The Fitz, Patrap, occasionally uses the names of his mons
5'6 and 132 lbs
Flexible and lithe. A good runner, surprisingly agile. Enough arm strenght to climb, and enough speed to strike fast and vanish. No hesitation in his actions.
assassin and spy
He can be a bit of a cheeky twerp. He's a spirited individual with too much to gain and nothing to lose. He's mischievous, meddlesome, and often acts moronic. He often fabricates elaborate backgrounds, which are always changing. Despite his behavior, he's intelligent and watchful, quick to connect lines and make observations. He can hold a lot of information in his mind at once, can repeat full conversations and report scenarios without a mistake. He's good at listening, and is rather persistent.
Bastard child of a noble, Eric grew up in a relatively constant if not complicated life. He learned quickly how to disappear and remain unnoticed, though more often than not would make racket for attention. He's used to receiving the less than savory side of people's personalities, and doesn't expect much from others.
Growing up near court, he knows a lot of the intricate workings of politics. He's had a contradictory education- when he was a young child, he was apprenticed to the family's assassin (a man that most did not know existed, but what powerful families didn't have men behind closed doors to do dirty work). His loyalty was secured through blood, protection (from his own family), and continued food and shelter, and since he was already a mar upon the family name, nobody minded that he did their dirty work.
Of course, those conditions only applied while his job remained a secret to the outside world. He screwed up in this aspect, and an imperfect assassin is a dead one. He fled from Kanto, and has now found himself in Unova, far from his family's name and far from the scrutiny of them and their peers. Eric has offered himself and his services to the Thieve's Guild, hoping that loyalty to them will result in returned loyalty. Family, really, is what he's seeking. Being able to do what he's grown up learning is just a plus.
Boosts move power when the Pokιmon moves last.
Super Fang, Slam, Bide, Detect
Protective to a fault- only she's allowed to hurt her family, in her point of view. Possessive is a better word for it, actually. She is just as cheeky as her owner, and twice as malicious.
She was rescued by Eric only a few years ago- alongside Nosy, Eric had beat off the Braviary that'd attacked her and her den. Her pups were left killed in the stress of the attack, and she's adopted the boy and his pokemon in place of her family. The event left her, Eric, and Nosy with scars. She and Eric can communicate silently through hand motions and tail flicks. She acts as an extra pair of eyes for the boy.
Boosts Speed if there is a status problem.
Bite, Snarl, Howl, Odor Sleuth
They get along swimmingly, despite the fact that Nosy is much more serious in attitude than Eric is. While Eric brushes off slights like leaves, Nosy will hold a grudge.
Nosy was given to Eric as an afterthought- there were four pups in the litter, and his three half-siblings were each gifted one before him. True to his name, he has an extra-ordinary sense of smell.
May poison targets when a Pokιmon makes contact.
Faint Attack, Poison Jab, Venoshock, Suckerpunch
A bit stuck up, though not as cruel as one might think. Valens has taken it upon himself to mentor Eric, and will use this attitude to approach younger mons as well. He's probably the calmest of the group.
Eric was given Valens by his mentor when he first took up assassin work. Valens is the most distant in the party, though he really does care about all of their well being. He's the one who produces poisons to go on Eric's blades, and eliminates targets alongside the boy.