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obsidian:pokerole2.0-statblocks:srd-chinchou [2023/07/20 19:36]
willowlark created
— (current)
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-#PokeroleSRD/Statblock 
- 
-====== Chinchou ====== 
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-A **Water/Electric** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: 
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-  * **Volt Absorb** Whenever this Pokemon is hit by an Electric-Type Move, you may Heal 1 HP instead of receiving damage. Electric-type moves do not deal damage to this Pokemon. 
-  * **Illuminate** Increases the chance of random Wild Pokemon encounters. If there were enviromental challenges where there is reduced visibility, this Pokemon and it’s allies are immune to the effects. 
-  * **Water Absorb** Whenever this Pokemon is hit by a Water-Type Move, you may Heal 1 HP instead of receiving damage. Water-type moves do not deal damage to this Pokemon. 
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-===== Stats ===== 
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-^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ 
-|4         |2       |2         |1             |2             | 
-|**Str**   |**Dex** |**Vit**   |**Spec**      |**Ins**       | 
-|1/3       |2/    |1/      |2/          |2/          | 
-|**Tough** |**Cool**|**Beauty**|**Clever**    |**Cute**      | 
-|1         |1       |1         |1             |1             | 
- 
-===== Skills ===== 
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-^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ 
-|                                 | 
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-===== Moves ===== 
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-  * ☐ **Water Gun** - //Water Type// Special Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. 
-  * ☐ **Supersonic** - //Normal Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Tough+Channel//. **Effect:** Confuse the foe. -3 Accuracy. 
-  * ☐ **Thunder Wave** - //Electric Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Paralyze the foe. -1 Accuracy. 
-  * ☐ **Flail** - //Normal Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add 1 Dice to the Damage Roll for every missing HP the user has. Up to +5 Dice may be added this way. 
-  * ☐ **Bubble** - //Water Type// Special Move learned at //Beginner//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Target all foes in range. Roll 1 Chance Dice to Reduce the Dexterity of those affected. 
-  * ☐ **Confuse Ray** - //Ghost Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Confuse the foe. 
-  * ☐ **Spark** - //Electric 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 Paralyze the foe. 
-  * ☐ **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. 
-  * ☐ **Electro Ball** - //Electric Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** The user adds 1 Dice to the Damage Pool for every Dexterity point the User has that surpasses the foe’s. Up to 4 Dice may be added. 
-  * ☐ **Bubble Beam** - //Water Type// Special Move learned at //Amateur//. 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 Dexterity. 
-  * ☐ **Signal Beam** - //Bug Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+3//. **Effect:** Roll 1 Chance Dice to Confuse the foe. 
-  * ☐ **Discharge** - //Electric Type// Special Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 3 Chance Dice to Paralyze those affected. 
-  * ☐ **Aqua Ring** - //Water Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** If successful spent 1 Will point to activate. At the end of each Round, recover 1 HP. Lasts 4 Rounds. 
-  * ☐ **Hydro Pump** - //Water Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** -1 Accuracy. 
-  * ☐ **Ion Deluge** - //Electric Type// Support Move learned at //Ace//. Targets //Battlefield//. It’s Accuracy dice are //Insight+Nature//. **Effect:** For the rest of the Scene, Normal Type Moves will deal damage as if they were Electric Type Moves. 
-  * ☐ **Charge** - //Electric Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Add 2 Dice to the Damage Pool to the next Electric Damaging move the user performs. 
-  * ☐ **Agility** - //Psychic Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Dexterity+Athletic//. **Effect:** Increase the User’s Dexterity by 2. 
-  * ☐ **Soak** - //Water Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Change the target’s Type to Water. 
-  * ☐ **Psybeam** - //Psychic Type// Special Move learned at //Pro//. 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.