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 Level: 20 Physical Evasion: +1 Health / Status Statline
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Status MenuStarting Stats: 10 Hp / 5 Attack / 5 Defense / 5 Special Attack / 5 Special Defense / 5 Speed Study Points: 1/6 |
Inventory
Key Items |
Pokemon
Overland | 6 |
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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 | ||
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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 |
Inheritance: Drain Punch
Moves | |||||||
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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