#PokeroleSRD/Statblock ====== Registeel ====== A **Steel** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Clear Body** Other Pokemon cannot Increase or Decrease the Attributes of this Pokemon. This Pokemon can still Increase or Decrease its own Attributes. * **Light Metal** This Pokemon weighs 50% less than it’s supposed to. Moves with damage based on weight get their damage pool modified accordingly. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |12 |4 |4 |5 |5 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |5/5 |4/4 |8/8 |5/5 |8/8 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Stomp** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Metal Claw** - //Steel Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 1 Chance Dice to Increase the user’s Strength. -1 Accuracy. * ☐ **Charge Beam** - //Electric Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 5 Chance Dice to Increase the User’s Special. -1 Accuracy. * ☐ **Bulldoze** - //Ground Type// Physical Move learned at //Master//. Targets //Area//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Reduce the Dexterity of those affected. * ☐ **Curse** - //Ghost Type// Support Move learned at //Master//. 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. * ☐ **Ancient Power** - //Rock Type// Special Move learned at //Master//. 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. * ☐ **Iron Defense** - //Steel Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Vitality+Channel//. **Effect:** Increase the User’s Defense by 2. * ☐ **Amnesia** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** Increase the User’s Sp. Defense by 2. * ☐ **Iron Head** - //Steel Type// Physical Move learned at //Master//. 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. * ☐ **Flash Cannon** - //Steel Type// Special Move learned at //Master//. 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. * ☐ **Hammer Arm** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+4//. **Effect:** After dealing damage, Reduce user’s Dexterity. -1 Accuracy. * ☐ **Lock-On** - //Normal Type// Support Move learned at //Master//. 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 //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+5//. **Effect:** Lethal. Paralyze the Foe. -3 Accuracy. * ☐ **Superpower** - //Fighting Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Lethal. Reduce User’s Strength and Defense. * ☐ **Hyper Beam** - //Normal Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+6//. **Effect:** Must Recharge. Lethal. -1 Accuracy. * ☐ **Explosion** - //Normal Type// Physical Move learned at //Master//. Targets //Area//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+10//. **Effect:** After the damage is dealt the User faints. Lethal. * ☐ **Mimic** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Clever+Perform//. **Effect:** Copies the last move the target used until the end of the scene. That move replaces Mimic. * ☐ **Block** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl//. **Effect:** Blocks. * ☐ **Endure** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** Priority 5. Shield Move. For the rest of the Round damaging moves can not reduce the user’s HP to less then 1. Status Ailments, Weather Conditions, Recoil, Self inflicted damage can still deal damage. * ☐ **Safeguard** - //Normal Type// Support Move learned at //Master//. Targets //User and Allies//. It’s Accuracy dice are //Special+Channel//. **Effect:** For the next 4 Rounds, the User and its Allies are immune to Status Ailments (Burn. Poison. Sleep. Confuse. Freeze. Paralysis). Lasts 4 Rounds. Previously inflicted Status Ailments remain.