Yamper
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Yamper — Type: Electric
Favored Skills: Presence, Traversal
Deficient Skill: Covertness
Home Turf:
Gifts: Placeholder
Initiative: 2
Movement: 6
Size: Small
Traits
Physical Attacker: +3/4/5 Physical Damage.
Static: Once a Scene, when a foe hits you with a Melee attack, you can cause them to become Paralyzed (save ends).
Defense Priority: Vigor > Evasion > Resolve
Basic Attacks: Physical Innate Melee
Roles
Escort | |
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A Defensive Role that is able to maneuver adjacent allies out of danger. |
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. |
Abilities
Fetch! |
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Free Action, At-Will |
Trigger: An ally adjacent to you uses a Ranged, 1 Target attack. |
Effect: As a free action, you may move up to your Movement speed toward the target of the attack. |
Yappy Dog |
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Free Action, At-Will ✦ Limited |
Trigger: An adjacent enemy attacks an ally |
Effect: The triggering enemy takes a Bane on their next attack. |
Moves
Starting Moves
Nuzzle ✦ Electric Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Electric Damage. | |
Always: The target becomes Paralyzed until the end of their next turn. | |
Boost: You may use Nuzzle as a Burst 1, and it gains the Accurate keyword. |
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. |
Howl ✦ Normal Type | |
2 AP, At-Will ✦ Maneuver, Buff | |
Targets: Burst 1 | |
Always: You and all allies in the Close Burst gain the Pack Hunt buff. While you have the Pack Hunt buff, you gain +3/4/5 damage to Physical attacks. You may expend your Pack Hunt buff when hitting an enemy adjacent to an ally to cause that enemy to lose a Tick of HP. | |
Boost: Howl becomes a Close Burst 3. |
Tier 1 Natural Moves
Encourage ✦ Normal Type | |
1 AP, At-Will ✦ Maneuver, Limited | |
Targets: Range 4, 1 Target | |
Always: Choose one effect below.
- The target may immediately make a Save Check with +1 Boon for one Status Condition they have which is Save Ends. - The target gains a Tick of Temporary Hit Points. - The target may stand up from Prone or attempt to break free from a Grapple as a Free Action. |
Charm ✦ Fairy Type | |
1 AP, At-Will ✦ Trick, Social, Limited | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: The target chooses: either become Weakened for one full round, or it must immediately Move towards you, getting as close as possible. This consumes its next Move Action. |
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. |
Tier 1 Tutor Moves
Fire Fang ✦ Fire Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Fire Damage. If the target begins and ends their next turn adjacent to you, they gain Ongoing Damage 5/8/10 (Fire, Save Ends). If they already had Ongoing Damage (Fire) when this effect triggers, instead they are Flinched. | |
Critical or SE: The target gains Ongoing Damage 5/8/10 (Fire, Save Ends). | |
Boost: +1d6 Damage. Resisted Damage on miss. Always, the target is Slowed. |
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. |