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obsidian:pokerole2.0-statblocks:srd-pinsir [2023/07/20 19:38]
willowlark created
— (current)
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-#PokeroleSRD/Statblock 
- 
-====== Pinsir ====== 
- 
-A **Bug** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: 
- 
-  * **Hyper Cutter** This Pokemon cannot have its Strength Attribute reduced by any means. 
-  * **Mold Breaker** If a foe Pokemon has a type, an immunity, or an Ability that would prevent this Pokemon from attacking with a certain Move, ignore it. 
-  * **Moxie** If a foe faints because of an attack dealt by this Pokemon, Increase 1 Point to its Strength Attribute. Up to 3 points can be increased this way. 
- 
-===== Stats ===== 
- 
-^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ 
-|7         |2       |2         |3             |2             | 
-|**Str**   |**Dex** |**Vit**   |**Spec**      |**Ins**       | 
-|3/7       |2/    |3/      |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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-  * ☐ **Vice Grip** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. 
-  * ☐ **Focus Energy** - //Normal Type// Support Move learned at //Starter//. 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. 
-  * ☐ **Bind** - //Normal Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy. 
-  * ☐ **Seismic Toss** - //Fighting Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Strength+Athletic// with a damage pool of //+0//. **Effect:** Roll Damage Dice according to the User’s Rank. 1 Dice at Starter Rank. 2 Dice at Beginner Rank. 3 dice at Amateur Rank. 4 Dice at Ace Rank. 5 Dice at Professional Rank. Ignores Defense. 
-  * ☐ **Harden** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Increase the User’s Defense. 
-  * ☐ **Revenge** - //Fighting Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** If the User has already received damage this round, add 2 Extra Dice to the Damage Pool. 
-  * ☐ **Brick Break** - //Fighting Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** If a Barrier is in place on the foe’s side (ie. Light Screen, Reflect) destroy the barrier and add 2 Extra Dice to the Damage Pool. 
-  * ☐ **Vital Throw** - //Fighting Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Low Priority 1. Never Fail. 
-  * ☐ **Double Hit** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Double Action. -1 Accuracy. 
-  * ☐ **Submission** - //Fighting 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. 
-  * ☐ **X-Scissor** - //Bug Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+3//. 
-  * ☐ **Storm Throw** - //Fighting Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** If the Accuracy Roll is successful this move becomes a Critical Hit. 
-  * ☐ **Thrash** - //Normal Type// Physical Move learned at //Ace//. Targets //Random Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Rampage. 
-  * ☐ **Swords Dance** - //Normal Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Dexterity+Perform//. **Effect:** Increase the User’s Strength by 2. 
-  * ☐ **Superpower** - //Fighting Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Lethal. Reduce User’s Strength and Defense. 
-  * ☐ **Guillotine** - //Normal Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //+0//. **Effect:** The target is dealt damage equal to its remaining HP plus 1 Lethal. -5 Accuracy. 
-  * ☐ **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. 
-  * ☐ **Stealth Rock** - //Rock Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Dexterity+Stealth//. **Effect:** Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack. 
-  * ☐ **Feint Attack** - //Dark Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Never Fail.