Eiscue
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Revision as of 23:37, 29 June 2020 by WikiAdmin (talk | contribs) (Created page with "== Eiscue — Type: Ice == <div class="grid"> <div class="basic-module"> 240px|link=|Eiscue<br> </div> <div class="info-module"> '''Favored Skills''': Finesse...")
Eiscue — Type: Ice
Favored Skills: Finesse, Focus
Deficient Skill: Insight
Home Turf: Tundra
Gifts: Placeholder
Initiative: 2
Movement: 5
Size: Medium
Traits
Run Away: Whenever you would become Slowed or Stuck, roll a Save. On a success, remove the triggering condition.
Two-Faced: While you have uses left of Ice Face, you have +3/4/5 Armor vs Physical Damage. While you have no uses left of Ice Face, you have +3 Initiative and +2 Movement.
Defense Priority: Evasion > Vigor > Resolve
Basic Attacks: Physical Innate Melee, Special Ice Ranged
Roles
Skirmisher | |
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An Offensive Role that can engage and disengage quickly while fighting in melee. |
Switch Hitter | |
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An Offensive Role that prefers to alternate between melee and ranged attacks. |
Breaker | |
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A Support Role that uses Tricks to increase the damage enemies take from allies' attacks. |
Abilities
Ice Face |
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Free Action, Scene x1 |
Trigger: You are hit by a damaging attack. |
Effect: You take the damage as if Resisted one step further. Once a Scene, you can restore the Frequency of Ice Face in one of the following ways:
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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. |
Headbutt ✦ Normal Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: 2d6 Physical Normal Damage. | |
Critical or SE: The target is pushed 1 meter away and knocked prone. | |
Special: You may forfeit your Move action when you hit with this attack; if you do, the target is Flinched. |
Frost Slide ✦ Ice Type | |
1 AP + Move Action, At-Will ✦ Trick | |
Targets: Melee, 1 Target ✦ vs Vigor | |
Hit: The target becomes Prone. | |
Always: Move up to your Movement and at least 3 squares in a straight line before using this Move. If you cannot do so, you cannot use Frost Slide. Each square you leave this turn as you Move becomes icy slow terrain for one full round. |
Tier 1 Natural Moves
Aerial Ace ✦ Flying Type | |
1 AP, At-Will ✦ Strike, Accurate | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 2d6 Physical Flying Damage. |
Bubble Slide ✦ Water Type | |
2 AP, At-Will ✦ Strike, Friendly | |
Targets: Melee, 1 Target or Pass 4 ✦ vs Vigor | |
Hit: 2d6 Physical Water Damage. | |
Always: Allies you pass through may Disengage 1. | |
Boost: +1d6 Damage. Resisted damage on a miss. All targets become Prone. |
Encore ✦ Normal Type | |
1 AP, At-Will ✦ Trick, Limited, Social | |
Targets: Range 4, 1 Target ✦ vs Resolve | |
Hit: On the target’s next turn, they must repeat the last attack or Move they used, if possible. |
Tier 1 Tutor Moves
Psyshock ✦ Psychic Type | |
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. |
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. |