Sinistea
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Sinistea — Type: Ghost
Favored Skills: Covertness, Insight
Deficient Skill: Force
Home Turf: Urban
Gifts: Invisibility, Tasseography
Initiative: 1
Movement: 6 Levitate
Size: Small
Traits
Special Attacker: +3/4/5 Special Damage.
Special Armor: +3/4/5 Armor vs Special Damage.
Defense Priority: Resolve > Vigor > Evasion
Basic Attacks: Physical Normal Melee, Special Ghost Ranged
Roles
Ranger | |
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An Offensive Role that combines mobility with a specialty in ranged attacks. |
Healer | |
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A Support Role which heals its allies and helps them succeed at Save Checks. |
Suppressor | |
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A Defensive Role that locks down an area and threatens foes that enter or leave it with ranged attacks. |
Abilities
Toxicitea |
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Static |
Effect: You begin each Scene with one Charge of the Toxicitea Buff, and while you have at least one Charge of this Buff you have the following benefits:
You can expend the Toxicitea Buff when you are hit by a Move to cause that Move to become Disabled (Persistent). |
Moves
Starting Moves
Shadow Ball ✦ Ghost Type | |
2 AP, At-Will ✦ Strike | |
Targets: Range 6, 1 Target ✦ vs Evasion | |
Hit: 3d6 Special Ghost Damage. | |
Always: You can draw a curved path for Shadow Ball’s trajectory to reach around cover or hit targets out of Line of Sight as long as you know their position. | |
Boost: +2d6 Damage. Resisted Damage on miss. +2 Range. |
Water Pulse ✦ Water Type | |
1 AP, At-Will ✦ Strike | |
Targets: Range 6, 1 Target ✦ vs Evasion | |
Hit: 2d6 Special Water Damage. | |
Critical or SE: The target is Confused (Save Ends). |
Aromatic Mist ✦ Fairy Type | |
1 AP, At-Will ✦ Maneuver | |
Targets: Burst 1 ✦ vs Resolve | |
Hit: You may Slide all targets up to 1 square each. | |
Always: Allies may choose to willingly be hit by this attack. Create a Burst 1 Aura around you that lasts until the end of the Scene. The first ally in your Aura to take Special Damage each Round has +3/4/5 Armor against that damage. | |
Boost: Range and Aura become Burst 2. |
Tier 1 Natural Moves
Aromatherapy ✦ Grass Type | |
1 AP, Scene x1 ✦ Maneuver | |
Targets: Burst 1 | |
Always: All targets choose one Status Condition or Debuff they are suffering from and are cured of that condition. |
Nasty Plot ✦ Dark Type | |
2 AP, At-Will ✦ Maneuver, Buff | |
Targets: Self | |
Always: Gain one Charge of the Special Scheme Buff. As long as you have any Charges of the Special Scheme Buff, gain a +6/8/10 bonus to all damage dealt by Ranged Special attacks. You may spend a Special Scheme Buff as a Free Action on your turn when you miss all targets with a Special attack to repeat that attack against a different target (or set of targets). Include the Special Scheme Buff bonus damage on this attack. You may only spend one Special Scheme Buff each turn. | |
Boost: Immediately gain 2 AP which you can only spend on Tricks and Maneuvers. |
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. |
Tier 1 Tutor Moves
Mega Drain ✦ Grass Type | |
2 AP, At-Will ✦ Strike, Drain | |
Targets: Range 5, 1 Target ✦ vs Vigor | |
Hit: 2d6 Special Grass Damage. | |
Boost: +2d6 Damage. Resisted Damage on a miss. |
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. |