#PokeroleSRD/Statblock ====== Beheeyem ====== A **Psychic** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Telepathy** This Pokemon won’t receive damage from moves performed by its allies. * **Synchronize** If a foe inflicts a Status Condition to this Pokemon, the same condition is inflicted into the foe unless it is immune to the effect. * **Analytic** If this Pokemon has a lower initiative than its target, Add 1 Dice to all of its Damage Pools. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |1 |1 |2 |3 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/5 |1/3 |2/5 |3/7 |3/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Confusion** - //Psychic 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 Confuse the foe. * ☐ **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) * ☐ **Heal Block** - //Psychic Type// Support Move learned at //Beginner//. Targets //Area//. It’s Accuracy dice are //Special+Channel//. **Effect:** No one can regain any lost HP. Lasts 4 Rounds. * ☐ **Miracle Eye** - //Psychic Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** The User may hit Dark Type Pokemon with Psychic Moves. The Pokemon ignores Evasion modifiers. Opponents can’t reduce the User’s Accuracy. * ☐ **Psychic Terrain** - //Psychic Type// Support Move learned at //Amateur//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** For the next 4 Rounds, all Psychic Attacks will deal 1 Extra Dice of Damage. No Pokemon on the ground can use moves with increased Priority. * ☐ **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. * ☐ **Psybeam** - //Psychic Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 1 Chance Dice to Confuse the foe. * ☐ **Imprison** - //Psychic Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Clever+Channel//. **Effect:** The foe cannot use any Moves known by the User. Lasts for a day. * ☐ **Hidden Power** - //Normal Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //+// with a damage pool of //+0//. **Effect:** Storyteller decides power and type * ☐ **Zen Headbutt** - //Psychic 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 the foe. -1 Accuracy. * ☐ **Simple Beam** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Empathy//. **Effect:** Target Pokemon ability is now “Simple”. * ☐ **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. * ☐ **Psych Up** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene. * ☐ **Wonder Room** - //Psychic Type// Support Move learned at //Amateur//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds. * ☐ **Calm Mind** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Insight+Channel//. **Effect:** Increase the User’s Special and Sp. Defense. * ☐ **Guard Split** - //Psychic Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Average your Defense and Sp. Defense with your target. * ☐ **Power Split** - //Psychic Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Average the User’s Strength and Special with the target. * ☐ **Synchronoise** - //Psychic Type// Special Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Special+Perform// with a damage pool of //Special+5//. **Effect:** Sound Based. Choose a Type (Fire, Poison, Steel, etc.) this move only affects those with that Type. * ☐ **Psychic** - //Psychic 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 the foe’s Sp. Defense. * ☐ **Cosmic Power** - //Psychic Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** Increase the User’s Defense and Sp. Defense. * ☐ **Nasty Plot** - //Dark Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Clever+Alert//. **Effect:** Increase the user’s Special by 2. * ☐ **Teleport** - //Psychic Type// Support Move learned at //Pro//. 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.