Tommy

Name: Thompson Roe
Age: 19
Height: 5'11"
Weight: 180 lbs

(survey results)

Level: 40

STR 8
DEX 10
CON 19
INT 8
WIS 22
CHA 30

HP 204/204

Level 1 - Breeder Class
Level 2 - Evolver class
Level 3 - Natural Edge +
Level 4 - Quick Study+
Level 5 - Newtype Sense
Level 6 - Smooth Talker
Level 7 - I believe in you!
Level 8 - Newtype Camaraderie
Level 9 - Detective
Level 10 - Elemental Evolution
Level 11 - Natural Progression
Level 12 - Detective Training
Level 13 - Newtype Move Training
Level 14 - Newtype Barrier
Level 15 - HGWT
Level 16 - Chosen One
Level 17 - Lie Detector
Level 18 - Groomer
Level 19 - Give It Your All! (2/3)
Level 20 - Specs Grooming
Level 21 - Disguise
Level 22 -
Level 23 - Master of Disguise
Level 24 -
Level 25 - Newtype Advanced Barrier
Level 26 -
Level 27 - Newtype WoC Barrier
Level 28 -
Level 29 - Agility Training
Level 30 -
Level 31 - Sign Training
Level 32 -
Level 33 - Newtype Fake Death Pill
Level 34 -
Level 35 - Not Yet!
Level 36 -
Level 37 - Feat Point
Level 38 -
Level 39 - Feat Point

Items:
HM (Shadow Claw)
HM (Dig)
HM (Rock Slide)
HM (Protect)
HM (Hidden Power)
Coba Berry
Focus Sash (Olivia)
8 bluk berries
8 pinap berries
2 Razz
2 Wepear
Colbur
Shuca
Yache
Chople

Heart Seal
White Line Seal
Net Ball
4 Moon Ball
2 Love Ball
BODY ARMOR: DR-10
Huge Power Accessory (Gene)
Huge Power Accessory (Azel)
Thick Fat Accessory (Belze)
$4,283

8000 exp from kits

Pokemon:

Olivia

Butterfree - F
Bug/Flying

Level 34
Experience: 31887

HP: 76/76
Stab Dice: 1d8
Ability: Compound Eyes
Nature: Timid
Held Item: Focus Sash
Physical Evasion Bonus: 3
Special Evasion Bonus: 3

Stats

STAT BASE ADDED TOTAL
HP 6+4 4 14
Attack 3 0 3
Defense 5 0 5
Sp. Attack 8 4 12
Sp. Defense 8 5 13
Speed 9+4 21 34

Capabilities

Ability Value NOTES
Land Speed 1
Sky Speed 5
Jump 3
Power 3
Intelligence 4

MISC Capablities: Sinker, Glow

Natural Moves:

Psybeam – Psychic
EOT – 2
Ranged
2d20
Effect: 1 Target, Beam
Psybeam creates a 7-meter Beam. Psybeam Confuses all Legal Targets on 19-20 during Accuracy Check.

Poisonpowder – Poison
EoT – 6
Ranged**
Effect: 1 Target, Blast
Poisonpowder creates a 1-meter blast. Poisonpowder poisons all legal targets.

Sleep Powder – Grass
EoT – 6
Ranged**
Effect: 1 Target, Blast
Sleep Powder creates a 1-meter blast. All legal targets fall asleep.

Stun Spore – Grass
At-Will – 11
Ranged**
Effect: 1 Target, Blast
Stun Spore creates a 1-meter blast. All legal targets are paralyzed.

Silver Wind – Bug
A magical gust of wind, woven with the silver dust from the users wings surges towards the target; the magic wind brings harm to foes but empowers allies.
Battle – 2
Ranged
3d10
Effect: 1 Target, Column, Spirit Surge
Silver Wind creates a Column that is 2-meters wide. If you rolled 11-20 on the Accuracy Check for Silver Wind, the user has each of its stats raised 1 Combat Stage. If you rolled 16-20 on the Accuracy Roll, all allies in the Column also have each of their stats raised 1 Combat Stage and are not damaged by Silver Wind.

Supersonic – Normal
EoT – 11
Ranged**
Effect: 1 Target, Column
Supersonic creates a column 2-meters wide. Supersonic confuses all legal targets.

Whirlwind – Normal
Center – 2
Ranged**
Effect: 1 Target, Push
The target is Pushed 40-meters expelling them from the encounter if the terrain allows, they may rejoin the encounter if they want to. During a trainer battle, the target’s owner must recall the Pushed target and replace them.

TM Moves:

Name - Type - Frequency - Dice - Range - Effect/Notes

Attract – Normal
EOT – 2
Ranged **
Effect: 1 Target
Attract Infatuates the target. Attract may not affect something that is the same gender as the user or something that is genderless.

Protect – Normal
Center – None
Self **
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.

Flash – Normal
EOT – 2
Ranged **
Effect: No Target, Burst
Flash creates a 4-meter Burst. Flash makes all Legal Targets need +1 to hit during Accuracy Checks.

Thief – Dark
Battle – 2
Melee - Attack
2d10
Effect: 1 Target
Thief takes the target’s held item and attaches it to Thief’s user.

Ominous Wind – Ghost
Battle – 2
Ranged - Special Attack
3d10
Effect: 1 Target, Column, Spirit Surge
Ominous Wind creates a Column that is 2-meters wide. If you rolled 11-20 on the Accuracy Check for Ominous Wind, the user has each of its stats raised 1 Combat Stage. If you rolled 16-20 on the Accuracy Roll, all allies in the Column also have each of their stats raised 1 Combat Stage and are not damaged by Ominous Wind.

Shannon

Charizard - F
Fire/Dragon

Level 41
Experience: 55000

HP: 108/108
Stab Dice: 1d12
Ability: Flash Fire/Blaze
Nature: Adamant
Physical Evasion Bonus: 2
Special Evasion Bonus: 2
Speed Evasion Bonus: 2

Stats

STAT BASE ADDED TOTAL
HP 9 12 21
Attack 10+6 12 28
Defense 8 2 10
Sp. Attack 9 2 11
Sp. Defense 9 2 11
Speed 10+6 11 27

Capabilities

Ability Value NOTES
Overland 3
Burrow Speed 1
Jump 3
Power 1
Intelligence 3

MISC Capablities: Firestarter, Glow, Sinker

Natural Moves:

Fire Fang – Fire
Flame is focused to the user’s teeth as they sink their fangs into the target.
EOT – 3
Melee
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.

Wing Attack – Flying
While flying by quickly, the user strikes the target with their wing.
At-Will – 2
Melee
3d10
Effect: 1 Target, Pass

Air Slash – Flying
The use sweeps through the air, generating a blade of wind, which soars towards the target.
EOT – 3
Ranged
5d10
Effect: 1 Target
Air Slash Flinches the target on 15-20 during Accuracy Check.

Flamethrower – Fire
Battle – 2
Ranged - Special Attack
4d20
Effect: 1 Target, Spray
Flamethrower creates a Spray 2-meters long and 75˚ wide. Flamethrower Burns the target on 19-20 during Accuracy Check.

Dragon Rage – Dragon
Hot, focused breath covers the target; magic runes woven into the breath ensures damage.
Battle – 2
Ranged **
Effect: 1 Target
Dragon Rage always deals 30 damage of HP. Do not apply weakness or resistance. Do not apply stats.

Slash – Normal
Using a blade or claw, the user dashes past the target, opening a deep wound in their body.
EOT – 2
Melee
2d20
Effect: 1 Target, Pass
Slash is a Critical Hit on 18-20 during Accuracy Check.

Bite – Dark
The user focuses dark energy to their fangs as they sink them into the target’s flesh.
At-Will – 2
Melee
3d10
Effect: 1 Target
Bite Flinches the target on 15-20 during Accuracy Check.

TM Moves:

Name - Type - Frequency - Dice - Range - Effect/Notes

Attract – Normal
EOT – 2
Ranged **
Effect: 1 Target
Attract Infatuates the target. Attract may not affect something that is the same gender as the user or something that is genderless.

Protect – Normal
Center – None
Self **
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.

Dig – Ground
The user disappears underground, emerging one turn later to strike the target.
Battle – 2
Melee
5d10
Effect: 1 Target, Dash
Once you declare the use of Dig, the user is moved underground and their turn ends. On the next turn, Dig’s user may shift, using their Overland or Burrow Speed then use Dig’s damage. While underground, Dig’s user may not be the target of Moves.

Rock Slide – Rock
The user digs into the ground, then pulls up an avalanche of rock which roll by the target after covering them in boulders.
Battle – 4
Ranged *
5d10
Effect: 1 Target, Column
Rock Slide creates a Cloumn 4-meters wide. Rock Slide Flinches all Legal Targets on 17-20 during Accuracy Check.

Fire Pledge - Fire
EOT - 2
Ranged - Special Attack
4d6
Effect: 1 Target, Pledge
If used on the same turn as Water Pledge, all secondary effects of Moves are activated at a -3 during the Accuracy Check for 1d4 + 1 turns. If used on the same turn as Grass Pledge, all foes within 20 meters of the user lose 1/8th of their max HP at the end of each round of combat for 1d4 +1 turns.

Elvis

Nidoking - M
Poison/Ground

Level 47
Experience: 85000

HP: 100/100
Stab Dice: 1d12
Ability: Rivalry/Sheer Force
Nature: Serious
Physical Evasion Bonus: 2
Special Evasion Bonus: 2
Speed Evasion Bonus: 1

Stats

STAT BASE ADDED TOTAL
HP 8 11 18
Attack 9+5 11 26
Defense 8 3 11
Sp. Attack 9+5 10 24
Sp. Defense 8 2 10
Speed 9 8 17

Capabilities

Ability Value NOTES
Overland 4
Surface 2
Burrow Speed 1
Jump 3
Power 2
Intelligence 3

MISC Capablities: Fountain

Natural Moves:

Disable – Normal
Focus Energy – Normal
Double Kick – Fighting
Sucker Punch – Dark
Earth Power – Ground
Megahorn – Bug
Thrash – Normal

TM Moves:

Name - Type - Frequency - Dice - Range - Effect/Notes

Ice Beam – Ice
A freezing ray is shot from the user’s mouth; the sub-zero energy could freeze the target.
Battle – 2
Ranged
4d20
Effect: 1 Target, Beam
Ice Beam creates an 8-meter Beam. Ice Beam Freezes all Legal Targets on 19-20 during Accuracy Check.

Protect – Normal
Center – None
Self **
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.

Superpower – Fighting
Battle – 2
Melee - Attack
5d20
Effect: 1 Target, Dash, Push
Superpower raises the user’s Attack 2 Combat Stages, Superpower lowers all of the user’s other stats 1 Combat Stage. The target is Pushed 3-meters and it takes an additional 2d20 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 2d10.

Drill Run

Thunderpunch

Aqua Tail

Poison Jab – Poison
A chemical covered punch can break the target’s skin and poison them.
EOT – 2
Melee
5d10
Effect: 1 Target
Poison Jab Poisons the target on 15-20 during Accuracy Check.


Gene

Gallade - M
Psychic/Fighting

Level 48
Experience: 90000

HP: 139/139
Stab Dice: 9
Ability: Synchronize/Justified
Nature: Brave
Physical Evasion Bonus: 2
Special Evasion Bonus: 3
Speed Evasion Bonus: 1

Stats

STAT BASE ADDED TOTAL
HP 13 18 31
Attack 13 20 33
Defense 7 3 10
Sp. Attack 7 0 7
Sp. Defense 12 3 15
Speed 6 3 11

Capabilities

Ability Value NOTES
Overland 4
Surface 2
Jump 4
Power 4
Intelligence 6

MISC Capablities: Aura, Telekinetic, Telepath

Natural Moves:

Night Slash - 3d8+10+33

Slash - 3d8+10+33

False Swipe – Normal

Double Team – Normal
The user moves at blinding speeds, making it appear as if there are more then one of them.
Center – None
Self **
Effect: 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 1d10 HP. Do not apply weakness or resistance to HP lost. Do not apply stats to HP lost.

Teleport – Psychic
The user vanishes and reappears in a nearby area.
Battle – None
Self **
Effect: No Target, Interrupt
Teleport can be used at any time. If used as an Interrupt, roll 1d20 and if you don’t roll 7 or higher, Teleport fails to activate. The user is moved 1d10 + 10 meters. They can move through blocking terrain and hindering terrain as if it is regular terrain. Moves that targeted Teleport’s user continue through the desired target’s space if the Move allows for it. If Teleport fails, treat it as if you have not activated it in the past 10 mintues.

Close Combat 5d12+18+33+9

Psycho Cut - 3d8+10+33+9

TM/Tutor

Leaf Blade – 3d12+14

Fire Punch – 3d10+12

Ice Punch – 3d10+12

Low Kick – Fighting
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.

Protect – Normal
Center – None
Self **
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.

Destiny Bond – Ghost
Center – None
Ranged - No Damage
Effect: 1 Target, Interrupt
When the user faints after taking damage from a Move, you may declare Destiny Bond and roll 1d20. On a roll of 6 or better the target is lowered to 0 HP.

Azel

Lopunny - M
Normal

Level 45
Experience: 75000

HP: 120/120
STAB: 9
Ability: Cute Charm/Last Chance
Nature: Docile
Physical Evasion Bonus: 3
Special Evasion Bonus: 3
Speed Evasion Bonus: 2

Stats

STAT BASE ADDED TOTAL
HP 8+6 11 25
Attack 8+10 8 26
Defense 6 9 15
Sp. Attack 5 0 5
Sp. Defense 10 6 16
Speed 11 10 21

Capabilities

Ability Value NOTES
Overland 6
Surface 4
Jump 5
Power 1
Intelligence 2

MISC Capablities: Aura, Telekinetic, Telepath

Natural Moves:

Fake Out
Quick Attack
Thunder Punch
Fire Punch
Ice Punch
Return
Bounce

TM/Tutor Moves:

Mirror Coat
Last Resort
Protect
Drain Punch

Belze

Honchkrow - F
Dark/Flying

Level 44
Experience: 70000

HP: 116/116
Stab Dice: 1d10
Ability: Super Luck/Moxie
Nature: Serious
Physical Evasion Bonus: 2
Special Evasion Bonus: 2
Speed Evasion Bonus: 1

Stats

STAT BASE ADDED TOTAL
HP 9+1 14 24
Attack 13 17 30
Defense 5 5 10
Sp. Attack 11-1 1 11
Sp. Defense 5 5 10
Speed 9+1 1 11

Foul Play, Night Slash, Pursuit, Wing Attack, Assurance, Faint Attack, Taunt

Sucker Punch, Thunderpunch

Sylvia

Froslass - F
Ice/Ghost

Level 40
Experience: 50400

HP: 130/130
Stab Dice: 2
Ability: Snow Cloak/Magic Guard
Nature: Hardy
Physical Evasion Bonus: 2
Special Evasion Bonus: 2
Speed Evasion Bonus: 1

Stats

STAT BASE ADDED TOTAL
HP 8+6 16 30
Attack 6 0 6
Defense 7 3 10
Sp. Attack 8+6 16 30
Sp. Defense 7 3 10
Speed 11 1 12

Powder Snow, Double Team, Icy Wind, Confuse Ray, Ominous Wind, Hail, Blizzard

Ice Beam, Protect, Thunderbolt, Shadow Ball

Dr. Ion

Beheeyem - Male
Psychic

Level 40
Experience: 44,000

HP: 103/103
Stab Dice: 8
Ability: Synchronize/Analytic
Nature: Mild (+ Spa - Def)
Physical Evasion Bonus: 2
Special Evasion Bonus: 2
Speed Evasion Bonus: 1

Stats

STAT BASE ADDED TOTAL
HP 8+2 11 21
Attack 8 0 8
Defense 6+2 0 8
Sp. Attack 15 18 33
Sp. Defense 10 10 20
Speed 4 0 4

Calm Mind, Psychic, Psych Up, Simple Beam, Psybeam, Miracle Eye, Recover

Protect, Hidden Power Steel 4

Oda

Vanillite
Level 18

45/45 hp

5/3/5/7/6/4
9/3/9/11/10/5

Bruce
Pinsir - M
Level 25
Experience Points: 17600
Contest Stats - 20 Tough
Mold Breaker

Vicegrip - 3d4 Tough
Focus Energy - Get Ready! Cool
Bind - Torrential Appeal Tough
Seismic Toss - 3d4 Tough
Harden - 2d4 Hold That Thought Tough
Revenge - 2d4 Final Appeal Tough
Vital Throw - 2d4 Slow Set Cool

Protect - Inversed Appeal Cute
Rock Slide - 3d4 Tough
Dig - 1d4 Special Attention Smart

Conchita

Budew - F
Grass/Poison

Level 16
Experience: 6100

HP: ?
Stab Dice: 1d6
Ability: Natural Cure
Nature: Docile
Physical Evasion Bonus: 2
Special Evasion Bonus: 2
Speed Evasion Bonus: 1

Tommy's Journal

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