#PokeroleSRD/Statblock ====== Yamper ====== A **Electric** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Ball Fetch** Whenever you throw a pokeball to a wild Pokemon, if the roll for catching it is unsuccessful, the pokeball will not break, this Pokemon will bring it back to you at the end of the scene instead. * **Rattled** The first time this Pokemon is hit by a Bug, Dark, or Ghost-Type Attack, increase 1 Point to its Dexterity Attribute. ===== Stats ===== ^**HP (3)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |5 |2 |2 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |2/4 |2/4 |2/4 |2/4 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Tackle** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. * ☐ **Tail Whip** - //Normal Type// Support Move learned at //Starter//. Targets //All Foes//. It’s Accuracy dice are //Cute+Perform//. **Effect:** Reduce the foe’s Defense. * ☐ **Nuzzle** - //Electric Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Paralyze the foe. * ☐ **Bite** - //Dark Type// Physical Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 3 Chance Dice to Flinch the foe. * ☐ **Roar** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Tough+Intimidate//. **Effect:** Low Priority 6. In the wild the battle ends. In an official fight, the Pokemon switches out. If its the last or only Pokemon the move fails. Switcher Move. * ☐ **Spark** - //Electric Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 3 Chance Dice to Paralyze the foe. * ☐ **Charm** - //Fairy Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Cute+Allure//. **Effect:** Reduce foe’s Strength by 2. * ☐ **Crunch** - //Dark Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Lethal. Roll 1 Chance Dice to reduce foe’s Defense. * ☐ **Charge** - //Electric Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Insight+Nature//. **Effect:** Add 2 Dice to the Damage Pool to the next Electric Damaging move the user performs. * ☐ **Wild Charge** - //Electric Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Recoil. * ☐ **Play Rough** - //Fairy Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 1 Chance Dice to Reduce foe’s Strength. -1 Accuracy. * ☐ **Sand Attack** - //Ground Type// Support Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel//. **Effect:** Reduce the foe’s Accuracy. * ☐ **Flame Charge** - //Fire Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Increase the User’s Dexterity. * ☐ **Howl** - //Normal Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Cool+Intimidate//. **Effect:** Increase the User’s Strength.