#PokeroleSRD/Statblock ====== Comfey ====== A **Fairy** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Flower Veil** User and allies can’t have their Attributes reduced. User and allies can’t have any Status Condition inflicted on them. Previously inflicted Attribute reductions and/or ailments remain. * **Triage** Add Pritority +1 to all Support moves of this Pokemon that Heal HP or cure Status Ailments. * **Natural Cure** At the end of the round, if this Pokemon has a Status Ailment, it Rolls 3 Chance Dice to heal itself. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |3 |3 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |3/6 |2/5 |2/5 |3/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Helping Hand** - //Normal Type// Support Move learned at //Starter//. 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. * ☐ **Vine Whip** - //Grass Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Flower Shield** - //Fairy Type// Support Move learned at //Starter//. Targets //Battlefield//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Increase the Defense of All Grass Type Pokemon on the field. * ☐ **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. * ☐ **Draining Kiss** - //Fairy Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** The User restores HP equal to half the damage dealt, rounded down. * ☐ **Magical Leaf** - //Grass Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. * ☐ **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. * ☐ **Wrap** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Blocks. Roll 2 Dice of Damage against the foe at the end of each Round. Lasts 4 Rounds. -1 Accuracy. * ☐ **Sweet Kiss** - //Fairy Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Cute+Allure//. **Effect:** Confuse the foe. -2 Accuracy. * ☐ **Natural Gift** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+3//. **Effect:** User loses its held berry. Ranged. See Natural Gift on p.432 for more info. * ☐ **Petal Blizzard** - //Grass Type// Physical Move learned at //Amateur//. Targets //Area//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. * ☐ **Synthesis** - //Grass 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. If performed under Sunny weather this Move is a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP. * ☐ **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. * ☐ **Grass Knot** - //Grass Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+1//. **Effect:** Add 1 Extra Dice to the Damage Pool for every 50 kgs. of weight on the foe, up to +4 Extra Dice. * ☐ **Floral Healing** - //Fairy Type// Support Move learned at //Ace//. Targets //One Ally//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Basic Heal. If performed over Grassy Terrain this move is a Complete Heal. * ☐ **Petal Dance** - //Grass Type// Special Move learned at //Ace//. Targets //Random Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Rampage. * ☐ **Aromatherapy** - //Grass Type// Support Move learned at //Ace//. Targets //User and Allies//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Cure User and Allies from Burn, Freeze, Paralysis, Poison, or Sleep. * ☐ **Grassy Terrain** - //Grass Type// Support Move learned at //Ace//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** If successful, spend 1 Will point to activate. Everyone in the user’s side of the field heals 1 HP at the end of each round. Add 1 Extra Dice to the Damage Rolls of Grass Type Moves. * ☐ **Play Rough** - //Fairy Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 1 Chance Dice to Reduce foe’s Strength. -1 Accuracy. * ☐ **Lucky Chant** - //Normal Type// Support Move learned at //Pro//. 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. * ☐ **Substitute** - //Normal Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Dexterity+Stealth//. **Effect:** Deal 2 Damage to the user and put a decoy with 2 HP with the same Defenses as the user. If the decoy’s HP is depleted, it disappears and the user comes back into the fight. Decoy can only be affected by damaging moves. * ☐ **Endure** - //Normal Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** Priority 5. Shield Move. For the rest of the Round damaging moves can not reduce the user’s HP to less then 1. Status Ailments, Weather Conditions, Recoil, Self inflicted damage can still deal damage.