#PokeroleSRD/Statblock ====== Mewtwo ====== A **Psychic** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Pressure** While this Pokemon is out, reduce the total Will Points of all foes by half, rounded down. * **Unnerve** Opponents may not consume their held berry while this Pokemon is in the field. ===== Stats ===== ^**HP (5)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |10 |7 |7 |6 |8 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |6/6 |7/7 |5/5 |8/8 |5/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Laser Focus** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** The next time the user lands a hit it will be treated as if it were a Critical Hit. * ☐ **Psywave** - //Psychic 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. * ☐ **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. * ☐ **Disable** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** The Target cannot use the last move it performed. Lasts 4 Rounds. * ☐ **Safeguard** - //Normal Type// Support Move learned at //Master//. 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 //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. * ☐ **Future Sight** - //Psychic Type// Special Move learned at //Master//. 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. * ☐ **Psych Up** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene. * ☐ **Miracle Eye** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** The User may hit Dark Type Pokemon with Psychic Moves. The Pokemon ignores Evasion modifiers. Opponents can’t reduce the User’s Accuracy. * ☐ **Psycho Cut** - //Psychic Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** High Critical. * ☐ **Power Swap** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Switch your Strength and Special with your foe. * ☐ **Guard Swap** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Switch your Defense and Sp. Defense with your foe. * ☐ **Recover** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage. * ☐ **Psychic** - //Psychic 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 the foe’s Sp. Defense. * ☐ **Barrier** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Increase the User’s Defense by 2. * ☐ **Aura Sphere** - //Fighting Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Never Fail. * ☐ **Amnesia** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** Increase the User’s Sp. Defense by 2. * ☐ **Mist** - //Ice Type// Support Move learned at //Master//. Targets //User and Allies//. It’s Accuracy dice are //Special+Nature//. **Effect:** For the next 4 Rounds, the User and Allies cannot have their Attributes or Traits reduced. * ☐ **Me First** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl//. **Effect:** Priority 1. The User copies and uses the Move the target was intending to use. It must be a damaging Move. * ☐ **Psystrike** - //Psychic Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+4//. **Effect:** This Move is resisted with the Foe’s Defense instead of its Sp. Defense * ☐ **Self Destruct** - //Normal Type// Physical Move learned at //Master//. Targets //Area//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+8//. **Effect:** After performing the move, the user receives damage equal to its remaining HP. * ☐ **Telekinesis** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds. * ☐ **Blizzard** - //Ice Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Roll 1 Chance Dice to Freeze those affected. If performed under Hail Weather Ignore this moves Reduced Accuracy and the Move can’t be evaded. If performed under Sunny Weather Accuracy becomes -3 instead. -2 Accuracy. * ☐ **Drain Punch** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Fist Based. The user restore HP equal to half the damage dealt, rounded down. * ☐ **Snatch** - //Dark Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Clever+Stealth//. **Effect:** Erase any Increase or Decrease on the foe’s Traits, and place them on the User instead.