Post by Manah on Jul 31, 2022 15:36:36 GMT -5
ORIHIME
The Ultimate Pokémon?
The Ultimate Pokémon?
QUOTE: "I have no idea how it happened, but I guess that's just the way it is now. I don't mind, though... as long as I get to fight, I'm having fun.♥"
Real Name: Inoue Orihime
Age: 21
Pokémon Level: 32 (Her Shun Shun Rikka is WAY more powerful than her 'level' implies, however.)
Other Aliases: Hime, Pokegirl, Fairy Queen
Occupation: Adventuress
Marital Status: Single
Height: 5'5"
Weight: 126 lbs
Eye color: Brown
Hair color: Orange
Species: Spiritually-enhanced Unique Mythical ♀ Fairy Pokémon?
Notes: Orihime's Reiatsu/Aura's color is golden-yellow.
Active Type(s): WATER
ABILITIES
Int: 13
Str: 2/4*
Agl: 3/4*
Spd: 2/4*
Dur: 4/5*
HEALTH: 4/5* P.L: 1
ENERGY: 18/21* P.L: 3
REGEN: 9/10* P.L: 1
NOTE: Abilities marked with an asterisk (*) are due to Orihime using the Subsitution option of her Pokémon forms power, see below.
ACTIONS
Close Combat: 5
(Str.bonus or Wpn.modifier)
-Efficient
-Hand-to-hand
-Shotokan Karate (FIGHTING Type)
-Acrobatic Fighting
-Fighting multiple/larger opponents
-Fighting Pokémon
Ranged Combat: 3
(Agl.bonus or Wpn.modifier)
-Thrown objects/Weapons
-Improvised Weapon
-Precise throw
Acrobatics: 3
(Agl.bonus)
Swimming: 5
(Spd.bonus)
-May exceed Normal Human Speed limits
Shun Shun Rikka: 9
(Int.bonus)
-Efficient
-Orihime's spiritual power is harbored in her pair of hairpins, which are composed of six small Fairy-like spirits, each of whom are two petals on the clips when inactive; only spiritual-aware beings can see them. They allow Orihime to reject phenomena by denying or undoing events in various forms, providing her with the power to perform nearly countless feats through them. When not manifested, they appear similar to origami paper plane-like shapes. Her powers include the following:
- Manifest Spirits (1 stone/panel to activate and maintain; needs not to pay that cost if she pays for other uses of this power. If she so pleases, she can will one, more or all of her Spirits to manifest by her side to possibly provide guidance or advice, or simply to perform her other powers. Her spirits are:
- Ayame (A brunette girl with a quiet personality who wears dresses larger than her body. She is mostly in charge of Shun Shun Rikka's healing abilities, along with Shun'o.)
- Baigon (A male, bald, brawny and large spirit with a mask covering the bottom of his face. He handles Shun Shun Rikka's defensive powers for the most part.)
- Hinagiku (An energetic male spirit with pointy ears and a large eye patch accessory ending in a horn-like protusion. He also mostly handles defensive uses of the power.)
- Lily (A pretty futuristic-looking pinkette female spirit in a blue bathing suit and yellow goggles, with a tattoo on her backside. She assists Baigon and Hinagiku in defensive matters.)
- Shun'o (A friendly, young male spirit with a topknot and blond hair, in charge of healing alongside Ayame. He and Tsubaki are usually the ones talking to Orihime most often.)
- Tsubaki (A fiery male spirit with dark hair and eyes, whose face is covered with a mask. He is the only spirit capable of offense among the six, and his power grows with her anger and killing intent. In the past, this made him limited and weakened in power due to her peaceful and timid nature, but since she gained the powers of a Gyarados, he has gained a significant boost of power.)
- Koten Zanshin (As Force Blast, 3x damage, AP, Ignores 6 Toughness if No AP. Fairy type. Summoning Tsubaki, she sends him through an enemy, where he repels 'both sides of the shield' he produces, which essentially splits the victim in two.)
- Santen Kesshun (As Force Field, Effective VS Magic and Mental, May parry Atks VS Abilities if her AN is higher, Defensive stones are doubled; May not be used to attack. This extremely powerful triangular shaped shield is manifested by summoning Baigon, Hinagiku and Lily, and can repel, parry or deflect almost any attack.)
- Shiten Koshun (As Santen Kesshun, but also works as Energy Absorbtion/Reflection at AN, Must reflect immediately or lose the energy absorbed; Reflects energy as a Koten Zanshin-like blast at stones played with the same advantages, and may add her absorbed stones up to AN to the blast. This devastating counterattack uses four of her spirits at once, namely Baigon, Hinigaku, Lily and Tsubaki, and is extremely powerful when used right.)
- Soten Kisshun (An extremely potent healing power bordering on God's power territory. Its effects are as follows:
- Magical Healing (As the Action; 2x AN White Stones of Healing per day.)
- Regrow Limbs (8 stones per limb; takes 1 panel per limb to use.)
- Resurrection (12 stones per being; Cannot use if she feels any self-doubt. Orihime is literally capable of resurrecting the dead and bring them back to life. At GM's discretion, some individuals might not be able to be resurrected, possibly due to higher powers being opposed to it.)
- Reject Negative Effects (Stones VS Hostile Effect's AN or Resistance, to cure poisons/illnesses, lift curse/hexes/jinxes, dispel hostile or harmful spells, or otherwise negate pretty much any other negative effect into non-existence.)
- Healing Shield (While the healing occurs, the target's body - or just the targeted body part, at Orihime's discretion, is protected by a weaker Santen Kesshun, namely as above, but up to AN, and defensive stones are not doubled.)
-Originally, Orihime needed to state the words 'I Reject!' to use this ability. This is no longer the case, but she still often does so out of habit.
-Requires her Hairpin to use
-NOTE: These are the abilities Orihime has developped over time in her past, but they are by no means the true extent of her actual potential. In truth, the nature of her power implies she could potentially learn to reject almost anything, including and up to metaphysical concepts, or the very building blocks of reality itself. Should she ever improve her skills with it, there is no telling what her actual limitations - if any - would be. But one thing is for sure, she definitely has room for improvement.
Telekinesis: 6
(Int.bonus and Wpn.modifier)
-Efficient
Mastery of Electricity/Wood: 7
(Int.bonus)
-Create/Manipulate
-Animate Trees (As Summoning, Summoned beings are always loyal to user; user cannot move while this effect is in action, due to using roots into the ground to do so.)
-Absorb 3 stones of Energy from power sources
Physical Moves: 6
(Str.bonus)
-Efficient
-Physical Moves are techniques which usually involve her getting up close and personal with an opponent, akin to Close Combat, though they could have many varied effects. Her currently known moves include:
- Assurance (DARK type. As Close Combat, 2x damage if target has already been damaged on the same panel.)
- Astonish (GHOST type. As Close Combat; deals damage normally, and will cause the target to Flinch - which prevents them from attacking for 1 panel - if the attack beats the target's Intelligence + Mental Defense. Also, it will lower the victim's Initiative by -1 for 1 panel/stone played, up to AN. This effect stacks with additional uses or similar effects up to -6, but the Duration simply gets reset with each casting.)
- Bind (NORMAL type. As a Close Combat Atk VS Defense, Ignoring Toughness and Armor to grab the target; If successful, allows an Atk of up to AN VS Agility. Success at that point will deal 1w of damage/panel for 1 panel/red stone of 'damage', during which the victim is immobilized in the user's grasp.)
- Bite (DARK type. Orihime bites an opponent with sharp fangs.)
- Branch Poke (GRASS type. As Close Combat.)
- Circle Throw (FIGHTING type. Standard Close Combat attack, but if successful, tosses the victim by 1 yard/red stone of damage. If in a Pokémon Trainer fight, the trainer is forced to switch pokémon.)
- Crunch (DARK type. As Close Combat, 2x damage. An even stronger, more aggressive version of Bite.)
- Double-Edge (NORMAL type. As Close Combat, 2x damage; the user takes 1/3, rounded down, of the damage inflicted as recoil damage.)
- Extreme Speed (NORMAL type. As Close Combat; May use Speed instead of Str.bonus; always strikes first, regardless of Initiative, unless an opponent has a similar ability, in which case highest Initiative goes first, or at the same time if equal.)
- Fake Out (NORMAL type. As Close Combat, 100% chance of the target flinching - which prevents them from attacking for 1 panel; Only works on the first panel of a fight when the user begins fighting; otherwise the move will fail.)
- Feint (NORMAL type. As Close Combat, will Disrupt defensive moves for 1 panel, such as barriers and force fields if its AN beats theirs. Additionally, always strikes first, regardless of Initiative, unless an opponent has a similar ability, in which case highest Initiative goes first, or at the same time if equal.)
- Flail (NORMAL type. Suffers a -3 sitmod when undamaged, and -1 when only having 1w of damage; but gain +1 to the Attack per White Stone of Health lost after that, up to +5.)
- Fury Swipes (NORMAL type. Atk VS Defense, Ignoring Toughness and Armor; if successful, deals 1 to 3w of damage, rolled with a die, from multiple weak slashes.)
- Horn Leech (GRASS type. As Close Combat; the user recovers Half the White stones of Health deal in damage, rounded up.)
- Ice Fang (ICE type. As Bite, with 10% chance of Atk VS Durability to freeze target solid.)
- Iron Head (STEEL type. As Close Combat, with 30% chance of causing target to Flinch - which prevents them from attacking for 1 panel.)
- Last Resort (NORMAL type. As Close Combat, 3x damage; Only functions if she has used three other moves before this one.)
- Metal Burst (STEEL type. As Close Combat; gains +3 sitmod to the Attack per white stone of damage received in the last attack that damaged her. If she didn't take damage in a given fight, this move fails.)
- Metal Claw (STEEL type. As Close Combat; also has 10% chance of increasing Physical Moves/Attacks by +1 for stones played panel up to AN. This effect stacks with additional uses or similar effects up to +6 AN, but the Duration simply gets reset with each casting.)
- Nuzzle (ELECTRIC type; if successful, deals 1w damage and acts as Atk VS Durability to paralyze. This 'attack' is actually just her nuzzling someone with an electricity-charged nose.)
- Pay Day (NORMAL type. As Close Combat, but every time it is used, this move manifests $5 USD/level of the user, or $150 in her current case, in her possession. This amount may be doubled via the move 'Happy Hour', and/or by her equipping an Amulet Coin or Luck Incense; both stack together.)
- Phantom Force (GHOST type. On the first panel it is used, the user goes Invisible at AN for 2 stones. Then, on the second panel, acts as Close Combat, and deals 2x damage if the target can't see her.)
- Pound/Slam (NORMAL type. A very basic, physical strike.)
- Psycho Cut (PSYCHIC type. As Close Combat, also increases Critical Hit by +1 MN for this one attack.)
- Quick Attack (NORMAL type. As Close Combat; May use Speed instead of Str.bonus; always strikes first, regardless of Initiative, unless an opponent has a similar ability, in which case highest Initiative goes first, or at the same time if equal.)
- Rapid Spin (NORMAL type. Area Effect 2 Close Combat attack centered on the user, which automatically frees the user from grappling/binding techniques/effects if the user's AN exceeds the AN of such effects. Additionally, it increases the user's Initiative by +1 for 1 panel/stone played, up to AN. This effect stacks with additional uses or similar effects up to +6, but the Duration simply gets reset with each casting.)
- Revenge (FIGHTING type. Attack is delayed at the end of the panel; acts as a Close Combat action. If the user was damaged during the panel, this attack gains a +5 sitmod.)
- Rollout (ROCK type. Rollout acts as an Attack mix of Close Combat/Acrobatics. For AN panels up to 5, the user only uses this attack - they may still defend with other actions - with the attack increasing to 2x damage on the 3rd and 4th panels, and 3x damage on the 5th.)
- Scratch (NORMAL type. As Close Combat, via claws. A simple claw attack.)
- Shadow Claw (GHOST type. As Close Combat via claws; also increases Critical Hit by +1 MN for this one attack.)
- Sky Attack (FLYING type. On the first panel it is activated, the user will glow brightly. It then acts as Close Combat on the 2nd panel, 3x damage, with 30% chance of causing the target to flinch - which prevents the Target from attacking for 1 panel - and increases Critical Hit by +1 MN for that attack; Requires user to use in conjunction with Flight on either the 1st or 2nd panel to use.)
- Sucker Punch (DARK type. May use Speed instead of Str.bonus; always strikes first, regardless of Initiative, unless an opponent has a similar ability, in which case highest Initiative goes first, or at the same time if equal. This move only succeeds if the opponent is planning on using a Physical or Special Move - or similar attack for non-Pokémon at GM's discretion; otherwise, it will fail.)
- Tackle (NORMAL type. A straightforwad tackling move.)
- Thunder Wave (ELECTRIC type. Stones VS Intelligence to paralyze for 1 panel/red stone of 'damage'.)
- Wood Hammer (GRASS type. As Close Combat, 2x damage, Normal and Stun damage; User will suffer 1w of recoil damage. This attack manifests a huge wooden hammer which the user strikes their foe with.)
Special Moves: 6
(Int.bonus)
-Efficient
-Special Moves are techniques with energy, magical or mystical-based effects which fall outside the realm of most normal abilities of the natural world, and can include superpowers, energy beams, and psychic abilities, among many others. Her currently known moves include:
- Air Slash (FLYING type. As Force Blast, with 30% chance of causing the target to Flinch - which prevents them from attacking for 1 panel - and lowers the Target's Initiative by -1 for up to AN panels. This effect stacks with additional uses or similar effects up to -6, but the Duration simply gets reset with each casting.)
- Ancient Power (ROCK type. As Force Blast, with 10% chance of increasing the user's Physical Moves/Attacks, Special Moves/Attacks, Toughness, Magical/Mental Defense and Initiative by +1 for up to AN panels. This effect stacks with additional uses or similar effects up to +6, but the Duration simply gets reset with each casting.)
- Aura Sphere (FIGHTING type. As Force Blast, 2x damage, with a +5 Good Luck effect for the purpose of hitting its target.)
- Brine (WATER type. As Force Blast, 2x damage VS Targets with less than 50% Health left; Range 3. A short but damaging burst of pressurized water.)
- Confusion/Psybeam (PSYCHIC type. Atk VS Intelligence + Mental Defense. Also, has 10% chance of confusing the target for 1 panel/stone played up to AN. When this happens, instead of whatever Actions they were planning to use, the target has 1/3 or 33% chance of hitting themselves with a base, NORMAL type Physical Move attack of as many stones as they can put in it at the moment.)
- Electro Ball (ELECTRIC type. As Force Blast; the attack gains a +1 sitmod/2 ANs of Speed she has over her opponent, up to +5.)
- Fairy Wind (FAIRY type. As Force Blast.)
- Hex (GHOST type. As Force Blast, 2x damage when target suffers from a negative Status effect.)
- Psyshock (PSYCHIC type. A Mental Attack but against regular Defense instead of Mental Defense.)
- Spark (ELECTRIC type. As Force Blast, and 30% chance of Atk VS Dur to paralyze for 1 panel/red stone of 'damage'.)
- Spit Out (NORMAL type. As Force Blast, Normal damage; gets +2 sitmod per previous use of the move 'Stockpile'. If she hasn't used the Stockpile move prior to using Spit Out, the move fails. This is essentially her spitting out food at a foe so hard, it will hurt them.)
- Swift (NORMAL type, as Force Blast, Good Luck +5 for the purpose of hitting the target. Appears as her firing a series of small energy stars at the target.)
- Tri Attack (NORMAL type. As Force Blast, with 20% chance of causing one of the following effects: Atk VS Dur to Freeze solid, Atk VS Dur to set the target aflame, OR Atk VS Durability to paralyze the victim for 1 panel/red stone of 'damage', up to AN panels.)
- Twister (DRAGON type. As Force Blast, Area Effect 2 around point of impact, Indirect. Deals 2x damage to opponents caught in midair, such as flying or mid-jump. Generates a strong but small and focused tornado from the ground to high in the sky.)
- Whirlpool (WATER type. Atk VS Agility+Ref.Dodge; if successful, deals 1w of damage every panel for 1 panel/red stone of 'damage', up to 5 panels, and also prevents the victim from moving from where they stand while it lasts, though they can still defend themselves. Traps the victim in a strong whirlpool.)
Status Moves: 5
(Int.bonus)
-Efficient
-Status Moves are usually techniques affecting opponents' status, although it might include other, unusual moves. Her currently known moves include:
- After You (NORMAL type. Stones played up to AN to increase another person's Initiative up to allowing them to act immediately after the user, ignoring Moves allowing others to act before anyone else.)
- Ally Switch (PSYCHIC type. 5 stones to use. If user is a Trainer's pokémon, allows them to switch with another of said trainer's pokémon instantly. This move always takes effect first, regardless of Initiative, unless an opponent has a similar ability, in which case highest Initiative goes first, or at the same time if equal.)
- Baton Pass (NORMAL type. If the user is part of a Pokémon trainer's team, this move allows her to switch out with another Pokémon, transferring all positive and negative stats changes to the next one.)
- Bulk Up (FIGHTING type. Increases Physical Moves/Attacks and Toughness by +1 sitmod/MN for 1 panel/stone played up to AN. This effect stacks with additional uses or similar effects up to +6 sitmod/MN, but the Duration simply gets reset with each casting.)
- Charge (ELECTRIC type. As Accumulate Energy at AN for 1 panel, May only be used to boost an Electric offensive move either on the same panel, or the panel after. If an offensive move of another type is used, or no offensive move is used at all by the next panel, the accumulated energy dissipates harmlessly.)
- Charm (FAIRY type. Stones VS Intelligence to lower Physical Moves/Attacks by 2 ANs for stones played panels, up to AN. This effect stacks with additional uses or similar effects up to -6 AN, to a minimum of 1, but the Duration simply gets reset with each casting.)
- Confuse Ray/Sweet Kiss (GHOST/FAIRY type. Atk VS Intelligence + Mental Defense; deals no damage; if successful, target becomes confused for 1 panel/stone played up to AN. When this happens, instead of whatever Actions they were planning to use, the target has 1/3 or 33% chance of hitting themselves with a base, NORMAL type Physical Move attack of as many stones as they can put in it at the moment.)
- Copycat (NORMAL type. Stones up to AN VS Intelligence to copy the technique of an opponent; if successful, full stones played are then used to perform that same move as appropriate, following the original move's same advantages and disadvantages.)
- Curse (GHOST type. If the user is GHOST type, Atk VS Durability to curse the target to lose 1/4 of their Max Health, rounded up, every panel for up to AN panels, until they are either switched out - if the target is a pokémon in a Trainer battle - or they die; however, if successful, it also sacrifices Half the user's Max Health, rounded up, as well. If the user is any other type, it will lower their Initiative by -1, and increase Physical Moves/Attacks and Toughness by +1 both. This effect stacks with additional uses or similar effects up to +6/-6, but the Duration simply gets reset with each casting.)
- Destiny Bond (GHOST type. Atk VS Dur + Magical Defense; deals no damage. If successful, should the user be defeated on the next panel by an enemy attack, the attacker will also be knocked out immediately after. NOTE: Dynamax Pokémon, and at GM's discretion, other very powerful foes, might be immune to this effect.)
- Defense Curl (NORMAL type. Increases the user's Toughness by 1 MN for 1 panel/stone played up to AN, and adds +3 to Rollout or Ice Ball for the rest of a fight. The Toughness boost stacks with additional uses or similar effects up to +6 MN, but the Duration simply gets reset with each casting.)
- Disable (NORMAL type. Atk VS Intelligence, deals no damage; if successful, prevents the use of a Pokémon Move, or an Action, for 1 panel/stone played, up to AN.)
- Encore (NORMAL type; Stones up to AN VS Intelligence to force a target to only use one of the last Actions they used in their latest turn for 1 panel/red stone of 'damage'.)
- Focus Energy (NORMAL type. Increases Critical Hit by +2 MN for 1 panel/stone played, up to AN. This effect stacks with additional uses or similar effects up to +6 MN, but the Duration simply gets reset with each casting.)
- Follow Me (NORMAL type. Stones VS Int + Mental Defense, Broadcast, to cause opponents to target the user with their attacks/moves/effects, even if said moves are healing/positive effects, for 1 panel/stone played, up to AN. If an opponent affected by this cannot reach the user with their move, they will instead attempt it against their actual intended target as normal.)
- Forest's Curse (GRASS type. Stones VS Dur + Magical Defense to add the type GRASS to the user for AN panels. If the target is dual type, it temporarily has 3 types at once.)
- Growl (NORMAL type. Area Effect 2 Stones VS Intelligence to lower targets' Physical Moves/Attacks by 1 AN for stones played panels, up to AN. This effect stacks with additional uses or similar effects up to -6 AN, to a minimum of 1, but the Duration simply gets reset with each casting.)
- Growth (NORMAL type. Increases Physical Moves/Attacks and Special Moves/Attacks by +1. In Harsh sunlight, it increases them both by +2 instead. This effect stacks with additional uses or similar effects up to +6, but the Duration simply gets reset with each casting.)
- Helping Hand (NORMAL type. As Power Boost at AN, up to Half the AN of the targeted Action of an Ally's.)
- Hone Claws (DARK type. Increases Physical Moves/Attacks by and adds a Good Luck (Specifically to hit a target) of +1 for stones played panels up to AN. This effect stacks with additional uses or similar effects up to +6 AN/MN, but the Duration simply gets reset with each casting.)
- Ingrain (GRASS type. Roots the user firmly into the ground, healing 1w of Health per panel for up to AN panels. While active, the user is immune to Moves which would cause her to switch out - if in a Pokémon trainer battle - or other effects that could move her around as per Immovability. However, she is also unable to move from her location for the duration and becomes vulnerable to effects requiring contact with the ground even if she's a FLYING type or has the Ability 'Levitate'.)
- Iron Defense (STEEL type. Increases the user's Toughness by +2 MN for stones played panels, up to AN. This effect stacks with additional uses or similar effects up to +6 MN, but the Duration simply gets reset with each casting.)
- Kinesis (PSYCHIC type. Atk VS Int + Mental Defense, deals no damage; if successful, the victim suffers a -1 Bad Luck effect to all Attacks for the purpose of hitting the target for 1 panel/stone played up to AN. This effect stacks with additional uses or similar effects up to -6 MN, but the Duration simply gets reset with each casting.)
- Leech Seed (GRASS type. Atk VS Defense, Ignores Toughness and Armor; if successful, 'seeds' the opponent for 1 panel/red stone of 'damage' up to AN panels, which will drain 1w of Health - or 2w if the target takes 3x damage from GRASS - and heal the user by as many white stones.)
- Leer (NORMAL type. Stones VS Intelligence to lower a target's Toughness by 1 MN for stones played panels, up to AN. This effect stacks with additional uses or similar effects up to -6 MN, but the Duration simply gets reset with each casting.)
- Life Dew (WATER type. As Magical Healing at Half AN, rounded up, on all allies within Area 3.)
- Metronome (NORMAL type. Metronome can have one of two effects, at GM's discretion. Either it duplicates another Pokémon move at random, or it acts as an Hex Sphere effect at up to AN. In both cases, the user has no control on the result, although it is typically beneficial to them.)
- Play Nice (NORMAL type. Stones VS Intelligence to lower a target's Physical Moves/Attacks by 1 AN for stones played panels, up to AN. This effect stacks with additional uses or similar effects up to -6 AN, to a minimum of 1, but the Duration simply gets reset with each casting.)
- Psych Up (NORMAL type. Resets all of the user's stat boosts, and copies the target's own instead, including Physical Attacks/Moves, Toughness, Magical/Mental Defense, Initative, Good Luck to Hit, Ref.Dodge and Critical Hits bonuses/boosts.)
- Rain Dance (WATER type. As Manipulate Weather, only to cause Rain; Area Effect; Lasts for up to AN panels.)
- Recover (NORMAL type. As Mutant Healing, May heal up to 2x AN White stones per day, Usable only on self. 8/10w per day remaining.)
- Reflect (PSYCHIC type. As Force Field, defensive stones not doubled, Only usable for defense.)
- Scary Face (NORMAL type. Lowers a target's Initiative by -2 for stones played, up to AN. This effect stacks with additional uses or similar effects up to -6, but the Duration simply gets reset with each casting.)
- Safeguard (NORMAL type. Protects user and allies within Area 3 upon casting from suffering any Negative status effects from enemy attacks for up to AN panels.)
- Splash (NORMAL type. No Cost. Typically useless in battle, but acts as a +1 Leaping modifier when jumping out of water.)
- Stockpile (NORMAL type. Increases Toughness and Magical/Mental Defense by 1, for 1 panel/stone played up to AN. This effect stacks with additional uses or similar effects up to +6 MN, but the Duration simply gets reset with each casting. NOTE: After being used three times, being used again will cause it to fail. Also, if she uses the moves Spit Up or Swallow afterwards, said moves will receive a +2 sitmod/previous use of Stockpile up to three, after which the accumulated bonuses of Stockpile will be lost. Requires the user to eat food to use.)
- Swagger (NORMAL type. Atk VS Intelligence + Mental Defense; deals no damage; if successful, increases the target's Physical Moves/Attacks by +2 and they becomes confused, for 1 panel/stone played up to AN. When this happens, instead of whatever Actions they were planning to use, the target has 1/3 or 33% chance of hitting themselves with a base, NORMAL type Physical Move attack of as many stones as they can put in it at the moment. The Physical Moves/Attack boost stacks with similar effects up to +6, but the Duration simply gets reset with each casting. NOTE: If a target is already at max Physical Moves/Attacks bonus, they only get confused.)
- Swallow (NORMAL type. As Mutant Healing at up to AN; gets +2 sitmod per previous use of the move 'Stockpile'. If she hasn't used the Stockpile move prior to using Spit Out, the move fails. Once she uses Swallow, she loses the Toughness and Mental/Magical Defense bonuses that Stockpile granted. This move is simply her swallowing the food which she got in her mouth using Stockpile, which heals her thanks to her powers.)
- Taunt (DARK type. Stones VS Intelligence to provoke a target into only attacking for 1 panel/stone played up to AN, as opposed to using Status Moves or other non-potentially damaging techniques.)
- Teleport (PSYCHIC type. Stones VS Intelligence of smartest enemy to escape from any non-Pokémon Trainer fight. Additionally, grants the Action Teleportation in its own separate box at the same AN as this Action for free.)
- Thunder Wave (ELECTRIC type. Stones VS Intelligence to paralyze for 1 panel/red stone of 'damage'.)
- Wide Guard (ROCK type. As Force Field at up to AN, effective VS Mental/Magical Attacks.)
- Will-O-Wisp (FIRE type. Atk VS Durability to set the target aflame; it has no effect on FIRE type pokémon. Also, makes the user Immune to Fire for 1 panel/stone played up to AN, and grants +2 to either Physical Moves/Attacks, or Special Moves/Attacks for up to AN panels. This effect stacks with additional uses or similar effects up to +6, but the Duration simply gets reset with each casting.)
- Wish (NORMAL type. On the turn it is activated, the user makes a Wish. On the second panel, either the user, another Pokémon if switched out for it in a Pokémon trainer battle, or another person of the user's choice within Range 1 is healed as per Magical Healing at AN.)
- Yawn (NORMAL type. Stones VS Intelligence; if successful, target will fall asleep for 1 panel/red stone of 'damage' starting on the next panel.)
Telepathy: 6
(Int.bonus)
-Efficient
-Read Minds
-Illusions
-Telepathic Communications
-Empathy
-Disable Electromagnetics (Atk VS Technology AN to disable)
Silver Spoons: 2
-As Psi-Weapons, but manifests permanent, fully physical silver spoons
-When at least 1 Silver Spoon is manifested, adds +2 to all PSYCHIC typer moves.
-Any food eaten with such a spoon tastes considerably better
-May manifest/wield 2 at once, but could create more to gift to other people
-AN may not be increased by LoEs
-Via Alakazam
Joy Dust: 6
(Int.bonus)
-Efficient
-As Empathic Projection (Joy/Happiness)
-Requires physical contact/showering 'Joy Dust' upon targets
Teleportation: 6
-Via Status Moves; See Teleport option
Flight: 5
-Can hover in midair at no cost
Pokémon Forms: 8
(Int.bonus)
-Orihime has the ability to draw upon the power of the Pokémon whose powers she gained, as well as to assume their appearance, shape, size and mass. This allows her to use the following effects:
- Pokémon Stats (She can Substitute various A/A/M for those of her pokémon forms at will, and can even mix and match to get the best results, allowing her to have anything between 1 and the following maximums. Currently, her strongest possible stats are as follows: Str 7, Agl 7, Spd 7, Dur 8, Ref.Dodge +7, Toughness +6, No 2x damage, Mental/Magical Defense +6.)
- Shapechange (As Shape Shifting at AN, Needs not maintain; Only to assume the form of any of the Pokémon whose abilities she has unlocked, or an Hybrid Human/Pokémon version of one of them.)
- Weight/Size Alteration (Stones up to Half AN, rounded up, to alter the user's weight and size to a form's natural one.)
- Shiny Option (At her discretion, Orihime may turn into a regular, OR a Shiny form of Pokémon.)
Thieving: 2
(Agl.bonus)
-Stealth
-Search room/area
Technology: 3
(Int.bonus)
Medical Healing: 3
General Knowledge: 3
(Int.bonus)
-Efficient
-Reiryoku/Reiatsu
-Shinigami/Hollows
-Kido
Perform: 3
(Agl.bonus)
-Artisanry
-Handcrafting
-Sports
Housekeeping: 1
(Agl.bonus)
-Cooking
Spiritual Power: 6
-As Iron Will
-Reiatsu (Int.bonus; As Area Effect Fear, will paralyze foes with a Durability of less than Half this AN, rounded up; Targets with a higher Spiritual Power or a similar ability are immune to this effect. Using Reiatsu in this manner will cause minor damage to the environment from the sheer spiritual pressure emitted from the user.)
-Heal White Stones
-Unusually high spiritual power for a 'human'.
Social Skills: 7
-Beautiful
-Kind and caring
-Empathy
-Persuade
-Humor
-Intimidate
-Pokémon
MODIFIERS
Extended Lifespan
-Orihime can live as long as the lifespan of the oldest living pokémon whose powers she has gained.
Water Breathing
-Via Gyarados
Animal Senses +3/+6
-Number after slash is for Hearing/Smell/Touch/Taste when her eyes are closed; an ability of Alakazam's
Power Level 1
Pokémon Types
-Like for her Abilities, Orihime can either use her base type, FAIRY, or alternately use any of the types of any of her obtained Pokémon forms', including alternate forms and so on.
-Available Types: BUG, ELECTRIC, FAIRY, FIGHTING, FLYING, GHOST, GRASS, GROUND, NORMAL, POISON, PSYCHIC, ROCK, STEEL, WATER
-She gains +3 Defense for every Type resistance, up to +6 Defense if both types have the same. If one of her types has a Weakness, she will take 2x damage from it, and 3x damage if both have the same.
-Doesn't need to match her Types to her form; she can mix and match as she pleases among her available Types. She can change types once per panel at the start of her turn.
-May not have more than 2 Types at once.
Healing Factor
Energy Battery 2
Deep Reserves +3
Type Boost +3
-Adds to any Move which match one of the user's current Types
Fangs/Claws +2/+1
-Limited AP for Fangs
-Retractable
-Applicable in any form with fangs and/or claws
Tail +2
-Only usable in forms with tails
Reflexive Dodge +1/+4
-After slash is used when substituting via Pokémon Forms
Toughness +1/+4
-No 2x damage
-After slash and No 2x damage is used when substituting via Pokémon Forms
Mental Defense +5
-After slash is used when substituting via Pokémon Forms
Magical Defense +0/+4
-After slash is used when substituting via Pokémon Forms
Poisons/Diseases Defense +3
-Via Magikarp's strong immune system and resistance to pollution
Immunity
-Memories Alteration
Type Defenses
-Active Type: WATER
-Resistances: +3 to Defense VS FIRE/ICE/STEEL/WATER
-Weaknesses: Takes 3x damage from ELECTRIC/GRASS/NUCLEAR
-Immunities: None
Critical Hit: 1
-5% chance per Attack
-Viscious Critical (Makes all Critical Hits deal 2x damage. If already 2x damage, adds 2 stones to the attack instead.)
Rage +1
-Increase Strength up to MN when fighting or when she becomes angry
-Strength is increased every Panel
-Once she becomes calm again, she will lose the accumulated Strength
Enhanced Vision 7
-See in Darkness, Sense Auras and Magical Forces, See into Other Dimensions, Sense Reiatsu, Sense Power, Sense Kindness
Bad Luck: 3
Cure-All Medicine Leaves
-In her Phantump form, Orihime's leaves an be infused into a tea-like beverage which acts as Magical Healing AN 10 to cure any natural illness.
Pokémon Abilities
-Like Pokémon, Orihime has access to up to 3 Abilities, which may assist her in various situations. However, unlike other Pokémon, she has access to the abilities of all Pokémon whose powers she has gained, including those of their alternate forms if any, and can mix and match them at will. Her currently active Abilities are as follows:
- Pickup (After a battle, a user with this Ability has a 10% chance of picking up a random item, at GM's discretion. Typically a minor item such as some pokéball, healing item, or the like, but it can be anything.)
- Serene Grace (Doubles the chance of moves having a Secondary effect, such as an Attack with a chance of paralyzing, or a move with a chance to cause flinching. It does not increase Primary effects.)
- Magic Guard (While in combat, prevents any damage due to indirect sources, such as weather, negative status effects, environmental hazards and so on; may only take damage from enemy attacks.)
Pokémon Physiology
-Although Orihime was born a human, her surprisingly strong spiritual power and the unique abilities she has developed over her life always hinted at her being somewhat different. As it turns out, it was later discovered that her DNA had changed and she was now essentially a Mythical Fairy Pokémon for all intents and purposes, and grants her the following abilities:
- Pokémon DNA (Orihime's body functions essentially as a Pokémon, meaning she would be detected/affected by effects and devices which can detect or affect pokémon - such as a Poké Radar - as opposed to humans. She can eat pokémon food/berries - though she can still eat human food, as pokémon do - and can benefitiate from Pokémon-only healing items, including being healed in Poké centers, and the like.)
- Pokéball Compatibility (Interestingly enough, Orihime CAN be 'captured' in a Pokéball. However, even if she were, her nature as a potentially godlike, unique Mythical Pokémon would allow her to exit such a ball at will, and would not feel any need to obey a would-be trainer, regardless of badges, so if someone tried that, they would still need to befriend her to gain her cooperation.)
- TM/TR/HM Compatibility (Orihime can use any Technical Machine, Technical Record and Hidden Machine to learn any Pokémon move. There is no limit to how many such moves she could learn due to her unique nature and potential.)
- Evolutionary Nature (While Orihime is certainly a unique case - and a Mythical Pokémon, which usually do not evolve, it is possible, although unknown, whether Orihime herself has the ability to evolve, nor in what way, shape or form would she do so if she did, or the conditions necessary for her to do so. Whether it is possible or not, how so and what the results would be are left at GM's discretion.)
- Extended Potential (As a Pokémon, Orihime has the potential of eventually developping Mega Evolutions, Dynamax, Gigantamax, Z-Moves, and even Eternamax eventually, but she hasn't yet.)
- Pokémon Eggs (Much to her dismay, her new nature as a Pokémon means her reproductive method has changed slightly. Namely, she can lay eggs. And the duration for a pregnancy of hers would be much shorter, a week at most, after which another week would pass before the egg hatches. Additionally, she is both compatible with human/near-human, and pokémon mates. Whether she'd have any interest in the latter remains to be seen.)
Reconstitute Self, Special
-Due to her Pokémon-like body, most attacks and even extensive damage would typically not kill her. In fact, she would need to take her full Durability AN in additional White stones of damage for her to die even after being reduced to 0 Health. Unless that happens, she will usually recover within an hour on her own, waking up with 1w of Health, and being able to heal normally then, or use her powers to heal herself.
-Even if she DOES die, Orihime will actually come back to life, though she will initially be a new GHOST type pokémon for a whole day before she can change to normal or other forms.
Translation, Pokémon
-Orihime can understand all Pokémon and talk in the 'language' of all the Pokémon whose powers she has gained.
Photographic Memory
Wealth: 1
-Gains $2,000 per issue/month
-Currently has: $25,000
CHALLENGES
-Psychological (-2; moderate overactive imagination. Orihime is prone to daydreaming, imagining outlandish and improbable scenarios, and zoning out when unfocused, coming up with strange and uncanny ideas about various related and unrelated things in various situations.)
-Psychological (-1; mild naivety. Orihime tends to see the silver lining and the good side of everyone, even when they lack a good side. She is getting better at that, though, as multiple events in her life have opened her eyes a bit more, and her recent changes and more aggressive nature have made her more likely to see the wrong sides too.)
-Psychological (-3; serious thirst for battle. Since gaining her new pokémon powers - and merging her original nature with that of her first pokémon self, Gyarado - Orihime has developed a strong enjoyment and thirst for combat, in stark contrast with her original self. She still dislikes hurting anyone who wouldn't deserve it, but now, the mere thought of fighting either when deserved or necessary makes her blood boil with excitement.)
-Psychological (-1; mild short temper. Also due to the first Pokémon she ever gained the powers of, Gyarados, Orihime is fairly easier to anger. Though she is usually calm and level-headed, she can snap a lot more easily than she used to.)
-Psychological (-2; while transformed into either a Pokémon, or Hybrid form, she gains part of the creature's instincts and tends to react like them unless she actively focuses.)
-C.T.S.U.F.U (-4; Orihime is a good person in general and would always go out of her way to help people in need or in danger, even at the risk of her life.)
-Haunted Past (-2; Orihime was born to a drunken father and a prostitute mother, the both of whom who always argued and beat their children. She was raised by her older brother on his own until his death due to a car accident. As if that wasn't enough, she later found out he had undergone Hollowfication, and she and her friends had to deal with it to make him be at peace.)
-Needs attachment to use Power (-2; her Shun Shun Rikka hairpins, which allows her to focus her spiritual power and summon the spirits she needs to use her Shun Shun Rikka action. Her Pokémon-related abilities other than that one, however, are not limited by this restriction.)
EQUIPMENT
-Currently Worn: None
-Shun Shun Rikka (Orihime's treasured hairpins, which were originally a gift of her older brother, and which have become the focus of the power of the same name. Once extremely frail and easy to break, they have become a lot harder and more durable since she gained a new thirst for battle from gaining Gyarados' powers.)
-Smartphone
-Fannypack with 60 Kurgerrands, worth 1,804.20 USD each
______________________________________________________________
STORY: Orihime Inoue had a very difficult early childhood, with a raging alcoholic father and a prostitute mother, who both constantly argued and beat their children over and over again. When she was 3, her brother left their home with her to keep her safe, and he raised her on his own until his untimely death due to a car accident.
Despite this, she grew into an intelligent, kind and compassionate soul with a way overactive imagination. Later, long story short, she went on to have fairly insane adventures with several of her friends, related to Shinigami, Hollows, the Spirit World and so on. During that time, she developed a VERY powerful spiritual ability known as Shun Shun Rikka, which involved summoning Fairy-like spirits, granting her the ability to 'reject' potentially anything, although she only came up with a single offensive technique, a defensive one, a counterattack, and a VERY potent healing ability. It is theorized she could do almost anything with it if she mastered it, but she never did so far due to being too much of a pacifist who never wanted to hurt anything or act upon her own desires.
When those events finally passed and she returned to what she thought would be a normal life, something incredible happened... again.
Namely, during an unexpected accident at a lake, she almost drowned... and as she was about to pass out and die, something awakened within her. A power she had never known about. She could swim, and breathe underwater, all of a sudden. And she felt strong. VERY strong.
She easily got out of the lake, and a later investigation into her condition revealed something completely unexpected. Her entire body had apparently changed on the molecular level. She was essentially indistinguishable from a Pokémon. More accurately, she was essentially an unknown, Unique Mythical Pokémon, of the Fairy type. As for what had happened in the water, unlocking her ability while in the process of drowning had awakened the power of a Gyarados within her (and to a lesser extent, a Magikarp, as well).
How, or why had this happened? She had no idea, but those powers were now hers... and unbeknownst to her, she now had the potential to gain a lot more.
Current Highest Pokémon Stats
HP - Base: 120, Max 350-444 (Magnezone)
ATK - Base: 125, Max 229-383 (Gyarados)
DEF - Base: 115, Max 211-361 (Magnezone)
SP.ATK - Base: 135, Max 247-405 (Alakazam)
SP.DEF - Base: 115, Max 211-361 Togekiss
SPD - Base: 120, Max 220-372 (Alakazam)