Sobble
From Pokemon Tabletop Wiki
Sobble — Type: Water
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
Sniper | |
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An Offensive Role which specializes in long range attacks and prefers to focus on a single target while staying in a fixed position. |
Suppressor | |
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A Defensive Role that locks down an area and threatens foes that enter or leave it with ranged attacks. |
Lurker | |
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An Offensive Role which benefits from attacking while Hidden. |
Abilities
Cry Baby |
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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 |
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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:
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Moves
Starting Moves
Water Gun ✦ Water Type | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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. |