#PokeroleSRD/Statblock

Arcanine

A Fire Pokemon with a Nature nature at Rank rank. It’s Abilities are:

  • Intimidate When this Pokemon comes into battle, Reduce 1 Point to the Strength of all foes in range. This effect will last for as long as this Pokemon is out. Reduce random encounters with wild Pokemon.
  • Flash Fire The first time this Pokemon is hit by a Fire-Type move, add 1 Extra Die to the Damage Pool of Fire-type Moves this Pokemon uses until the end of the scene. Fire-type moves do not deal damage to this Pokemon.
  • Justified The first time this Pokemon is hit by a Dark-Type Attack or if it has witnessed something it considers unjust, Increase 1 Point to its Strength Attribute.

Stats

HP (4)InitEvade Phys ClashSpec Clash
6 3 3 3 3
Str Dex Vit Spec Ins
3/6 3/6 2/5 3/6 2/5
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Roar - Normal Type Support Move learned at Starter. 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.
  • Bite - Dark Type Physical Move learned at Starter. 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.
  • Odor Sleuth - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Alert. Effect: The Foe can not Evade moves performed by the User. User’s Normal and Fighting Moves can affect Ghost Types and Ghost Moves can affect Normal Types. Add all Successes from this Move to any Rolls to Track the target.
  • Thunder Fang - 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 2 Chance Dice to Flinch the foe. Roll 2 Chance Dice to Paralyze the foe.
  • Fire Fang - Fire Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Roll 2 Chance to Flinch the Foe. Roll 2 Chance Dice to Burn the foe. -1 Accuracy.
  • Burn Up - Fire Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Will+Channel with a damage pool of Special+7. Effect: Lethal. After Damage is dealt, the user is no longer considered a Fire-Type for the rest of the day (if its only type was Fire, it is now considered Typeless). Fire-type Moves won’t add their Power to the Damage pool of this Pokemon for the rest of the day.
  • Extreme Speed - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Priority 2. Triple the Pokemon’s movement speed.
  • Morning Sun - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Basic Heal. If successful spend 1 Will point to activate. Complete Heal during Sunny Weather. If Rain/Sandstorm Weather is in effect or it’s night or you are indoors/underground this move only heals 1 HP.
  • Dragon Pulse - Dragon Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3.
  • Wild Charge - Electric Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil.