#PokeroleSRD/Statblock ====== Crabominable ====== A **Fighting/Ice** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Hyper Cutter** This Pokemon cannot have its Strength Attribute reduced by any means. * **Iron Fist** Add 1 Dice to the Damage Pool of Fist Based moves. * **Anger Point** If a foe lands a Critical Hit on this Pokemon, increase 3 Points to its Strength Attribute. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |2 |2 |3 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |3/7 |2/4 |2/5 |2/4 |2/4 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Leer** - //Normal Type// Support Move learned at //Starter//. Targets //All Foes//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Reduce the Defense of those affected. * ☐ **Bubble** - //Water Type// Special Move learned at //Starter//. 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. * ☐ **Rock Smash** - //Fighting Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 5 Chance Dice to Reduce foe’s Defense. * ☐ **Bubble Beam** - //Water Type// Special Move learned at //Beginner//. 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. * ☐ **Pursuit** - //Dark Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** If the foe is Switching Out or escaping. Add 2 Dice to the Damage Pool and Priority 1 to this move. * ☐ **Ice Punch** - //Ice Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Fist Based. Roll 1 Chance Dice to Freeze the foe. * ☐ **Power-Up Punch** - //Fighting Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Fist Based. Increase User’s Strength. * ☐ **Dizzy Punch** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 2 Chance Dice to Confuse the foe. Fist Based. * ☐ **Avalanche** - //Ice Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Low Priority 4. If the user received damage from the target this Round, Add 2 Extra Dice to the Damage Pool. * ☐ **Reversal** - //Fighting Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add 1 Extra Dice to the Damage Pool for every missing HP the User has. Up to 5 Dice may be added this Way. * ☐ **Ice Hammer** - //Ice Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+4//. **Effect:** Reduce User’s Dexterity. -1 Accuracy. * ☐ **Iron Defense** - //Steel Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Vitality+Channel//. **Effect:** Increase the User’s Defense by 2. * ☐ **Dynamic Punch** - //Fighting Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+4//. **Effect:** Fist Based. Confuse the foe. -3 Accuracy. * ☐ **Close Combat** - //Fighting Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** After dealing damage, Reduce the User’s Defense and Sp. Defense. * ☐ **Endeavor** - //Normal Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Will+Channel// with a damage pool of //+0//. **Effect:** Roll Damage equal to the Difference between user’s Full HP and its Current HP (up to 10). User cannot reduce the target’s HP to lower than its own remaining HP. Ignore foe’s Defenses. * ☐ **Wide Guard** - //Rock Type// Support Move learned at //Pro//. Targets //User and Allies//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Priority 3. Shield. Reduce 3 Damage the User and Allies would receive from a damaging move. Reduce to zero the set damage from a move the User and Allies would take. * ☐ **Superpower** - //Fighting Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Lethal. Reduce User’s Strength and Defense.