Yamask (Galarian)

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Yamask (Galarian) — Type: Ground/Ghost

Yamask (Galarian)

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

Tank Role Guardian
A Defensive Role that can intercept attacks aimed at its allies.
DPS Role Switch Hitter
An Offensive Role that prefers to alternate between melee and ranged attacks.
Support Role Breaker
A Support Role that uses Tricks to increase the damage enemies take from allies' attacks.

Abilities

Wandering Spirit
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 tier 1
1 AP, At-Will ✦ Strike, Accurate
Targets: Range 4, 1 Target ✦ vs Evasion
Hit: 2d6 Physical Ghost Damage.


Bulldoze ✦ Ground Type tier 1
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 tier 1
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 tier 1
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 tier 1
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 tier 1
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 tier 1
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 tier 1
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.