Dark Moves
From Pokemon Tabletop Wiki
Contents
Moves by Type
Tier 1
Bite ✦ Dark Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Dark Damage. If the target has higher initiative than you, they become Flinched. | |
Critical or SE: Make a free Grapple against the target. | |
Boost: The attack is automatically a Critical Hit on a hit, or deals Resisted damage on a miss. |
Brutal Swing ✦ Dark Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, All Adjacent Targets ✦ vs Evasion | |
Hit: 2d6 Physical Dark Damage. | |
Miss: Push 1. | |
Boost: +1d6 Damage. Resisted Damage on miss. All targets are Marked by you for one full round. |
Coward's Bop ✦ Dark Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Dark Damage. Disengage 3 after resolving this attack. | |
Miss: Disengage 5 after resolving this attack. You may Hide as a Free Action if you meet all conditions to do so. | |
Boost: +2d6 Damage. Resisted Damage on a Miss. |
Crunch ✦ Dark Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Dark Damage. If the target begins and ends their next turn adjacent to you, they lose two Ticks of HP. | |
Boost: +2d6 Damage. Resisted Damage on miss. Increase the HP loss on remaining adjacent to three Ticks. |
Depressive Episode ✦ Dark Type | |
1 AP, At-Will ✦ Strike | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: 2d6 Special Dark Damage. | |
Critical or SE: The target is Slowed (save ends). |
Fake Tears ✦ Dark Type | |
1 AP, At-Will ✦ Trick, Social, Limited | |
Targets: Range 8, 1 Target ✦ vs Resolve | |
Hit: The target is Vulnerable for one full round, and if it attacks you during the next full round, it becomes Weakened for one full round after the attack resolves. |
Nasty Plot ✦ Dark Type | |
2 AP, At-Will ✦ Maneuver, Buff | |
Targets: Self | |
Always: Gain one Charge of the Special Scheme Buff. As long as you have any Charges of the Special Scheme Buff, gain a +6/8/10 bonus to all damage dealt by Ranged Special attacks. You may spend a Special Scheme Buff as a Free Action on your turn when you miss all targets with a Special attack to repeat that attack against a different target (or set of targets). Include the Special Scheme Buff bonus damage on this attack. You may only spend one Special Scheme Buff each turn. | |
Boost: Immediately gain 2 AP which you can only spend on Tricks and Maneuvers. |
Snarl ✦ Dark Type | |
2 AP, At-Will ✦ Strike, Social, Sonic | |
Targets: Cone 2 ✦ vs Resolve | |
Hit: 2d6 Special Dark Damage. | |
Always: The targets deal Special Damage as if Resisted one step further until the end of their next turn (Limited). | |
Boost: Snarl becomes your choice of a Cone 3 or a Burst 1. Half damage on miss. |
Taunt ✦ Dark Type | |
1 AP, At-Will ✦ Trick, Social, Limited | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: The target becomes Enraged (Save Ends). |
Torment ✦ Dark Type | |
1 AP, At-Will ✦ Trick, Social | |
Targets: Range 4, 1 Target ✦ vs Resolve | |
Hit: Roll 1d6, and apply the resulting effect. 1: The target loses a Tick of hit points, 2: The target is Enraged (save ends), 3: The target is Infatuated with you (save ends), 4: The target is Confused (save ends), 5: The target is Slowed (save ends), 6: The target is Blinded until the start of your next turn. |