PokéRP: Records of the Atos Region

Discussion in 'Sandbox Role Plays' started by Guy, Nov 2, 2015.

  1. Guy

    Guy Admin admin

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    About the Setting
    This role-play occupies the same world represented in a certain other role-play, albeit on a different continent. As such, it is set roughly...
    • Seventeen years after the events of FireRed/LeafGreen
    • Fourteen years after the events of Generation IV
    • Four or less years after the events of Generation V and Generation VI.
    If a game has received remakes, the original version represents a parallel universe which did not occur in this world. (This is most notable for RSE and ORAS.)

    This adventure itself primarily takes place in the Atos Region. Atos itself is a massive island spanning hundreds of miles, filled with deserts, snow-capped mountains, rivers, meadows, lakes, a haunted woodland, a forest of perpetually pink trees, a coastal marsh, a volcanic mountain range, an electrified swampland, snow-capped mountains, an abandoned factory, an ancient island city in ruins, decaying castles, an underground cavern system which spans almost the entire region, numerous exotic off-shore islands, and more. Compared to Johto, Unova, and most other regions, it is sparsely populated with towns quite spread out--practically requiring hours-long rides on Pokémon.

    In Atos in particular, your leadership abilities and dedication are largely evaluated by the strength of your Pokémon. Consequently, the strongest trainers are regarded to be qualified to have governmental roles. As a result the Atos Pokémon League (APL, or "Apple")--based in the western Pastel Town--has become the largest governing force in the region, and enforces both laws and official Pokémon battle regulations. They give out Licenses of Fundamental Training & Handling (FTH), which are needed to participate in legal battles. (All player-trainers are assumed to have one, of course.)

    To be taken seriously in Atos, you should be in a a team of three trainers who participate in Triple Battles. Furthermore, one trainer can only carry four battle-ready Pokémon, instead of the standard six. Gym Battles in particular are always done in this format: three trainers and nine pokémon, versus three trainers and nine pokémon. Outside of official trainer battles of this nature, it is relatively common to engage in double battles or single battles.

    Eighteen official gyms dot the landscape of Atos, though only ten badges are needed to challenge the Elite Four. As a general rule, Atos Gym Leaders are among the best monotype trainer trios in the world--and have numerous pokémon teams ready to battle. When a Gym Leader Trio battles a trio without badges, only relatively weak teams are used. On a trio with eight badges or more, only the best teams of the best are put forth. As such, even beginner trainers are able to challenge gyms--but can certainly request to be taken seriously.

    The majority of the island's population resides in the massive, coastal Silver City on the east side--home to bustling life, corporation offices, towering department store towers, and a shady underground. From here, train tracks stretch to numerous other towns, and ships travel to the various other regions of the world. It is (probably) here where the journey begins, as a new trio of trainers from far-away regions attempt to make their steak in this new, foreign land.

    Misc. Setting Information
    - When it comes to wild pokémon, Atos is a particularly diverse region. Virtually any pokémon, barring perhaps legendaries, can be found somewhere across its vast landscape. You might even find some aberrant pokémon who do not follow the norms for their species.
    - As well as enforcing law, APL ensures Pokémon Centers and Pokémon Storage remain free and safe services for everyone to use.
    - The law of APL is not without its controversy. As such, several rebellious organizations are gaining notoriety. The most renowned of these are Team Hammer and Team Sickle, both of whom seek to completely overthrow APL as a governing force. Both teams are known to be competing with each other for influence.
    - There are licenses more specialized than the FTH which generally more difficult to acquire, and usually only for specific purposes--a Center employee can own more noncombatant pokémon than normal, and Storage Managers can own numerous pokémon but cannot even release these pokémon from their balls. It is unlikely, but possible, that a character can earn one of these special licenses.
    - It's assumed berries are much more common than they are in canon, and grow on naturally-occurring plants, rather than tiny trees that grow to maturity in less than a week.
    - It's legal to buy and sell pokémon, but typically frowned upon as a cold and heartless practice.
    - It's assumed every player-trainer has enough money to provide adequate meals for himself and his pokémon.
    - As a general measure, each unit of Pokebucks are worth a little less more a single cent of US currency, and it follows in saying, P2000 is a little less than $20.00. (Mind, this is a very rough estimate.)
    - Poké Balls function by somehow shrinking a Pokémon and storing it in the ball. Like in the Pokémon Adventures manga, the top half of the ball is somewhat transparent. The ball's interior has an artificial gravity and air supply system which renders the Pokémon almost completely safe from external conditions. If an inhabited ball is dented, cracked, or opened in any way, the contained Pokémon will emerge as normal--this is typically how wild pokemon free themselves from a ball if they are unsuccessfully captured. If a ball breaks, the cost to repair it vastly exceeds the cost to purchase another one, as most types of balls are mass-produced on a truly colossal scale. The technology behind Poké Balls is so complex that it is rumored no one person understands the entirety of how it functions. As the rumor goes, such a person would be able to craft a legendary Master Ball by hand over a period of years.

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    About the Pokémon
    Pokémon in Atos do not have very meaningful levels, but instead are determined by the species, abilities, moves, and stats. Yes, there are explicit stats here, but these are simpler than they are in-game. It isn't required to know exactly what all of them do, either.
    • Attack (Atk) increases the damage dealt with physical moves. It primarily correlates to the Pokémon's physical strength.
    • Defense (Def) decreases the damage taken from physical moves, and increases the chance of recovering from physical ailments (sleep, freeze, etc.). Max HP is half dependent on Resilience. It generally corresponds with either awareness, or body-hardness, depending on the species.
    • Special (Spc) increases the damage dealt with special moves. It may correlate with intelligence, especially in Psychic pokémon.
    • Resilience (Res) decreases the damage taken from special moves, and increases the chance of recovering from mental ailments (confusion, fear, etc.). Max HP is half dependent on Special Resilience. It usually corresponds with determination or courage.
    • Agility (Agi) helps a pokémon act more quickly in battle, and move both faster and further. Higher Agility also slightly increases accuracy and evasion.
    Each of these stats is usually determined with a number ranging from 1 to 20. A mere Magikarp likely has an Attack stat of 1, while a Mega Mewtwo X might have an Attack as high as 20. A Pokémon's stats are largely determined by its species, but can be adjusted by its nature, and can be specifically trained to be higher. Level has a very minor effect on stats.

    Pokémon earn experience points and levels to gain new moves, abilities, stat increases, and evolutions. A Pokémon's total experience will be noted in the trainer-character's profile. As a rough measurement, a pokémon gains about 15 exp in an evenly-matched battle where it carried its weight as part of the winning team. It always takes only 10 exp to each the next level, unless special conditions apply. A pokémon usually learns a move every other level, and may gain a new ability or stat increase on every 10th level. Evolutions occur at the appropriate level, as well as via other methods; evolutions cause stat boosts and ability changes appropriate to the evolved species.

    A pokémon always has at least one ability, but can learn and use several at once. There is no hard limit to how many abilities a pokémon can have, but it is uncommon to have more than two, and anything beyond three is quite rare. Abilities are not limited to those used in-game.

    A pokémon always knows at least four moves, even if it is a newborn pokémon at level 1. Moves are primarily learned by leveling up, but can also by taught via compatible TM. (Moves learned by level are only roughly based on canonical movesets.) If there's a move or ability that a pokémon could reasonably learn (whether or not they can learn it in one or all of the games), it can be taught this move by its trainer without needing to use a TM or tutor. However, the trainer must make clear and deliberate efforts over a long period of time for the Pokémon to learn this move, especially if it's an unusual move for the Pokémon to learn (such as Raticate learning Water Gun, or Machop learning Rollout).

    A pokémon can know dozens number of moves, but a trained pokémon is only prepared to use four moves in-battle at any given time. A player-trainer can only change which of his pokémon's moves are "battle ready" by using a PC at a Pokémon Center. Any moves which are not "battle ready" can be freely used outside of battle, for HM-like purposes. A wild pokémon generally only knows four to eight moves when it is caught, but it is relatively easy to train it to remember moves it would have learned at a lower level.

    Pokémon will often have abilities and moves they cannot have in the games, and frequently have abilities and moves which don't exist in canon at all.

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    About Battles and Controlling Pokémon
    Outside of battle, a player-trainer does not directly control his own pokémon. They are treated as separate characters, controlled by the GM. As such, they may have their own personalities and opinions--especially regarding their trainer and how they are being treated.

    In battle, a player-trainer does directly control his own pokémon--describing moves as they are used, and the results of those moves. In the wild, it is assumed a player-trainer will always have a pokémon outside its poke ball, ready to defend its trainer from a wild ambush.

    A battle begins when the GM introduces opponents for the players to face--either trainers or wild pokémon--including their HP percentage. In the wild, the player-trainers' readied pokémon are sent out into battle first. In a trainer battle, whoever initiates the challenge sends out pokémon first.

    Once a battle starts, all player-trainers control their pokémon by selecting one action to take--using a move, using an item, switching to a new pokémon, or performing another tactic such as manipulating the environment. The form and strategy intended behind moves, but players do not determine whether moves hit or miss, nor how effective they are. (Be creative with what you do--there's at least a dozen different ways for an Electabuzz to use Thunder Punch.) Immediately after posting, the player must use rolz (described later in this post) to roll a d20, which helps determine the success of the action taken. With a move, this determines accuracy--with higher rolls being more likely to hit, and the highest rolls being critical hits. If throwing a poke ball, the d20 roll affects whether or not the pokémon is caught. The d20 may have other effects when taking other actions, as appropriate.

    After all participating players post, the GM summarizes what the effectiveness of the players' actions, as well as what the opposing pokémon and trainers do.

    In a Triple Trainer Battle, about P6000 is earned after a victory--with presumably P2000 going to each player-trainer. Higher stakes can be agreed on beforehand. After a battle ends, the second post will be updated with each player-character's pokémon's current health and status, as well as newly-caught pokémon, or newly-earned monetary winnings.

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    About Trainers
    By the way, trainers can have skills and special abilities too.

    Each trainer has five skills. When a player-trainer attempts to do something challenging outside of battle, the GM may call for a d20 roll (on rolz; see later in this post) using one of that character's skills as a modifier. Each of these skills initially ranges from -5 (nearly helpless) to +5 (excellently skilled).
    • Athletics: Represents a character's overall physical strength, stamina, flexibility, and so on. It is useful for climbing a rocky surface, swimming through a stream, sprinting, blocking a cave entrance, or beating a Hitmonchan in an arm-wrestling contest. A character with low athletics is likely a pale nerd who could have trouble keeping up on long walks.
    • Insight: Represents a character's perception, gut instinct, and ability to notice that which is not inherently obvious. Most d20 rolls based on Insight are made in secret. A character with high Insight might be the only one in the group to notice that shiny thing nestled in the grass, or notice that Magikarp salesman is totally pulling your leg about that fish being level 19. A character with low insight is easily duped, will rarely if ever notice hidden items, and may be the unwitting victim of a sneaky pokémon or thief.
    • Outdoors: Represents a character's ability to get along in nature, navigate wilderness, forage for berries and identify which ones are good to eat, camp, send smoke signals, avoid dangerous pokémon, fish, and so forth. It also helps with tracking and identifying specific pokémon, and allows a player-trainer to more accurately search for specific pokémon in tall grass. A character without outdoors experience is liable to get lost or get food poisoning, and is less likely to track down specific pokémon.
    • Personality: Represents a character's charisma, social skills, and confidence. It is useful for persuading, deceiving, or intimidating pokémon as well as non-player-characters. It is useful for gathering information, being the center of attention, or generally getting your way in social situations. A character without much personality is likely a pushover or a loner
    • Livelihood: Notably, no player-trainers can have a Livelihood below 0, as this skill is not applicable to all player-trainers. For a trainer who has a hobby or profession outside of pokémon battling, this skill determines his or her talent in that field. A street performer could use this skill to put on a good show and earn some cash, a nurse could use it to help heal an injured pokémon, or a gardener could use it to help grow berries, among other possibilities.
    Each character begins with one of the following arrays for skills. Each number in the array must be one of the character's skills.
    Specialist Array: +5, +3, 0, -3, -5
    Adept Array: +4, +2, 0, -2, -4
    Cloudy Array: +3, +1, 0, -1, -3
    Jack's Array: +2, +2, 0, -2, -2

    For example, using the Specialist Array, you could make a character with the following skills:
    • +5 Insight
    • +3 Livelihood (Photography)
    • +0 Outdoors
    • -3 Personality
    • -5 Athletics

    In addition to skills, a character begins with two special trainer abilities that help him to better train, catch, or battle pokémon--or increase his skills in some special way. A few example abilities are listed below, but you are encouraged to suggest any you feel would fit your character.
    • Tough Training: Your pokémon are all trained specifically to endure all forms of damage. As a result, any pokémon you control has 10% more HP.
    • Critical Ace: You seem to have uncanny luck when it comes to your pokémon landing critical hits. (A normal move crits on a 20, while a move like Karate Chop or Slash crits on 19-20. Any crit rate boosting effect, like Focus Energy, doubles the crit roll window. A critical hit can never occur on a roll of 15 or less. Of course, a critical hit inflicts double damage.) Every physical move used by your pokémon has a crit window of at least 19-20.
    • Monotype Collector: You understand a specific pokémon type's movement patterns, and are able to sling a poké ball with higher accuracy. Select a specific pokémon type. Whenever you roll a d20 to catch a pokémon of that type, you may roll twice and use the higher result.
    • Make Friends: You prefer to gently befriend a pokémon than violently capture it. When attempting to catch a pokémon outside of battle, add your Personality skill to the d20 roll. When looking for a specific pokémon in the wild, you can use your Personality skill in place of your Outdoors skill.
    • Invigorating Voice: Through special training or pure luck, you are able to snap any pokémon to attention by shouting or singing something specific--waking it up from sleep, and snapping it out of confusion. It does not affect self-induced status. This only works once per battle, but does not consume your action for your post.
    • Gentle Touch: Once per battle, you can command one of your pokémon to use a gentle touch. The attack always leaves the target with at least 1% of its HP, like False Swipe.

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    Rolz
    Step 1. Go to Rolz.org and sign up.
    Step 2. Join a room named "Atos Region."
    Step 3. Immediately after making any post which requires a d20 roll, go to this room and type in 1d20. That way I'll know what you rolled, and that you couldn't possibly have cheated.

    Make sure you roll after you post! If you roll before you finish your post, you might be tempted to do something differently.

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    Homebrew Content
    In the Atos Region, you will come across moves, abilities, and items not seen anywhere else. Although there are not any known pokémon species exclusive to this region, there are aberrant pokémon which do not follow the norms for their species.

    All homebrew moves and abilities the players have come across can be found in this spreadsheet.

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    One last thing...
    Keep in mind that the games are designed to be one-size-fits-all. This is a role-play, so I can cater things specifically to how you (and the other players) want to do things. It's your adventure as much as it is my own.

    Notably, the way things are run in Atos in its sister regions is a little bit different--mainly in that trainers can have special abilities here. Still, cross-over play may happen in the future.
    Last edited: May 18, 2016
  2. Guy

    Guy Admin admin

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    Cecília Raposa (Chaos James)
    Female, 18
    Professional Trainer
    Hails from the southern coast of Hoenn

    Appearance
    Show Spoiler
    [​IMG]

    Personality
    Cheerful and often daydreaming away her free time, Cecília is a surprisingly hard worker and determined individual, always striving to get work done, though finds herself procrastinating with her writing. She can be a creature of habit, accustom to waking up at dawn each morning for a run through the back woods along a route long since burned into her subconscious.

    Backstory:
    Cecília grew up in an out of the way villa near the southern coast of Hoenn. She lived there with her parents and would often spend her days visiting with her grandparents whom lived nearby. Cecília and her Grandfather would often spend hours together on walks, just talking and enjoying spending time together. He always encouraged her and wanted her to keep up her writing, which she was always self-conscious about.

    It has been a few years since her Grandfather had passed away though, and while she misses him, it has also furthered her convictions to write her stories. With some money saved up working at a nearby hotel, and her love of nature driving her onward, Cecília has decided to travel far and wide. She wants to meet new people, catch new Pokemon, and gather a lot of experiences so she can come home and write something her Grandfather would of been proud of.

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    Trainer Capabilities
    Skills
    • +4 Athleticism
    • +2 Insight
    • +0 Livelyhood (Writing)
    • -2 Personality
    • -4 Outdoors

    Abilities
    • Sprints Training - Your Pokémon are all trained daily in running for long periods of time to increase overall movement speed. As a result, any Pokémon you control has +1 Agility.
    • ??? - Unknown.

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    Pokémon in Party
    [​IMG][​IMG]
    Quake: Lv5 Aron ♂ ~ 24 / 24 HP
    3 Atk / 1 Spc / 5 Def / 1 Res / 2 Agi
    - Sturdy
    - Sprints Training
    Tackle
    Harden
    Mud-Slap
    Iron Whirl

    [​IMG] Egg: Lv0 Tepig
    0 / 40 ~ Hatch Progress

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    Inventory
    • P2000
    • K - Trainer License
    • 2 - Heal Balls
    • 3 - Poké Balls
    • 1 - Potion
    • 1 - Oran Berry
    Last edited: Nov 7, 2015
  3. Guy

    Guy Admin admin

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    Steven Bjorn (Cloud)
    Male, 20
    Former Fisherman, Currently Trainer
    Hails from Fallarbor Town, Hoenn

    Appearance
    Steven appears as… well, true to his last name, almost bear-like, in a sense. You wouldn’t really be able to guess that he’s related to the line of slim, lithe people that claim to be ‘dragon tamers’ – no, he’s essentially the definition of big and bulky. Fortunately, he’s not actually all that fat – and for every pound of fat on his body, there’s at least two more of muscle. Overall, he’s a very tall, imposing figure, with dark hair around most of his body. If you saw him while he was at peace, you’d probably get the feeling that he’s slothful or lazy; and indeed, the dark stubble around his face and the almost windswept hair that bounces to and fro as he walks is surely an indicator of this.

    While most other facets of his body seem to be dark, his eyes are a contrast – they’re a stark, almost steely blue against the otherwise very dark individual that he is. Needless to say, grooming is not exactly his strong suit – his body is very hairy, though thankfully, he doesn’t smell… so long as he bathes every so often.

    His clothing is usually dark, earthy tones. He very frequently wears cargo pants, owing to his ‘profession’ as a fisherman, and is nearly constantly in need of places to store different odds and ends. He almost never wears hats, thinking that he looks unattractive in them. His shirts are usually black, or at the least, brown or tan. Sometimes, if the weather gets cold enough, he has a tan overcoat that ends just below his waist. It’s otherwise devoid of features – and through these choices in his fashion, it becomes apparent as to what kind of man he is. Typically, his feet are covered in rather solid work boots, owed to spending the majority of his life in the arid and mountainous Fallarbour Town.

    Personality
    It could be said that Steven is a very lazy individual, but that’s not quite right – a more proper term is simply ‘laid back’. He nearly refuses to take any kind of struggle head on, and typically desires to ‘go with the flow’. Sometimes, he laughs at this, as fishing is almost assuredly an incredibly lazy profession – one which he is well-versed in, but not necessarily something he
    desires to do.

    Going to back to his laziness, he has an almost-talent, of sorts; while he is very slothful, he has an underlying ambition to get out of the small community that he’s spent much of his life in. Even after he left, this ambition still has not ceased – no, now that he is in Svallin Village, he finds himself spending day, after day, after day, training and preparing his PKMN, in an effort to prove himself to the elders of the clan he is so distantly related to. That being said, it is very clear – to anyone who watches him, really – that he has an innate desire to be seen in a positive light by almost anyone.

    Backstory:
    Steven is very vaguely descended from a clan of dragon tamers in Svallin Village. That being said, he grew up having a country-bumpkin life in Fallarbour Town. Fallarbour Town was always a small town – made up of fishermen, farmers, and the odd researcher (namely, Professor Cosmo, who studied the meteorites that were frequently found within the falls). Steven grew up having no ambition, really. His life was a boring, slow, steady one – until his
    grandfather passed nearly a year back, that is.

    But more important are his experiences in Fallarbour Town which… weren’t really all that important. His parents were simple folk who didn’t aspire to much. His father – despite their heritage – didn’t want to go off and deal with PKMN for a living. Instead, he was content to become a simple farmer, destined for simple things. However, fate, of course, had different plans for the boy – and all of Hoenn, it seemed. The environmentalist crime syndicates – Team Magma and Team Aqua – had, of course, taken it upon themselves to unleash the two – and then three – sleeping titans within Hoenn.

    Steven had no role in that story, but knowing that someone who amounted to a fifteen year-old child had saved his entire homeland made him feel… Well, useless, certainly. It made him desire more; more power around his surroundings, and more power when it came to dealing with issues that involved him.
    Perhaps, then, that it is why he chose to embark to the Atos region when his grandfather told him of his distant heritage. The journey there was a long one – one that he won’t be willing to do again for some time.

    Either way, he’s spent the last few months – about half a year, as far as he can guess – at the base of the perilous Mt. Halberd, learning about raising and training PKMN and all their uses. He has gone on grueling climbs, hikes, and explored far into what he perceives as wilderness, even though it really isn’t. With the watchful eyes of his elders upon him, they’ve shaped him into someone who, at the very least, can tell a Geodude from a Pikachu. He’s also received the first two PKMN that he can claim are his – a Charmander and an Axew, both hatchlings found on Mt. Halberd. While he doesn’t quite know them yet, the elders of his dwindling clan are, so far, confident that he can make his own way in Atos, and have sent him to Silver City to gather his bearings and make his way from a less dangerous area.

    After all, he doesn’t want to get mauled by a Haxorus or something.

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    Trainer Capabilities
    Skills
    • +3 Athleticism
    • +1 Outdoors
    • +0 Livelyhood (Fishing)
    • -1 Insight
    • -3 Personality

    Abilities
    • Fierce Training - Mt. Halberd is a dangerous area, and training his Pokémon there have only made them more fierce as a result. His Pokémon gain +1 Atk, but lose -1 SpAtk. This cannot normally increase a pokémon's Atk above 9 or its SpAtk below 0.
    • Power Nap - Steven's Pokémon know the virtue of a quick rest. This ability allows him to refresh his party, once a day, as if he had treated his team at a Pokémon Center.

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    Pokémon in Party
    [​IMG] Hyperion: Lv5 Charmander ~ 12 / 12 HP
    3 Atk / 2 Spc / 1 Def / 2 Res / 3 Agi
    - Blaze
    Scratch
    Growl
    Tail Torch
    Aerial Ace

    [​IMG] Achilles: Lv5 Axew ~ 12 / 12 HP
    4 Atk / 1 Spc / 2 Def / 1 Res / 2 Agi
    - Mold Breaker
    Scratch
    Leer
    Harden
    Dragon Breath

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    Inventory
    • P2000
    • K - Trainer License
    • 2 - Heal Balls
    • 3 - Poké Balls
    • 1 - Potion
    • 1 - Oran Berry
    Last edited: Nov 4, 2015
  4. Guy

    Guy Admin admin

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    Alexandra Blunt (Double_r111)
    Female, 24
    Museum Guide
    Hails from Silver City, Atos

    Appearance
    At about 5’8, Alexandra is on the tall side. Slim and fit, Alexandra keeps healthy through her regular outdoor excursions, but isn’t exceptional compared to someone who actively partakes in fitness training. Alexandra has a habit of tying her long hair while in the wilderness or otherwise hiding it in hats to keep it out of her way. It takes on the appearance of a mess of dirty blonde curls when she does let it down. Alexandra generally wears jeans and T-shirts, possibly with a sweatshirt of coat depending on the weather and time of year. At her Museum job, she has to dress more formally than that, but still keeps as casual as she can without being called out on it, with jeans, a long sleeve shirt, and a name tag.

    Personality
    Alexandra is introverted and prefers to keep to herself where possible. This has left her with fewer friends than many other people, but through her job requiring her to talk to so many people on a daily basis she’s been forced to make some decent friends. Alexandra has admitted that if she weren’t so passionate about pokemon and their history, it would be a nightmarish position for her. Instead, she tolerates it and even enjoys her job teaching the public about pokemon in times past. When not working, Alexandra is very much an outdoorsman. She loves the peaceful and isolated atmosphere of mother nature and when time permits it often disappears camping for days at a time.

    Alexandra is generally an optimistic person, and although it can be a breath of fresh air to those who know her well, it has had the unfortunate side effect of leaving Alexandra more naive about the world than most people. Alexandra can have trouble detecting lies or scams, and is susceptible to falling for them without obvious hints or someone helping her along. She doesn’t care much for what others think of her, and finds dressing for show pointless. Alexandra very much prefers straightforward practicality and things that work, and presents herself accordingly.

    Backstory
    Alexandra was born and raised in Silver City, and has grown used to the chaotic noisy environment of the city. She doesn’t like it per se, but she’s more than used to it. When she was a teenager she found her passion for pokemon and their history, and volunteered working with pokemon. When Alexandra entered college she majored in the history of pokemon, and has since graduated and got a job at the Silver City Natural History Museum in the prehistoric pokemon area. She was provided an Amaura named Cabot while working at the museum, that she gives guides with and uses to help explain the history of pokemon in the Atos region. Alexandra later became inseparable with Cabot. For her 24th birthday, her family got her a mysterious pokemon egg.

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    Trainer Capabilities
    Skills
    • +4 Outdoors
    • +2 Livelyhood (Museum Guide)
    • +0 Athleticism
    • -2 Insight
    • -4 Personality

    Abilities
    • Regional Knowledge - Alexandra has more knowledge of the region and it’s pokemon than the average person, and can use this to her ability to increase the chances of successfully finding a pokemon she’s searching for. When doing so, she can roll two d20s and use the higher result.
      Foraging - Alexandra can use her knowledge of the outdoors to more effectively forage for berries and have a chance of finding a berry she’s searching for. When doing so, she can roll two d20s and use the higher result.

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    Pokémon in Party
    [​IMG] Cabot: Lv5 Amaura ♀ ~ 20 / 20 HP
    2 Atk / 3 Spc / 2 Def / 3 Res / 2 Agi
    - Refrigerate
    Powder Snow
    Dew Coat
    Steamroller
    Bounce
    Growl

    [​IMG] Egg: Mystery Species
    0 / 50 ~ Hatch Progress

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    Inventory
    • P2000
    • K - Trainer License
    • K - Pokédex
    • K - Pokégear
    • TM - Steamroller
    • TM - Bounce
    • 2 - Heal Balls
    • 3 - Poké Balls
    • 1 - Potion
    • 1 - Oran Berry
    Last edited: Nov 4, 2015