Pokerider Heavy

Name: Daichi Kobayashi
Age: 23
Height: 5'8"
Weight: 160 lbs

Daichi Kobayashi was a young man trying to help his Father's struggling church get by. The only extraordinary thing about him was his appetite. So, in order to save his Dad's church he started to enter local eating competitions for the prize money. Gradually he worked his way up to bigger and bigger contests, until finally he got the first place prize in a contest sponsored by a mysterious corporation called Ouroborous. However, the prize he received was not what he expected. The Ouroborous kidnapped him, and revealed that they were planning on gathering seven warriors fueled by their desires to consume to help them bring the world to its inevitable destruction. They planned to use these warriors to infect citizens with a poison that would cause them to be consumed by their own despair and spawn a Kaiju. However, Daichi refused to be a slave to his desire. He managed to escape his cell and find a creature which Ouroborous had intended to use to stop the 7 Riders if they ever became too powerful for the organization to control. It hated the Ouroborous, so Daichi set it free and stole the Master Belt to transform into Pokerider Heavy to escape. From that day on, Daichi became caught up in the battle to stop the Ouroborous from destroying the world. He fought many kaiju, and defeated 6 of the 7 Ouroborous riders. Each time adding their pokemon to his belt. Though they have caused a great deal of inconvenience for him by taking residence in his body, they grew to be valuable allies. Eventually, the leader of the Ouroborous tried to take control of a legendary pokemon known as Giratina and used its power to go on a rampage in the City. Heavy appeared to try to fight him off, but was outmatched. However, with the voices of the people cheering him on, he fought through his own despair and unlocked the power of Rayquaza, transforming into his Jörmungandr Form to stop them. The whole world saw his victory, and he became a celebrity. A hero to the people. He managed to give them all hope to protect them from the despair that threatened to consumue the world. And although he failed to finish off the leader of the Ouroborous, or their last remaining rider, he's ready to do whatever it takes to protect the world from anything that threatens it!

Level: 20

STR 14 (13+1)
DEX 30 (13+17)
CON 7 (9-2)
INT 6 (8-2)
WIS 12 (8+4)
CHA 16 (13+1)

HP 148/168

Features:
Level 1 - Ranger
Level 2 - Signer
Level 3 - Honda Motorcycle
Level 4 - Pokemon Feedback
Level 5 - Armor Sign
Level 6 - Divine Sign
Level 7 - Grand Sign
Level 8 - Righteous Sign
Level 9 - Smite Sign
Level 10 - God Sign
Level 11 - Summoning Sign
Level 12 - Martial Artist
Level 13 - Bow Proficiency
Level 14 - Bow Master
Level 15 - Body Focus
Level 16 - Chosen one
Level 17 - Hissatsu
Level 18 - Armor Form: Serperior
Level 19 - Rider Weapon
Level 20 - Ultimate Hero

Items: 700
Honda Motorcycle (-10k)
Heavy Slam TM (-4,100)
Elemental Fangs (-9,000)
Return TM x2 (-3,000)
Dragon Pulse TM (1,500)
Brick Break TM (1,000)
Earthquake TM x2 (-4,200)

Pokemon:

Claw Form (Tamamaru)

Zangoose - M
Normal

Level: 41
Experience: 55000

HP: 81/98
Stab Dice: 1d12
Ability: Vital Spirit/Toxic Boost
Nature: Adamant
Physical Evasion Bonus: 2
Special Evasion Bonus: 2

Stats

STAT BASE ADDED TOTAL
HP 7 12 19
Attack 14 8 22
Defense 6 4 10
Sp. Attack 4 0 4
Sp. Defense 6 4 10
Speed 9 12 21

Capabilities

Ability Value
Land Speed 10
Surface Speed 6
Burrow Speed 8
Jump 4
Power 3
Intelligence 4

MISC Capablities: Aura

Natural Moves:

Swords Dance – Normal
EOT – None
Self - No Damage
Effect: No Target
The user’s Attack is raised 2 Combat Stages.

Detect – Fighting
Center – None
Self - No Damage
Effect: No Target, Interrupt
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage or become afflicted with any status ailment this turn.

Crush Claw – Normal
Battle – 3
Melee - Attack
5d10
Effect: 1 Target, Dash
Crush Claw lowers the target’s Defense 1 Combat Stage on 11-20 during Accuracy Check.

Pursuit – Dark.
EOT – 2
Melee - Attack
2d10
Effect: 1 Target, Interrupt
If foe is fleeing or being switched, Pursuit moves the user adjacent to a fleeing foe and hits them before they escape or are switched out with an additional 2d20. Pursuit cannot be used as an interrupt unless the target of Pursuit is running away or being switched out.

Slash – Normal
EOT – 2
Melee - Attack
2d20
Effect: 1 Target, Pass
Slash is a Critical Hit on 18-20 during Accuracy Check.

Counter – Fighting
Battle – None
Ranged - No Damage
Effect: 1 Target, Interrupt
If the user is being hit by a Move that consults Attack for damage, you may use Counter. If the user survives the hit, the target is dealt damage equal to twice the amount of damage the user received. Do not apply weakness, resistance or immunity. Do not apply stats.

Night Slash – Dark
EOT – 2
Melee - Attack
2d20
Effect: 1 Target, Pass
Night Slash is a Critical Hit on 18-20 during Accuracy Check.

TM Moves:

Return – Normal
EOT – 2
Melee - Attack
3d20
Effect: 1 Target
The user may only use Return if they like their owner.

Brick Break – Fighting
EOT – 2
Melee - Attack
5d10
Effect: 1 Target
Brick Break can destroy Walls.

Coil Form (Kousuke)

Serperior - M
Grass

Level: 40
Experience: 51000

HP: 73/73
Stab Dice: 1d10
Ability: Overgrow/Contrary
Nature: Sassy
Physical Evasion Bonus: 4
Special Evasion Bonus: 4
Speed Evasion Bonus: 2

Stats

STAT BASE ADDED TOTAL
HP 8 3 11
Attack 8 0 8
Defense 10 13 23
Sp. Attack 8 0 8
Sp. Defense 12 12 24
Speed 9 11 20

Capabilities

Ability Value
Land Speed 10
Surface Speed 8
Burrow Speed 6
Jump 2
Power 4
Intelligence 5

MISC Capablities: Stealth, Sprouter

Natural Moves:

Wrap – Normal
EOT – 4
Melee - Attack
1d8
Effect: 1 Target, Trap
Wrap Traps the target and the user for 1d4 + 1 turns. At the beginning of each turn the target is Trapped, roll 1d20, the target loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Wrap may not trap more then one target at a time.

Leaf Tornado - Grass
Battle - 4
Ranged - Special Attack
2d20
Effect: 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.

Wring Out – Normal
Battle – 2
Melee - Special Attack
1d20
Effect: 1 Target
If the target is at full HP, deal an additional 2d20 damage.

Giga Drain – Grass
Battle – 2
Ranged - Special Attack
5d10
Effect: 1 Target
After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.

Coil - Poison
EOT - None
Self - No Damage
Effect: No Target
Raise the user’s Attack 1 Combat Stage and raise the user’s Defense 1 Combat Stage. For the remainder of Combat, the user needs -1 on Accuracy Checks to hit.

Leech Seed – Grass
Center – 4
Ranged - No Damage
Effect: 1 Target
At the beginning of each of the user’s turns, Leech Seed’s target loses 1/8th of their full HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Leech Seed’s user then gains HP equal to the amount the target lost. Leech Seed cannot hit a Grass type Pokemon.

Leaf Blade – Grass
EOT – 2
Melee - Attack
3d20
Effect: 1 Target, Pass
Leaf Blade is a Critical Hit on 18-20 during Accuracy Check.

TM Moves:

Fang Form (Kibamaru)

Arbok - M
Poison

Level: 40
Experience: 51000

HP:
Stab Dice: 1d10
Ability: Intimidate/Shed Skin
Nature: Proud
Physical Evasion Bonus: 2
Special Evasion Bonus: 2

Stats

STAT BASE ADDED TOTAL
HP 7 3 10
Attack 9 15 24
Defense 7 3 10
Sp. Attack 5 0 0
Sp. Defense 8 3 11
Speed 8 15 23

Capabilities

Ability Value
Land Speed 9
Surface Speed 7
Jump 2
Power 3
Intelligence 4

MISC Capablities: Stealth

Natural Moves:

Stockpile – Normal
EOT – None
Self - No Damage
Effect: No Target
The user adds 1 to their Stockpiled count. For each number a Stockpiled count is above 0, raise the user’s Defense 1 Combat Stage and raise the user’s Special Defense 1 Combat Stage. If a Stockpiled count is set to 0, the Combat Stages gained from the Stockpiled count are lost.

Spit Up – Normal
Battle – 2
Ranged - Special Attack
See Effect
Effect: 1 Target
If the user is Stockpiled 1, use 4d20 for damage; if the user is Stockpiled 2, use 7d20 for damage; if the user is Stockpiled 3, use 10d20 for damage. After using Spit Up, the user’s Stockpiled count is set to 0. If the user has no Stockpiled count, Spit Up does nothing.

Swallow – Normal
Center – None
Self - No Damage
Effect: No Target
If the user is Stockpiled 1, they are healed 25% of their full HP; if the user is Stockpiled 2, they are healed half of their full HP; if the user is Stockpiled 3, they are healed back to full HP. After using Swallow, the user’s Stockpiled count is set to 0. If the user has no Stockpiled count, Swallow does nothing.

Mud Bomb – Ground
Battle – 4
Ranged - Special Attack
2d20
Effect: 1 Target, Blast
Mud Bomb creates a 1-meter Blast. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter on 17-20 during Accuracy Check.

Screech – Normal
EOT – 4
Ranged - No Damage
Effect: No Target, Burst
Screech creates a 4-meter Burst. All Legal Targets have their Defense lowered 2 Combat Stages.

Crunch – Dark
EOT – 2
Melee - Attack
5d10
Effect: 1 Target
Crunch lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check.

Bite – Dark
At-Will – 2
Melee - Attack
3d10
Effect: 1 Target
Bite Flinches the target on 15-20 during Accuracy Check.

TM Moves:

Thunder Fang – Electric
EOT – 3
Melee - Attack
2d20
Effect: 1 Target
Thunder Fang Paralyzes or Flinches on 19 during Accuracy Check, flip a coin to determine whether the foe gets Paralyzed or Finches. On 20 during Accuracy Check, the foe is Paralyzed and Flinches.

Ice Fang – Ice
EOT – 3
Melee - Attack
2d20
Effect: 1 Target
Ice Fang Freezes or Flinches on 19 during Accuracy Check, flip a coin to determine whether the foe gets Frozen or Finches. On 20 during Accuracy Check, the foe is Frozen and Flinches.

Fire Fang – Fire
EOT – 3
Melee - Attack
2d20
Effect: 1 Target
Fire Fang Burns or Flinches on 19 during Accuracy Check, flip a coin to determine whether the foe gets Burned or Finches. On 20 during Accuracy Check, the foe is Burned and Flinches.

Scale Form (Kawamaru)

Milotic - M
Type

Level: 40
Experience: 51000

HP: 109/109
Stab Dice: 1d10
Ability: Marvel Scale/Torrent
Nature: Bold
Physical Evasion Bonus: 2
Special Evasion Bonus: 5

Stats

STAT BASE ADDED TOTAL
HP 10 13 23
Attack 4 0 4
Defense 10 0 10
Sp. Attack 10 13 23
Sp. Defense 12 13 25
Speed 8 0 0

Capabilities

Ability Value
Land Speed 6
Surface Speed 11
Underwater Speed 11
Jump 4
Power 4
Intelligence 4

MISC Capablities: Gilled

Natural Moves:

Hydro Pump – Water
Battle – 4
Ranged - Special Attack
5d20
Effect: 1 Target, Beam
Hydro Pump creates a 10-meter Beam.

Rain Dance – Water
Battle – None
Field - No Damage
Effect: Target Area, Weather
For 2 minutes, the area is considered Rainy. While Rainy, Water-Type attacks deal 1.5x damage. Fire-Type attacks deal ½ the damage they normally would.

Aqua Tail – Water
Battle – 4
Melee - Attack
3d20
Effect: 1 Target, Pass

Recover – Normal
Center – None
Self - No Damage
Effect: No Target
The user regains HP equal to half of its full HP.

Twister – Dragon
At-Will – 2
Ranged - Special Attack
2d10
Effect: 1 Target, Blast
A 2-meter Blast surrounds the target.
Twister Flinches the target on 18-20 during Accuracy Check.

Water Pulse – Water
EOT – 2
Ranged - Special Attack
3d10
Effect: No Target, Burst
Water Pulse creates a 3-meter Burst. Water Pulse Confuses all Legal Targets on 17-20 during Accuracy Check.

Refresh – Normal
Battle – None
Self - No Damage
Effect: No Target
The user is cured of all Status ailments.

TM Moves:

Dragon Pulse – Dragon
EOT – 2
Ranged - Special Attack
3d20
Effect: No Target, Burst
A 3-meter Burst is generated from Dragon Pulse’s user.

Spark Form (Dennosuke)

Eelektross - M
Electric

Level: 41
Experience: 55000

HP: 123/123
Stab Dice: 1d12
Ability: Levitate/Lightningrod
Nature: Hardy
Physical Evasion Bonus: 2
Special Evasion Bonus: 2

Stats

STAT BASE ADDED TOTAL
HP 10 17 27
Attack 10 1 11
Defense 8 2 10
Sp. Attack 11 17 29
Sp. Defense 8 2 10
Speed 5 0 0

Capabilities

Ability Value
Land Speed 7
Surface Speed 8
Underwater Speed 8
Sky Speed 8
Jump 3
Power 4
Intelligence 4

MISC Capablities: Glow, Zapper

Natural Moves:

Charge Beam – Electric
Battle – 3
Ranged - Special Attack
4d6
Effect: 1 Target, Beam, Spirit Surge
Charge Beam creates 4-meter Beam. Charge Beam raises the user’s Special Attack 1 Combat Stage on 11-20 during Accuracy Check.

Discharge – Electric
EOT – 2
Ranged - Special Attack
5d10
Effect: No Target, Burst
A 3-meter Burst is generated from Discharge’s user. Discharge Paralyzes all legal targets on 15-20 during Accuracy Check.

Thunder Wave – Electric
Center – None
Ranged - No Damage
Effect: 1 Target, Column
Thunder Wave creates a Column that is 2-meters wide. All Legal Targets in the Column are Paralyzed. Thunder Wave cannot miss.

Acid – Poison
At-Will – 2
Ranged - Special Attack
2d10
Effect: 1 Target
Acid lowers the target’s Defense 1 Combat Stage on 18-20 during Accuracy Check.

Crunch – Dark
EOT – 2
Melee - Attack
5d10
Effect: 1 Target
Crunch lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check.

Bind – Normal
EOT – 4
Melee - Attack
1d8
Effect: 1 Target, Trap
Bind Traps the target and the user for 1d4 + 1 turns. At the beginning of each turn the target is Trapped, roll 1d20, the target loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Bind may not trap more then one target at a time.

Headbutt – Normal
EOT – 2
Melee - Attack
2d20
Effect: 1 Target, Dash
Headbutt Flinches the target on 15-20 during Accuracy Check.

TM Moves:

Rampage Form (Abamaru)

Gyarados - M
Water/Flying

Level: 40
Experience: 54000

HP: 109/109
Stab Dice: 1d10
Ability: Intimidate/Moxie
Nature: Naughty
Physical Evasion Bonus: 2
Special Evasion Bonus: 2

Stats

STAT BASE ADDED TOTAL
HP 10 13 23
Attack 15 10 25
Defense 8 2 10
Sp. Attack 6 0 6
Sp. Defense 8 2 10
Speed 8 12 20

Capabilities

Ability Value
Land Speed 6
Surface Speed 10
Underwater Speed 10
Jump 4
Power 6
Intelligence 4

MISC Capablities: Gilled, Reach

Natural Moves:

Tackle – Normal
At-Will – 3
Melee - Attack
2d10
Effect: 1 Target, Dash, Weight Class
For each Weight Class the user is above the target, they deal additional 1d10 damage.

Bite – Dark
At-Will – 2
Melee - Attack
3d10
Effect: 1 Target
Bite Flinches the target on 15-20 during Accuracy Check.

Aqua Tail – Water
Battle – 4
Melee - Attack
3d20
Effect: 1 Target, Pass

Ice Fang – Ice
EOT – 3
Melee - Attack
2d20
Effect: 1 Target
Ice Fang Freezes or Flinches on 19 during Accuracy Check, flip a coin to determine whether the foe gets Frozen or Finches. On 20 during Accuracy Check, the foe is Frozen and Flinches.

Dragon Rage – Dragon
Battle – 2
Ranged - No Damage
Effect: 1 Target
Dragon Rage always deals 30 damage of HP. Do not apply weakness or resistance. Do not apply stats.

Twister – Dragon
At-Will – 2
Ranged - Special Attack
2d10
Effect: 1 Target, Blast
A 2-meter Blast surrounds the target.
Twister Flinches the target on 18-20 during Accuracy Check.

Rain Dance – Water
Battle – None
Field - No Damage
Effect: Target Area, Weather
For 2 minutes, the area is considered Rainy. While Rainy, Water-Type attacks deal 1.5x damage. Fire-Type attacks deal ½ the damage they normally would.

TM Moves:

Return – Normal
EOT – 2
Melee - Attack
3d20
Effect: 1 Target
The user may only use Return if they like their owner.

Earthquake – Ground
Battle – 2
Ranged - Attack
4d20
Effect: No Target, Burst
Earthquake creates a 5-meter Burst. Earthquake can hit targets using the Move Dig.

Guard Form (Ginnosuke)

Steelix - M
Steel/Ground

Level: 41
Experience: 55000

HP: 98/98
Stab Dice: 1d12
Ability: Sturdy/Sheer Force
Nature: Sassy
Physical Evasion Bonus: 5
Special Evasion Bonus: 4

Stats

STAT BASE ADDED TOTAL
HP 8 11 19
Attack 9 13 22
Defense 20 5 25
Sp. Attack 6 0 0
Sp. Defense 9 11 20
Speed 1 0 0

Capabilities

Ability Value
Land Speed 8
Burrow Speed 12
Jump 3
Power 5
Intelligence 4

MISC Capablities: Groundshaper, Reach, Sinker

Natural Moves:

Iron Tail – Steel
EOT – 6
Melee - Attack
4d20
Effect: 1 Target, Pass
Iron Tail lowers the target’s Defense 1 Combat Stage on 19-20 during Accuracy Check.

Sandstorm – Rock
Battle – None
Field - No Damage
Effect: Target Area, Weather
For 2 minutes, the area is considered Sandstorming. At the beginning of each round, all non-Ground, Rock, or Steel types lose 1/16th of their full HP. Rock Pokemon are treated as if their Special Defense is raised 2 Combat Stages while Sandstorming.

Curse - Normal
EOT – None
Self - No Damage
Effect: No Target
The user’s Speed is lowered 1 Combat Stage. The user’s Attack is raised 1 Combat Stage and the user’s Defense is raised 1 Combat Stage.

Rock Throw – Rock
EOT – 4
Ranged - Attack
4d6
Effect: 1 Target

Rage – Normal
At-Will – 2
Melee - Attack
1d8
Effect: 1 Target, Spirit Surge
The user’s Attack is raised 1 Combat Stage as long as they used Rage on their previous turn. If the user is damaged by an attack before it’s next turn, its Attack is raised 1 Combat Stage.

Tackle – Normal
At-Will – 3
Melee - Attack
2d10
Effect: 1 Target, Dash, Weight Class
For each Weight Class the user is above the target, they deal additional 1d10 damage.

Rock Tomb – Rock
Battle – 5
Ranged - Attack
4d6
Effect: 1 Target, Blast
Rock Tomb creates a 3-meter Blast. Rock Tomb lowers all Legal Targets Speed 1 Combat Stage.

TM Moves:

Heavy Slam - Steel
Battle - 2
Melee - Attack
See Effect
Effect: 1 Target
If the user is in the same Weight Class as the target, Heavy Slam deals 2d10; if the user is one Weight Class higher than the target, Heavy Slam deals 3d10; if the user is two Weight Classes higher than the target, Heavy Slam deals 5d10; if three classes, 4d20; if four classes, 5d20.

Earthquake – Ground
Battle – 2
Ranged - Attack
4d20
Effect: No Target, Burst
Earthquake creates a 5-meter Burst. Earthquake can hit targets using the Move Dig.

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