I'm not a magician, I'm a witch!

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.

· ·
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. A guild badge does NOT show others my expertise in magecraft.

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.
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Pub: 20 Feb 2023 10:20 UTC
Edit: 10 Aug 2023 07:49 UTC
Views: 172