Differences

This shows you the differences between two versions of the page.

Link to this comparison view

obsidian:pokerole2.0-statblocks:srd-darkrai [2023/07/20 19:36]
willowlark created
— (current)
Line 1: Line 1:
-#PokeroleSRD/Statblock 
- 
-====== Darkrai ====== 
- 
-A **Dark** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: 
- 
-  * **Bad Dreams** At the end of the Round, deal 1 Damage to anyone in the battlefield that has the Sleep Status Condition. 
- 
-===== Stats ===== 
- 
-^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ 
-|9         |7       |7         |5             |7             | 
-|**Str**   |**Dex** |**Vit**   |**Spec**      |**Ins**       | 
-|5/5       |7/    |5/      |7/          |5/          | 
-|**Tough** |**Cool**|**Beauty**|**Clever**    |**Cute**      | 
-|1         |1       |1         |1             |1             | 
- 
-===== Skills ===== 
- 
-^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ 
-|                                 | 
- 
-===== Moves ===== 
- 
-  * ☐ **Ominous Wind** - //Ghost 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. 
-  * ☐ **Disable** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** The Target cannot use the last move it performed. Lasts 4 Rounds. 
-  * ☐ **Quick Attack** - //Normal Type// Physical Move learned at //Master//. 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. 
-  * ☐ **Hypnosis** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Allure//. **Effect:** Put the target to sleep. Dark-Type Pokemon are affected by this move. -4 Accuracy. 
-  * ☐ **Feint Attack** - //Dark Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Never Fail. 
-  * ☐ **Nightmare** - //Ghost Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Will+Channel//. **Effect:** Will only work if the Target is asleep. Deal 1 Damage to the foe. Deal 1 Damage again at the beginning of each Round if the target is still asleep. 
-  * ☐ **Double Team** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Dexterity+Evasion//. **Effect:** The User can now make up to 5 Evasions per Round. 
-  * ☐ **Haze** - //Ice Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Remove all Increased or Reduced Attributes and Traits on everyone on the Battlefield. 
-  * ☐ **Dark Void** - //Dark Type// Support Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Insight+Channel//. **Effect:** All Foes in Range have the Sleep condition. -3 Accuracy. 
-  * ☐ **Nasty Plot** - //Dark Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Clever+Alert//. **Effect:** Increase the user’s Special by 2. 
-  * ☐ **Dream Eater** - //Psychic Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+4//. **Effect:** The user restores HP equal to half the damage dealt, rounded down. The target must be asleep, this move will fail otherwise. 
-  * ☐ **Dark Pulse** - //Dark Type// Special Move learned at //Master//. Targets //Random Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //Special+3//. **Effect:** Targets random foe. Roll 2 Chance Dice to Flinch the foe. 
-  * ☐ **Torment** - //Dark Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** The target cannot use the same Moves it used during the last Round. Lasts 4 Rounds. 
-  * ☐ **Wonder Room** - //Psychic Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds. 
-  * ☐ **Foul Play** - //Dark Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //+3//. **Effect:** S.T.A.B of the user and Strength of the foe apply for this move’s damage. 
-  * ☐ **Spite** - //Ghost Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Will+Intimidate//. **Effect:** Reduce Target’s Will to 1 point temporarily. Reset any effects it got from spending Will Points.