Scorbunny
From Pokemon Tabletop Wiki
Scorbunny — Type: Fire
Favored Skills: Traversal, Force
Deficient Skill: Insight
Home Turf: Grassland
Gifts: Placeholder
Initiative: 4
Movement: 6
Size: Small
Traits
Physical Attacker: +3/4/5 Physical Damage.
Limber: Immune to Paralysis.
Defense Priority: Evasion > Vigor > Evasion
Basic Attacks: Physical Innate Melee
Roles
Skirmisher | |
---|---|
An Offensive Role that can engage and disengage quickly while fighting in melee. |
Brawler | |
---|---|
An Offensive Role that excels at flanking and melee attacks against isolated enemies. |
Duelist | |
---|---|
A Defensive Role which Marks its foes and makes it more difficult for them to attack other targets. |
Abilities
Cute Charm |
---|
Free Action, Scene x2 ✦ Limited |
Trigger: You are hit by a Strike. |
Effect: Your attacker takes a Bane to all Accuracy Rolls on Strikes until the end of their next turn. If they target you with a Strike before that time, they then become Weakened until the end of their next turn. Weakened applies before resolving any damage from the attack. |
Lightning Kicks |
---|
Static |
Effect: You can use Moves with “Kick” in the name as Priority Moves. When you use Moves with “Kick” in the name on your turn, they gain the Accurate Keyword. |
Moves
Starting Moves
Flame Charge ✦ Fire Type | |
2 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 3d6 Physical Fire Damage. | |
Always: Increase your Initiative by +1 for the rest of the Scene, up to a maximum of +3. Increase your Movement by +2 until the end of your next turn. | |
Boost: +1d6 Damage. Resisted Damage on miss. Immediately Move as if Slowed and repeat this attack against a second target. Do not gain the Always effect from this second attack. |
Double Kick ✦ Fighting Type | |
1 AP, At-Will ✦ Strike | |
Targets: Melee, 1 Target ✦ vs Evasion | |
Hit: 1d6 Physical Fighting Damage. | |
Always: Roll Accuracy an additional time against one target or repeat this attack against a different target. If you hit the same target more than once, do 1d6 additional damage for each hit past the first and ignore all Armor. | |
Boost: Roll Accuracy an additional time against one target or repeat this attack against a different target. If you hit a target three times with Double Kick, they are knocked prone. Half damage on miss. |
Agility ✦ Psychic Type | |
2 AP, At-Will ✦ Maneuver, Buff | |
Targets: Self | |
Always: You gain two Charges of the Speedster Buff. While you have Charges of the Speedster Buff, you have +2 Initiative and Movement. Once per round, you may spend a Charge of Speedster as a Free Action on your turn to take an extra Movement Action. If you do, add your Initiative to your next damage roll taken this turn. | |
Boost: While you have Charges of the Speedster Buff, you may move through spaces occupied by enemies. When you do so, they make Accuracy Rolls against you with 1 Bane until the end of their next turn. |
Tier 1 Natural Moves
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. |
Knee Kick ✦ Normal Type | |
1 AP, At-Will ✦ Trick, Limited | |
Targets: Melee, 1 Target | |
Hit: The target becomes Prone. | |
Always: You may use Knee Kick as a Punish Attack. |
Sand Attack ✦ Ground Type | |
1 AP, At-Will ✦ Trick, Limited | |
Targets: Range 5, 1 Target ✦ vs Resolve | |
Hit: The target is Blinded until the end of its next turn. |
Tier 1 Tutor Moves
Rock Throw ✦ Rock Type | |
1 AP, At-Will ✦ Strike | |
Targets: Range 6, 1 Target ✦ vs Evasion | |
Hit: If the target is flying, they are brought down to ground level and cannot fly until the end of their turn. | |
Critical or SE: The target is Flinched. |
Rally ✦ Normal Type | |
1 AP, Scene x2 ✦ Maneuver | |
Targets: Burst 2 | |
Always: All allies within the area of effect may take a Movement Action. |