Mime Jr.

From Pokemon Tabletop Wiki

Mime Jr. — Type: Psychic/Fairy

Mime Jr.

Favored Skills: Covertness, Focus
Deficient Skill: Force
Home Turf: Urban
Gifts: Telekinesis

Initiative: 3
Movement: 5
Size: Small

Traits
Special Attacker: +3/4/5 Special Damage.
Soundproof: Immune to all effects and damage from Moves with the Sonic Keyword.

Defense Priority: Resolve > Evasion > Vigor
Basic Attacks: Special Innate Ranged

Roles

Tank Role Sentinel
A Defensive Role which protects allies from afar by interrupting their attackers with ranged attacks of its own.
Support Role Field Master
A Support Role that manipulates Zones and Hazards to its advantage.
Support Role Mastermind
A Support Role which can take more actions on its turn if it only uses Tricks and Maneuvers.

Abilities

Wallmaster
Movement Action, At-Will
Effect: Create a 3x1 section of Barrier Hazard as a Maneuver. At least one square must be adjacent to you, and you may only place this terrain in unoccupied squares. Barrier Hazard is Blocking Terrain, has HP equal to your Recovery Value, has 5 in all Defenses, and is treated as Psychic-Type for the purposes of damage and effects.


Moves

Starting Moves

Psybeam ✦ Psychic Type tier 1
1 AP, At-Will ✦ Strike
Targets: Range 6, 1 Target ✦ vs Resolve
Hit: 2d6 Special Psychic Damage.
Critical or SE: The target is Confused (Save Ends).


Mischief ✦ Fairy Type tier 1
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.


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.


Tier 1 Natural Moves

Glimmer Ray ✦ Fairy Type tier 1
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.


Light Screen ✦ Psychic Type tier 1
2 AP, Daily x2 ✦ Maneuver
Targets: Self
Always: You gain two Light Screen Blessings. While you have Light Screen Blessings, you have +1 to all Defenses against ranged and area of effect Special attacks. Whenever you or an ally within 2 squares is hit by a damaging Special Attack, you may expend one Light Screen Blessing and the damage is Resisted one step further.


Reflect ✦ Psychic Type tier 1
2 AP, Daily x2 ✦ Maneuver
Targets: Self
Always: You gain two Reflect Blessings. While you have Reflect Blessings, you have +1 to all Defenses against ranged and area of effect Physical attacks. Whenever you or an ally within 2 squares is hit by a damaging Physical Attack, you may expend one Reflect Blessing and the damage is Resisted one step further.


Tier 1 Tutor Moves

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.


Warped Space ✦ Psychic Type tier 1
1 AP, At-Will ✦ Maneuver, Zone
Targets: Close Blast 3
Always: Create a Zone in the targeted space. Foes treat spaces in the Zone as Slow Terrain. You may only have one Warped Space Zone active at a given time; new Warped Space Zones you create cause old Zones to dissipate. This Zone is destroyed if you are Defeated or leave the battlefield.