#PokeroleSRD/Statblock ====== Clefairy ====== A **Fairy** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Cute Charm** If a foe hits this Pokemon with a Non-Ranged Physical Attack, roll 3 Chance Dice to make the foe fall in Love * **Magic Guard** This Pokemon won’t receive damage from Status Conditions, Recoil, Held Item or Weather Conditions * **Friend Guard** If this Pokemon is hit by a move performed by an ally, Reduce by 2 the damage dealt to it. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |1 |1 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |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 ===== * ☐ **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) * ☐ **Pound** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Sing** - //Normal Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Cute+Perform//. **Effect:** Inflict Sleep on the target. Sound Based. -3 Accuracy. * ☐ **Disarming Voice** - //Fairy Type// Special Move learned at //Beginner//. Targets //All Foes//. It’s Accuracy dice are //Insight+Perform// with a damage pool of //Special+2//. **Effect:** Sound Based. Never Fail. Targets All foes in range. * ☐ **Double Slap** - //Normal Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Successive Actions. -2 Accuracy. * ☐ **Encore** - //Normal Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Cool+Allure//. **Effect:** For the duration of this effect, the target will repeat the exact same action sequence it had this round. Target must have had an action sequence. Last 4 Rounds. Priority 3. * ☐ **Defense Curl** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Increase the User’s Defense. * ☐ **Metronome** - //Normal Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Perform// with a damage pool of //Special+0//. **Effect:** Roll a dice to determine this move’s power. The appearance and Type of this move are decided by the Storyteller. * ☐ **Bestow** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Cool+Etiquette//. **Effect:** If target is not holding an Item, the User gives its own. * ☐ **Follow Me** - //Normal Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Cool+Perform//. **Effect:** Foes will target the user this Round. Priority 5. * ☐ **Minimize** - //Normal Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** The User can now make up to 5 Evasions per Round. * ☐ **Wake-Up Slap** - //Fighting Type// Physical Move learned at //Amateur//. 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. * ☐ **After You** - //Normal Type// Support Move learned at //Amateur//. Targets //One Ally//. It’s Accuracy dice are //Cool+Etiquette//. **Effect:** The Target will go first in the order of Initiative. Lasts for the rest of this Battle. * ☐ **Stored Power** - //Psychic Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+1//. **Effect:** Add 1 Extra Dice of Damage for each Increased attribute the user has (ie. Clefairy has 1 Increased Point in Defense and 1 Evasion. Stored Power will have 2 Extra Dice on the Damage Pool). Up to 7 Dice may be added. * ☐ **Spotlight** - //Normal Type// Support Move learned at //Amateur//. Targets //One Ally//. It’s Accuracy dice are //Cool+Perform//. **Effect:** Priority 3. Foes will target One Ally this turn. * ☐ **Cosmic Power** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** Increase the User’s Defense and Sp. Defense. * ☐ **Lucky Chant** - //Normal Type// Support Move learned at //Amateur//. 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. * ☐ **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. * ☐ **Moonlight** - //Fairy Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Basic Heal. If successful spend 1 Will point to activate. If performed at Night or Sunny Weather is in effect this move becomes a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP * ☐ **Moonblast** - //Fairy Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+3//. **Effect:** Roll 3 Chance Dice to Reduce foe’s Special. * ☐ **Gravity** - //Psychic Type// Support Move learned at //Ace//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds. * ☐ **Meteor Mash** - //Steel Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Fist Based. Roll 2 Chance Dice to Increase the User’s Strength. -1 Accuracy. * ☐ **Healing Wish** - //Psychic Type// Support Move learned at //Ace//. Targets //One Ally//. It’s Accuracy dice are //Will+Channel//. **Effect:** The User faints. One Ally is completely healed from all damage and status ailments. * ☐ **Swift** - //Normal Type// Special Move learned at //Pro//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. * ☐ **Heal Bell** - //Normal Type// Support Move learned at //Pro//. Targets //User and Allies//. It’s Accuracy dice are //Special+Perform//. **Effect:** Cure the User and allies suffering from Status Conditions. They don’t need to be on the battlefield to get this effect. Sound Based. * ☐ **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.