#PokeroleSRD/Statblock

Clefairy

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

  • Cute Charm If a foe hits this Pokemon with a Non-Ranged Physical Attack, roll 3 Chance Dice to make the foe fall in Love
  • Magic Guard This Pokemon won’t receive damage from Status Conditions, Recoil, Held Item or Weather Conditions
  • Friend Guard If this Pokemon is hit by a move performed by an ally, Reduce by 2 the damage dealt to it.

Stats

HP (4)InitEvade Phys ClashSpec Clash
6 1 1 2 2
Str Dex Vit Spec Ins
2/4 1/3 2/4 2/4 2/4
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Growl - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Tough/cute+PERFORM. Effect: Reduce the foe’s Strength. Sound Based. “Growl (Cute/Tough)”, the user should use the one with highest stat (tough / cute)
  • Pound - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Sing - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Cute+Perform. Effect: Inflict Sleep on the target. Sound Based. -3 Accuracy.
  • Disarming Voice - Fairy Type Special Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Insight+Perform with a damage pool of Special+2. Effect: Sound Based. Never Fail. Targets All foes in range.
  • Double Slap - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Successive Actions. -2 Accuracy.
  • Encore - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Cool+Allure. Effect: For the duration of this effect, the target will repeat the exact same action sequence it had this round. Target must have had an action sequence. Last 4 Rounds. Priority 3.
  • Defense Curl - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase the User’s Defense.
  • Metronome - Normal Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Perform with a damage pool of Special+0. Effect: Roll a dice to determine this move’s power. The appearance and Type of this move are decided by the Storyteller.
  • Bestow - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Cool+Etiquette. Effect: If target is not holding an Item, the User gives its own.
  • Follow Me - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Cool+Perform. Effect: Foes will target the user this Round. Priority 5.
  • Minimize - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Channel. Effect: The User can now make up to 5 Evasions per Round.
  • Wake-Up Slap - Fighting Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the Foe is sleeping, Add 2 Extra Dice to the Damage Pool. The foe Wakes up afterwards.
  • After You - Normal Type Support Move learned at Amateur. Targets One Ally. It’s Accuracy dice are Cool+Etiquette. Effect: The Target will go first in the order of Initiative. Lasts for the rest of this Battle.
  • Stored Power - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+1. Effect: Add 1 Extra Dice of Damage for each Increased attribute the user has (ie. Clefairy has 1 Increased Point in Defense and 1 Evasion. Stored Power will have 2 Extra Dice on the Damage Pool). Up to 7 Dice may be added.
  • Spotlight - Normal Type Support Move learned at Amateur. Targets One Ally. It’s Accuracy dice are Cool+Perform. Effect: Priority 3. Foes will target One Ally this turn.
  • Cosmic Power - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Channel. Effect: Increase the User’s Defense and Sp. Defense.
  • Lucky Chant - Normal Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Special+Perform. Effect: User and Allies in range can re-roll one un-successful die from all their rolls until the end of the scene. If an opponent would land a Critical Hit it doesn’t. Outside of battle good things happen at the story tellers discretion.
  • Body Slam - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Paralyze the foe.
  • Moonlight - Fairy Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Basic Heal. If successful spend 1 Will point to activate. If performed at Night or Sunny Weather is in effect this move becomes a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP
  • Moonblast - Fairy Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Reduce foe’s Special.
  • Gravity - Psychic Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds.
  • Meteor Mash - Steel Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. Roll 2 Chance Dice to Increase the User’s Strength. -1 Accuracy.
  • Healing Wish - Psychic Type Support Move learned at Ace. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: The User faints. One Ally is completely healed from all damage and status ailments.
  • Swift - Normal Type Special Move learned at Pro. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
  • Heal Bell - Normal Type Support Move learned at Pro. Targets User and Allies. It’s Accuracy dice are Special+Perform. Effect: Cure the User and allies suffering from Status Conditions. They don’t need to be on the battlefield to get this effect. Sound Based.
  • Heal Pulse - Psychic Type Support Move learned at Pro. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will to activate.