#PokeroleSRD/Statblock

Girafarig

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

  • Inner Focus This Pokemon does not Flinch and cannot be Intimidated. (Intimidate Ability does not have any effect against this Pokemon.)
  • Early Bird The time this Pokemon would be asleep is reduced by half, it will only need to score 2 successes on its Insight roll to wake up in battle. This effect does not apply for the move “Rest”
  • Sap Sipper The first time this Pokemon is hit by a Grass-type attack, Increase 1 Point to its Strength Attribute instead of dealing damage. Grass-type moves do not deal damage to this Pokemon.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Astonish - Ghost Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Roll 3 Chance Dice to Flinch the foe.
  • 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)
  • Guard Swap - Psychic Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Switch your Defense and Sp. Defense with your foe.
  • Power Swap - Psychic Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Switch your Strength and Special with your foe.
  • Tackle - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • 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.
  • Stomp - Normal 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.
  • Agility - Psychic Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Dexterity+Athletic. Effect: Increase the User’s Dexterity by 2.
  • 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.
  • Baton Pass - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Special+Channel. Effect: Switcher Move. User switches out with another Pokemon. Any Attribute increase on the user is passed on the next Pokemon. The user can’t increase its Attributes again until the end of the scene.
  • Assurance - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: If the User has already received damage from the target this Round add 2 Extra Dice to the Damage Pool.
  • Double Hit - Normal Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Double Action. -1 Accuracy.
  • 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.
  • Zen Headbutt - Psychic Type Physical Move learned at Ace. 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.
  • Crunch - Dark Type Physical Move learned at Ace. 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.
  • Nasty Plot - Dark Type Support Move learned at Ace. Targets User. It’s Accuracy dice are Clever+Alert. Effect: Increase the user’s Special by 2.
  • Future Sight - Psychic Type Special Move learned at Pro. 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.
  • Hyper Voice - Normal Type Special Move learned at Pro. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: Sound Based.
  • Sucker Punch - Dark Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Priority 1. This move can only be used after the Target rolls a damaging move.