Mako Kalama

Game: Wakino Privateers

Rotom Maniac

Name : Mako Kalama
Age : 23
Height : 5'11"
Weight : 180 lbs

Level 50 Electric Ace/Squall/Athlete/Berserker and EX: Monsoon

Mako is a striking young man with a penchant for beachwear and tattoos. Though he is of only average height and build, he is well-muscled and bronzed by the tropical sun. His hair, a chestnut brown, is short and coarse, usually suffering some level of salt damage. Thick eyebrows and a trim little tuft of a beard frame his face, which is long and classically handsome - or would be if he didn't always look between confused and angry. Mako's ears bear a number of ring piercings each, placed in sequence from lobe up to the shell. He has a number of tattoos, including different bands at his ankles and wrists, wispy faux-tribal illustrations over his biceps, another band that peeks out of his hairline and wraps around his forehead, and a few more besides. Given that he tends to walk around in swim briefs and flip-flops, when he deigns to wear shoes at all, most of his ink is exposed at any given time.

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Skills and Stats

Skills and Attributes
Body
Acrobatics: Master (6) +3
Athletics: Master (6) +3
Combat: Master (6) +3
Intimidate: Master (6) +1
Stealth: Pathetic (1) +1
Survival: Pathetic (1) +1

Mind
Education: Untrained (2)
Guile: Untrained (2)
Medicine: Pathetic (1)
Occult: Untrained (2)
Perception: Untrained (2)
Pokemon: Novice (3)
Technology: Untrained (2)

Spirit
Charm: Master (6) +2 (Stunt vs. Men)
Command: Untrained (2)
Focus: Master (6) (Stunt vs Controlling Powers)
Intuition: Untrained (2)

Combat Stats

Hit Points 233/233
HP 41
Attack 50 (58)
Defense 16
Sp. Attack 7
Sp. Defense 16
Speed 31

Moves and Capabilities

Movelist:
Name Freq AC Type Damage Range Effect
Aqua Jet At-Will 2 Water DB6 - 2d6+8 - Phys M, 1 Tar Priority.
Aqua Tail EOT 4 Water DB11 - 3d10+10 - Phys M, Pass -
Body Slam Scene x 2 2 Normal DB9 - 2d10+10 - Phys M, 1 Tar Paralyzes on 15+.
Crabhammer At-Will 4 Water DB12 - 3d12+10 - Phys M, 1 Tar Crits on 18+.
Double Edge Scene x 2 2 Normal DB12 - 3d12+10 - Phys M, 1 Tar Dash, recoil 1/3. Melee Weapon Move.
Flail EOT 2 Normal DB7 - 2d6+10 - Phys M, 1 Tar Gains +1 DB for each Injury on user. Melee Weapon Move.
Nuzzle Scene 2 Electric DB4 - 1d8+6 - Phys M, 1 Tar Paralyzes.
Rage At-Will 2 Normal DB2 - 1d6+3 - Phys M, 1 Tar Spirit. User is Enraged. Until EoNT, user gains +1 Attack Combat Stage whenever damaged by an attack. Melee Weapon Move.
Spark EOT 2 Electric DB8 - 2d8+10 - Phys M, 1 Tar Dash. Paralyzes on 15+.
Strength EOT 2 Normal DB8 - 2d8+10 - Phys M, 1 Tar On hit, initiate Push as Free Action. Power +1.
Thrash Scene x 2 3 Normal DB12 - 3d12+10 - Phys M, Adjacent Smite. User is Enraged and Confused. Melee Weapon Move.
Thunder Punch At-Will 2 Electric DB10 - 3d8+10 - Phys M, 1 Tar Paralyzes on 19+.
Waterfall EOT 2 Water DB10 - 3d8+10 - Phys M, 1 Tar Flinches on 17+.
Whirlpool Scene x 2 4 Water DB6 - 2d6+5 - Spec 3, 1 Tar Vortex.
Volt Tackle Scene x 2 2 Electric DB14 - 4d10+15 - Phys M, 1 Tar, Dash Recoil 1/3. Paralyzes on 19+.
Aqua Ring Scene - Water - Self Coat - Heals 1/10th user's Max HP at start of turn.
Bind Static - Normal - Self +1 Acc, +2 Skill to Grapple. Deal Tick HP when Dominant.
Block At-Will Normal 2 M, 1 Tar Target is Trapped and Stuck until your next turn.
Charge EOT - Electric - Self Double the DB of next used Electric Move and raise Sp Def one stage.
Eerie Impulse EOT 2 Electric - 6, 1 Tar Target's Special Attack is lowered 2 Combat Stages.
Rain Dance Daily x 2 - Water - Field Weather - Rainy.
Thunder Wave Scene x 2 - Electric - 6, 1 Tar Paralyzes. Cannot miss.
Wounding Strike EOT 2 Weapon DB7 - 2d6+10 - Phys M, 1 Target Target loses a Tick of HP.
Riposte Scene x 2 2 Weapon DB13 - 4d10+10 - Phys M, 1 Target Reaction. Triggers when target misses you with melee attack
Leaf Blade EOT 2 Grass DB9 - 2d10+10 - Phys M, Pass Crits on 18+.

Capabilities: Overland 10, Swim 10, High Jump 2, Long Jump 3, Power 9, Zapper, Fountain, Gilled, Magnetic
Abilities: Electrodash, Volt Absorb, Storm Drain, Enduring Rage, (Super Luck), (Keen Eye), (Run Away), (Bulletproof), (Cute Charm)
Action Points: 12/12
Total Passive Boosts: +2 Accuracy, +3 Crit Range, Attack and Speed Trained, +5/5/8 Total Evasion
Other Boosts: When Enraged - +5 DR. Under Volatile Status - +1 Crit. Under Permanent Status - +1 Crit.

Growth Log

Current Exp Bank: -/10

Level 1 Creation:

Level 2 - Adept - Acrobatics, Skill Stunt: Charm vs Men
Level 3 - Squall 2 (Storm Wizard 1 / Call the Current 1)
Level 4 - Adept - Athletics
Level 5 - Squall 3 (Magnetize / Call the Current 2)
Level 6 - Expert - Acrobatics, Skill Enhancement: Athletics/Acrobatics, Progression (Stats)
Level 7 - Squall 4 (Storm Wizard 2 / Call the Current 3)
Level 8 - Expert - Charm
Level 9 - Type Expertise (Electric)
Level 10 - Expert Athletics
Level 11 - Type Expertise (Water), Progression (Stats)
Level 12 - Master - Acrobatics, Adept - Focus
Level 13 - Squall 5 (Storm Wizard 3 / Water's Shroud)
Level 14 - Master - Athletics
Level 15 - Squall 6 (Body of Lightning / Hydro Jet)
Level 16 - Master - Charm
Level 17 - Squall 7 (Bottled Lightning / Oceanic Feeling)
Level 18 - Swimmer
Level 19 - Overload
Level 20 - Basic - Combat
Level 21 - Move Sync (Electric)
Level 22 - Basic - Intimidate
Level 23 - Multi-Tasking
Level 24 - Adept - Combat
Level 25 - Athlete [CLASS]
Level 26 - Adept - Intimidate
Level 27 - Adrenaline Rush
Level 28 - Expert - Combat
Level 29 - Berserker [CLASS]
Level 30 - Master - Combat
Level 31 - Power of Rage (Enduring Rage)
Level 32 - Skill Enhancement: Charm/Combat
Level 33 - Frenzy
Level 34 - Expert - Intimidate
Level 35 - Fight On and On
Level 36 - Master - Intimidate
Level 37 - Signature Technique - Crabhammer
Level 38 - Power Boost
Level 39 - Athletic Moves 1 [Bind, Strength]
Level 40 - Bad Mood
Level 41 - Lessons In Rage and Pain
Level 42 - Kip Up
Level 43 - Crash and Smash
Level 44 - Expert Focus
Level 45 - Push it to the Limit
Level 46 - Master Focus
Level 47 - Chain Lightning
Level 48 - Skill Enhancement: Focus/Intimidate
Level 49 - Athlete Moves 2 [Block, Body Slam]
Level 50 - Skill Stunt: Intimidate vs Good Cop/Bad Cop
EX Class 0 - Sunken City Asceticism [+2 HP, +1 Other, Categoric Inclination (Body), Skill Stunt: Focus vs Controlling Powers]
EX Class 1 - Mako the Monsoon [+1 Atk] (Gestalt)
EX Class 2 - Turbulent Tides [+1 Atk] (Zapper, Fountain)
EX Class 3 - Riding the Storm [+1 Atk] (Nuzzle, Crabhammer)
EX Class 4 - Very Very Frightening [+1 Atk] (Overload also affects Mako when bound)
EX Class 5 - Dream Super Combo [+1 Atk] (Combo Striker: Domo Edition)

Inventory

Equipment

Item Name Details
Head Yata no Kagami User is immune to all effects of Powder Moves and sets default Accuracy to +2. Keen Eye.
Body Scion's Sash Heavy Armor. Bulletproof. Cute Charm. +3 Charm, -1 Guile, maximum confidence.
Main Hand Kusanagi Fine Small Melee. Wounding Strike, Riposte, Leaf Blade. Super Luck. Demoralize. +1 Crit, Injures on Crit.
Off-Hand Magatama Light Shield: +2 Evasion. Reflect 1/scene, Light Screen 1/scene. EOT gain Tick THP.
Feet Warrior's Wraps +1 Overland, +2 Athletics, +2 Swim Speed. Run Away. Defender.
Accessory Anchor Arms Destroyed in the battle against Needles.
Key Items
Name Description
X-Transceiver: Voyage A waterproofed phone with foam armor to help it float.
Sailor's Charm A bit of fulgurite in a miniature bottle, an old Kantonese charm.
Squirtle Squad: Squirtles in Time The Squirtles go back to the past to prevent the future! Tutors Hydro Pump.
Battle Seismitoads The Toads rescue Princess Alomomola from the Dark Duchess! Tutors Earth Power.
Outrage Giant dragons destroy 90s era cities! Tutors Dragon Pulse.
Dual Badge Two hearts tied together. Won in Conch City with Mackenzie.
Scratch Badge A broken record. Won in Zebra Town with everyone.
Tear Badge A closed eye with a single tear. Won in Ark City with everyone.
Swarm Badge A swarm of angry bees. Won in Whelk Port with Mayuri.
Borealis Badge A rainbow or something. Won in Conch City with everyone.
Inventory
Name Description Amount
Pokeballs A basic ball for catching Pokemon. 1
Greatballs A better ball for catching Pokemon. -10 to Capture Check. 11
Glitch Balls A better ball for catching Chimera and Spirits. 10
Bait Used to lure or distract wild Pokemon. 2
Potion Heals 20 hitpoints. 1
Super Potion Heals 35 hitpoints. 1
MooMoo Milk Heals some hitpoints. 6
Hyper Potion Heals 70 hitpoints. 5
Full Heal Removes burns, paralysis, poison, sleep, and frozen status. 5
Revive Removes fainted status and sets hitpoints to 20. 4
Sparkling Lemonade Heals 50 hitpoints. Refreshment. 2
MooMoo Milk Heals 80 hitpoints. Refreshment. 5
Colbur Berry Weakens super effective Dark damage. 5
Deep Dive Briefs Light Armor. Resists Ice and grants 5 additional DR vs Rock and Fire. 1
Flipz Ball Short Ranged. Spreadshot - AW/Free - Before accuracy, roll Five Strike. That move targets X targets for the move's base DB where X is Five Strike result. Rapid-Strike - Static - User has +1 on Five Strike checks. Spend 1 AP to add +2 Five Strike. Each 1 past 8 is traded for 5 bonus damage. Krazy Flipz - Scene/Swift - Melee move becomes Range 4, 3 Targets. 1
Punch Rings Two Hand Large Melee. Bash, Titanic Slam, Head Smash, Steel Wing. 1
Focus Energy HVM Can be used repeatedly to teach Focus Energy to anything. 1
Ice Punch HVM Can be used repeatedly to teach Ice Punch to anything. 1
Zen Headbutt HVM Can be used repeatedly to teach Zen Headbutt to anything. 1
Dragon Breath HVM Can be used repeatedly to teach Dragon Breath to anything. 1
Dolphin Fin A reagant that adds +2 Swim to Foot items. 2
Clear Lens A reagant that adds Keen Eye to Head items. 1

42,290 PY

History

The Kalama Family

The Dock of the Bay

Shelter From the Storm

Summertime

Can't Find My Way Home

Carry On My Wayward Son

Goals

Letters


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Volt the Rotom-O
Level 100: xxxx EXP
Gender: None
Type: Electric/Psychic
Nature: Timid (+2 Spe / -2 Atk)
Abilities: Poltergeist (Probability Control) / Static / Motor Drive / Overcharge
Held Item: Revenge Plate (Dark/Ghost)
Capabilities: Overland 6, Levitate 4, Jump 1/2, Power 3, Intelligence 4, Glow, Invisibility, Phasing, Wired, Zapper, Dead Silent, Dark Vision, Premonition
Tutor Points: 12/15
Edges: Advanced Connection - Poltergeist, Accuracy Training - Electroweb, Accuracy Training - Psycho Boost
Egg Moves: Electroweb, Trick
Skills: Athl 4d6, Acro 3d6, Combat 3d6, Stealth 2d6+2, Percep 4d6+2, Focus 4d6+2, Tech 4d6+4
Aura: Tsukumogami Aura - The Possessor of the Tsukomogami Aura is always considered to have the abilities Prankster, Frisk, Infiltrator, Pickpocket, and Run Away. They have STAB on all Ghost Moves, and in addition to their normal moveset know the moves Trick, Spite, Confuse Ray, Hex, and Trick-or-Treat.
HP: 192/192
Hit Points 12 17 29
Attack 6 0 6
Defense 12 18 30
Special Attack 14 36 50
Special Defense 12 18 30
Speed 14 21 35
Name Freq AC Type Damage Range Special Effect
Thunder Wave Scene x 2 - Electric - Status 6, 1 Target Paralyzes. Cannot miss. Pokemon immune to Electric are immune to Thunder Wave.
Double Team Scene - Normal - Status Self, Illusion Spend 1 charge to increase Eva or Acc by +2. 3 Charges.
Electroweb EOT 2 Electric DB8 - 2d8+10 Special 4, Ranged Blast 2 Lowers Speed 1 Stage.
Electro Ball Scene x 2 2 Electric DB8 – 2d8+10 Special 10, 1 Target Add user's Speed to damage and subtract target's Speed from damage, in addition to normal calculations.
Swagger EOT 4 Normal - Status 6, 1 Target Raises target's Attack 2 Stages and Confuses.
Psycho Boost Scene 3 Psychic DB16 - 5d10+20 Special 6, Ranged Blast 3, Smite Lowers User's Special Attack 2 Stages.
Spite Scene 2 Ghost - Status 6, 1 Target, Trigger May be used as a Free Action when hit by a Move. Disable that Move.
Trick-or-Treat Daily 2 Ghost - Status 6, 1 Target Target gains Ghost Type for 5 turns.
Hex Scene 2 Ghost DB9/15 - 2d10+10/4d10+20 Special 6, 1 Target If the target has a Permanent Status, DB13 instead.
Confuse Ray Scene x 2 - Ghost - Status 6, 1 Target Confuses. Cannot miss.
Trick Scene 2 Psychic - Status 5, 2 Targets Targets swap hold items. The user does not need to roll Accuracy if targeting himself or a willing ally.

Someone's PC

Jellicient - Level 30 - I forgot to write it all down

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