#PokeroleSRD/Statblock ====== Psyduck ====== A **Water** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Damp** No ally or foe will be able to use the moves Explosion or Self-Destruct in an area around this Pokemon. * **Cloud Nine** Negate the effects of Weather Conditions on this Pokemon. This does not include: Harsh Sunlight, Typhoon and Strong Winds * **Swift Swim** If Rain Weather is in effect, Increase 2 Points to this Pokemon’s Dexterity Attribute. ===== Stats ===== ^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |5 |2 |2 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |2/4 |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 ===== * ☐ **Water Sport** - //Water Type// Support Move learned at //Starter//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** For the next 4 Rounds Fire Type attacks won’t add their Power to the Damage Pool. * ☐ **Scratch** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Tail Whip** - //Normal Type// Support Move learned at //Beginner//. Targets //All Foes//. It’s Accuracy dice are //Cute+Perform//. **Effect:** Reduce the foe’s Defense. * ☐ **Water Gun** - //Water Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. * ☐ **Disable** - //Normal Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** The Target cannot use the last move it performed. Lasts 4 Rounds. * ☐ **Confusion** - //Psychic 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 Confuse the foe. * ☐ **Water Pulse** - //Water Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 3 Chance Dice to Confuse the foe. * ☐ **Fury Swipes** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Successive Actions. -1 Accuracy. * ☐ **Screech** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Perform//. **Effect:** Reduce the foe’s Defense by 2. Sound Based. * ☐ **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. * ☐ **Aqua Tail** - //Water 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. * ☐ **Soak** - //Water Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** Change the target’s Type to Water. * ☐ **Amnesia** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** Increase the User’s Sp. Defense by 2. * ☐ **Psych Up** - //Normal Type// Support Move learned at //Ace//. 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. * ☐ **Hydro Pump** - //Water Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** -1 Accuracy. * ☐ **Wonder Room** - //Psychic Type// Support Move learned at //Ace//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds. * ☐ **Clear Smog** - //Poison Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. Reset all Increased or Reduced Attributes and Traits of the foe. * ☐ **Confuse Ray** - //Ghost Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Confuse the foe. * ☐ **Future Sight** - //Psychic Type// Special Move learned at //Pro//. 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.