#PokeroleSRD/Statblock ====== Lunala ====== A **Psychic/Ghost** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Shadow Shield** If this Pokemon was at full health, Reduce by 2 the damage dealt by an attack. This effect cannot be ignored by Moves or Abilities. ===== Stats ===== ^**HP (7)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |12 |6 |6 |6 |7 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |6/6 |6/6 |5/5 |7/7 |6/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Moongeist Beam** - //Ghost Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+4//. **Effect:** Lethal. If anything on the foe’s side would prevent this move from dealing damage (Pokemon Type, Abilities, Shield Moves, Weather or Barriers) ignore it. This Move cannot be Clashed. * ☐ **Cosmic Power** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** Increase the User’s Defense and Sp. Defense. * ☐ **Hypnosis** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Allure//. **Effect:** Put the target to sleep. Dark-Type Pokemon are affected by this move. -4 Accuracy. * ☐ **Teleport** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** In the wild, the battle ends. In official battles, it counts as the Pokemon being recalled. Teleportation distances depend on Special and Storyteller’s discretion. * ☐ **Confusion** - //Psychic Type// Special Move learned at //Master//. 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. * ☐ **Night Shade** - //Ghost Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //+0//. **Effect:** Roll Damage Dice according to the User’s Rank. 1 Dice at Starter Rank. 2 Dice at Beginner Rank. 3 dice at Amateur Rank. 4 Dice at Ace Rank. 5 Dice at Professional Rank. Ignores Defense. * ☐ **Confuse Ray** - //Ghost Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Confuse the foe. * ☐ **Air Slash** - //Flying Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Shadow Ball** - //Ghost Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 1 Chance Dice to Reduce foe’s Sp. Defense. * ☐ **Moonlight** - //Fairy Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Basic Heal. If successful spend 1 Will point to activate. If performed at Night or Sunny Weather is in effect this move becomes a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP * ☐ **Night Daze** - //Dark Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 4 Chance Dice to Reduce foe’s Accuracy. * ☐ **Magic Coat** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Priority 4. Redirect the effects of a Support Move that would affect the user or its side of the battlefield towards the foe’s (ie. The foe used Stealth Rock, with Magic Coat it will now affect the foe’s side instead of yours). * ☐ **Moonblast** - //Fairy Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+3//. **Effect:** Roll 3 Chance Dice to Reduce foe’s Special. * ☐ **Dream Eater** - //Psychic Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+4//. **Effect:** The user restores HP equal to half the damage dealt, rounded down. The target must be asleep, this move will fail otherwise. * ☐ **Phantom Force** - //Ghost Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+3//. **Effect:** Charge Move. While charging this Move, other Moves will not affect the user. If the Target made a Shielding Action the shield is destroyed and won’t have any effect. * ☐ **Wide Guard** - //Rock Type// Support Move learned at //Master//. 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. * ☐ **Hyper Beam** - //Normal Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+6//. **Effect:** Must Recharge. Lethal. -1 Accuracy. * ☐ **Tailwind** - //Flying Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Insight+Nature//. **Effect:** For the Next 4 Rounds, Increase the Dexterity of the User and All Allies in the field by 2. * ☐ **Icy Wind** - //Ice Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Reduce Dexterity of those affected. * ☐ **Spite** - //Ghost Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Will+Intimidate//. **Effect:** Reduce Target’s Will to 1 point temporarily. Reset any effects it got from spending Will Points. * ☐ **Heat Wave** - //Fire Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Target all foes in Range. Roll 1 Chance Dice to Burn those affected. -1 Accuracy. * ☐ **Reflect** - //Psychic Type// Support Move learned at //Master//. Targets //User and Allies//. It’s Accuracy dice are //Special+Channel//. **Effect:** User and Allies will receive 1 less Damage from Physical Attacks. Lasts 4 Rounds.