Differences

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

Link to this comparison view

obsidian:pokerole2.0-statblocks:srd-pincurchin [2023/07/20 19:36]
willowlark created
— (current)
Line 1: Line 1:
-#PokeroleSRD/Statblock 
- 
-====== Pincurchin ====== 
- 
-A **Electric** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: 
- 
-  * **Lightning Rod** If anyone uses an Electric-Type move with a Single target, it will be redirected to this Pokemon; it is immune to damage from them. The first time this Pokemon is hit by an Electric-Type move, Increase 1 Point to this Pokemon’s Special. 
-  * **Electric Surge** When this Pokemon comes out, it automatically starts the effects of the Move Electric Terrain. (In case of stalemate the Pokemon with higher Will might keep the dominant Terrain) 
- 
-===== Stats ===== 
- 
-^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ 
-|7         |1       |1         |3             |2             | 
-|**Str**   |**Dex** |**Vit**   |**Spec**      |**Ins**       | 
-|3/6       |1/    |3/      |2/          |2/          | 
-|**Tough** |**Cool**|**Beauty**|**Clever**    |**Cute**      | 
-|1         |1       |1         |1             |1             | 
- 
-===== Skills ===== 
- 
-^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ 
-|                                 | 
- 
-===== Moves ===== 
- 
-  * ☐ **Peck** - //Flying Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. 
-  * ☐ **Thunder Shock** - //Electric Type// Special Move learned at //Starter//. 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. 
-  * ☐ **Water Gun** - //Water Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. 
-  * ☐ **Charge** - //Electric Type// Support Move learned at //Beginner//. 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. 
-  * ☐ **Fury Attack** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Successive Actions. -1 Accuracy. 
-  * ☐ **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. 
-  * ☐ **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. 
-  * ☐ **Recover** - //Normal Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage. 
-  * ☐ **Curse** - //Ghost Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Will+Channel//. **Effect:** Roll half the user’s HP as damage dice to itself, ignoring Defenses. The target will remove 1 success from all their rolls until the Curse is lifted. 
-  * ☐ **Electric Terrain** - //Electric Type// Support Move learned at //Amateur//. Targets //Battlefield//. It’s Accuracy dice are //Insight+Nature//. **Effect:** For the Next 4 Rounds all Electric Attacks will deal 1 Extra Dice of Damage. Anyone on the ground will be cured from “Sleep” Status. 
-  * ☐ **Poison Jab** - //Poison Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 3 Chance Dice to Poison the Foe. 
-  * ☐ **Zing Zap** - //Electric Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 3 Chance Dice to Flinch the Foe. 
-  * ☐ **Acupressure** - //Normal Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Dexterity+Nature//. **Effect:** Increase a Random Attribute. If this Move is used again, the previous Attribute Modifier is removed. 
-  * ☐ **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. 
-  * ☐ **Sucker Punch** - //Dark Type// Physical Move learned at //Pro//. 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. 
-  * ☐ **Toxic Spikes** - //Poison Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Dexterity+Stealth//. **Effect:** Foe Pokemon that enter the battlefield become Poisoned. Roll 1 Chance Dice for the Poison to become Badly Poisoned instead. Entry Hazard. 
-  * ☐ **Spikes** - //Ground Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Foe Pokemon that enter the battlefield will lose 1 HP, this effect does not stack. Pokemon with the Levitate ability and Flying Type Pokemon are immune to this effect. Entry Hazard.