Seer ♀
As an egotistical, aspiring witch, Seer found herself surpassing expectations from a young age, becoming a gifted mage, a skilled tactician, and an excellent leader. Or at least, that's what she thinks. Seeking greater triumphs in the field of magecraft, she left home in search of greatness. Seer could care less about being the leader of Team Wonder; her team doesn't have anything to do with magic, so she doesn't bother worrying about it, but knows that her allies are worth sticking close to. As the leader of the bunch, it may seem likely that she'd be the one in charge, but in reality, she only took up the spot because Dot was too self-conscious to accept the position. She tells Dot to lead the team, he does it, and she's fine with her place. In battle, she wields powerful yet inconsistent magics, but packs a punch when they work as anticipated.
· | · |
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Origin: Native | Guild Role: Magician |
Species: Mismagius | Affiliation: Team Wonder (Leader) |
Level: 25 | Experience to Next Level: ???/??? |
Worn Item: Mind Band | Clothing: None |
Pokécoin: 5,000₽ | Glorious Gold: 0 Bars |
Pokémon's Ability | Description |
---|---|
Levitate | The User is Raised. |
Normal Rank
600/1200 points to Bronze Rank.
Stat | Points: 6 (+1) | Modifiers | Combat Effect |
---|---|---|---|
Health Points | 0 | Level 25 (26HP) | 26HP |
Attack | 0 | ɴᴏ ʙᴏɴᴜs | +0 Physical Damage |
Defense | 0 | ɴᴏ ʙᴏɴᴜs | +0 Physical Mitigation |
Special Attack | 7 | Species Bonus; Mind Band; Sp.Atk ɪ | +9 Special Damage |
Special Defense | 2 | ɴᴏ ʙᴏɴᴜs | +2 Special Mitigation |
Speed | 0 | ɴᴏ ʙᴏɴᴜs | 4AP |
MOVES
Move | Base Power | Action Points | Accuracy | Type | Property | Description |
---|---|---|---|---|---|---|
Psywave | - | 6AP | 100% | Psychic | Special | 2-3; 3 BP. 4-6; 4 BP. 7-9; 5 BP. 10-12; 6 BP. 13-14; 7 BP. 15-16; 8 BP 17-18; 9 BP. 19-20; 10 BP. |
Inferno | 10BP | 8AP | 50% | Fire | Special | The Opponent is Burned. |
Shadow Sneak | 4BP | 5AP(-1) | 100% | Ghost | Physical | Priority. |
Telekinesis | - | 4AP | - | Psychic | Status | The Opponent is Raised. |
Basic Attack | 4BP | 4AP | 100% | ??? | ??? | Property determined by the User's highest Offensive Stat. The simplest Move a Pokémon can use. |
RP MOVES
Moves that cannot be used in battle, but during RP segments. You may have two of them at a time.
Name of Move | Description |
---|---|
Curse | You've angered a witch! Bad move! |
Power Gem | Could a non-witch do this? I don't think so. |
SPECIAL BONUSES
You have three active IQ slots (numbered below) and may purchase as many as you can afford.
??? IQ points to spend.
IQ Skills Active/Inactive | Description of Skill |
---|---|
1. Misfortunate | You're very unlucky. All 20s become 1s. |
2. Mental Fortress | You are immune to having your mind read. Privacy guaranteed. |
3. Wand Expert | Your wand may remain intact after use (>14 chance) |
Eᴍᴘᴛʏ | Description. |
Eᴍᴘᴛʏ | Description. |
You have skills that can be Trained and applied to situations where they make sense.
These may help you in segments where combat is unnecessary or just to simply show your prowess.
Attributes/Training | Next Tier Bonus | Progress (Numerical) | Progress Bar |
---|---|---|---|
Attribute: Hex-Craft | Tier ɪɪ (+2) | 1/3 | ▮▯▯ |
Attribute: Mage-Sense | ᴍᴀx (+3) | 3/3 | ▮▮▮ |
Battle Attribute: ??? | N/A | 0/6 | ▯▯▯▯▯▯ |
Battle Attribute: Precision Telekinesis | ᴍᴀx (+3) | 6/6 | ▮▮▮▮▮▮ |
Training for Attribute: ??? | N/A | 1/3 | ▯▯▯ |
Training for Battle Attribute: ??? | N/A | 0/6 | ▯▯▯▯▯▯ |
Training for Move: Inferno | ᴛʀᴀɪɴᴇᴅ | 3/5 | ▮▮▮▯▯ |
Currently Training for Stat: Special Attack | ɪ | 2/9 | ▮▮▯▯▯▯▯▯▯ |
INVENTORY (4 slots)
Items your character is carrying with them.
Moves or Items can steal from this inventory. Your Worn/Held Item has its own dedicated slots.
Item Name | Description |
---|---|
Worn Item: Mind Band | Increases Special Attack by 1. |
Equipped Item: Energized Wand - Psychic | A straight, wooden wand with a notch for a gem at one end. It contains 2 charges of an inserted move, recharges after battle. It requires a TM and appropriate Type-Gem to construct. Once built, it can fully utilize the TM move. |
1. Blast Wand (5) | Casts an explosive spell for 5 true damage. |
2. Slumber Wand | Casts a spell to put the target to Sleep. |
3. Confuse Wand | Casts a spell to Confuse the target. |
4. Psychic Gem | Holding this makes your mind feel sharper. Boosts a Psychic-Type move's damage by 3. |
STORAGE (2 slots)
Extra slots separate from your normal inventory.
Items in here cannot be stolen or lost during an adventure. They are kept protected in the base. However, they cannot be drawn from as they are in storage. Inventory should be updated outside an active adventure.
Item Name | Description |
---|---|
1. Apathy Tie | Allows the user to hit Dark-Types with Psychic-Type moves. |
2. Wooden Stick | Does 3 true damage to a target, is thrown directly. |
RP/QUEST STORAGE (∞ slots)
Inventory dedicated to extra stuff.
Things that are important or required for future quests to function. RP items are all the extra things that do not have any function in combat or other bonus granting ability. Normal items can be moved into RP storage, but they cannot be returned to being a normal item.
Type | Item Name | Description |
---|---|---|
Key Item | None | None |
RP Item | Super-Magic Gem | An ancient, sacred, powerful artifact in the shape of a red gem, not unlike that of a Mismagius' gems. It holds unimaginable power, just waiting to be released. At least, that's what Seer says. |
OLD MOVES (∞ slots)
These are moves that your character learned already, but elected to replace. Re-learning them is cheaper.
Name | Base Power | Action Points | Accuracy | Type | Property | Description |
---|---|---|---|---|---|---|
Astonish | 3BP | 5AP | 100% | Ghost | Physical | 14-20. The Opponent Flinches. |
Lucky Chant | - | 4AP | - | Normal | Status | For 5 turns, the User and their Allies are immune to Crits. |