#PokeroleSRD/Statblock ====== Sealeo ====== A **Ice/Water** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Thick Fat** Reduce by 1 the damage taken from Fire and Ice-Type moves. * **Ice Body** If Hail Weather is in effect you may restore 1 HP to this Pokemon at the end of the round. This Pokemon is immune to damage from Hail weather. * **Oblivious** This Pokemon is not affected by the Love Status. It is immune to the effects of moves that affect its feelings such as Taunt, Charm, Captivate etc. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |2 |2 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |2/4 |2/5 |2/5 |2/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Defense Curl** - //Normal Type// Support Move learned at //Starter//. Targets //User//. It’s Accuracy dice are //Vitality+Brawl//. **Effect:** Increase the User’s Defense. * ☐ **Growl** - //Normal Type// Support Move learned at //Starter//. Targets //All Foes//. It’s Accuracy dice are //Tough/cute+PERFORM//. **Effect:** Reduce the foe’s Strength. Sound Based. “Growl (Cute/Tough)”, the user should use the one with highest stat (tough / cute) * ☐ **Powder Snow** - //Ice Type// Special Move learned at //Starter//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 1 Chance Dice to Freeze those affected. * ☐ **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//. * ☐ **Encore** - //Normal Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Cool+Allure//. **Effect:** For the duration of this effect, the target will repeat the exact same action sequence it had this round. Target must have had an action sequence. Last 4 Rounds. Priority 3. * ☐ **Ice Ball** - //Ice 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. Add 1 Extra Dice to the Damage Roll of the last Ice Ball hit the user performes. If the Pokemon used Defense Curl this Round, add 1 Extra Dice to the Damage Roll of every hit. -1 Accuracy. * ☐ **Body Slam** - //Normal 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 Paralyze the foe. * ☐ **Brine** - //Water Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** If the foe is at half HP or less, add 3 Extra Dice to the Damage Pool. * ☐ **Aurora Beam** - //Ice 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 Reduce foe’s Strength. * ☐ **Hail** - //Ice Type// Support Move learned at //Amateur//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** Hail Weather is activated for the next 4 Rounds. * ☐ **Swagger** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Increase the foe’s Strength by 2. Inflicts Confusion. * ☐ **Rest** - //Psychic Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Complete Heal. If successful spend 1 Will point to activate. The User must Sleep for a whole Round (from Round Start to Round End). * ☐ **Snore** - //Normal Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Perform// with a damage pool of //Special+2//. **Effect:** This move can only be used if the user asleep. Roll 3 Chance Dice to Flinch the foe. Sound Based Move. * ☐ **Blizzard** - //Ice Type// Special Move learned at //Ace//. Targets //All Foes//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** Roll 1 Chance Dice to Freeze those affected. If performed under Hail Weather Ignore this moves Reduced Accuracy and the Move can’t be evaded. If performed under Sunny Weather Accuracy becomes -3 instead. -2 Accuracy. * ☐ **Sheer Cold** - //Ice Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //+0//. **Effect:** Deal damage to the Target equal to its remaining HP plus 1 Lethal Damage. -5 Accuracy. * ☐ **Water Pulse** - //Water Type// Special Move learned at //Pro//. 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. * ☐ **Aqua Ring** - //Water Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** If successful spent 1 Will point to activate. At the end of each Round, recover 1 HP. Lasts 4 Rounds. * ☐ **Super Fang** - //Normal Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //+0//. **Effect:** Damage Roll is Half of the Foe’s remaining HP (up to 10) rounded down. If the remaining HP of the foe is 1 this move fails. Ignore the foe’s Defenses. -1 Accuracy.