Mackenzie Frazier

Game: Wakino Privateers

Suave Actor

Name : Mackenzie Frazier
Age : 34
Height : 5'9"
Weight : 154 lbs

Level 50 Duke / Tumbler / Skirmisher / Provocateur

An actor from Gennis. Mackenzie values his personal strength and determination above all else, save for the bond he shares with his allies and his pokemon. With great discipline and practice, he effortlessly weaves about the battlefield, protecting his allies, landing decisive strikes, and dodging enemy attacks.

Despite his strengths, Mackenzie is not the best critical thinker around, and he sometimes has a hard time taking situations seriously. Mackenzie is better at seeing plans through than making them, but in the absence of any better ideas, he'll try what he can.

Skills and Stats

Skills and Attributes
Body
Acrobatics: Master (6)
Athletics: Master (6)
Combat: Master (6)
Intimidate: Untrained (2)
Stealth: Untrained (2)
Survival: Untrained (2)

Mind
Guile: Master (6)
Occult: Untrained (2)
Perception: Pathetic (1)
General Education: Untrained (2)
Other Education: Untrained (2)
Pokemon Education: Adept (4)

Spirit
Charm: Master (6)
Command: Adept (4)
Focus: Pathetic (1)
Intuition: Pathetic (1)

Combat Stats

Hit Points 185/185
HP 25
Attack 70 (+5)
Defense 7 (+5)
Sp. Attack 7
Sp. Defense 7 (+5)
Speed 40 (+8)

Injuries: 0

Moves and Capabilities

Movelist:

Capabilities: Overland 9, Underwater 4, High Jump 3, Long Jump 4, Power 8
Abilities: Run Away, Dodge, Technician, Vanguard
Action Points: 15/15

Growth Log

Features

Notable Edges

Inventory

Equipment

Fluff

Items

36500 PY

History


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Ross the Roserade
Level 100: 20555 EXP
Gender: Male
Type: Grass/Poison
Nature: Timid (+2 Spe / -2 Atk)
Abilities: Poison Point / Natural Cure / Leaf Guard / Technician
Held Item: Roseradeite
Capabilities: Overland 9, Swim 4, Jump 2/4, Power 4, Naturewalk (Grassland, Forest)
Skills: Athl 3d6+2, Acro 4d6+1, Combat 3d6+2, Stealth 2d6, Percep 3d6, Focus 4d6+3
Poke Edges: Accuracy Training (Petal Dance), Advanced Mobility (Overland), Capability Training (Long Jump), Ability Mastery (Natural Cure)
Tutor Points: 5/14
Notes:
Hit Points: 170/170
HP 6 14 20
Attack 5 0 0
Defense 6 4 10
Special Attack 13 62 75
Special Defense 11 10 21
Speed 11 20 31

Injuries: 0

Name Freq AC Type Damage Range Special Effect Contest
Giga Drain Scene x2 2 Grass DB10: 3d8+10 / 24 Special 6, 1 Target After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target. Smart - Good Show!
Magical Leaf EOT - Grass DB10: 3d8+10 / 24 Special 8, 1 Target Magical Leaf cannot miss. Beauty - Exhausting Act
Petal Dance Scene x2 2 Grass DB14: 4d10+15 / 40 Special Melee, all adjacent foes, Smite After damage is dealt, user becomes Enraged and Confused. Beauty - Safe Option
Extrasensory AW 2 Psychic DB8: 2d8+10 / 19 Special 5, 1 Target Extrasensory Flinches the target on 19+. Cool - Exhausting Act
Weather Ball EOT 2 Normal DB7: 2d6+10 Special 8, 1 Target If it is Sunny, Weather Ball is Fire-Type. If it is Rainy, Weather Ball is Water-Type. If it is Hailing, Weather Ball is Ice-Type. If it is Sandstorming, Weather Ball is Rock-Type. When a weather effect is on the field, Weather Ball has a Damage Base of 10 (3d8+10 / 24). If there are multiple Weather Effects on the field, choose one type for Weather Ball to be that corresponds with an existing Weather Effect. Beauty - Get Ready!
Synthesis Daily x2 - Grass - Status Self The user regains Hit Points equal to half of its full Hit Point value. If it is Sunny, the user gains 2/3 of its full Hit Point value instead. If it is Rainy, Sand Storming or Hailing the user gains 1/4 of their full Hit Point value instead. Smart - Reflective Appeal

Egg Moves: Extrasensory, Synthesis


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