#PokeroleSRD/Statblock ====== Pumpkaboo ====== A **Ghost/Grass** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Pickup** If this Pokemon was out of its Pokeball, at the end of the scene see what it found for you at Storyteller’s discretion. * **Frisk** When this Pokemon enters the battlefield, Storyteller must reveal its trainer the held item of one foe. * **Insomnia** This Pokemon is not affected by the Sleep Status. ===== Stats ===== ^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |5 |2 |2 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |2/4 |2/5 |2/4 |2/4 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Trick** - //Psychic Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Special+Allure//. **Effect:** The foe and the user swap Held Items. * ☐ **Astonish** - //Ghost Type// Physical Move learned at //Starter//. 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. * ☐ **Confuse Ray** - //Ghost Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Confuse the foe. * ☐ **Scary Face** - //Normal Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Reduce the foe’s Dexterity by 2. * ☐ **Trick-Or-Treat** - //Ghost Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Will+Allure//. **Effect:** Add the Ghost type to Target’s Type. (ie. Meowth will now by Normal/Ghost Charizard will now be Fire/Flying/Ghost) If the Pokemon already has a third type attached, replace it. * ☐ **Worry Seed** - //Grass Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Special+Nature//. **Effect:** Until the end of the Scene. Target’s Ability is now “Insomnia”. * ☐ **Razor Leaf** - //Grass Type// Physical Move learned at //Amateur//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Ranged. High Critical. * ☐ **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. * ☐ **Bullet Seed** - //Grass 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. * ☐ **Shadow Sneak** - //Ghost Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Priority 1. * ☐ **Shadow Ball** - //Ghost 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 foe’s Sp. Defense. * ☐ **Pain Split** - //Normal Type// Support Move learned at //Ace//. 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. * ☐ **Seed Bomb** - //Grass Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Ranged. * ☐ **Dark Pulse** - //Dark Type// Special Move learned at //Pro//. Targets //Random Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //Special+3//. **Effect:** Targets random foe. Roll 2 Chance Dice to Flinch the foe. * ☐ **Synthesis** - //Grass Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** Basic Heal. If Successful spend 1 Will point to activate. If performed under Sunny weather this Move is a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP. * ☐ **Foul Play** - //Dark Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //+3//. **Effect:** S.T.A.B of the user and Strength of the foe apply for this move’s damage.