#PokeroleSRD/Statblock ====== Togepi ====== A **Fairy** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Hustle** This Pokemon gets an extra -1 Reduced Accuracy and 2 Extra Dice to the Damage pool for all its Physical Attacks. * **Serene Grace** Add 2 Extra Chance Dice to all effects done by this Pokemon. (e.g. A move has 3 Chance Dice to Flinch the foe, will roll 5 Dice with this Pokemon) * **Super Luck** Add “High Critical” to all the Attack Moves of this Pokemon. If a move already has the High Critical property, this Pokemon will only need 1 More Success on the Accuracy roll to land a Critical instead of 2. ===== Stats ===== ^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |5 |1 |1 |1 |1 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |1/3 |1/3 |2/4 |1/3 |2/4 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **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) * ☐ **Charm** - //Fairy Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Cute+Allure//. **Effect:** Reduce foe’s Strength by 2. * ☐ **Metronome** - //Normal Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Perform// with a damage pool of //Special+0//. **Effect:** Roll a dice to determine this move’s power. The appearance and Type of this move are decided by the Storyteller. * ☐ **Sweet Kiss** - //Fairy Type// Support Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Cute+Allure//. **Effect:** Confuse the foe. -2 Accuracy. * ☐ **Yawn** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Channel//. **Effect:** If the target is not removed from battle by the start of its next Round, it will fall asleep. * ☐ **Encore** - //Normal Type// Support Move learned at //Amateur//. 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. * ☐ **Follow Me** - //Normal Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Cool+Perform//. **Effect:** Foes will target the user this Round. Priority 5. * ☐ **Bestow** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Cool+Etiquette//. **Effect:** If target is not holding an Item, the User gives its own. * ☐ **Baton Pass** - //Normal Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** Switcher Move. User switches out with another Pokemon. Any Attribute increase on the user is passed on the next Pokemon. The user can’t increase its Attributes again until the end of the scene. * ☐ **Ancient Power** - //Rock 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. * ☐ **Safeguard** - //Normal Type// Support Move learned at //Amateur//. 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. * ☐ **Wish** - //Normal Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** Basic Heal. If successful spend 1 Will point to activate. The move has its effect at the beginning of the next round. * ☐ **Double-Edge** - //Normal Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Recoil. * ☐ **Last Resort** - //Normal Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+6//. **Effect:** It can be used only after the Pokemon has performed all its known moves at least once during the battle. * ☐ **After You** - //Normal Type// Support Move learned at //Ace//. Targets //One Ally//. It’s Accuracy dice are //Cool+Etiquette//. **Effect:** The Target will go first in the order of Initiative. Lasts for the rest of this Battle. * ☐ **Lucky Chant** - //Normal Type// Support Move learned at //Pro//. Targets //User and Allies//. It’s Accuracy dice are //Special+Perform//. **Effect:** User and Allies in range can re-roll one un-successful die from all their rolls until the end of the scene. If an opponent would land a Critical Hit it doesn’t. Outside of battle good things happen at the story tellers discretion. * ☐ **Nasty Plot** - //Dark Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Clever+Alert//. **Effect:** Increase the user’s Special by 2. * ☐ **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.