#PokeroleSRD/Statblock ====== Appletun ====== A **Grass/Dragon** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Ripen** Moves that use berries for added effects will have 2 Extra Dice on their Damage Pool (i.e. “Natural Gift” etc.) Increase the Healing properties of Berries at Storyteller’s discretion. * **Gluttony** This Pokemon can eat any type of food, medicine or herbal medicine with no negative. This pokemon can eat any held berries at any point of the battle as a free action. * **Thick Fat** Reduce by 1 the damage taken from Fire and Ice-Type moves. ===== Stats ===== ^**HP (5)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |7 |1 |1 |2 |3 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/5 |1/3 |2/5 |3/6 |2/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Withdraw** - //Water Type// Support Move learned at //Starter//. Targets //User//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Increase User’s Defense. * ☐ **Astonish** - //Ghost Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Headbutt** - //Normal Type// Physical Move learned at //Beginner//. 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. * ☐ **Recycle** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** The Pokemon reuses an Item that has already been spent. (Berries etc.) An Item may not be recycled more than 5 times. * ☐ **Growth** - //Normal Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** Increase the User’s Strength and Special. * ☐ **Sweet Scent** - //Normal Type// Support Move learned at //Amateur//. Targets //All Foes//. It’s Accuracy dice are //Special+Nature//. **Effect:** Those affected cannot evade moves performed by the user. Attracts wild Pokemon if used outside of battle. * ☐ **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. * ☐ **Stomp** - //Normal 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 Flinch the foe. * ☐ **Leech Seed** - //Grass Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Nature//. **Effect:** If successful spend 1 Will point to activate. At the end of each Round, Roll 1 Dice of Damage to the foe. User heals for 1 HP for every damage dealt this way. Grass Type Pokemon are immune to this Move. -1 Accuracy. * ☐ **Protect** - //Normal Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** Priority 5. Shield. Reduce 3 Damage this pokemon would receive from a damaging move. Negate effects of Support Moves that target the user. Reduce to zero the set damage from a move the user would take. * ☐ **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. * ☐ **Recover** - //Normal Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage. * ☐ **Apple Acid** - //Grass Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Reduce the Foe’s Sp. Defense. * ☐ **Body Slam** - //Normal 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 Paralyze the foe. * ☐ **Iron Defense** - //Steel Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Vitality+Channel//. **Effect:** Increase the User’s Defense by 2. * ☐ **Dragon Pulse** - //Dragon Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. * ☐ **Energy Ball** - //Grass Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 1 Chance Dice to Reduce foe’s Sp. Defense. * ☐ **Giga Drain** - //Grass Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** The user restores HP equal to half the damage dealt, rounded down. * ☐ **Solar Beam** - //Grass Type// Special Move learned at //Pro//. 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. * ☐ **Draco Meteor** - //Dragon Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+6//. **Effect:** Lethal. Reduce User’s Special by 2. -1 Accuracy.