Name: Turus
Age: 5
Height: 2'1"
Weight: 10.7 lbs.
Nature: Adamant
Type: Grass.jpg
Enemies Dropped: 7

Turus never knew his parents. Well, he knew his mother, but only briefly. She was a member of a Rescue Team, a good one. One of the best, in fact. She ran off while Turus was only an Egg, leaving him in the care of the Guild's daycare. Her Rescue Team never returned from that mission. He never knew who is father was either; nobody in the Guild had met him. The only relic of his father is a maneuver that Turus knows: Bullet Seed.

Born without parents into the Guild, listening to the tales of his mother, Turus started training almost immediately. He had to be as good as his mother. At first, it was to see if his father would return to reclaim him. If he was good enough, he would come back. Right? But as the years passed, the hopeful training slowly began to fade, becoming more of a ritual than anything. While the other children were playing with each other, he was training. Always training. He never stopped; he had to become stronger, faster, better. When he realized his father wasn't coming back, it was all he knew. He became more and more engrossed in the missions, choosing difficult ones not for the reward, but for the challenge. As his methods became more and more extreme, he was sent to the new town, likely to get him away from the main population as anything.


TL: 9
PL: 12
EXP: 170 / 240



Tutor Points Used: 2 / 3
Overland: 16
Surface: 11
Jump: 4

Athletics 0 Acrobatics 8
Brawling 0 Stealth 7
Intimidate 0 Survival 0
Education 0 Charm 0
Guile 0 Command 0
Perception 2 Focus 0
Technology 0 Intuition 0
Stat Base Class Growth Points Added Final
HP 4 1 7 12
ATK 7 7 4 1 19
DEF 4 6 10
SPDEF 6 7 13
SPD 7 7 1 2 17

Max HP: 70
Injuries: 0
Adjusted Max HP: 102

Key Items
Item Description
Backpack Where do you think he's carrying all this stuff?
Letter Stupid bounty losing letter…


Claws Normal.jpg At-Will 4 4 (6) A.png Melee, Scatter The Claws get at least two attacks. -
Spikes Ground.jpg At-Will - - N.png Ranged (6), No Target, Hazard Set 10 square meters of Spikes, all 10 meters must be adjacent with at least one other space of Spikes next to each other. Spikes cause all foes to lose 1/8th of their full HP when joining the encounter or getting sent out. If there are 2 Layers of Spikes, the foes lose 1/6th of their full HP. If there are 3 Layers of Spikes, the foes lose 1/4th of their full HP. Smart - 2d4 - Hold That Thought
Shadow Punch Ghost.jpg EOT - 6 A.png Ranged 6, 1 Target Shadow Punch cannot miss. Smart - 2d4 - Round Starter
Hone Claws Dark.jpg EOT - - N.png Self, No Target Raise the user’s Attack 1 Combat Stage. For the remainder of Combat, the user’s Attack - Melee Moves need -1 on Accuracy Checks to hit. Cool - None - Get Ready!
Double Team Normal.jpg Center - - N.png Self, No Target The user makes three copies of themselves and places them into the encounter adjacent to the user. The user must place some sign under the token of the original copy to mark it as the original. If a copy is hit by a damaging Move, it is destroyed. If the original is hit by a damaging Move, all copies are destroyed. Any copy can perform a Move but the user is still only allowed one Move per turn. All copies may shift each turn. When the user and its copies are targeted by a Move, foes must roll +2 during Accuracy Check to hit for the remainder of the encounter. When a copy disappears, the user loses 1d6 HP. Do not apply weakness or resistance to HP lost. Do not apply stats to HP lost. Cool - 2d4 - Reliable
Toxic Spikes Poison.jpg EOT - - N.png Field, Target Area, Hazard Set 10 square meters of Toxic Spikes, all 10 meters must be adjacent with at least one other space of Toxic Spikes next to each other. Toxic Spikes Poisons a foe when joining the encounter or getting sent out. If there are 2 Layers of Toxic Spikes, it Deadly Poisons the foes instead. Smart - 2d4 - Hold That Thought



Pound Normal.jpg At-Will 2 4 (6) A.png Melee, 1 Target - Tough - 3d4 - No Effect
Leer Normal.jpg At-Will 2 - N.png Ranged (5), 1 Target The target’s Defense is lowered 1 Combat Stage. Cool - 2d4 - Excitement
Absorb Grass.jpg At-Will 2 2 (5) Sp.png Melee, 1 Target After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. Smart - 1d4 - Good Show!
Quick Attack Normal.jpg At-Will 2 4 (6) A.png Melee, 1 Target, Interrupt If a foe wants to declare a Move, you may instead use Quick Attack on their turn before they can use their Move. Cool - 2d4 - Quick Set


Bullet Seed Grass.jpg At-Will 4 3 (6) A.png Ranged 8, 1 Target, Scatter Bullet Seed can hit up to 5 times. Once the user misses, they cannot attempt to make another Bullet Seed attack on that turn. Cool - 2d4 - Reliable
Thunderpunch Electric.jpg EOT 2 8 A.png Melee, 1 Target Thunderpunch Paralyzes the target on 19-20 during Accuracy Check. Cool - 2d4 - Round Starter
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