Fairy Moves
From Pokemon Tabletop Wiki
Contents
Moves by Type
Tier 1
Aromatic Mist ✦ Fairy Type | |
1 AP, At-Will ✦ Maneuver | |
Targets: Burst 1 ✦ vs Resolve | |
Hit: You may Slide all targets up to 1 square each. | |
Always: Allies may choose to willingly be hit by this attack. Create a Burst 1 Aura around you that lasts until the end of the Scene. The first ally in your Aura to take Special Damage each Round has +3/4/5 Armor against that damage. | |
Boost: Range and Aura become Burst 2. |
Charm ✦ Fairy Type | |
1 AP, At-Will ✦ Trick, Social, Limited | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: The target chooses: either become Weakened for one full round, or it must immediately Move towards you, getting as close as possible. This consumes its next Move Action. |
Crafty Shield ✦ Fairy Type | |
1 AP, Scene x2 ✦ Maneuver | |
Targets: Zone | |
Always: Create a Zone in a Burst 1 centered on you, including your square, that lasts for one full round. As long as they’re in the Zone, you and your allies may make a Save whenever they’re hit by a Trick. On a success, they are immune to all of the Trick’s effects. |
Disarming Voice ✦ Fairy Type | |
2 AP, At-Will ✦ Strike, Sonic | |
Targets: Burst 1 ✦ vs Resolve | |
Hit: 1d6 Special Fairy Damage. | |
Always: All targets have +1 Bane on Accuracy Rolls against you for one full round. You may Disengage 1. | |
Boost: +1d6 Damage. Resisted Damage on miss. On a hit, targets that target you with a Strike before the end of their next turn become Weakened for one full round. This effect applies before damage is resolved. |
Draining Kiss ✦ Fairy Type | |
2 AP, At-Will ✦ Strike, Drain | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Special Fairy Damage. | |
Critical or SE: On their next turn, the target becomes Slowed until the end of their turn if they move away from you. | |
Boost: +2d6 Damage. Resisted Damage on a miss. |
Glimmer Ray ✦ Fairy Type | |
2 AP, At-Will ✦ Strike | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: 3d6 Special Fairy Damage. | |
Always: Glimmer Ray creates a Zone in a line between you and the target that lasts for one full round. Attacks that target through this Zone take +1 Bane to Accuracy Roll. | |
Boost: Targets a Line 6, Friendly. Resisted Damage on miss. Allies caught in the Glimmer Ray add +1 Boon to their next Accuracy roll made before the end of their next turn. |
Mischief ✦ Fairy Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Resolve | |
Hit: 2d6 Physical Fairy Damage. | |
Always: The user may switch places with the target. |
Play Rough ✦ Fairy Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 3d6 Physical Fairy Damage. | |
Always: The target chooses—you get to perform a Grapple against them as a Free Action, or they take a -5 penalty to all Physical Damage Rolls until the end of their next turn. | |
Boost: +2d6 Damage. Resisted Damage on a Miss. On a Hit, do both options instead of the target choosing. |