Dan

Profile

Name: Dan
Gender: Male
Age: 17 (Says he's 20. Is obviousely not)
Height: 5'5"
Weight: 120 or something I don't know. Who has time to count?
Hometown: Talitha Town
Starter: Barry, a Teddiursa

Appearance

A hyperactive youth who rushes everywhere he goes. He is blonde and average sized, and wears highly mismatched outfits, as if he was in a hurry to go through the day. Commonly seen with a baseball cap with a half-moon on it, although he never wears it on his head, opting either to chew it, spin it on his finger, rest it on his knee, or otherwise fiddle with it incessantly.

Background

Dan's father loves strength, and was a patient man in the pursuit of it. He never imagined that his son would end up like Dan. Whenever his father would try to teach him something, Dan would never sit still long enough to learn anything. When he finally did learn the basics of pokemon training, he never paid attention to how hard he hit or how much damage he took, but instead always opted to hit first.

At 17, he is one year shy of the age his father wanted him to go forth, but he doesn't really care. He left anyway, taking his father's birthday gift, an Ursaring, to teach him the value of pure power, and rushing off on his pokemon journey.

He wasted a lot of his allowance at first, lacking the patience to really wear down a pokemon before attempting the capture, but he eventually caught himself an Abra through a quick throw and sheer luck, as well as a nincada, through a slightly more regular capture. He is impatient with all of them, although he's developed soft spots for all three.

He has decided that he wants to be a Gym leader. The next Gym he comes to he's going to be the gym leader of. He doesn't even care that that doesn't even make sense.

Stats

Class/Level: Ace Trainer 3 (Intended path: Ace/Stat Ace(Speed)/Gym Battler)

HP: 24/24

HP: 9
ATK: 17
DEF: 9
INT: 19
PCEP: 7
SPD 11

Pokemon indexed: ?
Pokemon caught: 7

Features

Improved Attacks: Ace Trainer Feature
Static
Trigger: Your pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add +2 before your foes subtracts their defense or special defense from the attack.

Improved Accuracy: Ace Trainer Feature
Static
Trigger: Your pokemon’s attack's accuracy rolls.
Target: An enemy's Attack Evasion or Special Attack Evasion
Effect: Subtract 1 from the Attack Evason or Special Attack evasion of the target of your pokemon's attack.

Affirmation: Ace Trainer Feature
Prerequisites: Ace Trainer
Daily – Every 2 levels gained, you may perform this Feature another time per day.
Trigger: Your pokemon fells a foe.
Effect: Your Pokemon regains 5 Hit Points.

Give It Some Push: Ace Trainer Feature
Prerequisites: Ace Trainer, Attack 10
Static
Trigger: Your pokemon’s chosen Move hits.
Effect: Chose one Move that can target at least 1 foe but does not have a Dice Damage Check. Give that Move, when used by your pokemon, a Damage Dice Check of 1d20. The pokemon does not add their Attack stat or Special Attack stat to the damage. You may take Give It Some Push multiple times, but must declare a different Move each time. You have chosen "Yawn."

Inventory

??? cash
Pokedex
Poke Ball (3)
Potion (3)
Antidote (2)
A lot of stuff I can't remember because I keep track of it in Maptools proper x_x

Badges

2 Gym Badges

Roster

Barry

Teddiursa - Male
Normal

Level: 9
Experience: 730
HP: 45
Stab Dice: 1d4
Ability: Quick Feet
Nature: Jolly (+2 SPD, -2 SAtk)
Physical Evasion Bonus: 1
Special Evasion Bonus: 1
Speed Evasion: 1
IVs: 2 HP, 2 ATK, 2 DEF, 1 SPATK, 2 SPDEF, 2 SPD
Spacing: ATK>HP=SPD>DEF=SDEF>SATK

Stats

STAT BASE (IV) ADDED TOTAL
HP 6 (2) +1 9
Attack 8 (2) +4 14
Defense 5 (2) +1 8
Sp. Attack 3 (1) +0 4
Sp. Defense 5 (2) +0 7
Speed 6 (2) +2 10

Capabilities

Ability Value NOTES
Land Speed 3 6 m/round, 10 mph
Sky Speed 0 can't fly
Burrow Speed 0 can't burrow
U. Water Speed 0 can't swim
Surface Water Speed 2 3 m/round, 4 mph
Jump 2 6 ft
Power 1 10 lbs
Intelligence 3 follows directions

Miscellaneous Capabilities:

**TRACKER: 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.

**STEALTH: A Pokemon with the Stealth Capability are excellent at approaching the enemy for an up close assault. While Shifting, unless they purposely want to, Stealth Pokemon do not make any noise. Unless a Pokemon with Stealth has used a Ranged Move during the current round or the round previous, Ranged Moves may not target them if the line of sight drawn goes through Rough Terrain or if the Pokemon is on

Rough Terrain.

**Ability: Quick Feet:
Trigger - Hourly
Effect:
When Poisoned, Burned, Frozen or put to Sleep, the user’s Speed is raised 2 Combat Stages. When Paralyzed,

the user’s Speed is raised 4 Combat Stages. When a pokemon loses the status, their Combat Stages are

lowered what they raised.

Natural Moves:

Name - Type - Frequency - Dice - Range - Effect/Notes

Covet - At-Will – 2 - Melee - 2d10 Effect: 1 Target. Covet takes the target’s held item and attaches it to Covet’s user.

Fake Tears – Dark - EOT – 2 - Ranged ** - Effect: 1 Target. Lower the target’s Special Defense 2 Combat Stages.

Leer – Normal - At-Will – 2 - Ranged ** - Effect: 1 Target. The target’s Defense is lowered 1 Combat Stage

Lick – Ghost - At-Will – 2 - Melee - 1d8 - Effect: 1 Target. Lick Paralyzes the target on 15-20 during Accuracy Check.

Scratch – Normal - At-Will – 2 - Melee - 2d10 - Effect: 1 Target, Pass

Fury Swipes – Normal - EOT – 4 - Melee - 1d8 - Effect: 1 Target, Scatter. Fury Swipes can hit up to 5 times. Once the user misses, they cannot attempt to make another Fury Swipes attack on that turn. When adding stats only add ½ Attack.

TM Moves:

Name - Type - Frequency - Dice - Range - Effect/Notes

Wally

Abra - Male
Psychic

Level: 9
Experience: 730
HP: 30
Stab Dice: 1d4
Ability: Inner Focus
Nature: Timid (+2 SPD, -2 Atk)
Physical Evasion Bonus:
Special Evasion Bonus:
IVs: 1 HP, 0 ATK, 1 DEF, 2 SPATK, 1 SPDEF, 1 SPD
Spacing: SPD>SATK>SDEF>HP>DEF>ATK

Stats

STAT BASE (IV) ADDED TOTAL
HP 3 (1) +0 4
Attack 0 (0) +0 0
Defense 2 (1) +0 3
Sp. Attack 11 (1) +2 14
Sp. Defense 6 (1) +1 8
Speed 11 (2) +5 18

Capabilities

Ability Value NOTES
Land Speed 2 3 m/round, 10 mph
Sky Speed 0 can't fly
Burrow Speed 0 can't burrow
U. Water Speed 0 can't swim
Surface Water Speed - -
Jump - -
Power 1 10 lbs
Intelligence 4 human like. Can use tools

Miscellaneous Capabilities:

SINKER: Sinks in water. Can't swim.
Telekinetic:
Telepathic:

**Ability: Inner Focus:
Constant
Effect:
Immune to Flinching

Natural Moves:

Name - Type - Frequency - Dice - Range - Effect/Notes

Teleport – Psychic - Battle – None - Self ** - Effect: No Target, Interrupt. Teleport can be used at any time. If used as an Interrupt, roll 1d20 and if you don’t roll 7 or higher, Teleport fails to activate. The user is moved 1d10 + 10 meters. They can move through blocking terrain and hindering terrain as if it is regular terrain. Moves that targeted Teleport’s user continue through the desired target’s space if the Move allows for it. If Teleport fails, treat it as if you have not activated it in the past 10 mintues.

TM Moves:

Name - Type - Frequency - Dice - Range - Effect/Notes

Iris

Nincada - Female
Bug/Ground

Level: 3
Experience: 20
HP: 30
Stab Dice: 1d4
Ability: Inner Focus
Nature: Naive (+2 SPD, -2 SDEF)
Physical Evasion Bonus:
Special Evasion Bonus:
IVs: 1 HP, 0 ATK, 1 DEF, 2 SPATK, 1 SPDEF, 1 SPD
Spacing: DEF>SPD>ATK>HP>SATK>SDEF

Stats

3 5 9 3 3 4
STAT BASE (IV) ADDED TOTAL
HP 3 (1) +0 4
Attack 5 (2) +1 8
Defense 9 (1) +0 10
Sp. Attack 3 (0) +0 3
Sp. Defense 1 (0) +0 1
Speed 6 (2) +1 9

Capabilities

Ability Value NOTES
Land Speed 2 3 m/round, 10 mph
Sky Speed 0 can't fly
Burrow Speed 2 8m per round
U. Water Speed 0 can't swim
Surface Water Speed - -
Jump 3 10ft
Power 1 10 lbs
Intelligence 3 follows tasks

Miscellaneous Capabilities:

SINKER: Sinks in water. Can't swim.
Threaded: Can pull himself and others using sticky string and webs.

**Ability: Compoundeyes:

Natural Moves:

Name - Type - Frequency - Dice - Range - Effect/Notes

Harden - Normal - At-Will - +1 DEF stage
Scratch – Normal - At-Will – 2 - Melee - 2d10 - Effect: 1 Target, Pass

TM Moves:

Name - Type - Frequency - Dice - Range - Effect/Notes

In Storage

Notes

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