Psychic Moves

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Moves by Type

Tier 1

Agility ✦ Psychic Type tier 1
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 tier 1
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 tier 1
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 tier 1
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 tier 1
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 tier 1
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 tier 1
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 tier 1
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 tier 1
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.


Tier 2

Tier 3