Post by NinjaDeathStrike on Oct 28, 2011 23:49:11 GMT -5
Character Creation Guide
Below is an example sheet from our first region, Kanto.
Red text indicates REQUIRED fields
This section will show you how to make your on-site character, and explain how each stat effects you. To make your character, create a new topic titled by your characters name and your site name. As you level up and complete missions you can edit your stats and level.
Your character will begin at level one. You may chose your class, one skill, and your starter. Your starter MUST be able to evolve at least once and begins at level five (use Smogon or Serebii to see your pokemon's learned moves by level). You may not teach it any egg moves or heart scale moves, but you may choose it's nature and ability.
Character name (your site name)
Class - Your character's specialty. Each class will give your character access to unique skills.
Description (optional)
Level - How experienced your character is. This, along with your class and stats determine what skills you can use.
Hit Points (HP) - How much health your character has. If it gets to 0 your mission is failed. Your character's HP is your Con x5
Strength (Str) - How strong your character is. Having a strong character allows them to move heavy objects and intimidate people.
Condition (Con) - This effects how well your character can take hits. Higher condition allows you to endure more pain and survive on your own for longer.
Intelligence (Int) - How smart you are. Intelligence allows your character to better use electronics and is also vital in the use of psychic abilities.
Dexterity (Dex) - How dexterous your character is. Having a high Dexterity increases your chances perform acrobatic maneuvers and also you to use your hands more nimbly increase your chances to pick locks or fix things.
Charisma (Cha) - This stat determines how likable you are. Having a high charisma may allows you to get discounts when shopping, convince others to help you, and even talk your way out of trouble.
Modifiers
Modifiers give your character a bonus in certain stats. For every 2 points over 10 you have in a stat, you get a +1 bonus when you do something that uses that stat.
So, if you have a Str stat of 12, your modifier would be +1. If it was 14, your modifier would be +2. Also, you lose one point for every stat below 10. So a Str of 8 would give you a -2 modifier.
Skills:
All of the skills you've chosen for your character
Items:
Anything your character has with you. Includes your journal (pokedex), pokeballs, healing items, etc. You start with a pokedex, one potion, 5 pokeballs, and 1000P.
Money:
Your cash
Party pokemon:
Pokemon 1 species
Nickname
Nature
Ability
HP
Str
Def
Sp Atk
Sp Def
Spd
Move 1
Move 2
Move 3
Move 4
Move 5
Move 6
Boxed pokemon:
Name (level)
Your character will begin with 60 points to split between Str, Con, Int, Dex, and Cha. You must have at least 5 points in each stat. For every 2 points you have in a single stat (starting at 12), you may add 1 to any roll for a check that involves that stat (called a modifier), if you have less than ten points in a stat, subtract 1 for every point below 10. So, for example, if your Int was 8, you would lose two points on anything that required you to use your INT score. When you level up, you may add one point to any stat you want. You gain a new ability for the first five levels and then every odd level after that.
Your character will begin at level one. You may chose your class, one skill, and your starter. Your starter MUST be able to evolve at least once and begins at level five (use Smogon or Serebii to see your pokemon's learned moves by level). You may not teach it any egg moves or heart scale moves, but you may choose it's nature and ability.
Character name (your site name)
Class - Your character's specialty. Each class will give your character access to unique skills.
Description (optional)
Level - How experienced your character is. This, along with your class and stats determine what skills you can use.
Hit Points (HP) - How much health your character has. If it gets to 0 your mission is failed. Your character's HP is your Con x5
Strength (Str) - How strong your character is. Having a strong character allows them to move heavy objects and intimidate people.
Condition (Con) - This effects how well your character can take hits. Higher condition allows you to endure more pain and survive on your own for longer.
Intelligence (Int) - How smart you are. Intelligence allows your character to better use electronics and is also vital in the use of psychic abilities.
Dexterity (Dex) - How dexterous your character is. Having a high Dexterity increases your chances perform acrobatic maneuvers and also you to use your hands more nimbly increase your chances to pick locks or fix things.
Charisma (Cha) - This stat determines how likable you are. Having a high charisma may allows you to get discounts when shopping, convince others to help you, and even talk your way out of trouble.
Modifiers
Modifiers give your character a bonus in certain stats. For every 2 points over 10 you have in a stat, you get a +1 bonus when you do something that uses that stat.
So, if you have a Str stat of 12, your modifier would be +1. If it was 14, your modifier would be +2. Also, you lose one point for every stat below 10. So a Str of 8 would give you a -2 modifier.
Skills:
All of the skills you've chosen for your character
Items:
Anything your character has with you. Includes your journal (pokedex), pokeballs, healing items, etc. You start with a pokedex, one potion, 5 pokeballs, and 1000P.
Money:
Your cash
Party pokemon:
Pokemon 1 species
Nickname
Nature
Ability
HP
Str
Def
Sp Atk
Sp Def
Spd
Move 1
Move 2
Move 3
Move 4
Move 5
Move 6
Boxed pokemon:
Name (level)
Your character will begin with 60 points to split between Str, Con, Int, Dex, and Cha. You must have at least 5 points in each stat. For every 2 points you have in a single stat (starting at 12), you may add 1 to any roll for a check that involves that stat (called a modifier), if you have less than ten points in a stat, subtract 1 for every point below 10. So, for example, if your Int was 8, you would lose two points on anything that required you to use your INT score. When you level up, you may add one point to any stat you want. You gain a new ability for the first five levels and then every odd level after that.
Below is an example sheet from our first region, Kanto.
Red text indicates REQUIRED fields
Name:Ninja (NinjaDeathStrike)
Class:Psychic (+2 Int, -1 Str)
Age:Age: 22
Back-story:
Level 76
Max HP (Con x5) = 120
Str = 10 (+0)
Con = 24 (+7)
Int = 66 (67) (+29) (+1 Red Scarf) ( <-- The gold indicates stat buffs due to items)
Dex = 15 (16) (+3) (+1 KDF Badge)
Cha = 22 (23) (+6) (+1 Vermilion City Medal)
Strongest foe defeated: Giratina lv100
Picture:
Current Theme Song:
Completed Quest
Skills:
One more try...
Once per day or once per mission
Yourself or your pokemon
You may re-roll any non-battle die throw.
Call of the Wild
Passive
You
Damage you take from wild pokemon is reduced by 50%
On Guard
Passive
You
Damage you take from other humans is reduced by 50%
Weapon Carrier
Passive/Trainer Action
You
You may use class one weapons effectively (blunt weapons and knives)
Weapon User - Weapon Carrier, lv10
Passive/Trainer Action
You
You may use class one or two weapons effectively (class one weapons, maces, axes, staffs, throwing weapons)
Weapon Master - Weapon User, lv20
Passive/Trainer Action
You
You may use class three weapons effectively (classes one and two, swords, spears, bows, firearms, explosives)
Tough guy
Passive
You
All damage done to you is reduced by 10.
Armor - lv10
Passive
You can craft your own makeshift armor. All damage done to you is reduced by 20.
Dark specialist (may be used multiple times) - 20 in any stat, lv10
Passive
Your pokemon
Choose a type. All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. Moves that would normally receive STAB have their multiplier increased by one level.
Dark specialist (2) (may be used multiple times) - *Type* specialist (1), 25 in any stat, lv 15
Passive
Your pokemon
Choose a type that you have already chosen with *type* specialist (1). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level.
Dark Type Master (fighting resistance)(may be used multiple times) - *Type Specialist (2), 30 in any stat, lv 20
Passive
Your pokemon
Choose a type that you have already chosen with *type* specialist (2). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level. Choose one of this type's weaknesses. All chosen type pokemon are no longer weak to that weakness. Finally, any pokemon in the party can learn any move of the chosen type (TMs, Move Tutors, etc).
Water specialist (may be used multiple times) - 20 in any stat, lv10
Passive
Your pokemon
Choose a type. All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. Moves that would normally receive STAB have their multiplier increased by one level.
Water specialist (2) (may be used multiple times) - *Type* specialist (1), 25 in any stat, lv 15
Passive
Your pokemon
Choose a type that you have already chosen with *type* specialist (1). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level.
Water Type Master (electric resistance)(may be used multiple times) - *Type Specialist (2), 30 in any stat, lv 20
Passive
Your pokemon
Choose a type that you have already chosen with *type* specialist (2). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level. Choose one of this type's weaknesses. All chosen type pokemon are no longer weak to that weakness. Finally, any pokemon in the party can learn any move of the chosen type (TMs, Move Tutors, etc).
Ground specialist (may be used multiple times) - 20 in any stat, lv10
Passive
Your pokemon
Choose a type. All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. Moves that would normally receive STAB have their multiplier increased by one level.
Ground specialist (2) (may be used multiple times) - *Type* specialist (1), 25 in any stat, lv 15
Passive
Your pokemon
Choose a type that you have already chosen with *type* specialist (1). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level.
Ground Master (ice resistance)(may be used multiple times) - *Type Specialist (2), 30 in any stat, lv 20
Passive
Your pokemon
Choose a type that you have already chosen with *type* specialist (2). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level. Choose one of this type's weaknesses. All chosen type pokemon are no longer weak to that weakness. Finally, any pokemon in the party can learn any move of the chosen type (TMs, Move Tutors, etc).
Cha-ching - lv7
Passive
You
Money you earn from battles is increased by 50%
Cha-ching (2) - lv10
Passive
You
Money you earn is increased 100%
Smart Shopper - lv7
Passive
You
Cost of buying items at stores is reduced 25%
Smart Shopper (2) - lv10
Passive
You
Anything you have to pay for has it's cost reduced by 50%
Critical Hit!
Once per mission or one per day
One of your pokemon
The next attack used by this pokemon is a critical hit
Bond of Friendship
Passive
Your starter
Add 1d10 to all damage done by your starter's attacks
Bond of Trust - Bond of friendship, lv10
Passive
Your starter
Add 1d20 to all damage done by your starter's attacks
Bond of Love - Bond of Trust, lv 15
Passive
Your starter
Add 3d10 to all damage done by your starters attacks. Your starter's attacks (other than OHKO moves) cannot miss.
Charmer
Passive
Someone you are talking to
When trying to persuade someone add +2 to your check
Survival Instinct lv20
Passive
You
Your saving throw is 5 instead of 8
Psychic vs Psychic
Passive
You
You can detect when psychic powers have been used in an area. You are immune to psychic attacks and psychic manipulation.
Telepathy - 20 Int
As often as you want (can not be used consecutively, counts as a trainer action if used during battle)
A person
You may read the surface thoughts of others. You may also attempt to manipulate them. Roll 1d20 and add you Int modifier. If the total is higher than 15 you may implant a simple idea or image into that person's thoughts. This will make that person more likely to act on the idea or image, however if this goes against that person's beliefs they will not do it.
Telepathy (2) - 30 Int
As often as you want (can not be used consecutively, counts as a trainer action if used during battle)
A person
You may read all but the most secret thoughts of others. You may communicate with people telepathically. You may also attempt to manipulate others psychically. Roll 1d20 and add you Int modifier. If the total is higher than 15 you may implant an idea or image into that person's thoughts. This will make that person more likely to act on the idea or image, even if it goes against their beliefs.
Telepathy Master - Telepathy (2) 40 Int
As often as you want (can not be used consecutively, counts as a trainer action if used during battle)
A person
You may read the thoughts of others. You may communicate to others telepathically and allow them to see from your perspective. You may attempt to manipulate others psychically. Once per day or once per mission, roll 1d20 and add you Int modifier. If the total is higher than 15 you may implant an idea or image into that person's thoughts; the person will act on it immediately. If the total is higher than 30 that person is now your mind slave.
Telekinesis - 15 Int
As often as you want (using during battle is a Trainer Action)
An object of small or medium size
You can move this object a medium distance with your mind
Telekinesis (2) - Telekinesis, 25 Int
As often as you want (using during battle is a Trainer Action)
An object of small, medium, or large size
You can move this object a medium distance with your mind. You may throw a small or medium object with violent force (2d20).
Telekinesis Master - Telekinesis (2), 35 Int
Once per day or once per mission
A huge object (no buildings, etc)
You can move this object a long distance with your mind. You may throw it with violent force (5d20). In addition, regular thrown objects now do (3d20 damage)
Confusion - Int 15
Trainer Action
An opponent
Cast confusion use your Int as your Sp Atk score
Recover - Int 30
Trainer Action (may not be used outside of battle)
You
Heal 1/2 of your Max Hp
Items:
Apparel:
KDF Badge (+1 Agi), Blue Scarf (+1 Agi), Vermilion City Medal (+1 cha), black gloves, black jacket with hood (+1 on stealth checks), tuxedo, jeans, boots, gray shirt, black tee (+1 on stealth checks), red scarf (+1 Int), kakki and navy outfit, black t-shirts, Sharktooth Bracelet (+2%psychic attack damage, +2%weapon attack damage)
Weapons:
Katana (T3, 5d20, 80acc)
Kusarigama (A hooked blade attached to a chain) (T3, 6d12, 80acc, can be thrown and returned and used to trap/disable foes, delimb foes, and used as a grappling hook)
Sacrificial Knife (T2, 3d10, 85acc, 20% burn)
Shuriken x10 (T2, 5d10, 75acc, thrown)
Wakizashi (curved short sword, often worn with Katana) (T3, 4d20, 85acc)
Fire and Ice (Sais) [T3, 4d20 (each), 85acc, 15% chance to burn (Fire), 15% chance to freeze (Ice)]
Stiletto (T1, 3d10, 80acc, 12,000P)
Key Items:
Journal, Kanto Map, Saffron City Map, Fishing Rod, Exp Share, Group Photo, Tent, Sleeping Bag, Campfire Cookware
Use Items:
Revive (5), Gold Potion (1), Potion (1), Super Potion (7), Hyper Potion (12), Pokeball (1), Great Ball (2), Ultra Ball (3), Oran Berry (1), Yache berry (2), Antidote (1), Full Heal (11), Nugget (1), Ether (5), Max Revive (5), Lum Berry (8), Leftovers (5)
TMs:
TM06 (toxic), TM17 (protect), TM26 (earthquake), TM28 (dig), TM51 (roost), TM66 (payback), TM71 (stone edge), TM79 (dark pulse), ThunderWave, Surf, TM97 (waterfall)
Money:
73,986P
Party pokemon:
Whisper the Umbreon @ Lum Berry
Hate the shiny Gyarados @ Lum Berry
hasty (-2 def, +2 spd)
Intimidate
Max HP: 190
Level 90
HP: 34
Str: 30
Def: 10
Sp Atk: 5
Sp Def: 10
Spd: 32
Ice Fang
Bite
Stone Edge
Dragon Dance
Earthquake
Waterfall
Tiamat the Milotic @ Leftovers
Modest
Marvel Scale
Max HP: 246
Level 96
HP: 50
Atk: 3
Def: 12
Sp Atk: 50
Sp Def: 12
Spd: 5
Rain Dance
Recover
Thunder
Hydro Pump
Surf
Dragon Pulse
Nite the Mightyena @ Lum Berry
Bold
Intimidate
Max HP: 190
Level 90
HP: 33
Atk: 30
Def: 13
Sp Atk: 5
Sp Def: 10
Spd: 36
Sucker Punch
Take Down
Odor Sleuth
Toxic
Taunt
Crunch
Littlefoot the Tropius @exp share
Pokemon: Tropius
Nickname: Littlefoot
Nature: Naughty
Ability: Solar Power
Max HP: 163
Level 64
HP: 33
Atk: 12
Def: 11
Sp Atk: 21
Sp Def: 11
Spd: 6
Move #1: Air Slash
Move #2: Synthesis
Move #3: Body Slam
Move #4: Solarbeam
Move #5: Magical Leaf
Move #6: Stomp
Ares the Metagross @ Leftovers
Modest
Clear Body
Max HP: 192
Level: 93
HP: 33
Atk: 27
Def: 17
Sp Atk: 7
Sp Def: 15
Spd: 32
Bullet Punch
Hammer Arm
Meteor Mash
Zen Headbutt
Earthquake
Protect
Boxed pokemon:
Mango the Pikachu
Lax
Static
Max HP: 129
Level: 66
HP: 20
Atk: 14
Def: 10
Sp Atk: 17
Sp Def: 10
Spd: 27
Discharge
Surf
Dark Pulse
Thunder Wave
Quick Attack
Dig
Wil the Rotom (ghost/fire)
Sassy
Levitate
Max HP: 75
Level 30
HP: 15
Atk: 5
Def: 13
Sp Atk: 10
Sp Def: 14
Spd: 3
Misdreavus lv28
Jolly
Levitate
Remoraid lv30
Dodrio lv40
Relaxed
Run Away
Golbat lv40
Bashful
Inner Focus
Lanturn lv63
Hasty (+ spd, - def)
Volt Absorb
Sharpedo lv70
Relaxed (+ def, - spd)
Rough Skin
Yuki Onna the Froslass lv20
Docile
Snow Veil
Weather Ball
Razor the Gliscor @ Yache Berry
Gentle
Hyper Cutter
Max HP: 211
Level 90
HP: 41
Atk: 25
Def: 16
Sp Atk: 5
Sp Def: 10
Spd: 26
X-Scissor
Sword Dance
Dig
Earthquake
Stone Edge
Roost
Lament the Gengar @ Leftovers
Docile
Levitate
Max HP: 159
Level 90
HP: 23
Atk: 16
Def: 8
Sp Atk: 23
Sp Def: 8
Spd: 41
Ice Punch
Mean Look
Hypnosis
Sucker Punch
Shadow Ball
Dark Pulse
Class:Psychic (+2 Int, -1 Str)
Age:Age: 22
Back-story:
Ninja has developing psychic abilities and enjoys using Ghost and Dark type pokemon. He tends to keep to himself. He had a seemingly normal upbringing until he moved out of his parents house without warning at 17. He hasn't talked to them since. He is thoughtful, but extremely sarcastic. Ninja has a passing interest in the Pokemon League, but knows he'll never win there. After experiencing death and resurrection, he is confused about what to do next. He's battling his inner darkness while contemplating his place in the world.
Level 76
Max HP (Con x5) = 120
Str = 10 (+0)
Con = 24 (+7)
Int = 66 (67) (+29) (+1 Red Scarf) ( <-- The gold indicates stat buffs due to items)
Dex = 15 (16) (+3) (+1 KDF Badge)
Cha = 22 (23) (+6) (+1 Vermilion City Medal)
Strongest foe defeated: Giratina lv100
Picture:
Current Theme Song:
Completed Quest
Give a Man a Fish
Entomology
Help! Help! I'm being oppressed!
Rats!
Upstanding Citizen
Thief in the Night
The Uboshita House
Viridian City Gym Battle
Sabotage
Assassin?
Vermilion City Gym Battle
Beneath the Deep
Digging out of Trouble
Pewter City Gym Battle
Piercing the Veil
The Golden Goldeen
Lavender Grave Robbers
Rescue Ranger
Crobatman
Cinnabar Island Gym Battle
Palkia
Dialga
Saffron City Gym Battle
Saving the City Tree
Mew
Pirate's Treasure
The Thirteenth Gate
Even Death May Die
A Maker of Gods
Kidnapped!
Psychic Showdown
Island Hopping
Under the Sea
Ogre Slayer
Something Fishy
The First One is the Hardest
Political Rivalry
Fox Hunter
Hijacking
Snowball Fight
Aquatic Safari
20,000 Leagues Under the Sea
Scavenging for parts
The Lost City
Black Skies and Raging Seas
Entomology
Help! Help! I'm being oppressed!
Rats!
Upstanding Citizen
Thief in the Night
The Uboshita House
Viridian City Gym Battle
Sabotage
Assassin?
Vermilion City Gym Battle
Beneath the Deep
Digging out of Trouble
Pewter City Gym Battle
Piercing the Veil
The Golden Goldeen
Lavender Grave Robbers
Rescue Ranger
Crobatman
Cinnabar Island Gym Battle
Palkia
Dialga
Saffron City Gym Battle
Saving the City Tree
Mew
Pirate's Treasure
The Thirteenth Gate
Even Death May Die
A Maker of Gods
Kidnapped!
Psychic Showdown
Island Hopping
Under the Sea
Ogre Slayer
Something Fishy
The First One is the Hardest
Political Rivalry
Fox Hunter
Hijacking
Snowball Fight
Aquatic Safari
20,000 Leagues Under the Sea
Scavenging for parts
The Lost City
Black Skies and Raging Seas
Skills:
One more try...
Once per day or once per mission
Yourself or your pokemon
You may re-roll any non-battle die throw.
Call of the Wild
Passive
You
Damage you take from wild pokemon is reduced by 50%
On Guard
Passive
You
Damage you take from other humans is reduced by 50%
Weapon Carrier
Passive/Trainer Action
You
You may use class one weapons effectively (blunt weapons and knives)
Weapon User - Weapon Carrier, lv10
Passive/Trainer Action
You
You may use class one or two weapons effectively (class one weapons, maces, axes, staffs, throwing weapons)
Weapon Master - Weapon User, lv20
Passive/Trainer Action
You
You may use class three weapons effectively (classes one and two, swords, spears, bows, firearms, explosives)
Tough guy
Passive
You
All damage done to you is reduced by 10.
Armor - lv10
Passive
You can craft your own makeshift armor. All damage done to you is reduced by 20.
Dark specialist (may be used multiple times) - 20 in any stat, lv10
Passive
Your pokemon
Choose a type. All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. Moves that would normally receive STAB have their multiplier increased by one level.
Dark specialist (2) (may be used multiple times) - *Type* specialist (1), 25 in any stat, lv 15
Passive
Your pokemon
Choose a type that you have already chosen with *type* specialist (1). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level.
Dark Type Master (fighting resistance)(may be used multiple times) - *Type Specialist (2), 30 in any stat, lv 20
Passive
Your pokemon
Choose a type that you have already chosen with *type* specialist (2). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level. Choose one of this type's weaknesses. All chosen type pokemon are no longer weak to that weakness. Finally, any pokemon in the party can learn any move of the chosen type (TMs, Move Tutors, etc).
Water specialist (may be used multiple times) - 20 in any stat, lv10
Passive
Your pokemon
Choose a type. All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. Moves that would normally receive STAB have their multiplier increased by one level.
Water specialist (2) (may be used multiple times) - *Type* specialist (1), 25 in any stat, lv 15
Passive
Your pokemon
Choose a type that you have already chosen with *type* specialist (1). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level.
Water Type Master (electric resistance)(may be used multiple times) - *Type Specialist (2), 30 in any stat, lv 20
Passive
Your pokemon
Choose a type that you have already chosen with *type* specialist (2). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level. Choose one of this type's weaknesses. All chosen type pokemon are no longer weak to that weakness. Finally, any pokemon in the party can learn any move of the chosen type (TMs, Move Tutors, etc).
Ground specialist (may be used multiple times) - 20 in any stat, lv10
Passive
Your pokemon
Choose a type. All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. Moves that would normally receive STAB have their multiplier increased by one level.
Ground specialist (2) (may be used multiple times) - *Type* specialist (1), 25 in any stat, lv 15
Passive
Your pokemon
Choose a type that you have already chosen with *type* specialist (1). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level.
Ground Master (ice resistance)(may be used multiple times) - *Type Specialist (2), 30 in any stat, lv 20
Passive
Your pokemon
Choose a type that you have already chosen with *type* specialist (2). All attacks of this type used by you or your pokemon receive STAB, even if they normally wouldn't. All pokemon of that type now receive STAB on all of their moves. In addition, their normal STAB moves have their multipliers increased by one level. Choose one of this type's weaknesses. All chosen type pokemon are no longer weak to that weakness. Finally, any pokemon in the party can learn any move of the chosen type (TMs, Move Tutors, etc).
Cha-ching - lv7
Passive
You
Money you earn from battles is increased by 50%
Cha-ching (2) - lv10
Passive
You
Money you earn is increased 100%
Smart Shopper - lv7
Passive
You
Cost of buying items at stores is reduced 25%
Smart Shopper (2) - lv10
Passive
You
Anything you have to pay for has it's cost reduced by 50%
Critical Hit!
Once per mission or one per day
One of your pokemon
The next attack used by this pokemon is a critical hit
Bond of Friendship
Passive
Your starter
Add 1d10 to all damage done by your starter's attacks
Bond of Trust - Bond of friendship, lv10
Passive
Your starter
Add 1d20 to all damage done by your starter's attacks
Bond of Love - Bond of Trust, lv 15
Passive
Your starter
Add 3d10 to all damage done by your starters attacks. Your starter's attacks (other than OHKO moves) cannot miss.
Charmer
Passive
Someone you are talking to
When trying to persuade someone add +2 to your check
Survival Instinct lv20
Passive
You
Your saving throw is 5 instead of 8
Psychic vs Psychic
Passive
You
You can detect when psychic powers have been used in an area. You are immune to psychic attacks and psychic manipulation.
Telepathy - 20 Int
As often as you want (can not be used consecutively, counts as a trainer action if used during battle)
A person
You may read the surface thoughts of others. You may also attempt to manipulate them. Roll 1d20 and add you Int modifier. If the total is higher than 15 you may implant a simple idea or image into that person's thoughts. This will make that person more likely to act on the idea or image, however if this goes against that person's beliefs they will not do it.
Telepathy (2) - 30 Int
As often as you want (can not be used consecutively, counts as a trainer action if used during battle)
A person
You may read all but the most secret thoughts of others. You may communicate with people telepathically. You may also attempt to manipulate others psychically. Roll 1d20 and add you Int modifier. If the total is higher than 15 you may implant an idea or image into that person's thoughts. This will make that person more likely to act on the idea or image, even if it goes against their beliefs.
Telepathy Master - Telepathy (2) 40 Int
As often as you want (can not be used consecutively, counts as a trainer action if used during battle)
A person
You may read the thoughts of others. You may communicate to others telepathically and allow them to see from your perspective. You may attempt to manipulate others psychically. Once per day or once per mission, roll 1d20 and add you Int modifier. If the total is higher than 15 you may implant an idea or image into that person's thoughts; the person will act on it immediately. If the total is higher than 30 that person is now your mind slave.
Telekinesis - 15 Int
As often as you want (using during battle is a Trainer Action)
An object of small or medium size
You can move this object a medium distance with your mind
Telekinesis (2) - Telekinesis, 25 Int
As often as you want (using during battle is a Trainer Action)
An object of small, medium, or large size
You can move this object a medium distance with your mind. You may throw a small or medium object with violent force (2d20).
Telekinesis Master - Telekinesis (2), 35 Int
Once per day or once per mission
A huge object (no buildings, etc)
You can move this object a long distance with your mind. You may throw it with violent force (5d20). In addition, regular thrown objects now do (3d20 damage)
Confusion - Int 15
Trainer Action
An opponent
Cast confusion use your Int as your Sp Atk score
Recover - Int 30
Trainer Action (may not be used outside of battle)
You
Heal 1/2 of your Max Hp
Items:
Apparel:
KDF Badge (+1 Agi), Blue Scarf (+1 Agi), Vermilion City Medal (+1 cha), black gloves, black jacket with hood (+1 on stealth checks), tuxedo, jeans, boots, gray shirt, black tee (+1 on stealth checks), red scarf (+1 Int), kakki and navy outfit, black t-shirts, Sharktooth Bracelet (+2%psychic attack damage, +2%weapon attack damage)
Weapons:
Katana (T3, 5d20, 80acc)
Kusarigama (A hooked blade attached to a chain) (T3, 6d12, 80acc, can be thrown and returned and used to trap/disable foes, delimb foes, and used as a grappling hook)
Sacrificial Knife (T2, 3d10, 85acc, 20% burn)
Shuriken x10 (T2, 5d10, 75acc, thrown)
Wakizashi (curved short sword, often worn with Katana) (T3, 4d20, 85acc)
Fire and Ice (Sais) [T3, 4d20 (each), 85acc, 15% chance to burn (Fire), 15% chance to freeze (Ice)]
Stiletto (T1, 3d10, 80acc, 12,000P)
Key Items:
Journal, Kanto Map, Saffron City Map, Fishing Rod, Exp Share, Group Photo, Tent, Sleeping Bag, Campfire Cookware
Use Items:
Revive (5), Gold Potion (1), Potion (1), Super Potion (7), Hyper Potion (12), Pokeball (1), Great Ball (2), Ultra Ball (3), Oran Berry (1), Yache berry (2), Antidote (1), Full Heal (11), Nugget (1), Ether (5), Max Revive (5), Lum Berry (8), Leftovers (5)
TMs:
TM06 (toxic), TM17 (protect), TM26 (earthquake), TM28 (dig), TM51 (roost), TM66 (payback), TM71 (stone edge), TM79 (dark pulse), ThunderWave, Surf, TM97 (waterfall)
Money:
73,986P
Party pokemon:
Whisper the Umbreon @ Lum Berry
Impish (+2 def, -2 sp atk)
Synchronize
Max HP: 253
Level 95
HP: 53
Str: 34
Def: 15
Sp Atk: 3
Sp Def: 15
Spd: 5
Moonlight
Protect
Payback
Toxic
Revenge
Quick Attack
Synchronize
Max HP: 253
Level 95
HP: 53
Str: 34
Def: 15
Sp Atk: 3
Sp Def: 15
Spd: 5
Moonlight
Protect
Payback
Toxic
Revenge
Quick Attack
Hate the shiny Gyarados @ Lum Berry
hasty (-2 def, +2 spd)
Intimidate
Max HP: 190
Level 90
HP: 34
Str: 30
Def: 10
Sp Atk: 5
Sp Def: 10
Spd: 32
Ice Fang
Bite
Stone Edge
Dragon Dance
Earthquake
Waterfall
Tiamat the Milotic @ Leftovers
Modest
Marvel Scale
Max HP: 246
Level 96
HP: 50
Atk: 3
Def: 12
Sp Atk: 50
Sp Def: 12
Spd: 5
Rain Dance
Recover
Thunder
Hydro Pump
Surf
Dragon Pulse
Nite the Mightyena @ Lum Berry
Bold
Intimidate
Max HP: 190
Level 90
HP: 33
Atk: 30
Def: 13
Sp Atk: 5
Sp Def: 10
Spd: 36
Sucker Punch
Take Down
Odor Sleuth
Toxic
Taunt
Crunch
Littlefoot the Tropius @exp share
Pokemon: Tropius
Nickname: Littlefoot
Nature: Naughty
Ability: Solar Power
Max HP: 163
Level 64
HP: 33
Atk: 12
Def: 11
Sp Atk: 21
Sp Def: 11
Spd: 6
Move #1: Air Slash
Move #2: Synthesis
Move #3: Body Slam
Move #4: Solarbeam
Move #5: Magical Leaf
Move #6: Stomp
Ares the Metagross @ Leftovers
Modest
Clear Body
Max HP: 192
Level: 93
HP: 33
Atk: 27
Def: 17
Sp Atk: 7
Sp Def: 15
Spd: 32
Bullet Punch
Hammer Arm
Meteor Mash
Zen Headbutt
Earthquake
Protect
Boxed pokemon:
Mango the Pikachu
Lax
Static
Max HP: 129
Level: 66
HP: 20
Atk: 14
Def: 10
Sp Atk: 17
Sp Def: 10
Spd: 27
Discharge
Surf
Dark Pulse
Thunder Wave
Quick Attack
Dig
Wil the Rotom (ghost/fire)
Sassy
Levitate
Max HP: 75
Level 30
HP: 15
Atk: 5
Def: 13
Sp Atk: 10
Sp Def: 14
Spd: 3
Misdreavus lv28
Jolly
Levitate
Remoraid lv30
Dodrio lv40
Relaxed
Run Away
Golbat lv40
Bashful
Inner Focus
Lanturn lv63
Hasty (+ spd, - def)
Volt Absorb
Sharpedo lv70
Relaxed (+ def, - spd)
Rough Skin
Yuki Onna the Froslass lv20
Docile
Snow Veil
Weather Ball
Razor the Gliscor @ Yache Berry
Gentle
Hyper Cutter
Max HP: 211
Level 90
HP: 41
Atk: 25
Def: 16
Sp Atk: 5
Sp Def: 10
Spd: 26
X-Scissor
Sword Dance
Dig
Earthquake
Stone Edge
Roost
Lament the Gengar @ Leftovers
Docile
Levitate
Max HP: 159
Level 90
HP: 23
Atk: 16
Def: 8
Sp Atk: 23
Sp Def: 8
Spd: 41
Ice Punch
Mean Look
Hypnosis
Sucker Punch
Shadow Ball
Dark Pulse