#PokeroleSRD/Statblock ====== Jirachi ====== A **Steel/Psychic** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Serene Grace** Add 2 Extra Chance Dice to all effects done by this Pokemon. (e.g. A move has 3 Chance Dice to Flinch the foe, will roll 5 Dice with this Pokemon) ===== Stats ===== ^**HP (5)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |11 |6 |6 |6 |6 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |6/6 |6/6 |6/6 |6/6 |6/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Wish** - //Normal Type// Support Move learned at //Starter//. 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. * ☐ **Doom Desire** - //Steel Type// Special Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Insight+Allure// with a damage pool of //Special+6//. **Effect:** Strikes at the end of the Round after the next. Bypass Shield Moves 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. Extra effects may be added at Storyteller’s Discretion * ☐ **Meteor Mash** - //Steel Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Fist Based. Roll 2 Chance Dice to Increase the User’s Strength. -1 Accuracy. * ☐ **Swift** - //Normal Type// Special Move learned at //Pro//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. * ☐ **Helping Hand** - //Normal Type// Support Move learned at //Pro//. 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. * ☐ **Psychic** - //Psychic Type// Special Move learned at //Pro//. 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. * ☐ **Refresh** - //Normal Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** The User cure itself from Poison, Burn, or Paralysis. * ☐ **Lucky Chant** - //Normal Type// Support Move learned at //Pro//. 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. * ☐ **Rest** - //Psychic Type// Support Move learned at //Pro//. 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). * ☐ **Zen Headbutt** - //Psychic Type// Physical Move learned at //Pro//. 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. * ☐ **Double-Edge** - //Normal Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Recoil. * ☐ **Gravity** - //Psychic Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds. * ☐ **Healing Wish** - //Psychic Type// Support Move learned at //Pro//. Targets //One Ally//. It’s Accuracy dice are //Will+Channel//. **Effect:** The User faints. One Ally is completely healed from all damage and status ailments. * ☐ **Future Sight** - //Psychic Type// Special Move learned at //Pro//. 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. * ☐ **Cosmic Power** - //Psychic Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** Increase the User’s Defense and Sp. Defense. * ☐ **Last Resort** - //Normal Type// Physical Move learned at //Pro//. 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. * ☐ **Confusion** - //Psychic Type// Special Move learned at //Pro//. 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. * ☐ **Confide** - //Normal Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Cute+Allure//. **Effect:** Reduce the foes’ Special. * ☐ **Trick** - //Psychic Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Special+Allure//. **Effect:** The foe and the user swap Held Items. * ☐ **Trick Room** - //Psychic Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Invert the order of Initiative. Lasts 4 Rounds.