Good to see we have nearly everyone still. We switch January First, to give everyone some time to figure out where they're going with things. Now, everyone choose one relatively non-rare pokemon from their list, as a holiday bonus. Level five max, egg minimum. As for what I mean by not rare, I mean no pseudolegendaries or higher and no fossils.
Hey, I'm back from the Holiday bustle! I am still good with my character, but I would love to update it to 1.29? Also, what I did for Ranger/Liberator was ask my GM to allow "Coach, Str 16" as a cross class pre-req. Then I just pumped Charisma and used the feats related to Provocation and skipped the ones relating to Intercept. Sort of a "Pokemon should not belong in the wrong hands" idea. But then you might turn my Larvitar against me. He also let me apply Come With Me to my Styler.
I can only turn pokemon against people if their loyalty is low. Liberator was only wanted for fluff.
Anyways, on a side note my strength is the problem. I'm 6 strength and 10 charisma. So Liberator will sadly not be an option. Honestly Empath seems perfect for liberator and it seems strange that there isn't a way, but whatever. My low charisma would make it nearly impossible anyways.
Good to see we have nearly everyone still. We switch January First, to give everyone some time to figure out where they're going with things. Now, everyone choose one relatively non-rare pokemon from their list, as a holiday bonus. Level five max, egg minimum. As for what I mean by not rare, I mean no pseudolegendaries or higher and no fossils.
*picks normal and goes primvalist* (Kidding by the way) I never replied to that, but primvalist was weird but it reflects a strange abnormal psychic power. Plus Lance in the manga was also a Viridian trainer.
Still, I'll probably just stick with two classes or something. (Or make a homebrew liberator that works with Empath and see if you approve :P )
Not a fossil or pseudolegendary, so yes. Still leaning towards no for primevalist, due to weirder powers. Magical girl...well, it'd be funny at least, but need to look at both more.
Anyway, you guys can control how your pokemon act unless I say otherwise, so long as it's realistic. Valiant might give Mr. Stone a quick light smack on the head, but it's nothing malicious. Just reminding him to think.
Not a fossil or pseudolegendary, so yes. Still leaning towards no for primevalist, due to weirder powers. Magical girl...well, it'd be funny at least, but need to look at both more.
Anyway, you guys can control how your pokemon act unless I say otherwise, so long as it's realistic. Valiant might give Mr. Stone a quick light smack on the head, but it's nothing malicious. Just reminding him to think.
I meant in regards to feelings, emotions, opinions...
It was more the fact that with total control I could run around kicking eevees then post "Eevee ran up and loved Kara all the way".
Ah. Um...slightly pissed at the reaction, and shaken from a face to face with giratina, but as dense and stubborn as his master. He knows Peter isn't trying to kill him, and in fact enjoys fighting with him, but is understandably shaken from his brush with mortality. There's a difference between courage and suicidal tendencies, after all.
Basic Badge (Nacrene City): Awarded for defending the Nacrene Museum from Team Plasma Stone Badge (Rustboro City): Awarded for successful completion of the Pokemon Trainer's School curriculum and Roxanne's test. Storm Badge (Cianwood City): Awarded for successfully enduring a punch from Chuck. Coal Badge (Oreburgh City): Awarded for saving Roark and several miners from a cave-in at the Oreburgh Mines.
Max HP: 120 Current HP: 120
Stats:
Stat
Value
Modifier
Strength:
16
+3
Dexterity:
8
-2
Constitution:
20
+5
Intelligence:
16
+3
Wisdom:
7
-3
Charisma:
8
-2
Attacks
Chain Whip - 1d10+20
Inventory
Spoiler
Item
Amount
Cost Per
Effect
Beta Pokedex
1
-
Provides basic info on Pokemon.
Rhyhorn Saddle
1
1,000
Custom-fit to Peter's body, this saddle enables him to comfortably ride Bulwark, and has straps to allow for growth.
Chain Whip
1
600
Chain Weapon.
Ultra Ball
5
1,000
Pokeball, -10 modifier.
Super Potion
3
300
Heals 20 +1d12 HP when used.
Full Heal
3
500
Cures all Status Afflictions simultaneously.
Character Info
Spoiler
Physical Description:
Peter is heavy-set but muscular. He is built like an old-fashioned boxer. He keeps his silver hair in a crew cut. He is more similar in appearance to his father than to his brother Steven, who shares their mother's features. Personality:
Peter is patient and stoic. He can be blunt, but he is not harsh. He loves attractive rocks and rock pokemon, and he collects both compulsively. Background:
Spoiler
Peter Stone is the son of Mr. Stone, president of the Devon Corporation. His brother is Steven Stone, Champion of the Hoenn League and collector of rare stones. All of his life, Peter has been overshadowed by Steven and his accomplishments. Even though Steven did not mistreat Peter, he still resented his older brother for a long time. When Peter turned 14, he ran away from home with his pet Larvitar, seeking adventure and his own identity. Along the way, he found himself connected to rock-type pokemon. He acquired several of them, and found himself to be in-tune with the earth. He discovered that he had the ability to use techniques similar to the ones his pokemon could perform. He traveled through many lands, meeting new pokemon and seeing breath-taking landscapes. Eventually he came to terms with who he was, and reconciled with his family. He has not lost his spirit of adventure, however. He now finds himself on a boat in the Kanto region, where he hopes to discover some new pokemon.
Features:
Spoiler
Feature
Frequency
Trigger
Effect
Enhanced Training
Static
Your pokemon gains experience points.
Each of your pokemon gains and additional 20% the amount of experience they would gain normally.
Improved Attacks +
Static
Your Pokemon’s damage dealing attack hits.
When adding up damage dealt to the foe, add either your STR modifier or your CON modifier before your foe subtracts their defense of special defense from the attack. This feature replaces Improved Attacks.
Type Training
Static
Your chosen type pokemon gains experience points.
Each of your chosen typed pokemon gains +30% the amount of experience they would gain normally.
Improved Type Attacks +
Static
Your pokemon’s chosen type damage dealing attack hits.
When adding up damage dealt to the foe, add your CON modifier to the total. This feature replaces Improved Type Attacks.
Mud-Slap
At-Will – Drains 3 of user’s HP per use.
Pokemon or Trainers.
Use the attack Mud-Slap. Use your Constitution Stat as your ATK stat.
Type Soul
Static
Self
You feel bound to that Elemental Type, but are not obligated to only use that type. You can sense pokemon of that type nearby; 5-meters multiplied by your CON modifier. You can also sense that Type in Movesets of pokemon; 5-meters multiplied by your CON modifier. You may not take Type Soul more then once, even if you have taken Type Ace twice.
Soulbound
Daily – Every 2 levels gained, you may perform this Feature another time per day.
Self
Your attacks can deal damage based on the Type you feel bound to. Apply weakness, resistance and immunities. Once you have Soulbound, you may not take any Modifier Arms Features. If you already had a Modifier Arms Feature, you may still use them if your means of making those weapons deal special damage are still available.
Rock Throw
At-Will – Drains 5 of user’s HP per use.
Trainer or Pokemon.
Use the Move Rock Throw. Use your Constitution Stat as your ATK stat.
Terrakinesis
At-Will
Any type of rock or piece of ground.
Add your INT and CON modifiers and multiply the total by 10 pounds. This represents the weight you may lift and items you may target with Terrakinesis. Multiply your INT and CON modifiers then multiply that product by 3-meters. This is how far the target can be. You can mold earth into rock and break up rock into dirt.
Chain Weapons Proficiency
Static
Self
The Trainer can use Whips, Bolas, Nunchaku, Chain Whips, Meteor Hammers, Kunai and Chain, Flails or any other Weapon that would fit into the Chain Weapons category. Chain Weapons have a Melee range. These weapons deal 1d10+15+CON modifier.
Fist Weapons User
Static
Self
The Trainer can use Gauntlets, Brass Knuckles, Cestus, Tessen, Cat Claws, Fan, Katar, Chakrams, Tonfa and any other Weapon that would fit into the Fist Weapons category. Fist Weapons have a Melee range. These weapons deal 1d8+4+STR modifier.
Max Health: 43 Current HP: 43 Current Status Effects: None
Abilities:
Ability
Cast
Effect
Mountain Peak
Last Chance
Rock
Capabilities:
Capability
Value
Overland:
4
Jump:
1
Power:
2
Intelligence:
3
Sinker:
The Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
Moves:
Spoiler
Natural (Level/Egg) Bite
Spoiler
Type
Dark
Frequency
At-Will - 2
Range
Attack - Melee
Effect
1 Target
Damage
1d10+5
Special Properties
Bite Flinches the target on 15-20 during Accuracy Check.
Sandstorm
Spoiler
Type
Rock
Frequency
Battle - None
Range
Field - No Damage
Effect
Target Area, Weather
Damage
-
Special Properties
For 2 minutes (12 rounds), the area is considered Sandstorming. At the beginning of each round, all non-Ground, Rock, or Steel Type Pokemon lose 1/16th of their full HP. Rock Type Pokemon are treated as if their Special Defense is raised 2 Combat Stages while Sandstorming.
Screech
Spoiler
Type
Normal
Frequency
EOT - 4
Range
No Damage - Ranged
Effect
No Target, Burst
Damage
-
Special Properties
Screech creates a 4-meter Burst. All Legal Targets have their Defense lowered 2 Combat Stages.
Rock Slide
Spoiler
Type
Rock
Frequency
Battle - 4
Range
Attack - Ranged (4)
Effect
1 Target, Column
Damage
2d12+21
Special Properties
Rock Slide creates a Column 4-meters wide. Rock Slide Flinches all Legal Targets on 17-20 during Accuracy Check.
Leer
Spoiler
Type
Normal
Frequency
At-Will - 2
Range
No Damage - Ranged (5)
Effect
1 Target
Damage
None
Special Properties
The target's Defense is lowered 1 Combat Stage.
Chip Away
Spoiler
Type
Normal
Frequency
EOT - 2
Range
Attack - Melee
Effect
1 Target
Damage
2d12+16
Special Properties
Ignore any changes in the target’s Defense or Special Defense when calculating damage.
Bio:
Spoiler
Valiant was given to Peter by his father when he was a young boy. Peter gave him this name after he protected Peter from a swarm of Rattatta whose nest the boy had accidentally upset. He has been his constant companion throughout his travels. He is a heroic young Larvitar, and he often sacrifices himself for the good of others. He prefers to stay out of his pokeball, but does not dislike being inside of it when traveling long distances.
Max Health: 40 Current HP: 40 Current Status Effects: None
Evasion: 2 Attack
Abilities:
Ability
Cast
Effect
Lightning Rod
Constant
If any other Pokemon within 25-meters uses a Ranged Electric Type Move, the Move is drawn to the Pokemon with Lightning Rod without fail, and it cannot miss. This negates Lock-On or Mind Reader. This Pokemon is immune to damage and effects from Electric Moves, and each time they are hit by an Electric Move, the Pokemon’s Special Attack is raised 1 Combat Stage.
Capabilities:
Capability
Value
Overland:
8
Jump:
2
Power:
4
Intelligence:
3
Sinker:
Sinker means that the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
Tracker:
Pokemon with the Capability Tracker have a strong sense of smell that they can use to follow other Pokemon or people. If the Pokemon has smelt whom they want to track in the past day, or one of their personal belongings, they can pursue that prey with a check of 11 or better on d20. To pick up a random scent from nothing, a check of 16 or better on d20 will allow the Pokemon to follow that scent. To pick up a specific scent from nothing, a check of 20 on d20 will allow the Pokemon to follow that scent. A Pokemon may only make these checks once per hour. If a Pokemon learns the Move Odor Sleuth and does not have the Tracker Capability, they gain Tracker.
Moves:
Spoiler
Natural (Level/Egg)
Stomp
Spoiler
Type
Normal
Frequency
EOT - 2
Range
Attack - Melee
Effect
1 Target, Dash
Damage
1d10+10
Special Properties
Stomp Flinches the target on 15-20 during Accuracy Check. If the target is Small, Stomp deals an additional 1d10.
Bio:
Spoiler
In his travels, Peter came to a mountain tribe who were known for training Rhyhorn to carry travelers through the treacherous curves and roads of their mountain. Peter could not afford the service, so he instead became apprenticed to the village Rider for a time. He was given this young Rhyhorn to train, and when he had completed his training, he was allowed to keep the pokemon. He named him Bulwark after he shrugged off several Electro Balls from a gang of Emolgas on the mountaintop.
Eihwaz
Spoiler
Name: Eihwaz Level: 1 Total XP: 0 Species: Bonsly Gender: Male Type: Rock Nature: Impish (+2 Defense, -2 Special Attack) Egg Group: Mineral Height: 1’8” (Small) Weight: 33.1 lbs. (2) Diet Phototroph STAB: 0
Stats:
Stat
Base
Added
Total
HP
5
0
5
Attack
8
0
8
Defense
12
0
12
Special Attack
1
0
1
Special Defense
5
0
5
Speed
1
0
1
Max Health: 16 Current HP: 16 Current Status Effects: None
Evasion: 2 Attack, 1 Special Attack
Abilities:
Ability
Cast
Effect
Sturdy
Constant
The pokemon is immune to the Moves Sheer Cold, Guillotine, Horn Drill and Fissure. If any attack would lower this Pokemon to 0 HP or less from full HP, instead the Pokemon’s HP is set to 1.
Capabilities:
Capability
Value
Overland:
4
Jump:
2
Power:
1
Intelligence:
3
Sinker:
Sinker means that the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
Moves:
Spoiler
Natural (Level/Egg)
Copycat
Spoiler
Type
Normal
Frequency
Center - None
Range
No Damage - Ranged
Effect
1 Target
Damage
-
Special Properties
Use the Move the target has used on their last turn. You may choose new targets for the Move. Copycat cannot miss.
Fake Tears
Spoiler
Type
Dark
Frequency
EOT - 2
Range
No Damage - Ranged (10)
Effect
1 Target
Damage
-
Special Properties
Lower the target’s Special Defense 2 Combat Stages.
Curse
Spoiler
Type
Normal
Frequency
EOT - None
Range
No Damage - Self
Effect
No Target
Damage
-
Special Properties
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.
Bio:
Spoiler
Peter was traveling through the Ilex forest in the Johto region, and had stopped to observe the shrine. An elderly couple were kneeled there, and appeared to be praying. When he approached them, they got up and took an object out of the shrine. They placed it in his hands, saying, "There is a curse on this egg, and we cannot hatch it. Please, take this evil away from our village, lest it spread to our other eggs." The egg was hard and rocky, and had a strange symbol carved on the outside of it. Peter agreed to take the egg, and he left the forest. He, too, had trouble hatching it - he couldn't even feel anything moving inside it. After several weeks of travel and with no response from the egg, he buried it in a sunny spot in a field, figuring that the infant pokemon had not survived. The ordeal taxed him physically and emotionally, so he laid down to sleep next to the burial ground. When he awoke in the morning, he was amazed to see that three red-orange-colored leaves had sprouted from cracks in the top of the egg. He exhumed the egg and kept it in a clay pot, treating it like a seedling. When he tried to water it, the leaves moved away from the trickling water. He decided not to water it, but gave it lots of sun, like how a cactus is raised. After a week's time, the hard shell of the egg fully cracked, revealing a baby Bonsly. The middle of its forehead bore the same symbol that was on its egg. He researched the glyph, and learned that it was an ancient rune that symbolized protection. He named the baby after the rune's modern translation. Eihwaz is mischievous, but not cruel, and knows how to take a joke.
Brain
Spoiler
Name: Brain Level: 10 Total XP: 1,000 Species: Roggenrola Gender: Female Type: Rock Nature: Modest (+2 Special Attack, -2 Attack) Egg Group: Mineral Height: 1’4” (Small) Weight: 39.7 lbs. (2) Diet Terravore STAB: 2
Stats:
Stat
Base
Added
Total
HP
6
2
8
Attack
6
2
8
Defense
9
1
10
Special Attack
5
2
7
Special Defense
3
2
5
Speed
2
0
2
Max Health: 34 Current HP: 34 Current Status Effects: None
Evasion: 2 Attack, 1 Special Attack
Abilities:
Ability
Cast
Effect
Sand Rush
Daily
When the user enters a Sandstorm, it may activate Sand Rush until the end of an encounter. While active, Sand Rush makes the user immune to damage from Sandstorms and its Speed Stat is doubled. Do not add extra evasion to the user when doubling the Speed Stat.
Capabilities:
Capability
Value
Overland:
1
Jump:
1
Power:
3
Intelligence:
4
Sinker:
Sinker means that the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
Moves:
Spoiler
Natural (Level/Egg)
Tackle
Spoiler
Type
Normal
Frequency
At-Will - 3
Range
Attack - Melee
Effect
1 Target, Dash
Damage
2d6
Special Properties
-
Harden
Spoiler
Type
Normal
Frequency
At-Will - None
Range
No Damage - Self
Effect
No Target
Damage
-
Special Properties
Raise the user’s Defense 1 Combat Stage.
Sand Attack
Spoiler
Type
Ground
Frequency
EOT - 2
Range
No Damage - Ranged (2)
Effect
1 Target, Column
Damage
-
Special Properties
Sand-Attack creates a Column 1 meter wide. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter.
Headbutt
Spoiler
Type
Normal
Frequency
EOT - 2
Range
Attack - Melee
Effect
1 Target, Dash
Damage
1d12+16
Special Properties
Headbutt Flinches the target on 15-20 during Accuracy Check.
Bio:
Spoiler
Peter had traveled to Nacrene Museum to revive a fossil his brother had given him. While there, Team Plasma assaulted the place, attempting to steal some rare, and expensive, artifacts. Peter helped them repel the invaders, and was rewarded with a Roggenrola that one of the researchers had found at a dig site. It is very smart for one of its species, so Peter named her Brain. However, she is very modest, and blushes when she is complimented on her smarts.
Max Health: 28 Current HP: 28 Current Status Effects: None
Evasion: 3 Attack, 1 Special Attack
Abilities:
Ability
Cast
Effect
Solid Rock
Cast - Hourly
Super Effective Moves that target the pokemon are only regularly effective and Super Super Effective Moves that target the pokemon are only Super Effective for 5 rounds.
Capabilities:
Capability
Value
Overland:
4
Surface:
8
Underwater:
8
Jump:
2
Power:
2
Intelligence:
4
Fountain:
A Pokemon who has the Fountain Capability can produce freshwater. They can control how lightly or powerfully they produce the water, sprinkling water or forcefully shooting water with the strength of a fire hose. If a Pokemon learns the Move Water Gun, Water Pulse, Hydro Pump or Water Sport and does not have the Fountain Capability, they gain Fountain.
Moves:
Spoiler
Natural (Level/Egg)
Water Gun
Spoiler
Type
Water
Frequency
At-Will - 2
Range
Special Attack - Ranged (10)
Effect
1 Target
Damage
2d6
Special Properties
-
Withdraw
Spoiler
Type
Water
Frequency
At-Will - None
Range
No Damage - Self
Effect
No Target
Damage
-
Special Properties
Raise the user’s Defense 1 Combat Stage.
Rollout
Spoiler
Type
Rock
Frequency
EOT - 4
Range
Attack - Melee
Effect
1 Target, Pass
Damage
1d8
Special Properties
The user must use Rollout until it misses, or fails to be able to shift enough to hit a target for their next 4 turns. On the second turn, Rollout uses 1d8+4 for its Damage Dice Roll. On the third turn, Rollout uses 2d8+8. On the fourth turn, Rollout uses 3d10+10. On the fifth and final turn, Rollout uses 5d10+15.
Bite
Spoiler
Type
Dark
Frequency
At-Will - 2
Range
Attack - Melee
Effect
1 Target
Damage
1d10+5
Special Properties
Bite Flinches the target on 15-20 during Accuracy Check.
Bio:
Spoiler
When Peter was still young and resentful of his older brother, he received a package at a Poke Mart. Inside was a letter and a heavy rock. The letter was from Steven. "Dear brother, I have not seen or heard from you for a long time. We all miss you and want to hear from you. I was excavating an underwater temple in the middle of the ocean when I found this fossil. I want you to have it. Father tells me you are in the Unova region - you should visit the Nacrene Museum and show them this fossil. I am sure they will be interested. Sincerely, Steven." Reading the letter caused a flood of emotion in Peter, and would later lead to him reconciling with his family. He visited the Nacrene Museum, and they agreed to reanimate the fossil for him. A linguistics researcher at the museum suggested the name Chelonii - she said it means "Waves" in the old tongue of Unova. Chelonii can be stubborn at times, but she is also self-assured and supportive of her friends. If Eihwaz plays a practical joke on her, she will retaliate by watering him.
Just out of curiosity how do you talk to pokemon? I mean I'm all cool with fluff, but when I had to spend like most my abilities to be able to talk to them it seems a big wrong to just toss it in and say "I can totally talk to pokemon"
Hmm, I seemed to have jumped the gun on that. It was approved as a homebrew feat by the old GM, but I forgot that I was required to take the feat. Maybe when we update I can swap feats around. Until then, no Earth Tongue. Also, the new GM should work out how the feat would work. It has to be balanced with Connection, of course. I was thinking something like this:
Earth Mind
Prerequisites: Earth Shaker, INT 14
Frequency: Static
Target: Rock, Ground, or Grass Type Pokemon
Effect: You can understand the thoughts of Pokemon related to the elements you command.
Earth Tongue
Prerequisites: Earth Shaker, Earth Mind, INT 16
Frequency: Static
Target: Rock, Ground, or Grass Type Pokemon with an Intelligence Capability of at least 3.
Effect: You can communicate telepathically with Pokemon related to the elements you command.
One could make a version of this for each type of Elemental Psychic. It mirrors the benefits of the Connection and requires less feats, but only applies to certain Pokemon. Fair enough?
Did you mean the second feat? I meant for it to be an additional feat, like Connection and Deep Connection. The first allow the character to understand the thoughts of all of those types of Pokemon. If the character also takes the second feat, they can communicate with some of those types of Pokemon. As a baseline, starter Pokemon have an Intelligence Capability of 2, as do many Basic (un-evolved) Pokemon. So, if a character has both Earth Mind and Earth Tongue, they can understand the thoughts of Bellsprout and Geodude, but they can communicate with Weepinbell and Golem.
The user does not take damage from Fire Type moves and may not be Frozen. If the user is hit by a Fire Type Move, the user adds 1 bonus STAB to the next Fire Type Move they use in the encounter.
Capabilites:
Capability
Value
Overland:
6
Jump:
3
Power:
4
Intelligence:
4
Egg Warmer
Eggs held by magmar hatch in 3/4 normal time required.
Firestarter
A Pokemon who has the Firestarter Capability can produce flames. They can control how lightly or powerfully they produce the fire, creates puffs of fire the size of a lighter or a large burst of fire capable on engulfing a tree. If a Pokemon learns the Move Ember, Fire Blast, Fire Spin, Flame Wheel or Flamethrower and does not have the Firestarter Capability, they gain Firestarter.
Glow
A Pokemon with the Glow Capability can emit light from a part of its body. Depending on the variety of wild Pokemon nearby, it might attract Pokemon or ward them away. If a Pokemon learns the Move Flash or Tail Glow and does not have the Glow Capability, they gain Glow
Heater
A Pokemon with the Heater Capability is always warm.
Sinker
Sinker means the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability
Moves: Natural (Level/Egg) Flame Burst Frequency:EOT Accuracy:2 Range:6 Target:Blast Damage:2d12+16 Special Properties:Flame Burst creates a 4 meter Blast. All Legal Targets, not including the central target, hit in the Blast lost 1/16th of their max HP instead of taking the Damage Dice Roll for damage.
Confuse Ray
Fire Spin Frequency:EOT Accuracy:4 Damage:1d12 Special Properties:Fire Spin traps the target for 1d4+1 turns. At the beginning of the target’s turn, if the target is Trapped, roll 1d20 and the target loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Fire Spin may not trap more than one target at a time
Faint Attack Frequency:EOT Damage:1d10+10
Smokescreen Frequency:EOT Range:3 Special Properties:Place 5 meters of Wall that can be passed through and attacked through. 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 wall remains for 10 rounds. Brick Break cannot break Smokescreen’s Walls
Ember Accuracy:2 Damage:2d6 Special Properties:Burns on 18-20
Smog Frequency:EOT Accuracy:5 Range:3 Target:Blast Damage:1d12 Special Properties:Poisons on 13-20
Leer
Toxic Accuracy:4 Range:4 Special Properties:Badly Poisoned
Bio
A Magmar that was traveling with two Rockets, acting as a warmer for a Rayquaza egg. Joined Zachariah after quitting his team, wanting no more bloodshed, and then fighting Zachariah and Ambrule.
__________________
Avatar by Ceika
Spoiler
Games I am a part of
Spoiler
GM of The Good, the Bad and the Stunfisk
Artemis Frerin in Team Rocket by Arcran
Zachariah Frerin in The Cult of Arceus by Eshkigal
Luke Mercer in XD002 by Cormag81
Bryan Hume in Rebellion: Points of Authority by MesiDoomstalker
Atna Elrenne in Witching Hour by Eshkigal
Sophia Bertram in Unova: Home of the Braviary by IrnBruAddict
Jehoash Kelvin in Shadows Unbound by BluesEclipse
Last edited by Esprit15 : 04-21-2012 at 11:09 PM.
Reason: tweaked wish list, tweaked nature of Ambrule from Timid to Quiet, specified seen Pokémon
Looking at the fluff, I like the character. I just need time to go over the crunch tomorrow and review 1.29. You mentioned family in Lavender Town, and Tony's from there. Would you like him to be family?
Looking at the fluff, I like the character. I just need time to go over the crunch tomorrow and review 1.29. You mentioned family in Lavender Town, and Tony's from there. Would you like him to be family?
Sure, it works out well with Zachariah's family being Hex Maniacs. Association with ghosts must run way back in the family.
EDIT: Crap, I just saw that I screwed up on the levels, and so the HP is off (and maybe other stats, I forget how I edited them last). Fixing.
__________________
Avatar by Ceika
Spoiler
Games I am a part of
Spoiler
GM of The Good, the Bad and the Stunfisk
Artemis Frerin in Team Rocket by Arcran
Zachariah Frerin in The Cult of Arceus by Eshkigal
Luke Mercer in XD002 by Cormag81
Bryan Hume in Rebellion: Points of Authority by MesiDoomstalker
Atna Elrenne in Witching Hour by Eshkigal
Sophia Bertram in Unova: Home of the Braviary by IrnBruAddict
Not quite finished yet, this is what I have so far:
Josh Greene
Name
Josh Greene
Gender:
Male
Age:
17
Level:
10
Classes
Capture Specialist, Snagger
Money
0
Badges
?
Stats
Spoiler
Stat
Score
Modifier
Strength
10
0
Dexterity
17
2
Constitution
8
-1
Intelligence
24
7
Wisdom
8
-1
Charisma
8
-1
HP: 72, Current HP: 72
Personal Info:
Spoiler
Appearance:
Spoiler
Josh is a little bit taller than average person, about 6' 1" tall and around 140 lbs. He has blue eyes, and dark brown medium-length wavy hair. He usually wears Jeans, a Red T-Shirt, and a black Sweatshirt. But, the most prominent feature is the snag machine positioned on his left arm.
Personality:
Spoiler
Josh is a good guy, but sometimes he comes off as being boring, lazy, or apathetic (but he doesn't mean to). He usually stays away from large groups of people, but doesn't mind talking to new people.
Features:
Spoiler
Pokemon Trainer:
Remedial First Aid: Trainer action, Illegal in League match
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A Trainer.
Effect: Roll 1d20 and Add your WIS or INT Modifier. Heal the target this much HP.
Let's Get That Lock Open: Trainer action, Illegal in League match
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A non-computerized lock.
Effect: Roll 1d20 and add your INT modifier. If the result is higher then 15, the lock is unlocked and is undamaged and doesn’t appear tampered with.
Capture Specialist:
Capture Point: Static action, legal in League match
Static
Trigger: You throw a pokeball.
Effect: Subtract either half of your DEX modifier or half of your INT modifier from your d100 rolls when throwing any Poke Ball.
Pokeball Repair: Trainer Action, legal in League Match
Daily - Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Any Poke Ball that has failed to capture a pokemon and broke.
Effect: Roll d20 and add your DEX and INT modifiers to the roll. If the total exceeds 15, the Poke Ball is fixed and is treated as if it had not broken.
Curve Ball: Trainer Action, Illegal in League Match
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Trigger: You throw a Poke Ball.
Effect: You may deal X damage to the target you are throwing a Poke Ball at where X is your DEX modifier. The target’s Defense or Special Defense cannot reduce this damage.
Capture Point +: Static action, legal in League match
Static
Trigger: You throw a Poke Ball.
Effect: Subtract both half of your DEX modifier and half of your INT modifier from your d100 rolls when throwing any Poke Ball. This Feature replaces Capture Point.
Capture Point Max: Static action, legal in League match
Static
Trigger: You throw a Poke Ball.
Effect: Subtract your DEX modifier and your INT modifier from your d100 roll when throwing any Poke Ball. This Feature replaces Capture Point +.
Pokeball Fix: Trainer action, legal in League match
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Any Poke Ball that has failed to capture a pokemon and broke.
Effect: The Poke Ball is fixed and is treated as if it had not broken.
Prophetic Catch: Static action, legal in League match
Static
Effect: At the beginning of each day, choose an Elemental Type and pick between INT modifier or DEX modifier. For twelve hours, any time you throw Poke Ball at the chosen type, subtract the chosen modifier from you capture roll until you catch a Pokemon of the chosen Elemental Type that day. You may take
Prophetic Catch multiple times. When using Prophetic Catch multiple times, you may not pick an Elemental Type you have already picked that day.
Snagger:
Loyalty Meter: Trainer action, legal in League Match
At-Will
Target: Owned Pokemon.
Effect: By pointing your Snag Machine at an owned Pokemon, you may determine the Loyalty of that
Pokemon. Loyalty is measured from 0 to 4. Pokemon with Loyalty 0 dislike their trainer, and/or is commonly used for attacking defenseless Pokemon or people. Pokemon with Loyalty 1 are newly caught, previously wild, Pokemon who don’t trust their trainer and/or are used to commit crimes. Pokemon with Loyalty 2 Like their trainer or were traded to their trainer but are used to commit crimes. Pokemon with Loyalty 3 love their trainers and/or were hatched by their trainers. Pokemon with Loyalty 4 have unbreakable bonds with their trainer.
Snag!: Trainer Action, Illegal in League match
Daily
Target: Owned Pokemon with loyalty 0 or 1.
Effect: Throw a Poke Ball using your Snag Machine as if the target is a wild Pokemon and roll your 1d100 capture roll, subtracting an additional 5 from your check. If you beat the target’s Capture Rate you have
captured the target. The Pokemon is mistrustful towards you but just as mistrusting and just as trainable as any wild you would have caught in the wild.
Hate Seeker: Static Feature, Legal in League match
Static
Effect: When using Snag!, subtract an additional 3 from your roll if your target has Loyalty 1 or subtract an additional 10 from your roll if your target has Loyalty 0.
Items:
Spoiler
Item
Amount
Cost
Effect
Pokeball Toolbox
1
2500
Allows character to become a capture specialist
Pokedex
1
free
analyze pokemon
Snag Machine
1
3000
lets you become a snagger
Basic ball
5
1500
capture roll +5
Great Ball
3
1800
capture roll +-0
Ultra Ball
1
1000
capture roll -10
Potion
1
200
heals 10+1d12 hp when used
Pokemon:
Spoiler
Rocky
Spoiler
Name: Rocky Level: 18 Total XP: 5830 Species: Bagon Gender: Male Type: Dragon Nature: Adamant Egg Group: Dragon Height: 2'0" (small) Weight: 92.8 lbs (3) Diet Carnivore STAB: 3 Loyalty: 4. Josh found Rocky when it was young and raised him ever since.
Stats:
Stat
Base
Added
Total
HP
5
3
8
Attack
8
6+2
16
Defense
6
4
10
Special Attack
4
1-2
3
Special Defense
3
0
3
Speed
5
3
8
Max Health: 42 Current HP: 42 Current Status Effects: None
Abilities:
Ability
Cast
Effect
Pure Blooded
When user goes below 1/3 health
The user gets a +2 STAB bonus to all dragon-type moves.
Capabilites:
Capability
Value
Overland:
6
Surface:
4
Jump:
3
Power:
2
Intelligence:
3
Moves:
Spoiler
Natural (Level/Egg)
Rage
Type
Normal
Frequency
At will
Accuracy
2
Range
Melee
Target
1 target, Spirit surge
Damage
1d10
Special Properties
The user’s Attack is raised 1 Combat Stage as long as they used Rage on their previous turn. If the user is damaged by an attack before it’s next turn, its Attack is raised 1 Combat Stage.
Bite
Type
Dark
Frequency
At will
Accuracy
2
Range
Melee
Target
1 target
Damage
1d10+5
Special Properties
Bite Flinches the target on 15-20 during Accuracy Check.
Leer
Type
Normal
Frequency
At will
Accuracy
2
Range
5
Target
1 target
Damage
none
Special Properties
The target's defense is lowered 1 combat stage.
Headbutt
Type
Normal
Frequency
EOT
Accuracy
2
Range
Melee
Target
1 target, dash
Damage
1d12+16
Special Properties
Headbutt Flinches the target on 15-20 during Accuracy Check.
Ziggy
Spoiler
Name: Ziggy Level: 12 Total XP: 1730 Species: Zigzagoon Gender: Female Type: Normal Nature: Patient Egg Group: Field Height: 1'4" (small) Weight: 38.6 lbs (2) Diet Herbivore STAB: 2 Loyalty: 2. Josh found Ziggy in the plains while adventuring and took her on a few adventures.
Stats:
Stat
Base
Added
Total
HP
4
3
7
Attack
3
1
4
Defense
4
2
6
Special Attack
3
0
3
Special Defense
4
1
5
Speed
6
4
10
Evasion: 1
Max Health: 33 Current HP: 33 Current Status Effects: None
Abilities:
Ability
Cast
Effect
Pickup
Daily
You may use Pickup at the end of any encounter. Roll 1d100, consult the Pickup keyword to figure out what you find.
Capabilites:
Capability
Value
Overland:
6
Surface:
5
Jump:
3
Power:
1
Intelligence:
3
Moves:
Spoiler
Natural (Level/Egg)
Growl
Type
Normal
Frequency
At will
Accuracy
2
Range
5
Target
No Target, Burst
Damage
none
Special Properties
Growl creates a 5-meter Burst. Growl lowers all Legal Targets Attack 1 Combat Stage.
Tackle
Type
Normal
Frequency
At will
Accuracy
3
Range
Melee
Target
1 target, Dash
Damage
2d6
Tail-Whip
Type
Normal
Frequency
At will
Accuracy
2
Range
4
Target
1 target
Damage
none
Special Properties
The target’s Defense is lowered 1 Combat Stage.
Headbutt
Type
Normal
Frequency
EOT
Accuracy
2
Range
Melee
Target
1 target, dash
Damage
1d12+16
Special Properties
Headbutt Flinches the target on 15-20 during Accuracy Check.
Dale
Spoiler
Name: Dale Level: 12 Total XP: 1730 Species: Deino Gender: Male Type: Dark/Dragon Nature: Hasty Egg Group: Dragon Height: 2'7" (small) Weight: 38.1 lbs (2) Diet Carnivore STAB: 2 Loyalty: 2. Josh found Dale in a cave while adventuring and raised him for a while.
Stats:
Stat
Base
Added
Total
HP
5
3
8
Attack
7
2
9
Defense
5
2-2
5
Special Attack
5
1
6
Special Defense
5
2
6
Speed
4
1+2
7
Max Health: 36 Current HP: 36 Current Status Effects: None
Abilities:
Ability
Cast
Effect
Pure-Blooded
When user goes below 1/3 health
The user gets a +2 STAB bonus to all dragon-type moves.
Capabilites:
Capability
Value
Overland:
6
Surface:
4
Jump:
2
Power:
2
Intelligence:
2
Moves:
Spoiler
Natural (Level/Egg)
Dragon Rage
Type
Dragon
Frequency
Battle
Accuracy
2
Range
8
Target
1 target
Damage
35
Special Properties
Dragon Rage always deals 35 points of Damage. Do not apply weakness or resistance. Do not apply stats.
Focus Energy
Type
Normal
Frequency
At will
Accuracy
none
Range
none
Target
self
Damage
2d6
Special Properties
The user’s Moves are Critical Hits on 17-20. If a Move already has an extended Critical Hit range, Focus energy extends that range by -3. Focus Energy’s effect cannot be used more then once per encounter unless the user somehow loses the benefit of Focus Energy.
Bite
Type
Dark
Frequency
At will
Accuracy
2
Range
Melee
Target
1 target
Damage
1d10+5
Special Properties
Bite Flinches the target on 15-20 during Accuracy Check.
Headbutt
Type
Normal
Frequency
EOT
Accuracy
2
Range
Melee
Target
1 target, dash
Damage
1d12+16
Special Properties
Headbutt Flinches the target on 15-20 during Accuracy Check.
Steely Dan
Spoiler
Name: Steely Dan Level: 8 Total XP: 510 Species: Aron Gender: Male Type: Steel/Rock Nature: Jolly Egg Group: Monster Height: 1'4" (small) Weight: 132.3 lbs (4) Diet Terravore STAB: 1 Loyalty: 2. Josh found Steely Dan in a cave while aadventuring and raised him for a little bit.
Stats:
Stat
Base
Added
Total
HP
5
2
7
Attack
7
2
9
Defense
10
2
12
Special Attack
4
2-2
4
Special Defense
4
2
6
Speed
3
1+2
6
Max Health: 29 Current HP: 29 Current Status Effects: None
Abilities:
Ability
Cast
Effect
Unbreakable
When user goes below 1/3 health
The user gets a +2 STAB bonus to all steel-type moves.
Capabilites:
Capability
Value
Overland:
5
Jump:
3
Power:
2
Intelligence:
3
Sinker
Moves:
Spoiler
Natural (Level/Egg)
Tackle
Type
Normal
Frequency
At will
Accuracy
3
Range
Melee
Target
1 target, Dash
Damage
2d6
Harden
Type
Normal
Frequency
At will
Accuracy
None
Range
None
Target
Self
Damage
none
Special Properties
Raise the user’s Defense 1 Combat Stage.
Mud-Slap
Type
Ground
Frequency
EOT
Accuracy
2
Range
2
Target
1 Target, column
Damage
1d12
Special Properties
Mud-Slap creates a Column 1-meter wide. All Legal Targets must roll +2 during Accuracy Checks for the remainder of the encounter on 17-20 during Accuracy Check.
Here is what I have so far. I'm still not sure what to do about the money issue, so didn't purchase any items yet. I'm also working on more detailed Bio's for the Pokemon.
Physical Description:
Tesla is a tall (6’6”), wiry teenager who looks like a he has not seen the light of day in his entire life. His fashion sense is what some might consider really dated while Tesla considers it classic. He dresses in Victorian style clothing, a white shirt, black vest, black coat (for when the weather calls for it), black pants, and boots. His raven black hair is well kept. The only really oddity, besides his choice of clothing, was the contraptions on his right and left arm. Both looked like a steampunk mechanical arms on the outside, but with the latest tech on the inside. The left one (snagger machine) differed in from the right in that it also had a dragon scale motif of green and red (made from a scale of Rayquaza).
Personality: Tesla is one of the brightest individuals in the world and the problem is he knows it. He arrogantly flaunts it to those around him, talking down to those he considers ‘lesser minds’. He is completely self-confident when it comes to technology, and laughs at others attempts. However, behind all the crap is an individual who honestly wants to help others. It’s just his ego gets in the way at times.
Background:
Spoiler
Nikola Tesla was an orphan in Saffron city. He always knew he was different, understanding things that the other children didn’t, getting adult jokes. He even made toys for the other children. However, this only irked those jealous of his gifts. They regularly beat him up beyond the sight of the adults.
Tesla turned inward after that, diving into the internet as means to escape from the real world. There, he tested his wits against Silph Co.’s security network. There was no malice in his attempt, just a young child playing a game. That is where he first met Melchior, a Porygon being used for internet security. They played meowth-and-ratata for months, each trying to breach the others defenses, sometimes gaining ground and at times. Both were having a grand old time.
Eventually Tesla pierced Melchoir’s defenses and got in. Only problem was one of the IT guys was on the ball and noticed what was going on. When Silph Co. Security came to investigate they found a young boy of 8, piercing there defenses with his homemade computer. When word reached the President, he wanted to meet the boy.
When he was assured into the President’s office, Tesla wore the mask of self-confidence he always wore. Granted he was frightened, but he knew he had been summoned to the President’s office for something other than punishment. The President offered to adopt him if used his genius for the company. Seeing the great opportunity and not having much love for the orphanage, Tesla agreed with only two conditions. The first was that he keeps his last name, as he wanted no special treatment. The second was that he wanted a partner Pokemon, and he could think of no better one than Melchoir. The President readily agreed.
Over the next few years Tesla quickly rose through the ranks, outshining his ‘colleagues’ three times his age. This did not lead to many friendships, but he had his work and was satisfied. Once he had turned 13, he was given assignments to the other regions. In Sinnoh, he made two more friends. Investigating a computer error in the local network, he found a literal ghost in the machine. It was a Rotom calling itself Caspar, having a bit of fun in the network. With the help of Melchoir, he quickly forced it to move as he wanted and had it quarantined in a Pokeball he had hooked up to the network, catching it.
The other was when he was called out to help an archeological team that was experiencing some mysterious equipment failure. They had uncovered a treasure trove of ancient artifacts but since then all manner of brake-downs had occurred. First the drill’s gears broke, then the lights all burst even though there wasn’t a recorded power surge, finally the mess hall was torn to pieces. After a day of researching the incidents, he encountered the culprit a Bronzor. He fought it with the help of Melchoir and Caspar, catching it when it became weakened. He named it Relic. Having solved the case and informed the research team he preceded home.
Lately Tesla has been in a creative slump. He had just gotten back from trip where he had caught a Pokemon named Foo (Magnemite). He just couldn’t seem to get the creative juices flowing like he used to. His adoptive father suggested he go a vacation and try doing the Pokemon League Challenge. On the road Tesla could see the problems of the world, and possibly make some friends his own age. Telling his adoptive father he cared little for the later, the former did intrigue him. So he set out, and quickly earned the Marsh Badge and the Thunder Badge. He then received a letter from his father with a ticket to board a cruise ship.
Features:
Spoiler
Hey Guys, Watch This: Trainer action, legal in match
Prerequisites: Pokemon Trainer
Effect: From now on, instead of gaining a new Feature when you level up during levels that you would gain a Feature, you gain 1 Feat Point. A Feat Point can be spent at anytime you can use a Trainer Action, and does not take a Trainer Action to use. When you spend a Feat Point, you may add any Feature to your Features whose prerequisites you meet. You may not regain any Feat Points you spend. You do not gain a Feat Point on the same level you take Hey Guys, Watch This. Feat Points: 1
Capture Point: Static, legal in match
Static
Trigger: You throw a Poke Ball.
Effect: Subtract either half of your DEX modifier or half of your INT modifier from your d100 rolls when throwing any Poke Ball.
Throwing Weapons User: Trainer action
Awarded To: Capture Specialist, Ninja, Psychic and Researcher
Prerequisites: 15 DEX or 15 INT
Effect: The Trainer can use Darts, Throwing Stars, Throwing Knives, Kunai, or any other Weapon that would fit into the Throwing Weapons category. These weapons deal 1d8+4+INT modifier.
Poke Ball Repair: Trainer action, legal in match
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Any Poke Ball that has failed to capture a pokemon and broke.
Effect: Roll d20 and add your DEX and INT modifiers to the roll. If the total exceeds 15, the Poke Ball is fixed and is treated as if it had not broken. Uses left: 1
Capture Point +: Static, legal in match
Prerequisites: Capture Specialist, 15 INT, 15 DEX
Static
Trigger: You throw a Poke Ball.
Effect: Subtract both half of your DEX modifier and half of your INT modifier from your d100 rolls when throwing any Poke Ball. This Feature replaces Capture Point.
Capture Point Max: Static, legal in match
Prerequisites: Capture Specialist, Capture Point +
Static
Trigger: You throw a Poke Ball.
Effect: Subtract your DEX modifier and your INT modifier from your d100 roll when throwing any Poke Ball. This Feature replaces Capture Point +.
Poke Ball Fix: Trainer action, legal in match
Prerequisites: Capture Specialist, 16 INT
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Any Poke Ball that has failed to capture a pokemon and broke.
Effect: The Poke Ball is fixed and is treated as if it had not broken. Uses Left: 2
Pokedex Modifications: Static, legal in match
Static
Target: Pokedex
Effect: You may alter the pokedex to have a Radar that works at a great range. You may alter that value from anywhere between a 5m radius to a 50m radius. The pokedex can also identify how many wilds the radar detects and which direction they are. The radar cannot detect Pokemon who are not moving.
Mech Arm: Static, legal in match
Static
Target: Arm
Effect: You now have a mechanical arm you can wear over either your right or left arm. Add 2 points to your Strength stat. The Mech Arm has extending poles that can support the Arm’s weight when you are getting tired. The arm weighs 40 pounds.
Spoiler
Hacker: Trainer action, legal in match
Prerequisites: Engineer, 20 INT
Static
Effect: You can access any information on any computer and make the computer do whatever you want, as long as the computer is capable of the thing you want it to do. If an encrypter wishes to contest hacking, they must have at least 20 INT. If they do, they must roll higher than you do on 1d20, adding their INT modifier while you add your INT modifier. GM decides the contesting stats. If they succeed, you may not use whatever you tried to hack into.
Pokebots: Trainer action, illegal in match
Prerequisites: Engineer, 20 INT
At-Will
Target: Items.
Effect: You can make small remote controlled pokemon robots for 1000 that are .5m tall, of any species or
general appearance of your choice. They can move 5m per turn and can hold any small object. Pokemon with the Wired capability that you own do not need to make a roll to possess one of your Pokebots. By
spending additional money upon each use of this feature, you may add additional abilities to the pokebot (up to three abilities per Pokebot). Basic Pokebots have 20 HP and take Super-Effective damage from Fire,
Electric, Ground and Rock Moves, unless possessed by a Wired Pokemon, in which case the Pokebot’s Type is the same as the possessing Pokemon.
-Additional Features: Camera (2000), Video Camera (4000), On-Board GPS (3000), Radio (2000), Computer (5000) Motion Sensing Alarm System (3500), Additional HP (1 per 1 HP, up to a maximum of 150),
Self-Detonation (1000) Deals 1d20 Normal damage in a 1m Burst against Defense, destroys the pokebot. (1000 more for each additional 1d20, up to a maximum of 3d20) (500 more per additional 1m of Burst, up to a maximum 5m) (1000 to change its damage to Steel, Fire or Electric Type). Only one Pokebot may be
detonated per turn. Detonation ejects any Pokemon possessing the Pokebot and sets them to -50% HP.
Scanner: Static, legal in match
Prerequisites: Engineer, Scouter Attachment (2300 )
Static
Target: Any pokemon.
Effect: You can see a percentage when you look at a pokemon that represents how much of its total HP it has remaining.
Spoiler
Loyalty Meter: Trainer Action, legal in match
At-Will
Target: Owned Pokemon.
Effect: By pointing your Snag Machine at an owned Pokemon, you may determine the Loyalty of that
Pokemon. Loyalty is measured from 0 to 4. Pokemon with Loyalty 0 dislike their trainer, and/or is commonly used for attacking defenseless Pokemon or people. Pokemon with Loyalty 1 are newly caught, previously wild, Pokemon who don’t trust their trainer and/or are used to commit crimes. Pokemon with Loyalty 2 Like their trainer or were traded to their trainer but are used to commit crimes. Pokemon with Loyalty 3 love their trainers and/or were hatched by their trainers. Pokemon with Loyalty 4 have unbreakable bonds with their trainer.
Snag!: Trainer Action, illegal in match
Daily
Target: Owned Pokemon with loyalty 0 or 1.
Effect: Throw a Poke Ball using your Snag Machine as if the target is a wild Pokemon and roll your 1d100 capture roll, subtracting an additional 5 from your check. If you beat the target’s Capture Rate you have
captured the target. The Pokemon is mistrustful towards you but just as mistrusting and just as trainable as any wild you would have caught in the wild.
Poke Ball Design: Trainer Action, legal in match
At-Will
Target: Upgraded Poke Ball Tool Box
Effect: Create a Basic Ball, a Great Ball or an Ultra Ball. Basic Ball creation costs 450, Great Ball creation costs 600, Ultra Ball creation costs 900. When creating or modifying any Poke Ball, call the creations whatever you’d like.
Time Design: Trainer Action, legal in match
At-Will
Target: Basic Ball, Great Ball or Ultra Ball
Effect: Add one of the following keywords to the targeted Poke Ball for 300 : Morning, Day, Dusk or Night. If the modified Poke Ball is used during the time of day that corresponds with the keyword added, it subtracts 5 from the capture roll for the Poke Ball.
Max Health: 54Current HP: 53 Current Status Effects: None
Evasion: Attack: 3 Special Attack: 3 Speed: 0
Abilities:
Ability
Cast
Effect
Download
Constant
When the pokemon with Download targets with a damage-dealing Move, the target must reveal which of its defenses are lower. When the pokemon with Download attacks a foe, they are treated as if their Attack is raised 1 Combat Stage if the target’s Defense is lower then the target’s Special Defense. When the pokemon with Download attacks a foe, they are treated as if their Special Attack is raised 1 Combat Stage if the target’s Special Defense is lower then the target’s Defense.
Variations :
Advanced: add one to intelligence. No physical difference. Prerequisite for non sentient pokemon to take talker. Stacks with self.
Capabilites:
Capability
Value
Overland:
8
Surface:
8
Sky:
6
Jump:
3
Power:
1
Intelligence:
6
Wired: Wired Pokemon have a special relation to electronic devices. They can enter machines and travel through connected electronics through any cords that connect them instantly. While inside machines, they can read data on the machine on a check of 11, Daily. While inside machines, they can take control of the machine on a check of 17, Daily. Moves:
Spoiler
Natural (Level/Egg)
Conversion
Type
Normal
Frequency
At will
Accuracy
None
Range
Self
Target
No target
Damage
None
Special Properties
The user becomes the elemental Type of their choice as long as they have a Move that is the same elemental Type until the end of the encounter. Replace all other Types.
Conversion2
Type
Normal
Frequency
At will
Accuracy
None
Range
Self
Target
1 target
Damage
none
Special Properties
The user becomes the elemental Type of their choice as long as the Type resists the elemental Type of the Move it last took damage from until the end of the encounter. Replace all other Types.
Sharpen
Type
Normal
Frequency
At will
Accuracy
Range
None
Target
self
Damage
none
Special Properties
Raise the user's attack 1 combat stage.
Tackle
Type
Normal
Frequency
At will
Accuracy
3
Range
Melee
Target
1 target, dash
Damage
2d6
Special Properties
Psybeam
Type
Psychic
Frequency
Every other turn
Accuracy
2
Range
7
Target
one target, column
Damage
1d12+16
Special Properties
Psybeam creates a Column 1 meter wide. Psybeam Confuses all Legal Targets on 19-20 during Accuracy Check.
Recover
Type
Normal
Frequency
Center
Accuracy
None
Range
Self
Target
No target
Damage
No damge
Special Properties
The user regains HP equal to half of its full HP.
Bio
Caspar
Spoiler
Spoiler
Name: Caspar Level: 15 Total XP: 3475 Species: Rotom Gender: ~ Type: Electric/Ghost Nature: Modest (-2 Attack, +2 Special Attack) Egg Group: Indeterminate Height: 6" (Small) Weight: 0.35 lbs Diet Ergvore STAB: 3 Loyalty: 3. Caught, remembers that Tesla was smart enough to catch it in the computer.
Stats:
Stat
Base
Added
Total
HP
5
3
8
Attack
5
-2
3
Defense
8
2
10
Special Attack
10
5+2
17
Special Defense
8
2
10
Speed
9
2
11
Mechanical Form Stats:
Stat
Base
Added
Total
HP
5
3
8
Attack
7
-2
5
Defense
11
2
13
Special Attack
11
5+2
18
Special Defense
11
2
13
Speed
9
2
11
Max Health: 39 Current HP:Current Status Effects: None
Evasion: Attack: 2 Special Attack: 2 Speed: 1
Abilities:
Ability
Cast
Effect
Levitate
Constant
The pokemon is immune to Ground Type Moves.
Variations :
Advanced (*2): add one to intelligence. No physical difference. Prerequisite for non sentient pokemon to take talker. Stacks with self.
Pygmy: halve size, reduce weight category by minimum 1, divide lifting capacity by 2, +5 stealth. Stacks with self.
Capabilites:
Capability
Value
Overland:
8
Surface:
2
Sky
6
Jump:
4
Power:
1
Intelligence:
6
Glow: A Pokemon with the Glow Capability can emit light from a part of its body. Depending on the variety of wild Pokemon nearby, it might attract Pokemon or ward them away. If a Pokemon learns the Move Flash or Tail Glow and does not have the Glow Capability, they gain Glow.
Invisibility: Pokemon who have the Invisibility Capability can turn invisible. Pokemon may not perform Moves while invisible. While invisible, you must roll +4 during Accuracy Checks to hit the Pokemon. When a Pokemon turns invisible, they can only remain invisible for up to 4 minutes. After becoming visible, they must wait two plus the number of minutes they spent invisible before turning invisible again.
Phasing: A Pokemon with Phasing may Shift through Hindering Terrain without their Speed Capabilities being affected. They can turn intangible and move through solid walls or other Pokemon. A Pokemon can remain intangible with Phasing for up to 30 seconds. If a Pokemon remains intangible, they may not perform Moves during their turn.
Sinker: Sinker means the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
Wired: Wired Pokemon have a special relation to electronic devices. They can enter machines and travel through connected electronics through any cords that connect them instantly. While inside machines, they can read data on the machine on a check of 11, Daily. While inside machines, they can take control of the machine on a check of 17, Daily.
Zapper: Pokemon with the Zapper Capability can produce controlled electricity or send electrical currents through various conductive materials. If an electrical device is capable of being recharged, a Pokemon with Zapper can recharge it to full power on a check of 13 or better on 1d20 Daily. If a Pokemon learns the Move Charge, Discharge, Thunderbolt or Thundershock and does not have the Zapper Capability, they gain Zapper.
Moves:
Spoiler
Natural (Level/Egg)
Astonish
Type
Ghost
Frequency
Every other turn
Accuracy
2
Range
Melee
Target
1 target
Damage
1d6+2
Special Properties
Astonish Flinches the target on 18-20 during Accuracy Check.
Confuse Ray
Type
Ghost
Frequency
Center
Accuracy
none
Range
10
Target
1 target, column
Damage
2d6
Special Properties
Confuse Ray creates a Column 1 meter wide. Confuse Ray cannot miss. All targets are Confused.
Thunder Wave
Type
Electric
Frequency
Center
Accuracy
None
Range
6
Target
1 target
Damage
no damage
Special Properties
Thunder Wave cannot miss. Thunder Wave Paralyzes the target.
Thundershock
Type
Electric
Frequency
At-will
Accuracy
2
Range
10
Target
1 target
Damage
2d6
Special Properties
Thundershock Paralyzes the target on 17-20 during Accuracy Check.
Uproar
Type
Normal
Frequency
Battle
Accuracy
2
Range
5
Target
No target, burst
Damage
1d12+17
Special Properties
Uproar creates a 5-meter Burst that continues for 1d4+1 turns. At the beginning of the user’s turn where Uproar is continuing, they may shift then must immediately use Uproar again. Anyone in Uproar’s Burst on any turn Uproar is continuing is cured of Sleep.
Double Team
Type
Normal
Frequency
Center
Accuracy
none
Range
Self
Target
No target
Damage
none
Special Properties
The user makes three copies of themselves and places them into the encounter adjacent to the user. The user must place some sign under the token of the original copy to mark it as the original. If a copy is hit by a damaging Move, it is destroyed. If the original is hit by a damaging Move, all copies are destroyed. Any copy can perform a Move but the user is still only allowed one Move per turn. All copies may shift each turn. When the user and its copies are targeted by a Move, foes must roll +2 during Accuracy Check to hit for the remainder of the encounter. When a copy disappears, the user loses 1d6 HP. Do not apply weakness or resistance to HP lost. Do not apply stats to HP lost.
Max Health: 33 Current HP:Current Status Effects: None
Evasion: Attack: 3 Special Attack: 3 Speed: 0
Abilities:
Ability
Cast
Effect
Levitate
Constant
The pokemon is immune to Ground Type Moves.
Variations :
Advanced: add one to intelligence. No physical difference. Prerequisite for non sentient pokemon to take talker. Stacks with self.
Talker: can talk. Requires minimum Int score 4.
Capabilites:
Capability
Value
Overland:
1
Sky:
4
Jump:
2
Power:
3
Intelligence:
5
Sinker: Sinker means the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
Moves:
Spoiler
Natural (Level/Egg)
Confusion
Type
Psychic
Frequency
At will
Accuracy
3
Range
10
Target
1 target
Damage
2d8
Special Properties
Confusion Confuses the target on 19-20 during Accuracy Check.
Tackle
Type
Normal
Frequency
At will
Accuracy
3
Range
Melee
Target
1 target, dash
Damage
2d6
Special Properties
N/A
Hypnosis
Type
Psychic
Frequency
Battle
Accuracy
6
Range
4
Target
1 target
Damage
None
Special Properties
The target falls Asleep.
Imprison
Type
Psychic
Frequency
Battle
Accuracy
none
Range
10
Target
1 target
Damage
none
Special Properties
The target is Locked. A Locked target may not use any Moves the user knows. Each user may only make 1 target Locked at a time. Using Imprison on a new target transfers Locked to the new target. Imprison cannot miss.
Confuse Ray
Type
Ghost
Frequency
Center
Accuracy
none
Range
10
Target
1 target, column
Damage
2d6
Special Properties
Confuse Ray creates a Column 1 meter wide. Confuse Ray cannot miss. All targets are Confused.
Bio
Foo
Spoiler
Spoiler
Name: Foo Level: 30 Total XP: 25500 Species: Magneton Gender: ~ Type: Electric / Steel Nature: Quiet (-2 Speed, +2 Special Attack) Egg Group: Mineral Height: 6' 6" (Large) Weight: 264.6 lbs (5) Diet Ergovore STAB: 6 Loyalty: 1. Stats:
Stat
Base
Added
Total
HP
5
0
5
Attack
6
0
6
Defense
10
7
17
Special Attack
12
14+2
28
Special Defense
7
8
15
Speed
7
0-2
5
Max Health: 45 Current HP: 45 Current Status Effects: None
Evasion: Attack: 3 Special Attack: 3 Speed: 0
Abilities:
Ability
Cast
Effect
Sturdy
Constant
The pokemon is immune to the Moves Sheer Cold, Guillotine, Horn Drill and Fissure. If any attack would lower this Pokemon to 0 HP or less from full HP, instead the Pokemon’s HP is set to 1.
Variations :
Advanced: add one to intelligence. No physical difference. Prerequisite for non sentient pokemon to take talker. Stacks with self.
Giant: double size, increase weight category by minimum 1, 1.5 times lifting capacity, -5 stealth. Stacks with self.
Strong: double lifting capacity. Stacks with giant and self.
Capabilites:
Capability
Value
Sky:
8
Power:
8
Intelligence:
4
Magnetic: Magnetic Pokemon can lightly manipulate magnetic fields. With this, they can repel iron and/or steel or attract iron and/or steel, holding it too their body or pushing it away. Through this magnetic manipulation, they can also feel magnetic fields and discern north. If a Pokemon learns the Move Magnet Rise or Magnet Bomb and does not have the Magnetic Capability, they gain Magnetic.
Sinker: Sinker means the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
Zapper: Pokemon with the Zapper Capability can produce controlled electricity or send electrical currents through various conductive materials. If an electrical device is capable of being recharged, a Pokemon with Zapper can recharge it to full power on a check of 13 or better on 1d20 Daily. If a Pokemon learns the Move Charge, Discharge, Thunderbolt or Thundershock and does not have the Zapper Capability, they gain Zapper.
Moves:
Spoiler
Natural (Level/Egg)
Tackle
Type
Normal
Frequency
At will
Accuracy
3
Range
Melee
Target
1 target, dash
Damage
2d6
Special Properties
N/A
Metal Sound
Type
Steel
Frequency
EOT
Accuracy
4
Range
4
Target
No Target, Burst
Damage
none
Special Properties
Metal Sound creates a 4-meter Burst. All Legal Targets have their Special Defense lowered 2 Combat Stages.
Thundershock
Type
Electric
Frequency
At-will
Accuracy
2
Range
10
Target
1 target
Damage
2d6
Special Properties
Thundershock Paralyzes the target on 17-20 during Accuracy Check.
Supersonic
Type
Normal
Frequency
EOT
Accuracy
11
Range
6
Target
1 Target, Column
Damage
none
Special Properties
Supersonic creates a Column 1 meter wide. Supersonic Confuses all Legal Targets.
Sonicboom
Type
Normal
Frequency
EOT
Accuracy
6
Range
4
Target
1 Target, Column
Damage
15
Special Properties
Sonicboom creates a Column 1 meter wide. Sonicboom always deals 15 points of Damage. Do not apply weakness or resistance. Do not apply stats.
Thunder Wave
Type
Electric
Frequency
Center
Accuracy
N/A
Range
6
Target
1 Target
Damage
none
Special Properties
Thunder Wave cannot miss. Thunder Wave Paralyzes the target.
Spark
Type
Electric
Frequency
EOT
Accuracy
2
Range
Melee
Target
1 Target, dash
Damage
1d12+16
Special Properties
Spark Paralyzes the target on 15-20 during Accuracy Check.
Electro Ball
Type
Electric
Frequency
Battle
Accuracy
2
Range
10
Target
1 target
Damage
See Special Properties
Special Properties
The target reveals their current Speed stat, applying Combat Stages. If the user’s Speed stat, applying Combat Stages is four times that of the target’s, Electro Ball uses 5d10+16 for Damage Dice Roll; if the user three times that of the target’s, Electro Ball uses 3d10+14; if the user is twice that of the target, Electro Ball uses 2d10+12; if the user is not twice as fast as the target, Electro Ball uses 1d10+10.
Lock-On
Type
Normal
Frequency
Center
Accuracy
N/A
Range
6
Target
1 Target
Damage
none
Special Properties
The target is Locked-On. On the user’s next turn, if they target the Locked-On target, the Move they use cannot miss. Lock-On cannot miss.
Max Health: 60 Current HP: 60 Current Status Effects: None
Evasion: Attack: 2 Special Attack: 2 Speed: 0
Abilities:
Ability
Cast
Effect
Flash Fire
Static
The user does not take damage from Fire Type Moves and may not be Frozen. If the user is hit by a Fire Type Move, the user adds 1 bonus STAB to the next Fire Type Move they use in the encounter.
Variations :
Advanced: add one to intelligence. No physical difference. Prerequisite for non sentient pokemon to take talker. Stacks with self.
Giant: double size, increase weight category by minimum 1, 1.5 times lifting capacity, -5 stealth. Stacks with self.
Shiny: Same as games
Capabilites:
Capability
Value
Overland:
6
Sky:
10
Jump:
2
Power:
6
Intelligence:
5
Firestarter: A Pokemon who has the Firestarter Capability can produce flames. They can control how lightly or powerfully they produce the fire, creates puffs of fire the size of a lighter or a large burst of fire capable on engulfing a tree. If a Pokemon learns the Move Ember, Fire Blast, Fire Spin, Flame Wheel or Flamethrower and does not have the Firestarter Capability, they gain Firestarter
Glow: A Pokemon with the Glow Capability can emit light from a part of its body. Depending on the variety of wild Pokemon nearby, it might attract Pokemon or ward them away. If a Pokemon learns the Move Flash or Tail Glow and does not have the Glow Capability, they gain Glow.
Sinker: Sinker means the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
Moves:
Spoiler
Natural (Level/Egg)
Scratch
Type
Normal
Frequency
At will
Accuracy
2
Range
Melee
Target
1 target, pass
Damage
2d6
Special Properties
N/A
Growl
Type
Normal
Frequency
At will
Accuracy
2
Range
5
Target
No Target, Burst
Damage
none
Special Properties
Growl creates a 5-meter Burst. Growl lowers all Legal Targets Attack 1 Combat Stage.
Ember
Type
Fire
Frequency
At will
Accuracy
2
Range
8
Target
1 target
Damage
2d6
Special Properties
Ember Burns the target on 18-20 during Accuracy Check.
Smokescreen
Type
Normal
Frequency
EOT
Accuracy
N/A
Range
3
Target
No Target, Wall
Damage
none
Special Properties
Place 5-meters of Wall that can be passed through and attacked through. 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.
Dragon Rage
Type
Dragon
Frequency
Battle
Accuracy
2
Range
8
Target
1 target
Damage
35
Special Properties
Dragon Rage always deals 35 points of Damage. Do not apply weakness or resistance. Do not apply stats.
Scary Face
Type
Normal
Frequency
EOT
Accuracy
2
Range
6
Target
1 Target
Damage
none
Special Properties
The target’s Speed is lowered 2 Combat Stages.
Fire Fang
Type
Fire
Frequency
EOT
Accuracy
3
Range
Melee
Target
1 Target
Damage
1d12+16
Special Properties
Fire Fang Burns or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Burned or Flinches. On 20 during Accuracy Check, the foe is Burned and Flinches.
Max Health: 53 Current HP:Current Status Effects: None
Evasion: Attack: 1 Special Attack: 2 Speed: 2
Abilities:
Ability
Cast
Effect
Rock Head
Static
When the pokemon uses Volt Tackle, Wood Hammer, Submission, Take Down, Brave Bird, Double-Edge, Flare Blitz, Head Smash, Jump Kick or Hi Jump Kick they do not lose any HP as a result of the Move’s effect.
Variation(s) :
Primordial: subtract one from intelligence. Counts as giant and strong. Looks more wild or dangerous than normal.
(Giant: double size, increase weight category by minimum 1, 1.5 times lifting capacity, -5 stealth. Stacks with self.
Strong: double lifting capacity. Stacks with giant and self.)
Capabilites:
Capability
Value
Overland:
4
Sky:
15
Jump:
4
Power:
10
Intelligence:
3
Sinker: Sinker means the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
Moves:
Spoiler
Natural (Level/Egg)
Bite
Type
Dark
Frequency
At will
Accuracy
2
Range
Melee
Target
1 target
Damage
1d10+5
Special Properties
Bite Flinches the target on 15-20 during Accuracy Check.
Scary Face
Type
Normal
Frequency
EOT
Accuracy
2
Range
6
Target
1 Target
Damage
none
Special Properties
The target’s Speed is lowered 2 Combat Stages.
Wing Attack
Type
Flying
Frequency
At will
Accuracy
2
Range
Melee
Target
1 target, pass
Damage
1d10+5
Special Properties
N/A
Roar
Type
Normal
Frequency
Battle
Accuracy
11
Range
6
Target
1 Target
Damage
none
Special Properties
The target flees away from the user 15 meters, ignoring Speed Capabilities, if terrain allows. The target may not use Moves for 4 rounds. During a trainer battle, the target’s owner must recall the fleeing target and replace them.
Max Health: 48 Current HP:Current Status Effects: None
Evasion: Attack: Special Attack: Speed:
Abilities:
Ability
Cast
Effect
Aftermath
Trigger
Effect: Burst - When the pokemon is reduced to 0 HP or less, they create a 5-meter Burst. Everything in the Burst loses ¼ of their full HP. Do not apply weakness or resistance. Do not apply stats.
Variation(s) :
Capabilites:
Capability
Value
Overland:
1
Surface:
1
Sky:
6
Jump:
4
Power:
1
Intelligence:
4
Guster: The Guster can create bursts of wind. The power can vary from a light breeze to a powerful burst of air capable of lifting light objects into the air or providing lift for a chute. If a Pokemon learns the Move Gust or Tailwind and does not have the Guster Capability, they gain Guster.
Inflatable: A Pokemon with the capability Inflatable can expand its size up to 125% of its normal size. While Inflated, a Pokemon does not change its weight. To hit an Inflated Pokemon, you must roll -3 during Accuracy Check. While Inflated, a Pokemon become Blocking Terrain, you may not target through an Inflated Pokemon. If a Pokemon learns the Move Growth or Stockpile and does not have the Inflatable Capability, they gain Inflatable.
Shrinkable: A Pokemon with the capability Shrinkable can shrink its size up to 25% of its normal size. While Shrunken, a Pokemon may not perform any Moves. While Shrunken, a Pokemon does not change its weight. To hit a Shrunken Pokemon, you must roll +3 during Accuracy Check. Using Shrinkable is not the same as using the Move Minimize. If a Pokemon learns the Move Minimize and does not have the Shrinkable Capability, they gain Shrinkable.
Moves:
Spoiler
Natural (Level/Egg)
Constrict
Type
Normal
Frequency
At will
Accuracy
2
Range
Melee
Target
1 target
Damage
1d6
Special Properties
Constrict lowers the target’s Speed 1 Combat Stage.
Minimize
Type
Normal
Frequency
EOT
Accuracy
N/A
Range
Self
Target
No Target
Damage
none
Special Properties
Foes need an additional +4 during Accuracy Check to hit Minimize’s user and the user’s size is Small for the remainder of the encounter.
Astonish
Type
Ghost
Frequency
EOT
Accuracy
2
Range
Melee
Target
1 target
Damage
1d6+2
Special Properties
Astonish Flinches the target on 18-20 during Accuracy Check.
Gust
Type
Flying
Frequency
At Will
Accuracy
2
Range
10
Target
1 target
Damage
2d6
Special Properties
Astonish Flinches the target on 18-20 during Accuracy Check.
TM, HM
Bio
Wish list:
Spoiler
Any (especially techy) Fire, Electric or Steel. Plus TOGEPI, RHYHORN, SANDILE, LITWICK, GOLETT, SLOWKING, MANTYKE, ZORUA, DRIFLOON, LAPRAS, LEAFEON, AERODACTYL, BELDUM, MIENFOO and TRAPINCH.
Edit: I switched out the Magnemite for a Rotom. Hope that is okay.
Updated. Now with the Charmander.Now for level 12 & with Rodan.Now with Fogg. Now after Training Agni & Foo.
Here is what I have so far. I'm still not sure what to do about the money issue, so didn't purchase any items yet. I'm also working on more detailed Bio's for the Pokemon.
Spoiler
Nikola Tesla
Name
Nikola Tesla
Gender:
Male
Age:
16
Level:
10
Classes
Capture Specialist, Engineer
Money
?(10,000 starting, -2500 after classes)
Badges
2 (Marsh and Thunder)
Stats:
Spoiler
Stat
Score
Modifier
Strength
10
0
Dexterity
16
3
Constitution
08
-2
Intelligence
27
8
Wisdom
08
-2
Charisma
08
-2
HP: 72, Current HP: 72
Character Info
Spoiler
Physical Description:
Tesla is a tall (6’6”), wiry teenager who looks like a he has not seen the light of day in his entire life. His fashion sense is what some might consider really dated while Tesla considers it classic. He dresses in Victorian style clothing, a white shirt, black vest, black coat (for when the weather calls for it), black pants, and boots. His raven black hair is well kept. The only really oddity, besides his choice of clothing, was the contraption on his right arm. It looked like a steampunk mechanical arm on the outside, but with the latest tech on the inside.
Personality: Tesla is one of the brightest individuals in the world and the problem is he knows it. He arrogantly flaunts it to those around him, talking down to those he considers ‘lesser minds’. He is completely self-confident when it comes to technology, and laughs at others attempts. However, behind all the crap is an individual who honestly wants to help others. It’s just his ego gets in the way at times.
Background:
Nikola Tesla was an orphan in Saffron city. He always knew he was different, understanding things that the other children didn’t, getting adult jokes. He even made toys for the other children. However, this only irked those jealous of his gifts. They regularly beat him up beyond the sight of the adults.
Tesla turned inward after that, diving into the internet as means to escape from the real world. There, he tested his wits against Silph Co.’s security network. There was no malice in his attempt, just a young child playing a game. That is where he first met Melchior, a Porygon being used for internet security. They played meowth-and-ratata for months, each trying to breach the others defenses, sometimes gaining ground and at times. Both were having a grand old time.
Eventually Tesla pierced Melchoir’s defenses and got in. Only problem was one of the IT guys was on the ball and noticed what was going on. When Silph Co. Security came to investigate they found a young boy of 8, piercing there defenses with his homemade computer. When word reached the President, he wanted to meet the boy.
When he was assured into the President’s office, Tesla wore the mask of self-confidence he always wore. Granted he was frightened, but he knew he had been summoned to the President’s office for something other than punishment. The President offered to adopt him if used his genius for the company. Seeing the great opportunity and not having much love for the orphanage, Tesla agreed with only two conditions. The first was that he keeps his last name, as he wanted no special treatment. The second was that he wanted a partner Pokemon, and he could think of no better one than Melchoir. The President readily agreed.
Over the next few years Tesla quickly rose through the ranks, outshining his ‘colleagues’ three times his age. This did not lead to many friendships, but he had his work and was satisfied. Once he had turned 13, he was given assignments to the other regions. In Sinnoh, he made two more friends. Investigating a computer error in the local network, he found a literal ghost in the machine. It was a Rotom calling itself Caspar, having a bit of fun in the network. With the help of Melchoir, he quickly forced it to move as he wanted and had it quarantined in a Pokeball he had hooked up to the network, catching it.
The other was when he was called out to help an archeological team that was experiencing some mysterious equipment failure. They had uncovered a treasure trove of ancient artifacts but since then all manner of brake-downs had occurred. First the drill’s gears broke, then the lights all burst even though there wasn’t a recorded power surge, finally the mess hall was torn to pieces. After a day of researching the incidents, he encountered the culprit a Bronzor. He fought it with the help of Melchoir and Caspar, catching it when it became weakened. He named it Relic. Having solved the case and informed the research team he preceded home.
Lately Tesla has been in a creative slump. He had just gotten back from trip to Unova where he had caught an interesting Pokemon he named Tai (Meinfoo). He just couldn’t seem to get the creative juices flowing like he used to. His adoptive father suggested he go a vacation and try doing the Pokemon League Challenge. On the road Tesla could see the problems of the world, and possibly make some friends his own age. Telling his adoptive father he cared little for the later, the former did intrigue him. So he set out, and quickly earned the Marsh Badge and the Thunder Badge. He then received a letter from his father with a ticket to board a cruise ship.
Features:
Spoiler
Pokemon Trainer:
Hey Guys, Watch This: Trainer action, legal in match
Prerequisites: Pokemon Trainer
Effect: From now on, instead of gaining a new Feature when you level up during levels that you would gain a Feature, you gain 1 Feat Point. A Feat Point can be spent at anytime you can use a Trainer Action, and does not take a Trainer Action to use. When you spend a Feat Point, you may add any Feature to your Features whose prerequisites you meet. You may not regain any Feat Points you spend. You do not gain a Feat Point on the same level you take Hey Guys, Watch This. Feat Points: 1
Capture Point: Static, legal in match
Static
Trigger: You throw a Poke Ball.
Effect: Subtract either half of your DEX modifier or half of your INT modifier from your d100 rolls when throwing any Poke Ball.
Throwing Weapons User: Trainer action
Awarded To: Capture Specialist, Ninja, Psychic and Researcher
Prerequisites: 15 DEX or 15 INT
Effect: The Trainer can use Darts, Throwing Stars, Throwing Knives, Kunai, or any other Weapon that would fit into the Throwing Weapons category. These weapons deal 1d8+4+INT modifier.
Poke Ball Repair: Trainer action, legal in match
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Any Poke Ball that has failed to capture a pokemon and broke.
Effect: Roll d20 and add your DEX and INT modifiers to the roll. If the total exceeds 15, the Poke Ball is fixed and is treated as if it had not broken.
Capture Point +: Static, legal in match
Prerequisites: Capture Specialist, 15 INT, 15 DEX
Static
Trigger: You throw a Poke Ball.
Effect: Subtract both half of your DEX modifier and half of your INT modifier from your d100 rolls when throwing any Poke Ball. This Feature replaces Capture Point.
Capture Point Max: Static, legal in match
Prerequisites: Capture Specialist, Capture Point +
Static
Trigger: You throw a Poke Ball.
Effect: Subtract your DEX modifier and your INT modifier from your d100 roll when throwing any Poke Ball. This Feature replaces Capture Point +.
Poke Ball Fix: Trainer action, legal in match
Prerequisites: Capture Specialist, 16 INT
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Any Poke Ball that has failed to capture a pokemon and broke.
Effect: The Poke Ball is fixed and is treated as if it had not broken.
Pokedex Modifications: Static, legal in match
Static
Target: Pokedex
Effect: You may alter the pokedex to have a Radar that works at a great range. You may alter that value from anywhere between a 5m radius to a 50m radius. The pokedex can also identify how many wilds the radar detects and which direction they are. The radar cannot detect Pokemon who are not moving.
Mech Arm: Static, legal in match
Static
Target: Arm
Effect: You now have a mechanical arm you can wear over either your right or left arm. Add 2 points to your Strength stat. The Mech Arm has extending poles that can support the Arm’s weight when you are getting tired. The arm weighs 40 pounds.
Bullet Punch: Trainer action, illegal in match
Prerequisites: Engineer, Mech Arm
Daily - Every 5 levels gained, you may use this Feature another time per day.
Target: A trainer or pokemon
Effect: Use the move Bullet Punch. Use either your DEX or INT modifiers as your Attack stat.
Hacker: Trainer action, legal in match
Prerequisites: Engineer, 20 INT
Static
Effect: You can access any information on any computer and make the computer do whatever you want, as long as the computer is capable of the thing you want it to do. If an encrypter wishes to contest hacking, they must have at least 20 INT. If they do, they must roll higher than you do on 1d20, adding their INT modifier while you add your INT modifier. GM decides the contesting stats. If they succeed, you may not use whatever you tried to hack into.
Pokebots: Trainer action, illegal in match
Prerequisites: Engineer, 20 INT
At-Will
Target: Items.
Effect: You can make small remote controlled pokemon robots for 1000 that are .5m tall, of any species or
general appearance of your choice. They can move 5m per turn and can hold any small object. Pokemon with the Wired capability that you own do not need to make a roll to possess one of your Pokebots. By
spending additional money upon each use of this feature, you may add additional abilities to the pokebot (up to three abilities per Pokebot). Basic Pokebots have 20 HP and take Super-Effective damage from Fire,
Electric, Ground and Rock Moves, unless possessed by a Wired Pokemon, in which case the Pokebot’s Type is the same as the possessing Pokemon.
-Additional Features: Camera (2000), Video Camera (4000), On-Board GPS (3000), Radio (2000), Computer (5000) Motion Sensing Alarm System (3500), Additional HP (1 per 1 HP, up to a maximum of 150),
Self-Detonation (1000) Deals 1d20 Normal damage in a 1m Burst against Defense, destroys the pokebot. (1000 more for each additional 1d20, up to a maximum of 3d20) (500 more per additional 1m of Burst, up to a maximum 5m) (1000 to change its damage to Steel, Fire or Electric Type). Only one Pokebot may be
detonated per turn. Detonation ejects any Pokemon possessing the Pokebot and sets them to -50% HP.
Max Health: 54Current HP:Current Status Effects: None
Evasion: Attack: 3 Special Attack: 3 Speed: 0
Abilities:
Ability
Cast
Effect
Download
Constant
When the pokemon with Download targets with a damage-dealing Move, the target must reveal which of its defenses are lower. When the pokemon with Download attacks a foe, they are treated as if their Attack is raised 1 Combat Stage if the target’s Defense is lower then the target’s Special Defense. When the pokemon with Download attacks a foe, they are treated as if their Special Attack is raised 1 Combat Stage if the target’s Special Defense is lower then the target’s Defense.
Capabilites:
Capability
Value
Overland:
8
Surface:
8
Sky:
6
Jump:
3
Power:
1
Intelligence:
5
Wired: Wired Pokemon have a special relation to electronic devices. They can enter machines and travel through connected electronics through any cords that connect them instantly. While inside machines, they can read data on the machine on a check of 11, Daily. While inside machines, they can take control of the machine on a check of 17, Daily. Moves:
Spoiler
Natural (Level/Egg)
Conversion
Type
Normal
Frequency
At will
Accuracy
None
Range
Self
Target
No target
Damage
None
Special Properties
The user becomes the elemental Type of their choice as long as they have a Move that is the same elemental Type until the end of the encounter. Replace all other Types.
Conversion2
Type
Normal
Frequency
At will
Accuracy
None
Range
Self
Target
1 target
Damage
none
Special Properties
The user becomes the elemental Type of their choice as long as the Type resists the elemental Type of the Move it last took damage from until the end of the encounter. Replace all other Types.
Sharpen
Type
Normal
Frequency
At will
Accuracy
Range
None
Target
self
Damage
none
Special Properties
Raise the user's attack 1 combat stage.
Tackle
Type
Normal
Frequency
At will
Accuracy
3
Range
Melee
Target
1 target, dash
Damage
2d6
Special Properties
Psybeam
Type
Psychic
Frequency
Every other turn
Accuracy
2
Range
7
Target
one target, column
Damage
1d12+16
Special Properties
Psybeam creates a Column 1 meter wide. Psybeam Confuses all Legal Targets on 19-20 during Accuracy Check.
Recover
Type
Normal
Frequency
Center
Accuracy
None
Range
Self
Target
No target
Damage
No damge
Special Properties
The user regains HP equal to half of its full HP.
Bio
Caspar
Spoiler
Name: Caspar Level: 17 Total XP: 4915 Species: Rotom Gender: ~ Type: Electric/Ghost Nature: Modest (-2 Attack, +2 Special Attack) Egg Group: Indeterminate Height: 1' (Small) Weight: 0.7 lbs Diet Ergvore STAB: 3 Loyalty: 3. Caught, remembers that Tesla was smart enough to catch it in the computer.
Stats:
Stat
Base
Added
Total
HP
5
3
8
Attack
5
-2
3
Defense
8
2
10
Special Attack
10
6+2
18
Special Defense
8
2
10
Speed
9
3
12
Mechanical Form Stats:
Stat
Base
Added
Total
HP
5
3
8
Attack
7
-2
5
Defense
11
2
13
Special Attack
11
6+2
19
Special Defense
11
2
13
Speed
9
3
12
Max Health: 39 Current HP:Current Status Effects: None
Evasion: Attack: 2 Special Attack: 2 Speed: 1
Abilities:
Ability
Cast
Effect
Levitate
Constant
The pokemon is immune to Ground Type Moves.
Capabilites:
Capability
Value
Overland:
8
Surface:
2
Sky
6
Jump:
4
Power:
1
Intelligence:
4
Glow: A Pokemon with the Glow Capability can emit light from a part of its body. Depending on the variety of wild Pokemon nearby, it might attract Pokemon or ward them away. If a Pokemon learns the Move Flash or Tail Glow and does not have the Glow Capability, they gain Glow.
Invisibility: Pokemon who have the Invisibility Capability can turn invisible. Pokemon may not perform Moves while invisible. While invisible, you must roll +4 during Accuracy Checks to hit the Pokemon. When a Pokemon turns invisible, they can only remain invisible for up to 4 minutes. After becoming visible, they must wait two plus the number of minutes they spent invisible before turning invisible again.
Phasing: A Pokemon with Phasing may Shift through Hindering Terrain without their Speed Capabilities being affected. They can turn intangible and move through solid walls or other Pokemon. A Pokemon can remain intangible with Phasing for up to 30 seconds. If a Pokemon remains intangible, they may not perform Moves during their turn.
Sinker: Sinker means the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
Wired: Wired Pokemon have a special relation to electronic devices. They can enter machines and travel through connected electronics through any cords that connect them instantly. While inside machines, they can read data on the machine on a check of 11, Daily. While inside machines, they can take control of the machine on a check of 17, Daily. Moves:
Spoiler
Natural (Level/Egg)
Astonish
Type
Ghost
Frequency
Every other turn
Accuracy
2
Range
Melee
Target
1 target
Damage
1d6+2
Special Properties
Astonish Flinches the target on 18-20 during Accuracy Check.
Confuse Ray
Type
Ghost
Frequency
Center
Accuracy
none
Range
10
Target
1 target, column
Damage
2d6
Special Properties
Confuse Ray creates a Column 1 meter wide. Confuse Ray cannot miss. All targets are Confused.
Thunder Wave
Type
Electric
Frequency
Center
Accuracy
None
Range
6
Target
1 target
Damage
no damage
Special Properties
Thunder Wave cannot miss. Thunder Wave Paralyzes the target.
Thundershock
Type
Electric
Frequency
At-will
Accuracy
2
Range
10
Target
1 target
Damage
2d6
Special Properties
Thundershock Paralyzes the target on 17-20 during Accuracy Check.
Uproar
Type
Normal
Frequency
Battle
Accuracy
2
Range
5
Target
No target, burst
Damage
1d12+17
Special Properties
Uproar creates a 5-meter Burst that continues for 1d4+1 turns. At the beginning of the user’s turn where Uproar is continuing, they may shift then must immediately use Uproar again. Anyone in Uproar’s Burst on any turn Uproar is continuing is cured of Sleep.
Double Team
Type
Normal
Frequency
Center
Accuracy
none
Range
Self
Target
No target
Damage
none
Special Properties
The user makes three copies of themselves and places them into the encounter adjacent to the user. The user must place some sign under the token of the original copy to mark it as the original. If a copy is hit by a damaging Move, it is destroyed. If the original is hit by a damaging Move, all copies are destroyed. Any copy can perform a Move but the user is still only allowed one Move per turn. All copies may shift each turn. When the user and its copies are targeted by a Move, foes must roll +2 during Accuracy Check to hit for the remainder of the encounter. When a copy disappears, the user loses 1d6 HP. Do not apply weakness or resistance to HP lost. Do not apply stats to HP lost.
Max Health: 33 Current HP:Current Status Effects: None
Evasion: Attack: 3 Special Attack: 3 Speed: 0
Abilities:
Ability
Cast
Effect
Levitate
Constant
The pokemon is immune to Ground Type Moves.
Capabilites:
Capability
Value
Overland:
1
Sky:
4
Jump:
2
Power:
3
Intelligence:
4
Sinker: Sinker means the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
Moves:
Spoiler
Natural (Level/Egg)
Confusion
Type
Psychic
Frequency
At will
Accuracy
3
Range
10
Target
1 target
Damage
2d8
Special Properties
Confusion Confuses the target on 19-20 during Accuracy Check.
Tackle
Type
Normal
Frequency
At will
Accuracy
3
Range
Melee
Target
1 target, dash
Damage
2d6
Special Properties
N/A
Hypnosis
Type
Psychic
Frequency
Battle
Accuracy
6
Range
4
Target
1 target
Damage
None
Special Properties
The target falls Asleep.
Imprison
Type
Psychic
Frequency
Battle
Accuracy
none
Range
10
Target
1 target
Damage
none
Special Properties
The target is Locked. A Locked target may not use any Moves the user knows. Each user may only make 1 target Locked at a time. Using Imprison on a new target transfers Locked to the new target. Imprison cannot miss.
Confuse Ray
Type
Ghost
Frequency
Center
Accuracy
none
Range
10
Target
1 target, column
Damage
2d6
Special Properties
Confuse Ray creates a Column 1 meter wide. Confuse Ray cannot miss. All targets are Confused.
Max Health: 20 Current HP:Current Status Effects: None
Evasion: Attack: 1 Special Attack: 1 Speed: 1
Abilities:
Ability
Cast
Effect
Regenerator
Hourly
The user instantly heals 1/4th of its max HP.
Capabilites:
Capability
Value
Overland:
6
Surface:
5
Jump:
3
Power:
3
Intelligence:
4
Aura: Pokemon who can use Aura are blessed with a great power. Pokemon who can use Aura can read the minds of other Pokemon and humans, although they cannot transfer their thoughts to others unless they too have the ability to manipulate Aura. Pokemon with the Aura Capability can also read a person’s Aura. Everything has an Aura, but not many can access their Aura. Auras can be any color. The shade of the color varies from very tinted to very darkened. If the color of the Aura is tinted, the target has little negative intentions. If the color of the Aura is very blackened, the target has many malicious intentions. An Aura’s shade can be anywhere in between. If a Pokemon learns the Move Aura Sphere, Dragon Pulse, Dark Pulse, Focus Blast, Force Palm, Heal Pulse, Detect or Vacuum Wave and does not have the Aura Capability, they gain Aura.
Moves:
Spoiler
Natural (Level/Egg)
Pound
Type
Normal
Frequency
At will
Accuracy
2
Range
Melee
Target
1 target
Damage
2d6
Special Properties
N/A
Meditate
Type
Psychic
Frequency
At will
Accuracy
None
Range
Self
Target
No target
Damage
none
Special Properties
Raise the user’s Attack 1 Combat Stage.
TM, HM
Bio
Wish list:
Spoiler
Any (especially techy) Fire, Electric or Steel. Plus TOGEPI, RHYHORN, SANDILE, LITWICK, GOLETT, SLOWKING, MANTYKE, ZORUA, DRIFLOON, LAPRAS, LEAFEON, AERODACTYL, BELDUM and TRAPINCH.
Edit: I switched out the Magnemite for a Rotom. Hope that is okay.
Considering both orphans your character might know Kara. She was also an orphan but tended to get kicked out of orphanages and hasn't been seen in orphanages for years.
Magnemite meets the common requirement. How's this: if you opt out of the extra pokemon for the holidays, you get the robot arm, free. Same goes for any single major expense for a class.
Looking over characters now, will get to each of you shortly. Oh, and EspritRequin, we need to give you a common pokemon, so maybe shave a couple levels off of one of your pokemon to get a common, find them everywhere kind of pokemon. Maybe the poochyena?
I'll definitely take you up on the offer to drop the holiday Pokemon for the arm. I'm a little confused. Was the holiday one supposed to be the common or one of the others?
And sorry Major, spaced there for a sec. It will be interesting to see Tesla to meet one from the System after so many years.
I'll definitely take you up on the offer to drop the holiday Pokemon for the arm. I'm a little confused. Was the holiday one supposed to be the common or one of the others?
And sorry Major, spaced there for a sec. It will be interesting to see Tesla to meet one from the System after so many years.
Oh, that part. The holiday pokemon was to give everyone a pokemon from their wish list for free, since it's the holiday season. Either as an egg, a pokemon up to level 5, or opted out to gain entry into a class you need money to be eligible for.
@Esprit: You seem to have too many powers. When you take up a class, you don't gain a class feature that level aside from the two powers you get for entering the class. Remove that, add a common pokemon (if you want, Tony's family keeps lots of dark, fire, and ghost types on call and will give newly hatched ones to family, as well as a multitude of others) and you're good.
@Prospector: Just take care of Caspar (still a Rotom and not a magnemite on your sheet) and you're good to start, with items and pokemon being fleshed out over the next few days.
@Pi: Let me know when your character is more than the bare bones, okay? Also, you need a common pokemon among your rares. You also have a lot of pseudolegendaries. Can we remove one or two for that?
I thought I had an odd amount, but I kept counting ten added. Thanks. He should now have thirteen (three from entering psychic, two from entering fire breather, and eight from all other level ups). And I take it Ralts was too rare? Also, I need to subtract the knife from costs.
__________________
Avatar by Ceika
Spoiler
Games I am a part of
Spoiler
GM of The Good, the Bad and the Stunfisk
Artemis Frerin in Team Rocket by Arcran
Zachariah Frerin in The Cult of Arceus by Eshkigal
Luke Mercer in XD002 by Cormag81
Bryan Hume in Rebellion: Points of Authority by MesiDoomstalker
Atna Elrenne in Witching Hour by Eshkigal
Sophia Bertram in Unova: Home of the Braviary by IrnBruAddict