Wooloo
From Pokemon Tabletop Wiki
Wooloo — Type: Normal
Favored Skills: Traversal, Presence
Deficient Skill: Focus
Home Turf: Mountain
Gifts: Placeholder
Initiative: 1
Movement: 6
Size: Small
Traits
Physical Attacker: +3/4/5 Physical Damage.
Run Away: Whenever you would become Slowed or Stuck, roll a Save. On a success, remove the triggering condition.
Defense Priority: Evasion > Vigor > Resolve
Basic Attacks: Physical Innate Melee
Roles
Brawler | |
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An Offensive Role that excels at flanking and melee attacks against isolated enemies. |
Juggernaut | |
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An Offensive Role that closes the gap between itself and foes quickly with charging attacks. |
Guardian | |
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A Defensive Role that can intercept attacks aimed at its allies. |
Abilities
Fluffy |
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Static |
Effect: You resist all physical damage one step, but are weak to Fire damage (Physical Fire attacks deal regular damage). |
Rock Head |
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Static |
Effect: When using a Move with the Recoil keyword, you may remove the Recoil keyword from that move. If you don’t, you gain a +3/4/5 damage bonus with that attack. |
Moves
Starting Moves
Copycat ✦ Normal Type | |
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. |
Double Kick ✦ Fighting Type | |
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. |
Take Down ✦ Normal Type | |
2 AP, At-Will ✦ Strike, Recoil | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Normal Damage. | |
Always: This attack gains a +2 bonus to Critical Hit Range. | |
Critical or SE: The target is knocked prone. | |
Boost: +2d6 Damage. Resisted damage on Miss. |
Tier 1 Natural Moves
Cotton Guard ✦ Grass Type | |
2 AP, At-Will ✦ Maneuver, Buff | |
Targets: Self | |
Always: Gain two Charges of the Cotton Guard buff. As long as you have any Charges of the Cotton Guard buff, gain +6/8/10 Armor against Physical Damage. You may spend a charge of Cotton Guard as a free action to automatically succeed on a Save roll. |
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. |
Wild Charge ✦ Electric Type | |
2 AP, At-Will ✦ Strike, Recoil | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Electric Damage. | |
Always: This attack gains a +2 bonus to Critical Hit Range. | |
Critical or SE: The target is knocked prone. | |
Boost: +2d6 Damage. Resisted damage on Miss. |
Tier 1 Tutor Moves
Rollout ✦ Rock Type | |
2 AP, At-Will ✦ Strike, Inaccurate | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Rock Damage. +1d6 Damage and Push 1 for each Rollout Counter you have. Lose all Rollout Counters. | |
Miss: Gain one Rollout Counter, up to a maximum of 3, and Disengage 2. | |
Boost: +1d6 Damage. Half Damage on miss. Rollout becomes Pass 4. |
Flee ✦ Normal Type | |
2 AP, At-Will ✦ Maneuver | |
Targets: Self | |
Always: Disengage in a straight line a number of squares up to your Movement. You may pass through occupied squares while doing so, and each character you pass through must roll a Save Check. On a failure, they become Prone. |