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 |
Background: The Gambler (Adept Focus, Novice Command, Pathetic Combat, Pathetic Occult Edu, Pathetic Survival), +5 HP, +5 Speed
Level 1 Features: Focused Training, Duelist, Expend Momentum, Electric Ace, Lockdown
Level 1 Edges: Basics Skills (Technology Education), Basic Skills (Guile), Basic Skills (Charm), Basic Skills (Perception)
Level 2: Adept Skills (Command), Basic Skills (Intution), +1 HP
Level 3: Effective Methods, +1 Speed
Level 4: Adept Skills (Tech Education), +1 HP
Level 5: Ace Trainer, Commander's Voice, +1 Speed
Level 6: Expert Skills (Focus), Adept Skills (Guile), +1 HP
Level 7: Duelist Manual, +1 Speed
Level 8: Expert Skills (Command), +1 HP
Level 9: Shocking Speed, +1 Speed
Level 10: Expert Skills (Command), Adept Skills (Perception), Expert Skills (Perception), +1 HP
Level 11: Chain Lightning, +1 Speed
Level 12: Master Skills (Focus), Adept Skills (Charm), +1 HP
Level 13: Move Sync, +1 Speed
Level 14: Master Skills (Command), +1 HP
Level 15: Elite Trainer, +1 Speed
Level 16: Master Skills (Guile), +1 HP
Level 17: Signature Technique, +1 Speed
Level 18: Master Skills (Perception), +1 HP
Level 19: Top Percentage, +1 Speed
Level 20: Elemental Connection (Electric), Adept Skills (Intuition), Expert Skills (Intuition), +1 HP
Level 21: Directed Focus, +1 Speed
Level 22: Master Skills (Intuition), +1 HP
Level 23: Type Sync (Electric), +1 Speed
Level 24: Expert Skills (Technology Education), +1 HP
Level 25: Sieze the Moment, +1 Speed
Level 26: Master Skills (Technology), +1 HP
Level 27: Commander, +1 Speed
Level 28: Expert Skills (Charm), +1 HP
Level 29: Champ in the Making, +1 Speed
Level 30: Master Skills (Charm), Focused Command, +1 Speed
Brutal Training
[TRAINING] [ORDERS]
Prerequisites: Novice Intimidate, Untrained Command
At-Will – Special
Effect: The target becomes Brutal until the end of the effect duration. Brutal Pokémon increase the Critical-Hit and Effect Range of all attacks by +1.
Focused Training
[TRAINING] [Orders]
Prerequisites: Novice Command
At-Will – Special
Effect: The target becomes Focused until the end of the effect duration. Focused Pokémon gain a +1 bonus to Accuracy Rolls and +2 to Skill Checks.
Ravager Orders
Prerequisites: Expert Command or Intimidate
Static
Effect: You gain the Reckless Advance and Strike Again! Orders.
Reckless Advance
[Orders] [Stratagem]
Bind 2 AP – Standard Action
Target: Your Pokémon
Effect: While this Feature is Bound, increase the damage rolls of the target’s damaging melee attacks by +8, and these attacks Trip targets on Accuracy Rolls of 18+. When the target of Reckless Advance hits with a damaging melee attack, they become Vulnerable for one full round.
Strike Again!
[Orders]
Scene – Standard Action
Target: Your Pokémon
Effect: The target may immediately take an additional Standard Action to use an At-Will attack.
Commander’s Voice
Prerequisites: Two Features with the [ORDERS] tag
Static
Effect: You may give two different [ORDERS] as a single Standard Action, or you may give one set of [ORDERS] as a Swift Action.
Special: If this is used to use Focused Command and another [ORDER] that has targets, the second Order applies to both Pokémon you are commanding that turn. Commander’s Voice doesn’t allow you to use Focused Command or Channeler’s Reach as a Swift Action.
Focused Command
[ORDERS]
Prerequisites: Master Command, one of Focus, Guile, Intimidate, or Pokémon Education at Expert
At-Will – Standard Action + Swift Action
Effect: You may have a second Pokémon take a turn this round, but both Pokémon can only take At-Will actions that round. Additionally, both Pokémon receive a -5 Penalty on all Damage Rolls. You may pay 1 AP at the beginning of the round to lift the Frequency Restriction OR the Damage Penalty for the remainder of the round, or pay 2 AP to lift both.
Note: Focused Command has no targets, which may be relevant to certain Features which refer to [ORDERS]
Type Sync (Electric)
Prerequisites: Elemental Connection; a Type-Linked Class*; Adept Medicine, Occult, or Tech Education.
Special - Extended Action
Target: Your Pokémon
Effect: The Target gains the Type of your Elemental Connection as an additional Type, or has one of their Types replaced by that Type. See the Type Changes section (page 436) for more information and suggestions. A Pokémon may be targeted by Type Sync only once. This Feature may be performed One Time for each Rank above Untrained you have of your highest of Medicine, Occult, or Tech Education, up to a maximum of 4 times at Master Rank.
Ace Trainer
[CLASS]
Prerequisites: Novice Command
Drain 1 AP - Extended Action
Trigger: You spend at least half an hour training your Pokémon
Effect: For each Pokémon that has been trained during this time, choose a Stat besides HP; that Stat becomes Trained until an Extended Rest is taken. The default State of Trained Stats is +1 Combat Stages instead of 0. A Pokémon may have only one Trained Stat at a time.
Note: Just to clarify, this Feature Drains 1 AP per training session, not per Pokémon. So train as many as you can to get the most out of this Feature!
Elite Trainer
Prerequisites: Ace Trainer
Static
Effect: Choose Agility Training, Brutal Training, Focused Training, or Inspired Training. You gain the chosen Feature, even if you do not meet the prerequisites. When training, you may apply up to two different [Training] Features on each of your Pokémon. If you already have all of these Features, instead pick another Feature for which you qualify.
Focused Training chosen.
Top Percentage
Prerequisites: Ace Trainer, Expert Command
At-Will – Free Action
Trigger: Your Pokémon levels up to a Level evenly divisible by 5
Effect: Your Pokémon gains an extra Tutor Point. Top Percentage may be used on a single Pokémon a maximum of 4 times. Once a Pokémon has gained 4 Tutor Points in this way, increase each of that Pokémon’s Base Stats by +1.
Signature Technique
Prerequisites: Elite Trainer, Expert Command
At-Will – Extended Action
Target: Your Pokémon with at least 2 Tutor Points
remaining
Effect: The target loses 2 Tutor Points. Choose one Move on the Target’s Move List. That Move becomes the target’s Signature Technique, and you may apply one of the modifications on the next page to the Move. The Move being modified must fit the category of the modification, and you must have the associated Training Feature to apply a modification. A Pokémon may only have one Signature Technique at a time. If you choose to teach a Pokémon a different Signature Technique, the old one is lost, and 1 Tutor Point is refunded. 1 Tutor Point is also refunded if the Pokémon ever forgets a Signature Technique Move.
Note: Be sure to give a cool name to your Pokémon’s Signature Technique!
Cone, Line, Burst, and Blast Moves
Modifier |
Required Feat |
Modification |
Scattershot |
Agility Training |
Instead of the Move’s normal range, it has a range of 4m, 3 Targets. |
Shock and Awe |
Inspired Training |
Foes targeted by the Move take a -2 penalty to Save Checks and a -1 Penalty to Evasion until the end of the user’s next turn. This effect applies whether the attack hits or misses. |
Vicious Storm |
Brutal Training |
The move gains the Smite Keyword. Applicable to Damaging Moves only. |
Single Target Moves
Modifier |
Required Feat |
Modification |
Guarding Strike |
Inspired Training |
If this Move hits, the user gains +5 Damage Reduction against the target of the attack until the end of their next turn. |
Unbalancing Blow |
Brutal Training |
Whether the Move hits or misses, the target becomes Vulnerable until the next time they are hit by a Damaging Attack or one full round has passed, whichever comes first. |
Reliable Attack |
Focused Training |
If the Move misses its target, its Frequency is not spent and the user may immediately make a Struggle Attack as a Free Action. Cannot be applied to Moves with the Smite keyword. |
Damaging Moves
Modifier |
Required Feat |
Modification |
Alternative Energy |
Focused Training |
Switch the Class of the Move from Physical to Special or vice versa. |
Bloodied Speed |
Agility Training |
This Move may be used as Priority (Advanced) if the user has less than half of their maximum Hit Points. |
Double Down |
Brutal Training |
The Move gains the Double Strike keyword. Effects and Effect-Ranges may be triggered only once (but either roll may trigger the effect). This may only be applied to Moves with a Damage Base of 4 or less, and may not be applied to Moves whose Damage Base change upon certain conditions (such as Fury Cutter or Ice Ball) or moves with Special-Case Damage (such as Night Shade). |
Status Moves
Modifier |
Required Feat |
Modification |
Burst of Motivation |
Inspired Training |
After this Move is Resolved, the user may increase any Stats with negative Combat Stages by up to +2 Combat Stages (but this cannot put Combat Stages above +0 CS total). |
Supreme Concentration |
Focused Training |
This Move may be used even if the user is Paralyzed, Flinched, Enraged, or has failed their Confusion Save Check. |
Double Curse |
Agility Training |
The user may target an additional foe with this Attack. This may be applied only to 1-Target Moves. |
Champ in the Making
Prerequisites: 4 Ace Trainer Features, Master Command
Drain 1 AP – Free Action
Trigger: You use Ace Trainer to give Pokémon Trained
Stats
Effect: Choose two Trained Stats for each Pokémon instead of one. A Pokémon may only have two Trained Stats this way.
Type Ace
[CLASS] [BRANCH]
Prerequisites: 2 Different Pokémon of the Chosen Type, Type-Linked Skill* at Novice
Prerequisites: Elemental Connection (of the Chosen Type), 1 Pokémon of the Chosen Type, Type-Linked Skill* at Novice
At-Will – Extended Action
Target: Your Pokémon with at least 2 Tutor Points remaining.
Effect: The target loses 2 Tutor Points and learns the Last Chance or Type Strategist Ability for your Chosen Type. You may target a Pokémon only once with Type Ace.
Lockdown
Prerequisites: Type Ace, Electric as Chosen Type
At-Will – Free Action
Trigger: Your Pokémon’s Damaging Electric Attack would inflict Paralysis on an already Paralyzed foe
Effect: For 1 full round, that foe is instead Stuck and may only use At-Will Frequency Moves.
Shocking Speed
Prerequisites: Lockdown, Type-Linked Skill at Expert
Scene x2 – Free Action
Effect: You may activate this Feature to have your Electric-Type Pokémon may use an Electric-Type Move with a Frequency of At-Will as if it had Priority (Advanced).
Chain Lightning
Prerequisites: Lockdown, Type-Linked Skill at Master
Daily x3 – Free Action
Trigger: Your Pokémon hits with a damaging 1-target Electric Attack
Effect: Pick another Pokémon or Trainer within 3 meters of the target of the attack. You may repeat the triggering attack against the target, with a -5 Damage penalty. If you hit, you may repeat the attack a third time against a foe within 3 meters of the second target, this time with a -10 Damage penalty. The third target cannot be the same as the original target.
Move Sync
[BRANCH]
Prerequisites: 3 Type Ace Features
At-Will – Extended Action
Target: Your Pokémon with at least 1 Tutor Point.
Effect: The target loses 1 Tutor Point. Pick a Move in the target’s Move List. The picked move is now permanently of your Chosen Type, and may have different effects. See the Types Changes page for more information and suggestions. A Pokémon may have only one Move-Sync’d Move in their Move List at a time; to Sync a new Move, the old Move must be forgotten.
Duelist
[Class]
Prerequisites: Focused Training, Novice Focus
At-Will – Swift Action
Target: A Pokémon or Trainer
Effect: The Foe becomes Tagged; or if the foe is already Tagged, the foe loses the Tag. Only one foe can be Tagged this way at a time. If a new Foe is Tagged, all other Tags are lost.
Your Pokémon under the effects of Focused Training gain half their Momentum (rounded up) as a Bonus to Accuracy and Evasion against Tagged Foes, but as long as a Foe is Tagged, they do not benefit from Focused Training’s Accuracy Bonus against other foes.
Mechanic – Momentum:
- Your Pokémon begins each Scene with 0 Momentum.
- At the end of each Combat round, your Pokémon gains +1 Momentum.
- Whenever your Pokémon hits a Tagged foe, they gain +1 Momentum.
- Your Pokémon has a maximum of 6 Momentum. So use a d6 to track it.
- All Momentum is lost when your Pokémon Faints, your Pokémon is recalled, or combat ends.
Expend Momentum
[Orders]
Prerequisites: Duelist
At-Will – Standard Action
Target: Your Pokémon under the effects of Focused Training
Effect: Apply one of the following effects on the target by spending that much Momentum.
- Spend 1 Momentum: Your Pokémon regains use of a EOT Frequency Move.
- Spend 2 Momentum: Your Pokémon automatically rolls an 11 on one d20 Roll of your choice on their next turn.
- Spend 3 Momentum: Your Pokémon regains a use of Scene Frequency Move. May be chosen only once per Scene per Pokémon.
Effective Methods
Prerequisites: Duelist
At-Will – Extended Action
Target: Your Pokémon with at least 2 Tutor Points remaining
Effect: Your Pokémon loses 2 Tutor Points and gains your choice of the Exploit or Tolerance Ability. You may only target a Pokémon once with Effective Methods.
Directed Focus
Prerequisites: Effective Methods
Static
Effect: Whenever your Pokémon with the Exploit or Tolerance Ability are targeted by an [Order], deal Super-Effective Damage, or take Super-Effective Damage, they gain +1 Momentum after all effects of the Move or Order are resolved.
Duelist’s Manual
[Orders]
Prerequisites: Expend Momentum, Effective Methods, Expert Focus
2 AP – Standard Action
Target: Your Pokémon under the effects of Focused Training
Effect: Apply one of the following effects. To choose an effect, your Pokémon must have a certain amount of Momentum. (Duelist’s Manual does not spend Momentum).
- 1 Momentum: Your Pokémon doubles their bonuses from Tolerance or Exploit until the end of their next turn and may change their Tolerance Ability into Exploit, or vice versa, until the end of their next turn.
- 2 Momentum: Your Pokémon’s next Pass, Cone, Close Blast, or Burst attack becomes a single target Melee attack, or their next Line or Ranged Blast attack becomes a single target Ranged attack. If this attack hits, the target becomes Vulnerable for one full round and has their Initiative set to 0 until the end of their next turn.
- 3 Momentum: Your Pokémon may act while ignoring the Confused, Rage, Infatuation, and Suppressed Volatile Status on their next turn as long as they attempt to attack a Tagged foe. May only be used once per Scene per Pokémon.
Seize The Moment
Prerequisites: Duelist, Master Focus
Scene x2 – Free Action
Trigger: Your Pokémon would gain Momentum while already at 6 Momentum
Effect: Your Pokémon loses 6 Momentum, and then gains +1 Momentum. Your Pokémon may immediately make an attack as an Interrupt, but this attack must target only a Tagged Foe. If the attack misses, it still deals damage as if it had the Smite keyword. If the attack hits, it’s automatically a Critical Hit. If it would have already been a Critical Hit, your Pokémon gains Hit Points equal to half of its maximum Hit Points. May be used only once per Scene per Pokémon.
Commander
[Class]
Prerequisites: Novice Command
Static
Effect: Choose one of Ravager Orders, Marksman Orders, Trickster Orders, Guardian Orders, or Precision Orders. You gain the chosen Feature, even if you do not meet its prerequisites.
Elemental Connection
Prerequisites: Novice Intuition
Effect: Choose an Elemental Type. You gain a +2 bonus to Charm, Command, Guile, Intimidate, and Intuition Checks targeting Pokémon of that Type. You may not take Elemental Connection if you have the Mystic Senses Edge, and you may not take Mystic Senses if you have Elemental Connection.
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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.
Between his reputation is a master gambler and the fact that he's best friend with the most famous bartender in Johto, most people assume that Chip is something of a wild card. These people couldn't be further from the truth. While certainly charming, Chip's a bit more restrained than his reputation might indicate. Gamblers who make a living off their craft aren't careless, and they aren't stupid. Like many of the greats which he strives to imitate, Chip enjoys the puzzle of discovering exactly how much he can push any given situation, and he relishes the art of outmaneuvering an opponent, whether it be a trainer, a game of cards, or one of the million curveballs life throws at aspiring trainers. Of course, get a few of Dale's drinks in him, and Chip is quick to take risks that he might normally avoid.
Competitiveness is in Chip's blood, and, despite being a gym leader, he doesn't like to pull his punches. He'll manipulate the situation to look to be disadvantageous for him only to reveal all the ways in which he actually has the upper hand. Half the reason he chose to work solely with unsolved Pokemon - other than their ability to fight in crowded spaces without harming patrons - was to create an air of weakness that he could use to make him seem weaker than he actually is. The smart trainers seeking a Vice Badge will head upstairs to challenge Dale, and Chip sees no reason to take it easy on those who are too overconfident to think that a Gym Leader using Pokemon like Voltorb couldn't be difficult to tackle. As such, Chip's battles tend to be quick and decisive.
Of course, the Gym Leader isn't a malicious person. He cares for his Pokemon deeply, and his dealers are like a family to him. He also happens to be a stubborn person who is one of the worst sore losers you'll ever meet. He still refuses to admit the name of the gym is the Goldenrod Bar and Casino despite widespread popularity, and he continues to put the casino portion of the name first. In a way, he's even more immature than his constantly buzzed best friend.
Chip spent most of his childhood with his close friend and fellow troublemaker Dale in Johto's largest metropolis: Goldenrod City. He was a smart kid, especially in whenever somebody put a puzzle in front of him, but his parents quickly grew exasperated by how inseparable he and Dale Ticker became as children. The two were constantly getting into trouble, some for good reasons, some for stupid reasons, and mostly for no real reason at all. However, when Chip's allowance finally got cut off, he began to channel his energies (and Dale's when he could) into using their mischief-making skills to make a bit of money. His proudest moment from his years of Goldenrod was dominating the Fantasy Pokemon Champion Leagues at his school. He spent entirely too much time keeping track of his spreadsheets with listing of every major trainer in the region, but he made a killing from the wealthy kids who just chose the Pokemon their favorite trainers used. Suckers.
Sadly, Chip found himself uprooted and taken to Celadon City, halfway across the world, at the impressionable age of 16. His father had gotten a gig with Silph Company's main office, and his parents didn't trust him to stay and not get arrested. Dale was just a phone-call away, but when he discovered the wonders of the Game Corner, he quickly lost his homesickness. He was savvy enough to nab a fake ID, and he found himself playing cards, rolling dice, and betting on matches almost every day after school. He quickly learned that you played the person just as much as you played the game, and he loved the thrill of outsmarting opponents and making a bit of extra cash. When he got his first Pokemon (the Voltorb which was supposed to be named Nova, but which quickly got dubbed Roulette as a parting jab at his father), he found that there was a lot more money battling and betting on yourself than just betting … if you were good. And so Chip set his mind to learning how to battle. To him, it was just like any other game in that wondrous building that was the Celadon Game Corner. The others had been easy to master, so he figured battling couldn't be much harder.
He couldn't have been more wrong. When the dealers finally caught on that he was counting cards, Chip found himself in a back alleyway being kicked by Machop commanded by men in Rocket Uniforms. He'd lost easily, and, even worse, he realized that the only part of Celadon City that made him happy was run by a gang of criminals. Wisely, Chip left the city, travelling the region, collecting badges, and learning to battle with the same mindset he brought to the gambling table. He even convinced Dale to come over to Kanto every once in a while, which led to an unforgettable night on Cinnibar with flaming shots in a bar underneath the volcano. He even helped Dale when his bar was destroyed, keeping his friend from doing something he truly regretted.
That trip to Mahogany Town got Chip thinking about his future. He'd always wanted to build his own casino, but Rocket stopped every effort in its tracks: they didn't want competition with their Celadon establishment. Between that and a conversation with Lt. Surge about training Electric Type Pokemon as a Gym Leader, Chip took the train back to his hometown in Johto, determined to make a name for himself in a place he hoped Rocket wouldn't be able to interfere. With Surge's recommendation, the League was happy to issue him a license contingent on establishing a location, and Chip settled on an abandoned warehouse in the busy nightlife scene of Goldenrod's Power and Lights district. After a bidding war led him to realize he and his old friend Dale were in it for the same reasons, the two friends combined forces once more. Their Dynamic Duo was back and better than ever.
The Goldenrod Casino and Bar is a bit of a hodgepodge between Chip and Dale's needs. The upstairs bar is a bit rustic, but Chip's casino, which dominates the first level, is a sprawling mass of flashing lights, festive music, and smartly dressed dealers and waiters. The casino has all the best games, from poker to craps to roulette to row upon row of slot machines. Heck, there's even a few tables of Voltorb Flip. The deluxe private rooms for super high rollers are upstairs, and Dale's more mainstream bartenders work on the first floor. Even aside from their status as a Pokemon Gym, Chip runs the building in a way that has earned the two a steady profit, which all employees get a cut of.
Chip's formal Gym is run in the Pokemon Battling portion of the casino. It combines a sports bar where bets are placed on high profile matches screened on televisions with the world's premier Fantasy Pokemon League, which boasts an impressive online following in Kanto and Johto. The main show however, are the live battles. There are a few arenas, most of which are relatively plain, where trainers can try and make a bit of cash battling against other patrons while onlookers place bets with a few overenthusiastic announcers. Every time Chip battles a challenger it occurs here, and most of the casino comes to watch the spectacle. Chip is nothing if not a flashy battler despite his small Pokemon.
Within the city, the Goldenrod Bar is extremely popular. Chip makes an effort to cultivate a vibrant environment and refuses to allow those addicted to gambling ruin their lives at his tables. The locale has quickly become one of the pulses of the city, right alongside the Radio Tower and the Mall, and Chip couldn't be happier.
When challengers earn the right to go up against Chip, the battle is fairly straightforward. In order to avoid appearing to favor himself, the field is bare of any terrain that would appear to give him an advantage. Of course, such field fits his style of battling perfectly, but he doesn't mention that. However, trainers must first earn 100 tokens from his casino before they can challenge him in the first place. Some with dumb luck manage to make it far enough to challenge Chip, but most without a head on their shoulders lose more money than they earn, weeding out enough that Chip isn't wasting his time on trainers without brains.
Should they emerge victorious against Chip, aspiring trainers leave with the Vice Badge, a TM of Volt Switch, and a hefty bag of tokens they can spend at the Prize Counter to buy any but the most expensive items that Chip keeps in stock.
Perhaps because he handles most of the paperwork involved in running a Gym and is generally seen as a generally responsible human being, the League tends to be a bit more patient with Chip Of course, they still hate the fact that his gym is half casino and half bar … but they also haven't revoked his license yet, which Chip counts as a win. Some of the other Gym Leaders, particularly the older ones, don't see Chip and Dale's establishment as a real Gym, and act more like it's Saffron City's Fighting Dojo, where it's more a side attraction than a 'real' Gym. Whitney in particular hates the corrupting influence of the GBC, and especially hates that, while her Gym is far more respected, the GBC is far, far more popular. A place to casually drink, gamble, and battle Pokemon? What could be better than that?
Of course, not all the Gym Leaders are prudes that hate the Gym. Lt. Surge visits often to check on his Protege, and Wattson enjoys both Chip and Dale's company immensely and visits often. Fantina has tried more than once to convince Chip to expand his outfit to include a Contest Hall. And when Grimsley heard that there was a casino that was officially affiliated with the Pokemon League, he took the first boat from Unova. It wasn't difficult to get the master gambler and Dark Type virtuoso of Unova's Elite 4 to stay for a while, and the Poker matches between he and Chip remain the stuff of legends among gambling circles.
Roulette: A gift from Chip's father in the hope that becoming a trainer would curb his son's gambling habits, Roulette had the opposite effect on Chip. For a Pokemon constructed inside Silph Labs, Roulette is unusually gleeful in battle. The more electricity he can blast out of his body, the more enjoyable it is for him. While reading nonverbals on an orb is difficult at the best of times, Chip and Roulette clearly have each other's backs. It's a rare day when Chip isn't accompanied by the Voltorb, and they both know that when things truly get hairy, Roulette's habit of blowing himself up can usually take out whomever is attacking them. The attack is so legendary that Chip has decided to give it and another unconventional attack the same name: Russian Roulette. Even when Chip calls out the order, he can never be totally sure which attack the Voltorb will use …
Slots: Slots was Lt. Surge's gift to Chip after Chip took a mentorship under the Gym Leader and was instrumental for Chip's acceptance as a Gym Leader. Like many of Surge's Pokemon, Slots is a bit stoic, displaying little emotion in favor of a militaristic silence. Even in battle, Slots acts with a precision that mimics the machinery he's named after. His magnetic manipulation abilities have helped catch more than a few cheaters who bring lead-loaded dice into GCB. Those who do are often in for a shocking surprise.
BlackJack: Chip won BlackJack by cashing in nearly all the coins he'd earned at the Celadon Game Corner to nab an egg from the far-off region of Unova. He quickly became a staple of Chip's team, as his flashy battle style and unassuming appearance fit Chip's style nicely. A go-to for opening the battle, BlackJack has a habit of hitting first and asking questions later. The Mienfoo's bravado only grew when Chip slowly exposed him to enough Electricity to shift the Pokemon's appearance and type. Now with jet black fur instead of salmon, blue lines of electricity snake their way along his paws in a fearsome display of power.
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