Normal Moves

From Pokemon Tabletop Wiki

Moves by Type

Tier 1

Block ✦ Normal Type tier 1
1 AP, At-Will ✦ Trick
Targets: Melee, 1 Target ✦ vs Vigor
Hit: The target becomes Slowed and Vulnerable until the start of your next turn.
Boost: On a hit, the target instead becomes Stuck until the start of your next turn. On a miss, apply the normal hit effect.


Channel Power ✦ Normal Type tier 1
1 AP, At-Will ✦ Maneuver
Targets: Range 5, 1 Target
Always: The target becomes Linked to you. If you and the target are ever more than 10 squares apart, this effect ends. While Linked, your ally is treated as if adjacent to you for the purposes of all of your effects which affect allies. You may only have one Linked ally at any given time.


Copycat ✦ Normal Type tier 1
1 AP, Scene x1 ✦ Maneuver
Targets: Range 4, 1 Target
Always: You temporarily learn the last Move used by the target until the end of the Scene.


Double Hit ✦ Normal Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 1d6 Physical Normal Damage.
Special: Roll Accuracy twice for this attack. If both rolls hit, this attack deals +1d6 damage and you may Push 2.


Double Team ✦ Normal Type tier 1
Move Action, Scene x1 ✦ Maneuver, Buff
Targets: Self
Always: You gain two Charges of the After-Image Buff. For each Charge of this Buff you hold, you gain +2 Evasion. Whenever you're missed by an attack due to the Evasion granted by an After-Image, lose one Charge of the Buff. You may also spend one Charge of the After-Image Buff when making a Melee Attack to gain +1 Boon on the Accuracy Roll.


Encore ✦ Normal Type tier 1
1 AP, At-Will ✦ Trick, Limited, Social
Targets: Range 4, 1 Target ✦ vs Resolve
Hit: On the target’s next turn, they must repeat the last attack or Move they used, if possible.


Encourage ✦ Normal Type tier 1
1 AP, At-Will ✦ Maneuver, Limited
Targets: Range 4, 1 Target
Always: Choose one effect below.

- The target may immediately make a Save Check with +1 Boon for one Status Condition they have which is Save Ends. - The target gains a Tick of Temporary Hit Points. - The target may stand up from Prone or attempt to break free from a Grapple as a Free Action.


Fake Out ✦ Normal Type tier 1
2 AP, At-Will ✦ Trick, Limited
Targets: Melee, 1 Target ✦ vs Resolve
Hit: The target becomes Weakened for 1 round, and Paralyzed (Save Ends).
Miss: The target must make a Save Roll; if they fail, they also become Paralyzed (Save Ends).
Always: You may Disengage 2 after using Fake Out.


Flash ✦ Normal Type tier 1
1 AP, Scene x2 ✦ Trick
Targets: Burst 1 ✦ vs Resolve
Hit: Hit targets take +1 Bane to all Accuracy Rolls until the end of their next turn.
Always: For one full round, all attacks targeting you take a +1 Bane to Accuracy Roll.


Flee ✦ Normal Type tier 1
2 AP, At-Will ✦ Maneuver
Targets: Self
Always: Disengage in a straight line a number of squares up to your Movement. You may pass through occupied squares while doing so, and each character you pass through must roll a Save Check. On a failure, they become Prone.


Focus Energy ✦ Normal Type tier 1
1 AP, At-Will ✦ Maneuver, Buff
Targets: Self
Always: You gain the Pumped Buff. While Pumped, your Critical Hit Range increases by +3. When you Critically Hit with an attack, lose the Pumped Buff.


Headbutt ✦ Normal Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Normal Damage.
Critical or SE: The target is pushed 1 meter away and knocked prone.
Special: You may forfeit your Move action when you hit with this attack; if you do, the target is Flinched.


Howl ✦ Normal Type tier 1
2 AP, At-Will ✦ Maneuver, Buff
Targets: Burst 1
Always: You and all allies in the Close Burst gain the Pack Hunt buff. While you have the Pack Hunt buff, you gain +3/4/5 damage to Physical attacks. You may expend your Pack Hunt buff when hitting an enemy adjacent to an ally to cause that enemy to lose a Tick of HP.
Boost: Howl becomes a Close Burst 3.


Knee Kick ✦ Normal Type tier 1
1 AP, At-Will ✦ Trick, Limited
Targets: Melee, 1 Target
Hit: The target becomes Prone.
Always: You may use Knee Kick as a Punish Attack.


Lick ✦ Normal Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Normal Damage. The target is Marked by you for one full round.
Critical or SE: The target is Paralyzed.


Protect ✦ Normal Type tier 1
1 AP, Daily x2 ✦ Maneuver, Interrupt
Targets: Self
Hit: You are hit by an attack.
Always: You treat the attack as if it had missed you. You take +1 Bane to all Accuracy and Save Checks until the end of your next turn.


Rally ✦ Normal Type tier 1
1 AP, Scene x2 ✦ Maneuver
Targets: Burst 2
Always: All allies within the area of effect may take a Movement Action.


Scary Face ✦ Normal Type tier 1
1 AP, At-Will ✦ Trick, Limited, Social
Targets: Range 6, 1 Target ✦ vs Resolve
Hit: The target has their Initiative lowered by 2 and becomes Slowed until the end of their next turn. If they voluntarily Move closer to you while Slowed in this way, they take +1 Bane on all rolls until the end of their next turn.


Screech ✦ Normal Type tier 1
2 AP, At-Will ✦ Strike, Friendly, Sonic
Targets: Burst 2
Hit: Until the end of your next turn, the targets are Vulnerable against the next Physical attack against them.
Always: The targets cannot cannot apply Armor to the next Physical attack that hits them before the end of your next turn.
Boost: Until the end of your next turn, Physical attacks against the targets gain +1 Boon to Accuracy and deal +1d6 damage.


Sing ✦ Normal Type tier 1
2 AP, Scene x2 ✦ Trick, Friendly, Inaccurate, Limited, Sonic
Targets: Burst 1 ✦ vs Resolve
Hit: All Legal Targets fall Asleep (Save Ends).
Miss: All Legal Targets take +1 Bane to all Accuracy Rolls until the end of their next turn.
Boost: Sing loses the Inaccurate keyword for this use. Upon waking up, all Legal Targets become Weakened until the end of their next turn.


Slam ✦ Normal Type tier 1
1 AP, At-Will ✦ Strike, Inaccurate
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 3d6 Physical Normal Damage.
Special: Slam may be used as a Punish Attack. If it is, it deals Resisted damage on a Miss and causes a Hit target to fall Prone.


Stomp ✦ Normal Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Normal Damage.
Always: This attack gains a +2 bonus to Critical Hit Range against targets of smaller size than the user.
Critical or SE: The target is Flinched.


Sweet Scent ✦ Normal Type tier 1
1 AP, At-Will ✦ Maneuver, Zone
Targets: Zone
Always: Create a Sweet Scent Zone in a Burst 2 centered on you, including your square. All Accuracy Rolls you and your allies make against foes in a Sweet Scent Zone have +1 Boon. You may not have more than one Sweet Scent Zone active at a time; if you create a new one, the old one dissipates.


Swift ✦ Normal Type tier 1
2 AP, Scene x1 ✦ Strike, Accurate, Friendly
Targets: Range 6, Blast 2 ✦ vs Evasion
Hit: 3d6 Special Normal Damage.
Always: Targets cannot make Punish Attacks for one full Round. Attacks made against allies in the area of effect take +1 Bane to accuracy rolls for one full round.
Boost: +1d6 Damage. Resisted Damage on a miss. Hit Targets take a Bane to Accuracy on their next Attack.


Swords Dance ✦ Normal Type tier 1
2 AP, At-Will ✦ Maneuver, Buff
Targets: Self
Always: Gain one Charge of the Blade Dancer Buff. As long as you have any Charges of the Blade Dancer Buff, gain a +6/8/10 bonus to all damage dealt by Physical Melee attacks. You may spend a Blade Dancer Buff as a Free Action on your turn to use any Physical Strike that costs 1 AP, and it does Resisted damage on a miss. Include the Blade Dancer Buff bonus damage on this attack. You may only spend one Blade Dancer Buff each turn.
Boost: Gain two more Charges of the Blade Dancer Buff.


Take Down ✦ Normal Type tier 1
2 AP, At-Will ✦ Strike, Recoil
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Normal Damage.
Always: This attack gains a +2 bonus to Critical Hit Range.
Critical or SE: The target is knocked prone.
Boost: +2d6 Damage. Resisted damage on Miss.


Yawn ✦ Normal Type tier 1
2 AP, At-Will ✦ Trick, Social, Limited
Targets: Burst 1 ✦ vs Resolve
Hit: On the targets’ next turn, they may spend 2 AP as an Interact Maneuver to perk up. If they do not, they fall Asleep (Save Ends) at the end of their turn.
Always: The user and all targets become Weakened until the end of their next turn.
Boost: Yawn gains the Friendly Keyword. The user no longer becomes Weakened as a result of Yawn.


Tier 2

Tier 3