REPLACE

Ever Lifting ♂

Ever Lifting, just as the day he was born. That is the name given to him by his parents. He was a gifted youth who spent much of his younger years studying under his mother and father to take thier place in the Clergy when they would become too old. Books, a cup of tea, paperwork for days. These are the things that surround Ever Lifting throughout his day. He busies himself with agreements and treaties that benefit the Clergy and its people.
Although, he does tend to disappear through long stretches of the day. Many wonder where he could be floating off to, what important matters could tear him away from business meetings and important work that lead him to performing paperwork late into the night...

· ·
Origin: Native Occupation: Noble
Species: Reuniclus Faction Affiliation: Ho'oha Clergy
Level: 50 Experience to Next Level: 25/1500
Worn Item: N/A Clothing: Rainbow Cape
Important Info Description
Source of Wealth/Standing Asset gathering.
Family History Ever Lifting has spent many years with his parents as they secured items of interest for the Ho'oha Clergy. He now uses the experience and the connections he made during his youth to make sure the land he calls home is not short of anything. And if a few items get lost, he knows how to cover the paper trail.
Place of Residence Ever Lifting resides in a psychically floating tower that the rest of his lineage comes from. The tower was not built to raise them above their people, but to allow them to gaze upon their charges, and act in haste when things are awry. Although he doesn't spend as much time in it as most would think, given his disappearances.
Pokémon's Ability Description
Magic Guard Through psychic abilities cultivated and passed down through his family's blood, his body is able to resist any indirect damage that may befall him. Be it an attempted assassination through poison, or an "accidental" burning.

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: EXAMPLE Tier ɪɪ (+2) 1/3 ▮▯▯
Attribute: EXAMPLE ᴍᴀx (+3) 3/3 ▮▮▮
Battle Attribute: EXAMPLE Tier ɪɪ (+2) 1/6 ▮▯▯▯▯▯
Battle Attribute: EXAMPLE ᴍᴀx (+3) 6/6 ▮▮▮▮▮▮
Training for Attribute: EXAMPLE ɪ Tier ɪɪ (+2) 1/3 ▮▯▯
Training for Battle Attribute: EXAMPLE ɪ Tier ɪɪ (+2) 1/6 ▮▯▯▯▯▯
Training for Move: EXAMPLE ᴛʀᴀɪɴᴇᴅ 1/5 ▮▯▯▯▯
Currently Training for Stat: EXAMPLE ɪ Tier ɪ (+1 STAT) 1/9 ▮▯▯▯▯▯▯▯▯
Stat: EXAMPLE ɪɪɪ ᴍᴀx (+3 STAT) 9/9 ▮▮▮▮▮▮▮▮▮

Misc. Information

Below is information not necessarily important to playing as a Noble.

Stat Points: 1 (+1) Modifiers Combat Effect
Health Points 0 Species Bonus; Level 5 (20HP) 20HP
Attack 0 ɴᴏ ʙᴏɴᴜs +0 Physical Damage
Special Attack 0 ɴᴏ ʙᴏɴᴜs +0 Special Damage
Defense 0 ɴᴏ ʙᴏɴᴜs +0 Physical Mitigation
Special Defense 0 ɴᴏ ʙᴏɴᴜs +0 Special Mitigation
Speed 0 ɴᴏ ʙᴏɴᴜs 4AP

MOVES (4 slots + Basic Attack)

Name Base Power Action Points Accuracy Type Property Description
Psychic 9 BP 7 AP ≥2 Psychic Special 19-20; The Opponent's Special Defense is decreased by 1.
Reflect - 4 AP - Psychic Status For 3 turns, a Screen affects the User and their Allies. Affects Physical Moves.
Hammer Arm 10 BP 8 AP ≥3 Fighting Physical The next round, the User's Speed is decreased by 1.
Fire Punch 8 BP 6 AP ≥2 Fire Physical 19-20; The Opponent is afflicted with Burn.
Basic Attack 4BP 4AP ≥2 Typeless Default Property determined by the User's highest Offensive Stat. Changes Type according to the use of a Type Gem. The simplest Move a Pokémon can use.

RP MOVES (2 slots)
Moves that cannot be used in battle, but during RP segments. You may have two of them at a time.

Name of Move Description
Eᴍᴘᴛʏ Description
Eᴍᴘᴛʏ Description

SPECIAL BONUSES

You have a base of 10 IP and each Skill costs a certain amount of it to equip.

You have 0 points to spend.
8/10 IP | ▮▮▮▮▮▮▮▮▯▯

IQ Skills Active/Inactive Description of Skill IP Cost
1. Empath The User is able to tell the exact emotion someone is feeling or experiencing. Ghost-Type attacks deal +1 damage against the User, Poison-Type attacks deal -1 damage against them. While paired with Telepath, the User gains Hex Maniac for 0 IP. 3 IP
2. Telepath If the User is Ghost or Psychic-Type, they may telepathically-speak with anyone they choose. Dark-Type attacks deal +1 damage against the User, Fighting-Type attacks deal -1 damage against them. While paired with Empath, the User gains Hex Maniac for 0 IP. 2 IP
3. Hex Maniac The User is attuned to all things mystical and arcane. 0 IP
4. Mental Fortress The User is immune to having their mind read. Privacy guaranteed. 3 IP
Eᴍᴘᴛʏ Description. N/A

INVENTORY

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/Held Item: N/A Vacant Worn/Held slot.
Equipped Item: N/A Vacant hand slot.
1. Eᴍᴘᴛʏ Vacant inventory slot.
2. Eᴍᴘᴛʏ Vacant inventory slot.
3. Eᴍᴘᴛʏ Vacant inventory slot.
4. Eᴍᴘᴛʏ Vacant inventory slot.
Edit
Pub: 13 Sep 2023 01:19 UTC
Edit: 26 Oct 2023 00:52 UTC
Views: 162