Differences

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

Link to this comparison view

obsidian:pokerole2.0-statblocks:srd-raboot [2023/07/20 19:35]
willowlark created
— (current)
Line 1: Line 1:
-#PokeroleSRD/Statblock 
- 
-====== Raboot ====== 
- 
-A **Fire** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: 
- 
-  * **Blaze** When this Pokemon’s HP is at half or less, Pain Penalization will not reduce successes from Damage rolls of its Fire-Type Moves, and they will get 1 extra die to their Damage Pool. 
-  * **Libero** Whenever this Pokemon uses a move, first change its type to that of the move. If the move is an attack and deals damage, use the appropriate STAB. 
- 
-===== Stats ===== 
- 
-^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ 
-|6         |2       |2         |2             |2             | 
-|**Str**   |**Dex** |**Vit**   |**Spec**      |**Ins**       | 
-|2/5       |2/    |2/      |2/          |2/          | 
-|**Tough** |**Cool**|**Beauty**|**Clever**    |**Cute**      | 
-|1         |1       |1         |1             |1             | 
- 
-===== Skills ===== 
- 
-^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ 
-|                                 | 
- 
-===== Moves ===== 
- 
-  * ☐ **Tackle** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. 
-  * ☐ **Growl** - //Normal Type// Support Move learned at //Starter//. Targets //All Foes//. It’s Accuracy dice are //Tough/cute+PERFORM//. **Effect:** Reduce the foe’s Strength. Sound Based. “Growl (Cute/Tough)”, the user should use the one with highest stat (tough / cute) 
-  * ☐ **Ember** - //Fire 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 Burn the foe. 
-  * ☐ **Quick Attack** - //Normal Type// Physical Move learned at //Beginner//. 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. 
-  * ☐ **Double Kick** - //Fighting 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. 
-  * ☐ **Flame Charge** - //Fire Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Increase the User’s Dexterity. 
-  * ☐ **Agility** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Dexterity+Athletic//. **Effect:** Increase the User’s Dexterity by 2. 
-  * ☐ **Headbutt** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 3 Chance Dice to Flinch. May call Random Encounters when hitting trees. 
-  * ☐ **Counter** - //Fighting Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Brawl// with a damage pool of //+2//. **Effect:** This Move can only deal damage if the Foe has dealt Physical Damage to the User this Round. Roll the same Damage Pool as your Foe plus 2 Extra Dice. Ignore the foe’s Defenses. 
-  * ☐ **Bounce** - //Flying Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Charge Move. While charging this Move, the user will be out of range. Roll 3 Chance Dice to Paralyze the foe. 
-  * ☐ **Double-Edge** - //Normal Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Recoil. 
-  * ☐ **Work Up** - //Normal Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Strength+Athletic//. **Effect:** Increase the User’s Strength and Special. 
-  * ☐ **High Jump Kick** - //Fighting Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+5//. **Effect:** If Accuracy Roll is unsuccessful, deal 5 Dice of Damage to the User. -1 Accuracy. 
-  * ☐ **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.