(no subject)
Pokemon Trainer
Just some guy
F) Ty6
A) Ty6
S) Ty6
E) Ty6
R) Gd10
I) Gd10
P) Gd10
Health: 24 Karma: 30
Resources: Gd Pop: 6
Known Powers:
None.
Equipment:
Pokéballs: The trainer carries 16 of these devices, 6 of which contain a creature obedient to him and 10 empty. The device converts the animal into energy for storage, but the process of living inside the device is apparently pleasant. Pokémon are marked by their ball as belonging to their owner and cannot be captured by other Pokéballs. A Pokéball is the size of a ping pong ball when in transport mode and the size of a baseball when converted to a size necessary to release or recall Pokémon. Pokémon can be released as far away as 3 areas, in a bolt of energy that converts them to matter when it either touches a solid object or reaches its maximum range. This means Pokémon can be released into mid-air. Alternatively it can be thrown to release the Pokémon wherever the ball lands. Pokémon remain aware of their surroundings whilst in their balls and can escape them on their own with a green pysche or strength feat, whichever is higher. A Pokéball is made of Good strength materials and if damaged Pokémon are not able to be recalled or sent out. If completely destroyed, the Pokémon is immediately ejected and no longer 'marked' by the owner meaning can be captured by other trainers.
Pokémon: The trainer has six Pokémon he keeps with him, Rhydon, Dragonite, Blastoise, Lucario, Hypno and Magmar. All of his Pokémon are totally loyal to him and will follow almost any order they can understand.
The trainer's Pokémon do not have their own Karma, but instead use the trainer's.
Talents:
Contacts:
Rhydon
F) Rm30
A) Gd10
S) Mn75
E) Mn75
R) Fe2
I) Fe2
P) Fe2
Health: 190
Powers
Body Armour: Rhydon's thick and durable skin can withstand cannon blasts and 3,600 degree lava indefinitely. Monstrous protection from damage and an additional Monstrous protection from heat. By Rhydon's very nature as a Ground type Pokémon it possesses Shift-Z resistance to electrical attacks. It benefits from a +1CS to air based and rock based attacks and a +2CS on all poison feats. On the other hand ground, metal and ice based attacks treat Rhydon's body armour as -1CS, while plant and water based attacks reduce it to -2CS. Note these are attacks. Rhydon can touch plants and swim. Indeed, it is a herbivore and has been known to surf.
Horn: Rhydon's horn is tough enough to shatter diamond and capable of spinning like a drill. It inflicts Monstrous edged damage and can be used for burrowing at Typical speed (3 areas a round) through solid rock. If Rhydon is used to burrow a tunnel stable enough to last longer than a single round, it must instead travel at Poor speed (2 areas a round).
Tail: Rhydon's long tail is an effective weapon. It can be used for inflicting blunt damage at its Strength rank up to an area away.
Charging Speciality: Rhydon may move 5 areas a round when charging instead of the 3 it would be allowed under its endurance. Additionally it may use its horn during a charge to increase damage by 75 and consider the attack to cause edged damage. If Rhydon charges, it is the only action it can take that turn and an agility feat to stop is considered impossible. This particular Rhydon is immune to recoil damage, a trait some Rhydon posses.
Earthquake: By using its strength Rhydon can cause a localised earthquake of Monstrous intensity within the area Rhydon is situated and reducing its intensity by one rank for each area it travels through (Ending 7 areas away at Feeble). This move cannot be directed in anyway and instead spreads evenly in all directions.
Limited intelligence: If the trainer is unable to give orders to the Rhydon in a combat situation, it has a very straightforward and simple manner of thinking that can only barely make distinction between friend and foe. It will be limited to only the most basic of strategies and will require a green reason feat to perform any action other than charging at the closest enemy without any regard for consequences. If the trainer foresees this eventuality in advance, Rhydon can be instructed to perform 1 simple task if separated from the trainer before it begins this erratic behaviour.
Dragonite
F) Ex20
A) Ex20
S) Rm30
E) Am50
R) Ty6
I) Gd10
P) Ty6
Health: 120
Body Armour: Dragonite's durable body provides Incredible damage reduction. But when its health is at the maximum, it is treated as Monstrous body armour until it is reduced, even if by a single HP. Against fire, water and insect attacks it receives +1CS, whilst against plant based attacks it receives a +2CS. When defending against rock and draconian attacks, it experiences a -1CS and against ice based attacks it suffers a -2CS.
Flight: Dragonite possesses flight of over twice the speed of sound, ranking at Shift-Y flight. Dragonite is such a sturdy and agile flyer it doesn't need to perform an agility feat to turn 90 degrees or more mid-air. It can reach its top speed in 2 rounds and decelerate to a stop in 1, provided those are the only actions it takes in those rounds. If another action is taken in the same round, it takes an extra round to accelerate and decelerate. Dragonite can maintain its maximum speed for over 16 hours, or roughly 11520 rounds. No real point in keeping track under the circumstances, so there's no need to consider exhaustion penalties on long range travel. When carrying a human, it must fly at Typical speed for extended periods or Excellent for short periods or risk harming them. Dragonite can hover indefinitely and when in combat that is its default state.
Energy generation: Dragonite possesses a number of capabilities regarding releasing energy from its body.
Energy Punch- Dragonite can add +1CS to its strength ranking for a punch by wrapping its fist in fire or electricity. If fire, a green endurance feat is needed by the target to avoid being burnt and if electricity to avoid being paralysed for 1-5 turns.
Electric wave- Incredible level electric bolt that disrupts the nerves of the target to induce paralysis. If the attack successfully hits, the target must make a successful endurance feat every round afterwards. If white, they may not take any action that round. If green, they may perform 1 action at -2CS. If yellow they may act at -1CS. If red, they are cured of the affliction.
Blastoise
Lucario
Hypno
Magmar
Just some guy
F) Ty6
A) Ty6
S) Ty6
E) Ty6
R) Gd10
I) Gd10
P) Gd10
Health: 24 Karma: 30
Resources: Gd Pop: 6
Known Powers:
None.
Equipment:
Pokéballs: The trainer carries 16 of these devices, 6 of which contain a creature obedient to him and 10 empty. The device converts the animal into energy for storage, but the process of living inside the device is apparently pleasant. Pokémon are marked by their ball as belonging to their owner and cannot be captured by other Pokéballs. A Pokéball is the size of a ping pong ball when in transport mode and the size of a baseball when converted to a size necessary to release or recall Pokémon. Pokémon can be released as far away as 3 areas, in a bolt of energy that converts them to matter when it either touches a solid object or reaches its maximum range. This means Pokémon can be released into mid-air. Alternatively it can be thrown to release the Pokémon wherever the ball lands. Pokémon remain aware of their surroundings whilst in their balls and can escape them on their own with a green pysche or strength feat, whichever is higher. A Pokéball is made of Good strength materials and if damaged Pokémon are not able to be recalled or sent out. If completely destroyed, the Pokémon is immediately ejected and no longer 'marked' by the owner meaning can be captured by other trainers.
Pokémon: The trainer has six Pokémon he keeps with him, Rhydon, Dragonite, Blastoise, Lucario, Hypno and Magmar. All of his Pokémon are totally loyal to him and will follow almost any order they can understand.
The trainer's Pokémon do not have their own Karma, but instead use the trainer's.
Talents:
Contacts:
Rhydon
F) Rm30
A) Gd10
S) Mn75
E) Mn75
R) Fe2
I) Fe2
P) Fe2
Health: 190
Powers
Body Armour: Rhydon's thick and durable skin can withstand cannon blasts and 3,600 degree lava indefinitely. Monstrous protection from damage and an additional Monstrous protection from heat. By Rhydon's very nature as a Ground type Pokémon it possesses Shift-Z resistance to electrical attacks. It benefits from a +1CS to air based and rock based attacks and a +2CS on all poison feats. On the other hand ground, metal and ice based attacks treat Rhydon's body armour as -1CS, while plant and water based attacks reduce it to -2CS. Note these are attacks. Rhydon can touch plants and swim. Indeed, it is a herbivore and has been known to surf.
Horn: Rhydon's horn is tough enough to shatter diamond and capable of spinning like a drill. It inflicts Monstrous edged damage and can be used for burrowing at Typical speed (3 areas a round) through solid rock. If Rhydon is used to burrow a tunnel stable enough to last longer than a single round, it must instead travel at Poor speed (2 areas a round).
Tail: Rhydon's long tail is an effective weapon. It can be used for inflicting blunt damage at its Strength rank up to an area away.
Charging Speciality: Rhydon may move 5 areas a round when charging instead of the 3 it would be allowed under its endurance. Additionally it may use its horn during a charge to increase damage by 75 and consider the attack to cause edged damage. If Rhydon charges, it is the only action it can take that turn and an agility feat to stop is considered impossible. This particular Rhydon is immune to recoil damage, a trait some Rhydon posses.
Earthquake: By using its strength Rhydon can cause a localised earthquake of Monstrous intensity within the area Rhydon is situated and reducing its intensity by one rank for each area it travels through (Ending 7 areas away at Feeble). This move cannot be directed in anyway and instead spreads evenly in all directions.
Limited intelligence: If the trainer is unable to give orders to the Rhydon in a combat situation, it has a very straightforward and simple manner of thinking that can only barely make distinction between friend and foe. It will be limited to only the most basic of strategies and will require a green reason feat to perform any action other than charging at the closest enemy without any regard for consequences. If the trainer foresees this eventuality in advance, Rhydon can be instructed to perform 1 simple task if separated from the trainer before it begins this erratic behaviour.
Dragonite
F) Ex20
A) Ex20
S) Rm30
E) Am50
R) Ty6
I) Gd10
P) Ty6
Health: 120
Body Armour: Dragonite's durable body provides Incredible damage reduction. But when its health is at the maximum, it is treated as Monstrous body armour until it is reduced, even if by a single HP. Against fire, water and insect attacks it receives +1CS, whilst against plant based attacks it receives a +2CS. When defending against rock and draconian attacks, it experiences a -1CS and against ice based attacks it suffers a -2CS.
Flight: Dragonite possesses flight of over twice the speed of sound, ranking at Shift-Y flight. Dragonite is such a sturdy and agile flyer it doesn't need to perform an agility feat to turn 90 degrees or more mid-air. It can reach its top speed in 2 rounds and decelerate to a stop in 1, provided those are the only actions it takes in those rounds. If another action is taken in the same round, it takes an extra round to accelerate and decelerate. Dragonite can maintain its maximum speed for over 16 hours, or roughly 11520 rounds. No real point in keeping track under the circumstances, so there's no need to consider exhaustion penalties on long range travel. When carrying a human, it must fly at Typical speed for extended periods or Excellent for short periods or risk harming them. Dragonite can hover indefinitely and when in combat that is its default state.
Energy generation: Dragonite possesses a number of capabilities regarding releasing energy from its body.
Energy Punch- Dragonite can add +1CS to its strength ranking for a punch by wrapping its fist in fire or electricity. If fire, a green endurance feat is needed by the target to avoid being burnt and if electricity to avoid being paralysed for 1-5 turns.
Electric wave- Incredible level electric bolt that disrupts the nerves of the target to induce paralysis. If the attack successfully hits, the target must make a successful endurance feat every round afterwards. If white, they may not take any action that round. If green, they may perform 1 action at -2CS. If yellow they may act at -1CS. If red, they are cured of the affliction.
Blastoise
Lucario
Hypno
Magmar