#PokeroleSRD/Statblock ====== Gorebyss ====== A **Water** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Swift Swim** If Rain Weather is in effect, Increase 2 Points to this Pokemon’s Dexterity Attribute. * **Hydration** When Rain weather is in effect, this Pokemon will cure any status ailment it has at the end of the round. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |7 |2 |2 |2 |3 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/5 |2/4 |3/6 |3/6 |2/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Whirlpool** - //Water Type// Special Move learned at //Starter//. 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. * ☐ **Water Sport** - //Water Type// Support Move learned at //Starter//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** For the next 4 Rounds Fire Type attacks won’t add their Power to the Damage Pool. * ☐ **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. * ☐ **Agility** - //Psychic Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Dexterity+Athletic//. **Effect:** Increase the User’s Dexterity by 2. * ☐ **Draining Kiss** - //Fairy Type// Special Move learned at //Amateur//. 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. * ☐ **Water Pulse** - //Water Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 3 Chance Dice to Confuse the foe. * ☐ **Amnesia** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** Increase the User’s Sp. Defense by 2. * ☐ **Aqua Ring** - //Water Type// Support Move learned at //Amateur//. 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. * ☐ **Captivate** - //Normal Type// Support Move learned at //Amateur//. Targets //All Foes//. It’s Accuracy dice are //Beauty+Allure//. **Effect:** If the affected targets are from the opposite gender, Reduce their Special by 2. * ☐ **Baton Pass** - //Normal Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** Switcher Move. User switches out with another Pokemon. Any Attribute increase on the user is passed on the next Pokemon. The user can’t increase its Attributes again until the end of the scene. * ☐ **Dive** - //Water Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Charge Move. While charging this move, the User will be out of range. Allows the Pokemon to swim into Deep Waters. * ☐ **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. * ☐ **Aqua Tail** - //Water Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 3 Chance Dice to Flinch the foe. -1 Accuracy. * ☐ **Coil** - //Poison Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Increase the User’s Strength, Defense, and Accuracy. * ☐ **Hydro Pump** - //Water Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** -1 Accuracy. * ☐ **Confuse Ray** - //Ghost Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Confuse the foe. * ☐ **Bind** - //Normal Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Block. Deal 2 dice of damage at the end of each Round. Lasts 4 Rounds. -2 Accuracy. * ☐ **Muddy Water** - //Water Type// Special Move learned at //Pro//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** All Foes in Range. Roll 3 Chance Dice to Reduce the Accuracy of those affected. -2 Accuracy.