#PokeroleSRD/Statblock ====== Lycanroc (Midnight Form) ====== A **Rock** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Keen Eye** This Pokemon cannot have successes removed from its Accuracy rolls by Moves, Items or Abilities. Pain Penalizations and Difficulty Penalties may still apply. * **Vital Spirit** The Pokemon is immune to the Sleep status. * **No Guard** You can declare you won’t make any Evasion Action at the start of the Round. If you do, roll all moves of this Pokemon as if they had no reduced accuracy. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |2 |2 |3 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |3/6 |2/5 |2/5 |2/4 |2/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Taunt** - //Dark Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** The target Pokemon can only perform Damaging Moves and Evasion actions for the next 4 Rounds. * ☐ **Tackle** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Leer** - //Normal Type// Support Move learned at //Starter//. Targets //All Foes//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Reduce the Defense of those affected. * ☐ **Sand Attack** - //Ground Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel//. **Effect:** Reduce the foe’s Accuracy. * ☐ **Bite** - //Dark Type// Physical Move learned at //Beginner//. 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. * ☐ **Howl** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Cool+Intimidate//. **Effect:** Increase the User’s Strength. * ☐ **Counter** - //Fighting Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Brawl// with a damage pool of //+2//. **Effect:** This Move can only deal damage if the Foe has dealt Physical Damage to the User this Round. Roll the same Damage Pool as your Foe plus 2 Extra Dice. Ignore the foe’s Defenses. * ☐ **Reversal** - //Fighting 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 Extra Dice to the Damage Pool for every missing HP the User has. Up to 5 Dice may be added this Way. * ☐ **Rock Throw** - //Rock Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+2//. **Effect:** Ranged. -1 Accuracy. * ☐ **Odor Sleuth** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Alert//. **Effect:** The Foe can not Evade moves performed by the User. User’s Normal and Fighting Moves can affect Ghost Types and Ghost Moves can affect Normal Types. Add all Successes from this Move to any Rolls to Track the target. * ☐ **Rock Tomb** - //Rock Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+2//. **Effect:** Ranged. Reduce Foe’s Dexterity. -1 Accuracy. * ☐ **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. * ☐ **Stealth Rock** - //Rock Type// Support Move learned at //Amateur//. Targets //Battlefield//. It’s Accuracy dice are //Dexterity+Stealth//. **Effect:** Entry Hazard. Foe Pokemon that enter the battlefield lose 1 HP. This effect does not stack. * ☐ **Scary Face** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Reduce the foe’s Dexterity by 2. * ☐ **Rock Slide** - //Rock Type// Physical Move learned at //Ace//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Ranged. Roll 3 Chance Dice to Flinch those affected. -1 Accuracy. * ☐ **Crunch** - //Dark Type// Physical Move learned at //Ace//. 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. * ☐ **Rock Climb** - //Normal Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 2 Chance Dice to Confuse the foe. Outside of battle it may be used to climb with ease. -2 Accuracy. * ☐ **Stone Edge** - //Rock Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Channel// with a damage pool of //Strength+4//. **Effect:** Ranged. High Critical. Lethal. -2 Accuracy. * ☐ **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. * ☐ **Throat Chop** - //Dark Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** The target cannot use any “Sound Based” Move for the rest of the scene. * ☐ **Bulk Up** - //Fighting Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Vitality+Athletic//. **Effect:** Increase the User’s Strength and Defense.