Keoua

Name: Keoua Nui
Age: 23
Height: 6'2
Weight: 175lbs (WC4)

Level: 5
Trainer EXP: 0/10
Badges: None.

Physical Evasion: 1
Special Evasion: 1
Speed Evasion: 2

HP: 74 / 74
Injuries: 0
AP: 6 / 6
HP 18
Attack 12
Defense 8
Special Attack 6
Special Defense 5
Speed 12
BODY (Otter-Mode) +3
Acrobatics Novice (3) Intimidate Pathetic (1)
Athletics Adept (4) Stealth Untrained (2)
Combat Untrained (2) Survival Untrained (2)
MIND (Laid-Back Schoolin' brah) +0
General Untrained (2) Pokemon Untrained (2)
Medicine Pathetic (1) Technology Untrained (2)
Occult Untrained (2)
Perception Untrained (2) Guile Pathetic (1)
SPIRIT (One with the Sea…) +2
Charm Untrained (2) Focus Untrained (2)
Command Novice (3) Intuition Novice (3)
Capabilities
Overland 6 Power 7
High Jump 0 Long Jump 1
Swim 7 Throw 8
Gilled
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Background: Life's a Beach.
"I'm just taking in the waves, brah."
Rank Up: Athletics, Acrobatics, Intuition
Rank Down: Guile, Intimidate, Medicine Edu

Moves
Name Frequency AC Type Damage Keywords Special Effect
Aqua Jet AW 2 WaterIC_Big.png 1d8+6 A.png Melee, 1 Target, Priority Priority - If the user has not yet taken their turn that round, Aqua Jet may be declared during a foe’s turn to immediately take your turn and use Aqua Jet.
Agility EOT 2 PsychicIC_Big.png - N.png Self Raise the user’s Speed 2 Combat Stages.
Block AW 2 NormalIC_Big.png - N.png Melee, 1 Target The target is Stuck and Trapped until the beginning of your next turn.
Strength EOT 2 NormalIC_Big.png 2d8+10 A.png Melee, 1 Target, Push The target is Pushed 2 meters.
Water Pulse EOT 2 WaterIC_Big.png 2d6+8 S.png 8, 1 Target, Aura Water Pulse Confuses the target on 17+.
Abilities Frequency Effect
- - -

Pokemon

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Overland 3
Swim 5
High Jump 2
Long Jump 2
Power 4
Intelligence 3
Fountain

Pinta: Tirtouga M Type: WaterIC_Big.png RockIC_Big.png Evasion: 3 / 2 / 1 Tutor Points: 3 / 3
Level 10, X0 EXP Held Item: HP: 53 / 53 Injuries: 0
Training Regimen: [Agile]
Ability Usage Special Effect
Solid Rock Static When the user is hit by a Super-Effective attack,the attack deals 1.5x damage instead of x2 damage. If the user is hit by a Super-Super-Effective attack, the attack deals x2 damage instead of x3 damage. If you have both Solid Rock and Filter, you gain 5 Damage Reduction against Super-Effective Damage
- - -
Jolly Nature (+Speed, -Special Attack)
Stat Base Added Value
Hit Points 6 +5 11
Attack 8 +4 12
Defense 10 +5 15
Special Attack 3 - 3
Special Defense 5 +5 10
Speed 4 +1 5
Skills
Athletics Acrobatics Combat Stealth Perception Focus
3d6+1 2d6 2d6 3d6+1 3d6+1 3d6+2
Improvements / Edges
Source TP Cost Effect
- - -
Inheritance: Knock Off (10), Guard Swap (20)
Moves
Name Frequency AC Type Damage Keywords Special Effect
Water Gun AW 2 WaterIC_Big.png 2d6+10 S.png 4, 1 Target -
Withdraw AW - WaterIC_Big.png - N.png Self The user becomes Withdrawn. While Withdrawn, the user becomes immune to Critical Hits and gain 15 Damage Reduction. However, while Withdrawn, the user cannot Shift and may only use self-targeting Moves. The user may stop being Withdrawn as a Shift Action.
Knock Off Scene 2 DarkIC_Big.png 2d6+10 A.png Melee, 1 Target You automatically Disarm the target; consumables Disarmed this way are destroyed.
Rollout AW 4 RockIC_Big.png 1d8+8 A.png Melee, 1 Target, Pass The user continues to use Rollout on each of its turns until they miss any target with Rollout, or are not able to hit any target with Rollout during their turn. Each successive use of Rollout increases Rollout’s Damage Base by +4 to a maximum of DB 15.
Bite AW 2 DarkIC_Big.png 2d6+8 A.png Melee, 1 Target Bite Flinches the target on 15+.
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