Lindy

A somewhat mysterious research assistant. Mysterious in the sense of "why is this person a scientist", not "who and what is this person". Hides a surprising trove of competence behind a stone-faced yet somehow easy to read demeanor and strange ideas. Her pokémon, too, seem to be birds of a feather. It seems dubious whether she considers this outing to be work or vacation.

Name: Lindy Rose
Age: :<
Height: 5'5"
Weight: Don't be rude (WC 4)

Level: 20
Trainer EXP: 0/10
Badges: N/A

Physical Evasion: +1
Special Evasion: +1
Speed Evasion: +4

Health / Status
HP: 122/122
Injuries: 0
AP: 6/8

Statline
Hit Points: 24
Attack: 5
Defense: 5
Special Attack: 5
Special Defense: 5
Speed: 20

BODY
Acrobatics Novice (3d6) Intimidate Novice (3d6)
Athletics Novice (3d6+2) Stealth Adept (4d6)
Combat Pathetic (1d6) Survival Novice (3d6)
MIND
General Master (6d6+1) Pokemon Expert (5d6+3)
Medicine Novice (3d6+1) Technology Novice (5d6+1)
Occult Novice (3d6+1)
Perception Master (6d6+3) Guile Pathetic (1d6+1)
SPIRIT
Charm Pathetic (1d6) Focus Untrained (2d6)
Command Novice (3d6) Intuition Adept (4d6)
Capabilities
Overland 6 Swimming 4
High Jump 0 Long Jump 1
Power 5 Throwing 7
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A Little Weird: Even your parents weren't quite sure what to make of you, but the books don't seem to have hurt.
Adept Skill: General Education Novice Skill: Pokémon Education
Pathetic Skills: Charm, Combat, Guile

Status Menu

Starting Stats: 10 Hp / 5 Attack / 5 Defense / 5 Special Attack / 5 Special Defense / 5 Speed
Starting Features: Hobbyist, Researcher (General Research, Pokémon Caretaking): Breadth of Knowledge, Bookworm, Mentor, Brutal Training [bonus]
Starting Edges: Categoric Inclination: Mind, Instruction¹, Novice Intuition², Novice Medicine Education¹, Novice Occult Education², Novice Perception, Novice Stealth, Novice Survival², Novice Technology Education
¹: From Breadth of Knowledge
²: From Hobbyist

Study Points: 1/6

Inventory

Equipment Effect
Head - -
Main Hand - -
Off-Hand - -
Body - -
Feet Running Shoes +2 Athletics, +1 Overland
Accessory - -
Money 3,100/23,000P

Key Items
Pokédex
Luck Incense 1,800
Quick Claw 4,200
Books:
-Caretaker's Manual [free]
-First Aid Manual 1,000
-Travel Guide: Santa Carracosta 1,000
-'Nam For Dummies (Study Manual: Stealth (Jungle Camouflage)) 1,000
-Baby's First Gumshoe (Study Manual: Intuition (Deduction)) 1,000
First Aid Kit 500
Running Shoes 2,000
Consumable Items
TM 80 - Rock Slide 4,200 (used)
Pokeballs
Great Ball x7 3,200

Pokemon

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Overland 6
Swim 3
Sky 5
High Jump 2
Long Jump 2
Power 14
Darkvision
Groundshaper

As the size of a fist increases, the number of problems it cannot solve approaches zero.
Name: Golurk Type: Ground/Ghost Evasion: 2/2/4 Tutor Points: 4/12
Level 42, 2,480 EXP Held Item: Luck Incense HP: 90/133 Injuries: 2 Size: 9'0" [Large] 727.5 lbs (6)
Training Regimen: Brutal Training
Ability Usage Special Effect
Iron Fist Static The user increases the Damage Base of the following Moves by +2; Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamic Punch, Fire Punch, Meteor Mash, Shadow Punch, Ice Punch, Mach Punch, Mega Punch, Sky Uppercut, Thunder Punch, Focus Punch, Hammer Arm, and Power-Up Punch.
Prime Fury Scene - Swift Action The user becomes Enraged, and gains +1 Attack Combat Stage.
No Guard Static The user may not apply any form of Evasion to avoiding Melee attacks; however, the user ignores all forms of evasion when making Melee attack rolls.
Quiet Nature (+Spd, -SpA)
Stat Base Added Value
Hit Points 9 +18 27
Attack 12 +18 30
Defense 8 +2 10
Special Attack 4 +0 4
Special Defense 8 +2 10
Speed 8 +12 20
Skills
Athletics Acrobatics Combat Stealth Perception Focus
6d6+2 2d6 4d6+2 2d6 4d6+1 5d6+2
Improvements: Expand Horizons (+3 TP), Tutor: Fire Punch (2), Tutor: Ice Punch (2), Tutor: Thunder Punch (2), Accuracy Training: Rollout (1), Skill Improvement: Athletics (1)
Inheritance: Drain Punch
Moves
Name Frequency AC Type Damage Keywords Special Effect
Shadow Punch EOT None Ghost 3d8+10 Physical Range 6, 1 Target Shadow Punch cannot miss.
Magnitude EOT [AC] Ground See Effect Physical Burst 2, Groundsource When you use Magnitude, roll 1d6. Magnitude’s Damage Base is equal to 5+X, where X is the value of the d6. Magnitude can hit targets that are underground, including those using the Move Dig. Grants Groundshaper.
Drain Punch Scene x2 2 Fighting 3d8+10 Physical Melee, 1 Target, Aura After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.
Fire Punch At-Will 2 Fire 3d8+10 Physical Melee, 1 Target Fire Punch Burns the target on 18+ during Accuracy Check.
Ice Punch At-Will 2 Ice 3d8+10 Physical Melee, 1 Target Ice Punch Freezes the target on 18+ during Accuracy Check.
Thunder Punch At-Will 2 Electric 3d8+10 Physical Melee, 1 Target Thunder Punch Paralyzes the target on 18+ during Accuracy Check.
Rollout At-Will 3 Rock 1d6+5 Physical Melee, 1 Target, Pass The user continues to use Rollout on each of its turns until they miss any target with Rollout, or are not able to hit any target with Rollout during their turn. Each successive use of Rollout increases Rollout’s Damage Base by +4 to a maximum of DB 15.

Type Effectiveness: Ghost, Water, Grass, Ice, Dark x1.5; Rock, Bug x0.5; Poison x0.25; Normal, Fighting, Electric x0

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