#PokeroleSRD/Statblock

Dunsparce

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

  • 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)
  • Run Away This Pokemon cannot be Blocked. It may also obtain bonus dice to escape from battle or captivity at Storyteller’s discretion.
  • 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 (5)InitEvade Phys ClashSpec Clash
7 2 2 2 2
Str Dex Vit Spec Ins
2/5 2/4 2/5 2/4 2/4
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Defense Curl - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Vitality+Brawl. Effect: Increase the User’s Defense.
  • Rage - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: If the Pokemon receives damage after using this move. Increase the User’s Strength. This effect can stack up to 3 times.
  • Rollout - Rock Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Successive Actions. Add 1 Extra Dice to the Damage Roll of the last Rollout hit the user performs. If the Pokemon used Defense Curl this Round, add 1 Extra Dice to the Damage Roll of every hit. -1 Accuracy.
  • Spite - Ghost Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Will+Intimidate. Effect: Reduce Target’s Will to 1 point temporarily. Reset any effects it got from spending Will Points.
  • Pursuit - Dark Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the foe is Switching Out or escaping. Add 2 Dice to the Damage Pool and Priority 1 to this move.
  • Screech - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Perform. Effect: Reduce the foe’s Defense by 2. Sound Based.
  • 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.
  • Body Slam - 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 Paralyze the foe.
  • 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.
  • Take Down - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Recoil. -2 Accuracy.
  • Dig - Ground Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Charge Move. While charging this move, the User will be out of range. Can be hit by Earthquake, Magnitude, or a similar move.
  • Glare - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Paralyze the foe. -1 Accuracy.
  • Coil - Poison Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Tough+Intimidate. Effect: Increase the User’s Strength, Defense, and Accuracy.
  • Endure - Normal Type Support Move learned at Amateur. 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.
  • Air Slash - Flying Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Roll 3 Chance Dice to Flinch the foe.
  • Dragon Rush - Dragon Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+4. Effect: Roll 2 Chance Dice to Flinch the foe. -2 Accuracy.
  • Drill Run - Ground Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: High Critical.
  • 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.
  • Roost - Flying Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Basic Heal. Until the User’s next action this Pokemon will be vulnerable to Ground Type moves.
  • Endeavor - Normal Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Will+Channel with a damage pool of +0. Effect: Roll Damage equal to the Difference between user’s Full HP and its Current HP (up to 10). User cannot reduce the target’s HP to lower than its own remaining HP. Ignore foe’s Defenses.
  • Flail - Normal Type Physical Move learned at Ace. 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.
  • Magic Coat - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Priority 4. Redirect the effects of a Support Move that would affect the user or its side of the battlefield towards the foe’s (ie. The foe used Stealth Rock, with Magic Coat it will now affect the foe’s side instead of yours).
  • Agility - Psychic Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
  • Trump Card - Normal Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Will+Channel with a damage pool of Special+2. Effect: If User’s Will is half spent add 1 Dice to the Damage Roll. If the User’s Will is depleted add +8 to the Damage Pool.