#PokeroleSRD/Statblock ====== Munna ====== A **Psychic** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Forewarn** In battle, this Pokemon will warn about the strongest move one of its foes has. Storyteller has to reveal it to the trainer of this Pokemon in secret. * **Synchronize** If a foe inflicts a Status Condition to this Pokemon, the same condition is inflicted into the foe unless it is immune to the effect. * **Telepathy** This Pokemon won’t receive damage from moves performed by its allies. ===== Stats ===== ^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |5 |1 |1 |1 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |1/3 |1/3 |2/4 |2/4 |2/4 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Psywave** - //Psychic Type// Special Move learned at //Starter//. 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. * ☐ **Defense Curl** - //Normal Type// Support Move learned at //Starter//. Targets //User//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Increase the User’s Defense. * ☐ **Lucky Chant** - //Normal Type// Support Move learned at //Beginner//. 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. * ☐ **Yawn** - //Normal Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** If the target is not removed from battle by the start of its next Round, it will fall asleep. * ☐ **Psybeam** - //Psychic Type// Special Move learned at //Beginner//. 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. * ☐ **Imprison** - //Psychic Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Clever+Channel//. **Effect:** The foe cannot use any Moves known by the User. Lasts for a day. * ☐ **Moonlight** - //Fairy Type// Support Move learned at //Amateur//. 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 * ☐ **Hypnosis** - //Psychic Type// Support Move learned at //Amateur//. 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. * ☐ **Zen Headbutt** - //Psychic Type// Physical Move learned at //Amateur//. 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. * ☐ **Calm Mind** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Insight+Channel//. **Effect:** Increase the User’s Special and Sp. Defense. * ☐ **Nightmare** - //Ghost Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Will+Channel//. **Effect:** Will only work if the Target is asleep. Deal 1 Damage to the foe. Deal 1 Damage again at the beginning of each Round if the target is still asleep. * ☐ **Dream Eater** - //Psychic Type// Special Move learned at //Amateur//. 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. * ☐ **Psychic** - //Psychic Type// Special Move learned at //Amateur//. 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. * ☐ **Synchronoise** - //Psychic Type// Special Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Special+Perform// with a damage pool of //Special+5//. **Effect:** Sound Based. Choose a Type (Fire, Poison, Steel, etc.) this move only affects those with that Type. * ☐ **Telekinesis** - //Psychic Type// Support Move learned at //Ace//. 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. * ☐ **Future Sight** - //Psychic Type// Special Move learned at //Ace//. 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. * ☐ **Stored Power** - //Psychic Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+1//. **Effect:** Add 1 Extra Dice of Damage for each Increased attribute the user has (ie. Clefairy has 1 Increased Point in Defense and 1 Evasion. Stored Power will have 2 Extra Dice on the Damage Pool). Up to 7 Dice may be added. * ☐ **Heal Bell** - //Normal Type// Support Move learned at //Pro//. Targets //User and Allies//. It’s Accuracy dice are //Special+Perform//. **Effect:** Cure the User and allies suffering from Status Conditions. They don’t need to be on the battlefield to get this effect. Sound Based. * ☐ **Pain Split** - //Normal Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Will+Channel//. **Effect:** The user gives its Pain Penalizations to the foe. User ignores Pain Penalization effects on itself. For cannot ignore them with Will but it can still ignore its own Pain Penalizations. HP on both remains the same. * ☐ **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.