Psychic Moves
From Pokemon Tabletop Wiki
Contents
Moves by Type
Tier 1
Agility ✦ Psychic Type | |
2 AP, At-Will ✦ Maneuver, Buff | |
Targets: Self | |
Always: You gain two Charges of the Speedster Buff. While you have Charges of the Speedster Buff, you have +2 Initiative and Movement. Once per round, you may spend a Charge of Speedster as a Free Action on your turn to take an extra Movement Action. If you do, add your Initiative to your next damage roll taken this turn. | |
Boost: While you have Charges of the Speedster Buff, you may move through spaces occupied by enemies. When you do so, they make Accuracy Rolls against you with 1 Bane until the end of their next turn. |
Amnesia ✦ Psychic Type | |
2 AP, At-Will ✦ Maneuver, Buff | |
Targets: Self | |
Always: Gain two Charges of the Amnesiac Buff. As long as you have any Charges of Amnesiac, you have +6/8/10 Armor against Special Damage. You may spend Charges of Amnesiac in the following ways:
- As a Free Action when you’re hit by an attack to delay all effects of that attack until the end of your next turn. - As a Free Action at the start of your turn to ignore the effects of all opponent’s Buffs and all Status Conditions and Debuffs on yourself until the end of your turn. | |
Special: All allies within a Burst 2 gain one Charge of the Amnesiac Buff each but do not gain Armor as a result of this. This effect is Limited. |
Extrasensory ✦ Psychic Type | |
1 AP, At-Will ✦ Strike | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: 2d6 Special Psychic Damage. | |
Always: For each Mental Status Condition on the target, Extrasensory has +1 to Accuracy and Critical Hit Range. | |
Critical or SE: The target is Flinched. |
Hypnosis ✦ Psychic Type | |
2 AP, Scene x2 ✦ Trick, Inaccurate, Limited | |
Targets: Range 4, 1 Target ✦ vs Resolve | |
Hit: You force the target to immediately Move as if Slowed, then the target falls Asleep (Save Ends). | |
Miss: The target falls Prone and takes +1 Bane to all rolls for one full round. | |
Boost: Hypnosis automatically hits, and the first damaging attack to hit the target while it is Asleep is a Critical Hit. |
Light Screen ✦ Psychic Type | |
2 AP, Daily x2 ✦ Maneuver | |
Targets: Self | |
Always: You gain two Light Screen Blessings. While you have Light Screen Blessings, you have +1 to all Defenses against ranged and area of effect Special attacks. Whenever you or an ally within 2 squares is hit by a damaging Special Attack, you may expend one Light Screen Blessing and the damage is Resisted one step further. |
Psybeam ✦ Psychic Type | |
1 AP, At-Will ✦ Strike | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: 2d6 Special Psychic Damage. | |
Critical or SE: The target is Confused (Save Ends). |
Psyshock ✦ Psychic Type | |
2 AP, At-Will ✦ Strike | |
Targets: Range 6, 1 Target ✦ vs Vigor | |
Hit: 3d6 Special Psychic Damage. The target loses HP equal to their Physical Armor. | |
Always: Foes adjacent to your target lose HP equal to the target’s Special Armor. | |
Boost: +1d6 Damage. Resisted Damage on miss. Affected foes lose double HP from the armor-based HP loss effect. |
Reflect ✦ Psychic Type | |
2 AP, Daily x2 ✦ Maneuver | |
Targets: Self | |
Always: You gain two Reflect Blessings. While you have Reflect Blessings, you have +1 to all Defenses against ranged and area of effect Physical attacks. Whenever you or an ally within 2 squares is hit by a damaging Physical Attack, you may expend one Reflect Blessing and the damage is Resisted one step further. |
Warped Space ✦ Psychic Type | |
1 AP, At-Will ✦ Maneuver, Zone | |
Targets: Close Blast 3 | |
Always: Create a Zone in the targeted space. Foes treat spaces in the Zone as Slow Terrain. You may only have one Warped Space Zone active at a given time; new Warped Space Zones you create cause old Zones to dissipate. This Zone is destroyed if you are Defeated or leave the battlefield. |