Difference between revisions of "Pokemon:Mawile"
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− | ''' | + | '''Favored Skills''': Covertness, Sway <br> |
− | + | '''Deficient Skill''': Traversal <br> | |
− | + | '''Favored Biomes''': Cave, Mountain <br> | |
+ | '''Gifts''': [[Gift:Darkvision|Darkvision]] <br> | ||
<br> | <br> | ||
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'''Initiative''': 2 <br> | '''Initiative''': 2 <br> | ||
'''Movement''': 6 <br> | '''Movement''': 6 <br> | ||
'''Size''': Small <br> | '''Size''': Small <br> | ||
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<div class="noncombat-module"> | <div class="noncombat-module"> | ||
− | ''' | + | '''Traits'''<br> |
− | + | {{Trait:Attacker}} <br> | |
− | + | {{Trait:Physical_Armor}} <br> | |
<br> | <br> | ||
− | ''' | + | '''Defense Priority''': Vigor > Resolve > Evasion <br> |
+ | '''Basic Attacks''': Physical Innate Melee | ||
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Revision as of 21:25, 17 May 2020
Mawile - Type: Steel/Fairy
Favored Skills: Covertness, Sway
Deficient Skill: Traversal
Favored Biomes: Cave, Mountain
Gifts: Darkvision
Initiative: 2
Movement: 6
Size: Small
Traits
Attacker: +3/4/5 Physical Damage.
Physical Armor: +3/4/5 Armor vs Physical Damage.
Defense Priority: Vigor > Resolve > Evasion
Basic Attacks: Physical Innate Melee
Roles
Brawler | |
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An Offensive Role that excels at flanking and melee attacks against isolated enemies. |
Grappler | |
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A Defensive Role that controls enemy movement with Grappling. |
Breaker | |
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A Support Role that uses Tricks to increase the damage enemies take from allies' attacks. |
Abilities
Intimidate |
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Free Action, Scene x1 |
Trigger: You hit with a Strike or a Move with the Social Keyword |
Effect: Choose one hit Target. That target deals Physical Damage as if Resisted one step further until the end of their next turn. The Frequency of this Ability refreshes any time your Strike causes a foe to be Shaken or Defeated. |
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:
|
Moves
Starting Moves
Iron Jaw ✦ Steel Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Steel Damage. If the target starts their next turn adjacent to you, they lose two Ticks of HP if they take a normal Move or Disengage action on that turn. | |
Boost: +2d6 Damage. Resisted Damage on miss. Increase the HP loss on movement to three Ticks. |
Play Rough ✦ Fairy Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 3d6 Physical Fairy Damage. | |
Always: The target chooses—you get to perform a Grapple against them as a Free Action, or they take a -5 penalty to all Physical Damage Rolls until the end of their next turn. | |
Boost: +2d6 Damage. Resisted Damage on a Miss. On a Hit, do both options instead of the target choosing. |
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. |
Tier 1 Natural Moves
Crunch ✦ Dark Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Dark Damage. If the target begins and ends their next turn adjacent to you, they lose two Ticks of HP. | |
Boost: +2d6 Damage. Resisted Damage on miss. Increase the HP loss on remaining adjacent to three Ticks. |
Iron Defense ✦ Steel Type | |
2 AP, At-Will ✦ Maneuver, Buff | |
Targets: Self | |
Always: Gain two Charges of the Iron Wall Buff. As long as you have any Charges of the Iron Wall Buff, gain +6/8/10 Armor against Physical Damage and foes cannot Move or target attacks through your square regardless of Size. You may spend Charges of Iron Wall in the following ways:
| |
Boost: You may use Iron Defense as an Interrupt when targeted by an Area attack. That attack gains +1 Bane to all Accuracy Rolls. |
Taunt ✦ Dark Type | |
1 AP, At-Will ✦ Trick, Social, Limited | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: The target becomes Enraged (Save Ends). |
Tier 1 Tutor Moves
Circle Throw ✦ Fighting Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Fighting Damage. Slide the target to any square adjacent to you. | |
Always: Circle Throw may be used as a Punish Attack. |
Poison Fang ✦ Poison Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Poison Damage. If the target begins and ends their next turn adjacent to you, they gain Ongoing Damage 5/8/10 (Poison, Save Ends). If they already had Ongoing Damage (Poison) when this effect triggers, instead increase their Ongoing Damage by the same amount, to a maximum of 10/16/20. | |
Critical or SE: The target gains Ongoing Damage 5/8/10 (Poison, Save Ends). | |
Boost: +2d6 Damage. Resisted Damage on miss. Always, the target is Slowed until the end of their next turn. |