Alice Kari

Game: A Tale of Pokemon and Piracy

Info and Stats

Name: Alice Kari
Age: 17
Gender: Female
Height: 5'4"
Weight: 120lbs
Birth Date: Early Winter

Ship:

Appearance: To Be Written

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Inventory

Money: 1900

Type Effect
Large Wrench Polearm 3d10 + Int
Armour Clothes Misc.
Accessory Necklace Shiny

Pokemon

800px-587Emolga.png

Pokemon Information

Name Emmy
Species Emolga
Level 21
Experience 9930
Gender Female
Type Electric/Flying
Loyalty 4
Nature Patient
Ability Static

HP: 48/48
Phys. Evasion: 1
Spec. Evasion: 1
Spd. Evasion: 1
STAB 4

Weight Class: 1
Capabilities: Overland 6, Surface 2, Sky 6, Jump 5, Power 2, Intelligence 4, Zapper

Stats

Stat Base Added Total
HP 6 3 9
ATK 8 4 12
DEF 6 3 9
SPATK 8 3 11
SPDEF 6 3 9
SPD 10 4 14

Moves

Move Type Damage Frequency Accuracy Range Effect
Iron Tail Steel 4d12+12 EOT 6 Melee Iron Tail lowers the target’s Defense 1 Combat Stage on 19-20 during Accuracy Check.
Thundershock Electric 2d6 At-Will 2 Ranged Thundershock Paralyzes the target on 17-20 during Accuracy Check.
Quick Attack Normal 2d6 At-Will 2 Melee If your foe wants to declare a Move, you instead use Quick Attack on their turn before they can use their Move.
Tail Whip Normal N/A At-Will 2 Ranged The target’s Defense is lowered 1 Combat Stage.
Charge Electric N/A EoT N/A Self If the user performs an Electric Move on their next turn that deals damage, roll twice the Damage Dice Roll. Raise the user’s Special Defense 1 Combat Stage.
Spark Electric 1d12+16 EOT 2 Melee Spark Paralyzes the target on 15-20 during Accuracy Check.
Pursuit Dark 1d8+4 EOT 2 Melee If foe is fleeing or being switched, Pursuit moves the user adjacent to a fleeing foe and hits them before they escape or are switched out with an additional 2d20. Pursuit cannot be used as an interrupt unless the target of Pursuit is running away or being switched out.
Double Team Normal N/A Center N/A Self 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.
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