#PokeroleSRD/Statblock

Arceus

A Normal Pokemon with a Nature nature at Rank rank. It’s Abilities are:

  • Multitype This Pokemon can freely change its Type at any moment. This Ability can’t be copied, switched, changed, ignored, or negated in any way.

Stats

HP (6)InitEvade Phys ClashSpec Clash
18 12 12 12 12
Str Dex Vit Spec Ins
12/12 12/12 12/12 12/12 12/12
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Seismic Toss - Fighting Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Athletic with a damage pool of +0. Effect: Roll Damage Dice according to the User’s Rank. 1 Dice at Starter Rank. 2 Dice at Beginner Rank. 3 dice at Amateur Rank. 4 Dice at Ace Rank. 5 Dice at Professional Rank. Ignores Defense.
  • Cosmic Power - Psychic Type Support Move learned at Master. Targets User. It’s Accuracy dice are Special+Channel. Effect: Increase the User’s Defense and Sp. Defense.
  • Natural Gift - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Strength+3. Effect: User loses its held berry. Ranged. See Natural Gift on p.432 for more info.
  • Punishment - Dark Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Add up to 7 Dice to the Damage Pool for every Increased Attribute the foe has. (ie. Foe has 1 Increased dice in Dexterity & Strength that equals +2 Dice on the Damage Pool of this attack).
  • Gravity - Psychic Type Support Move learned at Master. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds.
  • Earth Power - Ground Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce the foe’s Sp. Defense.
  • Hyper Voice - Normal Type Special Move learned at Master. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Sound Based.
  • Extreme Speed - Normal Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Priority 2. Triple the Pokemon’s movement speed.
  • Refresh - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Will+Channel. Effect: The User cure itself from Poison, Burn, or Paralysis.
  • Future Sight - Psychic Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Channel with a damage pool of Special+5. Effect: Strikes at the end of the next Round. It bypasses any Shield Move and cover. If the target retires or switches out from battle the damage will be dealt to the next opponent or to one of its allies.
  • Recover - Normal Type Support Move learned at Master. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage.
  • Hyper Beam - Normal Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Must Recharge. Lethal. -1 Accuracy.
  • Perish Song - Normal Type Support Move learned at Master. Targets Area. It’s Accuracy dice are Beauty+Perform. Effect: After three rounds, if any Pokemon who heard the song is not removed from battle, it will receive its remaining HP as damage. Sound Based.
  • Judgment - Normal Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Insight+Intimidate with a damage pool of Special+0. Effect: Ignore Defenses. This Move is considered to be any Type the user wants. If something would prevent this Move from dealing Damage, ignore it. This Move can’t be Clashed. This Move’s Power and extra Added Effects are decided by the Storyteller.
  • Sunsteel Strike - Steel Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+4. Effect: Lethal. If anything on the foe’s side of the field would prevent this move from dealing damage (Pokemon types. Abilities. Shield Moves. Weather. Or Barriers.) ignore it. This Move cannot be Clashed.
  • Infestation - Bug Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds.
  • Zap Cannon - Electric Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+5. Effect: Lethal. Paralyze the Foe. -3 Accuracy.
  • Draco Meteor - Dragon Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Lethal. Reduce User’s Special by 2. -1 Accuracy.
  • Light Of Ruin - Fairy Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Lethal. Recoil. -1 Accuracy.
  • Inferno - Fire Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+4. Effect: Lethal. Apply Burn 3 to the Foe. -3 Accuracy.
  • Hurricane - Flying Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Lethal. Roll 3 Chance Dice to Confuse the Foe. If Rain Weather in effect ignore this moves reduced accuracy. -2 Accuracy.
  • Phantom Force - Ghost Type Physical Move learned at Master. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+3. Effect: Charge Move. While charging this Move, other Moves will not affect the user. If the Target made a Shielding Action the shield is destroyed and won’t have any effect.
  • Frenzy Plant - Grass Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+6. Effect: Must Recharge. -1 Accuracy.
  • Detect - Fighting Type Support Move learned at Master. Targets User. It’s Accuracy dice are Insight+Alert. Effect: Priority. Shield Move. Reduce 3 Damage this pokemon would receive from a Damaging Move. Negate effects of Support Moves that target the user. Reduce to zero the set damage from a move the user would take.
  • Sheer Cold - Ice Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of +0. Effect: Deal damage to the Target equal to its remaining HP plus 1 Lethal Damage. -5 Accuracy.
  • Sludge Wave - Poison Type Special Move learned at Master. Targets Area. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Poison those affected.
  • Ancient Power - Rock Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense.
  • Origin Pulse - Water Type Special Move learned at Master. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+4. Effect: Lethal. -2 Accuracy.