Milcery
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Milcery — Type: Fairy
Favored Skills: Sway, Presence
Deficient Skill: Survival
Home Turf:
Gifts: Placeholder
Initiative: 2
Movement: 5 Levitate
Size: Small
Traits
Special Armor: +3/4/5 Armor vs Special Damage.
Spinning Dance: Once a Round when you are missed by an attack, you may gain +2 to all Defenses for one full round, then Disengage 1.
Defense Priority: Evasion > Resolve > Vigor
Basic Attacks: Special Innate Melee
Roles
Healer | |
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A Support Role which heals its allies and helps them succeed at Save Checks. |
Field Master | |
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A Support Role that manipulates Zones and Hazards to its advantage. |
Skirmisher | |
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An Offensive Role that can engage and disengage quickly while fighting in melee. |
Abilities
Aroma Veil |
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Static |
Effect: You have a Burst 2 Aura around you. You and all allies in the Aura are immune to being Disabled, Confused, and Enraged. |
Sweet Veil |
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Static |
Effect: You have a Close Burst 2 Aura around you. You and all allies in the Aura are immune to Sleep. |
Moves
Starting Moves
Draining Kiss ✦ Fairy Type | |
2 AP, At-Will ✦ Strike, Drain | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Special Fairy Damage. | |
Critical or SE: On their next turn, the target becomes Slowed until the end of their turn if they move away from you. | |
Boost: +2d6 Damage. Resisted Damage on a miss. |
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. |
Sweet Scent ✦ Normal Type | |
1 AP, At-Will ✦ Maneuver, Zone | |
Targets: Zone | |
Always: Create a Sweet Scent Zone in a Burst 2 centered on you, including your square. All Accuracy Rolls you and your allies make against foes in a Sweet Scent Zone have +1 Boon. You may not have more than one Sweet Scent Zone active at a time; if you create a new one, the old one dissipates. |
Tier 1 Natural Moves
Magical Leaf ✦ Grass Type | |
1 AP, At-Will ✦ Strike, Accurate | |
Targets: Range 4, 1 Target ✦ vs Evasion | |
Hit: 2d6 Special Grass Damage. |
Bounce ✦ Flying Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Flying Damage. The target becomes Vulnerable for one full round (Limited). | |
Always: You may Disengage 2 before using Bounce. | |
Critical or SE: The target is Paralyzed (Save Ends). | |
Boost: +1d6 Damage. Resisted Damage on a miss. Repeat Bounce on another target. You may not Boost this second attack. |
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 Tutor Moves
Ice Slick ✦ Ice Type | |
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. |
Fake Tears ✦ Dark Type | |
1 AP, At-Will ✦ Trick, Social, Limited | |
Targets: Range 8, 1 Target ✦ vs Resolve | |
Hit: The target is Vulnerable for one full round, and if it attacks you during the next full round, it becomes Weakened for one full round after the attack resolves. |