Post by Foxfire on Jan 4, 2012 3:45:49 GMT -5
Character Name: Faye[/i] (Foxfire)
Class: Agent
Age: 18
Strongest Foe Defeated: Giratina lvl 100
Level: Fifty
Hit Points (Max HP): 100
Strength (Str): 10
Condition (Con): 20 (+5)
Intelligence (Int): 25 (+7)
Dexterity (Dex): 46 (+18)
Charisma (Cha): 10
Picture:
Skills:
Items:
8,200P
Apparel:
Sweater, Jeans, Black T-shirt
Weapons:
Ashwood Bow (T3, 4d20, 90acc, ranged, silent, x2 sneak attack)
Arrow - 40
Dawn's Tears (6d20 90acc, 10% Chance for random status)
Key Items:
Journal
Consumable Items:
Hyper Potion (2), Revive (1), Full Heal (4), Lum Berries (9)
TMs:
Waterfall
Stone Edge
Bio:
Completed Quests:
Party Pokemon:
Black the Houndoom
Chance the Scizor with Lum Berry
Frank the Jigglypuff
Demi the Gengar with Lum Berry
Silversbane the Peliper with Lum Berry
Joy the Gyarados with Lum Berry
Class: Agent
Age: 18
Strongest Foe Defeated: Giratina lvl 100
Level: Fifty
Hit Points (Max HP): 100
Strength (Str): 10
Condition (Con): 20 (+5)
Intelligence (Int): 25 (+7)
Dexterity (Dex): 46 (+18)
Charisma (Cha): 10
Picture:
Skills:
Lie detector 3d - 10 int
Passive
Anyone you're talking to
You can tell when someone is lying to you
Psychic Shield - 4d - 15 int
Passive
You
You resist all psychic attacks. Also, any psychic trying to manipulate you must pass a check of 25.
Your Jedi Mind Tricks Won't Work on Me - Psychic Shield, lv10, 10d - 25 int
Passive
You
You are immune to all psychic attacks and all forms of psychic manipulation. You can also detect when others have been psychically manipulated.
It's A Trap! 4d - 15 int
Anytime
The area around you
Roll 1d20 and add your Int modifier. If the total is over 10 you can detect any traps in the area. If the total is over 15 you can disable them.
Keep Your Guard Up - lv7, 7d - 20 dex
Passive
You
When you are attacked, you may roll 1d20. If the total is over 10 avoid all effects of melee attacks, it the total is 15 or higher, avoid all effects of ranged attacks as well.
Counter Attack - Keep Your Guard Up, lv15, 12d - 30 dex
You
When you are attacked, you may roll 1d20. If the total is over 8 avoid all effects of of melee attacks and counter attack, if the total is 12 or higher, avoid ranged attacks as well.
Stealth - 5d - 20 dex
Passive
You
Roll 1d20 and add your Agi modifier. If the total is 15 or higher, you are now concealed from sight and are silent. You will remain unseen until you take an action that exposes you.
Shadow Strike - Stealth, lv15, 12d - 35 dex
Anytime your remain unseen
An opponent
Attack for double damage. The opponent cannot counter this attack and all defenses are bypassed. You are no longer concealed (unless you are using a silent weapon.
Lightning Strike - 7d - 20 dex
Action
An Opponent
You strike before your opponent can react, dealing 1d20 damage. This attack's power is always 1d20 and is not effected by any other abilities, yours or your opponents. It has +3 priority.
Tracking - 4d - 20 dex
Passive
You
You can follow trails left by others, human or pokemon.
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
On Guard 4d
Passive
You
Damage you take from other humans is reduced by 50%
Hey watch it! 4d
Passive
You
Damage you take from trained pokemon is reduced by 50%
One more try... 5d
Once per day
Yourself or your pokemon
You may re-roll any non-battle die throw.
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 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).
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%
Passive
Anyone you're talking to
You can tell when someone is lying to you
Psychic Shield - 4d - 15 int
Passive
You
You resist all psychic attacks. Also, any psychic trying to manipulate you must pass a check of 25.
Your Jedi Mind Tricks Won't Work on Me - Psychic Shield, lv10, 10d - 25 int
Passive
You
You are immune to all psychic attacks and all forms of psychic manipulation. You can also detect when others have been psychically manipulated.
It's A Trap! 4d - 15 int
Anytime
The area around you
Roll 1d20 and add your Int modifier. If the total is over 10 you can detect any traps in the area. If the total is over 15 you can disable them.
Keep Your Guard Up - lv7, 7d - 20 dex
Passive
You
When you are attacked, you may roll 1d20. If the total is over 10 avoid all effects of melee attacks, it the total is 15 or higher, avoid all effects of ranged attacks as well.
Counter Attack - Keep Your Guard Up, lv15, 12d - 30 dex
You
When you are attacked, you may roll 1d20. If the total is over 8 avoid all effects of of melee attacks and counter attack, if the total is 12 or higher, avoid ranged attacks as well.
Stealth - 5d - 20 dex
Passive
You
Roll 1d20 and add your Agi modifier. If the total is 15 or higher, you are now concealed from sight and are silent. You will remain unseen until you take an action that exposes you.
Shadow Strike - Stealth, lv15, 12d - 35 dex
Anytime your remain unseen
An opponent
Attack for double damage. The opponent cannot counter this attack and all defenses are bypassed. You are no longer concealed (unless you are using a silent weapon.
Lightning Strike - 7d - 20 dex
Action
An Opponent
You strike before your opponent can react, dealing 1d20 damage. This attack's power is always 1d20 and is not effected by any other abilities, yours or your opponents. It has +3 priority.
Tracking - 4d - 20 dex
Passive
You
You can follow trails left by others, human or pokemon.
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
On Guard 4d
Passive
You
Damage you take from other humans is reduced by 50%
Hey watch it! 4d
Passive
You
Damage you take from trained pokemon is reduced by 50%
One more try... 5d
Once per day
Yourself or your pokemon
You may re-roll any non-battle die throw.
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 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).
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%
Items:
8,200P
Apparel:
Sweater, Jeans, Black T-shirt
Weapons:
Ashwood Bow (T3, 4d20, 90acc, ranged, silent, x2 sneak attack)
Arrow - 40
Dawn's Tears (6d20 90acc, 10% Chance for random status)
Key Items:
Journal
Consumable Items:
Hyper Potion (2), Revive (1), Full Heal (4), Lum Berries (9)
TMs:
Waterfall
Stone Edge
Bio:
Having lived most of her life in the wilderness among the wild pokemon surrounding Blackthorn City, Faye grew alone with a resevered nature toward other people, but with a deep love for the pokemon of the world. One day, however, a secret organization invaded the forest that was her home and burned it down systematically sweeping away any pokemon that had lived there. The organization found her, and took Faye under their wing as a recruit where she learned the skills of the organization all the while planning her revenge on them for destroying her home. Faye escaped one day with a pokemon that, out of chance, had been listed for the experimental catalyst project. Many pokemon that were submitted for the procedure never survived. The pokemon, Houndour, had been treated cruelly and their bond was off to a rocky start, but both were free to begin a new life.
While traveling in Kanto, she began her hunt for the organization she'd sworn revenge on. She met Zero and Ninja as well as Sean and a whole lot of new friends. She was still adamant in hunting down the organization...until she died with Ninja and went to the underworld. Faye discovered that Ninja was a Kitsune, a member of the organization that had destroyed her home. She forgave him however and they both returned to the world of the living. Zero, now one of her close friends along with Ninja, traveled down a path of self-destruction and distanced himself from her. Working together though, the three friends conjuered up a plan to defeat Giratina, Oni, and Kitsune. In the end, they completed their goal and built a house on the island where they'd fought Giratina. Ninja and Faye ended up together and Zero finally beat the league. In order to eliminate the nightmares that had plagued them since leaving the underworld, Ninja and Faye are headed to Iilac to find the one thing that can end their nightmares.
Back from the perilous trials in Iilac, Faye lives happily on the island with Ninja and all of her friends. She looks forward to the future with optimism, loving each new day.
While traveling in Kanto, she began her hunt for the organization she'd sworn revenge on. She met Zero and Ninja as well as Sean and a whole lot of new friends. She was still adamant in hunting down the organization...until she died with Ninja and went to the underworld. Faye discovered that Ninja was a Kitsune, a member of the organization that had destroyed her home. She forgave him however and they both returned to the world of the living. Zero, now one of her close friends along with Ninja, traveled down a path of self-destruction and distanced himself from her. Working together though, the three friends conjuered up a plan to defeat Giratina, Oni, and Kitsune. In the end, they completed their goal and built a house on the island where they'd fought Giratina. Ninja and Faye ended up together and Zero finally beat the league. In order to eliminate the nightmares that had plagued them since leaving the underworld, Ninja and Faye are headed to Iilac to find the one thing that can end their nightmares.
Back from the perilous trials in Iilac, Faye lives happily on the island with Ninja and all of her friends. She looks forward to the future with optimism, loving each new day.
Completed Quests:
The Beginning of the End
Party Pokemon:
Black the Houndoom
Level 100
Pokemon: Houndoom
Nickname: Black
Nature: Lonely
Ability: Flash Fire
Max HP: 199
HP: 33
Str: 35
Def: 10
Sp Atk: 5
Sp Def: 10
Spd: 35
Move #1: Fire Fang
Move #2: Thunder Fang
Move #3: Sucker Punch
Move #4: Nasty Plot
Move #5: Flamethrower
Move #6: Crunch
Pokemon: Houndoom
Nickname: Black
Nature: Lonely
Ability: Flash Fire
Max HP: 199
HP: 33
Str: 35
Def: 10
Sp Atk: 5
Sp Def: 10
Spd: 35
Move #1: Fire Fang
Move #2: Thunder Fang
Move #3: Sucker Punch
Move #4: Nasty Plot
Move #5: Flamethrower
Move #6: Crunch
Chance the Scizor with Lum Berry
Level 100
Pokemon: Scizor
Nickname: Chance
Nature: Timid
Ability: Technician
Max HP: 205
HP: 35
Atk: 33
Def: 10
Sp Atk: 5
Sp Def: 10
Spd: 37
Move #1: Iron Head
Move #2: Night Slash
Move #3: Swords Dance
Move #4: Wing Attack
Move #5: Vacuum Wave
Move #6: X-scissor
Pokemon: Scizor
Nickname: Chance
Nature: Timid
Ability: Technician
Max HP: 205
HP: 35
Atk: 33
Def: 10
Sp Atk: 5
Sp Def: 10
Spd: 37
Move #1: Iron Head
Move #2: Night Slash
Move #3: Swords Dance
Move #4: Wing Attack
Move #5: Vacuum Wave
Move #6: X-scissor
Frank the Jigglypuff
Level 100
Pokemon: Jigglypuff
Nickname: Frank
Nature: Calm
Ability: Cute Charm
Max HP: 310
HP: 70
Atk: 10
Def: 20
Sp Atk: 5
Sp Def: 20
Spd: 5
Move #1: Sing
Move #2: Wish
Move #3: Toxic
Move #4: Body Slam
Move #5: Heal Bell
Move #6: Thunderwave
Pokemon: Jigglypuff
Nickname: Frank
Nature: Calm
Ability: Cute Charm
Max HP: 310
HP: 70
Atk: 10
Def: 20
Sp Atk: 5
Sp Def: 20
Spd: 5
Move #1: Sing
Move #2: Wish
Move #3: Toxic
Move #4: Body Slam
Move #5: Heal Bell
Move #6: Thunderwave
Demi the Gengar with Lum Berry
Level 100
Pokemon: Gengar
Nickname: Demi
Nature: Relaxed
Ability: Levitate
Max HP: 190
HP: 30
Atk: 5
Def: 10
Sp Atk: 40
Sp Def: 10
Spd: 30
Move #1: Sucker Punch
Move #2: Dark Pulse
Move #3: Hypnosis
Move #4: Dream Eater
Move #5: Nightmare
Move #6: Shadow Ball
Pokemon: Gengar
Nickname: Demi
Nature: Relaxed
Ability: Levitate
Max HP: 190
HP: 30
Atk: 5
Def: 10
Sp Atk: 40
Sp Def: 10
Spd: 30
Move #1: Sucker Punch
Move #2: Dark Pulse
Move #3: Hypnosis
Move #4: Dream Eater
Move #5: Nightmare
Move #6: Shadow Ball
Silversbane the Peliper with Lum Berry
Level 100
Pokemon: Peliper
Nickname: Silversbane
Nature: Calm
Ability: Keen Eye
Max HP: 205
HP: 35
Str: 3
Def: 20
Sp Atk: 12
Sp Def: 20
Spd: 40
Move #1: Brine
Move #2: Hydro Pump
Move #3: Protect
Move #4: Tailwind
Move #5: Air Slash
Move #6: Roost
Pokemon: Peliper
Nickname: Silversbane
Nature: Calm
Ability: Keen Eye
Max HP: 205
HP: 35
Str: 3
Def: 20
Sp Atk: 12
Sp Def: 20
Spd: 40
Move #1: Brine
Move #2: Hydro Pump
Move #3: Protect
Move #4: Tailwind
Move #5: Air Slash
Move #6: Roost
Joy the Gyarados with Lum Berry
Level 100
Pokemon: Gyarados
Nickname: Joy
Nature: Modest
Ability: Intimidate
Max HP: 199
HP: 33
Atk: 35
Def: 10
Sp Atk: 7
Sp Def: 10
Spd: 35
Move #1: Ice Fang
Move #2: Dragon Dance
Move #3: Earthquake
Move #4: Surf
Move #5: Stone Edge
Move #6: Waterfall
Pokemon: Gyarados
Nickname: Joy
Nature: Modest
Ability: Intimidate
Max HP: 199
HP: 33
Atk: 35
Def: 10
Sp Atk: 7
Sp Def: 10
Spd: 35
Move #1: Ice Fang
Move #2: Dragon Dance
Move #3: Earthquake
Move #4: Surf
Move #5: Stone Edge
Move #6: Waterfall