Eiscue

From Pokemon Tabletop Wiki
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...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Eiscue — Type: Ice

Eiscue

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

DPS Role Skirmisher
An Offensive Role that can engage and disengage quickly while fighting in melee.
DPS Role Switch Hitter
An Offensive Role that prefers to alternate between melee and ranged attacks.
Support Role Breaker
A Support Role that uses Tricks to increase the damage enemies take from allies' attacks.

Abilities

Ice Face
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:
  • As a Free Action when you are in Hail
  • As a Move Action when you are standing on or adjacent to icy or snowy terrain


Moves

Starting Moves

Icy Wind ✦ Ice Type tier 1
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 tier 1
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 tier 1
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 tier 1
1 AP, At-Will ✦ Strike, Accurate
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 2d6 Physical Flying Damage.


Bubble Slide ✦ Water Type tier 1
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 tier 1
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 tier 1
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 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.