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POTHS optional combat rules

IHihavemorestuff•Created August 19, 2023
POTHS optional combat rules
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list of feats: versatile hidden power: see the project potent hidden power: cost-3, prerequisites-hidden power description: allows you to move 1 distance level when you use hidden power. you also qualify for move related feats of your hidden power type (you may only qualify for three types of moves if you have the versatile hidden power feat.) potent psychic: cost-5, prerequisites-the move psychic is known, at least 3 will description: if you deplete a target's hp with psychic, you can move the target 1 distance level in a direction of your choice and remove one of the target's actions. this effect can only trigger once per round iron offence: cost-4, prerequisites-iron defense, at least 3 strength, description: when you use the move "iron defense," your strength increases by 1 stage as well as the normal stat changes Stat change master: cost-4, prerequisites-none description: the maximum boosts you can have in a stat is increased to 10 and your maximum total stat boosts is increased to 30 Illusionist: cost-5, prerequisites-the ability illusion and at least 2 Will Description: you can maneuver your illusions to the degree that you can use your actions to add your Will to your armor class and to your attacks berry item: cost-2, prerequisites-none description: once per battle, you can consume a single berry using your action, gaining its effects. when you choose this feat, choose one of the following berries: oran berry: heals 5 hp sitrus berry: heals 3 hp and 5 stamina leppa berry: heals 10 stamina standard stat boosting berry(liechi berry, salc berry, etc...): increases a stat by 2 stages starf berry: increase a stat of your choice by 1 stage super effective type resistance berry(rindo berry, chople berry, etc...): the chosen type is no longer super effective against you for 3 turns. status healing berries(pecha berry, rawst berry, etc...): heal the status condition the berry corresponds to and regain 3 hp lum berry: heal any two status conditions you are currently affected by lansat berry: increase Will and Strength by 1 enigma berry: if you are damaged by a super effective attack within the next three turns, heal 5 hp and 5 stamina after taking the damage, this does not activate if the attack reduces your hp to 0 custap berry: you have an additional action on your next turn you can take item feats multiple times Choice item: cost-2, prerequisites-none you may use your action to equip a choice item or doff a choice item of your choice when you take this feat, while a choice item is equipped, the corresponding stat is increased by 5 at base and your non-boosting moves and standard attacks require an additional action to use, items of the same name in this category don't stack choice band: increase strength choice specs: increase will choice scarf: increase mobility item feats can be taken multiple times simple power boosting item: cost-2, prerequisites-none you may use your action to equip or doff a simple power boosting item chosen when you take this feat, the effects of items with the same name in this category do not stack. wise glasses: increase will by 1 muscle band: increase strength by 1 type boosting items(hard rock, soft sand, etc...): increase damage of moves of a specific type by 3 expert belt: increase the damage of super effective moves by 3 item feats can be taken multiple times passive healing items: cost-3, prerequisites-none description: you may use your action to equip or doff a passive item chosen when you take this feat, only one item in this category can be active. leftovers: regenerate 1 stamina at the end of your turn shell bell: regenerate 1 HP when you damage an opponent's hp with an attack black sludge: regenerate 1 stamina at the end of your turn if you are a poison type, otherwise, lose 1 stamina at the end of your turn item feats can be taken multiple times defensive items: cost-3 to 9, prerequisites-varies description: you may use your action to equip or doff a defensive item chosen when you take this feat, items of the same name do not stack. eviolite: increase durability by 5, costs 9 points, you must be not fully evolved to benefit from this item assault vest: increase durability by 5, while this item is equipped, you cannot use status moves, dodge, or move away from an enemy consciously focus sash: increase armor class by 7 while at full health, if your hp is reduced to 0 from full health, you survive with 1 hp, after this happens, you cannot benefit from the focus sash for the rest of the combat focus band: if your hp is reduced to 0, you survive with 1 hp, you cannot benefit from this effect if your current hp is 1 item feats can be taken multiple times - more feats https://scratch.mit.edu/projects/886464469/

Description

give me suggestions for new feats and how various status moves and abilities work clarifications: super effective attacks add your strength/will to your damage an additional time, similar to extra effort. quad weaknesses do 3 extra damage on top of the super effective bonus. when using extra effort with a super effective attack, only add half your strength/will rounded down on top of the super effective bonus moves and abilities that cause stat changes like intimidate and work up or something similar like unburden increase stats by 1 per stage/effective stage to a maximum of 6 stages, ex: the ringmaster eats a leichi berry, increasing his strength by 1, causing unburden to activate, boosting his mobility by 2. standard attacks cost 1 stamina. Stat boosts don't affect stamina or hp Stored power and power trip have been nerfed to 1 power instead of 2 and are capped at 20 power items can be equipped or doffed at the start of combat unless stated otherwise the dodge action subtracts from the damage dealt to you, damage that goes above your hp is not counted there is only 1 exception to the PP rule, that would be Endure, this move costs only 1 stamina to use entry hazard moves work like this: when you use an entry hazard move, anyone who enters melee range of you suffers the effect of the hazards until you move Spikes: decreases hp by the number of stacks set up (3 max) Stealth rock: decreases hp by 2 if you are normally effected by rock, 1 if you resist rock, 4 if you are weak to rock toxic spikes: inflicts poison

Project Details

Project ID884103957
CreatedAugust 19, 2023
Last ModifiedSeptember 13, 2023
SharedAugust 22, 2023
Visibilityvisible
CommentsAllowed