Olivia Wilde

Name: Olivia Wilde
Age: 16
Height: 5'1
Weight: 115 lbs (WC?)

Level: 25
Trainer EXP: 0/10
Badges:

Physical Evasion: +2
Special Evasion: +3
Speed Evasion: +5 (+4)

HP: 78/78
Injuries: 0
AP: 10/10
HP 16
Attack 25 (+5)
Defense 10
Special Attack 6
Special Defense 15
Speed 27
BODY (AVERAGE) +2
Acrobatics Expert (5) Intimidate Master (6)
Athletics Novice (3) Stealth Expert (5)
Combat Novice (3) Survival Untrained (2)
MIND (AVERAGE) +1
General Untrained (2) Pokemon Untrained (2)
Medicine Untrained (2) Technology Pathetic (1)
Occult Untrained (2)
Perception Untrained (2) Guile Pathetic (1)
SPIRIT (AVERAGE) +2
Charm Pathetic (1) Focus Untrained (2)
Command Untrained (2) Intuition Master (6)
Capabilities
Overland 7 Power 6
High Jump 1 Long Jump 2
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Background: [Silent Force]
Some let their actions speak for them
Rank Up: Intuition, Intimidate, Occult
Rank Down: Technology, Guile, Charm

Moves
Name Frequency AC Type Damage Keywords Special Effect
Astonish At-Will 2 Ghost 1d8+8 Physical Melee, 1 Target Astonish Flinches the target on 15+. Once per scene, if the target is unaware of the user’s presence, Astonish automatically Flinches the target.
Shadow Sneak At-Will 2 Ghost 2d6+8 Physical Melee, 1 Target, Priority Priority - If the user has not yet taken their turn that round, Shadow Sneak may be declared during a foe’s turn to immediately take your turn and use Shadow Sneak.
Shadow Claw At-Will 2 Ghost 2d10+10 Physical Melee, Pass Shadow Claw is a Critical Hit on 18+ during Accuracy Check.
Shadow Punch EoT None Ghost 2d8+10 Physical 6, 1 Target Shadow Punch cannot Miss.
Phantom Force Scene x2 2 Ghost 3d10+10 Physical Melee, 1 Target, Set-Up Set-Up Effect: The user is removed from the field, and their turn ends. Resolution Effect: Phantom Force’s user appears adjacent to any legal target on the field, ignoring Movement Capabilities, and then uses Phantom Force’s attack. Phantom Force cannot be avoided by Moves with the Shield Keyword, the Dodge Ability, or similar effects, and Intercepts may not be attempted in response.
Shadow Force Daily x3 2 Ghost 4d10+15 Physical Melee, 1 Target, Set-Up Set-Up Effect: The user is removed from the field, and their turn ends. Resolution Effect: Shadow Force’s user appears adjacent to any legal Target, ignoring Movement Capabilities, and then uses Shadow Force’s attack.
Force Palm At-Will 2 Fighting 2d6+8 Physical Melee, 1 Target Force Palm Paralyzes the target on 18+.
Meditate At-Will None Psychic - Status Self Raise the user's Attack 1 Combat Stage.
Abilities
Name Frequency Effect
Instinct Static The user's default Evasion is increased by +2.
Pressure Static While within 3 meters of the user, all foes are Suppressed. This effect ends when the user is Fainted.
Fade Away Scene - Standard Action, Interrupt The user becomes Invisible until the beginning of their next turn, and may immediately Shift. This Ability may be activated as an Interrupt when hit by a Physical attack; the user may declare the use of Fade Away to avoid all damage and/or effects of the move.

Pokemon

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Overland 8
Swim 3
Sky 7
High Jump 2
Long Jump 2
Power 14
Intelligence 5
Darkvision
Groundshaper

Missy : Golurk Type: Ground/Ghost Evasion: 4/4/1 Tutor Points: 6/9
Level 40, 2230 EXP Held Item: Shell Bell HP: 110/110 Injuries: 0
Training: Focused
Ability Usage Special Effect
Iron Fist Static The user increased the Damage Base of the following Moves by +2; Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamic Punch, Fire Punch, Meteor Mash, Shadow Punch, Ice Punch, Mach Punch, Mega Punch, Sky Uppercut, Thunder Punch, Focus Punch, and Hammer Arm.
Prime Fury Scene - Swift Action The user becomes Enraged and gains +1 Attack Combat Stage
No Guard Static The user may not apply any form of Evasion to avoiding melee attacks; however, the user ignores all forms of evasion when making Melee attack rolls.
Proud Nature (+HP, -SAtk)
Stat Base Added Value
Hit Points 10 +10 20
Attack 12 +18 30
Defense 10 +10 20
Special Attack 4 +0 4
Special Defense 10 +10 20
Speed 6 +2 8
Skills
Athletics Acrobatics Combat Stealth Perception Focus
5d6+2 2d6 4d6+2 2d6 4d6+1 5d6+2
Improvements / Edges
Source TP Cost Effect
Accuracy Training (Hammer Arm) 1 AC of Hammer Arm is permanently lowered by 1.
Advanced Mobility 1 Increase Movement Capabilities by 2. (Overland, Sky)

Vitamins: PP Up (Phantom Force), Iron x2, Zinc x2

Moves
Name Frequency AC Type Damage Keywords Special Effect
Shadow Punch EoT None Ghost 3d8+10 Physical 6, 1 Target Sucker Punch cannot miss.
Night Shade Scene x2 2 Ghost - Special 8, 1 Target The target loses Hit Points equal to the level of Night Shade’s user. Do not apply weakness or resistance. Do not apply stats.
Phantom Force Scene x3 2 Ghost 3d10+10 Physical Melee, 1 Target, Set-Up Set-Up Effect: The user is removed from the field, and their turn ends. Resolution Effect: Phantom Force’s user appears adjacent to any legal target on the field, ignoring Movement Capabilities, and then uses Phantom Force’s attack. Phantom Force cannot be avoided by Moves with the Shield Keyword, the Dodge Ability, or similar effects, and Intercepts may not be attempted in response.
Hammer Arm EoT 2 Fighting 3d12+10 Physical Melee, 1 Target The user lowers their Speed 1 Combat Stage.
Magnitude EoT None Ground See Effect Physical Burst 2, Groundsource When you use Magnitude, roll 1d6. Magnitude’s Damage Base is equal to 5+X, where X is the value of the d6. Magnitude can hit targets that are underground, including those using the Move Dig.
Iron Defense EoT None Steel - Status Self Raise the user's Defense 2 Combat Stages.
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