Wooloo

From Pokemon Tabletop Wiki

Wooloo — Type: Normal

Wooloo

Favored Skills: Traversal, Presence
Deficient Skill: Focus
Home Turf: Mountain
Gifts: Placeholder

Initiative: 1
Movement: 6
Size: Small

Traits
Physical Attacker: +3/4/5 Physical Damage.
Run Away: Whenever you would become Slowed or Stuck, roll a Save. On a success, remove the triggering condition.

Defense Priority: Evasion > Vigor > Resolve
Basic Attacks: Physical Innate Melee

Roles

DPS Role Brawler
An Offensive Role that excels at flanking and melee attacks against isolated enemies.
DPS Role Juggernaut
An Offensive Role that closes the gap between itself and foes quickly with charging attacks.
Tank Role Guardian
A Defensive Role that can intercept attacks aimed at its allies.

Abilities

Fluffy
Static
Effect: You resist all physical damage one step, but are weak to Fire damage (Physical Fire attacks deal regular damage).


Rock Head
Static
Effect: When using a Move with the Recoil keyword, you may remove the Recoil keyword from that move. If you don’t, you gain a +3/4/5 damage bonus with that attack.


Moves

Starting Moves

Copycat ✦ Normal Type tier 1
1 AP, Scene x1 ✦ Maneuver
Targets: Range 4, 1 Target
Always: You temporarily learn the last Move used by the target until the end of the Scene.


Double Kick ✦ Fighting Type tier 1
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.


Take Down ✦ Normal Type tier 1
2 AP, At-Will ✦ Strike, Recoil
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Normal Damage.
Always: This attack gains a +2 bonus to Critical Hit Range.
Critical or SE: The target is knocked prone.
Boost: +2d6 Damage. Resisted damage on Miss.


Tier 1 Natural Moves

Cotton Guard ✦ Grass Type tier 1
2 AP, At-Will ✦ Maneuver, Buff
Targets: Self
Always: Gain two Charges of the Cotton Guard buff. As long as you have any Charges of the Cotton Guard buff, gain +6/8/10 Armor against Physical Damage. You may spend a charge of Cotton Guard as a free action to automatically succeed on a Save roll.


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.


Wild Charge ✦ Electric Type tier 1
2 AP, At-Will ✦ Strike, Recoil
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Electric Damage.
Always: This attack gains a +2 bonus to Critical Hit Range.
Critical or SE: The target is knocked prone.
Boost: +2d6 Damage. Resisted damage on Miss.


Tier 1 Tutor Moves

Rollout ✦ Rock Type tier 1
2 AP, At-Will ✦ Strike, Inaccurate
Targets: Melee, 1 Target ✦ vs Evasion
Hit: 3d6 Physical Rock Damage. +1d6 Damage and Push 1 for each Rollout Counter you have. Lose all Rollout Counters.
Miss: Gain one Rollout Counter, up to a maximum of 3, and Disengage 2.
Boost: +1d6 Damage. Half Damage on miss. Rollout becomes Pass 4.


Flee ✦ Normal Type tier 1
2 AP, At-Will ✦ Maneuver
Targets: Self
Always: Disengage in a straight line a number of squares up to your Movement. You may pass through occupied squares while doing so, and each character you pass through must roll a Save Check. On a failure, they become Prone.