#PokeroleSRD/Statblock ====== Cinderace ====== 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 (5)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |7 |3 |3 |3 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |3/6 |3/7 |2/5 |2/4 |2/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Pyro Ball** - //Fire Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Strength+Channel// with a damage pool of //Strength+5//. **Effect:** Roll 1 Chance Dice to Apply Burn 2 to the Foe. -1 Accuracy. * ☐ **Feint** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Priority 2. This Move ignores any Shielding Move. * ☐ **Tackle** - //Normal Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Growl** - //Normal Type// Support Move learned at //Beginner//. 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 //Amateur//. 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 //Amateur//. 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 //Ace//. 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 //Ace//. 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. * ☐ **Court Change** - //Normal Type// Support Move learned at //Ace//. Targets //Battlefield//. It’s Accuracy dice are //Clever+Etiquette//. **Effect:** Swap any Barriers (i.e.Light Screen, Reflect etc.), Entry Hazards (i.e. Toxic Spikes, Sticky Web etc.) and Effects on the foe’s side of the field (i.e. Tailwind, Grassy Terrain etc.) for the one’s on the User’s side. * ☐ **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. * ☐ **Mega Kick** - //Normal Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+5//. **Effect:** -2 Accuracy. * ☐ **Blast Burn** - //Fire Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+6//. **Effect:** Lethal. Must Recharge. -1 Accuracy.