Machine Fist

Name: Tatsumaki Sai (竜巻 才)
Hero Name: Machine Fist (Normally) / Clockwork Rider (When using Type Combo)

HP: 28/128

STR 14 (+2)
CON 12 (+1)
DEX 14 (+2)
INT 22 (+6)
WIS 12 (+1)
CHA 11 (—)

Level 0 Stats: STR 8, CON 10, DEX 13, INT 14, WIS 10, CHA 9

Level 1: +1 INT, Capture Specialist (-2 CON, +1 DEX, +1 INT)
Level 2: +1 STR, Engineer (+1 INT, +2 STR [mech arm])
Level 3: +1 WIS, Corporate Connections
Level 4: +1 INT, Pokeball Arm Cannon
Level 5: +1 INT, Scanner
Level 6: +1 INT, Hacker
Level 7: +1 STR, Vehicle Builder
Level 8: +1 WIS, Mega Punch
Level 9: +1 CON, I've heard about this place before
Level 10: +1 CON, Let's get that lock open
Level 11: +1 CON, Voltorb Flip
Level 12: +1 CON, Random Knowledge
Level 13: +1 INT, Type Ace (Steel) (Improved Type Attacks)
Level 14: +1 INT, Mid-season upgrade (Interface "Violet Vision")
Level 15: +1 STR, Type Soul
Level 16: +1 STR, Elemental Sync ("Phantasm Majin")
Level 17: Rocket Punch (Mega Punch)
Level 18: +1 CHA, Superior Typing
Level 19: Superior Typing +
Level 20: +1 CHA, Type Combo Mode

Money:
 30000P
+ 5000P (Corporate Connections)
-10000P (Engineer class)
-  800P (Pokeball Arm Cannon)
- 2300P (Scanner)
-13000P (Vehicle)
- 4800P (6 x Max Potion)
- 4000P (4 x Ultra Ball)

=  100P

Current: 5100P

Inventory
4 * Max Potion
4 * Ultra Ball
1 * Aguav Berry
1 * X-Attack

Vehicle Data:
Power Type: Electrical (780P)
Passenger Count: 2 (400P)
Vehicle Size: ~4 m^2 (9840P)
Vehicle Type: Land (1000P)
HP: 800 (800P)
Total Cost: 13000P


Info: The hero Machine Arm!

Episode 01: Tragedy! My Life Changed Forever?
In which high school nerd Tatsumaki Sai, forced into engineering classes by his single father, gets into an accident that tears his arm from him. While unconscious, his father accepts a shady business deal from KAI.co to be given a state-of-the-art mechanical arm. He wakes up just as the hospital is attacked by "Bronze Beast", the Aron-species Kaiju; only to find out his arm is sentient and capable of being used to fight; so he dons a quick disguise and saves the hospital, but only by scaring the beast off.

Episode 02: Daily Life! Am I Going Crazy?
In which high school nerd Tatsumaki Sai returns to school with his mechanical arm, and deals with it talking to him (it says its name is Majarmie), causing his classmates to think he's going insane - especially best friend Yaseiteki Ko (野性的 虎) and - much to Sai's horror - crush Sagishi Sakura (詐欺師 桜) who didn't think too highly of him in the first place. During lunch on the roof though, Sai witnesses a couple in the streets near the school being chased by "Elonge Chime", a Beldum-species Kaiju. Sai rushes to combat it, and learns to capture!

Episode 03: Corporation! Am I being used?
In which high school nerd Tatsumaki Sai is approached by a KAI.co agent after school and more or less kidnapped and brought to their headquarters. There, he learns the reason he was given the arm - he is to become their personal weapon against the "threat of the Metal Kaiju". Sai does not immediately trust them, and storms out; he is angry at being used. Unfortunately, after saving people on the way back to town from "Bronze Beast" once again, who flees the scene, he is left to balance his desire to help people with his dislike of being used.

Episode 04: Relaxation! Or… something like that?
In which high school nerd Tatsumaki Sai is forced out on a trip around town with his best friend Ko to try to help him relax. Ko is more than a little worried about his friend. Sai seems ready to give up and return to just being normal when the arcade they're at starts going haywire. He is forced to separate from Ko to don his disguise of Machine Fist and fights "Alum Interface", the Magneton-species Kaiju. When he saves Ko's life, the Kaiju is strangely moved, and willingly becomes Sai's first real partner.

Episode 05: Danger! Trembling of the Earth?
In which high school nerd Tatsumaki Sai misses his chance to ask his crush Sakura out, and returns home dejected to a boring weekend, only to be harassed by his father Tatsumaki Sensha (竜巻 戦士) for being his usual nerdy self, and Sai and Sensha get into a fight. A tremor shakes up the apartment however; and alerted by Majarmie that he needs to save people. So he goes to fight, defeat, and capture "Gaia Terrus", the Steelix-type Kaiju.

Episode 06: Determination! Can I change myself?
In which high school nerd Tatsumaki Sai is no longer able to ignore the fact that even his family - what little he has - will be in danger if he doesn't do anything, Sai returns to KAI.co offices to join forces with them formally. Over the course of the episode he is introduced to his new 'boss', Kurogane Tou (鉄 冬); and they begin designing a suitable costume and ride for him. To complete the ride, Sai has to defeat and capture "Violet Vision", a Skarmory-type Kaiju - the episode ends with him meeting the Kaiju.

Episode 07: Birth! My name will be… Machine Fist?
In which high school nerd Tatsumaki Sai fights and defeats Violet Vision, only to have it flee. When he chases after it, he finds it captured by a mysterious Rider; calling himself "Claw Rider", a Rider using a complete body fusion with a Pawniard-type Kaiju. When Sai insists on getting Violet Vision for himself, they have a fight. Sai - for the first time calling himself Machine Fist when asked to identify himself - ends up winning, and returns to KAI.co. He officially becomes the hero Machine Fist.

Episode 08: Hero! Wow, am I having fun?
In which aspiring hero Tatsumaki Sai is all too excited when he gets his first call to be a hero, and defend the city from "Omen Maw", the Mawile-type Kaiju. Whoo-hoo! He goes and beats it up, adding it to his captures list, and inspiring for the first time an open sense of awe. Uncertain how to handle it, he ends up running from the scene. Once he's turned back, he finds out Sakura was among those saved, something she casually mentions to him. He is filled with pride. D'aww.

Episode 09: Rival! I am not the only hero?
In which aspiring hero Tatsumaki Sai gets a call at school to go save a farm on the outskirts of town from "Armada Antus", a Durant-type Kaiju who is ruining crops. When he arrives however and captures it with ease, he is challenged once again by Claw Rider - and this time, loses. Claw Rider tells him he needs to 'be careful of the people he's working with', then leaves. Observant fans first notice that best friend Ko is absent from school in this episode.

Episode 10: Drive! Can't I get stronger?
In which aspiring hero Tatsumaki Sai seeks to become stronger. He undergoes strict training at the KAI.co headquarters, and this leaves him very tired when he gets word of a Kaiju attacking the city's east side. He is forced to fight "Aquans Armistice", an Empoleon-type Kaiju, while exhausted, and collapses shortly afterwards.

Episode 11: Improvement! My new partner?
In which aspiring hero Tatsumaki Sai puts his desire to improve into his normal life and finally asks his crush out. Mild shenanigans ensue in which Ko ends up joining them and ruining Sai's attempts at a date; but more than that, they are attacked in the market by the flying "Modest Visor", a Metang-type Kaiju. Sai darts off to capture it, rescuing both Sakura and Ko personally, and nearly slips up on his identity in the process.

Episode 12: Terror! The Beast returns?
In which aspiring hero Tatsumaki Sai is attempting to get some studying done when he gets called to battle his old enemy "Bronze Beast". Except it has grown significantly, now it is the "Silver Beast". Intent on showing it who is the boss, Sai barely manages to beat it off after a battle that spans the riverside of town; but not before it deals critical damage to Majarmie, damaging the Kaiju significantly and putting Sai's machine arm out of comission.

Episode 13: Panic! Can I save Majarmie?
In which aspiring hero Tatsumaki Sai seeks a way to save Majarmie, and ends up hunting down "Eternal Shell", the Forretress-type Kaiju, with the help of Claw Rider. Claw tells him once again to be careful, and casts some doubts on KAI.co's intentions - but Sai ignores them for the sake of getting Majarmie fixed. Majarmie is reborn as Majarmie Model 2.

Episode 14: Chase! But I was the fastest, wasn't I?
In which new savior Tatsumaki Sai has to cancel a date with Sakura in order to chase down "Zip Linear" the Scizor-type Kaiju, on the highways in a dangerous high-speed chase. In order to pull it off, Sai makes some emergency adjustments to his bike and fully combines "Violet Vision" with it, creating the Silver Wings, his fully-fledged ride and battlecycle. Hell yeah!

Episode 15: Victory! I'll have it, right?
In which new savior Tatsumaki Sai faces his arch nemesis "Silver Beast" once again. The battle is going well until it evolves once more during the battle, into the incredible "Gold Colossus", the Aggron-type Kaiju. Machine Fist and Claw Rider are forced to work together to defeat the beast once and for all… but Claw Rider is still reluctant to get close to Machine Fist, and leaves some more cryptic words of warning.

Episode 16: Excavate! The terror of a school trip?
In which new savior Tatsumaki Sai is dragged into the first days of a school trip to Iraya City, one he intends to spend with his best friend and his crush Sakura - who has developped a bit of a crush on his alter ego, Machine Fist. In the first day of the trip, an industrial sector is attacked by "Gaia Breaker", the Excadrill-type Kaiju, and Sai challenges and captures it after a hectic fight in which he is assisted by the mysterious Iraya Rider, guardian of the city

Episode 17: Two Heroes! Can I prove my strength?
In which new savior Tatsumaki Sai is on the second day of his trip, and is called out and challenged by Iraya Rider, a rider who henshins with "Gorgeous Mind", the Lucario-type Kaiju. After their friendly fight, Iraya Rider tells Sai about Silph Co. and the fight against the PokeDexindicate. Sai's absence is noted by Ko, who grills him upon his return, but Sai manages to keep his identity secret.

Episode 18: Relaxation! Should I take a peek?
In which new savior Tatsumaki Sai is tempted by the existence of the hot springs episode! While trying to sneak a peak on Sakura, the local out-of-town springs are attacked by "Proboscus Platine", the Probopass-type Kaiju. Unable to get his costume, he's forced to lead it away from his classmates in just his towel and fight and defeat it… only to discover that Ko has seen the whole thing!

Episode 19: Revelation! Hey, is that a distraction?
In which new savior Tatsumaki Sai has awkward discussions with Ko about his identity, but there's little time to argue - another Kaiju is already attacking elsewhere in the city. Ko demands to go with Sai or threatens to reveal his secret, and so Sai is forced to take Ko into a dangerous battle with the gigantic "Phantasm Majin", during which Iraya rider shows up to help. Ko ends up taking a blow during the fight to try to help, which gives Sai the drive to capture the Majin.

Episode 20: Emergency! The Metal Weapon?
In which new savior Tatsumaki Sai brings back an injured Ko to a hospital, only to be confronted by Sakura. It is at this point that "Iron God OX-TITAN", the Registeel-type Kaiju and supposed leader of the other Kaiju, appears. Sai confesses his identity to Sakura, given no chance, and joins forces with Iraya Rider to try to stop OX-TITAN. The epic battle begins!

Episode 21: Supreme! My real form?
In which new savior Tatsumaki Sai continues his battle with OX-TITAN. Claw Rider shows up for the first time since the trip, though he bears suspiciously familiar injuries. He has gained a new form, that of Bisharp, but it is not enough. Only when Sai tries something risky and activates himself three Henshin at once - and accidentally turns himself into "Clockwork Rider" - does he gain the strength to stop OX-TITAN. Unfortunately, when he goes to capture it, it is recalled by none other than Sai's boss - Kurogane Tou! Tou flees the scene, but the injured Claw Rider and Iraya Rider force Sai to stop following.

Episode 22: Betrayed! What do I do?
In which conflicted rider Tatsumaki Sai figures out, with the help of Claw and Iraya Riders, that KAI.co is really just a subsidary of the PokeDexindicate and he has been used to gain combat data. Dejected, he vows to throw away his role as hero and go into hiding - but the arrival of "Rook Knight", the Escavalier-type Kaiju - forces him to act, as the other heroes are disabled.

Episode 23: Pride! Can I let it all go to waste?
In which conflicted rider Tatsumaki Sai returns to his hometown after the trip. Sai goes into hiding; or he tries to, until his own home is attacked by "Shell Graspid", the Forretress-type Kaiju. No longer taking up a secret identity, the truth about himself is discovered by his father. Sakura is tsundere about it. His father Sensha, however, is impressed with his son for the first time - and vows to help him out.

Episode 24: Love! Does my secret matter?
In which rogue rider Tatsumaki Sai obtains help from "Alum Interface", and his father, to change the makeup of his arm and conceal himself from the eyes of KAI.co, upgrading Alum in the process. His comfort comes in the form of Ko and Sakura helping him out. When "World Shell", the Bastiodon-type Kaiju, attacks the city, Machine Fist - no, Clockwork Rider - springs into action to destroy KAI.co's latest attacker. Impressed by him, Sakura finally kisses him at the end of the episode. In a curious moment, Ko is seen watching them - looking unhappy about it.

Episode 25: Danger! The ultimate enemy?
In which rogue rider Tatsumaki Sai finally gets his date with Sakura. Everything is going great. Until shit starts exploding everywhere. The date has to be put on hold; Sai becomes Clockwork Rider, and goes to battle. Kurogane Tou is piloting - yes, piloting - the huge mecha-kaiju "GENOCIDE", the cumulation of all knowledge he gained from Machine Fist's battles. He reveals to Sai the horrible truth - KAI.co was building these Kaiju and using Sai to test them, all to create the perfect weapon! Things look bad when Sai is now forced to fight a Kaiju of power far, far beyond his own!

Episode 26: Hero! Can I save the world? (The one-hour special!)
In which rogue rider Tatsumaki Sai battles the evil Kurogane Tou and his Genosect-type Kaiju. The battle is going poorly, with Sai almost defeated - until Claw Rider shows up to save Sai. The former rival stands guard, taking everything the GENOCIDE can dish out… until he collapses from exhaustion, unable to take any more. In doing so, his identity is finally revealed - it was his best friend, Yaseiteki Ko, all along. Ko still tries to rise to protect the barely conscious Sai however, declaring the strength of his bond with Sai - only to seem to die from another blow from GENOCIDE. Shocked and incapable of dealing with the loss, Sai scrambles to his side. Ko offers up his Kaiju partner to Sai, telling him to win. Re-energized by sheer emotion at the loss of his partner, Sai takes to the stand and merges his super form with Bisharp to become HERO Clockwork Rider. It's enough for Sai to pull through, and defeat GENOCIDE, only to collapse afterwards.

Ending:
In which city savior Tatsumaki Sai awakens in a hospital, barely able to move; beside him is his partner Ko. They're barely able to do much more than confirm the other's okay, and laugh at their success. Sakura arrives to check up on them both, along with Sai's father Sensha. They're both overjoyed to see Sai alive, as well as Ko; and Sakura gives Sai another loving kiss - winning a thumbs up from his dad behind her back. They leave the room, and all seems well - until Ko mentions wishing he could do the same to Sai. In the awkwardness, though, in busts Iraya Rider - with many other Riders. It seems that Clockwork Rider's time under Sylph Co., as a proper member of the fight against the Pokedexindicate, is just beginning!


"Majarmie Model 2"
Species: Klang
Level: 42
EXP: 60775/63000

Type: Steel
Hold Item: None
Gender: None
Ability: Unbreakable (Last Chance Steel)
High Ability: Clear Body (Cannot have combat stages reduced)
Weight Class: 2
Capabilities: Overland 1, Jump 1, Sky 5, Power 2, Intelligence 4, Zapper, Sinker
Nature: Adamant (+Attack, -Sp. Attack)

HP: 72/72

HP: 4 + 6 = 10
PA: 8 + 15 = 23
PD: 7 + 13 = 20
SA: 3 + 0 = 3
SD: 6 + 9 = 15
GO: 3 + 0 = 3

Moves:

Vicegrip (Normal At-Will AC2 ; Melee Physical ; 3d10)
Charge (Electric EOT AC— ; Self Status ; +1 Sp. Attack stage ; If you perform an elec attack next turn, deal 2x damage)
Thundershock (Electric At-Will AC2 ; Ranged Special ; 2d10 ; on 17-20, Paralysis)
Gear Grind (Steel EOT AC4 ; Melee Physical ; 4d6 ; Scatter ; Attacks twice)
Charge Beam (Electric Battle AC3 ; Ranged Special Beam (4m) ; 4d6 ; on 11-20, +1 Sp. Attack stage ; Spirit Surge)
Automize (Steel Battle AC— ; Self Status ; User's weight class -1 ; +2 Speed stage)
Mirror Shot (Steel Battle AC5 ; Ranged Special Beam (7m) ; 2d20 ; on 16-20, targets require +2 on AC)

Info: The Kaiju sealed in Sai's arm originally, and a special prototype created by the Machine Arm's original designer, before his plans were put to evil use. A genius of mechanical construction. Underwent a remodelling during mid-series. Steadfast and has become Sai's good friend. When Henshined, Majarmie causes Sai's arm to become a clockwork-esque device that interfaces freely with the inner workings of machines.


"Alum Interface UPGRADE"
Species: Magnezone
Level: 41

EXP: 55000/59000

Type: Electric / Steel
Hold Item: None
Gender: None
Ability: Magnet Pull (For an hour, forces steel Pokemon to be either within or outside of 20 m range)
High Ability: Analytic (Cast Hourly; For the next 1d6 + 1 rounds, if the user’s turn comes immediately after any of his target’s, in the queue, the user may roll 2 extra STAB on damaging Moves ignoring the Type of Move used.)
Weight Class: 5
Capabilities: Sky 10, Power 4, Intelligence 4, Magnetic, Sinker
Nature: Bashful (+Sp. Attack, - HP)

HP: 67/67

HP: 6 + 3 = 9
PA: 7 + 6 = 13
PD: 12 + 7 = 19
SA: 15 + 15 = 30
SD: 9 + 7 = 16
GO: 6 + 2 = 9

Moves:

Supersonic (Normal EOT AC11; Ranged Status Column [2m]; Confuses all legal targets)
Tackle (Normal At-Will AC3; Melee Physical Dash; 2d10 damage, +1d10 for every weight class over target)
Thunder Wave (Electric Center; Ranged Status Column [2m]; Paralysis)
Sonic Boom (Normal EOT AC6; Ranged Status Column [2m]; deals precisely 15 damage)
Lock-On (Normal Battle; Ranged Status; target becomes locked. If they are attacked next turn by the user, they cannot be missed)
Magnet Bomb (Steel EOT; Ranged Physical; 3d10; can't miss)
Discharge (Electric EOT AC2; Ranged Special Burst [3m]; 5d10; Paralyzes on 15-20)


"Violet Vision"
Species: Skarmory
Level: 41

EXP: 58500/59000

Type: Steel / Flying
Hold Item: None
Gender: Female
Ability: Mach Speed (Last Chance Flying)
High Ability: Weak Armor (When damaged, user can lower defense stage by one to raise speed stage)
Weight Class: 4
Capabilities: Overland 4; Sky 14; Power 4; Jump 3; Power 3; Intelligence 4; Sinker
Nature: Hasty (+Speed , -Defense)

HP: 68/68

HP: 7 + 6 = 13
PA: 8 + 7 = 15
PD: 12 + 13 = 25
SA: 4 + 1 = 5
SD: 7 + 3 = 10
GO: 9 + 11 = 20

Moves:

Peck (Flying At-Will AC2; Melee Physical; 2d10)
Swift (Normal EOT; Ranged Special; 3d10; Cannot miss)
Agility (Psychic EOT; Self Status; Speed +2 Stages)
Spikes (Ground At-Will; Field Hazard; Target loses 1/8th HP on battle entry. If layered twice, 1/6th. If layered three times, 1/4th)
Air Cutter (Flying At-Will AC3; Ranged Special; 3d10; Critical on 18-20)
Steel Wing (Steel At-Will AC3; Melee Physical; 2d20; User gains 1 combat stage on 15-20)
Air Slash (Flying EOT AC5; Ranged Special; 5d10; Flinch on 15-20)


"Modest Visor"
Species: Metang
Level: 40

EXP: 51000/54000

Type: Steel / Psychic
Hold Item: None
Gender: Female
Ability: Clear Body (Cannot have combat stages reduced by moves or abilities)
High Ability: Lightningrod (When an electric ranged move is used within 25m, draws it to it. Gains immunity to electricity and gains +1 SpAtk stage when struck)
Weight Class: 4
Capabilities: Overland 1, Sky 6, Jump 1, Power 3, Intelligence 5, Magnetic, Sinker
Nature: Patient (no changes)

HP: 55/55

HP: 6 + 0 = 6
PA: 8 + 9 = 17
PD: 10 + 15 = 25
SA: 6 + 3 = 9
SD: 8 + 12 = 20
GO: 5 + 0 = 5

Moves:

Take Down (Normal EOT AC5; Melee Physical; 3d20; user takes half of damage dealt)
Confusion (Psychic At-Will AC2; Ranged Special; 4d6; target is confused on 19-20)
Metal Claw (Steel At-Will AC3; Melee Physical; 4d6; user's attack raised 1 stage on 18-20)
Pursuit (Dark EOT AC2; Melee Physical Interrupt; 2d10; if used as interrupt when a foe attempts to switch out, deal an additional 2d20)
Bullet Punch (Steel At-Will AC2; Melee Physical Interrupt; 2d10; strike before opponent acts)
Psychic (Psychic Battle AC2; Ranged Special; 4d20; Push 5m; target's Sp.Def lowered 1 stage on 17-20)
Iron Defense (Steel EOT; Self Status; user's Defense +2 stages)


"Gaia Breaker"
Species: Excadrill
Level: 41

EXP: 55000/59000

Type: Ground / Steel
Hold Item: None
Gender: Male
Ability: Landslide (Last Chance Ground)
High Ability: Mold Breaker (Target's ability is disabled for encounter. Hourly Cast)
Weight Class: 3
Capabilities: Overland 6, Surface 4, Burrow 10, Jump 3, Power 3, Intelligence 4, Groundshaper
Nature: Adamant (+Attack, -Sp. Attack)

HP: 98/98

HP: 11 + 8 = 19
PA: 16 + 15 = 31
PD: 6 + 4 = 10
SA: 3 + 0 = 3
SD: 7 + 4 = 11
GO: 9 + 9 = 18

Moves:

Earthquake (Ground Battle AC2; Ranged Physical Burst [5m]; 4d20; can hit targets using Dig)
Metal Claw (Steel At-Will AC3; Melee Physical; 4d6; raises attack one stage on 18-20)
Dig (Ground Battle AC2; Melee Physical; 5d10; moves underground on turn used. On next, shift using Overland or Burrow, then deal damage)
Hone Claws (Dark EOT; Self Status; raise attack by one, and lower accuracy checks by 1)
Slash (Normal EOT AC2; Melee Physical; 2d20; critical hits on 18-20)
Rapid Spin (Normal At-Will AC2; Melee Physical; 1d8; on success, removes Hazards, leech seed, and trapped status)
Horn Drill (Normal Center AC15; Melee Status; target is reduced to 0 HP instantly)


"Phantasm Majin"
Species: Golurk
Level: 41

EXP: 58500/59000

Type: Steel / Ghost
Hold Item: None
Gender: None
Ability: Iron Fist (+1d20 to certain moves involving FISTS)
High Ability: No Guard (Hourly cast; for next 5 minutes, moves to/from user cannot miss)
Weight Class: 6
Capabilities: Overland 8, Sky 8, Jump 1, Power 6, Intelligence 4, Groundshaper, Sinker
Nature: Brave (+Attack, -Speed)

HP: 102/102

HP: 9 + 12 = 21
PA: 14 + 17 = 31
PD: 8 + 7 = 15
SA: 6 + 0 = 6
SD: 8 + 4 = 13
GO: 4 + 0 = 4

Moves:

Dynamicpunch (Fighting Battle AC12; Melee Physical; 5d20*; target is confused)
Mega Punch (Normal EOT AC4; Melee Physical; 5d10+1d20*)
Shadow Punch (Ghost EOT; Ranged Physical; 3d10+1d20*; can't miss)
Curse (Ghost Center; Ranged Status; user loses 1/2 HP; target loses 1/8th HP per turn)
Magnitude (Ground At-Will AC2; Ranged Physical Burst [2m]. 1-2 = 1d4 ; 3-4 = 1d12 ; 5-6 = 4d6 ; 7 = 2d20 ; 8 = 3d20 ; 9 = 5d20 ; 10 = 7d20. Lose HP equal to twice original roll for determining strength. Can hit targets using Dig)
Iron defense (Steel EOT; Self Status; Defense up two stages)
Rollout (Rock EOT AC4; Melee Physical; must use until missed. 1st turn = 1d12; 2nd = 3d10; 3rd = 3d20; 4th = 5d20; 5th = 7d20. If hit, ends immediately)

(* - +1d20 from Iron Fist (already factored in))


Combo Form "CLOCKWORK RIDER"
Created from: Golurk, Metang, and Excadrill
Level: 40

Type: Steel
Ability 1: Mold Breaker (Target's ability is disabled for encounter. Hourly Cast)
Ability 2: Iron Fist (+1d20 to certain moves involving FISTS)
Capabilities: Overland 8; Sky 8; Surface 4; Burrow 10; Jump 3; Power 6; Intelligence 5; Groundshaper; Magnetic; Sinker

HP: KO/101

HP: (21/19/6) = 15
PA: (30/30/17) = 25
PD: (15/10/25) = 16
SA: (6/3/9) = 6
SD: (13/11/20) = 14
GO: (4/18/5) = 9

Moves:

Slash (Normal EOT AC2; Melee Physical; 2d20; critical hits on 18-20)
Rapid Spin (Normal At-Will AC2; Melee Physical; 1d8; on success, removes Hazards, leech seed, and trapped status)
Horn Drill (Normal Center AC15; Melee Status; target is reduced to 0 HP instantly)
Mega Punch (Normal EOT AC4; Melee Physical; 5d10+1d20*)
Confusion (Psychic At-Will AC2; Ranged Special; 4d6; target is confused on 19-20)
Psychic (Psychic Battle AC2; Ranged Special; 4d20; Push 5m; target's Sp.Def lowered 1 stage on 17-20)
Bullet Punch (Steel At-Will AC2; Melee Physical Interrupt; 2d10+1d20*; strike before opponent acts)
Pursuit (Dark EOT AC2; Melee Physical Interrupt; 2d10; if used as interrupt when a foe attempts to switch out, deal an additional 2d20)
Earthquake (Ground Battle AC2; Ranged Physical Burst [5m]; 4d20; can hit targets using Dig)
Dig (Ground Battle AC2; Melee Physical; 5d10; moves underground on turn used. On next, shift using Overland or Burrow, then deal damage)
Magnitude (Ground At-Will AC2; Ranged Physical Burst [2m]. 1-2 = 1d4 ; 3-4 = 1d12 ; 5-6 = 4d6 ; 7 = 2d20 ; 8 = 3d20 ; 9 = 5d20 ; 10 = 7d20. Lose HP equal to twice original roll for determining strength. Can hit targets using Dig)
Dynamicpunch (Fighting Battle AC12; Melee Physical; 5d20*; target is confused)
Shadow Punch (Ghost EOT; Ranged Physical; 3d10+1d20*; can't miss)
Curse (Normal Center; Self Status; user loses 1 speed stage in return for +1 attack/defense stage)

(* - +1d20 from Iron Fist (already factored in))


Derp derp name meanings

Tatsumaki Sai (竜巻 才) : "Whirlwind Genius". The 'genius' is not a specific person, just general aptitude and capability
Yaseiteki Ko (野性的 虎) : "Wild Tiger". Curiously, the first kanji can refer to alternative sexualities; this turns out to be no accident.
Sagishi Sakura (詐欺師 桜) : "Liar Sakura". The last name is common; the first is more meaningful but refers to any person who is downright lying about their nature or is otherwise false. In the upcoming season, she is due to be won over by temptations of power from the Pokedexindicate.
Tatsumaki Sensha (竜巻 戦士) : "Whirlwind Tank". Yes, tank. As in the tanks used for war.
Kurogane Tou (鉄 冬) : "Iron Winter". If it sounds like a nuclear holocaust, well…


Feature Reference Sheet

HENSHIN! Pokemon Trainer Feature
Static
Target: Yourself
Effect: You may not summon pokemon from pokeballs. Instead, at the beginning of battle, as a free action, you may choose a pokemon you own and transform into a PokeRider form based on that pokemon. Your Pokemon's stats are your stats. Replace your trainer HP with your Pokemon HP. When untransformed you may only use certain trainer and class features. You act on the pokemon's speed initiative. Transformed trainers may have 1 move action per round, one trainer action, and one shift action per round. Transformed trainers always act before Untransformed trainers. You may change forms EoT as a move action. When Transformed, you have access to any capabilities the pokemon has. If your pokemon HP falls to 0 or below, you automatically untransform and are exhausted the next round. If your pokemon's HP falls below -100%, instead of rolling a check for death, roll the same d100 roll, and if your pokemon fails the check, they do not die. They are instead thrown out of your belt and land in the field of play, where anyone can pick it up. If a feature costs HP to use, take the HP from your Trainer HP. Any attack launched by an untransformed trainer will be Not Very Effective, regardless of effectiveness.

Capture Point: Capture Specialist Feature
Static
Trigger: You throw a Poke Ball.
Effect: Subtract either half of your DEX modifier or half of your INT modifier from your d100 rolls when throwing any Poke Ball.

Poke Ball Repair: Capture Specialist Feature
Daily . Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Any Poke Ball that has failed to capture a pokemon and broke.
Effect: Roll d20 and add your DEX and INT modifiers to the roll. If the total exceeds 15, the Poke Ball is fixed and is treated as if it had not broken.

Pokedex Modifications: Engineer Feature
At-Will
Target: Pokedex
Effect: You may alter the pokedex Radar to work at a greater range. You may alter that value from anywhere between a 5m radius to a 50m radius. The pokedex can also identify how many wilds the radar detects and which direction they are.

Mech Arm: Engineer Feature
Static
Target: Arm
Effect: You now have a mechanical arm you can wear over either your right or left arm. Add 2 points to your Strength stat. The Mech Arm has extending poles that can support the Arm’s weight when you are getting tired. The arm weighs 40 pounds.

Corporate Connections Trainer Features
Prerequisite: PokeRider system, gotten to know someone at Silph Co.
Static
Target: Items
Effect: After defeating a Kaiju or a member of the PokeDexindicate, the GM will roll Pickup for you. Someone from the company will have seen fit to send you a useful item for your trouble. On 1-5 you will recieve a joke item. SUBARASHII!

Poke Ball Arm Cannon: Engineer Feature
Prerequisites: Engineer, Launcher Attachment (800 )
Static
Target: Mech Arm
Effect: Your Mech Arm can now fire Poke Balls, to send out your own or capture wilds. When firing any Poke Ball at a wild, add 12 to the Poke Ballfs capture rate. Also the Poke Ball deals 1d8 damage to the wild that
cannot be reduced.

Scanner: Engineer Feature
Prerequisites: Engineer, Scouter Attachment (2300 )
Static
Target: Any pokemon.
Effect: You can see a percentage when you look at a pokemon that represents how much of its total HP it has remaining.

Vehicle Builder: Engineer Feature
Prerequisites: Engineer, 5 Engineer Features
At-Will
Target: Items.
Effect: You may build a vehicle using the following price guidelines. Your GM will determine how quickly you make the vehicle. Name the vehicle whatever you’d like. Build it to look like whatever you’d like.
(etc etc)

Mega Punch: Engineer Feature
Prerequisites: Engineer, a pokemon who knows Mega Punch
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Target: A trainer or pokemon
Effect: Use the Move Mega Punch. Add your INT modifier as if it were your Attack stat.

I’ve Heard About This Place Before: Trainer Feature
Prerequisites: Pokemon Trainer, INT 12
Daily
Target: A Town or City
Effect: Roll 1d20 and add your WIS and INT modifiers. If you roll higher than 12, you know local lore, Gym specialties, major sights, and the names of important persons related to the town or city.

Let’s Get That Lock Open: Trainer Feature
Prerequisites: Pokemon Trainer, INT 15
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A non-computerized lock.
Effect: Roll 1d20 and add your INT modifier. If the result is higher then 15, the lock is unlocked and is undamaged and doesn’t appear tampered with.

Voltorb Flip: Trainer Feature
Prerequisites: 12 CON or 12 INT or 12 WIS
At-Will
Trigger: A human or pokemon tries to pry into your mind to read it.
Effect: Roll 1d20 and add either your CON, INT or WIS modifier to the roll. If the roll is 13 or higher, you begin to think of an elaborate game of Voltorb Flip. The person reading your mind cannot read anything other then the game of Voltorb Flip in your mind and all other thoughts, secrets and bits of knowledge are safe from the mind reader. If Voltorb Flip is successful, any attempts to read your mind are unsuccessful for the next hour.

Random Knowledge: Trainer Feature
Prerequisites: 14 INT or 14 WIS
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Anything you have line of sight to, or an idea or phrase you just heard about from any source.
Effect: Roll d20 and add your INT and WIS modifiers to the roll. If you roll higher then 13, you know about the thing you targeted. If you are targeting a pokemon, you must have targeted the pokemon with a Pokedex.

Mid-Season Upgrade Engineer Feature
Prerequisite: Engineer, Vehicle Builder, Level 10
One Time Use Only
Target: A Vehicle you or an ally have built
Effect: Choose one of the following effects to be added permanently to your vehicle. You may take this feature multiple times:
-Choose ONE pokemon you own. When that pokemon is plugged into this vehicle, the Vehicle will gain 1/2 of all of that pokemon's movement capabilities, and will be able to launch an attack on command every other turn in place of a Trainer Action if you are riding it. You must take this feature again to make the vehicle compatible with another pokemon.

Improved Type Attacks: Type Ace Feature
Static
Trigger: Your pokemon’s chosen type damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add a STAB dice roll to the total. If your pokemon does not normally receive the STAB bonus, they roll one die, if you already receive the STAB bonus, add an additional STAB bonus.

Type Soul: Type Ace Feature
Prerequisites: Type Ace
Static
Target: Self.
Effect: You feel bound to that Elemental Type, but are not obligated to only use that type. You can sense
pokemon of that type nearby; 5-meters multiplied by your STR modifier. You can also sense that Type in Movesets of pokemon; 5-meters multiplied by your CON modifier. You may not take Type Soul more then once, even if you have taken Type Ace twice.

Elemental Sync: Type Ace Feature
Prerequisites: Type Ace, Type Soul
Static – Activate once.
Target: A pokemon.
Effect: Lose half of your full HP. You cannot regain those HP for 2 days. Elemental Sync takes approximately 10 hours to complete. The targeted pokemon is now permanently the Type you feel bound to. If this pokemon is two Types, one of its Types is permanently replaced. If this pokemon is a single type, it gains a second type. The pokemon’s physical appearance is altered appropriately. You may not use Elemental Sync to change a pokemon’s type so that is both Dark and Ghost. You can take Elemental Sync up to 3 times. (Has been used on his Golurk)

Rocket Punch Trainer Features
Prerequisite: PokeRider system, a move with "Punch" in the name.
Static
Target: A move with "Punch" in the name
Effect: This move is now a ranged attack. You may take this feature multiple times.

Superior Typing: Type Ace Feature
Prerequisites: Type Ace, Badge from a Gym Leader who used same-as-chosen-type
Static
Target: Your pokemon of your chosen type.
Effect: When your foe uses attacks of your chosen type they do not roll STAB dice.

Superior Typing +: Type Ace Feature
Prerequisites: Type Ace, Superior Typing
Static
Target: Your pokemon of your chosen type.
Effect: When your foe uses attacks of your chosen type they do not roll STAB dice. When your foe uses Moves of your chosen type they cannot Critical Hit or kill your chosen typed pokemon with those Moves. This Feature replaces Superior Typing.

Type Combo Mode Trainer Feature
Prerequisite: PokeRider system, Type Ace, Level 10, 6 completely loyal pokemon of your chosen type
Alt. Prerequisite: PokeRider system, Level 10, the ability to cross-class into a Type Ace
Weekly - Costs 100 HP
Target: You as you are transforming
Effect: You may plug three pokemon of the same type into your PokeRider belt and activate a Super Mode. While in this Super Mode you gain the highest capabilities of all three pokemon, and average all of their current Stats together. When you enter this super mode you must choose 14 moves out of the three pokemon's movesets to make up the moveset of this super mode. If the three pokemon have less than 14 moves, then the resultant form knows all of the moves. You may choose two abilities out of all of the abilities known to these three pokemon. One type must be your chosen type, but the secondary type may be taken from any secondary type of the three pokemon. The level of the resultant form is averaged from the three used pokemon. This Super Mode may only take one pokemon action per round, although you may also make a trainer action along with it. Name this Super Form whatever you like. Cannot be taken if you have taken Legendary Mode, Animal Combo, Infinite Pokerider Kick.

CAPTURE SPECIALIST
All features which alter capture rate may only be used while Transformed.
All features which add an effect on top of capture may only be used while Transformed.
False Swipe Tutor may be used while Untransformed.

ENGINEER
All engineer upgrades are added to your suit and will be available while Transformed.
For the moves "Cut," "Mega Punch," "Rock Smash," "Rock Throw," and "Slash," add your pokemon Attack stat to the damage alongside 1/2 of your INT modifier.
Hacker may be used while Untransformed.
Vehicles may be built and ridden while Untransformed.

TYPE ACE
All Type Ace features may only be used while Transformed except:
Type Training

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