#PokeroleSRD/Statblock ====== Natu ====== A **Psychic/Flying** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **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. * **Early Bird** The time this Pokemon would be asleep is reduced by half, it will only need to score 2 successes on its Insight roll to wake up in battle. This effect does not apply for the move “Rest” * **Magic Bounce** All Support moves that target this Pokemon or its side of the battlefield will have its effects redirected into the foe’s instead. ===== Stats ===== ^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |5 |2 |2 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |2/5 |2/4 |2/5 |2/4 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Peck** - //Flying 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. * ☐ **Night Shade** - //Ghost Type// Special Move learned at //Beginner//. 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. * ☐ **Teleport** - //Psychic Type// Support Move learned at //Beginner//. 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. * ☐ **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. * ☐ **Miracle Eye** - //Psychic Type// Support Move learned at //Amateur//. 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. * ☐ **Me First** - //Normal Type// Support Move learned at //Amateur//. 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. * ☐ **Confuse Ray** - //Ghost Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Confuse the foe. * ☐ **Ominous Wind** - //Ghost Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 1 Chance Dice to Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense. * ☐ **Psycho Shift** - //Psychic Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Clever+Channel//. **Effect:** Transfer the User’s Status Ailments to the target. The user is now cured. * ☐ **Stored Power** - //Psychic Type// Special Move learned at //Amateur//. 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. * ☐ **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. * ☐ **Wish** - //Normal Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** Basic Heal. If successful spend 1 Will point to activate. The move has its effect at the beginning of the next round. * ☐ **Power Swap** - //Psychic Type// Support Move learned at //Ace//. 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 //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Switch your Defense and Sp. Defense with your foe. * ☐ **Psychic** - //Psychic Type// Special Move learned at //Ace//. 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. * ☐ **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. * ☐ **Twister** - //Dragon Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 2 Chance Dice to Flinch the foes. * ☐ **Haze** - //Ice Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Remove all Increased or Reduced Attributes and Traits on everyone on the Battlefield.