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YellowYoshi1

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Jan 7th, 2012
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  1. Rouge Force
  2.  
  3. Level 20
  4.  
  5. HP: 188/188
  6. STR: 18 (+4)
  7. CON: 27 (+8)
  8. DEX: 8 (-2)
  9. INT: 14 (+2)
  10. WIS: 8 (-2)
  11. CHA: 8 (-2)
  12.  
  13. Starting Stats: 14 STR, 14 CON, 8 DEX, 10 INT, 10 WIS, 8 CHA
  14. Level 1: +1 STR, Ace Trainer (+1 STR, +1 CON, -2 WIS) Enhanced Training, Improved Attacks
  15. Level 2: +1 CON, Improved Attacks +
  16. Level 3: +1 CON, Improved Attacks Z
  17. Level 4: +1 CON, Enduring Soul (+1 CON) Boundless Endurance, Press On!
  18. Level 5: +1 CON, Damage Compromise
  19. Level 6: +1 STR, Padding
  20. Level 7: +1 STR, Padding +
  21. Level 8: +1 STR, Split
  22. Level 9: +1 STR, Press On!+
  23. Level 10: +1 INT, Still Standing
  24. Level 11: +1 INT, Still Standing+
  25. Level 12: +1 INT, Chain Weapons Proficiency
  26. Level 13: +1 CON, Chain Weapons Master
  27. Level 14: +1 CON, Psychic (+1 INT, +1 CON, -2 STR) Telekinesis, Telepathy
  28. Level 15: +1 CON, Rain Maker (+1 CON) Hydrokinesis, Cryokinesis
  29. Level 16: Waterfall
  30. Level 17: +1 CON, Surf
  31. Level 18: Whirlpool
  32. Level 19: +1 CON, Rain Dance
  33. Level 20: Rainy Mood
  34.  
  35. Features
  36.  
  37. Whip Master (2d12+21+CON Modifier Damage, AC 5)
  38.  
  39. Ace Trainer:
  40.  
  41. Enhanced Training (N/A)
  42.  
  43. Improved Attacks Z (Static. When adding up damage dealt to the foe through your pokemon's attack, add your STR modifier and CON modifier before your foe subtracts their defense or special defense from the attack.)
  44.  
  45. Enduring Soul:
  46.  
  47. Boundless Endurance (Static. You may add to your pokemon's Defense, Special Defence or HP stats when they level up ignoring Base Relation.)
  48.  
  49. Press On! + (Static. A pokemon at or below 0 HP may act as if they had 1 HP left. For each turn a pokemon who is at or below 0 HP uses a Move during their turn, they must make a DST afterwards, subtracting 15 from the roll. If they are lowered past -100% HP, they may not keep using the effects of Press On! + and must roll a normal DST.)
  50.  
  51. Padding + (Static. Subtract twice your CON modifier from the damage you would take.)
  52.  
  53. Still Standing + (Static. You may still issue commands to your pokemon while unconscious. You may still make a DST when lowered to -100% HP.)
  54.  
  55. Damage Compromise (21x Daily. Every 1 level gained, you may perform this Feature another time. When that pokemon is calculating damage, instead of applying its DEF or SP.DEF you may instead half the damage it is supposed to take and take that amount of damage instead without applying DEF or SP.DEF.)
  56.  
  57. Split (3x Daily. Every 7 levels gained, you may perform this Feature another time. You take half of the damage that would have been done to your pokemon. Your pokemon takes half the damage it was supposed to take. Apply DEF and SP.DEF for your pokemon. Apply any damage modifiers for yourself.)
  58.  
  59. Psychic:
  60.  
  61. Telekinesis (At-Will. Add your INT and CON modifiers and multiply the total by 5 pounds. This represents the weight you may lift and items you may target with Telekinesis. Multiply your INT and CON modifiers then multiply that product by 3-meters. This is how far the target can be.)
  62.  
  63. Telepathy (At-Will. You may read the surface thoughts of other humans, as well as project your surface thoughts to other humans. You may also project telepathic messages to your Pokemon, but may not read your Pokemon's minds.)
  64.  
  65. Rain Maker:
  66.  
  67. Hydrokinesis (Static. When targeting any type of water with Telekinesis, multiply your INT and CON modifiers sum by 10 pounds instead of 5 pounds. You can mold water into other forms of water and produce small quantities of water from the air by thought.)
  68.  
  69. Cryokinesis (Static. When targeting any type of frozen water with Telekinesis, multiply your INT and CON modifiers sum by 10 pounds instead of 5 pounds. You can mold ice into other forms of ice and freeze water by thought. As long as you are conscious, you and your non-Pokemon allies within 10 meters do not take damage from Hail.)
  70.  
  71. Waterfall (At-Will – Drains 10 of user's HP each use. Use the move Waterfall. Use your CON attribute as your ATK stat.)
  72.  
  73. Surf (At-Will – Drains 20 of user's HP each use. Use the move Surf. Use your CON attribute as your SP.ATK stat.)
  74.  
  75. Whirlpool (At-Will – Drains 7 of user's HP each use. Use the move Whirlpool. Use your CON attribute as your SP.ATK stat.)
  76.  
  77. Rain Dance (At-Will – Drains 20 of user's HP each use. Use the move Rain Dance.)
  78.  
  79. Rainy Mood (Static. As long as either you are near a large body of water such as a lake or ocean or the weather is Rain or Hail, you may have Water and Ice typed Pokemon moves you use via Rain Waker features originate at significant sources of water nearby. Significant sources of water are at least deep enough to submerge a Small sized Pokemon.)
  80.  
  81. Pokemon:
  82.  
  83. Alex
  84. Species: Luvdisc
  85. Level 35
  86. EXP (34000/37000)
  87.  
  88. Type: Water
  89. Held Item: None
  90. Gender: Female
  91. Ability: Water Veil (Immunity to Burn.)
  92. Weight: 19.2 lbs.
  93. Capabilities: Overland 1, Surface 8, Underwater 8, Jump 2, Power 1, Intelligence 3, Gilled
  94. Nature: Gentle (+SpDefense,-Defense)
  95.  
  96. HP: (68/68)
  97. HP Stat: (4) 11
  98. Attack: (3) 3
  99. Defense: (4) 10
  100. SpAttack: (4) 4
  101. SpDefense: (9) 30
  102. Speed: (6) 6
  103. Base Relation: SpDefense > Speed > HP = Defense = SpAttack > Attack
  104.  
  105. (Natural) Tackle (Normal. At-Will. AC 3. Melee. Attack. 2d6. 1 Target. Dash.)
  106.  
  107. (Natural) Charm (Normal. EoT. AC 2. Ranged. No Damage. 1 Target. Lowers the target's Attack 2 Combat Stages.)
  108.  
  109. (Natural) Water Gun (Water. At-Will. AC 2. Ranged. SpAttack. 2d6. 1 Target.)
  110.  
  111. (Natural) Agility (Psychic. EoT. None. Self. No Damage. No Target. Raise the user's Speed 2 Combat Stages.)
  112.  
  113. (Natural) Take Down (Normal. EoT. AC 5. Melee. Attack. 3d10+10. 1 Target. Dash. After Take Down deals damage, the user loses 1/4 of the value of total damage they dealt as a result of Take Down in HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost.)
  114.  
  115. (Natural) Lucky Chant (Normal. At-Will. None. Ranged. No Damage. No Target. Burst. Creates a 4-meter Burst. All allies in the Burst, user included, take damage from Critical Hits as if they are not Critical Hits for 1d4+1 turns.)
  116.  
  117. (Natural) Water Pulse (Water. EoT. AC 2. Ranged. SpAttack. 1d10+10. No Target. Burst. Creates a 3-meter Burst. Confuses all Legal Targets on 17-20 during Accuracy Check.)
  118.  
  119. (Machine) Swift (Normal. EoT. None. Ranged. SpAttack. 1d10+10. 1 Target. Cannot miss.)
  120.  
  121. ------
  122.  
  123. Clover
  124. Species: Corsola
  125. Level 35
  126. EXP (34000/37000)
  127.  
  128. Type: Water/Rock
  129. Held Item: None
  130. Gender: Female
  131. Ability: Torrent (Last Chance: Water. When the pokemon is at or below 1/3 HP, Water type moves get a x1.5 damage bonus.)
  132. Weight: 11 lbs.
  133. Capabilities: Overland 4, Surface 8, Underwater 8, Jump 2, Power 1, Intelligence 3, Gilled
  134. Nature: Bold (+Defense,-Attack)
  135.  
  136. HP: (110/110)
  137. HP Stat: (6) 25
  138. Attack: (4) 4
  139. Defense: (11) 25
  140. SpAttack: (7) 7
  141. SpDefense: (9) 10
  142. Speed: (4) 4
  143. Base Relation: Defense > SpDefense > SpAttack > HP > Attack = Speed
  144.  
  145. (Natural) Tackle (Normal. At-Will. AC 3. Melee. Attack. 2d6. 1 Target. Dash.)
  146.  
  147. (Natural) Harden (Normal. At-Will. None. Self. No Damage. No Target. Raise the user's Defense 1 Combat Stage.)
  148.  
  149. (Natural) Bubble (Water. At-Will. AC 2. Ranged. SpAttack. 1d12. 1 Target. Lowers the target's Speed on 16-20 during Accuracy Check.)
  150.  
  151. (Natural) Recover (Normal. Center. None. Self. No Damage. No Target. The user regains HP equal to half of its full HP.)
  152.  
  153. (Natural) Refresh (Normal. Battle. None. Self. No Damage. No Target. The user is cured of all Status Ailments.)
  154.  
  155. (Natural) Rock Blast (Rock. EoT. AC 5. Ranged. Attack. 1d10. 1 Target. Scatter. Trap. Rock Blast can hit up to 5 times. Once the user misses, they cannot attempt to make another attack on that turn. When adding stats only add 1/2 Attack. If Rock Blast hits the same target 3 times, they are trapped for 1 turn.)
  156.  
  157. (Natural) Bubblebeam (Water. EoT. AC 2. Ranged. SpAttack. 1d12+16. 1 Target. Beam. Creates a 9-meter beam. Lowers the target's Speed on 18-20 during Accuracy Check.)
  158.  
  159. (Machine) Brine (Water. Battle. AC 2. Ranged. SpAttack. 1d12+17. 1 Target. If the target is below 50% HP, Brine deals an additional 2d12 damage.)
  160.  
  161. ------
  162.  
  163. Sam
  164. Species: Alomomola
  165. Level 35
  166. EXP (34000/37000)
  167.  
  168. Type: Water
  169. Held Item: None
  170. Gender: Female
  171. Ability: Torrent (Last Chance: Water. When the pokemon is at or below 1/3 HP, Water type moves get a x1.5 bonus to their damage.)
  172. Weight: 69.7 lbs.
  173. Capabilities: Overland 1, Surface 8, Underwater 8, Jump 2, Power 3, Intelligence 4, Fountain
  174. Nature: Hardy (+HP,-Attack)
  175.  
  176. HP: (191/191)
  177. HP Stat: (18) 52
  178. Attack: (6) 6
  179. Defense: (8) 8
  180. SpAttack: (4) 4
  181. SpDefense: (5) 5
  182. Speed: (7) 7
  183. Base Relation: HP > Defense > Speed > Attack > SpDefense > SpAttack
  184.  
  185. (Natural) Pound (Normal. At-Will. AC 2. Melee. Attack. 2d6. 1 Target.)
  186.  
  187. (Natural) Mirror Coat (Psychic. Battle. None. Ranged. No Damage. 1 Target. Interrupt. If the user is being hit by a Move that consults Special Attack for damage, you may use Mirror Coat. If the user survives the hit, the target is dealt damage equal to twice the amount of damage the user received. Do not apply weakness, resistance or immunity. Do not apply stats.)
  188.  
  189. (Natural) Aqua Ring (Water. Center. None. Self. No Damage. No Target. Coat. Covers the user in a Coat that heals the user at the beginning of each of their turns. The user is healed 1/16th of their full HP each turn.)
  190.  
  191. (Natural) Aqua Jet (Water. At-Will. AC 2. Melee. Attack. 2d6. 1 Target. Interrupt. If your foe wants to declare a Move, you instead use Aqua Jet on their turn before they can use their Move.)
  192.  
  193. (Natural) Doubleslap (Normal. EoT. AC 4. Melee. Attack. 1d10. 1 Target. Scatter. Can hit up to 5 times. Once the user misses, they cannot attempt to make another Doubleslap attack on that turn. When adding stats, only add 1/2 attack.)
  194.  
  195. (Natural) Heal Pulse (Psychic. Center. None. Self. No Damage. No Target. Burst. Creates a 2-meter Burst. Restores 50% of all Legal Targets max HP. Heal Pulse does not target the user.)
  196.  
  197. (Natural) Protect (Normal. Center. None. Self. No Damage. No Target. Interrupt. If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage or become afflicted with any status ailment this turn.)
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