Senjou Sekigahara

Name: Senjou Sekigahara
Age: 14
Height: 5'10"
Weight: 145

Level: 6
Trainer EXP: X/10

Class: 1D
Extracurricular Activities: Kendo Club, Active Battle Club
Badges: Flex Badge

Physical Evasion: +1
Special Evasion: +1
Speed Evasion: +2

HP: 70/70
Injuries: 0
AP: 5/6
HP 16
Attack 14
Defense 8
Special Attack 6
Special Defense 6
Speed 10
BODY +5
Acrobatics Untrained (2) Intimidate Novice (3)
Athletics Adept (4) Stealth Untrained (2)
Combat Expert (5) Survival Untrained (2)
MIND -2
General Pathetic (1) Occult Untrained (2)
Medicine Untrained (2) Technology Untrained (2)
Petrology Untrained (2) Guile Pathetic (1)
Pokemon Untrained (2) Perception Pathetic (1)
SPIRIT +2
Charm Untrained (2) Focus Untrained (2)
Command Adept (4) Intuition Untrained (2)
Capabilities
Overland 6 Power 8
High Jump 0 Long Jump 1
Masamune.jpg
Background: Kendo Delinquent
Every anime high school has to have at least one reformed delinquent.
Rank Up: Combat, Athletics, Intimidate
Rank Down: Guile, Perception, General Edu

Moves
Name Freq AC Type Damage Range Special Effect
Struggle At-Will 3 Nor.png 1d8+7 A.png Melee, 1 Target -
Double Kick EoT 3 Fig.png 1d6+5 A.png Melee, 1 Target, Double Strike Deals 2d6+8 if both attacks hit.
Rock Smash At-Will 2 Fig.png 1d8+5 A.png Melee, 1 Target Rock Smash lowers the target's Defense 1 Combat Stage on 17-20 during Accuracy Check.
Brick Break EoT 2 Fig.png 3d6+8 A.png Melee, 1 Target Light Screen and Reflect may not be activated in response to Brick Break.
Fury Attack EoT 5 Nor.png 1d6+3 A.png Melee, 1 Target, Five Strike -
Abilities
Name Frequency Effect

Pokemon

2pt74gg.jpg
2z9jh2o.jpg
Overland 5
Swim 2
High Jump 1
Long Jump 1
Power 2
Intelligence 3
Darkvision
Wielder
Kendo

Banchou: Male Cubone Type: Gro.png Tutor Points: 4/4
Level 19, 360 EXP Held Item: HP: 62/62 Injuries: 0
Ability Usage Special Effect
Battle Armor Static The user is immune to Critical Hits; they are instead normal hits.
- - -
Adamant Nature (+Atk, -Satk)
Stat Base Added Value
Hit Points 5 +6 11
Attack 9 +9 17
Defense 10 +5 15
Special Attack 2 +0 2
Special Defense 5 +5 10
Speed (^) 4 +4 8 (10)
Skills
Athletics Acrobatics Combat Stealth Perception Focus
3d6 2d6 3d6 3d6+1 2d6+1 3d6+1
Inheritance: Double Kick (10), Detect (20), Rock Slide (30)
Moves
Name Freq AC Type Damage Range Special Effect
Bone Club EoT 5 Gro.png 3d8+10 A.png 1, 1 Target Bone Club Flinches the target on 18-20 during Accuracy Check. Despite having a range of 1, Bone Club does not count as a melee attack.
Thunderpunch (T) EoT 2 Ele.png 3d6+8 A.png Melee, 1 Target Thunderpunch Paralyzes the target on 19-20 during Accuracy Check.
Double Kick EoT 3 Fig.png 1d6+5 A.png Melee, 1 Target, Double Strike Deals 2d6+8 if both attacks hit.
Headbutt EoT 2 Nor.png 2d6+10 A.png Melee, 1 Target Headbutt Flinches the target on 15-20 during Accuracy Check.
Focus Energy At-Will - Nor.png - N.png Self The user becomes Pumped. While Pumped, the user's Critical Range is extended by 3, or 17-20 if the Critical Range is not otherwise extended. Being switched will cause this effect to end.
Leer At-Will 2 Nor.png - N.png Cone 2, Friendly The target's Defense is lowered 1 Combat Stage.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License