Post by NinjaDeathStrike on Jan 3, 2012 22:06:41 GMT -5
Ninja (NinjaDeathStrike)
Psychic (+2 Int, -1 Str)
Age: 24
Back-story:
Level 50
Max HP (Con x5) = 115
Str = 8 (-2)
Con = 23 (+6)
Int = 52 (+21)
Dex = 10
Cha = 8 (-2)
Strongest foe defeated: Giratina lv100
Picture:
Current Theme Song:
Completed Quest
Skills:
One more try... 5d
Once per day
Yourself or your pokemon
You may re-roll any non-battle die throw.
Hey watch it! 4d
Passive
You
Damage you take from trained pokemon is reduced by 50%
On Guard 4d
Passive
You
Damage you take from other humans is reduced by 50%
Weapon Carrier 3d
Passive/Trainer Action
You
You may use tier one weapons effectively
Weapon User - Weapon Carrier, 5d
Passive/Trainer Action
You
You may use tier one or two weapons effectively
Weapon Master - Weapon User, 14d
Passive/Trainer Action
You
You may use tier three weapons effectively
Dark specialist (may be used multiple times) - 20 in any stat, 3d
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, 7d
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 Master Fighting resistence (may be used multiple times) - *Type Specialist (2), 30 in any stat, 10d
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).
Flying specialist (may be used multiple times) - 20 in any stat, 3d
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.
Flying specialist (2) (may be used multiple times) - *Type* specialist (1), 25 in any stat, 7d
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.
Flying Master (electric resistance) (may be used multiple times) - *Type Specialist (2), 30 in any stat, 10d
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).
Smart Shopper - 4d
Passive
You
Cost of buying items at stores is reduced 25%
Smart Shopper (2) - Smart Shopper, lv10, 4d
Passive
You
Cost of buying items at stores is reduced 50%
Bond of Friendship 3d
Passive
Your starter
Add 1d10 to all damage done by your starter's attacks. Your starter's attack (other than OHKO moves) have their accuracy increased by 5%
Bond of Trust - Bond of friendship, 5d
Passive
Your starter
Add 1d20 to all damage done by your starter's attacks. Your starter's attacks (other than OHKO moves) have their accuracy increased by 10%
Bond of Love - Bond of Trust, 7d
Passive
Your starter
Add 3d10 to all damage done by your starters attacks. Your starter's attacks (other than OHKO moves) have their accuracy increased by 20%
Psychic vs Psychic 3d - 10 int
Passive
You
You can detect when psychic powers have been used in an area. You are immune to psychic attacks and psychic manipulation.
Telekinesis - 3d - 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, 5d - 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), lv15, 10d - 35 int
Once per day
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)
Levitate - Telekinesis (2), lv10, 7d - 25 int
Action
You
Roll 1d20 and add your INT modifier. If the roll is 15 or higher, you may levitate using telekinesis. If this ability is used in battle, it last until the end of the battle.
Flight - Telekinesis Master, Levitate, lv15, 12d - 40 int
Action
You
Roll 1d20 and add your INT modifier. If the roll is 15 or higher, you may fly using telekinesis. If this ability is used in battle, it last until the end of the battle and you gain the type 'flying' until the end of the battle.
Telepathy - 3d - 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) - Telepathy, 5d - 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. You may only use this ability successfully in battle once per day.
Telepathy Master - Telepathy (2), lv15, 12d - 40int
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. 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. (15-19=1 turn control, 20-24=2 turn control, 25-29=3 turn control, 30+= mind slave). This skill may only be used successfully in combat once per day and you may only make one mind slave per day, unless you roll a critical success in which case the slave does not count towards your total.
Recover - 7d - 30 int
Trainer Action (may not be used outside of battle)
You
Heal 1/2 of your Max Hp
Items:
Apparel:
Weapons:
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)
Fire and Ice (Sais) [T3, 4d20 (each), 85acc, 15% chance to burn (Fire), 15% chance to freeze (Ice)]
Key Items:
Journal
Use Items: Lum berry (6 extra), Hyper potion (5), Revive (2), Full heal (14)
TMs:
Money:
6150P
Party pokemon:
Whisper the Umbreon @ lum berry
Hate the shiny Gyarados @ lum berry
hasty (-2 def, +2 spd)
Intimidate
Max HP: 199
Level 100
HP: 33
Str: 35
Def: 10
Sp Atk: 5
Sp Def: 10
Spd: 37
Ice Fang
Bite
Stone Edge
Dragon Dance
Earthquake
Waterfall
Nite the Mightyena @ lum berry
Bold
Intimidate
Max HP: 190
Level 100
HP: 30
Atk: 20
Def: 15
Sp Atk: 5
Sp Def: 10
Spd: 50
Sucker Punch
Take Down
Fire Fang
Thunder Fang
Taunt
Crunch
Ares the Metagross @ lum berry
Modest
Clear Body
Max HP: 199
Level: 100
HP: 33
Atk: 30
Def: 20
Sp Atk: 7
Sp Def: 15
Spd: 31
Bullet Punch
Agility
Meteor Mash
Zen Headbutt
Earthquake
Protect
Charon the Murkrow @ lum berry
Hitodama the Chandelure @ lum berry
Psychic (+2 Int, -1 Str)
Age: 24
Back-story:
Ninja returned to Kanto with Faye after the events of Iilac. The two settled into the house and Ninja saw to finishing up the last of the work that needed done on it. He continues to fight his inner demons, but through concentration and Faye's influence he has managed to gain more control over his inner darkness. He still battles regularly as well earning money both through occasional tournaments and also by giving private lessons. He has also exercised his psychic powers, acquiring levels of control he's never reached before. Always vigilant, Ninja tries to keep tabs on all the goings on around him should any threat arise that would seek to ruin the life he has meticulously built for himself.
Level 50
Max HP (Con x5) = 115
Str = 8 (-2)
Con = 23 (+6)
Int = 52 (+21)
Dex = 10
Cha = 8 (-2)
Strongest foe defeated: Giratina lv100
Picture:
Current Theme Song:
Completed Quest
Skills:
One more try... 5d
Once per day
Yourself or your pokemon
You may re-roll any non-battle die throw.
Hey watch it! 4d
Passive
You
Damage you take from trained pokemon is reduced by 50%
On Guard 4d
Passive
You
Damage you take from other humans is reduced by 50%
Weapon Carrier 3d
Passive/Trainer Action
You
You may use tier one weapons effectively
Weapon User - Weapon Carrier, 5d
Passive/Trainer Action
You
You may use tier one or two weapons effectively
Weapon Master - Weapon User, 14d
Passive/Trainer Action
You
You may use tier three weapons effectively
Dark specialist (may be used multiple times) - 20 in any stat, 3d
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, 7d
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 Master Fighting resistence (may be used multiple times) - *Type Specialist (2), 30 in any stat, 10d
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).
Flying specialist (may be used multiple times) - 20 in any stat, 3d
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.
Flying specialist (2) (may be used multiple times) - *Type* specialist (1), 25 in any stat, 7d
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.
Flying Master (electric resistance) (may be used multiple times) - *Type Specialist (2), 30 in any stat, 10d
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).
Smart Shopper - 4d
Passive
You
Cost of buying items at stores is reduced 25%
Smart Shopper (2) - Smart Shopper, lv10, 4d
Passive
You
Cost of buying items at stores is reduced 50%
Bond of Friendship 3d
Passive
Your starter
Add 1d10 to all damage done by your starter's attacks. Your starter's attack (other than OHKO moves) have their accuracy increased by 5%
Bond of Trust - Bond of friendship, 5d
Passive
Your starter
Add 1d20 to all damage done by your starter's attacks. Your starter's attacks (other than OHKO moves) have their accuracy increased by 10%
Bond of Love - Bond of Trust, 7d
Passive
Your starter
Add 3d10 to all damage done by your starters attacks. Your starter's attacks (other than OHKO moves) have their accuracy increased by 20%
Psychic vs Psychic 3d - 10 int
Passive
You
You can detect when psychic powers have been used in an area. You are immune to psychic attacks and psychic manipulation.
Telekinesis - 3d - 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, 5d - 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), lv15, 10d - 35 int
Once per day
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)
Levitate - Telekinesis (2), lv10, 7d - 25 int
Action
You
Roll 1d20 and add your INT modifier. If the roll is 15 or higher, you may levitate using telekinesis. If this ability is used in battle, it last until the end of the battle.
Flight - Telekinesis Master, Levitate, lv15, 12d - 40 int
Action
You
Roll 1d20 and add your INT modifier. If the roll is 15 or higher, you may fly using telekinesis. If this ability is used in battle, it last until the end of the battle and you gain the type 'flying' until the end of the battle.
Telepathy - 3d - 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) - Telepathy, 5d - 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. You may only use this ability successfully in battle once per day.
Telepathy Master - Telepathy (2), lv15, 12d - 40int
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. 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. (15-19=1 turn control, 20-24=2 turn control, 25-29=3 turn control, 30+= mind slave). This skill may only be used successfully in combat once per day and you may only make one mind slave per day, unless you roll a critical success in which case the slave does not count towards your total.
Recover - 7d - 30 int
Trainer Action (may not be used outside of battle)
You
Heal 1/2 of your Max Hp
Items:
Apparel:
Weapons:
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)
Fire and Ice (Sais) [T3, 4d20 (each), 85acc, 15% chance to burn (Fire), 15% chance to freeze (Ice)]
Key Items:
Journal
Use Items: Lum berry (6 extra), Hyper potion (5), Revive (2), Full heal (14)
TMs:
Money:
6150P
Party pokemon:
Whisper the Umbreon @ lum berry
Impish (+2 def, -2 sp atk)
Synchronize
Max HP: 271
Level 100
HP: 57
Str: 35
Def: 15
Sp Atk: 3
Sp Def: 15
Spd: 5
Moonlight
Protect
Payback
Toxic
Revenge
Quick Attack
Synchronize
Max HP: 271
Level 100
HP: 57
Str: 35
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: 199
Level 100
HP: 33
Str: 35
Def: 10
Sp Atk: 5
Sp Def: 10
Spd: 37
Ice Fang
Bite
Stone Edge
Dragon Dance
Earthquake
Waterfall
Nite the Mightyena @ lum berry
Bold
Intimidate
Max HP: 190
Level 100
HP: 30
Atk: 20
Def: 15
Sp Atk: 5
Sp Def: 10
Spd: 50
Sucker Punch
Take Down
Fire Fang
Thunder Fang
Taunt
Crunch
Ares the Metagross @ lum berry
Modest
Clear Body
Max HP: 199
Level: 100
HP: 33
Atk: 30
Def: 20
Sp Atk: 7
Sp Def: 15
Spd: 31
Bullet Punch
Agility
Meteor Mash
Zen Headbutt
Earthquake
Protect
Charon the Murkrow @ lum berry
Level 100
Sassy (-spd, +sp def)
Prankster
Max HP: 211
HP: 37
Atk: 15
Def: 35
Sp Atk: 5
Sp Def: 35
Spd: 3
Taunt
Sucker Punch
Roost
Wil-O-Wisp
Night Shade
Tail Wind
Sassy (-spd, +sp def)
Prankster
Max HP: 211
HP: 37
Atk: 15
Def: 35
Sp Atk: 5
Sp Def: 35
Spd: 3
Taunt
Sucker Punch
Roost
Wil-O-Wisp
Night Shade
Tail Wind
Hitodama the Chandelure @ lum berry
Level 100
Bold (+def, -atk)
Flame Body
Max HP: 190
HP: 30
Atk: 3
Def: 10
Sp Atk: 35
Sp Def: 10
Spd: 42
Will-O-Wisp
Flamethrower
Protect
Energy Ball
Shadow Ball
Heatwave
Bold (+def, -atk)
Flame Body
Max HP: 190
HP: 30
Atk: 3
Def: 10
Sp Atk: 35
Sp Def: 10
Spd: 42
Will-O-Wisp
Flamethrower
Protect
Energy Ball
Shadow Ball
Heatwave