(For those of you who are interested in the full and proper character sheet with all the trainer and Pokemon data, it can be found
here)
Kyurin, the Level 10 Warper and Capture Specialist:Skills:My physical conditioning rivals that of a professional athlete or a fighting type pokemon
My acrobatics and flexibility rivals that of a circus performer
My ability to lie, trick, scheme, and deceive rivals that of a career politician
My perception is far above the human average, and rarely lets me down
I am small in stature, and cannot be called intimidating by any stretch of the word
Aside from my own powers, I find it very difficult to grasp supernatural concepts and ideas
I am terrible at working through distraction or pain
It can be assumed I am at or slightly below the human average when performing any mundane task not mentioned above
Combat Overview:I can take a hit better than most people, and can move faster than some Pokemon, but I am not good at hurting others directly. I prefer to hinder foes with my nets and glue cannon, and can also bend reality to protect myself, harass foes, and give my allies the upper hand in battle.
Movelist:Teleport, Once Per Scene
Ally Switch, Once Per Scene
Gravity, Once Per Scene, No more than twice per day
Trick, Once Per Scene
Heal Block, Every Other Turn
Magic Coat, Once Per Day
Other Powers and Quirks:-I am particularly skilled at goading foes into behaving foolishly in the heat of battle
-I am particularly skilled at peacefully interacting with Psychic Type Pokemon
-I can run on walls, vertically or horizontally, for about five meters before jumping off
-I can spend an hour drilling a Pokemon to become more brutal and efficient at landing critical hits and activating the secondary effects of moves until the next time I take an extended rest. I can also use my action to make a Pokemon more brutal this way for just a single round of combat
-Once per scene, I may give up the use of one of my moves to gain a single use of another move. (For example, giving up a use of Magic Coat so that I may use Ally Switch again) To regain use of a move with a daily use limit, I must give up use of a move with a daily use limit
-Once per day I can alter the fabric of reality to change small facts or circumstances, usually by producing a cheap item (worth less than 250py) for immediate use, or by affecting an outcome that is usually left purely up to chance, such as a coin flip, draw from a deck of cards, or use of the move metronome
-I can control probability, and reroll a dice for myself or a Pokemon, once per scene. I will this power automatically on my first failed roll each scene unless told not to
-Use only my move action, I can teleport up to 4 meters per round. This is slower than my walking speed, but could still be useful
-Pokemon snared in my nets, stuck in my glue, or lured by my bait are less likely than usual to escape my capture attempts
-I am more accurate than most with nets, glue cannons, and Pokeballs
-My Pokeball throw can inflict minor damage on whatever it hits if I wish it to. I can use this ability to weaponize the very act of releasing a Pokemon into battle or to further soften up a target I am trying to catch
-The Pokeballs I throw inflict minor debuffs on Pokemon that break out of them
-I can throw a Pokeball out of turn
Mordred the KarrablastPokemon Overview:Mordred is the phyiscal powerhouse of the team. It is slow, but its analytic ability grants it bonus damage against foes who move before it. Its high HP is a bit misleading, as its defenses are quite low. It can cure a status condition once per scene with its shed skin ability. Its False Swipe attack never KOs a foe, making it the ideal Pokemon to soften up something you wish to catch.
Move List:Peck, At-Will
Fury Cutter, At-Will
False Swipe, At-Will
Headbutt, Every Other Turn
Fury Attack, At-Will
Poison Jab (TM Move), Every Other Turn
Nephthys the ShelmetPokemon Overview:Nephthys is the Defensive Wall of the team. Although most of its moves do next to no damage, she can soak up physical abuse like nobodies business, and its special defense is pretty good as well. Opponents powerful enough to actually hurt Shelmet will be in for a nasty surprise when she uses Bide. Many of her other moves hinder and annoy foes.
Move List:Infestation (TM Move), Every Other Turn, No More Than Twice Per Scene
Acid, At-Will
Struggle Bug, At-Will
Yawn, Every Other Turn, No More Than Twice Per Scene
Mega Drain, At-Will
Bide, Once Per Scene
Eclipse the VulpixPokemon Overview:Eclipse is powerful, fast, evasive, but very frail. Opponents who wish to harm this Vulpix will first have to deal with the ember spitting wisps conjured up by its Fox Fire ability. Its movepool is a mix of dependable special moves and nasty debuff attacks. Eclipse's trump card is Hex, which does massive damage when used against a foe suffering from a status affliction. Outside of battle it is good at tracking scents.
Move List:Fire Spin, Every Other Turn, No More Than Twice Per Scene
Hex, Every Other Turn
Flame Burst, At-Will
Confuse Ray, Every Other Turn, No More Than Twice Per Scene
Will-O-Wisp, Every Other Turn
Energy Ball (TM Move), Every Other Turn
Tallow the Litwick:Pokemon Overview:Tallow is a powerful special attacker, with a move selection that is nearly identical to that of Vulpix! Tallow is slow moving, but makes up for it with solid balanced defenses and HP. Its Overheat attack is far stronger than Vulpix's Flame Burst, but can only be used one per battle and weakens the users special attack. It can feast on the soul of a fallen foe to restore its own health. Litwick's ability to turn invisible and phase through solid objects makes it a decent spy, and the fact that it gives off natural light makes it invaluable in dark places such as caves.
Move List:Fire Spin, Every Other Turn, No More Than Twice Per Scene
Hex, Every Other Turn
Confuse Ray, Every Other Turn, No More Than Twice Per Scene
Will-O-Wisp, Every Other Turn
Smog, At-Will
Overheat, Once Per Scene