#PokeroleSRD/Statblock

Jirachi

A Steel/Psychic 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)

Stats

HP (5)InitEvade Phys ClashSpec Clash
11 6 6 6 6
Str Dex Vit Spec Ins
6/6 6/6 6/6 6/6 6/6
Tough CoolBeautyClever Cute
1 1 1 1 1

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • Wish - Normal Type Support Move learned at Starter. Targets User. It’s Accuracy dice are Will+Channel. Effect: Basic Heal. If successful spend 1 Will point to activate. The move has its effect at the beginning of the next round.
  • Doom Desire - Steel Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Insight+Allure with a damage pool of Special+6. Effect: Strikes at the end of the Round after the next. Bypass Shield Moves 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. Extra effects may be added at Storyteller’s Discretion
  • Meteor Mash - Steel Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+3. Effect: Fist Based. Roll 2 Chance Dice to Increase the User’s Strength. -1 Accuracy.
  • Swift - Normal Type Special Move learned at Pro. Targets All Foes. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
  • Helping Hand - Normal Type Support Move learned at Pro. Targets One Ally. It’s Accuracy dice are Dexterity+Perform. Effect: Target Pokemon gets 2 Extra Dice on its next Skill, Accuracy and Damage Rolls. Priority 5.
  • Psychic - Psychic Type Special Move learned at Pro. 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.
  • Refresh - Normal Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Will+Channel. Effect: The User cure itself from Poison, Burn, or Paralysis.
  • Lucky Chant - Normal Type Support Move learned at Pro. Targets User and Allies. It’s Accuracy dice are Special+Perform. Effect: User and Allies in range can re-roll one un-successful die from all their rolls until the end of the scene. If an opponent would land a Critical Hit it doesn’t. Outside of battle good things happen at the story tellers discretion.
  • Rest - Psychic Type Support Move learned at Pro. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Complete Heal. If successful spend 1 Will point to activate. The User must Sleep for a whole Round (from Round Start to Round End).
  • Zen Headbutt - Psychic Type Physical Move learned at Pro. 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.
  • Double-Edge - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Recoil.
  • Gravity - Psychic Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds.
  • Healing Wish - Psychic Type Support Move learned at Pro. Targets One Ally. It’s Accuracy dice are Will+Channel. Effect: The User faints. One Ally is completely healed from all damage and status ailments.
  • 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.
  • 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.
  • Last Resort - Normal Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+6. Effect: It can be used only after the Pokemon has performed all its known moves at least once during the battle.
  • Confusion - Psychic Type Special Move learned at Pro. 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.
  • Confide - Normal Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Cute+Allure. Effect: Reduce the foes’ Special.
  • Trick - Psychic Type Support Move learned at Pro. Targets Foe. It’s Accuracy dice are Special+Allure. Effect: The foe and the user swap Held Items.
  • Trick Room - Psychic Type Support Move learned at Pro. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: Invert the order of Initiative. Lasts 4 Rounds.