#PokeroleSRD/Statblock ====== Cherubi ====== A **Grass** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Chlorophyll** If Sunny Weather is in effect, Increase 2 Points to this Pokemon’s Dexterity Attribute. ===== Stats ===== ^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |5 |1 |1 |1 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |1/3 |1/3 |2/4 |2/4 |2/4 | |**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//. * ☐ **Leech Seed** - //Grass Type// Support Move learned at //Beginner//. 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. * ☐ **Growth** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** Increase the User’s Strength and Special. * ☐ **Morning Sun** - //Normal Type// Support Move learned at //Amateur//. 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. * ☐ **Helping Hand** - //Normal Type// Support Move learned at //Amateur//. Targets //One Ally//. It’s Accuracy dice are //Dexterity+Perform//. **Effect:** Target Pokemon gets 2 Extra Dice on its next Skill, Accuracy and Damage Rolls. Priority 5. * ☐ **Magical Leaf** - //Grass Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. * ☐ **Sunny Day** - //Fire Type// Support Move learned at //Amateur//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Sunny Weather is activated for the next 4 Rounds. * ☐ **Worry Seed** - //Grass Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Nature//. **Effect:** Until the end of the Scene. Target’s Ability is now “Insomnia”. * ☐ **Take Down** - //Normal 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. * ☐ **Solar Beam** - //Grass Type// Special Move learned at //Ace//. 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. * ☐ **Lucky Chant** - //Normal Type// Support Move learned at //Ace//. Targets //User and Allies//. It’s Accuracy dice are //Special+Perform//. **Effect:** User and Allies in range can re-roll one un-successful die from all their rolls until the end of the scene. If an opponent would land a Critical Hit it doesn’t. Outside of battle good things happen at the story tellers discretion. * ☐ **Petal Blizzard** - //Grass Type// Physical Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. * ☐ **Heal Pulse** - //Psychic Type// Support Move learned at //Pro//. Targets //One Ally//. It’s Accuracy dice are //Will+Channel//. **Effect:** Basic Heal. If successful spend 1 Will to activate. * ☐ **Weather Ball** - //Normal Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Nature// with a damage pool of //Special+2//. **Effect:** If the battlefield is under a Weather, add +2 to the Damage Roll and change the Type of the Move accordingly: Sun-Fire. Rain-Water. Hail-Ice. Sandstorm-Rock. Wind-Flying. * ☐ **Nature Power** - //Normal Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Special+Nature// with a damage pool of //Special+3//. **Effect:** The type of this move is determined by the environment. See Nature Power p.432 for more info.