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obsidian:pokerole2.0-statblocks:srd-magnemite [2023/07/20 19:39]
willowlark created
— (current)
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-#PokeroleSRD/Statblock 
- 
-====== Magnemite ====== 
- 
-A **Electric/Steel** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: 
- 
-  * **Magnet Pull** All Steel-Type Pokemon on the field are Blocked. 
-  * **Sturdy** The first time this Pokemon would faint due to a Damaging move, it will remain at 1 HP instead. Status Conditions and Self inflicted damage will still cause it to faint. The Pokemon must rest for an hour before benefiting from Sturdy again. 
-  * **Analytic** If this Pokemon has a lower initiative than its target, Add 1 Dice to all of its Damage Pools. 
- 
-===== Stats ===== 
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-^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ 
-|5         |2       |2         |2             |2             | 
-|**Str**   |**Dex** |**Vit**   |**Spec**      |**Ins**       | 
-|2/4       |2/    |2/      |2/          |2/          | 
-|**Tough** |**Cool**|**Beauty**|**Clever**    |**Cute**      | 
-|1         |1       |1         |1             |1             | 
- 
-===== Skills ===== 
- 
-^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ 
-|                                 | 
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-===== Moves ===== 
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-  * ☐ **Tackle** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+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 Shock** - //Electric 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 Paralyze the foe. 
-  * ☐ **Sonic Boom** - //Normal Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //+0//. **Effect:** This moves always inflicts 1 damage. 
-  * ☐ **Light Screen** - //Psychic Type// Support Move learned at //Amateur//. Targets //User and Allies//. It’s Accuracy dice are //Special+Channel//. **Effect:** User and Allies will receive 1 less Damage from Special Attacks. Lasts 4 Rounds. 
-  * ☐ **Thunder Wave** - //Electric Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Paralyze the foe. -1 Accuracy. 
-  * ☐ **Magnet Bomb** - //Steel Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+2//. **Effect:** Ranged. Never Fail. 
-  * ☐ **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. 
-  * ☐ **Mirror Shot** - //Steel Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 3 Chance Dice to Confuse the foe. -2 Accuracy. 
-  * ☐ **Metal Sound** - //Steel Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Perform//. **Effect:** Sound Based. Reduce the foe’s Special Defense by 2. 
-  * ☐ **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. 
-  * ☐ **Flash Cannon** - //Steel 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 Sp. Defense. 
-  * ☐ **Screech** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Perform//. **Effect:** Reduce the foe’s Defense by 2. Sound Based. 
-  * ☐ **Magnet Rise** - //Electric Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Insight+Nature//. **Effect:** For the Next 4 Rounds the User gains immunity against Ground Type Moves. 
-  * ☐ **Lock-On** - //Normal Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** The next attack the user performs has 2 automatic unremovable successes on its Accuracy Roll. 
-  * ☐ **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. 
-  * ☐ **Gyro Ball** - //Steel Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add 1 Extra Dice to the Damage pool for every point of Dexterity the Foe has that surpasses the user’s. Up to 5 Dice may be added this way. 
-  * ☐ **Zap Cannon** - //Electric Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+5//. **Effect:** Lethal. Paralyze the Foe. -3 Accuracy. 
-  * ☐ **Gravity** - //Psychic Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds. 
-  * ☐ **Iron Defense** - //Steel Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Vitality+Channel//. **Effect:** Increase the User’s Defense by 2. 
-  * ☐ **Signal Beam** - //Bug Type// Special Move learned at //Pro//. 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.