Special Effects
Moves have many Special Effects. There are some that are unique to only one move, but most that have a Special Effect will have one from a standardized selection of happenings. These can be categorized as Status Effects, Stat Changes, and Other Special Effects.
Status Effects
Status Effects represent bad things happening to a pokémon beyond the simple damage a move might inflict. These can cause damage and hindrance during battle, and some of them can even last outside of battle if applied during an Expedition! Note that all Status Effects are considered cured on completion of an Expedition or Trainer Battle.
Note: Wild pokémon are not as well trained as ... trained mons, especially when it comes to shaking off unpleasant effects. Any time you see a requirement to roll for removal, a wild pokémon's value will be 1+(1 per rank) - so 1 for starter, 2 for beginner, 3 for amateur, and 4 for ace!
Burn:
Battle Effect: Inflicts 1 point of damage at the end of each round.
Expedition Effect: Inflicts 1 point of damage after every exploration roll.
Removal: After Burn deals damage, roll Dex+Athletic. Removed after a total of 4 successes across all rolls. (TEMP: For now, roll 2 for Starter AI and 3 for Beginner AI.)
Immunity: Fire types are not affected by Burn.
Deadly Burn:
Battle Effect: Inflicts 2 points of damage at the end of each round.
Expedition Effect: Inflicts 2 points of damage after every exploration roll.
Removal: After Burn deals damage, roll Dex+Athletic. Removed after a total of 6 successes across all rolls. (TEMP: For now, roll 2 for Starter AI and 3 for Beginner AI.)
Immunity: Fire types are not affected by Deadly Burn.
Confusion
Battle Effect: -1 to all moves' Accuracy values. If a move misses, the user takes 1 damage.
Expedition Effect: None.
Removal: Expires automatically after 5 rounds or the end of battle.
Immunity: None.
Flinch
Battle Effect: The pokémon loses its next turn and cannot Evade or Clash this round.
Expedition Effect: None.
Removal: Expires automatically after 1 round.
Immunity: None.
Frozen
Battle Effect: The pokémon cannot perform any actions.
Expedition Effect: None.
Removal: Roll Str + Athletic at the end of each round. Removed after a total of 4 successes across all rolls. Fire-type pokémon need only one success to break free. If the pokémon is not freed by the end of battle, its HP is reduced to 0 and it faints. (TEMP: For now, roll 2 for Starter AI and 3 for Beginner AI.)
Immunity: Ice types are not affected by Frozen.
Paralysis
Battle Effect: The pokémon suffers -2 Dex until it is cured.
Expedition Effect: The pokémon may not make any rolls for events until cured.
Removal: Can only be cured with a healing item.
Immunity: Electric types are not affected by Paralysis.
Poison
Battle Effect: Inflicts 1 point of damage at the end of each round.
Expedition Effect: Inflicts 1 point of damage after every exploration roll.
Removal: Can only be cured with a healing item or by fainting.
Immunity: Poison and Steel types are not affected by Poison.
Sleep
Battle Effect: The pokémon can't take any action until it wakes up.
Expedition Effect: None.
Removal: Roll Ins at the beginning of each round. Removed after a total of 5 successes across all rolls. Automatically removed at the end of battle. (TEMP: For now, roll 2 for Starter AI and 3 for Beginner AI.)
Immunity: None.
Stat Changes
Some moves raise or lower a pokémon's stats. These stat changes will be stated explicitly in the move's description and should be noted alongside other long-term effects. A stat change stays in effect until a pokémon is swapped out of battle or the battle ends, unless another move says otherwise. Add these changes in whenever a roll would call to use that stat: a +1 Str means you add +1 to any roll calling for Str, and a -3 Dex would take -3 from any roll using Dex, and so on.
Stat changes do not stack, you simply take the strongest modifier. A +2 Dex would be replaced if a +3 Dex move was used, but would stay the same if a +1 Dex move was used. Furthermore, increases and decreases are tracked separately - you could have both a -1 Dex debuff and a +2 Dex buff! In practice, this would "end up" as +1 Dex, but they are tracked separately as they can be replaced separately as well.
Note that stat changes only change the indicated statistic, not any derivative ones. For instance, a pokémon suffering from -1 Ins would not need to reduce their Will score, even though Will is calculated using Ins.
Also note: no statistic can go higher than 10 even with increases nor below 1 with decreases! Further increases or decreases will simply be lost.
Other Special Effects
While some moves have special, explicit instructions for their unique Special Effects, others may simply say one or two words indicating a standard Special Effect to be used. Follow the instructions below for these abilities.
Charge: The user does not use a move this round and spends it charging their energy. This move is used for their turn on the next round.
Double Hit: This move is used twice in a row. Roll each use as you would a normal move.
Heal: The target recovers 3 HP.
Full Heal: The target recovers 5 HP.
High Accuracy: This move never misses. Skip this move's To-Hit roll.
High Critical: This move only requires the user to have 3 total successes after Accuracy, not 4, to count as a Critical Hit.
Rampage: Starting in this round, this move is used for 3 turns. No other move can be selected. After the third use, the user is Confused.
Recharge: The user cannot use a move in the round after this as it must recover its energy.
Recoil: After damage from this move is dealt to the opponent, roll a die for every success in the move's previous damage pool. The user takes 1 damage for every success. (Example: Rhyhorn uses Take Down and has a damage pool of 6. They roll 3 successes. After the move is completed against the opponent, the pokémon's player rolls 3d6, one for every previous damage pool success. They roll 1, 5, 4, and so rhyhorn takes 2 damage, one for each success.)
Successive Hits: After this move is rolled and successfully hits, roll it again with -1 Accuracy. If the move hits, roll it again with -2 Accuracy. This effect continues up to a maximum of 5 total uses of the move.
Switch: The user is swapped out for another pokémon on its trainer's team after this move is successfully used. The newly swapped pokémon is not disoriented and may act normally in the next round. This effect cannot be refused/opted out of. If there are no other pokémon available to swap with, this effect does nothing.