#PokeroleSRD/Statblock ====== Uxie ====== A **Psychic** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Levitate** Ground-Type moves and effects on the ground won’t affect this Pokemon. If a Pokemon uses a move that binds it to the ground the effects are lost until it is free again. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |11 |6 |6 |5 |5 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |5/5 |6/6 |7/7 |5/5 |7/7 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Memento** - //Dark Type// Support Move learned at //Master//. 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. * ☐ **Natural Gift** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Strength+3//. **Effect:** User loses its held berry. Ranged. See Natural Gift on p.432 for more info. * ☐ **Flail** - //Normal Type// Physical Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add 1 Dice to the Damage Roll for every missing HP the user has. Up to +5 Dice may be added this way. * ☐ **Rest** - //Psychic Type// Support Move learned at //Master//. 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). * ☐ **Confusion** - //Psychic Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 1 Chance Dice to Confuse the foe. * ☐ **Imprison** - //Psychic Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Clever+Channel//. **Effect:** The foe cannot use any Moves known by the User. Lasts for a day. * ☐ **Endure** - //Normal Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** Priority 5. Shield Move. For the rest of the Round damaging moves can not reduce the user’s HP to less then 1. Status Ailments, Weather Conditions, Recoil, Self inflicted damage can still deal damage. * ☐ **Swift** - //Normal Type// Special Move learned at //Master//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Never Fail. * ☐ **Yawn** - //Normal Type// Support Move learned at //Master//. 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. * ☐ **Future Sight** - //Psychic Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //Special+5//. **Effect:** Strikes at the end of the next Round. It bypasses any Shield Move and cover. If the target retires or switches out from battle the damage will be dealt to the next opponent or to one of its allies. * ☐ **Amnesia** - //Psychic Type// Support Move learned at //Master//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** Increase the User’s Sp. Defense by 2. * ☐ **Extrasensory** - //Psychic Type// Special Move learned at //Master//. 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. * ☐ **Foul Play** - //Dark Type// Physical Move learned at //Master//. 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. * ☐ **Hidden Power** - //Normal Type// Special Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //+// with a damage pool of //+0//. **Effect:** Storyteller decides power and type * ☐ **Psych Up** - //Normal Type// Support Move learned at //Master//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene. * ☐ **Trick Room** - //Psychic Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Invert the order of Initiative. Lasts 4 Rounds. * ☐ **Magic Room** - //Psychic Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** No one can use their Held Item nor any other Item. Lasts 4 Rounds. * ☐ **Wonder Room** - //Psychic Type// Support Move learned at //Master//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Defense and Sp. Defense will be calculated with Insight instead of Vitality. Lasts 4 Rounds.