#PokeroleSRD/Statblock ====== Luvdisc ====== 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**^ |6 |3 |3 |1 |1 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |1/3 |3/6 |2/4 |1/3 |2/4 | |**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//. * ☐ **Charm** - //Fairy Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Cute+Allure//. **Effect:** Reduce foe’s Strength by 2. * ☐ **Water Gun** - //Water Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. * ☐ **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. * ☐ **Take Down** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Recoil. -2 Accuracy. * ☐ **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. * ☐ **Lucky Chant** - //Normal Type// Support Move learned at //Amateur//. 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. * ☐ **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. * ☐ **Heart Stamp** - //Psychic Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Allure// with a damage pool of //Strength+2//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Attract** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Beauty+Allure//. **Effect:** If Successful, Target is now In Love. This Move fails if target is from same gender as the User or genderless. * ☐ **Flail** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add 1 Dice to the Damage Roll for every missing HP the user has. Up to +5 Dice may be added this way. * ☐ **Sweet Kiss** - //Fairy Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Cute+Allure//. **Effect:** Confuse the foe. -2 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. * ☐ **Aqua Ring** - //Water Type// Support Move learned at //Ace//. 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 //Ace//. 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. * ☐ **Safeguard** - //Normal Type// Support Move learned at //Ace//. Targets //User and Allies//. It’s Accuracy dice are //Special+Channel//. **Effect:** For the next 4 Rounds, the User and its Allies are immune to Status Ailments (Burn. Poison. Sleep. Confuse. Freeze. Paralysis). Lasts 4 Rounds. Previously inflicted Status Ailments remain. * ☐ **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. * ☐ **Heal Pulse** - //Psychic Type// Support Move learned at //Pro//. Targets //One Ally//. It’s Accuracy dice are //Will+Channel//. **Effect:** Basic Heal. If successful spend 1 Will to activate. * ☐ **Captivate** - //Normal Type// Support Move learned at //Pro//. 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.