Yamask (Galarian)
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Yamask (Galarian) — Type: Ground/Ghost
Favored Skills: Survival, Presence
Deficient Skill: Sway
Home Turf: Desert
Gifts: Phasing
Initiative: 1
Movement: 5 Levitate
Size: Small
Traits
Physical 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
Guardian | |
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A Defensive Role that can intercept attacks aimed at its allies. |
Switch Hitter | |
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An Offensive Role that prefers to alternate between melee and ranged attacks. |
Breaker | |
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A Support Role that uses Tricks to increase the damage enemies take from allies' attacks. |
Abilities
Wandering Spirit |
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Free Action, Scene x1 |
Trigger: You are hit by a Strike. |
Effect: Your attacker reveals their Ability List. Choose one Ability. You gain that Ability, and your attacker replaces that Ability with Wandering Spirit. |
Moves
Starting Moves
Shadow Punch ✦ Ghost Type | |
1 AP, At-Will ✦ Strike, Accurate | |
Targets: Range 4, 1 Target ✦ vs Evasion | |
Hit: 2d6 Physical Ghost Damage. |
Bulldoze ✦ Ground Type | |
2 AP, At-Will ✦ Strike | |
Targets: Burst 1 ✦ vs Vigor | |
Hit: 2d6 Physical Ground Damage. | |
Always: All spaces in the area of effect become Slow Terrain for one full round. | |
Boost: +1d6 Damage. Resisted Damage on Miss. All squares adjacent to the area of effect, besides squares you occupy, also become Slow Terrain for one full round. |
Protect ✦ Normal Type | |
1 AP, Daily x2 ✦ Maneuver, Interrupt | |
Targets: Self | |
Hit: You are hit by an attack. | |
Always: You treat the attack as if it had missed you. You take +1 Bane to all Accuracy and Save Checks until the end of your next turn. |
Tier 1 Natural Moves
Haze ✦ Ice Type | |
1 AP, Scene x2 ✦ Trick | |
Targets: Burst 1 ✦ vs Vigor | |
Hit: The target reveals all Buffs they have. Choose one; they lose that Buff. |
Sand Tomb ✦ Ground Type | |
2 AP, At-Will ✦ Trick, Inaccurate | |
Targets: Range 5, Blast 3 ✦ vs Vigor | |
Hit: The target gains Ongoing Damage 5/8/10 (Ground, Save Ends) | |
Always: The target is Slowed (Save Ends) | |
Boost: Create a Zone covering the area of effect of Sand Tomb that persists for the rest of the Scene. Any character that ends their turn in this Zone gain Ongoing Damage 5/8/10 (Ground, Save Ends) and are Slowed (Save Ends). |
Accursed Chain ✦ Ghost Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Resolve | |
Hit: 2d6 Physical Ghost Damage. The target is Marked until the start of your next turn. If the target is already Marked by you as a result of this Move, the target is Weakened until the end of their next turn. | |
Special: Accursed Chain may be used as a Punish Attack. |
Tier 1 Tutor Moves
Crafty Shield ✦ Fairy Type | |
1 AP, Scene x2 ✦ Maneuver | |
Targets: Zone | |
Always: Create a Zone in a Burst 1 centered on you, including your square, that lasts for one full round. As long as they’re in the Zone, you and your allies may make a Save whenever they’re hit by a Trick. On a success, they are immune to all of the Trick’s effects. |
Ancient Power ✦ Rock Type | |
2 AP, At-Will ✦ Strike | |
Targets: Range 5, 1 Target ✦ vs Evasion | |
Hit: 2d6 Special Rock Damage. | |
Special: On a Critical Hit, for one full round, you gain +3/4/5 Armor against all damage, deal +3/4/5 damage with all damaging attacks, and gain a +2 bonus to Initiative and to all Defenses. | |
Boost: +1d6 Damage. You Critically Hit with Ancient Power. |