#PokeroleSRD/Statblock ====== Phantump ====== A **Ghost/Grass** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Natural Cure** At the end of the round, if this Pokemon has a Status Ailment, it Rolls 3 Chance Dice to heal itself. * **Frisk** When this Pokemon enters the battlefield, Storyteller must reveal its trainer the held item of one foe. * **Harvest** If this Pokemon uses a berry as a held item during a fight, the berry will grow back at the end of the day. ===== Stats ===== ^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |5 |1 |1 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/5 |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 ===== * ☐ **Tackle** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Confuse Ray** - //Ghost Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Confuse the foe. * ☐ **Astonish** - //Ghost Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Growth** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** Increase the User’s Strength and Special. * ☐ **Ingrain** - //Grass Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** User Heals 1 HP at the end of every Round. While this move is active the User is now Blocked. * ☐ **Feint Attack** - //Dark Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Never Fail. * ☐ **Leech Seed** - //Grass Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Nature//. **Effect:** If successful spend 1 Will point to activate. At the end of each Round, Roll 1 Dice of Damage to the foe. User heals for 1 HP for every damage dealt this way. Grass Type Pokemon are immune to this Move. -1 Accuracy. * ☐ **Curse** - //Ghost Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Will+Channel//. **Effect:** Roll half the user’s HP as damage dice to itself, ignoring Defenses. The target will remove 1 success from all their rolls until the Curse is lifted. * ☐ **Will-O-Wisp** - //Fire Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel//. **Effect:** Burn the Foe. -2 Accuracy. * ☐ **Forest’s Curse** - //Grass Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Will+Nature//. **Effect:** Add the Grass Type to the Target’s Type (ie. Nidoran will now be Poison/Grass Heracross will now be Bug/Fight/Grass). If the Pokemon already has a third type attached then replace it. * ☐ **Destiny Bond** - //Ghost Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** If the user faints this Round due to Combat damage, the Pokemon that dealt the damage will faint at the same time. * ☐ **Phantom Force** - //Ghost Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+3//. **Effect:** Charge Move. While charging this Move, other Moves will not affect the user. If the Target made a Shielding Action the shield is destroyed and won’t have any effect. * ☐ **Wood Hammer** - //Grass Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Recoil. * ☐ **Horn Leech** - //Grass Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** The User restores HP equal to half the damage dealt, rounded down. * ☐ **Seed Bomb** - //Grass Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Ranged. * ☐ **Venom Drench** - //Poison Type// Support Move learned at //Pro//. Targets //All Foes//. It’s Accuracy dice are //Special+Channel//. **Effect:** If an affected foe is poisoned or becomes poisoned in the same Round you used this Move then Reduce its Strength, Special, and Dexterity. * ☐ **Worry Seed** - //Grass Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Special+Nature//. **Effect:** Until the end of the Scene. Target’s Ability is now “Insomnia”.