#PokeroleSRD/Statblock
Rapidash (Galarian Form)
A Psychic/Fairy Pokemon with a Nature nature at Rank rank. It’s Abilities are:
- Run Away This Pokemon cannot be Blocked. It may also obtain bonus dice to escape from battle or captivity at Storyteller’s discretion.
- Pastel Veil User and Allies in range are immune to Poison and Badly Poison. If the condition was inflicted before this Pokemon came out, it will remain.
- Anticipation If a foe knows a move that would deal Lethal or Super Effective damage against this Pokemon, it will alert its Trainer.
Stats
HP (4) | Init | Evade | Phys Clash | Spec Clash |
---|---|---|---|---|
6 | 3 | 3 | 3 | 2 |
Str | Dex | Vit | Spec | Ins |
3/6 | 3/6 | 2/5 | 2/5 | 2/5 |
Tough | Cool | Beauty | Clever | Cute |
1 | 1 | 1 | 1 | 1 |
Skills
Skill | Skill | Skill | Skill | Skill | Skill | Skill | Skill |
---|---|---|---|---|---|---|---|
Moves
- ☐ Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
- ☐ 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)
- ☐ Tail Whip - Normal Type Support Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Cute+Perform. Effect: Reduce the foe’s Defense.
- ☐ Confusion - Psychic Type Special Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Confuse the foe.
- ☐ Fairy Wind - Fairy Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
- ☐ Agility - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
- ☐ Psycho Cut - Psychic Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: High Critical.
- ☐ Take Down - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
- ☐ Psybeam - Psychic Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 1 Chance Dice to Confuse the foe.
- ☐ Stomp - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 3 Chance Dice to Flinch the foe.
- ☐ Heal Pulse - Psychic Type Support Move learned at Amateur. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will to activate.
- ☐ Dazzling Gleam - Fairy Type Special Move learned at Ace. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
- ☐ Psychic - Psychic Type Special Move learned at Ace. 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.
- ☐ Megahorn - Bug Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Lethal Damage. -2 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.
- ☐ High Horsepower - Ground Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3.
- ☐ Magic Room - Psychic Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: No one can use their Held Item nor any other Item. Lasts 4 Rounds.
- ☐ Bounce - Flying Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Charge Move. While charging this Move, the user will be out of range. Roll 3 Chance Dice to Paralyze the foe.