Ice Moves

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Moves by Type

Tier 1

Aurora Beam ✦ Ice Type tier 1
1 AP, At-Will ✦ Strike
Targets: Range 5, 1 Target ✦ vs Evasion
Hit: 2d6 Special Ice Damage.
Critical or SE: The target deals Physical Damage as if it were Resisted one step further until the end of their next turn.


Avalanche ✦ Ice Type tier 1
1 AP, At-Will ✦ Strike
Targets: Melee, 1 Target ✦ vs Vigor
Hit: 2d6 Physical Ice Damage. If you are Shaken, Avalanche deals +2d6 Damage.
Critical or SE: The target is Flinched.


Chilling Tune ✦ Ice Type tier 1
2 AP, At-Will ✦ Trick, Friendly Limited, Sonic
Targets: Burst 1 ✦ vs Resolve
Hit: All targets lose a Tick of HP and are Weakened until the end of your next turn.
Always: All targets are Chilled until the end of your next turn.
Boost: Targets lose an extra Tick of HP, and the duration of Weakened and Chilled is changed to (Save Ends).


Frost Flicker ✦ Ice Type tier 1
2 AP, At-Will ✦ Trick, Limited
Targets: Close Blast 3 ✦ vs Resolve
Hit: All targets are Blind until the end of their next turn.
Always: Until the end of your next turn, you may treat any Snow/Ice terrain or Hail as Rough Terrain for the purposes of Hiding.
Critical or SE: The Blind effect is instead Save Ends.
Boost: Gains the Friendly Keyword. The Blind effect becomes Save Ends on a normal hit too. On miss, targets are Blind until the end of their next turn.


Frost Slide ✦ Ice Type tier 1
1 AP + Move Action, At-Will ✦ Trick
Targets: Melee, 1 Target ✦ vs Vigor
Hit: The target becomes Prone.
Always: Move up to your Movement and at least 3 squares in a straight line before using this Move. If you cannot do so, you cannot use Frost Slide. Each square you leave this turn as you Move becomes icy slow terrain for one full round.


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.


Ice Slick ✦ Ice Type tier 1
2 AP, At-Will ✦ Strike
Targets: Close Blast 2 ✦ vs Vigor
Hit: 1d6 Special Ice Damage.
Always: Create an Ice Slick Zone in the targeted squares that lasts until the end of the next Round. Ice Slick acts as Snow/Ice Terrain, and when a character on the ground without the appropriate Home Turf enters a square of the Zone for the first time in a round or is hit by a damaging attack while standing on Ice Slick, they must make a Save Check. On a failure, they become Prone.
Boost: Ice Slick becomes a Close Blast 3, and the Zone lasts until the end of the Scene.


Icy Wind ✦ Ice Type tier 1
2 AP, At-Will ✦ Strike
Targets: Line 4 ✦ vs Vigor
Hit: 2d6 Special Ice Damage.
Always: Reduce the target’s Initiative and Evasion by 2 for one full round.
Boost: +1d6 Damage. Resisted damage on a miss. Hit targets are Chilled for one full round.


Snowfall ✦ Ice Type tier 1
2 AP, At-Will ✦ Strike
Targets: Range 6, Blast 2 ✦ vs Vigor
Hit: 2d6 Special Ice Damage.
Boost: +1d6 Damage. Resisted Damage on Miss. Hit characters are Chilled (Save Ends)


Tier 2

Tier 3