<div class="floatright">(http://img01.deviantart.net/2e97/i/2015/174/e/d/pangoro_husbando_by_randallrouenzombie-d8yfkkc.jpg)</div><strong>Name:</strong>Tenner Bronk<br/><strong>Pokemon:</strong>Pangoro<br/><strong>Type:</strong>Dark/Fighting<br/><br/><strong>_Combat Stats_</strong><br/><br/>13 Hit Points<br/>8 Attack<br/>11 Defense<br/>5 Special Attack<br/>7 Special Defense<br/>5 Speed<br/><br/><strong>_Derived Stats_</strong><br/><br/>AP: 5<br/>Tr. Hp: 51<br/>Phy. Evasion: 2<br/>Sp. Evasion: 1<br/>Spd. Evasion: 1<br/>Power: 6<br/>High Jump.: 0<br/>Long Jump.: 1<br/>Overland: 5<br/>Swim: 2<br/>Throwing Range: 7<br/>Size: Medium<br/>WC: 5 (275 lbs.)<br/><br/><strong>_Background_ </strong><br/><br/>-Rough<br/><em>You're the kind of guy that's likely to end up with a nickname like 'Knuckles' or 'Spike'.</em><br/>Rank Up: Adept Combat, Novice Intimidate<br/>Rank Down: Charm, Guile, Perception<br/><br/><strong>_Skills_</strong><br/><br/>(B)<br/>Athletics: 3 (Novice)<br/>Acrobatics: 2 (Untrained)<br/>Combat: 4 (Adept)<br/>Intimidate: 3 (Novice)<br/>Stealth: 2 (Untrained)<br/>Survival: 2 (Untrained)<br/><br/>(M)<br/>General Education: 2 (Untrained)<br/>Medicine Education: 2 (Untrained)<br/>Occult Education: 2 (Untrained)<br/>Pokemon Education: 2 (Untrained)<br/>Technology Education: 2 (Untrained)<br/>Guile: 1 (Pathetic)<br/>Perception: 1 (Pathetic)<br/><br/>(S)<br/>Charm: 1 (Pathetic)<br/>Command: 2 (Untrained)<br/>Focus: 2 (Untrained)<br/>Intuition: 3 (Novice)<br/><br/><strong>_Edges_</strong><br/><br/>-Basic Skill up: Athletics<br/>-Basic Skill up: Intuition<br/><br/>-Intimidating Prowess<br/>Prerequisites: Novice Intimidate<br/>Effect: You learn the Move Leer.<br/><br/>-Basic Martial Arts<br/>Prerequisites: Novice Combat<br/>Effect: You learn the Move Rock Smash.<br/><br/><strong>_Features_</strong><br/><br/>Roughneck<br/>[Class] [+Defense]<br/>Prerequisites: Novice Athletics, Intimidating Presence<br/>1 AP - Swift Action<br/>Trigger: You hit a foe with an Attack<br/>Effect: The foe loses a Combat Stage in the Stat of your choice.<br/><br/>Mettle<br/>[+Defense]<br/>Prerequisites: Roughneck<br/>Scene x2 - Free Action<br/>Target: You take Massive Damage or Intercept a Damaging Attack<br/>Effect: Resolve Damage as if the triggering attack was resisted one step. The triggering foe then loses 2 Combat Stages in the Attack Stat used by the triggering Attack.<br/><br/>Martial Artist<br/>[Class] [+Defense]<br/>Prerequisites: Basic Martial Arts, Novice Combat<br/>Effect: Gain one of the listed abilities (Iron Fist). You gain the chosen Ability, and its associated tags (+Defense). Whenever you gain any Martial Artist Feature, you also gain the associate tags (+Defense).<br/><br/>Martial Training<br/>[Rank 1] [+Defense]<br/>Rank 1 Prerequisites: Martial Artist<br/>Effect: Learn two Martial Arts moves. You may choose any Move marked with the Martial Training Rank you are taking or lower. You must meet a Move's Prerequisites to choose that Move. (Mach Punch and Focus Energy)<br/><br/><strong>_Abilities_</strong><br/><br/>Ability: Mold Breaker<br/>Static<br/>Effect: The user ignores the effect of enemies' Defensive Abilities.<br/><br/>Ability: Iron Fist<br/>Static<br/>Effect: The user increases the Damage Base of the following Moves by +2; Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamic Punch, Fire Punch, Meteor Mash, Shadow Punch, Ice Punch, Mach Punch, Mega Punch, Sky Uppercut, Thunder Punch, Focus Punch, Hammer Arm, and Power-Up Punch.<br/><br/>Capability: Naturewalk (Forest, Grassland)<br/>Treat listed terrains as Basic Terrain.<br/><br/><strong>_Moves_</strong><br/><br/>1. Leer<br/>Type: Normal<br/>Frequency: At-Will<br/>AC: 2<br/>Class: Status<br/>Range: Cone 2, Friendly, Social<br/>Effect: All legal targets have their Defense lowered by 1 Combat Stage.<br/>Contest Type: Cool<br/>Contest Effect: Excitement<br/><br/>2. Tackle<br/>Type: Normal<br/>Frequency: At-Will<br/>AC: 2<br/>Damage Base 5: 1d8+8 / 13<br/>Class: Physical<br/>Range: Melee, 1 Target, Dash, Push<br/>Effect: The target is pushed 2 Meters.<br/>Contest Type: Tough<br/>Contest Effect: Steady Performance<br/><br/>3. Rock Smash<br/>Type: Fighting<br/>Frequency: At-Will<br/>AC: 2<br/>Damage Base 6: 2d6+8 / 15<br/>Class: Physical<br/>Range: Melee, 1 Target<br/>Effect: Rock Smash lowers the target's Defense 1 Combat Stage on 17+.<br/>Contest Type: Tough<br/>Contest Effect: Desperation<br/><br/>4. Focus Energy<br/>Type: Normal<br/>Frequency: At-Will<br/>AC: None<br/>Class: Status<br/>Range: Self<br/>Effect: The user becomes Pumped. While, Pumped, the user's Critical Range is extended by 2, or 18+ if the Critical Range is not otherwise extended. Being switched will cause this effect to end.<br/>Contest Type: Cool<br/>Contest Effect: Get Ready!<br/><br/>5. Mach Punch<br/>Type: Fighting<br/>Frequency: At-Will<br/>AC: 2<br/>Damage Base 8: 2d8+10 / 19<br/>Class: Physical<br/>Range: Melee, 1 Target, Priority<br/>Effect: None<br/>Contest Type: Cool<br/>Contest Effect: Saving Grace<br/><br/><strong>Pokemon:</strong>"Tophat" the Murkrow<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Murkrow Pokemon Sheet</div><div class="spoiler_body"><strong>Name:</strong>Tophat<br/><strong>Pokemon:</strong> Murkrow<br/><strong>Gender:</strong> Male<br/><strong>Type:</strong> Dark/Flying<br/><strong>Personality:</strong> Skittish<br/><strong>Tutor Points Spent:</strong> 1/1<br/><br/><strong>_Combat Stats_</strong><br/><br/>8 Hit Points <br/>12 Attack <br/>7 Defense <br/>9 Special Attack<br/>7 Special Defense <br/>13 Speed<br/><br/><strong>_Derived Stats_</strong><br/><br/> Hp: 39<br/>Phy. Evasion: 1<br/>Sp. Evasion: 1<br/>Spd. Evasion: 2<br/>Power: 1<br/>INT: <br/>High Jp.: 2<br/>Long Jp.: 2<br/>Overland: 3<br/>Swim: 1<br/>Sky: 6<br/>Size: Small (1' 8")<br/>WC: 1 (4.6 lbs)<br/><br/><strong>Skills</strong><br/><br/>Athletics: 2d6+1<br/>Acrobatics: 3d6<br/>Combat: 2d6+1<br/>Stealth: 4d6+1<br/>Perception: 4d6+1 (Improved by Skill Improvement Edge)<br/>Focus: 2d6+1<br/><br/><strong>Capabilities:</strong><br/><br/>Darkvision: Never has vision impaired by lost of light. Can even see in total darkness and is never Blind or affected by Total Blindness due to low-light conditions.<br/><br/>Stealth: While Shifting, unless they want to, Stealth do not make any noise. Unless a Pokemon with Stealth has used a Ranged Move during the current round or the round previous, Ranged Moves may not target them if the line of sight drawn goes through Rough Terrain or if the Pokemon is on Rough Terrain.<br/><br/>Underdog<br/><br/>Fortune: Once per day, a Pokemon of at least Level 20 with this Capability may be allowed to roam freely in a City or Town for at least one hour. The user then returns with an amount of money equal to its Level multiplied by 1d10. If the user is a Pokemon with a Loyalty of 0 or 1, it may not return and instead run away.<br/><br/><strong>Abilities:</strong><br/><br/>Ability: Super Luck<br/>Static<br/>Effect: The Pokemon's Moves are Critical Hits on 18-20. If a Move already has an extended Critical Hit range, Super Luck extends that range by 2.<br/><br/><strong>Moves:</strong><br/><br/>Move: Astonish<br/>Type: Ghost<br/>Frequency: At-Will<br/>AC: 2<br/>Damage Base 3: 1d6+5 / 9<br/>Class: Physical<br/>Range: Melee, 1 Target<br/>Effect: Astonish Flinches the target on 15+. Once per scene, if the target is unaware of the user's presence, Astonish automatically Flinches the target.<br/>Contest Type: Smart<br/>Contest Effect: Steady Performance<br/><br/>Move: Peck<br/>Type: Flying<br/>Frequency: At-Will<br/>AC: 2<br/>Damage Base 6: 2d6+8 / 15<br/>Class: Physical<br/>Range: Melee, 1 Target<br/>Effect: None<br/>Contest Type: Cool<br/>Contest Effect: Steady Performance<br/><br/>Move: Pursuit<br/>Type: Dark<br/>Frequency: At-Will<br/>AC: 2<br/>Damage Base 6: 2d6+6 / 15<br/>Class: Physical<br/>Range: Melee, 1 Target<br/>Effect: If the foe is fleeing or being switched out, Pursuit may be used as an Interrupt, targeting the triggering foe. When used as an Interrupt, Pursuit grants the user a +5 bonus to all Movement Speeds and has a Damage Base of 10 (3d8+10 / 24).<br/>Contest Type: Smart<br/>Contest Effect: Good Show!<br/></div></div><br/><br/><strong>Biography:</strong><br/><br/><strong>Reason why he ended up a Pangoro:</strong><br/>The Pangoro have a reputation for being ferocious ruffians with a protective side. Their kidnapper thought it was an apt choice... and the idea of turning this hulking gangster into a large, huggable bear was too good a joke to pass up.<br/>