#PokeroleSRD/Statblock ====== Roserade ====== A **Grass/Poison** 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. * **Poison Point** If this Pokemon is hit by a Non-Ranged Physical Attack, Roll 3 Chance Dice to Poison the foe. * **Technician** Add 1 dice to the Damage pool of all Moves with Power 2 or less. ===== Stats ===== ^**HP (5)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |7 |2 |2 |2 |3 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/5 |2/5 |2/4 |3/7 |3/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Poison Sting** - //Poison Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+1//. **Effect:** Ranged. Roll 3 Chance Dice to Poison the Target. * ☐ **Grassy Terrain** - //Grass Type// Support Move learned at //Beginner//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** If successful, spend 1 Will point to activate. Everyone in the user’s side of the field heals 1 HP at the end of each round. Add 1 Extra Dice to the Damage Rolls of Grass Type Moves. * ☐ **Weather Ball** - //Normal Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Nature// with a damage pool of //Special+2//. **Effect:** If the battlefield is under a Weather, add +2 to the Damage Roll and change the Type of the Move accordingly: Sun-Fire. Rain-Water. Hail-Ice. Sandstorm-Rock. Wind-Flying. * ☐ **Venom Drench** - //Poison Type// Support Move learned at //Amateur//. 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. * ☐ **Mega Drain** - //Grass Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** The user restores HP equal to half the damage dealt, rounded down. * ☐ **Magical Leaf** - //Grass Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. * ☐ **Sweet Scent** - //Normal Type// Support Move learned at //Amateur//. Targets //All Foes//. It’s Accuracy dice are //Special+Nature//. **Effect:** Those affected cannot evade moves performed by the user. Attracts wild Pokemon if used outside of battle. * ☐ **Extrasensory** - //Psychic Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** Roll 1 Chance Dice to Flinch the foe. * ☐ **Leaf Storm** - //Grass Type// Special Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+6//. **Effect:** Reduce the User’s Special by 2. -1 Accuracy. * ☐ **Pin Missile** - //Bug Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Ranged. Successive Actions.