#PokeroleSRD/Statblock

Pelipper

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

  • Keen Eye This Pokemon cannot have successes removed from its Accuracy rolls by Moves, Items or Abilities. Pain Penalizations and Difficulty Penalties may still apply.
  • Drizzle When this Pokemon comes out, it automatically starts the effects of Rain Weather. The effects end when the Pokemon leaves the battle. (In case of stalemate the Pokemon with higher Will might keep the dominant weather)
  • Rain Dish If Rain weather is in effect, you may restore 1 HP to this Pokemon at the end of each Round.

Stats

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

Skills

SkillSkillSkillSkillSkillSkillSkillSkill

Moves

  • 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)
  • Water Gun - Water Type Special Move learned at Starter. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2.
  • Water Sport - Water Type Support Move learned at Starter. Targets Battlefield. It’s Accuracy dice are Special+Channel. Effect: For the next 4 Rounds Fire Type attacks won’t add their Power to the Damage Pool.
  • Supersonic - Normal Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Tough+Channel. Effect: Confuse the foe. -3 Accuracy.
  • Soak - Water Type Support Move learned at Beginner. Targets Foe. It’s Accuracy dice are Special+Channel. Effect: Change the target’s Type to Water.
  • Wing Attack - Flying Type Physical Move learned at Beginner. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2.
  • Water Pulse - Water Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Roll 3 Chance Dice to Confuse the foe.
  • Mist - Ice Type Support Move learned at Amateur. Targets User and Allies. It’s Accuracy dice are Special+Nature. Effect: For the next 4 Rounds, the User and Allies cannot have their Attributes or Traits reduced.
  • Protect - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Will+Channel. Effect: Priority 5. Shield. Reduce 3 Damage this pokemon would receive from a damaging move. Negate effects of Support Moves that target the user. Reduce to zero the set damage from a move the user would take.
  • Payback - Dark Type Physical Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+2. Effect: Add 2 Extra Dice to the Damage Pool if the target already damaged you this Round.
  • Brine - Water Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: If the foe is at half HP or less, add 3 Extra Dice to the Damage Pool.
  • Roost - Flying Type Support Move learned at Amateur. 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.
  • Spit Up - Normal Type Special Move learned at Amateur. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+4. Effect: Must have used the move “Stockpile” prior to this move, otherwise it will fail. Lose all Stockpile modifiers.
  • Swallow - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Vitality+Nature. Effect: Must have used the move “Stockpile” prior to this Move, otherwise it will fail. If successful spend 1 Will point to activate. User restores 2 Health points. Loses the effects of stockpile. The Pokemon must rest an hour before using Swallow again.
  • Stockpile - Normal Type Support Move learned at Amateur. Targets User. It’s Accuracy dice are Insight+Nature. Effect: Increase the User’s Defense and Sp. Defense.
  • Tailwind - Flying Type Support Move learned at Ace. Targets Battlefield. It’s Accuracy dice are Insight+Nature. Effect: For the Next 4 Rounds, Increase the Dexterity of the User and All Allies in the field by 2.
  • Fling - Dark Type Physical Move learned at Ace. Targets Foe. It’s Accuracy dice are Dexterity+Brawl with a damage pool of Strength+1. Effect: Ranged. Add up to 4 Dice to the Damage Pool, depending on the held item thrown. See P. 432 for more info.
  • Hydro Pump - Water Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: -1 Accuracy.
  • Hurricane - Flying Type Special Move learned at Ace. Targets Foe. It’s Accuracy dice are Special+Channel with a damage pool of Special+5. Effect: Lethal. Roll 3 Chance Dice to Confuse the Foe. If Rain Weather in effect ignore this moves reduced accuracy. -2 Accuracy.
  • Shock Wave - Electric Type Special Move learned at Pro. Targets Foe. It’s Accuracy dice are Dexterity+Channel with a damage pool of Special+2. Effect: Never Fail.
  • Wide Guard - Rock Type Support Move learned at Pro. Targets User and Allies. It’s Accuracy dice are Vitality+Brawl. Effect: Priority 3. Shield. Reduce 3 Damage the User and Allies would receive from a damaging move. Reduce to zero the set damage from a move the User and Allies would take.
  • Gunk Shot - Poison Type Physical Move learned at Pro. Targets Foe. It’s Accuracy dice are Strength+Brawl with a damage pool of Strength+5. Effect: Ranged. Roll 3 Chance Dice to Poison the Foe. -2 Accuracy.