#PokeroleSRD/Statblock ====== Espeon ====== A **Psychic** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Synchronize** If a foe inflicts a Status Condition to this Pokemon, the same condition is inflicted into the foe unless it is immune to the effect. * **Magic Bounce** All Support moves that target this Pokemon or its side of the battlefield will have its effects redirected into the foe’s instead. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |3 |3 |2 |3 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |3/6 |2/4 |3/7 |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//. * ☐ **Tail Whip** - //Normal Type// Support Move learned at //Starter//. Targets //All Foes//. It’s Accuracy dice are //Cute+Perform//. **Effect:** Reduce the foe’s Defense. * ☐ **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. * ☐ **Sand Attack** - //Ground Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel//. **Effect:** Reduce the foe’s Accuracy. * ☐ **Confusion** - //Psychic Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 1 Chance Dice to Confuse the foe. * ☐ **Quick Attack** - //Normal Type// Physical Move learned at //Beginner//. 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. * ☐ **Swift** - //Normal Type// Special Move learned at //Amateur//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. * ☐ **Psybeam** - //Psychic 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 Confuse the foe. * ☐ **Future Sight** - //Psychic Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //Special+5//. **Effect:** Strikes at the end of the next Round. It bypasses any Shield Move and cover. If the target retires or switches out from battle the damage will be dealt to the next opponent or to one of its allies. * ☐ **Psych Up** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene. * ☐ **Morning Sun** - //Normal Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Basic Heal. If successful spend 1 Will point to activate. Complete Heal during Sunny Weather. If Rain/Sandstorm Weather is in effect or it’s night or you are indoors/underground this move only heals 1 HP. * ☐ **Psychic** - //Psychic 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. * ☐ **Last Resort** - //Normal Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+6//. **Effect:** It can be used only after the Pokemon has performed all its known moves at least once during the battle. * ☐ **Power Swap** - //Psychic Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Switch your Strength and Special with your foe. * ☐ **Wish** - //Normal Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** Basic Heal. If successful spend 1 Will point to activate. The move has its effect at the beginning of the next round. * ☐ **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. * ☐ **Stored Power** - //Psychic Type// Special Move learned at //Pro//. 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.