Post by Gold on Nov 13, 2021 12:25:52 GMT -8
0 total points to distribute (Trainer Stats)
Discipline | Stat Pts | MOD |
STR | 12 | +1 |
DEX | 14 | +2 |
CON | 20 | +5 |
INT | 10 | +0 |
WIS | 6 | -2 |
CHA | 7 | -2 |
Gold
Pokemon GSC
Alignment: Chaotic Good
Motto: "Do you really want to hear me talk, or do you want to see me move?"
Allies/Friends: Red, Silver, Kris, Lyra, Professor Elm, Professor Oak, Lance, Jasmine
Enemies/Rivals: Team Rocket, Clair, Whitney
Backstory: bulbapedia.bulbagarden.net/wiki/Ethan_(game)
Appearance:
History On Li: Gold mysteriously arrived on Li while exploring a cave on Pasio, assuming Hoopa was responsible due to unrelated events. Since he and Silver were traveling together on Pasio, they wound up on Li together. They survived on their own for a while in the wastelands before using Ho-Oh to locate the Life Sphere from the air. Once in the life sphere, they took an interest in learning about this new world and its inhabitants, as well as capturing all the new monsters here and making a name for themselves in the stadium, the closest thing they could find to a new pokemon league. Silver reluctantly agreed to be roommates with Gold because neither of them were confident in their abilities to keep a house properly and figured it would be easier with some help. They're both slightly closer than before in spite of their differences thanks to their experiences together, and the stability and familiarity being near each other gives them in this new world.
Other Info: Gold and Silver are a duo trainer. They share actions and the normal three pokemon limit between them, and can have two pokemon out at once
Pibu ♂
And a brief description if you so wish to include one
And a brief description if you so wish to include one
0 total points to distribute
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Primary Attacks (2)
Thunder Jolt: An arcing bolt of electricity is sent bouncing across the ground. Not very strong, but when timed correctly it can leave enemies wide open to followup attacks, afflicting stun if beats the opponents dodge by 5 or more. Pibu takes 1% recoil in the process, though. [DMG 12%]
Volt Tackle: A reckless charging attack where Pibu emits large amounts of uncontrolled electricity with each lunge forward. Pibu takes 3% recoil in the process, and this attack has a 1 turn cooldown. [DMG 28%]
Special Attacks (1)
Thunder Wave: Pibu launches a blt of electricity designed to cause muscle spasms and cramps at a foe, paralyzing them if it hits. Pibu takes 1% recoil in the process. This attack has a 2 turn cooldown. [DMG 16%]
Final Smash (1)
Hyper Potion: Spray on medicine is used to rapidly heal wounds, restoring a target for 60% HP
Aibo ♂
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Primary Attacks (2)
Fury Swipes: Aibo takes advantage of his many limbs to confound an opponent with extremely rapid strikes designed to confuse and fake them out as another limb moves to strike. This attack deals bonus damage equal to however much it beats the opponent's defense roll by, maxing out at 30 if they don't dodge or on a crit. [DMG 14%]
Tickle: Aibo uses his many limbs to harass and sneak through someone's guard, tickling them aggressively! This afflicts the suffocation status, causes the target to panic if they fail a DC 16 Int Check, which afflicts the fear status, and a 50% chance of stunning the target. The suffocation and fear statuses are cured if the target goes more than 1 turn without being hit by tickle. This attack has a 1 turn cooldown. Aibo has a -3 penalty to dodge attempts against the target because he can't easily dodge and do this at the same time. [DMG 0%]
Special Attacks (1)
Double Team: Aibo summons 1d4 illusory copies of himself. These copies are under Aibo's control and disappear when hit by a direct attack that deals damage, but pretend to be hurt when hit with an AoE attack or an attack that deals no damage. The DC to succesfully identify the real Aibo with a wisdom check is 10+His Charisma Modifier, plus another +2 for each additional copy after the first. Failure means a copy is hit instead. Double Team lasts for up to 3 turns and has a 3 turn cooldown. [DMG 0%]
Final Smash (1)
Hyper Potion: Spray on medicine is used to rapidly heal wounds, restoring a target for 60% HP
Exbo ♂
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Primary Attacks (2)
Inferno: An extreme fire plume attack that has a 100% chance of burning a target on a direct hit. This attack has a -2 accuracy penalty and a 2 turn cooldown. [DMG 22%]
Flame Wheel: Exbo wreathes himself in flames and charges at an opponent, striking them! [DMG 18%]
Special Attacks (1)
Smokescreen: An irritating smoke bomb is launched at a target, blinding them and causing a coughing fit if they try to breathe it. It's normally easy to just move out of it on your turn, meaning it won't actually afflict the suffocation status and the blinding will only llast one turn. But if for some reason you can't, smokescreen lasts three turns and both statuses will remain until it goes away. A wind attack can move it to a new location. The smokey chemicals are also flamable, raising fire damage done against them by 5 for 3 turns. This attack has a 3 turn cooldown. [DMG 0%]
Final Smash (1)
Hyper Potion: Spray on medicine is used to rapidly heal wounds, restoring a target for 60% HP
Last Edit:
Dec 14, 2023 16:46:22 GMT -8 by Gold