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obsidian:pokerole2.0-statblocks:srd-octillery [2023/07/20 19:37]
willowlark created
— (current)
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-#PokeroleSRD/Statblock 
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-====== Octillery ====== 
- 
-A **Water** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: 
- 
-  * **Suction Cups** The Pokemon is immune to effects that force switches. 
-  * **Sniper** If this Pokemon lands a Critical Hit, it will get 3 Bonus Dice to the Damage Pool of its attack instead of the regular 2. 
-  * **Moody** At the end of each round, reset Attributes modified by Moody, then Reduce 1 Point to a random Attribute and Increase 1 Point to another random Attribute. 
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-===== Stats ===== 
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-^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ 
-|6         |2       |2         |3             |3             | 
-|**Str**   |**Dex** |**Vit**   |**Spec**      |**Ins**       | 
-|3/6       |2/    |2/      |3/          |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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-  * ☐ **Rock Blast** - //Rock Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Ranged. Successive Actions. -1 Accuracy. 
-  * ☐ **Constrict** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds. 
-  * ☐ **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//. 
-  * ☐ **Aurora Beam** - //Ice 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 Reduce foe’s Strength. 
-  * ☐ **Psybeam** - //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. 
-  * ☐ **Bullet Seed** - //Grass Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Ranged. Successive Actions. 
-  * ☐ **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. 
-  * ☐ **Focus Energy** - //Normal Type// Support Move learned at //Amateur//. 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. 
-  * ☐ **Octazooka** - //Water Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 5 Chance Dice to Reduce the foe’s Accuracy. -2 Accuracy. 
-  * ☐ **Wring Out** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Remove 1 Dice from the Damage Roll for every missing HP of the Target. Up to 4 dice may be removed this way. 
-  * ☐ **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. 
-  * ☐ **Ice Beam** - //Ice 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 Freeze the Foe. 
-  * ☐ **Gunk Shot** - //Poison Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Ranged. Roll 3 Chance Dice to Poison the Foe. -2 Accuracy. 
-  * ☐ **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. 
-  * ☐ **Hyper Beam** - //Normal Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+6//. **Effect:** Must Recharge. Lethal. -1 Accuracy. 
-  * ☐ **Soak** - //Water Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Change the target’s Type to Water. 
-  * ☐ **Water Spout** - //Water Type// Special Move learned at //Pro//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+6//. **Effect:** Remove 1 Dice of Damage for every missing HP of the User. Up to 5 Dice may be reduced this way. 
-  * ☐ **Acid Spray** - //Poison Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Reduce the foe’s Special by 2. 
-  * ☐ **Dive** - //Water Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Charge Move. While charging this move, the User will be out of range. Allows the Pokemon to swim into Deep Waters.