Scorbunny

From Pokemon Tabletop Wiki

Scorbunny — Type: Fire

Scorbunny

Favored Skills: Traversal, Force
Deficient Skill: Insight
Home Turf: Grassland
Gifts: Placeholder

Initiative: 4
Movement: 6
Size: Small

Traits
Physical Attacker: +3/4/5 Physical Damage.
Limber: Immune to Paralysis.

Defense Priority: Evasion > Vigor > Evasion
Basic Attacks: Physical Innate Melee

Roles

DPS Role Skirmisher
An Offensive Role that can engage and disengage quickly while fighting in melee.
DPS Role Brawler
An Offensive Role that excels at flanking and melee attacks against isolated enemies.
Tank Role Duelist
A Defensive Role which Marks its foes and makes it more difficult for them to attack other targets.

Abilities

Cute Charm
Free Action, Scene x2 ✦ Limited
Trigger: You are hit by a Strike.
Effect: Your attacker takes a Bane to all Accuracy Rolls on Strikes until the end of their next turn. If they target you with a Strike before that time, they then become Weakened until the end of their next turn. Weakened applies before resolving any damage from the attack.


Lightning Kicks
Static
Effect: You can use Moves with “Kick” in the name as Priority Moves. When you use Moves with “Kick” in the name on your turn, they gain the Accurate Keyword.


Moves

Starting Moves

Flame Charge ✦ Fire Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Fire Damage.
Always: Increase your Initiative by +1 for the rest of the Scene, up to a maximum of +3. Increase your Movement by +2 until the end of your next turn.
Boost: +1d6 Damage. Resisted Damage on miss. Immediately Move as if Slowed and repeat this attack against a second target. Do not gain the Always effect from this second attack.


Double Kick ✦ Fighting Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 1d6 Physical Fighting Damage.
Always: Roll Accuracy an additional time against one target or repeat this attack against a different target. If you hit the same target more than once, do 1d6 additional damage for each hit past the first and ignore all Armor.
Boost: Roll Accuracy an additional time against one target or repeat this attack against a different target. If you hit a target three times with Double Kick, they are knocked prone. Half damage on miss.


Agility ✦ Psychic Type tier 1
2 AP, At-Will ✦ Maneuver, Buff
Targets: Self
Always: You gain two Charges of the Speedster Buff. While you have Charges of the Speedster Buff, you have +2 Initiative and Movement. Once per round, you may spend a Charge of Speedster as a Free Action on your turn to take an extra Movement Action. If you do, add your Initiative to your next damage roll taken this turn.
Boost: While you have Charges of the Speedster Buff, you may move through spaces occupied by enemies. When you do so, they make Accuracy Rolls against you with 1 Bane until the end of their next turn.


Tier 1 Natural Moves

Bounce ✦ Flying Type tier 1
2 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Flying Damage. The target becomes Vulnerable for one full round (Limited).
Always: You may Disengage 2 before using Bounce.
Critical or SE: The target is Paralyzed (Save Ends).
Boost: +1d6 Damage. Resisted Damage on a miss. Repeat Bounce on another target. You may not Boost this second attack.


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.


Sand Attack ✦ Ground Type tier 1
1 AP, At-Will ✦ Trick, Limited
Targets: Range 5, 1 Target ✦ vs Resolve
Hit: The target is Blinded until the end of its next turn.


Tier 1 Tutor Moves

Rock Throw ✦ Rock Type tier 1
1 AP, At-Will ✦ Strike
Targets: Range 6, 1 Target ✦ vs Evasion
Hit: If the target is flying, they are brought down to ground level and cannot fly until the end of their turn.
Critical or SE: The target is Flinched.


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.