#PokeroleSRD/Statblock ====== Corsola ====== A **Water/Rock** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Hustle** This Pokemon gets an extra -1 Reduced Accuracy and 2 Extra Dice to the Damage pool for all its Physical Attacks. * **Natural Cure** At the end of the round, if this Pokemon has a Status Ailment, it Rolls 3 Chance Dice to heal itself. * **Regenerator** This Pokemon may Heal up to 4 Damage or up to 2 Lethal Damage on its own every day. The Pokemon must be out of combat to benefit from this effect. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |7 |1 |1 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |1/3 |3/6 |2/4 |3/6 | |**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//. * ☐ **Harden** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Increase the User’s Defense. * ☐ **Bubble** - //Water Type// Special Move learned at //Beginner//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Target all foes in range. Roll 1 Chance Dice to Reduce the Dexterity of those affected. * ☐ **Recover** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage. * ☐ **Refresh** - //Normal Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** The User cure itself from Poison, Burn, or Paralysis. * ☐ **Bubble Beam** - //Water Type// Special Move learned at //Amateur//. 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 Dexterity. * ☐ **Ancient Power** - //Rock 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 Increase the User’s Strength, Dexterity, Special, 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. * ☐ **Spike Cannon** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Ranged. Successive Actions. * ☐ **Brine** - //Water Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** If the foe is at half HP or less, add 3 Extra Dice to the Damage Pool. * ☐ **Iron Defense** - //Steel Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Vitality+Channel//. **Effect:** Increase the User’s Defense by 2. * ☐ **Rock Blast** - //Rock Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Ranged. Successive Actions. -1 Accuracy. * ☐ **Endure** - //Normal Type// Support Move learned at //Amateur//. 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. * ☐ **Power Gem** - //Rock Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. * ☐ **Aqua Ring** - //Water Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** If successful spent 1 Will point to activate. At the end of each Round, recover 1 HP. Lasts 4 Rounds. * ☐ **Mirror Coat** - //Psychic Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //+0//. **Effect:** The move only works if the foe just used a Special Attack. Roll the same Damage Pool as your foe’s last attack and add 2 Extra Damage Dice. Ignore the foe’s Defenses. * ☐ **Earth Power** - //Ground 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. * ☐ **Flail** - //Normal Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add 1 Dice to the Damage Roll for every missing HP the user has. Up to +5 Dice may be added this way. * ☐ **Head Smash** - //Rock Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+6//. **Effect:** Recoil. -2 Accuracy. * ☐ **Screech** - //Normal Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Tough+Perform//. **Effect:** Reduce the foe’s Defense by 2. Sound Based. * ☐ **Whirlpool** - //Water Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy.