#PokeroleSRD/Statblock

Raticate

A Normal 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.
  • Guts While affected by a Status Condition, Increase 2 Points to this Pokemon’s Strength Attribute.
  • Hustle This Pokemon gets an extra -1 Reduced Accuracy and 2 Extra Dice to the Damage pool for all its Physical Attacks.

Stats

HP (4)InitEvade Phys ClashSpec Clash
6 3 3 2 2
Str Dex Vit Spec Ins
2/5 3/6 2/4 2/4 2/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Tail Whip - Normal Type Support Move learned at Starter. Targets All Foes. It’s Accuracy dice are Cute+Perform. Effect: Reduce the foe’s Defense.
  • Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Focus Energy - Normal Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Insight+Channel. Effect: All of the user’s damage moves now have High Critical. This effect lasts until end of scene or the user is removed from battle.
  • Quick Attack - Normal Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Priority 1. Double the Pokemon’s movement speed.
  • Pursuit - Dark 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 Switching Out or escaping. Add 2 Dice to the Damage Pool and Priority 1 to this move.
  • Bite - Dark Type Physical Move learned at Beginner. 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.
  • Flame Wheel - Fire Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 1 Chance Dice to Burn the foe.
  • Hyper Fang - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 1 Chance Dice to Flinch.
  • Sucker Punch - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Priority 1. This move can only be used after the Target rolls a damaging move.
  • Scary Face - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Reduce the foe’s Dexterity by 2.
  • Assurance - Dark 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 User has already received damage from the target this Round add 2 Extra Dice to the Damage Pool.
  • Crunch - Dark Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Lethal. Roll 1 Chance Dice to reduce foe’s Defense.
  • Double-Edge - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
  • Super Fang - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of +0. Effect: Damage Roll is Half of the Foe’s remaining HP (up to 10) rounded down. If the remaining HP of the foe is 1 this move fails. Ignore the foe’s Defenses. -1 Accuracy.
  • Endeavor - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Will+Channel with a damage pool of +0. Effect: Roll Damage equal to the Difference between user’s Full HP and its Current HP (up to 10). User cannot reduce the target’s HP to lower than its own remaining HP. Ignore foe’s Defenses.
  • Swords Dance - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Dexterity+Perform. Effect: Increase the User’s Strength by 2.
  • Last Resort - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+6. Effect: It can be used only after the Pokemon has performed all its known moves at least once during the battle.
  • Final Gambit - Fighting Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Will+Athletic with a damage pool of +0. Effect: Ignore the foe’s Defenses. The user faints after dealing damage.