A member of the original group of Dream children, Murphy is a young boy from an island region of a world with Pokemon. Most people remember him for two things: his love for the dark and morbid, and his healthy sense of competition. He's stuck finishing his schooling before he can enter a Pokemon League, which is a little frustrating to him, but he's biding his time, practicing his Pokemon battling, and the Dream World has helped with that tremendously.
Lv. 47 Ace Trainer/Dark Ace/Tag Battler/Absol Genetic
Max HP: 312
Stat | Value | Modifier |
---|---|---|
STR | 17 | +3 |
DEX | 12 | +1 |
CON | 30 | +10 |
INT | 12 | +1 |
WIS | 10 | 0 |
CHA | 22 | +6 |
Level | Feat Choice | Stat Advancement |
---|---|---|
Level 1 | Hey Guys Watch This! | +1 Int |
Level 2 | Dual Wielding | +1 Int |
Level 3 | Multitasking | +1 Int |
Level 4 | Ace Trainer(+1 Str, +1 Con, -2 Wis, Enhanced Training, Improved Attacks) | +1 Wis |
Level 5 | Dark Ace(+1 Con, Dark Training, Improved Dark Attacks) | +1 Wis |
Level 6 | Absol Genetic(Gene Shift, Gene Voice) | +1 Wis |
Level 7 | Altering Legs | +1 Wis |
Level 8 | Improved Attacks+ | +1 Dex |
Level 9 | Improved Dark Attacks+ | +1 Dex |
Level 10 | Constructive Criticism | +1 Dex |
Level 11 | Focus | +1 Dex |
Level 12 | Elemental Shifting | +1 Cha |
Level 13 | Elemental Sync | +1 Cha |
Level 14 | Move Shift | +1 Cha |
Level 15 | Affirmation | +1 Str |
Level 16 | Soulbound | +1 Str |
Level 17 | Type Soul | N/A |
Level 18 | Superior Typing | +1 Con |
Level 19 | I Can Take a Hit | N/A |
Level 20 | I Can Take a Hit+ | +1 Cha |
Level 21 | Not Yet! | N/A |
Level 22 | N/A | +1 Con |
Level 23 | Intimidation | N/A |
Level 24 | N/A | +1 Cha |
Level 25 | Tag Battler (+1 Con, Team Spirit, Together!) | N/A |
Level 26 | N/A | +1 Con |
Level 27 | I Believe in You! | N/A |
Level 28 | N/A | +1 Con |
Level 29 | Combine Them! | N/A |
Level 30 | N/A | +1 Con |
Level 31 | Dual Interference | N/A |
Level 32 | N/A | +1 Con |
Level 33 | Dual Assault | N/A |
Level 34 | N/A | +1 Con |
Level 35 | With Them! | N/A |
Level 36 | N/A | +1 Con |
Level 37 | Taking One For a Friend | N/A |
Level 38 | N/A | +1 Con |
Level 39 | Taking One For a Friend+ | N/A |
Level 40 | N/A | +1 Con |
Level 41 | Synchronized Shove | N/A |
Level 42 | N/A | +1 Cha |
Level 43 | Reverent Majesty | N/A |
Level 44 | N/A | +1 Cha |
Level 45 | Teamwork | N/A |
Level 46 | N/A | +1 Str |
Level 47 | Try This! | N/A |
Gifted: Dream World League Member
Snowflake: Soul Harvest
Midgame Bonuses: +4 Con, Chosen One
Non-base levels: 1 Owned (10 total owned), 1 for being a competent gym leader, 1 for beating CAP'N
Generic Feats
Hey Guys, Watch This
Prerequisites: Level 1
Static
Effect: From now on, instead of gaining a new Feature when you level up during levels that you would gain a Feature, you gain 1 Feat Point. A Feat Point can be spent at anytime you can use a Trainer Action, and does not take a Trainer Action to use. When you spend a Feat Point, you may add any Feature to your Features whose prerequisites you meet. You may not regain any Feat Points you spend. You do not gain a Feat Point on the same level you take Hey Guys, Watch This.
Dual Wielding
Prerequisites: Level 10, 12 STR , 12 CON, 12 DEX, 12 INT, 12 WIS, 12 CHA
Static
Effect: You may control 2 Pokemon at the same time. During a round of battle, they are each included in the battle queue. You are still only allotted 1 Trainer Action. During a round in which you use Dual Wielding, you may not use the effects of Multitasking.
Multitasking
Prerequisites: 12 STR, 12 CON, 12 DEX, 12 INT, 12 WIS, 12 CHA
Static
Effect: During encounters, you may perform 2 Trainer Actions per round. During a round in which you use Multitasking, you may not use the effects of Dual Wielding.
I Can Take a Hit
Prerequisites: 13 CON
Static
Effect: When taking damage from anything reduce that damage by 5. This does not reduce the cost of activating Features that require HP loss.
I Can Take a Hit +
Prerequisites: 17 CON
Static
Effect: When taking damage from anything reduce that damage by 10. This does not reduce the cost of activating Features that require HP loss. This Feature replaces I Can Take a Hit.
Not Yet!
Prerequisites: 17 CON
Daily
Trigger: Your Pokemon is lowered to 0 HP or less, but not greater then -100% HP.
Effect: Before fainting, the targeted Pokemon can make one last shift and Move and then immediately faints afterwards. This cannot be used with the Move Endeavor, Explosion, Flail, Pain Split, Reversal or Selfdestruct.
Dream World League Member
Static
Effect: You take on the responsibilities of either a Frontier Brain or a Gym Leader, and you must accept challenges at least once a week. If you lose, you must give the victor a Frontier Medal if you are a brain, or a Gym badge if you are a leader. You don’t need to remain in your facility’s location to accept challenges, but you do need to let those at your facilities know where you are to forward challengers. Each week you are issued ??? (for Leaders) or ??? (for Brains) for your services as a League Member and to create Medals/Badges, which can only be done at your facilities for ??? (for
Leaders) or ??? (for Brains). You are only paid weekly if you accept at least 1 challenge. You may not take League Member more then once, even if you have qualified for multiple positions. Add 2 to your CHA stat.
Chosen One
Prerequisites: Level 16
Daily
Trigger: You fail to roll high enough for any type of check.
Effect: You don’t fail the check. You may not apply this to a Pokemon's check.
I Believe In You!
Prerequisites: 19 CHA
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your Pokemon that just hit a target with a Move.
Effect: Your Pokemon deals an additional 1d6 during the Move’s damage for each point you have in CHA modifier. You may not use I Believe In You! With Moves that ignore weakness, resistances and stats. This may only be used once per Move.
Ace Trainer Feats
Enhanced Training
Static
Effect: Each of your Pokemon gains and additional 20% the amount of experience they would gain normally.
Improved Attacks
Static
Trigger: Your Pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add either half of your STR modifier or half of your CON modifier before your foes subtracts their defense or special defense from the attack.
Improved Attacks +
Prerequisites: Ace Trainer, 16 STR, 16 CON
Static
Trigger: Your Pokemon’s damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add your STR modifier or your CON modifier before your foes subtracts their defense or special defense from the attack. The Feature replaces Improved Attacks.
Constructive Criticism
Prerequisites: Ace Trainer, 16 CON
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your Pokemon that missed all targets with a move on its previous turn.
Effect: Your Pokemon needs to roll -1 on accuracy checks for the remainder of the encounter.
Focus
Prerequisites: Ace Trainer, Constructive Criticism
Daily – Every 15 levels gained, you may perform this Feature another time per day.
Trigger: Your Pokemon uses a move without a damage dice check.
Effect: Subtract half your CON modifier from the move's Accuracy Check. This may not be used with moves that set the target's HP to 0.
Dark Ace Feats
Type Training
Static
Trigger: Your chosen type Pokemon gains experience points.
Effect: Each of your chosen typed Pokemon gains +30% the amount of experience they would gain normally.
Improved Type Attacks
Static
Trigger: Your Pokemon’s chosen type damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add half of your CON modifier to the total.
Improved Type Attacks +
Prerequisites: Type Ace, 16 CON
Static
Trigger: Your Pokemon’s chosen type damage dealing attack hits.
Effect: When adding up damage dealt to the foe, add your CON modifier to the total. This feature replaces Improved Type Attacks.
Elemental Shifting
Prerequisites: Type Ace, 15 CON
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A Pokemon.
Effect: X is your CON modifier multiplied by 10 seconds, or your CON modifier multiplied by 1 round. The target temporarily gains the Type you feel bound to. If it has 2 Types already, temporarily replace one of their types. It becomes that Type for X. At the end of combat apply experience multipliers from Type Training.
Elemental Sync
Prerequisites: Type Ace, Elemental Shifting
One Time Use Only - You gain one additional use, per 15 levels gained.
Target: A pokemon.
Effect: Elemental Sync takes approximately 10 hours to complete. The targeted pokemon is permanently gains the Type you feel bound to. If the target has two Types, permanently replace one Type. If this pokemon is a single type, it gains a second type. The pokemon’s physical appearance is altered appropriately. You may take this feature up to three times.
Move Shift
Prerequisites: Type Ace, Elemental Shifting
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: Your Pokemon’s Move.
Effect: The Move’s Type temporarily becomes the Type you feel bound to for that use.
Soulbound
Prerequisites: Type Ace
Static
Effect: When taking damage of your chosen type, treat yourself as if you are one step more Resistant.
Type Soul
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 CON modifier. You can also sense that Type in Movesets of pokemon; 5-meters multiplied by your CON modifier.
Superior Typing
Prerequisites: Type Ace, Type Soul
Static
Target: Your Pokemon of your chosen type.
Effect: When your foe uses attacks of your chosen type they do not add STAB. When your foe uses Moves of your chosen type they cannot Critical Hit or kill your chosen typed pokemon with those Moves.
Tag Battler Feats
Team Spirit
Static
Target: Your two active pokemon.
Effect: Each of your pokemon are treated as if one of their Combat Stages are raised 1 Combat Stage. The Combat Stage raised depends on what the highest stat of your other active pokemon is, ignoring HP and other Combat Stages. For example, if one of your active pokemon’s highest stat, ignoring HP, is Attack, the other active pokemon’s Attack will be raised 1 Combat Stage. When switching, the Combat Stages are lowered and then raised again depending on the stats of each active pokemon.
Together!
Daily
Target: Your two active pokemon.
Effect: The targets may combine two moves that share the same Stat, Elemental Type, and can each legally target the target according to each move's range.
Combine Them!
Prerequisites: Tag Battler, 22 CON
Daily
Target: Your two active pokemon.
Effect: The targets may combine two moves that share the same Stat, and can each legally target the target according to each move's range. This feature does not replace Together!
Dual Interference
Prerequisites: Tag Battler
Static
Target: Your Pokemon damages a foe another of your pokemon has damaged this turn.
Effect: The targeted foe must roll +2 on Accuracy checks during its next turn when targetting your Pokemon.
Dual Assault
Prerequisites: Tag Battler, Dual Interference
Daily - every 8 levels gained, you may use this Feature another time per day.
Trigger: Your Pokemon damages an opponent another of your pokemon has damaged this turn.
Effect: The damaged pokemon loses one Combat Stage in the triggering pokemon's highest stat.
With Them!
Prerequisites: Tag Battler
Daily
Target: Your one active pokemon while you are in a trainer battle with allies.
Effect: Your pokemon and one of your ally’s pokemon may combine two moves that share the same Stat, Elemental Type, and can each legally target the target according to each move's range.
Taking One For A Friend
Prerequisites: Tag Battler
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Trigger: One of your two adjacent active pokemon is targeted by a Move.
Effect: Roll 1d20 and add you CON modifier. If you roll higher than 15, the active pokemon who was not targeted may intercept the Move for the targeted pokemon. If the move’s area of effect still hits both pokemon, the pokemon who is intercepting the hit may take both sets of damage before applying Defense or Special Defense.
Taking One For A Friend +
Prerequisites: Tag Battler, Taking One For A Friend
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Trigger: One of your adjacent active pokemon or ally’s pokemon is targeted by a Move.
Effect: Roll 1d20 and add you CON modifier. If you roll higher than 15, the active pokemon who was not targeted may intercept the Move for the targeted pokemon. If the move’s area of effect still hits both pokemon, the pokemon who is intercepting the hit may take both sets of damage before applying Defense or Special Defense. This Feature replaces Taking One For A Friend.
Synchronized Shove
Prerequisites: Tag Battler, Dual Interference
Daily - Every 5 levels gained, you may use this Feature another time per day.
Trigger: Your Pokemon damages an opponent another of your pokemon has damaged this turn.
Effect: The enemy is pushed a number of meters in a direction of your choice equal to the sum of your active pokemon's Power capabilities.
Teamwork
Prerequisites: Tag Battler, Team Spirit
Static
Target: Your two active pokemon.
Effect: Each of your pokemon are treated as if one of their Speed Capabilities are raised by an amount equal to half of your CON modifier. The Capability raised depends on what the highest Speed Capability of your other active pokemon is.
Try This!
Prerequisites: Tag Battler, Combine Them!
Daily
Target: Your two active pokemon.
Effect: The targets may combine two No Damage moves, that do not directly affect HP, have the Wall keyword or copy other moves and can each legally target the target according to each move's range.
Absol Genetic Feats
Gene Shift
Static
Select a Pokemon that meets the a prerequisite for becoming this class (Companion with Unbreakable Bond, a Pokemon raised for 30 levels, or your Linked Legendary) as appropriate. You may choose any evolutionary stage of that Pokemon's family to be your gene species. That species' physical traits begin to manifest in the trainer's body. You are counted as having the elemental types of the gene species for all intents and purposes.
Gene Voice
Static
You can speak to and understand your gene species, and all of the evolutions related to that Pokemon.
Altering Legs
Prerequisites: Genetic
Static
You gain the Overland and Jump capabilities of your gene species, and can opt to use those values for movement instead of your natural rates. If the Jump capability is above 7, you instead only receive the capability at rank 7. Physical form changes appropriately.
Intimidation
Prerequisites: Genetic, 18 CHA
At-Will
When attacked directly by a trainer (not their Pokemon) without the Genetic class, you may add half of your CHA modifier to your evasion
Reverent Majesty
Prerequisites: Genetic, 21 CHA, Intimidation
Daily
A show of power, whether fearful or majestic, draws all attention to the user. Roll 1d20 and add your CHA modifier. Hostile trainers of a level equal to or less than your roll, and hostile Pokemon whose highest base stats are equal to or less than your roll, immediately cease hostilities to stare. They will resume action in two rounds, or once any sort of hostile action is taken towards them again.
Snowflake
Soul Harvest
Trigger: You or your Pokemon defeats a foe
At the end of combat, you may choose a Quality the foe possessed. You gain a Held Item that, when held, allows the Pokemon to make use of that Quality.
Pokemon
An Absol with a vampiric appetite. As he constantly degenerates without blood, he dislikes being sent out for frivolous purposes.
Finagle was formed as a manifestation for both Murphy's love of battles and competition, and of his love for vampire stories.
It also seems that Murphy has a real Absol in real life with the same name, although that one isn't a vampire or anything.
Species | Absol |
---|---|
Level | 47 |
EXP | 85500 |
STAB | 9 |
HP | 92 |
Type | Dark |
Nature | Proud |
Gender | Male |
Ability | Super Luck, Justified |
Hold Item | Sniper Accessory |
Quality | Activation | Effect |
---|---|---|
WRATH | Under 30% HP | Increase crit range by 3 for all moves |
VAMPIRIC | Static | Regain 1/2 of all damage inflicted on foes as HP on all biting attacks. If the attack were to already cause the user to gain HP, gain 3/4th of the damage back as HP instead. |
LUNAR ALIGNMENT | Static | When in an outdoor area during the day, lose 1/6th HP per turn. In Sunny Day, lose 1/2 HP per turn. In Rainy or Hailing weather during the day, lose 1/16 HP per turn. At night, lose no HP. If the Moon is out, regain 1/16th HP per turn, unless there is a full moon out, in which case regain 1/4th HP per turn. |
Capability | Value | Capability | Value |
---|---|---|---|
Overland | 8 | Surface | 6 |
Jump | 4 | Power | 3 |
Dive | - | Sky | - |
Burrow | - | Intelligence | 4 |
Other capabilities: Aura, Stealth, Tracker
Stat | Base | Added | Total |
---|---|---|---|
HP | 8 | 7 | 15 |
Atk | 13 | 16 | 29 |
Def | 6 | 4 | 10 |
SAt | 6 | 0 | 6 |
SDf | 6 | 4 | 10 |
Spd | 8 | 15 | 23 |
Contest Stat | Points |
---|---|
Cool | 5 |
Tough | 4 |
Source | Move | Type | Frequency | AC | Damage | Range | Details | Contest |
---|---|---|---|---|---|---|---|---|
Extra 1 | Blood Fang | Dark | EOT | 3 | 3d8+10 | Melee, 1 Target | After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. Vampire Fang Flinches on 18-20 during Accuracy Check. | Cool - 3d4 - No Effect |
TM | Stone Edge | Rock | Battle | 5 | 4d12+16 | Ranged (8), 1 Target | Stone Edge is a Critical Hit on 17-20 during Accuracy Check. | Tough - 2d4 - Incentives |
Extra 2 | Night Slash | Dark | EOT | 2 | 3d8+10 | Melee, 1 Target, Pass | Night Slash is a Critical Hit on 18-20 during Accuracy Check. | Cool - 3d4 - No Effect |
Extra 3 | Crunch | Dark | EOT | 2 | 3d10+12 | Melee, 1 Target | Crunch lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check. | Tough - 2d4 - Round Starter |
Tutor | Poison Fang | Poison | EOT | 2 | 2d8+6 | Melee, 1 Target | Poison Fang Badly Poisons the target on 17-20 during Accuracy Check. | Smart - 2d4 - Incentives |
Tutor | Bug Bite | Bug | EOT | 2 | 2d10+8 | Melee, 1 Target | If the target has a consumable Held Item, Bug Bite destroys the Item and Bug Bite’s user may use the Item’s effect. | Tough - None - Attention Grabber |
Tutor | Focus Energy | Normal | At-Will | - | - | Self, No Target, Coat | The user’s Moves are Critical Hits on 17-20. If a Move already has an extended Critical Hit range, Focus energy extends that range by -3. Focus Energy’s effect cannot be used more then once per encounter unless the user somehow loses the benefit of Focus Energy. | Cool - None - Get Ready! |
Lv 1 | Feint | Normal | Center | 2 | 1d10+4 | Melee, 1 Target, Interrupt | Feint may only Interrupt Intercepts. If used as an Interrupt, the target flips a coin, if they win the flip, they may retain the use of their Intercept for the encounter as if they did not use it during the encounter. If the target loses the flip, they use up their Intercept. Feint ignores all Intercept effects, dealing damage as if the Intercept was not used. | Beauty - None - Inverse Appeal |
Lv 44 | Detect | Fighting | Center | - | - | Self, No Target, Intercept | If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects. *Grants: Aura | Cool - None - Inversed Appeal |
Lv 12 | Pursuit | Dark | EOT | 2 | 1d12+6 | Melee, 1 Target, Interrupt | If the foe is fleeing or being switched out, Pursuit may be used as an Interrupt. While being used as an Interrupt, Pursuit may shift the user adjacent to the fleeing foe, up to 25 meters, ignoring Speed Capabilities, and attack them before they escape or are switched out dealing 3d10+12 instead for Damage Dice Roll. | Smart - 1d4 - Good Show! |
Lv 17 | Taunt | Dark | EOT | 2 | - | Ranged (10), 1 Target | Taunt’s target can only use Moves that have Damage Dice Rolls for the next 1d4+1 turns. | Smart - None - Inversed Appeal |
Lv 25 | Double Team | Normal | Center | - | - | Self, No Target | The user makes three copies of themselves and places them into the encounter adjacent to the user. The user must place some sign under the token of the original copy to mark it as the original. If a copy is hit by a damaging Move, it is destroyed. If the original is hit by a damaging Move, all copies are destroyed. Any copy can perform a Move but the user is still only allowed one Move per turn. All copies may shift each turn. When the user and its copies are targeted by a Move, foes must roll +2 during Accuracy Check to hit for the remainder of the encounter. When a copy disappears, the user loses 1d6 HP. Do not apply weakness or resistance to HP lost. Do not apply stats to HP lost. | Cool - 2d4 - Reliable |
Lv 28 | Slash | Normal | EOT | 2 | 3d8+10 | Melee, 1 Target, Pass | Slash is a Critical Hit on 18-20 during Accuracy Check. | Cool - 3d4 - No Effect |
Lv 33 | Swords Dance | Normal | EOT | - | - | Self, No Target | The user’s Attack is raised 2 Combat Stages. | Beauty - None - Get Ready! |
Special Progression | |
---|---|
Lv 0 | Blood Fang |
Lv 25 | Night Slash |
Lv 40 | Crunch |
Murphy is viewed by others to be a laid back and chill person. When he was younger, Murphy was actually very destructive and short-tempered, but after realizing how much he hurt people when he was like this, he suppressed his anger and now almost never gets angry. Of course, when you suppress something, it has to go somewhere…
Species | Houndoom |
---|---|
Level | 47 |
EXP | 85500 |
STAB | 9 |
HP | 92 |
Type | Dark/Fire |
Nature | Modest |
Ability | Flash Fire, Unnerve |
Gender | Male |
Hold Item | None |
Quality | Activation | Effect |
---|---|---|
SHORT-TEMPERED | Trigger - The Pokemon is attacked by another target, and hasn't already triggered this effect on another target | The Pokemon gains 2 combat stages in Special Attack, loses a combat stage in Defense and Special Defense, and must target the offending Pokemon on its turn until either it or its chosen opponent faints. |
AVENGER | Cast - Daily - An allied pokemon faints | This Pokemon immediately uses an At-will move as an interrupt on the Pokemon that fainted its ally |
RARING TO GO | Trigger - The Pokemon is sent out of its ball | Roll 1d6. On a 1, this Pokemon loses a single combat stage in Defense and Special Defense. On a 6, this Pokemon gains a single combat stage in Speed and Special Attack. |
Capability | Value | Capability | Value |
---|---|---|---|
Overland | 9 | Surface | 5 |
Jump | 3 | Power | 1 |
Dive | - | Sky | - |
Burrow | - | Intelligence | 3 |
Other capabilities: Tracker, Firestarter (from Ember), Aura (from Dark Pulse)
Stat | Base | Added | Total |
---|---|---|---|
HP | 8 | 7 | 15 |
Atk | 7 | 0 | 7 |
Def | 5 | 0 | 5 |
SAt | 13 | 17 | 30 |
SDf | 8 | 7 | 15 |
Spd | 10 | 15 | 25 |
Source | Move | Type | Frequency | AC | Damage | Range | Details | Contest |
---|---|---|---|---|---|---|---|---|
Extra 1 | Fire Spin | Fire | EOT | 4 | 1d12+6 | Ranged (10), 1 Target, Trap | Fire Spin Traps the target for 1d4+1 turns. At the beginning of the target’s turn, if the target is Trapped, roll 1d12 and the target loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Fire Spin may not trap more then one target at a time. *Grants: Firestarter | Beauty - None - Torrential Appeal |
Extra 2 | Dark Pulse | Dark | EOT | 2 | 3d10+12 | Ranged (3), No Target, Burst | Dark Pulse creates a 3-meter Burst. Dark Pulse Flinches all Legal Targets on 17-20 during Accuracy Check. *Grants: Aura | Cool - 2d4 - Round Starter |
Extra 3 | Night Daze | Dark | Battle | 2 | 3d12+14 | Ranged (10), 1 Target | The Target must roll +1 during Accuracy Checks for the remainder of the encounter on 13-20 during Accuracy Check. | Tough - 2d4 - Unsettling |
Tutor | Nasty Plot | Dark | EOT | - | Self, No target | Raise the user’s Special Attack 2 Combat Stages. | Cute - None - Get Ready! | |
Tutor | Fiery Dance | Fire | Battle | 2 | 3d10+12 | Ranged (4), 1 Target, Spirit Surge | Fiery Dance raises the user’s Special Attack by 1 Combat Stage on 11-20 on Accuracy Check. | Cool - 2d4 - Round Ender |
Lv 1 | Ember | Fire | At-will | 2 | 1d12+6 | Ranged (8), 1 Target | Ember Burns the target on 18-20 during Accuracy Check. *Grants: Firestarter | Beauty - 3d4 - No Effect |
Lv 8 | Smog | Poison | EOT | 5 | 1d6+3 | Ranged (3), 1 Target, Blast | Smog creates a 3-meter Blast. Smog Poisons all Legal Targets on 13-20 during Accuracy Check. | Tough - 3d4 - No Effect |
Lv 45 | Foul Play | Battle | 2 | 4d12+16 | Melee, 1 Target | The target reveals its Attack stat. When calculating damage, add the target’s Attack stat instead of the user’s Attack stat. | Smart - 3d4 - No Effect | |
Lv 16 | Bite | Dark | At-Will | 2 | 2d10+8 | Melee, 1 Target | Bite Flinches the target on 15-20 during Accuracy Check. | Tough - 3d4 - No Effect |
Lv 26 | Beat Up | Dark | Battle | 2 | 1d12+X (Currently 4) | Melee, 1 Target, Scatter | Beat Up can hit up to X time. X is the amount of pokemon on the user’s roster including the user, up to a maximum of 6. Once the user misses, they cannot attempt to make another Beat Up attack on that turn. You may choose any Pokemon’s Attack stat, from your roster, to calculate damage instead of using the user’s Attack stat. | Smart - 2d4 - Reliable |
Lv 30 | Fire Fang | Fire | EOT | 3 | 3d8+10 | Melee , 1 Target | Fire Fang Burns or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Burned or Flinches. On 20 during Accuracy Check, the foe is Burned and Flinches. | Beauty - 3d4 - No Effect |
Special Progression | |
---|---|
Lv 0 | Fire Spin |
Lv 25 | Dark Pulse |
Lv 40 | Night Daze |
A extra seductive Gothitelle. Pokemon seem to be allured by it, but Trainers find it almost repulsive.
Species | Gothitelle |
---|---|
Level | 44 |
EXP | 71438 |
STAB | 8 |
HP | 77+15=92 |
Type | Psychic/Dark |
Nature | Bold |
Ability | Forewarn, Shadow Tag |
Gender | Female |
Hold Item | None |
Quality | Activation | Effect |
---|---|---|
SEXY | Static | This Pokemon gets Attract as a Tutor Move. Also, this Pokemon may breed with any Pokemon from any Egg Group, so long as the Pokemon is opposite gendered. |
AUTOPHOBIA | Static | This Pokemon must always move adjacent to an ally. If this Pokemon is not adjacent to an ally, lower all combat stages by 1. |
AFFECTIONATE | Cast - Once per Turn | Restore 1/4th of an adjacent Allied Pokemon's Max HP AND temporarily increase their Max HP by that amount, but reduce one of their combat stages by one. Priority is given to stats that have higher combat stages, and then to stats that are higher. |
MADE OF CANDY | Cast – Session | The Pokémon with this Quality produces a Rare Candy. |
Capability | Value | Capability | Value |
---|---|---|---|
Overland | 8 | Surface | 6 |
Jump | 1 | Power | 2 |
Dive | - | Sky | - |
Burrow | - | Intelligence | 5 |
Other Capabilities: Telekinetic, Telepath
Stat | Base | Added | Total |
---|---|---|---|
HP | 7 | 4 | 11 |
Atk | 4 | 0 | 4 |
Def | 12 | 14 | 26 |
SAt | 10 | 5 | 15 |
SDf | 11 | 14 | 25 |
Spd | 7 | 3 | 10 |
Source | Move | Type | Frequency | AC | Damage | Range | Details | Contest |
---|---|---|---|---|---|---|---|---|
SEXY | Attract | Normal | EOT | 2 | - | Ranged (10), 1 Target | Attract Infatuates the target. Attract may not affect something that is the same gender as the user or something that is genderless. | Cute - 2d4 - Excitement |
TM | Blood Fang | Dark | EOT | 3 | 3d8+10 | Melee, 1 Target | After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. Vampire Fang Flinches on 18-20 during Accuracy Check. | Cool - 3d4 - No Effect |
Tutor | Nasty Plot | Dark | EOT | - | Self, No target | Raise the user’s Special Attack 2 Combat Stages. | Cute - None - Get Ready! | |
Lv 3 | Confusion | Psychic | At-Will | 2 | 2d8+6 | Ranged (10), 1 Target | Confusion Confuses the target on 19-20 during Accuracy Check. | Smart - 3d4 - No Effect |
Lv 10 | Fake Tears | Dark | EOT | 2 | - | Ranged (10), 1 Target | Lower the target’s Special Defense 2 Combat Stages. | Smart - 2d4 - Excitement |
Lv 28 | Flatter | Dark | EOT | 4? | - | Ranged (8), 1 Target | Flatter Confuses the target and raises the target’s Special Attack 1 Combat Stage. | Smart - 2d4 - Excitement |
Lv 16 | Psybeam | Psychic | EOT | 2 | 3d8+10 | Ranged (7), 1 Target, Column | Psybeam creates a Column 1 meter wide. Psybeam Confuses all Legal Targets on 19-20 during Accuracy Check. | Beauty - 2d4 - Round Starter |
Lv 39 | Psychic | Psychic | Battle | 2 | 3d12+14 | Ranged (10), 1 Target, Push | The target is Pushed 5-meters in any direction. Psychic lowers the target’s Special Defense 1 Combat Stage on 17-20 during Accuracy Check. *Grants: Telekinetic | Smart - 2d4 - Round Starter |
Lv 31 | Future Sight | Psychic | Center | 2 | 4d12+16 | Ranged (10), 1 Target, Column | Future Sight does nothing on the turn it is used. At the end of the second turn after Future Sight’s use, use Future Sight’s damage and effect. Future Sight creates a Column 1 meter wide, which starts from anywhere on the field. | Smart - 2d4 - Round Starter |
Lv 25 | Psyshock | Psychic | EOT | 2 | 3d10+12 | Ranged (4), 1 Target | When calculating damage, the target must use their Defense against Psyshock. | Smart - 2d4 - Incentives |
Notes: +15 HP from Celebration of Life Cake
A trainee of the blade, eternally seeking to hone their own skills.
Species | Bisharp |
---|---|
Level | 44 |
EXP | 71438 |
STAB | 8 |
HP | 74+15=99 |
Type | Dark/Steel |
Nature | Jolly |
Ability | Defiant, Pressure |
Gender | Male |
Hold Item | Stench Accessory |
Quality | Activation | Effect |
---|---|---|
BLADE DISCIPLE | Static | The Pokemon gains Sword's Dance as a Tutor Move and STAB on all attacks that deal Slashing damage. If the move is of a type that the Pokemon has, it gains an additional STAB. |
ETERNALLY SHARP | Trigger - The Pokemon is sent out | This Pokemon must always use Swords Dance as its first move after being sent out. Once per session, Swords Dance may be performed as a Free Action. If it is Taunted before it can use Swords Dance, then it may not attack until after it can use Swords Dance. |
I CAN RELY ONLY ON MY OWN TWO BLADES | Trigger - An ally goes down | This Pokemon's Attack increases by 1 Combat Stage. In addition, once per session, when this Quality triggers, this Pokemon may immediately be Commanded to perform Move it knows with the Pass Keyword, ignoring turn order, and cannot be Interrupted or Intercepted. |
Capability | Value | Capability | Value |
---|---|---|---|
Overland | 9 | Surface | 7 |
Jump | 4 | Power | 4 |
Dive | - | Sky | - |
Burrow | - | Intelligence | 4 |
Other Capabilities: Tracker, Stealth, Pack Mon, Aura
Stat | Base | Added | Total |
---|---|---|---|
HP | 7 | 3 | 10 |
Atk | 13 | 14 | 27 |
Def | 10 | 12 | 22 |
SAt | 4 | 0 | 4 |
SDf | 7 | 3 | 10 |
Spd | 9 | 11 | 20 |
Source | Move | Type | Frequency | AC | Damage | Range | Details | Contest |
---|---|---|---|---|---|---|---|---|
BLADE DISCIPLE | Swords Dance | Normal | EOT | - | - | Self, No Target | The user’s Attack is raised 2 Combat Stages. | Beauty - None - Get Ready! |
Lv 30 | Slash | Normal | EOT | 2 | 3d8+10 | Melee, 1 Target, Pass | Slash is a Critical Hit on 18-20 during Accuracy Check. | Cool - 3d4 - No Effect |
Lv 33 | Assurance | Dark | Battle | 2 | 2d8+6 | Melee, 1 Target | If Assurance’s target has already been damaged by a Move or Arms Feature on the same round Assurance is being used, use 4d12+16 for Assurance’s Damage Dice Roll. | Beauty - 2d4 - Final Appeal |
Lv 9 | Fury Cutter | Bug | At-Will | 3 | 1d4 | Melee, 1 Target | If Fury Cutter is used successfully and consecutively on the same target, on the round immediately after the last, use 1d12+6 on the second hit instead, 2d12+12 on the third hit instead, 3d12+18 on the fourth hit instead and 4d12+24 on the fifth hit and any successful hits following the fifth hit instead for Fury Cutter’s Damage Dice Roll. | Cool - 2d4 - Reliable |
Lv 14 | Torment | Dark | Battle | 2 | - | Ranged (10), 1 Target | For 1d4+2 turns, Torment’s target may not use a Move they have already used in their last 2 turns. | Tough - None - Inversed Appeal |
Lv 17 | Faint Attack | Dark | EOT | - | 2d10+8 | Melee, 1 Target | Faint Attack cannot miss. | Smart - 2d4 - Round Ender |
Lv 22 | Scary Face | Normal | EOT | 2 | - | Ranged (6), 1 Target | The target's Speed is lowered 2 Combat Stages. | Tough - 2d4 - Slow Set |
Lv 25 | Metal Claw | Steel | At-Will | 3 | 2d8+6 | Melee, 1 Target, Pass, Spirit Surge | Raise the user's Attack 1 Combat Stage on 18-20 during Accuracy Check. | Cool - 2d4 - Incentives |
A Raichu with a bad attitude problem.
Species | Raichu |
---|---|
Level | 42 |
EXP | 61412 |
STAB | 8 |
HP | 69 |
Type | Electric/Dark |
Nature | Adamant |
Ability | Moxie, Intimidate |
Gender | Male |
Hold Item | None |
YOU’RE NEXT! | Trigger: The Pokémon with this Quality knocks out one or more foes with its Move | A foe of the user’s choice has its Defense and Special Defense reduced by 1 Combat Stage for each foe this Pokemon knocked out. |
---|---|---|
HUBRIS | Trigger: The Pokémon with this Quality knocks out multiple foes with one Move | The Pokémon takes up its next Command Action to gloat. During this turn, it performs the move Swords Dance as if it knew it. |
Capability | Value | Capability | Value |
---|---|---|---|
Overland | 9 | Surface | 4 |
Jump | 3 | Power | 2 |
Dive | - | Sky | - |
Burrow | - | Intelligence | 4 |
Other Capabilities: Zapper
Stat | Base | Added | Total |
---|---|---|---|
HP | 6 | 3 | 9 |
Atk | 11 | 17 | 28 |
Def | 6 | 2 | 8 |
SAt | 7 | 0 | 7 |
SDf | 8 | 3 | 11 |
Spd | 10 | 16 | 26 |
Source | Move | Type | Frequency | AC | Damage | Range | Details | Contest |
---|---|---|---|---|---|---|---|---|
Egg | Nasty Plot | Dark | EOT | - | - | Self, No Target | Raise the user’s Special Attack 2 Combat Stages. | Cute - None - Get Ready! |
Egg | Taunt | Dark | EOT | 2 | - | Ranged (10), 1 Target | Taunt’s target can only use Moves that have Damage Dice Rolls for the next 1d4+1 turns. | Smart - None - Inversed Appeal |
Tutor | Thunderpunch | Electric | EOT | 2 | 3d10+12 | Melee, 1 Target | Thunderpunch Paralyzes the target on 19-20 during Accuracy Check. | Cool - 2d4 - Round Starter |
Tutor | Night Slash | Dark | EOT | 2 | 3d8+10 | Melee, 1 Target, Pass | Night Slash is a Critical Hit on 18-20 during Accuracy Check. | Cool - 3d4 - No Effect |
Lv 29 | Thunderbolt | Electric | Battle | 2 | 4d12+16 | Ranged (7), 1 Target, Column | Thunderbolt creates a Column 1 meter wide. Thunderbolt Paralyzes all Legal Targets on 19-20 during Accuracy Check. *Grants: Zapper | Cool - 2d4 - Round Starter |
Lv 34 | Sucker Punch | Dark | Battle | 2 | 3d10+12 | Melee, 1 Target, Interrupt | If something is targeting the user with a damaging Attack - Melee Move, you may use Sucker Punch on the offender as an Interrupt. | Smart - 2d4 - Quick Set |
Lv 10 | Thunder Wave | Electric | Center | - | - | Ranged (6), 1 Target | Thunder Wave cannot miss. Thunder Wave Paralyzes the target. | Cool - 2d4 - Excitement |
Lv 13 | Pursuit | Dark | EOT | 2 | 1d12+6 | Melee, 1 Target, Interrupt | If the foe is fleeing or being switched out, Pursuit may be used as an Interrupt. While being used as an Interrupt, Pursuit may shift the user adjacent to the fleeing foe, up to 25 meters, ignoring Speed Capabilities, and attack them before they escape or are switched out dealing 3d10+12 instead for Damage Dice Roll. | Smart - 1d4 - Good Show! |
Lv 18 | Electro Ball | Electric | Battle | 2 | See Effect | Ranged (10), No Target | The target reveals their current Speed stat, applying Combat Stages. If the user’s Speed stat, applying Combat Stages is four times that of the target’s, Electro Ball uses 5d10+16 for Damage Dice Roll; if the user three times that of the target’s, Electro Ball uses 3d10+14; if the user is twice that of the target, Electro Ball uses 2d10+12; if the user is not twice as fast as the target, Electro Ball uses 1d10+10. | Beauty - 2d4 - Final Appeal |
Lv 21 | Double Team | Normal | Center | - | - | Self, No Target | The user makes three copies of themselves and places them into the encounter adjacent to the user. The user must place some sign under the token of the original copy to mark it as the original. If a copy is hit by a damaging Move, it is destroyed. If the original is hit by a damaging Move, all copies are destroyed. Any copy can perform a Move but the user is still only allowed one Move per turn. All copies may shift each turn. When the user and its copies are targeted by a Move, foes must roll +2 during Accuracy Check to hit for the remainder of the encounter. When a copy disappears, the user loses 1d6 HP. Do not apply weakness or resistance to HP lost. Do not apply stats to HP lost. | Cool - 2d4 - Reliable |
Lv 26 | Faint Attack | Dark | EOT | 2 | 2d10+8 | Melee, 1 Target | Faint Attack cannot miss. | Smart - 2d4 - Round Ender |
Progression:
1 – Thundershock - Electric
1 – Snarl - Dark
5 Taunt - Dark
10 Thunder Wave - Electric
13 Pursuit - Dark
18 Electro Ball - Electric
21 Double Team - Normal
26 Faint Attack - Dark
29 Thunderbolt - Electric
34 Sucker Punch - Dark
37 Agility - Psychic
42 Dark Pulse - Dark
45 Quash - Dark
50 Thunder – Electric
An amateur comedian. Emphasis on amateur.
Species | Krookodile |
---|---|
Level | 42 |
EXP | 61412 |
STAB | 8 |
HP | 75 |
Type | Ground/Dark |
Nature | Sickly |
Ability | Dark Art, Reckless |
Gender | Male |
Hold Item | None |
MASTER OF BAD PUNS | The Pokemon with this Quality can speak, but only to make a bad pun. (Feel free to PM Botherer bad puns to feed him. He might forget it can do that, y'know.) In addition, when it successfully pulls out a bad pun, whatever the pun was directed at has its Special Defense stat decreased by 1 Combat Stage. | |
---|---|---|
YOU MAD, BRO? | Trigger: A foe affected by "Master of Bad Puns" misses | The Pokemon with this Quality has its Speed Evasion raised by 1; like other Evasion boosters, this may not raise its Evasion beyond 9. |
Capability | Value | Capability | Value |
---|---|---|---|
Overland | 8 | Surface | 6 |
Jump | 3 | Power | 4 |
Dive | - | Sky | - |
Burrow | 8 | Intelligence | 4 |
Other Capabilities: Stealth, Groundshaper
Stat | Base | Added | Total |
---|---|---|---|
HP | 9 | 2 | 11 |
Atk | 12 | 13 | 25 |
Def | 7 | 3 | 10 |
SAt | 7 | 0 | 7 |
SDf | 9 | 11 | 20 |
Spd | 9 | 12 | 21 |
Source | Move | Type | Frequency | AC | Damage | Range | Details | Contest |
---|---|---|---|---|---|---|---|---|
Egg | Wild Charge | Electric | EOT | 2 | 3d12+14 | Melee, 1 Target, Dash, Recoil 1/4 | After Wild Charge deals damage, Recoil. | Tough - 3d4 - No Effect |
TM | Blood Fang | Dark | EOT | 3 | 3d8+10 | Melee, 1 Target | After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. Vampire Fang Flinches on 18-20 during Accuracy Check. | Cool - 3d4 - No Effect |
Rainy | Earthquake | Ground | Battle | 2 | 4d12+16 | Ranged (5), No Target, Burst | Earthquake creates a 5-meter Burst. Earthquake can hit targets using the Move Dig. *Grants: Groundshaper | Tough - 2d4 - Round Ender |
Lv 1 | Bite | Dark | At-Will | 2 | 2d10+8 | Melee, 1 Target | Bite Flinches the target on 15-20 during Accuracy Check. | Tough - 3d4 - No Effect |
Lv 28 | Crunch | Dark | EOT | 2 | 3d10+12 | Melee, 1 Target | Crunch lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check. | Tough - 2d4 - Round Starter |
Lv 25 | Swagger | Normal | EOT | 4 | - | Ranged (8), 1 Target | The target’s Attack is raised 2 Combat Stages. Swagger Confuses the target. | Cute - 2d4 - Excitement |
Lv 10 | Torment | Dark | Battle | 2 | - | Ranged (10), 1 Target | For 1d4+2 turns, Torment’s target may not use a Move they have already used in their last 2 turns. | Tough - None - Inversed Appeal |
Lv 13 | Sand Tomb | Ground | EOT | 4 | 1d12+6 | Ranged (6), 1 Target, Trap | Sand Tomb Traps the target for 1d4+1 turns. At the beginning of the target’s turn, if the target is Trapped, roll 1d12 and the target loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Sand Tomb may not trap more then one target at a time. | Smart - None - Torrential Appeal |
Lv 16 | Assurance | Dark | Battle | 2 | 2d8+6 | Melee, 1 Target | If Assurance’s target has already been damaged by a Move or Arms Feature on the same round Assurance is being used, use 4d12+16 for Assurance’s Damage Dice Roll. | Beauty - 2d4 - Final Appeal |
Lv 19 | Mud Slap | Ground | EOT | 2 | 1d6+3 | Ranged (2), 1 Target, Column | Mud-Slap creates a Column 1-meter wide. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter. | Cute - 3d4 - No Effect |
Species | Nuzleaf |
---|---|
Level | 32 |
EXP | 32075 |
STAB | 6 |
HP | 77 |
Type | Grass/Dark/Fire |
Nature | Stoic |
Ability | Chlorophyll |
Gender | Male |
Hold Item | None |
Some People Just Want to Watch the World Burn | Static | Ranged moves, including AOEs, aimed through this Pokemon from allies do not cause damage or negative effects. Moves aimed in this way become fire type. |
---|---|---|
Zombieslayer | Static | Typing will never cause a Pokemon with this Quality to deal less than neutrally effective damage to a Zombie, bypassing any Qualities it has which would say otherwise. |
Capability | Value | Capability | Value |
---|---|---|---|
Overland | 6 | Surface | 4 |
Jump | 4 | Power | 3 |
Dive | - | Sky | - |
Burrow | - | Intelligence | 4 |
Other Capabilities: Sprouter (from Nature Power), Inflatable (from Growth)
Stat | Base | Added | Total |
---|---|---|---|
HP | 7 | 8 | 15 |
Atk | 7 | 15 | 22 |
Def | 4 | 1 | 5 |
SAt | 6 | 0 | 6 |
SDf | 4 | 1 | 5 |
Spd | 6 | 6 | 12 |
Source | Move | Type | Frequency | AC | Damage | Range | Details | Contest |
---|---|---|---|---|---|---|---|---|
Egg | Lava Plume | Fire | EOT | 2 | 3d10+12 | Ranged (6), 1 Target | Lava Plume Burns the target on 16-20 during Accuracy Check. | Tough - 2d4 - Round Starter |
Egg | Sunny Day | Fire | Battle | - | - | No Damage, Target Area, Weather | For 2 minutes (12 rounds), the area is considered Sunny. While Sunny, Fire-Type attacks deal 1.5x damage. Water-Type attacks deal ½ the damage they normally would. | Beauty - 2d4 - Hold That Thought |
Egg | Nasty Plot | Dark | EOT | - | - | Self, No Target | Raise the user’s Special Attack 2 Combat Stages. | Cute - None - Get Ready! |
Tutor | Fire Punch | Fire | EOT | 2 | 3d10+12 | Melee, 1 Target | Fire Punch Burns the target on 19-20 during Accuracy Check. | Beauty - 2d4 - Round Starter |
Lv 7 | Growth | Normal | At-Will | - | - | Self, No Target | Raise the user’s Attack 1 Combat Stage and raise the user’s Special Attack 1 Combat Stage. If it is Sunny, double the amount of Combat Stages gained. *Grants: Inflatable | Beauty - None - Get Ready! |
Lv 13 | Nature Power | Normal | EOT | Varies | Varies | Varies | Nature Power uses a Move defined by Environ. *Grants: Sprouter | Beauty - 2d4 - Scrambler |
Lv 19 | Fake Out | Normal | Battle | 2 | 1d12+6 | Melee, 1 Target, Interrupt | Cute - 2d4 - Round Starter | |
Lv 25 | Torment | Dark | Battle | 2 | - | Ranged (10), 1 Target | For 1d4+2 turns, Torment’s target may not use a Move they have already used in their last 2 turns. | Tough - None - Inversed Appeal |
Lv 31 | Faint Attack | Dark | EOT | 2 | 2d10+8 | Melee, 1 Target | Faint Attack cannot miss. | Smart - 2d4 - Round Ender |
Learnset changes: Razor Wind —> Heat Wave, Swagger —> Will-o-Wisp
Species | Zoroark |
---|---|
Level | 32 |
EXP | 32075 |
STAB | 6 |
HP | 50 |
Type | Dark/Grass |
Nature | Patient |
Ability | Illusion |
Gender | Female |
Hold Item | None |
Plant Imitator | Cast - Battle | As a free action, this Pokemon uses the move Transform on an allied Pokemon with the Zombieslayer Quality. |
---|---|---|
Cheeky | Trigger: A foe hits the Pokemon with this Quality with a Not Very Effective Move while Illusion is active | This Pokemona??s Attack and Special Attack are raised by 1 Combat Stage each. |
Zombieslayer | Static | Typing will never cause a Pokemon with this Quality to deal less than neutrally effective damage to a Zombie, bypassing any Qualities it has which would say otherwise. |
Capability | Value | Capability | Value |
---|---|---|---|
Overland | 6 | Surface | 4 |
Jump | 2 | Power | 2 |
Dive | - | Sky | - |
Burrow | - | Intelligence | 4 |
Other Capabilities: Alluring (from Sweet Scent), Stealth, Tracker, Pack Mon
Stat | Base | Added | Total |
---|---|---|---|
HP | 6 | 0 | 6 |
Atk | 11 | 5 | 16 |
Def | 6 | 1 | 7 |
SAt | 12 | 14 | 26 |
SDf | 6 | 1 | 7 |
Spd | 11 | 10 | 21 |
Source | Move | Type | Frequency | AC | Damage | Range | Details | Contest |
---|---|---|---|---|---|---|---|---|
Egg | Snatch | Dark | Battle | - | - | Ranged (10), 1 Target, Intercept | If the target is gaining a Combat Stage, you may use Snatch. The user gains the same Combat Stages the target does. Then, the target loses all Combat Stages they gained that turn. If the target is using a No Damage - Self Move, you may use Snatch. You use the No Damage - Self Move and the target does not. | Smart - None - Attention Grabber |
Egg | Aromatherapy | Grass | Battle | - | - | Ranged (10), 1 Target | The target has 1 status effect of their choice removed. Aromatherapy cannot miss. | Smart - None - Reflective Appeal |
Egg | Leaf Tornado | Grass | Battle | 4 | 3d8+10 | Ranged (6), No Target, Burst | Leaf Tornado creates a 2-meter Burst. On 15-20 during Accuracy Check, all Legal Targets must roll 1 higher on Accuracy Checks for the remainder of the combat. | Beauty - 1d4 - Good Show! |
Lv 5 | Pursuit | Dark | EOT | 2 | 1d12+6 | Melee, 1 Target, Interrupt | If the foe is fleeing or being switched out, Pursuit may be used as an Interrupt. While being used as an Interrupt, Pursuit may shift the user adjacent to the fleeing foe, up to 25 meters, ignoring Speed Capabilities, and attack them before they escape or are switched out dealing 3d10+12 instead for Damage Dice Roll. | Smart - 1d4 - Good Show! |
Lv 9 | Sweet Scent | Normal | Battle | 2 | - | Ranged (5), No Target, Burst | Sweet Scent creates a 5-meter Burst. For the remainder of the encounter, when targeting any Legal Targets that were hit by Sweet Scent, you need -2 to hit that target during Accuracy Check. *Grants: Alluring | Cute - 2d4 - Excitement |
Lv 13 | Bullet Seed | Grass | At-Will | 4 | 1d10+4 | Ranged (8), 1 Target, Scatter | Bullet Seed can hit up to 5 times. Once the user misses, they cannot attempt to make another Bullet Seed attack on that turn. | Cool - 2d4 - Reliable |
Lv 17 | Faint Attack | Dark | EOT | - | 2d10+8 | Melee, 1 Target | Faint Attack cannot miss. | Smart - 2d4 - Round Ender |
Lv 21 | Scary Face | Normal | EOT | 2 | - | Ranged (6), 1 Target | The target’s Speed is lowered 2 Combat Stages. | Tough - 2d4 - Slow Set |
Lv 25 | Taunt | Dark | EOT | 2 | - | Ranged (10), 1 Target | Taunt’s target can only use Moves that have Damage Dice Rolls for the next 1d4+1 turns. | Smart - None - Inversed Appeal |
Lv 30 | Night Slash | Dark | EOT | 2 | 3d8+10 | Melee, 1 Target, Pass | Night Slash is a Critical Hit on 18-20 during Accuracy Check. | Cool - 3d4 - No Effect |
Learnset Changes: Fake Tears —> Sweet Scent, Fury Swipes —> Bullet Seed, Scratch —> Vine Whip, Agility —> Growth, Imprison —> Stun Spore, Embargo —> Worry Seed, Torment —> Grass Knot
Species | Scraggy |
---|---|
Level | 19 |
EXP | 9000 |
STAB | 3 |
HP | 64 |
Type | Dark/Fighting |
Nature | Desperate |
Ability | Moxie |
Gender | Male |
Hold Item | None |
My Daddy Said Giving People Black Eyes Was Fun | Trigger: The Pokemon with this Quality rolls 18 to 20 on the Accuracy Check when performing a Melee-ranged Move | The target must roll 2 higher to hit on the Accuracy Check. This Quality can only be applied once per encounter for each eye the target has. |
---|---|---|
Are You SURE You Don’t Wan t a Black Eye? | Cast – At-Will | The Pokemon with this Quality uses its Command Action to perform a Physical Maneuver with AC4. On a successful hit, the target takes unreducable damage equal to double this Pokemon’s STAB value, and has an eye taken out as per the above Quality. |
Capability | Value | Capability | Value |
---|---|---|---|
Overland | 6 | Surface | 4 |
Jump | 3 | Power | 3 |
Dive | - | Sky | - |
Burrow | - | Intelligence | 4 |
Other Capabilities: Stealth, Pack Mon
Stat | Base | Added | Total |
---|---|---|---|
HP | 10 | 5 | 15 |
Atk | 16 | 4 | 20 |
Def | 7 | 4 | 11 |
SAt | 4 | 0 | 4 |
SDf | 7 | 4 | 11 |
Spd | 5 | 1 | 6 |
Source | Move | Type | Frequency | AC | Damage | Range | Details | Contest |
---|---|---|---|---|---|---|---|---|
Egg | Bulk Up | Fighting | EOT | - | - | Self, No Target | Raise the user’s Attack 1 Combat Stage and raise the user’s Defense 1 Combat Stage. | Beauty - None - Get Ready! |
Egg | Thunderpunch | Electric | EOT | 2 | 3d10+12 | Melee, 1 Target | Thunderpunch Paralyzes the target on 19-20 during Accuracy Check. | Cool - 2d4 - Round Starter |
Egg | Ice Punch | Ice | EOT | 2 | 3d10+12 | Melee, 1 Target | Ice Punch Freezes the target on 19-20 during Accuracy Check. | Beauty - 2d4 - Round Starter |
Lv. 1 | Leer | Normal | At-Will | 2 | - | Ranged (5), 1 Target | The target’s Defense is lowered 1 Combat Stage. | Cool - 2d4 - Excitement |
Lv. 1 | Low Kick | Fighting | Battle | 2 | See Effect | Melee, 1 Target, Weight Class | If the target is in Weight Class 1, use 1d10 for Damage Dice Roll. If the target is in Weight Class 2, use 1d10+5. If the target is in Weight Class 3, use 1d10+10. If the target is in Weight Class 4, use 2d10+12. If the target is in Weight Class 5, use 3d10+14. If the target is in Weight Class 6, use 5d10+16 for damage. | Tough - 3d4 - No Effect |
Lv. 5 | Sand Attack | Ground | EOT | 2 | - | Ranged (2), 1 Target, Column | Sand-Attack creates a Column 1 meter wide. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter. | Cute - 1d4 - Excitement |
Lv. 9 | Faint Attack | Dark | EOT | - | 2d10+8 | Melee, 1 Target | Faint Attack cannot miss. | Smart - 2d4 - Round Ender |
Lv. 12 | Headbutt | Normal | EOT | 2 | 3d8+10 | Melee, 1 Target, Dash | Headbutt Flinches the target on 15-20 during Accuracy Check. | Tough - 3d4 - No Effect |
Lv. 16 | Swagger | Normal | EOT | 4 | - | Ranged (8), 1 Target | The target’s Attack is raised 2 Combat Stages. Swagger Confuses the target. | Cute - 2d4 - Excitement |
Species | BlackGreymon |
---|---|
Level | 30 |
EXP | 26500 |
STAB | 6 |
HP | 30+ |
Type | Fire/Dragon/Dark |
Nature | Proud |
Ability | Flash Fire |
Gender | Male |
Hold Item | None |
EVOLVE! | Cast- Hourly | This pokemon can evolve in the middle of battle, assuming the next stage of evolution if available. If this pokemon is already at its final stage of evolution, it gains +1 Combat Stage to Attack and Special Attack instead. This pokemon returns to its current stage of evolution at the end of battle. |
---|---|---|
NOT BACKING DOWN! | Trigger- Hit by critical hit or super effective move | Trainer or pokemon that activated the trigger is now Marked. This pokemon will only attack Marked until either one faints. This pokemon gains +1 Combat Stage to Defense and Special Defense. |
RAMPAGE! | Trigger- HP at 30% or below | As long as this pokemon's HP is at 30% or below, Melee damaging Moves now have the Burst (1m) keyword while Ranged damaging Moves have the Blast (1m) keyword. If the damaging move has either keyword on it, its range is increased by +1m. |
Capability | Value | Capability | Value |
---|---|---|---|
Overland | 9 | Burrow | 3 |
Jump | 3 | Sky | - |
Surface | Sinker | Underwater | - |
Power | 5 | Intelligence | 3 |
Stat | Base | Added | Total |
---|---|---|---|
HP | 8 | 6 | 14 |
Atk | 9 | 16 | 25 |
Def | 6 | 0 | 6 |
SAt | 7 | 0 | 7 |
SDf | 8 | 7 | 15 |
Spd | 6 | 0 | 6 |
Source | Move | Type | Frequency | AC | Damage | Range | Details | Contest |
---|---|---|---|---|---|---|---|---|
Lv. 1 | Bite | Dark | At-Will | 2 | 2d10+8 | Melee, 1 target | Bite Flinches the target on 15-20 during Accuracy Check. | Tough - 3d4 - No Effect |
Lv. 4 | Leer | Normal | At-Will | 2 | - | Ranged (5), 1 Target | The target’s Defense is lowered 1 Combat Stage. | Cool - 2d4 - Excitement |
Lv. 12 | Roar | Normal | Battle | 11 | - | Ranged (6), 1 Target | The target flees away from the user 15 meters, ignoring Speed Capabilities, if terrain allows. The target may not use Moves for 4 rounds. During a trainer battle, the target’s owner must recall the fleeing target and replace them. | Cool - 2d4 - Excitement |
Lv. 17 | Dragonbreath | Dragon | EOT | 2 | 2d10+8 | Ranged (3), 1 Target, Column | Dragonbreath creates a Column 1 meter wide. Dragonbreath Paralyzes all Legal Targets on 15-20 during Accuracy Check. | Cool - 2d4 - Round Starter |
Lv. 20 | Howl | Normal | At-will | - | - | Self, No Target | Raise the user’s Attack 1 Combat stage. | Cool - None - Get Ready! |
Lv. 25 | Night Slash | Dark | EOT | 2 | 3d8+10 | Melee, 1 Target, Pass | Night Slash is a Critical Hit on 18-20 during Accuracy Check. | Cool - 3d4 - No Effect |
Lv. 28 | Fire Fang | Fire | EOT | 3 | 3d8+10 | Melee , 1 Target | Fire Fang Burns or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Burned or Flinches. On 20 during Accuracy Check, the foe is Burned and Flinches. | Beauty - 3d4 - No Effect |
Equipment
- Inventory Overview
- Weapon Advancement
- Rainbow Throwing Knives
- Portal Gun
- Punch Scarf
- Leather Jacket
- Rawstberry Delight
- References
471 Imagination Units
Water Spirit Charm (Summon Rusalka)
Thunder Stone
Fire Stone
Scary Mask
Victory Bell
Rare Candy x6
BURNING DETERMINATION Soul Crystal
JUDGMENT RAINS DOWN FROM THE HEAVENS Soul Crystal
Note: 3 Personal Levels to Distribute - Let Botherer know if you knock any to 3 or 5.
Lv20 (5 Prs) Rainbow Throwing Knives - Each of the set of eight knives in this set is imbued with magical elements. Searing flames or numbing bursting out from your knives? Yeah, that's the usual.
Lv17 (2 Prs) Portal Gun - It's a motherfucking Portal gun. Do I need to explain more?
Lv20 (5 Prs) Punch Scarf - A scarf that punches things. Kinda' weird, I know.
Lv20 (5 Prs) Leather Jacket - Slim and form-fitting, this leather jacket gives the wearer just a tinge of that dark, mysterious, edgy look. Free sunglasses with every pair!
Lv17 (2 Prs) Rawstberry Delight - A far overgrown Rawst Berry, hollowed out and slathered with preservatives. The good news? You'll always smell fruity fresh. The bad news? You're walking around in a giant Rawst Berry.
Plot Levels
Each Plot Level raises the Level of all Weapons and Armor up 1 Level, up to 15 Plot-based Levels. When you receive a new Weapon, its starting level is equal to the number of Plot Levels you've acquired so far.
Personal Levels
Each Personal Level ( Seen count as Personal Levels for the sake of this ) raises the level of one Weapon and one Armor up 1 Level, up to 5 Personal-based Levels per piece of equipment. Note which Weapon and which Armor gain the Personal Level after gaining each level. Make sure to let Botherer know when a piece of Equipment has hit the milestones of three (3) and five (5) Personal Levels. They'll receive special Capabilities that they won't receive through acquiring Plot Levels.
Pierce Subtype
Stats
Lv. 51 Weapon Upgrade: 10 additional points
Physical Stat - 35
Special Stat - 0
Accuracy - 5 ( Max Rank, 25 Total Points Invested )
Lv. 3 Personal Skill Rain of Knives
Trigger - Daily: The user performs an Arms Attack or Move
Effect: The Move instead becomes a Burst, with a radius, in meters, equal to 3 more than half the user's STR modifier.
Lv5 Personal Skill: Thousand Knives
Cast - Session
Effect: Thousand Knives is an Arms Attack that creates a Column 7 meters long and 3 meters wide. Thousand Knives cannot miss Legal Targets. For each Legal Target, one of the damage dealing Moves known by your currently equipped Weapon, excluding its Arms Attack, is selected at random, and is performed on that target as well, ignoring frequency.
Special: Moves that would normally have a Melee range instead have a range equal to the user’s STR modifier.
Natural Moves
Name | Freq | AC | Damage | Upgrade | Range | Special Effect | Contest |
---|---|---|---|---|---|---|---|
Arms Attack (Steel) | At-Will | 6 | 2d10+8 Physical | None | 6m, 1 Target | You may add the highest of your STR, DEX, or CON modifiers to the damage inflicted by this attack. | N/A |
Poison Fang | EOT | 2 | 2d8+6 | None | Melee, 1 Target | Poison Fang Badly Poisons the target on 17-20 during Accuracy Check. | Smart - 2d4 - Incentives |
Hone Claws | EOT | - | - | None | Self, No Target | Raise the user’s Attack 1 Combat Stage. For the remainder of Combat, the user’s Attack - Melee Moves need -1 on Accuracy Checks to hit. | Cool - None - Get Ready! |
Razor Leaf | At-Will | 4 | 2d10+8 | None | Ranged (10), 1 Target | Razor Leaf is a Critical Hit on 18-20 during Accuracy Check. | Cool - 3d4 - No Effect |
Focus Energy | At-Will | - | - | None | Self, No Target, Coat | The user’s Moves are Critical Hits on 17-20. If a Move already has an extended Critical Hit range, Focus energy extends that range by -3. Focus Energy’s effect cannot be used more then once per encounter unless the user somehow loses the benefit of Focus Energy. | Cool - None - Get Ready! |
Fire Fang | EOT | 3 | 3d8+10 | None | Melee , 1 Target | Fire Fang Burns or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Burned or Flinches. On 20 during Accuracy Check, the foe is Burned and Flinches. | Beauty - 3d4 - No Effect |
Ice Fang | EOT | 3 | 3d8+10 | None | Melee, 1 Target | Ice Fang Freezes or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Frozen or Flinches. On 20 during Accuracy Check, the foe is Frozen and Flinches. | Cool - 3d4 - No Effect |
Thunder Fang | EOT | 3 | 3d8+10 | None | Melee, 1 Target | Thunder Fang Paralyzes or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Paralyzed or Flinches. On 20 during Accuracy Check, the foe is Paralyzed and Flinches | Smart - 3d4 - No Effect |
Psycho Cut | EOT | 2 | 3d8+10 | None | Ranged (6), 1 Target | Psycho Cut is a Critical Hit on 18-20 during Accuracy Check. | Cool - 2d4 - Round Starter |
Unlimited Knife Works (Steel) | Center | - | 6d12+22 Physical | 8 Meters, 1 Target, Column | Unlimited Knife Works creates a Column 3 meters wide. On miss, Unlimited Knife Works deals damage to all Legal Targets equal to the user’s Attack stat. The user’s Attack stat is reduced by 2 Combat Stages afterwards. When used with Rainbow Throwing Knives, Unlimited Knife Works does not lower the user's Attack stat, instead creates a Column 5 meters wide, and may take on the effect of another damage dealing Move on the Knives’ Moveset. |
Tutor Moves
Name | Freq | AC | Upgrade | Damage | Range | Special Effect | Contest |
---|---|---|---|---|---|---|---|
Crunch | EOT | 2 | N/A | 3d10+12 | Melee, 1 Target | Crunch lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check. | Tough - 2d4 - Round Starter |
Progression
Weapon Level | Move Gains |
---|---|
Base | Poison Fang, Hone Claws, 1 Tutor Moveslot |
Weapon Level 2 | Razor Leaf |
Weapon Level 5 | Focus Energy, 2 Tutor Moveslots |
Weapon Level 8 | Fire Fang |
Weapon Level 10 | 3 Tutor Moveslots |
Weapon Level 11 | Ice Fang |
Weapon Level 14 | Thunder Fang |
Weapon Level 15 | 4 Tutor Moveslots |
Weapon Level 17 | Psycho Cut |
Weapon Level 20 | ???, 5 Tutor Moveslots |
Stats
Physical Stat - 0
Special Stat - 33
Accuracy - 3 ( 0 / 6 to Rank 4, 12 Total Points Invested )
Natural Moves
Name | Freq | AC | Damage | Upgrade | Range | Special Effect | Contest |
---|---|---|---|---|---|---|---|
Arms Attack ( Electric ) | At-Will | 6 | 1d12+6 Special | Special | 10m, 1 Target | You may add the highest of your INT, WIS or CHA modifiers to the damage inflicted by this attack. | N/A |
Teleport | Battle | - | - | None | Self, No Target, Intercept | Teleport can be used as an Intercept at any time. If used as an Intercept, roll 1d20 and if you don’t roll 7 or higher, Teleport fails to activate. The user can shift 1d10+10 meters. They can move through blocking terrain and hindering terrain as if it is regular terrain. Moves that targeted Teleport’s user continues through the desired target’s space if the Move allows for it. If Teleport fails when used as an Intercept, treat it as if you did not use it for purposes of Frequency. | Cool - 2d4 - Quick Set |
Confusion | At-Will | 2 | 2d8+6 | Ranged (10), 1 Target | Confusion Confuses the target on 19-20 during Accuracy Check. | Smart - 3d4 - No Effect | |
Flash | EOT | 2 | - | Ranged (4), No Target, Burst | Flash creates a 4-meter Burst. Flash makes all Legal Targets need +1 to hit during Accuracy Checks. *Grants: Glow | Beauty - 1d4 - Unsettling | |
Psybeam | EOT | 2 | 3d8+10 | Ranged (7), 1 Target, Column | Psybeam creates a Column 1 meter wide. Psybeam Confuses all Legal Targets on 19-20 during Accuracy Check. | Beauty - 2d4 - Round Starter | |
Shock Wave | EOT | - | 2d8+10 | Ranged (2), 1 Target, Column | Shock Wave creates a Column 2-meters wide. Shock Wave cannot miss. *Grants: Zapper | Cool - 2d4 - Round Starter | |
Flash Cannon | EOT | 2 | 3d10+12 | Ranged (10), 1 Target | Flash Cannon lowers the target’s Special Defense 1 Combat Stage on 17-20 during Accuracy Check. | Smart - 2d4 - Round Starter | |
Ally Switch | Battle | - | - | Self, 1 Target, Intercept | Choose one willing ally, shift the user’s position to the ally’s position and shift the ally’s position to the user’s position, trading places. If the ally was a target of a Move, the user is now the target. If the user was a target of a Move, the ally is now the target. | Cool - 2d4 - Scrambler | |
Solarbeam | Battle | 2 | 5d12+18 | Ranged (10), 1 Target, Column | Once you declare the use of Solarbeam, the user’s turn ends. On its next turn, the user may shift and use Solarbeam’s damage. If it is Sunny, Solarbeam uses its damage on the turn you declare its use. If it is Rainy or Sand Storming Solarbeam’s user must end their turn immediately at the start of their second turn after declaring Solarbeam’s use, only getting to use Solarbeam’s damage on the third turn. If it is Hailing, Solarbeam’s damage is 3d10. Solarbeam creates a Column 1 meter wide. For Pokemon users, the second turn is their Trainer’s Command Action, unless the Trainer is unconscious, in which case the Pokemon acts on its own, finishing Solarbeam. | Cool - 1d4 - Special Attention |
Tutor Moves
Name | Freq | AC | Damage | Range | Special Effect | Contest |
---|
Progression
Weapon Level | Move Gains |
---|---|
Base | Teleport, Confusion, 1 Tutor Moveslot |
Weapon Level 2 | Flash |
Weapon Level 5 | Psybeam, 2 Tutor Moveslots |
Weapon Level 8 | Shock Wave |
Weapon Level 10 | 3 Tutor Moveslots |
Weapon Level 11 | Flash Cannon |
Weapon Level 14 | Ally Switch |
Weapon Level 15 | 4 Tutor Moveslots |
Weapon Level 17 | Solarbeam |
Weapon Level 20 | ???, 5 Tutor Moveslots |
Strike Subtype
Stats
Physical Stat - 43
Special Stat - 0
Accuracy - 2 ( 0 / 5 to Rank 3, 7 Total Points Invested )
Personal Skill: The Stretchiest Scarf
Cast: Daily
Effect: A Move or Arms Attack used by the Punchscarf can be given the Column Keyword, creating a Column 8 meters in length and 2 meters in width.
Personal Skill: It's a Goddamn Sentient Scarf
Static
Effect:
- The Punch Scarf can be worn without consuming the Equipment slot, and attacks can be declared with it by consuming Command Actions instead of Trainer Actions.
- When the wearer takes damage from a range of up to four meters, they may give up one of their next Actions (their choice whether it's Trainer or Command) to deal an unreducable amount of damage equal to half of what they took.
- When an ally deals damage to a foe within four meters of the wearer, if they remember to declare it, they may, as a Free Action, deal unreducable damage equal to one sixteenth of the foe's Maximum HP.
Natural Moves
Name | Freq | AC | Damage | Upgrade | Range | Special Effect | Contest |
---|---|---|---|---|---|---|---|
Arms Attack (Dark) | At-Will | 6 | 2d10+8 Physical | None | 3 Meters, 1 Target | You may add the highest of your STR, DEX, or CON modifiers to the damage inflicted by this attack. | N/A |
Mach Punch | At-Will | 2 | 1d12+6 | None | Melee, 1 Target, Interrupt | If a foe wants to declare a Move, you may instead use Mach Punch on their turn before they can use their Move. | Cool - 2d4 - Quick Set |
Bulk Up | EOT | - | - | None | Self, No Target | Raise the user’s Attack 1 Combat Stage and raise the user’s Defense 1 Combat Stage. | Beauty - None - Get Ready! | |
Shadow Punch | EOT | - | 2d10+8 | None | Ranged (6), 1 Target | Shadow Punch cannot miss. | Smart - 2d4 - Round Starter |
Agility | EOT | - | - | None | Self, No Target | Raise the user's Speed 2 Combat Stages | Cool - 2d4 - Quick Set |
Sucker Punch | Battle | 2 | 3d10+12 | None | Melee, 1 Target, Interrupt | If something is targeting the user with a damaging Attack - Melee Move, you may use Sucker Punch on the offender as an Interrupt. | Smart - 2d4 - Quick Set |
Detect | Center | - | - | None | Self, No Target, Intercept | If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects. *Grants: Aura | Cool - None - Inversed Appeal |
Sky Uppercut | EOT | 3 | 3d12+14 | None | Melee, 1 Target, Push | The target is Pushed 2-meters. If the target is airborne, Sky Uppercut deals an additional 2d10. If the target is airborne as a result of Fly or Sky Drop, Sky Uppercut cannot miss as long as you are in a space adjacent to the airborne target. | Cool - 2d4 - Round Starter |
Focus Punch | EOT | 2 | 7d10+28 | None | Melee, 1 Target, Push | Once you declare the use of Focus Punch the user’s turn ends. If you are not hit by a damaging Move until your next turn you may use Focus Punch’s damage and effects. The target is Pushed 10-meters and it takes an additional 2d12 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d12. If the user is hit by a damaging Move before it’s next turn, it may not use a Move on that turn. | Tough - 1d4 - Special Attention |
Sucker Punch Plus (Dark) | Center | 2 | 3d10+12 | None | Melee, 1 Target, Push, Interrupt, Scatter | If a foe is targeting the user with a damaging Move, you may use Sucker Punch Plus on the offender as an Interrupt. Sucker Punch Plus may strike up to two times. Sucker Punch Plus flinches the target, and pushes them 4 meters in any direction. When used with the Sentiet Punch Scarf, the range of Sucker Punch Plus increases to four meters, you may roll to attack an additional target within range. |
---|
So I was lazy with making a name. Bite me. ~Botherer
Tutor Moves
Name | Freq | AC | Damage | Upgrade | Range | Special Effect | Contest |
---|
Progression
Weapon Level | Move Gains |
---|---|
Base | Mach Punch, Bulk Up, 1 Tutor Moveslot |
Weapon Level 2 | Shadow Punch |
Weapon Level 5 | Agility, 2 Tutor Moveslots |
Weapon Level 8 | Sucker Punch |
Weapon Level 10 | 3 Tutor Moveslots |
Weapon Level 11 | Detect |
Weapon Level 14 | Sky Uppercut |
Weapon Level 15 | 4 Tutor Moveslots |
Weapon Level 17 | Focus Punch |
Weapon Level 20 | ???, 5 Tutor Moveslots |
Stats
Physical Stat – 20
Special Stat - 30
Accuracy - 0 ( 0 / 3 to Rank 1, 0 Point Total Invested )
Personal Skill - Swag
Trigger: A foe targets Murphy with a Melee-ranged Move
Effect: Roll 1d100. On a result equal to or less than the wearer's Charisma stat, the foe becomes Flinched after finishing the Move.
Personal Skill - You REALLY Wanna Do That?
Cast - Session
Trigger: A foe targets Murphy with a Move or Arms Attack.
Effect: The foe immediately flinches. Afterwards, Murphy creates a burst whose radius is equal to his Charisma modifier in meters. All foes caught within the burst have their Attack, Defense, Special Attack and Special Defense reduced by 2 Combat Stages each.
Effectiveness and Evasions
This is accounting for Murphy’s natural Dark type, and his extra Dark resistance from Soulbound (Dark)
4x Effective - None
2x Effective - Fire, Rock, Poison
Neutral - Fighting, Dragon, Normal, Steel, Water
1/2 Resist - Electric, Ghost, Grass, Ground, Ice
1/4 Resist - Dark
Immune - Bug, Psychic, Flying, Defense Down, Confusion
+4 Evade - Rock
+2 Evade - All
Abilities
Intimidate
Cast - Hourly
Effect: Lower one target’s Attack 1 Combat Stage.
Pressure
Cast - Daily
Effect: When this Ability is activated, all enemies have their Moves set to their original frequency if they were able to be used more frequently. In addition, At-Will moves are now EOT.
Mold Breaker
Cast - Hourly
Effect: The target’s Ability is disabled, it cannot be used until the end of the encounter.
Heat Proof
Static
Effect: The user halves the damage they would take from Fire Type Moves after they apply weakness and resistance.
Progression
Armor Level | Gains |
---|---|
Base | Intimidate Ability, Bug Resist |
Armor Level 2 | +2 Ice Evasion |
Armor Level 4 | Electric Resist |
Armor Level 5 | Pressure Ability |
Armor Level 6 | +2 Water Evasion |
Armor Level 8 | Defense Immunity |
Armor Level 10 | Mold Breaker Ability, Gain Bug Type, Null Bug |
Armor Level 12 | Flying Resist |
Armor Level 14 | +4 Rock Evasion, +2 Evasion All |
Armor Level 16 | Confusion Immunity |
Armor Level 18 | Ice Resist |
Armor Level 20 | Flying Null, Heatproof Ability |
Stats
Physical Stat – 13
Special Stat - 33
Accuracy - 0 ( 0 / 3 to Rank 1, 0 Point Total Invested )
Effectiveness and Evasions
This accounts for Murphy's natural Dark typing and having Soulbound (Dark). It need be altered if passed off to someone else to use.
4x Effective - None
2x Effective - Bug, Fighting
Neutral - Dragon, Flying, Normal, Rock, Steel, Electric, Grass, Fire, Ice
1/2 Resist - Ghost, Ground
1/4 Resist - Dark, Water
Immune - Psychic, Poison, Ice, Special Defense down
+4 Evade - Bug
+2 Evade - Ice, Poison, All
Abilities
Rain Dish
Trigger
Effect: While Rainy, the user gains 1/16 of their full HP at the beginning of each of their turns.
Harvest
Trigger - At-Will
Effect: Whenever the user eats a Berry, flip a coin. On heads, the user produce another berry of the exact same variety as a held item available for use next turn. On tails nothing happens. When it is Sunny, Harvest will always activate successfully.
Progression
Armor Level | Gains |
---|---|
Base | Water Absorb Ability, Gain Grass Type, Flying Resist |
Armor Level 2 | +2 Bug Evasion |
Armor Level 4 | Ice Resist |
Armor Level 5 | Harvest Ability |
Armor Level 6 | +2 Poison Evasion |
Armor Level 8 | Special Defense Immunity |
Armor Level 10 | Rain Dish Ability (Replaces Water Absorb), Gain Water Type, Null Ice |
Armor Level 12 | Poison Resist |
Armor Level 14 | +4 Bug Evasion, +2 Evasion All |
Armor Level 16 | Poison Immunity |
Armor Level 18 | Fire Resist |
Armor Level 20 | Poison Null, Drizzle Ability |
When your Weapon increases in level, it gains Stat Points as well, to be added to your stats as you see fit. A quick Glossary and table of stat increases is listed here.
Weapon Stats
Physical Stat - Your Weapon's Physical Stat is its Attack stat; your Armor's is its Physical Damage Reduction. Attack Combat Stages alter your currently equipped Weapon's Physical Stat, while Defense Stages alter your currently equipped Armor's Defense.
Special Stat - Your Weapon's Special Stat is its Special Attack stat; your Armor's is its Special Damage Reduction. Sp.Atk Combat Stages alter your currently equipped Weapon's Special Stat, while Sp.Def Combat Stages alter your currently equipped Armor's Special Stat.
Accuracy - When rolling 1d20, you may add your Weapon's Accuracy to the check for the purposes of determining whether or not the move hits. If your Armor has an Accuracy stat that exceeds your Dexterity Modifier, your opponent must roll that much higher to hit you with their attack. Altering your Speed Combat Stages increases both your currently equipped Weapon's and currently equipped Armor's Accuracy by that number of points. Like Pokemon Evasion, Accuracy caps at 9 points total, up to 5 of which can be earned through Stat Increases. If you do not have Weapon of Choice for Weapons of your chosen Subtype, you must roll 2 points higher on the Accuracy Check to hit with Moves that have Accuracy Checks.
Note : Accuracy does NOT increase at a 1:1 ratio. In order to reach the next level of Accuracy, you need to add a number of points equal to three more than your current rank. To get from 0 to 1 in Accuracy, you'd need to invest 3 points; from 1 to 2 would require 4 points, and so on, up to Rank 6 requiring 8. A chart for quick referencing is below.
Current Accuracy | To Next Rank | Total Points Invested |
---|---|---|
0 | 3 Points | 0 Points |
1 | 4 Points | 3 Points |
2 | 5 Points | 7 Points |
3 | 6 Points | 12 Points |
4 | 7 Points | 18 Points |
5 | MAX | 25 Points |
Armor Effects
Resist (Type) - When your Armor levels up enough that you gain a Resist quality, unless certain conditions are met, you are treated a step resistant to damage as if you had the Soulbound feature for that type.
Ex1: If you have a Normal armor and have the Resist (Psychic) quality, you take damage as if you were 1/2 Resistant to it.
Ex2: If you have an Ice/Grass armor and have the Resist (Fire) quality, you take damage as if you were only 2x Weak to it instead of 4x Weak.
Null (Type) - Unless certain conditions are met, you no longer take damage from the specified type while wearing Armor.
Immune (Status / Stat) - Every armor will get two of these, one at Armor Level 8 and one at Armor Level 16. If the Immunity specifies a Status Ailment, you are no longer able to suffer from that Status while that armor is equipped. If the Immunity specifies a Stat, that Stat's Combat Stages may never be reduced, even if you use a Feature or stat that would cause it to decrease, so long as the Armor is equipped.
+X Evade - If your currently equipped Armor has a +X Evade, then when being targeted by moves of that type, you may treat your Evasion as if it were X points higher, up to a cap of 9.
Progression Chart
This chart has been included here simply for the sake of convenience, such that you can easily check
Level | Stat Gains | Total Stats | Level | Stat Gains | Total Stats | Level | Stat Gains | Total Stats |
---|---|---|---|---|---|---|---|---|
Base Level | 11 | 11 | Level 7 | 2 | 28 | Level 14 | 2 | 41 |
Level 1 | 3 | 14 | Level 8 | 1 | 29 | Level 15 | 1 | 42 |
Level 2 | 2 | 16 | Level 9 | 2 | 31 | Level 16 | 2 | 44 |
Level 3 | 2 | 18 | Level 10 | 4 | 35 | Level 17 | 1 | 45 |
Level 4 | 2 | 20 | Level 11 | 1 | 36 | Level 18 | 2 | 47 |
Level 5 | 5 | 25 | Level 12 | 2 | 38 | Level 19 | 1 | 48 |
Level 6 | 1 | 26 | Level 13 | 1 | 39 | Level 20 | 2 | 50 |