#PokeroleSRD/Statblock ====== Nosepass ====== A **Rock** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Sturdy** The first time this Pokemon would faint due to a Damaging move, it will remain at 1 HP instead. Status Conditions and Self inflicted damage will still cause it to faint. The Pokemon must rest for an hour before benefiting from Sturdy again. * **Magnet Pull** All Steel-Type Pokemon on the field are Blocked. * **Sand Force** If Sandstorm Weather is in effect when this Pokemon deals damage using Ground, Steel or Rock-Type attacks, add 1 Extra Die to the damage pool of that attack. The Pokemon is immune to damage from Sandstorm Weather. ===== Stats ===== ^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |1 |1 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |1/3 |3/7 |2/4 |2/5 | |**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//. * ☐ **Harden** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Increase the User’s Defense. * ☐ **Block** - //Normal Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl//. **Effect:** Blocks. * ☐ **Rock Throw** - //Rock Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+2//. **Effect:** Ranged. -1 Accuracy. * ☐ **Thunder Wave** - //Electric Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Paralyze the foe. -1 Accuracy. * ☐ **Rock Blast** - //Rock Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Ranged. Successive Actions. -1 Accuracy. * ☐ **Rest** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Complete Heal. If successful spend 1 Will point to activate. The User must Sleep for a whole Round (from Round Start to Round End). * ☐ **Spark** - //Electric Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 3 Chance Dice to Paralyze the foe. * ☐ **Rock Slide** - //Rock Type// Physical Move learned at //Amateur//. 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. * ☐ **Power Gem** - //Rock Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. * ☐ **Sandstorm** - //Rock Type// Support Move learned at //Amateur//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Sandstorm Weather is activated for the next 4 Rounds. * ☐ **Discharge** - //Electric Type// Special Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 3 Chance Dice to Paralyze those affected. * ☐ **Earth Power** - //Ground 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. * ☐ **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. * ☐ **Lock-On** - //Normal Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** The next attack the user performs has 2 automatic unremovable successes on its Accuracy Roll. * ☐ **Zap Cannon** - //Electric Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+5//. **Effect:** Lethal. Paralyze the Foe. -3 Accuracy. * ☐ **Stealth Rock** - //Rock Type// Support Move learned at //Pro//. 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. * ☐ **Self Destruct** - //Normal Type// Physical Move learned at //Pro//. 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. * ☐ **Magic Coat** - //Psychic Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Priority 4. Redirect the effects of a Support Move that would affect the user or its side of the battlefield towards the foe’s (ie. The foe used Stealth Rock, with Magic Coat it will now affect the foe’s side instead of yours).