#PokeroleSRD/Statblock ====== Sableye ====== A **Dark/Ghost** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Keen Eye** This Pokemon cannot have successes removed from its Accuracy rolls by Moves, Items or Abilities. Pain Penalizations and Difficulty Penalties may still apply. * **Stall** This Pokemon always goes last in the the initiative order. * **Prankster** Add Pritority +1 to all Support moves of this Pokemon. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |2 |2 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/5 |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 ===== * ☐ **Leer** - //Normal Type// Support Move learned at //Starter//. Targets //All Foes//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Reduce the Defense of those affected. * ☐ **Mean Look** - //Normal Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Blocks. * ☐ **Scratch** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Zen Headbutt** - //Psychic Type// Physical Move learned at //Starter//. 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. * ☐ **Foresight** - //Normal Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Insight+Alert//. **Effect:** The Foe cannot evade moves performed by the user. User’s Normal and Fighting Moves can affect Ghost Types and Ghost Moves can affect Normal Types. * ☐ **Night Shade** - //Ghost Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //+0//. **Effect:** Roll Damage Dice according to the User’s Rank. 1 Dice at Starter Rank. 2 Dice at Beginner Rank. 3 dice at Amateur Rank. 4 Dice at Ace Rank. 5 Dice at Professional Rank. Ignores Defense. * ☐ **Astonish** - //Ghost Type// Physical Move learned at //Amateur//. 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. * ☐ **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. * ☐ **Fake Out** - //Normal 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. Flinch the foe. This move will only work the First Round the Pokemon is out in battle. From the second round on, it will fail automatically. * ☐ **Detect** - //Fighting Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** Priority. Shield Move. Reduce 3 Damage this pokemon would receive from a Damaging Move. Negate effects of Support Moves that target the user. Reduce to zero the set damage from a move the user would take. * ☐ **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. * ☐ **Knock Off** - //Dark Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** The target Pokemon loses its held item. * ☐ **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. * ☐ **Power Gem** - //Rock Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. * ☐ **Punishment** - //Dark Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add up to 7 Dice to the Damage Pool for every Increased Attribute the foe has. (ie. Foe has 1 Increased dice in Dexterity & Strength that equals +2 Dice on the Damage Pool of this attack). * ☐ **Foul Play** - //Dark Type// Physical Move learned at //Ace//. 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. * ☐ **Confuse Ray** - //Ghost Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Confuse the foe. * ☐ **Nasty Plot** - //Dark Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Clever+Alert//. **Effect:** Increase the user’s Special by 2. * ☐ **Shadow Ball** - //Ghost 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 Reduce foe’s Sp. Defense. * ☐ **Moonlight** - //Fairy Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Basic Heal. If successful spend 1 Will point to activate. If performed at Night or Sunny Weather is in effect this move becomes a Complete Heal. If Rain/Sandstorm Weather is in effect this move only heals 1 HP