Porygon2: Electric Boogaloo

Name: MIPPS-10F2C-β
Age: 9
Height: 2'
Weight: 72lbs

Level: 23.7
Trainer EXP: 7/10
RP Points: 8

Physical Evasion: 2
Special Evasion: 2
Speed Evasion: 1

Food Buff: When hit by an attack, +10 temporary hp, regain scene move.

HP: 131/131
Injuries: 0
AP: 9/11
Health 25
Attack 5
Defense 15
Special Attack 5
Special Defense 15
Speed 8
BODY
Acrobatics Untrained (2) Intimidate Untrained (2)
Athletics Untrained (2) Stealth Untrained (2)
Combat Pathetic (1) Survival Pathetic (1)
MIND
General Untrained (2) Pokemon Untrained (2)
Medicine Adept (4)+2 Technology Virtuoso (8)+2
Occult Novice (3)
Guile Adept (4) Perception Expert (5)+2
SPIRIT
Charm Pathetic (1) Focus Virtuoso (8)+2
Command Untrained (2) Intuition Untrained (2)
Capabilities
Overland 5 Swim 2
High Jump 2 Long Jump 2
Power 6 Throw 6
Teleporter 4 Levitate 8
Darkvision Wired
Vacuum Immunity X-Ray Vision
Aura Reader
NDeYTA1.png
Background: Sapient AI
"DO NOT COMPARE ME TO THESE LESSER MINDS."
Rank Up: Adept Tech, Novice Medicine
Rank Down: Pathetic Charm, Pathetic Survival, Pathetic Combat

Moves
Name Frequency AC Type Damage Keywords Special Effect
Struggle AW 4 Normal DB4 Physical Melee Not a real move.
Conversion2 AW - Normal - Status Self The user becomes the elemental Type of their choice as long as the Type resists the elemental Type of the Move it last took damage from until the end of the encounter. Replace all other Types.
Psybeam AW 2 Psychic 2d6+10 (DB7) Special 6, 1 Target Psybeam Confuses the target on 19+.
Recover Daily x2 - Normal - Status Self The user regains Hit Points equal to half of its full Hit Point value.
Ally Switch Scene - Psychic - Status 6, 1 Target, Interrupt Ally Switch may be declared during a foe’s turn as an Interrupt. The user chooses one willing ally within 6 meters; the target and the user switch places. If the ally was a target of a Move, the user is now the target; If the user was a target of a Move, the ally is now the target.
Teleport Scene - Psychic - Status Self, Interrupt The user Teleports up to X meters, where X is its Teleporter Capability. Teleport can be used as an Interrupt at any time. Moves that targeted Teleport’s user continue through the desired target’s space if the Move allows for it as if the user hadn’t been there; single target moves simply miss.
Signal Beam EOT 2 Bug 2d8+10 (DB8) Special 6, 1 Target Signal Beam Confuses the target on 19+.
Gravity Daily x2 - Psychic - Status Field For 5 rounds, the area is considered Warped. While Warped, Moves that involve the user being airborne may not be used. Pokémon cannot use Sky or Levitate Capabilities to end their turn at an altitude higher than 1 meter. Flying-Types and Pokémon with the Ability Levitate are no longer immune to Ground-Type Moves. All Accuracy Rolls receive a +2 Bonus.
Trick Scene 2 Psychic - Status 5, 2 Targets Both targets must be hit for Trick to succeed. The user may target itself or willing allies with Trick; you do not need to roll for Accuracy Check in these cases. Both targets lose their Held Item or Accessory Slot Item, and gain the other target’s Held Item or Accessory Slot Item. If a target has no Item, it still can gain the other target’s Item.
Abilities
Name Frequency Effect
Trace Scene – Free Action Target: A Trainer or Pokémon within 10 meters The Pokémon gains an Ability known by the Target for the remainder of the encounter, or until it is Fainted.
Probability Control Scene – Free Action Target: Any roll made by yourself or an ally. The user may reroll any roll, or have any ally reroll any roll that has been made. This leaves discoverable Psychic residue.
Levitate Static The Pokémon is immune to the damage and effects of Ground Type Moves, and gains a Levitate Speed of 4, or has existing Levitate Speeds increased by +2. Defensive.
Synchronize Scene – Free Action Trigger: The user is Paralyzed, Frozen, Burned, Poisoned, or put to Sleep. The foe which caused the Status Condition is given the same Status they inflicted.
Download Scene – Swift Action Target: Trainer or Pokémon The target must reveal whether its Defense or Special Defense Stats are lower. If the Defense Stat is lower, the user gains a +1 Attack CS. If the Special Defense Stat is lower, the user instead gains +1 Special Attack CS. If both are tied, the user gains +1 CS to any Stat of their choice.

Pokemon

PXP: 104

"SHEEP DID NOTHING WRONG."

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Overland 7
Swim 3
High Jump 4
Long Jump 5
Power 7
Teleporter 8
Levitate 6
Free Floating 6
Glow
Zapper
Naturewalk (Grassland)

Mathila: Female Fluffy Brainsheep Ampharos Type: Electric/Psychic Evasion: 4/4/4 Tutor Points: 2/12
Level 55, 4705 EXP HP: 140/140 Injuries: 0 Size: Medium, WC 4
Loyalty: 4 Held Item: Regimen: Focused Capacity: 9/12
Food Buff: When making a Special attack, +10 special damage, +1 effect range, regain scene move.
Ability Usage Special Effect
Static Scene - Free Action Trigger: The user is hit by a Melee Attack The attacking foe becomes Paralyzed.
Fluffy Charge Static Connection – Charge. Whenever the user uses Charge, they gain +1 CS to Defense.
Trace Scene – Free Action Target: A Trainer or Pokémon within 10 meters The Pokémon gains an Ability known by the Target for the remainder of the encounter, or until it is Fainted.
Levitate Static The Pokémon is immune to the damage and effects of Ground Type Moves, and gains a Levitate Speed of 4, or has existing Levitate Speeds increased by +2. Defensive.
Modest (+SPATK, -ATK)
Stat Base Added Value
Hit Points 10 +15 25
Attack 7 0 6
Defense 10 +11 21
Special Attack 15 +15 30
Special Defense 10 +11 21
Speed 7 +13 20
Skills
Athletics Acrobatics Combat Stealth Perception Focus
4d6+1 3d6+1 3d6 2d6 2d6+2 4d6+2
Tech Education
2d6
Improvements / Edges
Advanced Connection 1 Charge no longer takes a move slot.
Mentor 1 Learn Zap Cannon
Accuracy Training 1 Zap Cannon AC reduced by 1
Move Tutor 2 Learn Signal Beam
Move Tutor 2 Learn Teleport
Rebalancing 2 +1 All Stats
Digital Avatar 1 The Pokémon may dive into computer systems and networks and gains a 2d6 in Technology Education.
Datajack 0C yup
Smart Vision 2C The user cannot have their Accuracy lowered, and their attacks cannot have Accuracy Penalties. The user is immune to the Blinded condition (but not Total Blindness).
Adrenaline Pump 3C The user begins each Scene with two Adrenaline. These may be spent as a Swift Action on their turn to give them a +2 bonus to their Accuracy (before rolling) or their Evasion for one full round.
Gravity Fiber EX 4C The user gains a +2 Bonus to their Power Capability, High Jump and Long Jump Capabilities, and gains the Levitate Ability. In addition the user can change their weight class by one in either direction as an extended action and can ignore the effect of environments warped by the Gravity move and like effects. Levitate capability increases by 2. Gain Free Floating equal to your levitate capability.
Inheritance: ??
Moves
Name Frequency AC Type Damage Keywords Special Effect
Rest Scene - Psychic - Status Self The user is set to their full Hit Point value. The user is cured of any Status ailments. Then, the user falls Asleep. The user cannot make Sleep Checks at the beginning of their turn. They are cured of the Sleep at the end of their turn in 2 rounds.
Thunder Wave Scene x2 - Electric - Status 6, 1 Target Thunder Wave cannot miss. Thunder Wave Paralyzes the target. Targets immune to Electric Attacks are immune to Thunder Wave’s effects.
Signal Beam* EOT 2 Bug 2d8+10 (DB8) Special 6, 1 Target Signal Beam confuses the target on 19+.
Psybeam AW 2 Psychic 2d10+10 (DB7+2) Special 6, 1 Target Psybeam Confuses the target on 19+.
Charge EOT - Electric - Status Self If the user performs an Electric Move on their next turn that deals damage, add its Damage Dice Roll an extra time to the damage. Raise the user’s Special Defense 1 Combat Stage.
Zap Cannon AW 8 Electric 4d10+15 (DB12+2) Special 12, 1 Target Zap Cannon Paralyzes the target. Zap Cannon ignores the target’s Evasion if there are no other combatants or Rough or Blocking Terrain within 2 meters of the target.
Teleport Scene - Psychic - Status Self, Interrupt The user Teleports up to X meters, where X is its Teleporter Capability. Teleport can be used as an Interrupt at any time. Moves that targeted Teleport’s user continue through the desired target’s space if the Move allows for it as if the user hadn’t been there; single target moves simply miss.
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