Darumaka (Galarian)
From Pokemon Tabletop Wiki
Darumaka (Galarian) — Type: Ice
Favored Skills: Force, Traversal
Deficient Skill: Focus
Home Turf: Tundra
Gifts: Placeholder
Initiative: 2
Movement: 6
Size: Small
Traits
Hustle: +6/8/10 Damage and +1 Bane to Accuracy for all Physical Melee Strikes.
Defense Priority: Vigor > Evasion > Resolve
Basic Attacks: Physical Innate Melee
Roles
Juggernaut | |
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An Offensive Role that closes the gap between itself and foes quickly with charging attacks. |
Brawler | |
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An Offensive Role that excels at flanking and melee attacks against isolated enemies. |
Bulwark | |
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A Defensive Role that stops enemies in their tracks and acts as Cover for allies. |
Abilities
Inner Focus |
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Static |
Effect: The user cannot be Flinched, their Initiative cannot be unwillingly lowered by any effects, and they get a +3 bonus to all Save Checks. |
Ice Body |
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Free Action, Daily x5 |
Effect: Gain 1 Tick of Temporary Hit Points. Ice Body may only be used if the user is in Hail Weather, is standing on ice or snow terrain, or is Shaken. Ice Body may only be used once per round. |
Moves
Starting Moves
Avalanche ✦ Ice Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Ice Damage. If you are Shaken, Avalanche deals +2d6 Damage. | |
Critical or SE: The target is Flinched. |
Yawn ✦ Normal Type | |
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. |
Rock Smash ✦ Fighting Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Fighting Damage. The target’s Vigor is reduced by the user’s Tier until the end of the Scene. Limited. |
Tier 1 Natural Moves
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. |
Headbutt ✦ Normal Type | |
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. |
Taunt ✦ Dark Type | |
1 AP, At-Will ✦ Trick, Social, Limited | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: The target becomes Enraged (Save Ends). |
Tier 1 Tutor Moves
Fire Fang ✦ Fire Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Fire Damage. If the target begins and ends their next turn adjacent to you, they gain Ongoing Damage 5/8/10 (Fire, Save Ends). If they already had Ongoing Damage (Fire) when this effect triggers, instead they are Flinched. | |
Critical or SE: The target gains Ongoing Damage 5/8/10 (Fire, Save Ends). | |
Boost: +1d6 Damage. Resisted Damage on miss. Always, the target is Slowed. |
Focus Energy ✦ Normal Type | |
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. |