#PokeroleSRD/Statblock

Beheeyem

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

  • Telepathy This Pokemon won’t receive damage from moves performed by its allies.
  • Synchronize If a foe inflicts a Status Condition to this Pokemon, the same condition is inflicted into the foe unless it is immune to the effect.
  • Analytic If this Pokemon has a lower initiative than its target, Add 1 Dice to all of its Damage Pools.

Stats

HP (4)InitEvade Phys ClashSpec Clash
6 1 1 2 3
Str Dex Vit Spec Ins
2/5 1/3 2/5 3/7 3/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Confusion - Psychic Type Special Move learned at Starter. 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.
  • 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)
  • Heal Block - Psychic Type Support Move learned at Beginner. Targets Area. It’s Accuracy dice are Special+Channel. Effect: No one can regain any lost HP. Lasts 4 Rounds.
  • Miracle Eye - Psychic Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Insight+Alert. Effect: The User may hit Dark Type Pokemon with Psychic Moves. The Pokemon ignores Evasion modifiers. Opponents can’t reduce the User’s Accuracy.
  • Psychic Terrain - Psychic Type Support Move learned at Amateur. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds, all Psychic Attacks will deal 1 Extra Dice of Damage. No Pokemon on the ground can use moves with increased Priority.
  • Headbutt - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch. May call Random Encounters when hitting trees.
  • Psybeam - Psychic 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 Confuse the foe.
  • Imprison - Psychic Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Clever+Channel. Effect: The foe cannot use any Moves known by the User. Lasts for a day.
  • Hidden Power - Normal Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are + with a damage pool of +0. Effect: Storyteller decides power and type
  • Zen Headbutt - Psychic Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Roll 3 Chance Dice to Flinch the foe. -1 Accuracy.
  • Simple Beam - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Empathy. Effect: Target Pokemon ability is now “Simple”.
  • Recover - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Nature. Effect: Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage.
  • Psych Up - Normal Type Support Move learned at Amateur. 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.
  • Wonder Room - Psychic Type Support Move learned at Amateur. 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.
  • Calm Mind - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Channel. Effect: Increase the User’s Special and Sp. Defense.
  • Guard Split - Psychic Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average your Defense and Sp. Defense with your target.
  • Power Split - Psychic Type Support Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Average the User’s Strength and Special with the target.
  • Synchronoise - Psychic Type Special Move learned at Ace. Targets Area. It’s Accuracy dice are Special+Perform with a damage pool of Special+5. Effect: Sound Based. Choose a Type (Fire, Poison, Steel, etc.) this move only affects those with that Type.
  • Psychic - Psychic Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 1 Chance Dice to Reduce the foe’s Sp. Defense.
  • Cosmic Power - Psychic Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Special+Channel. Effect: Increase the User’s Defense and Sp. Defense.
  • 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.
  • Teleport - Psychic Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Special+Channel. Effect: In the wild, the battle ends. In official battles, it counts as the Pokemon being recalled. Teleportation distances depend on Special and Storyteller’s discretion.