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obsidian:pokerole2.0-statblocks:srd-solgaleo [2023/07/20 19:36]
willowlark created
— (current)
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-#PokeroleSRD/Statblock 
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-====== Solgaleo ====== 
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-A **Psychic/Steel** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: 
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-  * **Full Metal Body** Other Pokemon cannot Decrease the Attributes of this Pokemon. This Pokemon can still Decrease its own Attributes. 
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-===== Stats ===== 
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-^**HP (7)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ 
-|13        |6       |6         |7             |5             | 
-|**Str**   |**Dex** |**Vit**   |**Spec**      |**Ins**       | 
-|7/7       |6/    |6/      |5/          |5/          | 
-|**Tough** |**Cool**|**Beauty**|**Clever**    |**Cute**      | 
-|1         |1       |1         |1             |1             | 
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-===== Skills ===== 
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-^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ 
-|                                 | 
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-===== Moves ===== 
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-  * ☐ **Sunsteel Strike** - //Steel Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+4//. **Effect:** Lethal. If anything on the foe’s side of the field would prevent this move from dealing damage (Pokemon types. Abilities. Shield Moves. Weather. Or Barriers.) ignore it. This Move cannot be Clashed. 
-  * ☐ **Cosmic Power** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** Increase the User’s Defense and Sp. Defense. 
-  * ☐ **Wake-Up Slap** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** If the Foe is sleeping, Add 2 Extra Dice to the Damage Pool. The foe Wakes up afterwards. 
-  * ☐ **Teleport** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** In the wild, the battle ends. In official battles, it counts as the Pokemon being recalled. Teleportation distances depend on Special and Storyteller’s discretion. 
-  * ☐ **Metal Claw** - //Steel Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 1 Chance Dice to Increase the user’s Strength. -1 Accuracy. 
-  * ☐ **Iron Head** - //Steel Type// Physical Move learned at //Master//. 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. 
-  * ☐ **Iron Head** - //Steel Type// Physical Move learned at //Master//. 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. 
-  * ☐ **Zen Headbutt** - //Psychic Type// Physical Move learned at //Master//. 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. -1 Accuracy. 
-  * ☐ **Flash Cannon** - //Steel Type// Special Move learned at //Master//. 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. 
-  * ☐ **Morning Sun** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Basic Heal. If successful spend 1 Will point to activate. Complete Heal during Sunny Weather. If Rain/Sandstorm Weather is in effect or it’s night or you are indoors/underground this move only heals 1 HP. 
-  * ☐ **Crunch** - //Dark Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Lethal. Roll 1 Chance Dice to reduce foe’s Defense. 
-  * ☐ **Metal Burst** - //Steel Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //+0//. **Effect:** This Move only works if the foe just used an attack. Roll the same Damage Pool as your foe’s last attack and add 2 Extra Damage Dice. 
-  * ☐ **Solar Beam** - //Grass Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Charge Move. If there is a Sunny Weather, you skip this Move’s Charge action. If performed under Rain, Sandstorm, or Hail Weather, this Move takes two actions to Charge. 
-  * ☐ **Noble Roar** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Reduce the foe’s Strength and Special. 
-  * ☐ **Flare Blitz** - //Fire Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Recoil. Roll 1 Chance Dice to Apply Burn 3 to the foe. 
-  * ☐ **Wide Guard** - //Rock Type// Support Move learned at //Master//. Targets //User and Allies//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Priority 3. Shield. Reduce 3 Damage the User and Allies would receive from a damaging move. Reduce to zero the set damage from a move the User and Allies would take. 
-  * ☐ **Giga Impact** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+6//. **Effect:** Must Recharge. Lethal. -1 Accuracy. 
-  * ☐ **Sunny Day** - //Fire Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Sunny Weather is activated for the next 4 Rounds. 
-  * ☐ **Light Screen** - //Psychic Type// Support Move learned at //Master//. 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. 
-  * ☐ **Outrage** - //Dragon Type// Physical Move learned at //Master//. Targets //Random Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Rampage. 
-  * ☐ **Flame Charge** - //Fire Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Increase the User’s Dexterity. 
-  * ☐ **Dazzling Gleam** - //Fairy Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//.