#PokeroleSRD/Statblock ====== Spiritomb ====== A **Ghost/Dark** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Pressure** While this Pokemon is out, reduce the total Will Points of all foes by half, rounded down. * **Infiltrator** Shield Moves, Safeguard, Substitute, Light Screen, and Reflect are ignored by this Pokemon. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |7 |1 |1 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/5 |1/3 |3/6 |2/5 |3/6 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Curse** - //Ghost Type// Support Move learned at //Starter//. 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. * ☐ **Pursuit** - //Dark Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** If the foe is Switching Out or escaping. Add 2 Dice to the Damage Pool and Priority 1 to this move. * ☐ **Confuse Ray** - //Ghost Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Confuse the foe. * ☐ **Spite** - //Ghost Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Will+Intimidate//. **Effect:** Reduce Target’s Will to 1 point temporarily. Reset any effects it got from spending Will Points. * ☐ **Shadow Sneak** - //Ghost Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Priority 1. * ☐ **Feint Attack** - //Dark Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Never Fail. * ☐ **Hypnosis** - //Psychic Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Allure//. **Effect:** Put the target to sleep. Dark-Type Pokemon are affected by this move. -4 Accuracy. * ☐ **Dream Eater** - //Psychic Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+4//. **Effect:** The user restores HP equal to half the damage dealt, rounded down. The target must be asleep, this move will fail otherwise. * ☐ **Ominous Wind** - //Ghost 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 Increase the User’s Strength, Dexterity, Special, Defense, and Sp. Defense. * ☐ **Sucker Punch** - //Dark Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Priority 1. This move can only be used after the Target rolls a damaging move. * ☐ **Nasty Plot** - //Dark Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Clever+Alert//. **Effect:** Increase the user’s Special by 2. * ☐ **Dark Pulse** - //Dark Type// Special Move learned at //Amateur//. 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. * ☐ **Memento** - //Dark Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Will+Channel//. **Effect:** The user faints. Reduce foe’s Strength. Dexterity. Special. Defense and Sp. Defense by 2. Lasts for a whole scene. * ☐ **Destiny Bond** - //Ghost Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** If the user faints this Round due to Combat damage, the Pokemon that dealt the damage will faint at the same time. * ☐ **Telekinesis** - //Psychic Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** All attacks against the target have “Never Fail”. The target is immune to Ground Moves. Lasts 2 Rounds. * ☐ **Imprison** - //Psychic Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Clever+Channel//. **Effect:** The foe cannot use any Moves known by the User. Lasts for a day.