Milcery

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Milcery — Type: Fairy

Milcery

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

Support Role Healer
A Support Role which heals its allies and helps them succeed at Save Checks.
Support Role Field Master
A Support Role that manipulates Zones and Hazards to its advantage.
DPS Role Skirmisher
An Offensive Role that can engage and disengage quickly while fighting in melee.

Abilities

Aroma Veil
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
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 tier 1
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 tier 1
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 tier 1
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 tier 1
1 AP, At-Will ✦ Strike, Accurate
Targets: Range 4, 1 Target ✦ vs Evasion
Hit: 2d6 Special Grass Damage.


Bounce ✦ Flying Type tier 1
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 tier 1
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 tier 1
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 tier 1
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.