Sail ♂
A Sliggoo with a star piece eyepatch that is able to navigate the sea a bit more easily. A family heirloom belonging to his ancestors. Originally formed a line of seafarers and pirates mostly around the water continent. Though his family decided to settle around the wetter part of the grass continent. Interest in charting the star.
· | · |
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Origin: Native | Guild Role/Occupation: Astronomer |
Species: Armored Sliggoo | Affiliation: Team Gildscales |
Level: 22 | Experience to Next Level: 405/440 |
Worn Item: Scale Cap | Clothing: Star Piece Eyepatch |
Pokécoin: 3,200₽ | Glorious Gold: 0 Bars |
Pokémon's Ability | Description |
---|---|
Shell Armor | The User is damaged normally by Critical Hits. |
Normal Rank
1200/1040 points to Bronze Rank
Stat | Points: 5 (+1) | Modifiers | Combat Effect |
---|---|---|---|
Health Points | 1 | Level 20 (25HP) | 27HP |
Attack | 0 | Level Bonus ɪ | +1 Physical Damage |
Special Attack | 1 | Level Bonus ɪ | +2 Special Damage |
Defense | 2 | Level Bonus ɪ | +3 Physical Mitigation |
Special Defense | 1 | Species Bonus ɪ ; Special Defense ɪɪɪ, Level Bonus ɪ | +6 Special Mitigation |
Speed | 0 | ɴᴏ ʙᴏɴᴜs | 4AP |
MOVES (4 slots + Basic Attack)
Name | Base Power | Action Points | Accuracy | Type | Property | Description |
---|---|---|---|---|---|---|
Dragon Pulse | 9BP | 7AP Trained | ≥2 | Dragon | Special | No secondary effect. |
Ice Spinner | 8BP | 6AP | ≥2 | Ice | Physical | Nullifies Terrain. |
Acid Spray | 4BP | 5AP | ≥2 | Poison | Special | The Opponent's Special Defense is decreased by 2. |
Acid Armor | 0BP | 4AP | - | Poison | Status | The User's Defense is increased by 2. |
Basic Attack | 4BP | 4AP | ≥2 | Typeless | Default | Property determined by the User's highest Offensive Stat. Changes Type according to the use of a Type Gem. The simplest Move a Pokémon can use. |
RP MOVES (2 slots)
Moves that cannot be used in battle, but during RP segments. You may have two of them at a time.
Name of Move | Description |
---|---|
Protect | Form a barrier against terrain or other stuff falling down. |
Water Gun | Wash away debris or paint. |
SPECIAL BONUSES
You have a base of 10 IP and each Skill costs a certain amount of it to equip.
You have 104 IQ points to spend.
4/10 IP | ▮▮▮▮▯▯▯▯▯▯
IQ Skills Active/Inactive | Description of Skill | IP Cost |
---|---|---|
1. Skywords | The User has a natural skill at navigating with the help of stars. Warp Seeds are more likely to be useful. | 1 IP |
2. Entry Artist | The User is better at spotting traps and hazardous terrain. +2 to Hazard Clear rolls when not using Moves. | 2 IP |
3. Wild Spirit | The User is less controversial to Wilds and Ferals. Ferals are less likely to target them in battle. | 1 IP |
Eᴍᴘᴛʏ | Description. | N/A |
Eᴍᴘᴛʏ | Description. | N/A |
You have skills that can be Trained and applied to situations where they make sense.
These may help you in segments where combat is unnecessary or just to simply show your prowess.
Attributes | Tier Bonus | Description |
---|---|---|
Training for Move: Dragon Breath | Trained | 3/3 |
Training for Move: Dragon Pulse | Trained | 4/4 |
Training for Move: Acid Armor | Trained | 3/3 |
Training for Move: Acid Spray | Trained | 3/3 |
Training for Move: Ice Spinner | Trained | 3/3 |
Stat: Special Defense | Tier ɪɪɪ | +3 Physical Mitigation |
Attribute: Star Charting ɪɪɪ | ᴍᴀx (+3) | Ease of navigating the sea by using the stars under the night sky. |
Attribute: Foraging | Tier ɪ (+1) | Skill in scavenging for useful food items and materials found in nature. |
Attribute: Radar | Tier ɪɪɪ (+3) | Signal or detecting any sound or smell. |
Battle Attribute: ??? | N/A | 0/6 |
Training | Tier Bonus | Progress (Numerical) | Progress Bar |
---|---|---|---|
INVENTORY (4 slots)
Items your character is carrying with them.
Moves or Items can steal from this inventory. Your Worn/Held Item has its own dedicated slots.
Item Name | Description |
---|---|
Worn/Held Item: Scale Cap | Increases BP for Dragon-Type moves by 2. |
Equipped Item: Enigma Berry | Incoming Super-Effective damage is decreased by -15. Must be consumed before taking damage or Held at time of attack. An enigmatic berry you won't know the flavor of until you try it. (3 Random (1d5) |
1. Mystery Key | Used to unlock Mystery Houses or Secret Bazaar in dungeons. |
2. Sparkling Orb | Applies Psychic Terrain to the floor. |
3. Rune of Penance Amulet (Iron Cap) | Halves AP and grounds the User. |
4. Obsidian Dagger* | A crude blade that cut. Make with obsidian and other materials that awash ashore. |
STORAGE (2 slots) |
Extra slots separate from your normal inventory.
Items in here cannot be stolen or lost during an adventure. They are kept protected in the base. However, they cannot be drawn from as they are in storage. Inventory should be updated outside an active adventure.
Item Name | Description |
---|---|
1. Dark-Type Gem | Holding this feels like you're under a shade. Boosts a Dark-Type move's damage by 3. |
2. The Brigadier Butterscotch | +20HP and the User is afflicted with Healthy. |
RP/QUEST STORAGE (∞ slots)
Inventory dedicated to extra stuff.
Things that are important or required for future quests to function. RP items are all the extra things that do not have any function in combat or other bonus granting ability. Normal items can be moved into RP storage, but they cannot be returned to being a normal item.
Type | Item Name | Description |
---|---|---|
Key Item | Eᴍᴘᴛʏ | Vacant inventory slot. |
RP Item | 11 Ball of Yarn | A Bunch of Yarn that probably belong to a Sprigatito. Maybe knit something with it? |
RP Item | Seashells | A collecting of seashell find along the shoreline. |
RP Item | Cyan Ink | Jar fill with cyan ink with some decoration painted on it. |
RP Item | Hematite Medal | A small medal won as first prize form a Hematite held tournament. |
RP Item | Articuno Feathers | Fallen feathers from Morning Glory |
RP Item | Iron Ores | Extra scrap of raw ores. |
RP Item | Skarmory Feathers | Fallen feathers of a Skarmory. Very light of the Weak Armor breed. |
OLD MOVES (∞ slots)
These are moves that your character learned already, but elected to replace. Re-learning them is cheaper.
Name of Move | Description |
---|---|
Tackle | No secondary effect. |
Absorb | Draining. Recoil damage is calculated for HP healed. |
Protect | Protect. For the Opponent's turn, the User is immune to all Moves. Accuracy is changed to ≥11 and is halved for each consecutive use. |
Water Gun | No secondary effect. |
Water Pulse | 16-20; The Opponent is afflicted with Confusion. |
Dragon Breath* | 16-20; The Opponent is afflicted with Paralysis. |