Vulpix (Alolan)
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Vulpix (Alolan) — Type: Ice
Favored Skills: Covertness, Sway
Deficient Skill: Survival
Home Turf: Tundra
Gifts: Placeholder
Initiative: 4
Movement: 6
Size: Small
Traits
Special Attacker: +3/4/5 Special Damage.
Special Armor: +3/4/5 Armor vs Special Damage.
Defense Priority: Resolve > Evasion > Vigor
Basic Attacks: Physical Normal Melee, Special Innate Ranged
Roles
Ranger | |
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An Offensive Role that combines mobility with a specialty in ranged attacks. |
Breaker | |
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A Support Role that uses Tricks to increase the damage enemies take from allies' attacks. |
Trickster | |
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A Support Role which tries to remain hidden while using Tricks to confound the enemy. |
Abilities
Cute Charm |
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Free Action, Scene x2 ✦ Limited |
Trigger: You are hit by a Strike. |
Effect: Your attacker takes a Bane to all Accuracy Rolls on Strikes until the end of their next turn. If they target you with a Strike before that time, they then become Weakened until the end of their next turn. Weakened applies before resolving any damage from the attack. |
Snow Cloak |
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Static |
Effect: While in Hailing weather or on icy or snowy terrain, you have a +2 bonus to all Defenses. Additionally, the first time each round you use an Ice-Type attack or Move, gain this bonus until the start of your next turn if you don’t already have it. |
Moves
Starting Moves
Icy Wind ✦ Ice Type | |
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. |
Confuse Ray ✦ Ghost Type | |
2 AP, At-Will ✦ Trick | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: The target loses 2 Ticks of HP and becomes Confused (Save Ends). | |
Miss: The target becomes Confused until the end of their next turn. | |
Boost: You may use Confuse Ray as a Line 6 or a Cone 2, and it gains the Accurate Keyword. |
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. |
Tier 1 Natural Moves
Spite ✦ Ghost Type | |
1 AP, At-Will ✦ Trick | |
Targets: Range 6, 1 Target ✦ vs Resolve | |
Hit: The last Move the target used is Disabled. You may only Disable one Move at a time this way. If you Disable a new Move, the old one is no longer Disabled. |
Frost Flicker ✦ Ice Type | |
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. |
Disarming Voice ✦ Fairy Type | |
2 AP, At-Will ✦ Strike, Sonic | |
Targets: Burst 1 ✦ vs Resolve | |
Hit: 1d6 Special Fairy Damage. | |
Always: All targets have +1 Bane on Accuracy Rolls against you for one full round. You may Disengage 1. | |
Boost: +1d6 Damage. Resisted Damage on miss. On a hit, targets that target you with a Strike before the end of their next turn become Weakened for one full round. This effect applies before damage is resolved. |
Tier 1 Tutor Moves
Night Shade ✦ Ghost Type | |
2 AP, At-Will ✦ Strike | |
Targets: Range 5, 1 Target ✦ vs Resolve | |
Hit: 2d6 Special Ghost Damage. | |
Always: The target treats you as if they were Blind until the end of their next turn. This effect is Limited. | |
Boost: +2d6 Damage. Resisted Damage on miss. Night Shade’s Always effect applies to your adjacent allies too. |
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. |