Jasper Araw

Game: Shipwrecked: Iberio

Name: Jasper Araw
Age: 15
Height: 4’10
Weight: 115lb, WC 4

Level: 15
Trainer EXP: 7/10
Badges: Get that shit outta here

Physical Evasion: +3/+5/+7
Special Evasion: +3/+5/+7
Speed Evasion: +1/+3/+5

HP: 94/94
Injuries: 0
AP: 6/8
HP 18
Attack 5
Defense 16 +5
Special Attack 5
Special Defense 15 +5
Speed 5
BODY
Acrobatics Untrained (2) Intimidate Master (6)
Athletics Adept (4) Stealth Untrained (2)
Combat Pathetic (1) Survival Pathetic (1)
MIND
General Untrained (2) Pokemon Novice (3)
Medicine Expert (5) Technology Untrained (2)
Occult Pathetic (1)
Perception Untrained (2) Guile Untrained (2)
SPIRIT
Charm Novice (3) Focus Untrained (2)
Command Novice (3) Intuition Master (6)
Capabilities
Overland 6 Swimming 3
High Jump 0 Long Jump 1
Power 5 Throwing 8
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Background: Mobster in the Making
You may not be an actual threat, but you sure as hell know how to act the part.
Adept: Intuition Novice: Intimidate
Pathetic: Survival, Combat, Edu: Occult

Moves
Name Frequency AC Type Damage Keywords Special Effect
Struggle At-Will 4 Normal 1d8+6+5 Physical N/A N/A
Leer At-Will 2 Normal N/A Status Cone 2, Friendly, Social All legal targets have their Defense lowered by 1 Combat Stage.
Endure Daily N/A Normal N/A Status Self, Reaction, Trigger If the user is hit by a damaging Move, you may use Endure as a Free Action. If the Move would bring Endure’s user down to 0 Hit Points or less, Endure’s user instead is set to 1 Hit Point.
Slack Off Daily x 2 None Normal N/A Status Self The user regains Hit Points equal to half of its full Hit Points.
Abilities
Name Frequency Effect

Pokemon

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Overland 6
Swim 4
High Jump 2
Long Jump 2
Power 1
Stealth
Species

Roller Mobster: Male Rattata Type: Normal Evasion: 4/4/7 Tutor Points: 0/7
Level 30, 1165 EXP Held Item: None HP: 97/97 Injuries: 0 Size: Small WC 1
Training Regimen:Brutal
Ability Usage Special Effect
Guts Static While suffering from Burn, Poison, Paralysis, Freezing, or while Asleep, the user’s Attack is raised 2 Combat Stages. If suffering from none of these conditions, the user loses any Combat Stages gained this way.
Instinct Static The user’s default Evasion is increased by +2. Defensive.
Last Chance Static The user gains a +5 bonus to Damage Rolls when using Normal attacks. This bonus increases to +10 when the user is under 1/3rd of their Maximum Hit Points.
Type Strategist: Normal Static Whenever the user uses a Normal move, they gain +5 Damage Reduction for one full round. If they are under 1/3rd of their Maximum Hit Points, they instead gain +10 Damage Reduction.
Proud Nature (+1 HP, -2 Sp.Atk ??)
Stat Base Added Value
Hit Points 5 +14 19
Attack 7 +14 21
Defense 5 +5 10
Special Attack 2 +0 2
Special Defense 5 +5 10
Speed 8 +20 28
Skills
Athletics Acrobatics Combat Stealth Perception Focus
1d6 3d6 2d6+2 5d6 2d6 2d6
Improvements / Edges
Source TP Cost Effect
Underdog’s Strength 1 The user has each of their Base Stats increased by +1. The user may no longer undergo Evolution.
Skill Improvement (Stealth) 1 Rank up one Skill that is currently at or below its default level for the species. This Edge may be taken multiple times, each time selecting a different Skill.
Facade TM 1 Learned Facade
Normal Ace 2 Learned Last Chance
Realized Potential 2 Rodent gains 18 stat points
Inheritance: Flame Wheel 15, Counter 30
Moves
Name Frequency AC Type Damage Keywords Special Effect
Struggle At-Will 4 Normal 1d8+6+21 Physical Melee, 1 Target None
Hyper Fang At-Will 4 Normal 3d8+10+21+5 Physical Melee, 1 Target Hyper Fang Flinches the target on 19+
Crunch EoT 2 Dark 2d8+10+21 Physical Melee, 1 Target Crunch lowers the target’s Defense 1 Combat Stage on 17+.
Sucker Punch At-Will 2 Dark 2d8+10+21 Physical Melee, 1 Target, Interrupt, Trigger If an adjacent foe targets the user with a Damaging Attack, Sucker Punch may be used as an Interrupt Move against the triggering foe.
Counter Scene x2 None Fighting See Effect Physical Melee, 1 Target, Reaction, Trigger Counter may be used as a Reaction when the user is hit by a damaging Physical Attack. Resolve the Triggering Attack, with Counter’s user resisting the attack one step further. After the attack is resolved, if Counter’s user was not Fainted, the triggering foe then loses Hit Points equal to twice the amount of Hit Points lost by the user from the triggering attack. Note that Counter is Physical, and while it cannot miss, it cannot hit targets immune to Fighting-Type Moves.
Flame Wheel At-Will 2 Fire 2d6+8+21 Physical Melee, 1 Target, Dash Flame Wheel Burns the target on 19+.
Super Fang Scene 4 Normal See Effect Melee Melee, 1 Target The target loses 1/2 of their current Hit Points.
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