#PokeroleSRD/Statblock ====== Exploud ====== A **Normal** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Soundproof** This Pokemon is immune to the damage and effects of all Sound-based moves. * **Scrappy** This Pokemon has the ability to hit Ghost-type Pokemon with Normal-type and Fighting-type moves, dealing Regular Damage. Apply the right resistances or weaknesses to the foe if it has a secondary type. ===== Stats ===== ^**HP (6)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |7 |2 |2 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/5 |2/4 |1/4 |2/5 |2/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Pound** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Uproar** - //Normal Type// Special Move learned at //Beginner//. Targets //Random Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** For the rest of the Round, no Pokemon can fall asleep. If a Pokemon was asleep it wakes up. Sound Based Move. * ☐ **Howl** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Cool+Intimidate//. **Effect:** Increase the User’s Strength. * ☐ **Ice Fang** - //Ice Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 2 Chance Dice to Flinch the foe. Roll 2 Chance Dice to Freeze the foe. -1 Accuracy. * ☐ **Fire Fang** - //Fire Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 2 Chance to Flinch the Foe. Roll 2 Chance Dice to Burn the foe. -1 Accuracy. * ☐ **Thunder Fang** - //Electric Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 2 Chance Dice to Flinch the foe. Roll 2 Chance Dice to Paralyze the foe. * ☐ **Astonish** - //Ghost Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Echoed Voice** - //Normal Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Sound Based. This move can be used many times in the same Round. Add 1 Extra Dice to the Damage Pool for every consecutive time you use it. Up to 8 dice may be added this way. Reset the effect if the user performs another move, evasion, or clash. * ☐ **Bite** - //Dark Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Supersonic** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Channel//. **Effect:** Confuse the foe. -3 Accuracy. * ☐ **Stomp** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Screech** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Perform//. **Effect:** Reduce the foe’s Defense by 2. Sound Based. * ☐ **Crunch** - //Dark Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Lethal. Roll 1 Chance Dice to reduce foe’s Defense. * ☐ **Roar** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Low Priority 6. In the wild the battle ends. In an official fight, the Pokemon switches out. If its the last or only Pokemon the move fails. Switcher Move. * ☐ **Sleep Talk** - //Normal Type// Support Move learned at //Amateur//. Targets //Random Foe//. It’s Accuracy dice are //+//. **Effect:** While this Pokemon is asleep, it may use one of its Moves at random. * ☐ **Synchronoise** - //Psychic Type// Special Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Special+Perform// with a damage pool of //Special+5//. **Effect:** Sound Based. Choose a Type (Fire, Poison, Steel, etc.) this move only affects those with that Type. * ☐ **Rest** - //Psychic Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Complete Heal. If successful spend 1 Will point to activate. The User must Sleep for a whole Round (from Round Start to Round End). * ☐ **Hyper Voice** - //Normal Type// Special Move learned at //Ace//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Sound Based. * ☐ **Hyper Beam** - //Normal Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+6//. **Effect:** Must Recharge. Lethal. -1 Accuracy. * ☐ **Boomburst** - //Normal Type// Special Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+6//. **Effect:** Sound Based. * ☐ **Outrage** - //Dragon Type// Physical Move learned at //Pro//. Targets //Random Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Rampage. * ☐ **Circle Throw** - //Fighting Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Low Priority 1. The target is hit and knocked back to its trainer forcing them to send out another Pokemon. In the wild the target is sent away. Switcher Move. -1 Accuracy. * ☐ **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.