Teresa Mai Kurita-Steiner
Age: 18
Hair: Black
Eyes: Blue
Height: 5'5"
Weight: 119 lbs
Birthday: 5/29
Blood Type: A+
Background
Born into a wealthy family of original space colonists, Teresa grew up in a priviliged environment. Between being the only daughter and her own forceful personality, Teresa pretty much got whatever she wanted while growing up. Despite this, she isn't spoiled - or at least not completely spoiled. Her family has a long tradition of charity and public service, something that was instilled in Teresa from a young age. Her father, Frederick Hiroshi, manages the horticultural division of the family's holdings, while her mother, Sofia (neé Liu-Vostrikova), is a planetary astronomer.
Teresa can be haughty and stand-offish, often berating people around her - even in the midst of helping them, something she does reliably. In fact, Teresa has a soft spot for anyone in need. Up until her senior year, Teresa managed to be part of both the popular group and the "otaku crowd," presenting her connection to the latter as doing them a favor, and claiming not to have any interest in their hobbies. In truth, she was into many of the same things, especially cosplay and pokémon. Just before her senior year, though, her popular friends caught her out. Forced between dropping her hobbies and denouncing her otaku friends or getting kicked out of the in-crowd, Teresa chose to defend the otaku, who never asked her to make a similar choice. This, and the fact that she was very clear about why she was making the choice, firmly put herself in the otaku camp and burned her bridges with the in-crowd. While standing up for them may have endeared her to the otaku, it didn't make Teresa any less acerbic and forceful in her dealings with them.
Teresa's interest in pokémon makes her something of a black sheep in the family. Kurita Takahashi and Lillian Steiner helped found the colonies as a safe haven, in part from wild pokémon. Takahashi was ambivalent about allowing even select trained pokémon into space, and Lillian was dead-set against it. The Kurita-Steiner family no longer actively objects to having pokémon in space, but as a matter of policy tend to favor more restrictive laws and a slower approval process for new species. Still, various members of the family have become fascinated by them over the years, including Teresa's favorite aunt, Tomoe Christine Kurita-Steiner, who was a ranger working for the pokémon regulatory agencies. However, Tomoe disappeared several years ago while on an assignment. Teresa's parents seem to think their daughter's interest in pokémon is a phase she'll grow out of before moving on to more sensible and respectable things. Teresa, however, plans to prove that her ancestors were wrong and that pokémon belong in space alongside humans.
Teresa has suffered from migraines since age 12, but recently they are becoming more frequent and severe.
Teresa has operator's licenses for groundcars and ultralights, as well as a student pilot permit for spacecraft. She is qualified for untethered EVAs. Tessa is fluent in German as well as English.
Teresa's Journal
The Kurita-Steiner Family
Stats
Level: 39
STR | 8 | -2 |
---|---|---|
DEX | 8 | -2 |
CON | 26 | +8 |
INT | 30 | +10 |
WIS | 14 | +2 |
CHA | 8 | -2 |
Hit Points
260/260
Features
Level | Feats | Stats | Other |
---|---|---|---|
1 | Random Knowledge | +1 Int | Gifted Feature: Arms User |
2 | Weapon of Choice (Throwing Knives) | +1 Int | |
3 | Study Session | +1 Con, (+1 Int) | |
4 | Voltorb Flip | +1 Con | Special Feature: TRE Dossier |
5 | Newtype Charisma (Intimidation) | +1 Int | Newtype Feature |
6 | Telekinesis, Telepathy | +1 Con, +2 Int, -2 Str | Psychic Class |
7 | Probability Control | +1 Wis | |
8 | Newtype Barrier | +1 Con | |
9 | Calming Vibe, Light Healing Power | +1 Con, +1 Int | Empath Advanced Class |
10 | Phasing | +1 Int | |
11 | Psychic Finder | +1 Int | |
12 | Pain Share | +1 Con | |
13 | Pain Split | +1 Int | |
14 | Connection | +1 Con | |
15 | Natural Connection | +1 Int | |
16 | Digging | +1 Con | |
17 | Trying On Shoes | ||
18 | Healing Power | +1 Int | |
19 | Major Healing Power | ||
20 | Newtype Barrier Advanced | +1 Int | |
21 | Serious Healing Power | ||
22 | +1 Int | ||
23 | Chosen One | ||
24 | +1 Int | ||
25 | Glare, Hypnosis | +1 Int | Hex Maniac Advanced Class |
26 | +1 Int | ||
27 | Curse | ||
28 | +1 Con | ||
29 | Confuse Ray | ||
30 | +1 Con | ||
31 | Fumble | ||
32 | +1 Con | ||
33 | Psychic Force | ||
34 | +1 Wis | ||
35 | Bonds | ||
36 | +1 Con | ||
37 | Psychokinesis | ||
38 | +1 Con | ||
39 | Frantic Research, Walking Encyclopedia | +1 Int, +1 Wis, -2 Str | Researcher Class |
Feat Descriptions
Arms User - Trainer Feature
Prerequisite: Gifted - Everyone
Static
Effect: Your AC check for Arms attacks is AC6. Whenever you deal damage with an ARMS FEATURE, add the highest of your STR, DEX, or CON modifiers to the damage dealt.
- Whenever you use an Arms feature, you deal [Damage Base 1] damage.
- If you are level 10 or higher, you deal [Damage Base 2] damage instead.
- If you are level 15 or higher, you deal [Damage Base 3] damage instead.
- 2d8+6
- Melee Weapons have a range of 1 Meter.
- Short Range Weapons, which include “Thrown” weapons, have a range of 1 to 5 meters.
- If attacking a target within melee range, Throwing Weapons deal damage at -1 Damage Base.
- Long Range Weapons have a range of 10 Meters, but have a minimum range of 4 Meters.
Bonds - Empath Feature
Prerequisites:Empath, Connection
Static
Effect:While unconscious, your Pokemon can act on their accord as if you are not unconscious. You
may only have as many Pokemon acting per round of an encounter as if you were conscious.
Calming Vibe - Empath Feature
At-Will – Drains 7 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: You calm the target, curing it of Confusion. Calming Vibe can calm rages, focus a distorted mind, or neutralize a paranoid panic. In order to use Calming Vibe, the Trainer must be in a calm state of mind. Using this on a target leaves discoverable psychic residue.
Chosen One - Trainer Feature
Prerequsites: Level 16
Daily
Trigger: You fail to roll high enough for any type of check.
Effect: You don’t fail the check. You may not apply this to a pokemon’s check.
Confuse Ray - Hex Maniac Feature
Prerequisites: Hex Maniac, a Pokemon who knows the Move Confuse Ray
At-Will - Drains 20 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the Move Confuse Ray. Using this on a target leaves discoverable psychic residue.
Confuse Ray - Ghost
No Damage - Ranged (10)
Effect: 1 Target, Column
Confuse Ray creates a Column 1 meter wide. Confuse Ray cannot miss. All targets are Confused.
Curse - Hex Maniac Feature
Prerequisites: Hex Maniac, a Pokemon who knows the Move Curse
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Use the Move Curse as if you are Ghost Type. Using this on a target leaves discoverable psychic residue.
Curse - Ghost
No Damage - Ranged (4)
Effect: 1 Target
The user loses ½ of their full HP and the target Pokemon is Cursed. A Cursed Pokemon loses 1/8th of their full HP at the beginning of each of their turns. Do not apply weakness, resistance or stats to the lost HP.
Bonds - Empath Feature
Prerequisites:Empath, Connection
Static
Effect:While unconscious, your Pokemon can act on their accord as if you are not unconscious. You
may only have as many Pokemon acting per round of an encounter as if you were conscious.
Frantic Research - Researcher Feature
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target:Any pokemon.
Effect:Roll d20 and add your INT and WIS modifiers to the roll. If you roll higher then 15, you learn what level the pokemon is. If you roll higher then 20, you identify how much HP the target currently has.
Glare - Hex Maniac Feature
At-Will - Drains 10 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the Move Glare.
Glare – Normal
At-Will - 3
No Damage - Ranged (5)
Effect: 1 Target
Glare Paralyzes the target.
Healing Power - Empath Feature
Prerequisites: Empath
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 2d12+12 and add twice your INT modifier. The target heals that many Hit Points. Using this on a target leaves discoverable psychic residue.
Hypnosis - Hex Maniac Feature
At-Will - Drains 20 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the Move Hypnosis. Hypnosis only Drains 10 of the user’s HP if it misses.
Hypnosis – Psychic
Battle - 6
No Damage - Ranged (4)
Effect: 1 Target
The target falls Asleep.
Healing Power - Empath Feature
Prerequisites: Empath
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 1d12+6 and add twice your INT modifier. The target heals that many Hit Points. Using this on a target leaves discoverable psychic residue.
Major Healing Power - Empath Feature
Prerequisites: Empath, 18 INT, Healing Power
Daily – Every 8 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 3d12+18 and add your INT stat. The target heals that many Hit Points. Using this on a target leaves discoverable psychic residue.
Natural Connection - Empath Feature
Prerequisites: Empath, Connection, 20 INT
Static
Target: Pokemon.
Effect: You understand pokemon’s thoughts. This Feature replaces Connection.
Newtype Barrier - Newtype Feature
Prerequisites: One stat 20 or above; or 18 INT or CON.
Daily – Every 25 levels grained grants an additional use
Effect: You use Protect as a reaction that does not take up your turn; however, it only works against the action it was used against.
Newtype Barrier Advanced - Newtype Feature
Prerequisites: One stat 26 or above.
Static
Effect: You can use Newtype Barrier on a willing nearby ally. you do not gain an additional use from this feature.
Newtype Charisma: Intimidate - Newtype Feature
Prerequisites: Newtype.
Static
You gain +5 in any specific CHA-related ability; this can be rolls about being attractive, diplomacy, bluffing, detecting lies, intimidation, etc. This +5 will only work when related to that specific ability. You may take this feat more than once, and choose a different specific type of knowledge.
Pain Share - Empath Feature
Prerequisites: Empath
At-Will
Target: A Pokemon or Trainer taking damage.
Effect: You may half the damage the target takes. If you do, subtract the amount of damage your prevent from your HP, then subtract another 5 HP from your HP for each time you’ve used Pain Share during that day.
Pain Split - Empath Feature
Prerequisites: Empath, 16 INT, Pain Share
Daily
Target: Pokemon or Trainers.
Effect: Use the Move Pain Split. Using this on a target leaves discoverable psychic residue.
Pain Split – Normal
Battle - None
No Damage - Ranged (4)
Effect: 1 Target
Add the user’s and the target’s current HP together and divide the value by 2, calling the result X. The user and target’s HP are set to X. If X exceeds a target’s or user’s full HP, the excess is ignored and they are set to full HP.
Phasing - Psychic Feature
Prerequisites: Psychic, 15 INT, 17 CON
At-Will – Drains 10 of user’s HP per use.
Target: Self.
Effect: Your CON modifier is X. You may move through solid objects for X seconds. Moves will miss and pass through you if you are Phasing. If you are still in a solid object after X seconds, you must reactivate Phasing to prevent death. If you run out of HP and are still in a solid object, you die. You may not make a death savings throw if you die while Phasing. You may take up to X people with you while Phasing. If you stop Phasing, they stop Phasing. If you stop Phasing someone you are Phasing, you stop Phasing as well. If you place a person into an object, and then stop Phasing them while they are still in that object, they may make a Savings throw of 7 on 1d20 to continue Phasing for X seconds, at which point they will stop Phasing. As a Free Action, anyone (Trainer or Pokemon) may resist Phasing.
Probability Control - Psychic Feature
Prerequisites: Psychic, 16 INT
At-Will – Drains 5 of user’s HP per use.
Target: Any roll.
Effect: You may reroll any die, or have any ally reroll any die. For every time you use this ability per day, past the first use on any day, your GM gets one Murphy’s Law point. They may use this point to have you reroll any die that you haven’t targeted with Probability Control, the GM may only target your dice rolls with Murphy’s Law Points.
Psychic Finder - Psychic Feature
Prerequisites: Psychic, 16 INT
At-Will
Target: Human or pokemon.
Effect: You can identify if a psychic has affected someone’s mind and identify the meddler, human and pokemon alike by recognizing Psychic Residue. You may also roll 1d20 when using a Feature which leaves Psychic Residue. If your roll plus you INT modifier is higher then 15, you leave no psychic residue.
Psychic Force - Psychic Feature
Prerequisites: Psychic, 18 INT, a Pokemon who knows the Move Psychic
At-Will - Drains 20 of user’s HP per use.
Target: Pokemon or Trainers.
Effect: Use the Move Psychic. Use your Intelligence Stat as your SP. ATK stat.
Psychic - Psychic
3d12+14 - Battle - 2
Special Attack - Ranged (10)
Effect: 1 Target, Push
The target is Pushed 5-meters in any direction. Psychic lowers the target’s Special Defense 1 Combat Stage on 17-20 during Accuracy Check.
Psychokinesis - Psychic Feature
Prerequisites:Psychic, 19 INT
At-Will
Target:Any object that you may lift.
Effect:You may target objects you know of, but cannot see, with Telekinesis. You do not need a line of sight to move those objects.
Random Knowledge - Trainer Feature
Prerequisites: 14 INT or 14 WIS
Daily – Every 5 levels gained, you may perform this Class Feature another time per day.
Target: Anything you have line of sight to, or an idea or phrase you just heard about from any source.
Effect: Roll d20 and add your INT and WIS modifiers to the roll. If you roll higher then 13, you know about the thing you targeted. If you are targeting a pokemon, you must have targeted the pokemon with a Pokedex.
Serious Healing Power - Empath Feature
Prerequisites: Empath, 24 INT, Major Healing Power
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Roll 4d12+24 and add your INT stat. The target heals that many Hit Points. Using this on a target leaves discoverable psychic residue.
Study Session - Trainer Feature
Prerequisites: Bought a book at least once.
Static
Effect: You must buy a book at each Pokemart for 70 per town visited. If you don’t have 70 when you enter a town you have never visited, you lose this Feature and cannot get it back. Your Wisdom stat gains 1 point or your Intelligence stat gains 1 point. You may take the Study Session Feature multiple times. If you take this Feature multiple times, you still only need to spend 70 at a time.
Telekinesis - Psychic Feature
At-Will
Target: Any object that you may lift.
Effect: Add your INT and CON modifiers and multiply the total by 5 pounds. This represents the weight you may lift and items you may target with Telekinesis. Multiply your INT and CON modifiers then multiply that product by 3-meters. This is how far the target can be.
Telepathy - Psychic Feature
At-Will
Target: Any other human, some may be immune to Telepathy
Effect: You may read the surface thoughts of other humans, as well as project your surface thoughts to other humans. You may also project telepathic message to your Pokemon, but may not read your Pokemon’s minds.
TRE Dossier - Trainer Feature
Prerequisites: See TRE Dossier
Effect: You instantly recognize anyone known to be in the TRE by the knowledge shown in the Dossier.
Trying On Shoes - Empath Feature
Prerequisites: Empath, Digging
At-Will
Target: Pokemon or Trainers.
Effect: You may read thoughts from the past day in a mind with Telepathy. Using this on a target leaves discoverable psychic residue.
Voltorb Flip - Trainer Feature
Prerequisites: 12 CON or 12 INT or 12 WIS
At-Will
Trigger: A human or pokemon tries to pry into your mind to read it.
Effect: Roll 1d20 and add either your CON, INT or WIS modifier to the roll. If the roll is 13 or higher, you begin to think of an elaborate game of Voltorb Flip. The person reading your mind cannot read anything other then the game of Voltorb Flip in your mind and all other thoughts, secrets and bits of knowledge are safe from the mind reader. If Voltorb Flip is successful, any attempts to read your mind are unsuccessful for the next hour.
Walking Encyclopedia - Researcher Feature
Static
Target:Anything related to knowledge you are allowed to look up.
Effect:You know pokemon data, relating to pokemon in your pokedex, about move sets, type, type advantage, evolution methods, abilities, height, weight, and location. You have access to all information a pokedex would grant, immediately.
Weapon of Choice: Thrown Weapons - Arms Feature
Prerequisite: Trainer
Effect: Choose a specific weapon type such as ‘longsword’, ‘unarmed’, or ‘slingshot’. This becomes your “Weapon of Choice”. You may take Weapon of Choice multiple times, each time choosing a new weapon.
- When using your Weapon of Choice, your AC check for Arms Features is AC4, and you deal [Damage Base 2] damage.
- If you are level 10 or higher, you deal [Damage Base 4] damage instead.
- If you are level 15 or higher, you deal [Damage Base 6] damage instead.
- 3d10+12
Items
50350¥
Poké Balls
Poké Balls x4
Fast Ball x2
Great Balls x2
Ultra Balls x2
Net Balls x3
Quick Balls x6
Heal Balls x2
Premier Ball x4
Medicines & Potions
Fresh Water (x13)
Paralyze Heal
Battle Items
X Accuracy - When rolling during accuracy check, the user’s Moves need -1 to hit for the rest of the battle.
Berries
Rowap Berry - When hit by a Ranged attack, the attacker loses 1/2 the damage delt to Rowap Berry’s user.
Held Items
Razor Claw - When activated, once per encounter, the next Move used by Razor Claw’s holder will Critical Hit the target on 18-20.
Metal Gauntlet - Huge Power ability accessory. (Worn by Lola.)
Amber Medallion - Sap Sipper ability accessory. (Worn by Annae.)
Knit Cap - Thick Fat ability accessory. (Worn by Bitey.)
TMs & HMs
TM Attract
Limited TM Surf (1 use)
Other Items
Extra Strength Painkillers
Fancy Evening Dress & Handbag & Scarf
Bikini & Matching Designer Sunglasses
East Sea Gastro-hoody
Magical Girl Uniform & Staff
Semi-Automatic Pistol
Set of throwing knives
Winter Clothes (Coat, Hat, Gloves, Boots)
Cha+ Clothes
Fancy Dagger
Badges
Sandstone Badge (colored) - Storm
Pouring Magma Badge (colored) - Ariel Orthom
Ocean Legend Badge (colored) - Kimberly Akisawa-Delfino
Sky Legend Badge (colored) - Rebecca Akisawa-Delfino
Shocking Poison Badge (colored) - Havelock King
Ice Cube Badge (colored) - Reginald and Gesine Harrows
Legitimate Businessman (colored) - Atelo
Ribbons
Amateur Beauty Contest Ribbon
Pokémon
Annae
Bitey
Lola
Logos
Meson
Ren
Aardy
Barbarossa
Baryon
Chrysalis
Huike
Marangoni
Shackleton
Vlaandre
Pokémon Stats
- Aardy
- Annae
- Barbarossa
- Baryon
- Bitey
- Chrysalis
- Huike
- Lola
- Logos
- Marangoni
- Meson
- Ren
- Shackleton
- Vlaandre
Aardy
Mightyena F
Dark
Level 26
19580 EXP
Brave
STAB: 5
Physical Evasion: 3
Special Evasion: 2
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 7 | 11 | 7 | 6 | 6 | 5 |
Current Stats | 10 | 16 | 15 | 6 | 13 | 5 |
Hit Points 56/56
Ability
Intimidate
Cast - Hourly
Effect: Lower one target’s Attack 1 Combat Stage.
Capabilities
Overland 9, Surface 8, Jump 3, Power 3, Intelligence 4
A Pokemon with Pack Mon instinctively belong to a rigid pack structure, and are naturally inclined to the top of that structure. Wild Pokemon that are of this pokemon’s unevolved form will instantly be considered “Helpful” to you and your group and will do tasks for the party within their power. When applied to pokemon who do not evolve, wild pokemon of the same species as your Pack Leader of at least 10 levels lower will fall under this capability. Helpful pokemon cannot be ordered to attack without reason, and if capture is attempted it will fail and the pokemon will run away. However if your Pack Leader encroaches on the territory of a pokemon of the same species within 10 levels of your Pack Leader, that wild pokemon will instantly become hostile and attack. If the Wild Pack Leader is ten levels higher than your pokemon, it will expect your pokemon to obey it, and may attack if it does not.
Pokemon with the Capability Tracker have a strong sense of smell that they can use to follow other Pokemon or people. If the Pokemon has smelt whom they want to track in the past day, or one of their personal belongings, they can pursue that prey with a check of 11 or better on d20. To pick up a random scent from nothing, a check of 16 or better on d20 will allow the Pokemon to follow that scent. To pick up a specific scent from nothing, a check of 20 on d20 will allow the Pokemon to follow that scent. A Pokemon may only make these checks once per hour. If a Pokemon learns the Move Odor Sleuth and does not have the Tracker Capability, they gain Tracker.
Weight Class: 3
Tutor and TM/HM Moves
Protect – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.
Cute - None - Inversed Appeal
Snatch – Dark
Battle - None
No Damage - Ranged (10)
Effect: 1 Target, Intercept
If the target is gaining a Combat Stage, you may use Snatch. The user gains the same Combat Stages the target does. Then, the target loses all Combat Stages they gained that turn. If the target is using a No Damage - Self Move, you may use Snatch. You use the No Damage - Self Move and the target does not.
Smart - None - Attention Grabber
Level and Egg Moves
Bite – Dark
2d10+8 - At-Will - 2
Attack - Melee
Effect: 1 Target
Bite Flinches the target on 15-20 during Accuracy Check.
Tough - 3d4 - No Effect
Howl – Normal
At-Will - None
No Damage - Self
Effect: No Target
Raise the user’s Attack 1 Combat stage.
Cool - None - Get Ready!
Odor Sleuth – Normal
At-Will - None
No Damage - Ranged
Effect: 1 Target
The user’s Normal-Type and Fighting-Type Moves can now hit and affect Ghost-Type targets. Odor Sleuth’s user is unaffected by the effects of Moves which make them have to roll higher during Accuracy Checks to hit. Targets may not use their Speed stat to modify Accuracy Checks. Odor Sleuth’s user can identify the real target using Double Team.
Smart - 1d4 - Good Show!
*Grants: Tracker
Roar – Normal
Battle - 11
No Damage - Ranged (6)
Effect: 1 Target
The target flees away from the user 15 meters, ignoring Speed Capabilities, if terrain allows. The target may not use Moves for 4 rounds. During a trainer battle, the target’s owner must recall the fleeing target and replace them.
Cool - 2d4 - Excitement
Sand-Attack – Ground
EOT - 2
No Damage - Ranged (2)
Effect: 1 Target, Column
Sand-Attack creates a Column 1 meter wide. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter.
Cute - 1d4 - Excitement
Tackle – Normal
2d8+6 - At-Will - 3
Attack - Melee
Effect: 1 Target, Dash
Tough - 3d4 - No Effect
Annae
Gastrodon F (East Sea)
Water
Level 47
85000 EXP
Brave
STAB: 9
Physical Evasion: 3
Special Evasion: 3
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 11 | 10 | 8 | 9 | 8 | 2 |
Current Stats | 23 | 20 | 15 | 19 | 15 | 2 |
Hit Points 116/116
Ability
Storm Drain
Static
Effect: If any other Pokemon within 25-meters uses a Ranged Water Type Move, the Move is drawn to the Pokemon with Storm Drain without fail, and it cannot miss. This negates Lock-On or Mind Reader. This Pokemon is immune to damage and effects from Water Moves, and each time they are hit by an Water Move, the Pokemon’s Special Attack is raised 1 Combat Stage.
Torrent
Trigger
Keyword: Last Chance
Effect: Water
Capabilities
Overland 4, Surface 14, Underwater 7, Jump 2, Power 2, Intelligence 4,
Amorphous Pokemon have an inconsistent shape. They can flatten and reform themselves like water. They can stretch out their body material and condense themselves as well. By doing this, a Pokemon can access places others couldn’t, or bypass a door or two, only to let their non-Amorphous friends in afterwards.
A Pokemon who has the Fountain Capability can produce freshwater. They can control how lightly or powerfully they produce the water, sprinkling water or forcefully shooting water with the strength of a fire hose. If a Pokemon learns the Move Water Gun, Water Pulse, Hydro Pump or Water Sport and does not have the Fountain Capability, they gain Fountain.
A Gilled Pokemon can breath underwater. It never needs to come up for air and can remain underwater for as long as it wants to.
Weight Class: 3
Tutor and TM/HM Moves
Attract – Normal
EOT - 2
No Damage - Ranged (10)
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.
Cute - 2d4 - Excitement
Brine – Water
3d8+10 - Battle - 2
Special Attack - Ranged (6)
Effect: 1 Target
If the target is below 50% HP, Brine deals 5d12+22 instead for Damage Dice Roll.
Smart - 2d4 - Incentives
Protect – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.
Cute - None - Inversed Appeal
Surf – Water
4d12+16 - Battle - 2
Special Attack - Ranged (4)
Effect: 1 Target, Column
Surf makes a Column 4-meters wide.
Beauty - 2d4 - Round Starter
*Grants: Surface +3
*Eliminates: Sinker
Yawn – Normal
Battle - None
No Damage - Ranged (4)
Effect: No Target, Burst
Yawn creates a 4-meter Burst. All targets fall Asleep at the end of their next turn. Yawn cannot miss.
Cute - 2d4 - Excitement
Level and Egg Moves
Ancientpower – Rock
2d10+8 - Battle - 2
Special Attack - Ranged (8)
Effect: 1 Target, Column, Spirit Surge
Ancientpower creates a Column that is 2-meters wide. If you rolled 11-20 during Accuracy Check for Ancientpower, 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 Ancientpower.
Tough - 2d4 - Round Ender
Body Slam – Normal
3d12+14 - EOT - 2
Attack - Melee
Effect: 1 Target
Body Slam Paralyzes the target on 15-20 during Accuracy Check.
Tough - 3d4 - No Effect
Hidden Power – Dark
3d8+10 - EOT - 2
Special Attack - Ranged (3)
Effect: No Target, Burst
Hidden Power makes a 3-meter Burst.
Smart - 1d4 - Catching Up
Mud Bomb – Ground
3d8+10 - EOT - 4
Special Attack - Ranged (6)
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.
Smart - 2d4 - Round Ender
Muddy Water – Water
4d12+16 - Battle - 5
Special Attack - Ranged (4)
Effect: 1 Target, Column
Muddy Water makes a Column 4-meters wide. All Legal Targets must roll +2 during Accuracy Checks to hit on 16-20 during Accuracy Check.
Tough - 2d4 - Round Ender
Rain Dance – Water
Battle - None
Field - No Damage
Effect: Target Area, Weather
For 2 minutes (12 rounds), the area is considered Rainy. While Rainy, Water-Type attacks deal 1.5x damage. Fire-Type attacks deal ½ the damage they normally would.
Tough - 2d4 - Hold That Thought
Water Pulse – Water
2d8+8 - EOT - 2
Special Attack - Ranged (3)
Effect: No Target, Burst
Water Pulse creates a 3-meter Burst. Water Pulse Confuses all Legal Targets on 17-20 during Accuracy Check.
Beauty - 2d4 - Round Starter
*Grants: Fountain
Vitamins
Iron
Barbarossa
Sandle M
Water|Ground
Level 5
125 EXP
Relaxed
STAB: 1
Physical Evasion: 1
Special Evasion: 0
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 5 | 7 | 6 | 4 | 4 | 5 |
Current Stats | 5 | 11 | 6 | 4 | 4 | 5 |
Hit Points 20/20
Ability
Moxie
Static
Effect: Whenever the user’s Move causes a target to faint, it may raise its Attack Combat Stage by 1.
Capabilities
Overland 6, Surface 6, Burrow 6, Jump 2, Power 3, Intelligence 4
A Pokemon with the Stealth Capability are excellent at approaching the enemy for an up close assault. While Shifting, unless they purposely want to, Stealth Pokemon do not make any noise. Unless a Pokemon with Stealth has used a Ranged Move during the current round or the round previous, Ranged Moves may not target them if the line of sight drawn goes through Rough Terrain or if the Pokemon is on Rough Terrain.
Weight Class: 2
Tutor and TM/HM Moves
Protect – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.
Cute - None - Inversed Appeal
Level and Egg Moves
Aqua Jet – Water
1d12+6 - At-Will - 2
Attack - Melee
Effect: 1 Target, Interrupt
If a foe wants to declare a Move, you may instead use Aqua Jet on their turn before they can use their Move.
Beauty - 2d4 - Quick Set
Bite – Dark
2d10+8 - At-Will - 2
Attack - Melee
Effect: 1 Target
Bite Flinches the target on 15-20 during
Accuracy Check.
Tough - 3d4 - No Effect
Leer – Normal
At-Will - 2
No Damage - Ranged (5)
Effect: 1 Target
The target’s Defense is lowered 1 Combat Stage.
Cool - 2d4 - Excitement
Muddy Water – Water
4d12+16 - Battle - 5
Special Attack - Ranged (4)
Effect: 1 Target, Column
Muddy Water makes a Column 4-meters wide. All Legal Targets must roll +2 during Accuracy Checks to hit on 16-20 during Accuracy Check.
Tough - 2d4 - Round Ender
Rage – Normal
1d6+3 - At-Will - 2
Attack - Melee
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.
Cool - None - Get Ready!
Thunder Fang – Electric
3d8+10 - EOT - 3
Attack - Melee
Effect: 1 Target
Thunder Fang Paralyzes or Flinches on 18 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.
Smart - 3d4 - No Effect
Baryon
Joltik M
Electric|Bug
Level 15
3475 EXP
Brave
STAB: 3
Physical Evasion: 1
Special Evasion: 1
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 5 | 7 | 5 | 6 | 5 | 5 |
Current Stats | 5 | 14 | 5 | 13 | 5 | 5 |
Hit Points 30/30
Ability
Compound Eyes
Static
Effect: The user needs -3 to hit on any Accuracy Check.
Capabilities
Overland 6, Surface 2, Jump 3, Power 1, Intelligence 3,
If a Pokemon has the Threaded Capability they may replace their turn’s Shift with a Threaded Shift. A Threaded Shift is when a Pokemon targets an object and shoots a strong, thin line of silk, or extends a vine from themselves, and then quickly retracts that silk, or vine, pulling itself towards the object if the Pokemon is lighter than the object or pulling the object towards the Pokemon if it is lighter then it is. The line of silk, or vine, may be up to 10 meters long. If you target another Pokemon or person with a Threaded Shift, the Accuracy Check is 6. You may still use a Move on the same turn you perform a Threaded Shift. If a Pokemon learns the Move String Shot, Vine Whip or Power Whip and does not have the Threaded Capability, they gain Threaded.
Pokemon with the Zapper Capability can produce controlled electricity or send electrical currents through various conductive materials. If an electrical device is capable of being recharged, a Pokemon with Zapper can recharge it to full power on a check of 13 or better on 1d20 Daily. If a Pokemon learns the Move Charge, Discharge, Thunderbolt or Thundershock and does not have the Zapper Capability, they gain Zapper.
Weight Class: 1
Tutor and TM/HM Moves
Level and Egg Moves
Electroweb - Electric
2d10+8 - EOT - 3
Special Attack - Ranged (4)
Effect: 1 Target, Column
Electroweb creates a Column 2-meters wide. All Legal Targets are lowered 1 Speed Combat Stage.
Smart - 2d4 - Hold That Thought
*Grants: Threaded
Fury Cutter – Bug
1d4 - At-Will - 3
Attack - Melee
Effect: 1 Target
If Fury Cutter is used successfully and consecutively on the same target, on the round immediately after the last, use 1d12+6 on the second hit instead, 2d12+12 on the third hit instead, 3d12+18 on the fourth hit instead and 4d12+24 on the fifth hit and any successful hits following the fifth hit instead for Fury Cutter’s Damage Dice Roll.
Cool - 2d4 - Reliable
Leech Life – Bug
1d6+1 - EOT - 2
Attack - Melee
Effect: 1 Target
After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.
Smart - 1d4 - Good Show!
Screech – Normal
EOT - 4
No Damage - Ranged (4)
Effect: No Target, Burst
Screech creates a 4-meter Burst. All Legal Targets have their Defense lowered 2 Combat Stages.
Smart - 2d4 - Unsettling
Spider Web – Bug
Center - None
No Damage - Ranged (5)
Effect: 1 Target, Trap
Spider Web cannot miss.
Smart - 2d4 - Hold That Thought
*Grants: Threaded
String Shot – Bug
At-Will - 3
No Damage - Ranged (6)
Effect: 1 Target, Column
String Shot creates a Column 2-meters wide. All Legal Targets within the Column lower their Speed 1 Combat Stage. If a target is hit by String Shot 5 times within 5 rounds of combat, they are Trapped. If a target’s Speed Combat Stage has already been lowered 6 times, String Shot Traps them.
Smart - 2d4 - Excitement
*Grants: Threaded
Thunder – Electric
5d12+8 - Battle - 6
Special Attack - Ranged (15)
Effect: 1 Target, Blast
A 3-meter Blast surrounds the target. Thunder Paralyzes all Legal Targets on 13-20 during Accuracy Check. All Legal Targets within the Blast’s radius are Pushed outward, away from the target, 3-meters. If it is Sunny, Thunder’s Accuracy Check is 11. If it is Rainy, Thunder cannot miss. If the target is airborne as a result of Fly or Sky Drop, Thunder cannot miss them
Cool - 2d4 - Round Starter
Bitey
Torterra M
Grass|Ground
Level 47
85000 EXP
Brave
STAB: 9
Physical Evasion: 5
Special Evasion: 4
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 10 | 13 | 11 | 10 | 11 | 4 |
Current Stats | 20 | 26 | 25 | 10 | 20 | 4 |
Hit Points 107/107
Ability
Inner Focus
Static
Keyword: Immune
Effect: Flinching
Shell Armor
Static
Keyword: Immune
Effect: Critical Hits
Capabilities
Overland 6, Jump 1, Power 4, Intelligence 4,
A Pokemon with the Groundshaper Capability can transform the terrain around them to create Rough Terrain or flatten out Rough Terrain to create Basic Terrain. In place of the Pokemon’s Move during their turn they can change a 1 meter radius around them, or all adjacent spaces, from Basic Earth Terrain into Rough Terrain or change Rough Terrain into Basic Earth Terrain, EOT. If a Pokemon learns the Move Earthquake or Magnitude and does not have the Groundshaper Capability, they gain Groundshaper.
Sinker means the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
A Pokemon with the Sprouter capability can rapidly influence the growth of plants and flora around them. Over 5 seconds, a Sprouter can grow a plant 1 meter taller or wider than it currently was. Through the use of Sprouter, the Pokemon can also make plants grow up to 125% of the normal size they would become naturally. For a Pokemon to use their Sprouter ability for 10 seconds, they must sacrifice 1 HP, in place of a Move. If a Pokemon learns the Move Ingrain, Natural Gift, Nature Power, Secret Power or Synthesis and does not have the Sprouter Capability, they gain Sprouter.
Weight Class: 6
Tutor and TM/HM Moves
Protect – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.
Cute - None - Inversed Appeal
Seed Bomb – Grass
3d10+12 - EOT - 2
Attack - Ranged (8)
Effect: 1 Target, Blast
Seed Bomb creates a 2-meter Blast.
Smart - 3d4 - No Effect
Wood Hammer – Grass
5d12+18 - EOT - 2
Attack - Melee
Effect: 1 Target, Dash, Push, Recoil
The target is pushed back 5-meters. The target takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. After Wood Hammer deals damage, Recoil.
Tough - 2d4 - Round Ender
Level and Egg Moves
Bite – Dark
2d10+8 - At-Will - 2
Attack - Melee
Effect: 1 Target
Bite Flinches the target on 15-20 during
Accuracy Check.
Tough - 3d4 - No Effect
Curse - Normal
EOT - None
No Damage - Self
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.
Tough - None - Torrential Appeal
Earthquake – Ground
4d12+16 - Battle - 2
Attack - Ranged (5)
Effect: No Target, Burst
Earthquake creates a 5-meter Burst. Earthquake can hit targets using the Move Dig.
Tough - 2d4 - Round Ender
*Grants: Groundshaper
Leech Seed – Grass
Center - 4
No Damage - Ranged (6)
Effect: 1 Target
At the beginning of each of the target’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 lasts until the target faints or is returned to a Poke Ball. Leech Seed cannot hit a Grass type Pokemon.
Smart - None - Torrential Appeal
Mega Drain – Grass
1d12+6 - EOT - 2
Attack - Melee
Effect: 1 Target
After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.
Smart - 1d4 - Good Show!
Razor Leaf - Grass
2d10+8 - At-Will - 4
Attack - Ranged (10)
Effect: 1 Target
Razor Leaf is a Critical Hit on 18-20 during Accuracy Check.
Cool - 3d4 - No Effect
Synthesis – Grass
Center - None
No Damage - Self
Effect: No Target
The user regains HP equal to half of its full HP. If it is Sunny, the user gains 2/3 of its full HP. If it is Rainy, Sand Storming or Hailing the user gains ¼ of their full HP.
Smart - None - Reflective Appeal
*Grants: Sprouter
Chrysalis
Shedinja
Bug|Ghost
Level 35
34000 EXP
Proud
STAB: 7
Physical Evasion: 3
Special Evasion: 3
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 0 | 9 | 5 | 2 | 4 | 4 |
Current Stats | 0 | 21 | 16 | 2 | 15 | 4 |
Hit Points 1/1
Ability
Swarm
Trigger
Keyword: Last Chance
Effect: Bug
Wonder Guard
Static
Effect: Only damaging Moves that are Super-Effective hit the Pokemon with Wonder Guard, all other moves always deal 0 damage. Wonder Guard does not work if the Pokemon who has it has no weaknesses. Only Shedinja and Arceus may ever have the ability Wonder Guard. Wonder Guard loses its effect if the user has no weaknesses.
Capabilities
Overland 2, Sky 10, Jump 2, Power 1, Intelligence 4, Sinker, Soulless
Sinker means the Pokemon cannot swim, or move in water. For every round of an encounter the Pokemon is in water that is deep enough for them to stand submerged in, or is submerged in they lose 25% of their max HP. If the Pokemon is lowered to -100% HP, make a Deaths savings roll as usual. If a Pokemon gains a Surface or Underwater capability, they lose their Sinker Capability.
Shedinja is a unique pokemon. Its default Ability will always be Wonder Guard and Shedinja’s Max HP is always 1. You may not add to a Shedinja’s HP stat, and Shedinja may not have temporary HP. However, Shedinja never need to make a Death Saving’s Throw. Shedinja may not ever also have the Ability Solid Rock. Shedinja may not be targeted by Press On!
Weight Class: 1
Tutor and TM/HM Moves
Protect – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.
Cute - None - Inversed Appeal
Level and Egg Moves
Confuse Ray - Ghost
Center - None
No Damage - Ranged (10)
Effect: 1 Target, Column
Confuse Ray creates a Column 1 meter wide. Confuse Ray cannot miss. All targets are Confused.
Smart - 2d4 - Unsettling
Fury Swipes - Normal
1d6+3 - EOT - 4
Attack - Melee
Effect: 1 Target, Scatter
Fury Swipes can hit up to 5 times. Once the user misses, they cannot attempt to make another Fury Swipes attack on that turn.
Tough - 2d4 - Reliable
Leech Life - Bug
1d6+1 - EOT - 2
Attack - Melee
Effect: 1 Target
After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.
Smart - 1d4 - Good Show!
Mind Reader - Normal
Center - None
No Damage - Ranged (10)
Effect: 1 Target
The target is Locked-On. The next Move that the User uses against the Target that requires an Accuracy Check cannot miss. Mind Reader's effect, on both the User and Target, can be affected by Baton Pass.
Smart - 1d4 - Good Show!
Sand-Attack - Ground
EOT - 2
No Damage - Ranged (2)
Effect: 1 Target, Column
Sand-Attack creates a Column 1 meter wide. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter.
Cute - 1d4 - Excitement
Spite - Ghost
Battle - 2
No Damage - Ranged (15)
Effect: 1 Target
Spite lowers the target’s last move’s Frequency for the remainder of the encounter. EOT Frequency Moves are changed into Battle Frequency. At-Will Frequency Moves are changed into EOT Frequency. Spite may not target the same target’s Move more then once per encounter.
Tough - 2d4 - Excitement
Huike
Darmanitan M
Fire
Level 36
36964 EXP
Bold
STAB: 7
Physical Evasion: 2
Special Evasion: 2
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 11 | 12 | 8 | 3 | 6 | 10 |
Current Stats | 20 | 21 | 12 | 3 | 10 | 20 |
Hit Points 96/96
Ability
Reckless
Static
Effect: Submission, Double-Edge, Take Down, Jump Kick, Hi Jump Kick, Volt Tackle, Wood Hammer, Flare Blitz, Brave Bird and Head Smash deal an additional 2 STAB when the Pokemon with Reckless uses the Move as an attack.
Capabilities
Overland 8, Surface 7, Jump 4, Power 4, Intelligence 4
A Pokemon with the Egg Warmer capability can reduce the time needed for an egg to hatch. Once every 24 hours, they can heat up an egg and reduce the egg's hatch time by 1d20 hours.
A Pokemon who has the Firestarter Capability can produce flames. They can control how lightly or powerfully they produce the fire, creates puffs of fire the size of a lighter or a large burst of fire capable on engulfing a tree. If a Pokemon learns the Move Ember, Fire Blast, Fire Spin, Flame Wheel or Flamethrower and does not have the Firestarter Capability, they gain Firestarter.
Weight Class: 4
Tutor and TM/HM Moves
Protect – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.
Cute - None - Inversed Appeal
Level and Egg Moves
Belly Drum – Normal
Battle - None
No Damage - Self
Effect: 1 Target
Belly Drum’s user loses HP equal to half of its full HP. Do not appliy the user’s stats to the HP lost. Belly Drum sets the user’s Attack to +6 Combat Stages.
Cute - None - Get Ready!
Façade – Normal
3d8+10 - EOT - 2
Attack - Melee
Effect: 1 Target
If the user is afflicted with a Status effect, use 5d12+22 instead for Damage Dice Roll. If the user is afflicted with a Status effect, Façade’s Frequency drops (EOT to Battle or At-Will to EOT).
Cute - 2d4 - Final Appeal
Fire Fang – Fire
3d8+10 - EOT - 3
Attack - Melee
Effect: 1 Target
Fire Fang Burns or Flinches on 18 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.
Beauty - 3d4 - No Effect
Fire Punch – Fire
3d10+12 - EOT - 2
Attack - Melee
Effect: 1 Target
Fire Punch Burns the target on 19-20 during Accuracy Check.
Beauty - 2d4 - Round Starter
Flare Blitz – Fire
5d12+18 - EOT - 2
Attack - Melee
Effect: 1 Target, Dash, Push, Recoil
The target is pushed back 5-meters. The target takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. Flare Blitz Burns the target on 19-20 during Accuracy Check. After Flare Blitz deals damage, Recoil.
Smart - 2d4 - Seen Nothing Yet
Hammer Arm – Fighting
4d12+16 - Battle - 3
Attack - Melee
Effect: 1 Target
The user lowers their Speed 1 Combat Stage.
Cool - 2d4 - Slow Set
Thrash – Normal
5d12+18 - Center - 3
Attack - Melee
Effect: 1 target
Thrash’s user must make another Melee attack for 1d2 more turns. The attack is identical to Thrash except for Thrash’s effect. After the first target is declared, Thrash targets the nearest Legal Target for its second or third round of use if the original target is unconscious. If potential targets are an equal distance from the user, you may choose the target. After Thrash’s additional use(s) end(s), the user becomes Confused. For Pokemon users, the additional 1d2 are their Trainer’s Command Actions, unless the Trainer is unconscious, in which case the Pokemon acts on its own until finished.
Tough - 2d4 - Reliable
Vitamins
Carbos
Lola
Sneasel F
Dark|Ice
Level 47
85000 EXP
Adamant
STAB: 9
Physical Evasion: 3
Special Evasion: 3
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 6 | 12 | 6 | 2 | 8 | 12 |
Current Stats | 10 | 25 | 15 | 2 | 15 | 25 |
Hit Points 77/77
Ability
Keen Eye
Constant
Effect: The Pokemon cannot have its Accuracy Checks negatively affected by anything except Defense, Special Defense or Speed stats.
Inner Focus
Static
Keyword: Immune
Effect: Flinching
Capabilities
Overland 7, Surface 4, Jump 3, Power 3, Intelligence 4
Pokemon with the Icestep Capability treat Icy or Snowy terrain as Basic Terrain.
A Pokemon with the Stealth Capability are excellent at approaching the enemy for an up close assault. While Shifting, unless they purposely want to, Stealth Pokemon do not make any noise. Unless a Pokemon with Stealth has used a Ranged Move during the current round or the round previous, Ranged Moves may not target them if the line of sight drawn goes through Rough Terrain or if the Pokemon is on Rough Terrain.
Weight Class: 3
Tutor and TM/HM Moves
Frustration – Normal
4d12+16 - EOT - 2
Attack - Melee
Effect: 1 Target
The user may only use Frustration if its Loyalty is level 0 or 1.
Cute - 2d4 - Round Ender
Protect – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.
Cute - None - Inversed Appeal
Return – Normal
4d12+16 - EOT - 2
Attack - Melee
Effect: 1 Target
The user may only use Return if its Loyalty is 3 or 4.
Cute - 1d4 - Round Starter
Level and Egg Moves
Agility – Psychic
EOT - None
No Damage - Self
Effect: No Target
Raise the user’s Speed 2 Combat Stages.
Cool - 2d4 - Quick Set
Bite – Dark
2d10+8 - At-Will - 2
Attack - Melee
Effect: 1 Target
Bite Flinches the target on 15-20 during
Accuracy Check.
Tough - 3d4 - No Effect
Faint Attack – Dark
2d10+8 - EOT - None
Attack - Melee
Effect: 1 Target
Faint Attack cannot miss.
Smart - 2d4 - Round Ender
Hone Claws - Dark
EOT - None
No Damage - Self
Effect: No Target
Raise the user’s Attack 1 Combat Stage. For the remainder of Combat, the user’s Attack - Melee Moves need -1 on Accuracy Checks to hit.
Cool - None - Get Ready!
Ice Punch – Ice
2d12+16 - EOT - 2
Attack - Melee
Effect: 1 Target
Ice Punch Freezes the target on 19-20 during Accuracy Check.
Beauty - 2d4 - Round Starter
Punishment - Dark
1d10+15 - Battle - 2
Attack - Melee
Effect: 1 Target
Punishment deals an additional 1d10 for each Combat Stage the target has above 0 per raised stat up to an additional 6d10 per stat.
Smart - 1d4- Catching Up
Slash – Normal
3d10+12 - EOT - 2
Attack - Melee
Effect: 1 Target, Pass
Slash is a Critical Hit on 18-20 during Accuracy Check.
Cool - 3d4 - No Effect
Logos
Sigilyph M
Flying|Psychic
Level 47
85000 EXP
Quiet
STAB: 9
Physical Evasion: 3
Special Evasion: 3
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 7 | 6 | 8 | 12 | 8 | 8 |
Current Stats | 12 | 6 | 15 | 30 | 15 | 17 |
Hit Points 83/83
Ability
Magic Guard
Static
Effect: Whenever the user would lose HP or take damage that isn’t a result of a Damage Dice Roll the user does not lose HP or take Damage. This includes, but is not limited to, Weather, Leech Seed, Afflictions, Traps, Recoil, etc.
Wonder Skin
Static
Effect: Whenever a Ranged - No Damage or Melee - No Damage move that causes Paralysis, Poisoning, Bad Poisoning, a Burn, Sleep, Confusion, Attraction, Disable, or any other major or minor status affliction is used against this Pokemon and the Move successfully hits, flip a coin. On heads, this Pokemon ignores the affliction it would have received; on tails the Pokemon is hit as usual.
Capabilities
Overland 1, Surface 1, Sky 8, Jump 3, Power 2, Intelligence 6
The Guster can create bursts of wind. The power can vary from a light breeze to a powerful burst of air capable of lifting light objects into the air or providing lift for a chute. If a Pokemon learns the Move Gust or Tailwind and does not have the Guster Capability, they gain Guster.
Pokemon who have the Invisibility Capability can turn invisible. Pokemon may not perform Moves while invisible. While invisible, you must roll +4 during Accuracy Checks to hit the Pokemon. When a Pokemon turns invisible they can only remain invisible for 1d4 minutes. After becoming visible, they cannot turn invisible again for 1d6 minutes.
Telekinetic Pokemon can move objects with their mind. They can lift things that are lighter then their level multiplied by 5 pounds or 2.5 kilograms. They can target objects up to X meters away, where X is the pokemon’s level. If a Pokemon learns the Move Psychic and does not have the Telekinetic Capability, they gain Telekinetic.
Weight Class: 2
Tutor and TM/HM Moves
Ancientpower – Rock
2d10+8 - Battle - 2
Special Attack - Ranged (8)
Effect: 1 Target, Column, Spirit Surge
Ancientpower creates a Column that is 2-meters wide. If you rolled 11-20 during Accuracy Check for Ancientpower, 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 Ancientpower.
Tough - 2d4 - Round Ender
Protect – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.
Cute - None - Inversed Appeal
Stored Power - Psychic
1d6+3 - Battle - 2
Special Attack - Ranged (10)
Effect: 1 Target
For every Combat Stage the user is above 0, in each stat, add 1d10 to Stored Power’s Damage Dice Roll.
Tough - 2d4 - Incentives
Trick Room – Psychic
Center - None
Field - No Damage
Effect: Target Area, Weather
For 1d4+1 rounds, the area is considered Rewinding. While Rewinding, the order in which combatants go during a round of Combat isn’t ordered from highest Speed to lowest Speed; instead it is order from lowest Speed to Highest Speed. Rewinding does not replace other Weather effects.
Cute - 2d4 - Scrambler
Level and Egg Moves
Air Slash – Flying
3d10+12 - EOT - 3
Special Attack - Ranged (8)
Effect: 1 Target
Air Slash Flinches on a 15-20 during Accuracy check.
Cool - 2d4 - Round Starter
Hypnosis – Psychic
Battle - 6
No Damage - Ranged (4)
Effect: 1 Target
The target falls Asleep.
Smart - 2d4 - Excitement
Light Screen – Psychic
EOT - None
No Damage - Melee
Effect: No Target, Wall
The user may shift while placing Light Screen Walls if their Speed allows for the extra movement. Place 5-meters of Wall that cannot be passed through but may be attacked through. If a Move tries to attack through Light Screen Walls, treat the target as if their Special Defense is raised 2 Combat Stages. This bonus cannot be awarded more then once. The walls sustain for 1d4+1 turns.
Beauty - 2d4 - Hold That Thought
Miracle Eye – Psychic
At-Will - None
No Damage - Self
Effect: No Target
The user’s Psychic-Type Moves can now hit and affect Dark-Type targets. Miracle Eye’s user is unaffected by the effects of Moves which make them have to roll higher during Accuracy Checks to hit. Targets may not use their Speed stat to modify Accuracy Checks. Miracle Eye’s user can identify the real target using Double Team.
Cute - 1d4 - Good Show!
Psybeam – Psychic
3d8+10 - EOT - 2
Special Attack - Ranged (7)
Effect: 1 Target, Column
Psybeam creates a Column 1 meter wide. Psybeam Confuses all Legal Targets on 19-20 during Accuracy Check.
Beauty - 2d4 - Round Starter
Psychic - Psychic
3d10+12 - Battle - 2
Special Attack - Ranged (10)
Effect: 1 Target, Push
The target is Pushed 5-meters in any direction. Psychic lowers the target’s Special Defense 1 Combat Stage on 17-20 during Accuracy Check.
//Smart - 2d4 - Round Starter //
Reflect – Psychic
EOT - None
No Damage - Melee
Effect: No Target, Wall
The user may shift while placing Reflect Walls if their Speed allows for the extra movement. Place 5-meters of Wall that cannot be passed through but may be attacked through. If a Move tries to attack through Reflect Walls, treat the target as if their Defense is raised 2 Combat Stages. This bonus cannot be awarded more then once. The walls remain for 1d4+1 turns.
Smart - 2d4 - Excitement
Marangoni
Marill M
Water
Level 20
8000 EXP
Impish
STAB: 4
Physical Evasion: 3
Special Evasion: 2
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 7 | 2 | 7 | 1 | 5 | 4 |
Current Stats | 12 | 2 | 16 | 1 | 10 | 4 |
Hit Points 56/56
Ability
Sap Sipper
Static
Effect: The user does not take damage from Grass Type Moves. If a Grass Type Move hits the user, the user may raise its Attack 1 Combat Stage up to once per turn.
Capabilities
Overland 4, Surface 9, Underwater 7, Jump 2, Power 1, Intelligence 3
A Pokemon who has the Fountain Capability can produce freshwater. They can control how lightly or powerfully they produce the water, sprinkling water or forcefully shooting water with the strength of a fire hose. If a Pokemon learns the Move Water Gun, Water Pulse, Hydro Pump or Water Sport and does not have the Fountain Capability, they gain Fountain.
Weight Class: 1
Tutor and TM/HM Moves
Level and Egg Moves
Bubblebeam – Water
3d8+10 - EOT - 2
Special Attack - Ranged (8)
Effect: 1 Target, Column
Bubblebeam creates a Column 1 meter wide. Bubblebeam lowers the target’s Speed on 18-20 during Accuracy Check.
Beauty - 2d4 - Slow Set
Defense Curl – Normal
At-Will - None
No Damage - Self
Effect: No Target
Defense Curl raises the user’s Defense 1 Combat Stage. If the user uses the Move Ice Ball or Rollout later in the encounter without having been switched out, each hit deals an additional 1d10 during Damage Dice Roll.
Cute - 2d4 - Hold That Thought
Rollout – Rock
1d10+4 - EOT - 4
Attack - Melee
Effect: 1 Target, Pass
The user must use Rollout until it misses, or fails to be able to shift enough to hit a target for their next 4 turns. On the second turn, Rollout uses 2d10+8 for its Damage Dice Roll. On the third turn, Rollout uses 2d10+12. On the fourth turn, Rollout uses 3d10+16. On the fifth and final turn, Rollout uses 4d10+20.
Tough - 2d4 - Reliable
Tail Whip – Normal
At-Will - 2
No Damage - Ranged (4)
Effect: 1 Target
The target’s Defense is lowered 1 Combat Stage.
Cute - 2d4 - Excitement
Water Gun – Water
1d12+6 - At-Will - 2
Special Attack - Ranged (10)
Effect: 1 Target
Cute - 3d4 - No Effect
*Grants: Fountain
Meson
Joltik M
Electric|Bug
Level 46
75000 EXP
Brave
STAB: 9
Physical Evasion: 2
Special Evasion: 2
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 6 | 11 | 3 | 6 | 5 | 18 |
Current Stats | 13 | 20 | 10 | 19 | 11 | 21 |
Hit Points 85/85
Ability
Compound Eyes
Static
Effect: The user needs -3 to hit on any Accuracy Check.
Overcharge
Trigger
Keyword: Last Chance
Effect: Electric
Capabilities
Overland 6, Surface 2, Jump 3, Power 1, Intelligence 3,
If a Pokemon has the Threaded Capability they may replace their turn’s Shift with a Threaded Shift. A Threaded Shift is when a Pokemon targets an object and shoots a strong, thin line of silk, or extends a vine from themselves, and then quickly retracts that silk, or vine, pulling itself towards the object if the Pokemon is lighter than the object or pulling the object towards the Pokemon if it is lighter then it is. The line of silk, or vine, may be up to 10 meters long. If you target another Pokemon or person with a Threaded Shift, the Accuracy Check is 6. You may still use a Move on the same turn you perform a Threaded Shift. If a Pokemon learns the Move String Shot, Vine Whip or Power Whip and does not have the Threaded Capability, they gain Threaded.
Pokemon with the Zapper Capability can produce controlled electricity or send electrical currents through various conductive materials. If an electrical device is capable of being recharged, a Pokemon with Zapper can recharge it to full power on a check of 13 or better on 1d20 Daily. If a Pokemon learns the Move Charge, Discharge, Thunderbolt or Thundershock and does not have the Zapper Capability, they gain Zapper.
Weight Class: 1
Tutor and TM/HM Moves
Protect – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.
Cute - None - Inversed Appeal
Level and Egg Moves
Agility - Psychic
EOT - None
No Damage - Self
Effect: No Target
Raise the user’s Speed 2 Combat Stages.
Cool - 2d4 - Quick Set
Discharge - Electric
3d10+12 - EOT - 2
Special Attack - Ranged (3)
Effect: No Target, Burst
Discharge creates a 3-meter Burst. Discharge Paralyzes all legal targets on 15-20 during Accuracy Check.
Cool - 2d4 - Round Starter
*Grants: Zapper
Electroweb - Electric
2d10+8 - EOT - 3
Special Attack - Ranged (4)
Effect: 1 Target, Column
Electroweb creates a Column 2-meters wide. All Legal Targets are lowered 1 Speed Combat Stage.
Smart - 2d4 - Hold That Thought
*Grants: Threaded
Fury Cutter – Bug
1d4 - At-Will - 3
Attack - Melee
Effect: 1 Target
If Fury Cutter is used successfully and consecutively on the same target, on the round immediately after the last, use 1d12+6 on the second hit instead, 2d12+12 on the third hit instead, 3d12+18 on the fourth hit instead and 4d12+24 on the fifth hit and any successful hits following the fifth hit instead for Fury Cutter’s Damage Dice Roll.
Cool - 2d4 - Reliable
Signal Beam - Bug
3d10+12 - EOT - 2
Special Attack - Ranged (8)
Effect: 1 Target, Column
Signal Beam creates a Column 1 meter wide. Signal Beam confuses the target and any Legal Targets on 19-20 during Accuracy Check.
Beauty - None - Incentives
Slash – Normal
3d8+10 - EOT - 2
Attack - Melee
Effect: 1 Target, Pass
Slash is a Critical Hit on 18-20 during Accuracy Check.
Cool - 3d4 - No Effect
Thunder Wave – Electric
Center - None
No Damage - Ranged (6)
Effect: 1 Target
Thunder Wave Paralyzes the target. Thunder Wave cannot miss.
Cool - 2d4 - Excitement
Ren
Ninetales F
Fire
Level 46
75000 EXP
Careful
STAB: 9
Physical Evasion: 3
Special Evasion: 5
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 7 | 8 | 8 | 10 | 12 | 10 |
Current Stats | 12 | 13 | 15 | 19 | 25 | 16 |
Hit Points 82/82
Ability
Drought
Cast – Hourly
Keyword: Sustain, Weather
Effect: As a Free Action, the Pokemon uses the Move Sunny day. The Sun does not go away like normal Sun; instead to Sustain, the Pokemon must remain out of a Poke Ball and must be above 0 HP. The Sunny effect can be replaced by other major Weather conditions.
Flash Fire
Static
Effect: The user does not take damage from Fire Type Moves and may not be Frozen. If the user is hit by a Fire Type Move, the user adds 1 bonus STAB to the next Fire Type Move they use in the encounter.
Capabilities
Overland 8, Surface 6, Jump 4, Power 3, Intelligence 4
A Pokemon who has the Firestarter Capability can produce flames. They can control how lightly or powerfully they produce the fire, creates puffs of fire the size of a lighter or a large burst of fire capable on engulfing a tree. If a Pokemon learns the Move Ember, Fire Blast, Fire Spin, Flame Wheel or Flamethrower and does not have the Firestarter Capability, they gain Firestarter.
Pokemon with the Capability Tracker have a strong sense of smell that they can use to follow other Pokemon or people. If the Pokemon has smelt whom they want to track in the past day, or one of their personal belongings, they can pursue that prey with a check of 11 or better on d20. To pick up a random scent from nothing, a check of 16 or better on d20 will allow the Pokemon to follow that scent. To pick up a specific scent from nothing, a check of 20 on d20 will allow the Pokemon to follow that scent. A Pokemon may only make these checks once per hour. If a Pokemon learns the Move Odor Sleuth and does not have the Tracker Capability, they gain Tracker.
Weight Class: 2
Tutor and TM/HM Moves
Flail – Normal
See Effect - EOT - 2
Attack - Melee
Effect: 1 Target
If the user has more than 70% of its total HP, use 1d10+5 for Damage Dice Roll. If the user has more than 36% of its total HP, use 2d10+10. If the user has more than 21% of its total HP, use 3d10+10. If the user has more than 6% of its total HP, use 4d10+10. If the user has 1-5% of its total HP, use 5d10+20
Cute - 2d4 - Final Appeal
Heat Wave – Fire
4d12+16 - Battle - 4
Special Attack - Ranged (3)
Effect: No Target, Burst
Heat Wave creates a 3-meter burst. Heat Wave Burns all Legal Targets on 18-20 during Accuracy Check.
Beauty - 2d4 - Round Starter
Protect – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.
Cute - None - Inversed Appeal
Level and Egg Moves
Confuse Ray – Ghost
Center - None
No Damage - Ranged (10)
Effect: 1 Target, Column
Confuse Ray creates a Column 1 meter wide. Confuse Ray cannot miss. All targets are Confused.
Smart - 2d4 - Unsettling
Ember – Fire
1d12+6 - At-Will - 2
Special Attack - Ranged (8)
Effect: 1 Target
Ember Burns the target on 18-20 during Accuracy Check.
Beauty - 3d4 - No Effect
*Grants: Firestarter
Flamethrower – Fire
4d12+16 - Battle - 2
Special Attack - Ranged (4)
Effect: 1 Target, Column
Flamethrower creates a Column 1 meter wide. Flamethrower Burns the target on 19-20 during Accuracy Check.
Beauty - 2d4 - Round Starter
*Grants: Firestarter
Payback – Dark
2d8+6 - Battle - 2
Attack - Melee
Effect: 1 Target
If the target damaged Payback’s user on their last turn, during the same round of combat, deal 4d12+16 instead for Damage Dice Roll.
Cool - 1d4 - Special Attention
Quick Attack – Normal
1d12+6 - At-Will - 2
Attack - Melee
Effect: 1 Target, Interrupt
If a foe wants to declare a Move, you may instead use Quick Attack on their turn before they can use their Move.
Cool - 2d4 - Quick Set
Roar – Normal
Battle - 11
No Damage - Ranged (6)
Effect: 1 Target
The target flees away from the user 15 meters, ignoring Speed Capabilities, if terrain allows. The target may not use Moves for 4 rounds. During a trainer battle, the target’s owner must recall the fleeing target and replace them.
Cool - 2d4 - Excitement
Will-O-Wisp – Fire
Battle - 4
No Damage - Ranged (10)
Effect: 1 Target
The target is Burned.
Beauty - None - Round starter
Vitamins
Calcium x4
Shackleton
Swinub M
Ice|Ground
Level 23
12200 EXP
Careful
STAB: 4
Physical Evasion: 1
Special Evasion: 1
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 5 | 7 | 5 | 6 | 5 | 5 |
Current Stats | 5 | 14 | 5 | 13 | 5 | 5 |
Hit Points 30/30
Ability
Snow Cloak
Cast - Hourly
Keyword: Sustain
Effect: Snow Cloak may only be activated while it is Hailing. The Pokemon creates a pocket of Clear Weather around itself and any other targets it wants to that is less then 15-meters away. These are Snow Bubbles. Any Move that tries to target into a Snow Bubble must roll +2 to hit during Accuracy Check. To Sustain, the Pokemon must remain out of a Poke Ball and must be above 0 HP.
Capabilities
Overland 4, Surface 2, Jump 2, Power 2, Intelligence 2
Pokemon with the Icestep Capability treat Icy or Snowy terrain as Basic Terrain.
Pokemon with the Capability Tracker have a strong sense of smell that they can use to follow other Pokemon or people. If the Pokemon has smelt whom they want to track in the past day, or one of their personal belongings, they can pursue that prey with a check of 11 or better on d20. To pick up a random scent from nothing, a check of 16 or better on d20 will allow the Pokemon to follow that scent. To pick up a specific scent from nothing, a check of 20 on d20 will allow the Pokemon to follow that scent. A Pokemon may only make these checks once per hour. If a Pokemon learns the Move Odor Sleuth and does not have the Tracker Capability, they gain Tracker.
Weight Class: 1
Tutor and TM/HM Moves
Protect – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.
Cute - None - Inversed Appeal
Level and Egg Moves
Endure – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is being hit by a damaging Move, you may use Endure. If the Move would bring Endure’s user down to 0 HP or less, Endure’s user instead is set to 1 HP.
Tough - 2d4 - Hold That Thought
Mud Bomb – Ground
3d8+10 - EOT - 4
Special Attack - Ranged (6)
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.
Smart - 2d4 - Round Ender
Mud-Slap – Ground
1d6+3 - Battle - 2
Special Attack - Ranged (2)
Effect: 1 Target, Column
Mud-Slap creates a Column 1-meter wide. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter on 17-20 during Accuracy Check.
Cute - 3d4 - No Effect
Mud Sport – Ground
EOT - None
No Damage - Ranged (8)
Effect: 1 Target, Coat
Mud Sport makes a Coat that resists Electric Moves.
Cute - 2d4 - Hold That Thought
Odor Sleuth – Normal
At-Will - None
No Damage - Ranged
Effect: 1 Target
The user’s Normal-Type and Fighting-Type Moves can now hit and affect Ghost-Type targets. Odor Sleuth’s user is unaffected by the effects of Moves which make them have to roll higher during Accuracy Checks to hit. Targets may not use their Speed stat to modify Accuracy Checks. Odor Sleuth’s user can identify the real target using Double Team.
Smart - 1d4 - Good Show!
*Grants: Tracker
Powder Snow – Ice
1d12+6 - At-Will - 2
Special Attack - Ranged (3)
Effect: 1 Target, Column
Powder Snow creates a 1-meter wide Column. Powder Snow Freezes all Legal Targets on 19-20 during Accuracy Check.
Beauty - 3d4 - No Effect
*Grants: Freezer
Tackle – Normal
2d8+6 - At-Will - 3
Attack - Melee
Effect: 1 Target, Dash
Tough - 3d4 - No Effect
Vlaandre
Espeon F
Psychic
Level 29
25280 EXP
Serious
STAB: 5
Physical Evasion: 2
Special Evasion: 3
HP | Atk | Def | SAtk | SDef | Spd | |
---|---|---|---|---|---|---|
Base Stats | 7 | 7 | 6 | 13 | 10 | 11 |
Current Stats | 12 | 11 | 10 | 18 | 15 | 16 |
Hit Points 65/65
Ability
Trace
Cast - Hourly
Keyword: Sustain
Effect: The Pokemon gains the Ability of a target within 10-meters of the Pokemon with Trace. To sustain, the Pokemon must remain out of a Poke Ball and above 0 HP.
Capabilities
Overland 8, Surface 6, Jump 3, Power 2, Intelligence 5
A Pokemon who has the Dream Smoke Capability can produce Dream Smoke. Dream Smoke is harvested for Dream Doctor who can manipulate a pokemon’s mind with the use of Dream Smoke and machinery.
Telekinetic Pokemon can move objects with their mind. They can lift things that are lighter then their level multiplied by 5 pounds or 2.5 kilograms. They can target objects up to X meters away, where X is the pokemon’s level. If a Pokemon learns the Move Psychic and does not have the Telekinetic Capability, they gain Telekinetic.
Pokemon with the Capability Tracker have a strong sense of smell that they can use to follow other Pokemon or people. If the Pokemon has smelt whom they want to track in the past day, or one of their personal belongings, they can pursue that prey with a check of 11 or better on d20. To pick up a random scent from nothing, a check of 16 or better on d20 will allow the Pokemon to follow that scent. To pick up a specific scent from nothing, a check of 20 on d20 will allow the Pokemon to follow that scent. A Pokemon may only make these checks once per hour. If a Pokemon learns the Move Odor Sleuth and does not have the Tracker Capability, they gain Tracker.
Weight Class: 3
Tutor and TM/HM Moves
Dream Eater – Psychic
4d12+16 - EOT - 2
Special Attack - Melee
Effect: 1 Target
Dream Eater can only target someone Asleep. After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.
Smart - 1d4 - Good Show!
*Grants: Dream Smoke
Protect – Normal
Center - None
No Damage - Self
Effect: No Target, Intercept
If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.
Cute - None - Inversed Appeal
Level and Egg Moves
Growl – Normal
At-Will - 2
No Damage - Ranged (5)
Effect: No Target, Burst
Growl creates a 5-meter Burst. Growl lowers all Legal Targets Attack 1 Combat Stage.
Cute - 2d4 - Excitement
Helping Hand – Normal
EOT - None
No Damage - Melee
Effect: 1 Target
The ally targeted with Helping Hand will have their next Move deal an additional 1d20 if the Move has a Damage Dice Roll. Helping Hand cannot miss.
Smart - 1d4 - Good Show!
Sand-Attack – Ground
EOT - 2
No Damage - Ranged (2)
Effect: 1 Target, Column
Sand-Attack creates a Column 1 meter wide. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter.
Cute - 1d4 - Excitement
Swift – Normal
2d10+8 - EOT - None
Special Attack - Ranged (10)
Effect: 1 Target
Swift cannot Miss.
Cool - 2d4 - Round Starter
Tackle – Normal
2d8+6 - At-Will - 3
Attack - Melee
Effect: 1 Target, Dash
Tough - 3d4 - No Effect
Tail Whip – Normal
At-Will - 2
No Damage - Ranged (4)
Effect: 1 Target
The target’s Defense is lowered 1 Combat Stage.
Cute - 2d4 - Excitement