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Thread: Pokemon: Aschen Adventures (OOC)

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    Default Re: Pokemon: Aschen Adventures (OOC)

    Name: Timothy “T.J.” Saunders
    Gender: M
    Age: 14
    Level: 4
    Classes: Psychic

    HP: 72/72
    Str: 8 (-1)
    Dex: 12 (+1)
    Con: 14 (+2)
    Int: 16 (+3)
    Wis: 10 (+0)
    Cha: 8 (-1)

    Description:
    In his early teens, Timothy is not physically impressive. Looking at him, you’d think he’s rather short and scrawny, though the polite thing to call him would probably be svelte or lithe. For someone who spent most of his life at the beach, he shouldn’t be so pale. His brown hair is impossibly messy and it looks like he either doesn’t care what it looks like or doesn’t know how a comb works. He also constantly slouches making him appear even shorter than he already is. Despite his looks, constantly training his psychic powers has given him impressive stamina for someone his size.

    Personality:
    He’s a sensitive kid, so much so that he comes off as very wimpy to other people. He’s easily bullied and has a hard time standing up for himself. He has very few things that actually make him angry and is normally more prone to running than fighting. How sensitive he is also makes him sensitive to other people’s feelings. He takes great care not to offend people. He’s always courteous and if he thinks that he’s insulted or hurt someone, even if he hasn’t, he tends to be overly apologetic. As wimpy as he is, he has a firm moral code when it comes to both his own powers and Pokémon. In order to avoid being used he’s keeps important rules about his psychic power use. First is that he never uses them needlessly and second is that he never uses them to hurt people. Pokémon abuse is probably the only button he has worth pushing. He’ll drop any civility if someone is mistreating their Pokémon. This probably comes from his relationship with his own.

    Backstory:
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    Timothy Saunders was born with his powers. From the day he could speak he’s been able to hear people’s thoughts. It was actually a few years before he knew there was a difference; children say whatever’s on their mind to begin with. He accidentally revealed what he was in middle school when he was practicing floating pencils. Being telekinetic got him a lot of attention, with people always asking to see him use his powers and do little tricks. It wasn’t until he revealed his telepathy that things started going south. Being a mind reader made him untrustworthy, other students stayed as far away as possible and teachers made him take tests in other rooms.

    It was rather quickly recommended that he be transferred to a psychic school, rather than staying where they couldn’t do anything for him. The nearest school was Delphi Academy, a decent sized commute away from Heartshome. It was essentially a psychic private school. It was an interesting experience, to have and use powers like everybody else. A lot of the conversations had at the school were entirely telepathic, and cheating wasn’t a worry as the teacher could keep an eye on anything that went on in the class. The general curriculum of his first semester, alongside all of the academic subjects he thought he’d be leaving behind, was mostly spoon bending and Zener cards. It felt like a semester long screening process to him. He was partially right; the tests were to train his abilities, yes, but also to gauge his attitude, endurance, and diligence. He had apparently done well enough to enter the advanced class the next semester, though he couldn’t help but feel he was hopelessly out classed.

    Whether outclassed or not, it was inspiring to see psychics with so much more power than him, and learned a lot from his time with them. He was learning to move objects with greater weight, and to implant his thoughts into a targets minds rather than just let his own be read. His teachers impressed him to no end, showing off abilities he never thought possible. If he had that kind of power, he could really make something of himself. He’d be able to go back to Heartshome and show people just what he could do, maybe even change his old schoolmates’ minds. He began to dedicate himself, day and night, to growing stronger.

    His first meeting with his Pokémon, Dancho, was less than auspicious. He often went to the rocky part of the beach during the off season to practice with his psychic powers. It was almost always empty, so he could practice telekinetically lifting the rocks without attracting onlookers. About half an hour in, T.J. noticed a little pink lump of a Pokémon, watching him from a rock a few feet into the water. Embarrassed, and admittedly a little shocked, he tried to shoo it away. When it didn’t respond he decided to get a closer look. The Pokémon just kept staring at him. He poked it right between the eyes and it stayed motionless, lying there on the rock. After a few seconds, it rubbed the spot he poked on his head. A shocked looked had appeared on his face, as if it had just woken up with T.J. in its face. The frightened Pokémon rolled over into the water.

    The next time, T.J. noticed that the Pokémon was back on its rock, but it seemed much more attentive than last time. When he approached it again it got scared and rolled into the ocean again. T.J. decided to bring it some poffins from the local market to make amends. A few days later, with a bag of poffins in hand, he and the Pokémon literally broke bread.

    The two had a close friendship from that day on. T.J. and the Slowpoke, who had revealed its name in a rather long yawn, would spend their afternoons together, whether training or not. T.J. was no stranger to psychic Pokémon trainers. Several of his upperclassmen and teachers had Pokémon. They would often talk about how their powers had improved from training with Pokémon. He also knew the school allowed for Trainer’s Leave, so he only had to put his education on a temporary hold, if necessary. Because the two had grown so close, T.J. had decided that if anyone was going to be his partner, it would be the Slowpoke.

    He had enough money for a pokéball, so he decided to buy one and ask the Slowpoke to be his partner. That day he ran to the beach, excited to get his first Pokémon. The excitement drained away quickly when he arrived. Two men in clown makeup were standing above the beaten Slowpoke, talking about “how much money they’d make for his tail”, and how they “were sure to be let in.” T.J. was absolutely enraged. They beat up and were about to mutilate a Pokémon, his friend, for money. He yelled at them and demanded to know what they thought they were doing. They demanded right back and asked who the hell he was. Without a second thought, he threw the pokeball, captured the wounded Slowpoke, and telekinetically floated it back to him. “I’m this Slowpoke’s trainer,” he said as he began to float rocks around him, as he had been practicing for weeks. “Do you want to make something of it?” For the first time in his life, T.J. felt genuinely intimidating. It seems the clowns agreed, running for the hills from T.J.’s show of power. Psychic power was always impressive the first time a person sees it, and they can never tell just how much a person can do from first glance.

    He took his new Slowpoke to the Pokémon center and told the nurse there what had happened. The nurse informed him it must have been a pair of Team Eclectia members, or at least hopefuls from their talk of “getting in.” After the Slowpoke was healed he returned to his usual self, begging the slowpoke to forgive him for capturing it so unfairly, and he would return him to the wild if he wanted. The slowpoke grabbed onto his leg as a way of telling him he wanted to stay. T.J. named the Slowpoke Dancho, and the two of them began to plan out their journey to help each other grow stronger.


    Pokemon:
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    Current:
    1) Dancho, his Slowpoke
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    Name: Dancho
    Species: Slowpoke
    Level: 19
    XP: 9632/10000
    Type: Water/Psychic
    Item:
    Met At: Heartshome; Level 6
    Ability: Own Tempo: Constant, Effect: Immune, Confusion
    Nature: Modest (+2 Special Attack, -2 Attack)
    Gender: Male

    Height: 3'11
    Weight: 79.4
    Egg Group: Monster, Water 1

    Moves: Curse, Tackle, Yawn, Growl, Zen Headbutt, Water Gun
    Spoiler
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    Learned:
    1) Curse - Normal
    EOT – None
    Self - No Damage
    Effect: No Target
    The user’s Speed is lowered 1 Combat Stage. The user’s Attack is raised 1 Combat Stage and the user’s Defense is raised 1 Combat Stage.
    2)Tackle – Normal
    At-Will – 3
    Melee - Attack
    2d10
    Effect: 1 Target, Dash, Weight Class
    For each Weight Class the user is above the target, they deal additional 1d10 damage.
    3)Yawn – Normal
    Battle – None
    Ranged - No Damage
    Effect: No Target, Burst
    Yawn creates a 4-meter Burst. All targets fall Asleep at the end of their next turn. Yawn cannot miss.
    4)Growl – Normal
    At-Will – 2
    Ranged - No Damage
    Effect: No Target, Burst
    Growl creates a 5-meter Burst. Growl lowers all Legal Targets Attack 1 Combat Stage.
    5)Zen Headbutt – Psychic
    EOT – 4
    Melee - Attack
    5d10
    Effect: 1 Target, Dash
    Zen Headbutt Flinches the target on 15-20 during Accuracy Check.
    6)Water Gun – Water
    At-Will – 2
    Ranged - Special Attack
    2d10
    Effect: 1 Target
    7)Confusion
    8)Disable


    Taught :
    1)
    2)
    3)
    4)
    5)
    6)
    7)

    HP: 61/61 (19 + 14(9+5)*3)

    Atk: 7 (5+2)
    Def: 11 (7+4)
    SAtk: 10 (6+4)
    SDef: 6 (4+2)
    Spd: 3 (2+1)

    Base Relation: HP > Def > SAtk > Atk > SDef > Spd

    Evasions:
    Def: 2 (10/5)
    SDef: 1 (6/5)
    Spd: 0 (3/10)

    Capabilities:
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    Overland :1
    Surface :2
    Underwater :2
    Jump :1
    Power :2
    Intelligence :4
    Fountain





    2) Big Dipper, his Ursaring
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    Name: Big Dipper
    Species: Ursaring
    Level: 16
    XP: 6000/7000
    Type: Normal
    Item:
    Met At: Heartshome; Level 10

    Ability: Last Chance: Trigger; Effect: Last Chance- Normal
    Nature: Hardy (HP +2, Attack -2)
    Gender: Male

    Height: 5'11
    Weight: 277.3 (5)
    Egg Group: Field

    Moves: Scratch, Lick, Endure, Leer, Fury Swipes, Faint Attack, Double Edge
    Spoiler
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    Learned:
    1)Scratch - Normal
    2d6 - At-Will - 2
    Attack - Melee
    Effect: 1 Target, Pass
    Tough - 3d4 - No Effect
    2)Lick - Ghost
    1d12 - At-Will - 2
    Attack - Melee
    Effect: 1 Target
    Lick Paralyzes the target on 15-20 during Accuracy Check.
    Tough - None - Inversed Appeal
    3) Endure - Normal
    Center - None
    No Damage - Self
    Effect: No Target, Intercept
    If the user is being hit by a damaging Move, you may use Endure. If the Move would bring Endure’s user down to 0 HP or less, Endure’s user instead is set to 1 HP.
    Tough - 2d4 - Hold That Thought
    4) Leer - Normal
    At-Will - 2
    No Damage - Ranged (5)
    Effect: 1 Target
    The target’s Defense is lowered 1 Combat Stage.
    Cool - 2d4 - Excitement
    5) Fury Attack - Normal
    1d10 - EOT - 4
    Attack - Melee
    Effect: 1 Target, Scatter
    Fury Attack can hit up to 5 times. Once the user misses, they cannot attempt to make another Fury Attack attack on that turn. When adding stats only add ˝ Attack.
    Cool - 2d4 - Reliable
    6)Double-Edge - Normal
    5d10+15 - EOT - 2
    Attack - Melee
    Effect: 1 Target, Dash, Push, Recoil 1/3
    The target is pushed back 5-meters. The target takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. After Double-Edge deals damage, Recoil.
    Tough - None - Big Show
    7)Faint Attack - Dark
    1d10+10 - EOT - None
    Attack - Melee
    Effect: 1 Target
    Faint Attack cannot miss.
    Smart - 2d4 - Round Ender

    Taught :
    1)
    2)
    3)
    4)
    5)
    6)
    7)

    HP: 32/52 (16 + 12(9+3)*3)

    Atk: 13 (9+5)
    Def: 10 (6+4)
    SAtk: 7 (6+1)
    SDef: 7 (6+1)
    Spd: 5 (4+1)

    Base Relation: Atk=HP>Def=SAtk=SDef>Spd

    Evasions:
    Def: 2 (10/5)
    SDef: 1 (7/5)
    Spd: 0 (5/10)

    Capabilities:
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    Overland :8
    Surface :6
    Jump :2
    Power :4
    Intelligence :4
    Tracker



    3) Buster, his Charmeleon
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    Species: Charmeleon
    Type: Fire

    Gender: Male
    Nature: Desperate (+Atk, -HP)
    Level: 15
    Exp: 5000

    HP: 33/33
    Hold Item: N/A

    {table=head]Stat|Base|Added|Total
    HP|5|+1|6
    Atk|8|+3|11
    Def|6|+1|7
    Spa|8|+3|11
    SpD|7|+3|10
    Spd|8|+3|11[/table]

    {table=head]Evasion Type|Amount
    Phys Evade|1
    Spec Evade|2
    Spd Evade|1[/table]

    {table=head]Ability|Trigger|Effect
    [/table]

    Moves:
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    Natural Moves:
    {table=head]Name|Freq|AC|Damage|Type|Range|Effect
    Scratch|At-Will|2|1d12+6|Normal - Physical|Melee, 1 Target, Pass|-
    Growl|At-Will|2|-|Normal - No Type|Ranged 5, No Target, Burst|Growl creates a 5-meter Burst. Growl lowers all Legal Targets Attack 1 Combat Stage.
    Ember|At-Will|2|1d12+6|Fire - Special|Ranged 8, 1 Target|Ember Burns the target on 18-20 during Accuracy Check. *Grants: Firestarter
    Smokescreen|EOT|-|-|Normal - No Type|Ranged 3, No Target, Wall|Place 5-meters of Wall. Smokescreen’s Walls must be placed within 3-meters of the user. If anyone’s Move tries to target through a Smokescreen wall, they must roll +3 during Accuracy Check to hit. The walls remain for 10 rounds. Brick Break cannot break Smokescreen’s Walls.
    Bite|At Will|2|2d10+8|Dark - Physical|Melee, 1 Target|Bite Flinches the target on 15-20 during Accuracy Check.[/table]


    Stored:
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    None!

    Nuzlocked:
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    Bruja, his Murkrow
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    Name: Bruja
    Species: Murkrow
    Level: 13
    XP: 2200/2745
    Type: Dark/Flying
    Item:
    Met At: Route 423; Level 3

    Ability: Mach Speed
    Nature: Modest (+2 SAtk, -2 Atk)
    Gender: Female

    Height: 1’8
    Weight: 4.6 lbs. (1)
    Egg Group: Flying

    Moves: Astonish, Peck, Pursuit, Haze
    Spoiler
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    Learned:
    1) Astonish – Ghost
    EOT – 2
    Melee - Attack
    1d12
    Effect: 1 Target
    Astonish Flinches the target on 18-20 during Accuracy Check.
    2) Peck – Flying
    At-Will – 2
    Melee - Attack
    2d10
    Effect: 1 Target
    3)Pursuit - Dark
    4)Haze - Ice
    5)
    6)
    7)

    Taught :
    1)
    2)
    3)
    4)
    5)
    6)
    7)

    HP: 11/37 (13 + 8(6+2)*3)

    Atk: 10 (7+3)
    Def: 5 (4+1)
    SAtk: 13 (11+2)
    SDef: 5 (4+1)
    Spd: 12 (9+3)

    Base Relation: Satk>Spd>Atk>Hp>Def=SDef

    Evasions:
    Def: 1 (5/5)
    SDef: 1 (5/5)
    Spd: 1 (10/10)

    Capabilities:
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    Overland :4
    Surface :1
    Sky :6
    Jump :2
    Power :1
    Intelligence :4
    Stealth



    Items:
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    4 Potion
    2 Antidotes
    2 Pokeballs
    3 Paralyze Heals
    8300 P


    Pokedex:
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    Pokemon Owned: (3)
    Slowpoke
    Ursaring
    Murkrow

    Pokemon Seen: (19 (21)?)
    Slowpoke
    Pidgeotto
    Aron
    Magnemite
    Munchlax
    Riolu
    Lucario
    Ursaring
    Charmeleon
    Abra
    Alakazam
    Magikarp
    Murkrow
    Butterfree
    Scarablast
    Sableye
    Beldum
    Tyranitar
    Horsea
    (Rattata and spearow?)


    Features:
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    Trainer Features:

    I’ve Heard About This Place Before: Trainer Feature
    Prerequisites: Pokemon Trainer, INT 12
    Daily
    Target: A Town or City
    Effect: Roll 1d20 and add your WIS and INT modifiers. If you roll higher than 12, you know local lore, Gym specialties, major sights, and the names of important persons related to the town or city.

    I Can Take a Hit: Trainer Feature
    Prerequisites: Pokemon Trainer, CON 13
    Effect: When taking damage from anything reduce that damage by 5. This does not reduce the cost of activating Features that require HP loss.

    Arms Features:

    Thrown Weapon User and Polearm user are gifted but won't be used as they conflict with the character concept.

    Class Features:

    Telekinesis: Psychic Feature
    At-Will
    Target: Any object that you may lift.
    Effect: Add your INT and CON modifiers and multiply the total by 5 pounds. This represents the weight you may lift and items you may target with Telekinesis. Multiply your INT and CON modifiers then multiply that product by 3-meters. This is how far the target can be.

    Telepathy: Psychic Feature
    At-Will
    Target: Any other human, some may be immune to Telepathy
    Effect: You may read the surface thoughts of other humans, as well as project your surface thoughts to other humans.

    Probability Control Psychic Feature
    Prerequisites: Psychic, 16 INT
    At-Will – Drains 5 of user’s HP per use.
    Target: Any roll.
    Effect: You may reroll any die, or have any ally reroll any die. For every time you use this ability per
    day, past the first use on any day, your GM gets one Murphy’s Law point. They may use this point to have
    you reroll any die that you haven’t targeted with Probability Control, the GM may only target your dice
    rolls with Murphy’s Law Points.

    Pyrokinesis: Fire Breather Feature: GM Granted
    At-Will
    Effect: You may target fire up to X meters away with Telekinesis and redirect it. X is your CON
    modifier multiplied by 5. You can also generate fire in the air with Telekinesis to produce short, but
    powerful, bursts of fire.
    Mechanic: Kinesis Features function without applying your base Telekinesis; they replace
    Telekinesis when targeting certain elements. In the event that a modifier would be 0 or less when
    using a Kinesis Feature, your modifier is 1.


    Wishlist Added
    Meditite
    Psyduck or Staryu
    Ghastly
    Abra
    Exeggcute
    Taillow

    I'll take them in any forms they come in.
    Last edited by OrchestraHc; 2013-06-26 at 09:55 PM.