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 Grass-type Moves

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Tuujaimaa




Posts : 835
Join date : 2010-04-20
Age : 29
Location : Englishland.

Grass-type Moves Empty
PostSubject: Re: Grass-type Moves   Grass-type Moves I_icon_minitimeSun Jul 19, 2020 12:43 pm

Elemental Quickfacts:

Weaknesses: Fire, Ice, Wind
Resistances: Light, Water

Innate Ability: Germination

The Grass-type begins the battle entrenched, and has extended their roots into an area around them, [3 + [[Level]/10]] in radius, that is treated as difficult terrain. If the Grass-type leaves their entrenched zone, it begins to die over the course of two exchanges, reducing its radius by half of its maximum each exchange. Returning to the entrenched zone will halt the process, but will not return the area to its original size.

At the beginning of each exchange, if the Grass-type has no entrenched area, they create a new area beneath their current location and lose 50% of their maximum HP.

Innate Ability: Nature's Path

The Grass-type ignores difficult terrain, but treats areas that are not difficult terrain as if they were difficult terrain.

Innate Ability: Sow and Reap

As the Natrelmon spends AP on channelled Grass-type moves, they unlock certain benefits within their entrenched zone.

- 10 AP: Allies within the zone gain Regeneration 1 at the start of each exchange.
- 30 AP: Whenever the Grass-type channels, their channel begins as if it had already spent one exchange channelling (and as if 4 AP had been contributed in that turn).
- 50 AP: Healing effects are 50% more potent, and the Grass-type is immune to grievous wounds while within the area.

Lifeburst - [3 - 6 AP]
Level 1

The Grass-type condenses energy in a small area, two feet in radius, that gathers over the course of three seconds. After three seconds have passed, the area explodes and does [Minor / Moderate / Major / Extreme] Grass-type damage to enemies within the area, and one stage less than that to enemies that are two feet in radius outside of that area.

Photogenesis [-]
Level 2

The Grass-type channels, spending as much AP as it likes to do so. At the end of its post, the Grass-type heals an amount equal to the AP spent in this fashion.

Accelerated Growth [3 AP]
Level 5

The Grass-type gains [5 + [Level/10]] temporary HP that lasts for two exchanges. Accelerated Growth has a cooldown of three exchanges.

If the Grass-type has only spent AP on channelled moves at the end of its turn, the temporary HP no longer has a duration and // does not incur its cooldown.

Passively, overhealing that the Natrelmon receives becomes temporary HP, up to a maximum of [[10 + [[Level]/10]].

Blessing of Yggdrassil [-] - Costs 8 HP
Level 10

The Grass-type sacrifices a certain amount of health in order create a Sapling of Yggdrassil within their entrenched zone. The sapling starts with health equal to the amount of health sacrificed to create it, and has no maximum HP limit. The sapling can be attacked.

The sapling maintains the entrenched zone the Grass-type created as if the Grass-type were within it, but the zone dies as normal if the sapling dies.

When the Grass-type uses Blessing of Yggdrassil, they may create a new entrenched zone without paying an HP cost.

Solar Flare [-]
Level 12

The Grass-type channels, spending as much AP as it likes, to concentrate glowing energy in a three foot radius column. Enemies that enter the area take [[Level]/10] damage (rounded down), and cumulatively increase that damage for each exchange they remain within the area.

For every 4 AP spent channelling, the area lasts for one exchange after the channel ends.

The Grass-type can change the location of the energy at the beginning of its exchange, but must remain channelling for the entire exchange to do so.


Pollen Burst [3 AP]
Level 14

The Grass-type creates a burst of pollen on the ground, ten feet in radius, that rises by ten feet every exchange until it reaches 40 feet high. The pollen is treated as difficult terrain. The pollen does no damage initially, but deals escalating Grass-type damage, beginning at minor, for every exchange beyond the first spent within it.

Ensnaring Roots [2 AP]
Level 16

The Grass-type sends a wave of roots out through the ground, two feet wide and up to twenty feet long, that travels at a rate of 5 feet per second. Ensnaring Roots can also travel through Pollen Burst.

Enemies hit by the wave of roots are rooted for 1.5 seconds.

The roots persist for [[1 + [[Level]/20]] exchanges, rounded down, and will root anyone that comes into contact with them (a maximum of one time).

Life Begets Life [2]
Level 20

Until the end of the next exchange, whenever the Grass-type loses HP, they gain that much temporary HP. This effect does not trigger from losing temporary HP.

Purification [6 AP]
Level 26

The Grass-type cleanses itself and is able to move outside of the bounds of its entrenched zone without it dying for two exchanges. Purification has a six exchange cooldown.

Parasitic Growth [-]
Level 30

The Grass-type's attacks leave lingering seeds on their targets that feed from their essential energies, giving them the sapped debuff for three exchanges. Enemies with the sapped debuff may channel for one exchange to remove the debuff, spending at least 4 AP, but this AP contributes towards the Grass-type's innate.

The Grass-type may channel, spending any amount of AP, to deal one instance of minor Grass-type damage per 4 AP spent to any target that has the sapped debuff (regardless of distance). This damage increases by one stage for every two exchanges that the channel has been maintained.

Glorious Rebirth [-]
Level 40

Once per battle, when the Grass-type would faint or die, it is reborn at the location of its nearest sapling.

Secret Garden [-]
Level 50

The Grass-type can now make one of its Saplings of Yggdrassil permanent in each city and its surrounding areas.
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