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...
· | · |
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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. |