Chip

Name: Chip Blackwell
Age: 27
Height: 6'2"
Weight: 190 lbs (WC4)

Level: 30
Trainer EXP: 0/10

Physical Evasion: +1
Special Evasion: +1
Speed Evasion: +5

Health / Status
HP: 157
Injuries: 0
AP: 11

Statline
Hit Points: 29
Attack: 5
Defense: 5
Special Attack: 5
Special Defense: 5
Speed: 25

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)
Technology Master (6) Occult Pathetic (1)
Medicine Untrained (2) Perception Master (6)
Guile Master (6)
SPIRIT
Charm Master (6) Focus Master (6)
Command Master (6) Intuition Master (6)
Capabilities
Overland 5 Swimming 2
High Jump 0 Long Jump 1
Power 6 Throwing 8
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When it comes to gambling, Pokemon, and life in general, Chip will do anything he can to avoid catching the eye of fortune's fickle nature.

Equipment

Item Slot Effect
Safety Goggles Head Protects vs Powder Moves
Poker Chip Accessory +1 Charm, Guile, Intimidate (refulffed sunglasses)

Held Items

Eviolite (Atk/Speed) 2 Roulette and Blackjack
Full Incense 1 Slots

Wallet: $15,200

Key Items

Consumables

PP Up 3 Used on all Pokemon
Hyper Potion 5 Heals 70
Bandages 5 Faster Injury Heal
Full Heal 10 vs Status
Revive 10 Revive to 20HP
Ultra Ball 10 +2 bonus to rolls

Digestion Buffs

Pokemon

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Adamant Nature (+Attack, -SpDef)
Stat Base Added Value
Hit Points 10 +20 28
Attack 12 +20 32
Defense 5 +0 5
Special Attack 7 +0 7
Special Defense 5 +0 5
Speed 11 +19 30
Skills
Athletics 3d6+1 Acrobatics 3d6+1
Combat 1d6 Stealth 4d6+2
Perception 3d6 Focus 2d6
Capabilities
Overland 8 Swim 3
High Jump 1 Long Jump 1
Power 1
Underdog
Volatile Bomb
Shrinkable
Zapper

Roulette: Male Voltorb Type: Electric Held Item: Evolite (Atk, Speed) Digestion Buff: None
Level 50, 3,645/3,850 EXP HP: 144 Injuries: 0 Tutor Points: 2/15
Training Brutal (+1 Critical Range, +1 Effect Range), Focused (+1 Accuracy, +2 Skill Checks)
Ability Usage Special Effect
Aftermath Scene, Free Action When the user is reduced to 0 Hit Points or less, they create a Burst 1. Everything in the Burst loses ¼ of its Max Hit Points.
Speed Boost Static The Pokémon’s Speed is raised 1 Combat Stage at the end of each of its turns. Speed Boost has no effect while out of combat.
Static Scene Trigger Hit by a melee attack Attacker is Paralyzed
Overcharge Static The user gains a +5 bonus to Damage Rolls when using attacks of that Type. This bonus increases to +10 when the user is under 1/3rd of their Maximum Hit Points
Exploit Static Whenever you deal Super-Effective Damage to a target, that target treats your Damage Roll as it were increased by +5.
Moves
Name Freq AC Type Damage Range Special Effect
Struggle At-Will 4 Normal DB 4 - 1d8+6 Physical Melee, 1 Target -
Zapper Struggle At-Will 4 Electric DB 6 - 2d6+8 Physical 6, 1 Target -
Charge EOT - Electric - N/A 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.
Russian Roulette Scene x3 2 Electric DB 8: 2d8+10 Physical 10, 1 Target, 1-2 Strike The user adds their Speed Stat, including Combat Stages, in addition to their Special Attack when determining the damage dealt by Electro Ball. The Defender in turn subtracts both their Special Defense and Speed Stats from the damage dealt before applying Type Effectiveness.
Russian Roulette Daily 2 Electric DB 27: 8d12+70 Physical Burst 2 The user’s Hit Points are set to -50% of their full Hit Point value. This Hit Point loss cannot be prevented or reduced in any way. The user’s loyalty toward its trainer may be lowered.
Facade EOT 2 Normal DB 7: 2d6+10 Physical Melee If the user is afflicted with a Persistent Status Affliction, Façade’s Damage Base is doubled to DB 14 (4d10+15 / 40).
Sucker Punch At Will 2 Dark DB 8: 2d8+10 Physical Melee, Interrupt, Trigger, 1 Target If an adjacent foe targets the user with a Damaging Attack, Sucker Punch may be used as an Interrupt Move against the triggering foe.
Magnet Rise Scene x2 2 Electric - Status Self, Swift Action The user gains the Levitate Ability for 5 turns. Magnet Rise may be activated as a Swift Action if the user is otherwise given an action that consumes a Command.
Improvements / Edges
Source TP Cost Effect
Underdog's Strength 1 +1 to all Stats, Cannot Evolve
Realized Potential 2 Gain 14 Stat Points
Top Percentage 0 +4 Tutor Points, +1 all Base Stats
Signature Technique 2 Apply Alternative Energy to Electro Ball (Renamed Russian Roulette 1)
Move Sync (Electric) 1 Explosion to Electric (Renamed Russian Roulette 2)
Exploit 2 Gain Exploit Ability
Move Tutor 2 Learn Sucker Punch
Enhanced Mobility (Overland) 1 +2 Overland
Basic Ranged Attacks 1 Zapper
Skill Enhancement 3 Stealth, Acrobatics, Perception
PP Up 0 Used on Electro Ball (Russian Roulette)
Type Effectiveness
Resist (x0.5) Electric, Flying
Super Effective (x1.5) Ground
Inheritance Moves
Sucker Punch (20)

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