Column |
Mud Shot creates a Column 1 meter wide. All Legal Targets have their Speed lowered 1 Combat Stage. |
Tough - 2d4 - Slow Set |
Mud Sport |
EOT |
- |
- |
|
Ranged (8), 1 Target, Coat |
Mud Sport makes a Coat that resists Electric Moves. Mud Sport can Target Self. |
Cute - 2d4 - Hold That Thought |
Mud-Slap |
EOT |
2 |
1d6+3 |
|
Ranged (2), 1 Target, Column |
Mud-Slap creates a Column 1-meter wide. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter. |
Cute - 3d4 - No Effect |
Sand Tomb |
EOT |
4 |
1d12+6 |
|
Ranged (6), 1 Target, Trap |
Sand Tomb Traps the target for 1d4+1 turns. At the beginning of the target’s turn, if the target is Trapped, roll 1d12 and the target loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Sand Tomb may not trap more then one target at a time. |
Smart - None - Torrential Appeal |
Sand-Attack |
EOT |
2 |
- |
|
Ranged (2), 1 Target, Column |
Sand-Attack creates a Column 1 meter wide. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter. |
Cute - 1d4 - Excitement |
Spikes |
At-Will |
- |
- |
|
Ranged (6), No Target, Hazard |
Set 10 square meters of Spikes, all 10 meters must be adjacent with at least one other space of Spikes next to each other. Spikes cause all foes to lose 1/8th of their full HP when moving onto or over the occupied spaces with an Overland Capability. If there are 2 Layers of Spikes on the same space, the foes lose 1/6th of their full HP. If there are 3 or more Layers of Spikes on the same space, the foes lose 1/4th of their full HP. |
Smart - 2d4 - Hold That Thought |