Vitali Viola

Name: Vitali Viola
Age: 18
Height: 5'9"
Weight: 161 (WC4)

Level: 9
Trainer EXP: 51/10
Milestones: 2
Badges: 2

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

Health / Status
HP: 79/79
Injuries: 0
AP: 5/5

Statline
Hit Points: 17
Attack: 15
Defense: 5
Special Attack: 5
Special Defense: 5
Speed: 15

BODY
Acrobatics Expert (5) Intimidate Untrained (2)
Athletics Novice (3) Stealth Pathetic (1)
Combat Adept (4) Survival Untrained (2)
MIND
General Untrained (2) Pokemon Untrained (2)
Medicine Untrained (2) Technology Pathetic (1)
Occult Pathetic (1)
Perception Untrained (2) Guile Untrained (2)
SPIRIT
Charm Adept (4) Focus Untrained (2)
Command Expert (5) Intuition Untrained (2)
Capabilities
Overland 7 Swimming 3
High Jump 2 Long Jump 3
Power 6 Throwing 7
2VSacVy.jpg
First Among Teens: Forceful strikes and forceful words; a champ in the making.
Adept Skill: Combat Novice Skill: Command
Pathetic Skills: Technology Education, Stealth, Occult Education

Status Menu

Starting Stats: 15 Hp / 10 Attack / 5 Defense / 5 Special Attack / 5 Special Defense / 5 Speed
Starting Features Inspired Training, Martial Artist (Technician) [+SPD], Martial Training (Arm Thrust, Double Kick) [+SPD], Ace Trainer, Tumbler [+SPD]
Starting Edges: Basic Martial Arts, Acrobat, Basic Skills (Acrobatics), Basic Skills (Athletics)

Inventory

Equipment Effect
Head - -
Main Hand Liquid Metal Fine Small Weapon. Details below.
Off-Hand - -
Body - -
Feet - -
Accessory Old Green Charm Diadem 15 DR vs Dragon-typed attacks
Money 2000P

Key Items
Cherished Photo: A candid photograph of a girl with long, luxurious black hair and blue eyes. The teenage crush of Vitali's life, and his inspiration.
Decent Quality Smartphone: It's a wonder its lasted this long with how terrible Vitali is at computer.
Respectably sized luggage containing a respectable amount of important travelling stuff
Liquid Metal: This weapon's shape and form seem to move with an unnatural grace. With practice, you might be able to beguile your enemies even further. Rank 1 (Novice Combat): Gain Sick Style Strike. Rank 2 (Expert): On a roll of 19-20 a Weapon Move used may Confuse the target. Rank 3 (Master): You gain the Sway ability. Sway refreshes on a Critical Hit. | Weapon Moves: Pierce!, Deadly Strike.
Consumable Items
4 Potions
2 Enriched Water
2 Super Soda Pop A HEALTHY DRINK
2 Energy Powder
2 Bandages
1 Bait (Honey)
2 Revive
Pokeballs
2 Great Balls
Misc. Items
2 Weeks trail rations
1 Sleeping Bag
1 Flashlight

Pokemon

btrEm2P.png
Overland 6
Swim 3
High Jump 1
Long Jump 1
Power 2
Tracker, Stealth
Fortune, Urbanwalk, Underdog

Nero: Male Meowth Type: Normal Evasion: 2/2/4 Tutor Points: 5/5
Level 20, 400 EXP Held Item: HP: 69/69 Injuries: 0 Size: Small (WC1)
Training Training: [Inspired: +1 Evasion, +2 Save Checks] [Agility: +1 Movement, +4 Initiative] [Attack]
Ability Usage Special Effect
[Technician] [Static] [Moves with a Damage Base of 6 or lower have their Damage Base increased by +2. This bonus always applies to Moves with the Double Strike or Fivestrike Keywords.]
[Limber] [Static] [The user is immune to Paralysis. Defensive.]
Brave Nature (+Atk, -Spd)
Stat Base Added Value
Hit Points 4 +9 13
Attack 7 +8 15 (18)
Defense 4 +1 5
Special Attack 4 +0 4
Special Defense 4 +1 5
Speed 7 +11 18
Initiative 18 +4 22
Skills
Athletics Acrobatics Combat Stealth Perception Focus
1d6 3d6 2d6 4d6 4d6 3d6
Improvements:
Inheritance: Snatch, Iron Tail
Moves
Name Frequency AC Type Damage Keywords Special Effect
[Struggle] [At-Will] [4] [Normal] [DB4: 1d8+6] [Physical] [Melee, 1T] [Not a move.]
[Growl] [At-Will] [2] [Normal] [N/A] [Status] [B1, Friendly, Sonic, Social] [Growl lowers all Legal Targets Attack 1 Combat Stage.]
[Scratch] [At-Will] [2] [Normal] [DB8: 2d8+10] [Physical] [Melee, Pass] [-]
[Bite] [At-Will] [2] [Dark] [DB8: 2d8+10] [Physical] [Melee, 1T] [Bite Flinches the target on 15+.]
[Fake Out] [At-Will] [2] [Normal] [DB8: 2d8+10] [Physical] [Melee, 1T, Priority] [You may only use Fake Out with Priority upon joining an encounter; if you do, Fake Out Flinches the target. Switching out resets the requirement of joining an encounter.]
[Fury Swipes] [EOT] [5] [Normal] [Special] [Physical] [Melee, 1T, Five Strike] [Roll 1d8. On 1, 2d6+10. On 2 or 3, 3d8+10. On 4, 5, or 6, 4d10+10. On 7, 5d10+20. On 8, 6d12+30.]
[Snatch] [Scene x2] [-] [Dark] [N/A] [Status] [R6, 1T, Interrupt] [If the target uses a Self-Targeting Move, you may use Snatch. You gain the benefits of the Self-Targeting Move instead of the target.]
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License