Sobble

From Pokemon Tabletop Wiki

Sobble — Type: Water

Sobble

Favored Skills: Covertness, Sway
Deficient Skill: Focus
Home Turf: Wetlands
Gifts: Placeholder

Initiative: 4
Movement: 6
Size: Small

Traits
Special Attacker: +3/4/5 Special Damage.
Run Away: Whenever you would become Slowed or Stuck, roll a Save. On a success, remove the triggering condition.

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

Roles

DPS Role Sniper
An Offensive Role which specializes in long range attacks and prefers to focus on a single target while staying in a fixed position.
Tank Role Suppressor
A Defensive Role that locks down an area and threatens foes that enter or leave it with ranged attacks.
DPS Role Lurker
An Offensive Role which benefits from attacking while Hidden.

Abilities

Cry Baby
Free Action, At-Will
Trigger: You are hit by a damaging attack.
Effect: The enemy that hit you takes a bane to accuracy to hit you again until the end of their next turn.


Ambush
Free Action, Scene x1
Effect: Hide as a Free Action (you must still meet all requirements). The next time this Scene you hit with a damaging attack while Hidden, choose one of the following effects:
  • Choose a hit target. It falls Prone and all allies have +3 to Critical Hit Range against the target while it is Prone.
  • Choose a hit target. They take their next turn as if their Initiative was 0, and they are Vulnerable until the end of that turn.


Moves

Starting Moves

Water Gun ✦ Water Type tier 1
2 AP, At-Will ✦ Strike
Targets: Range 6, 1 Target ✦ vs Evasion
Hit: 3d6 Special Water Damage. The target is Pushed 3 squares.
Miss: The target is Pushed 1 square.
Boost: +2d6 Damage. Resisted Damage on miss. Target is Soaked on a hit.


Fake Tears ✦ Dark Type tier 1
1 AP, At-Will ✦ Trick, Social, Limited
Targets: Range 8, 1 Target ✦ vs Resolve
Hit: The target is Vulnerable for one full round, and if it attacks you during the next full round, it becomes Weakened for one full round after the attack resolves.


Depressive Episode ✦ Dark Type tier 1
1 AP, At-Will ✦ Strike
Targets: Range 6, 1 Target ✦ vs Resolve
Hit: 2d6 Special Dark Damage.
Critical or SE: The target is Slowed (save ends).


Tier 1 Natural Moves

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


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


Nasty Plot ✦ Dark Type tier 1
2 AP, At-Will ✦ Maneuver, Buff
Targets: Self
Always: Gain one Charge of the Special Scheme Buff. As long as you have any Charges of the Special Scheme Buff, gain a +6/8/10 bonus to all damage dealt by Ranged Special attacks. You may spend a Special Scheme Buff as a Free Action on your turn when you miss all targets with a Special attack to repeat that attack against a different target (or set of targets). Include the Special Scheme Buff bonus damage on this attack. You may only spend one Special Scheme Buff each turn.
Boost: Immediately gain 2 AP which you can only spend on Tricks and Maneuvers.


Tier 1 Tutor Moves

Icy Wind ✦ Ice Type tier 1
2 AP, At-Will ✦ Strike
Targets: Line 4 ✦ vs Vigor
Hit: 2d6 Special Ice Damage.
Always: Reduce the target’s Initiative and Evasion by 2 for one full round.
Boost: +1d6 Damage. Resisted damage on a miss. Hit targets are Chilled for one full round.


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.