#PokeroleSRD/Statblock

Hypno

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

  • Insomnia This Pokemon is not affected by the Sleep Status.
  • Forewarn In battle, this Pokemon will warn about the strongest move one of its foes has. Storyteller has to reveal it to the trainer of this Pokemon in secret.
  • Inner Focus This Pokemon does not Flinch and cannot be Intimidated. (Intimidate Ability does not have any effect against this Pokemon.)

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Hypnosis - Psychic Type Support Move learned at Starter. Targets Foe. It’s Accuracy dice are Insight+Allure. Effect: Put the target to sleep. Dark-Type Pokemon are affected by this move. -4 Accuracy.
  • Pound - Normal Type Physical Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Confusion - Psychic Type Special Move learned at Beginner. 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.
  • Disable - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Insight+Channel. Effect: The Target cannot use the last move it performed. Lasts 4 Rounds.
  • Poison Gas - Poison Type Support Move learned at Beginner. Targets All Foes. It’s Accuracy dice are Special+Channel. Effect: Poison those affected. -1 Accuracy.
  • Meditate - Psychic Type Support Move learned at Beginner. Targets User. It’s Accuracy dice are Will+Channel. Effect: Increase the User’s Strength
  • Nightmare - Ghost Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Will+Channel. Effect: Will only work if the Target is asleep. Deal 1 Damage to the foe. Deal 1 Damage again at the beginning of each Round if the target is still asleep.
  • 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.
  • Switcheroo - Dark Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Insight+Stealth. Effect: User and Foe switch their Held Item. If only one Pokemon is holding an item it gives it away.
  • Swagger - Normal Type Support Move learned at Amateur. Targets Foe. It’s Accuracy dice are Tough+Intimidate. Effect: Increase the foe’s Strength by 2. Inflicts Confusion.
  • 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.
  • 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.
  • 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.
  • Synchronoise - Psychic Type Special Move learned at Amateur. 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.
  • 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.
  • 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.
  • 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.
  • Psyshock - Psychic Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+3. Effect: This Move is resisted with the Foe’s Defense instead of its Sp. Defense
  • Future Sight - Psychic Type Special Move learned at Ace. 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.
  • Thunder Wave - Electric Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Insight+Nature. Effect: Paralyze the foe. -1 Accuracy.
  • Substitute - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Dexterity+Stealth. Effect: Deal 2 Damage to the user and put a decoy with 2 HP with the same Defenses as the user. If the decoy’s HP is depleted, it disappears and the user comes back into the fight. Decoy can only be affected by damaging moves.
  • Metronome - Normal Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Perform with a damage pool of Special+0. Effect: Roll a dice to determine this move’s power. The appearance and Type of this move are decided by the Storyteller.