Claus Norne

Game: Asteri Circuit

Name: Claus Norne
Age: 19
Height: 5'8"
Weight: 145 lbs

The son of two researchers who work at Fomalhaut Medicinal Institute, Claus grew up reading a lot of books and being taught all sorts of random things by his parents. It's been his lifelong dream to someday see other places in the world, or at least in Asteri, but he's never had the chance to because his parents were always busy with work and never had time for a vacation. He got his Battling License so that he would have a chance to see the world.
He's always liked Contests, as his parents would often take him to Fomalhaut's contest hall when he was little. Although, he's not really interested in the Beauty contests that were so prevalent in his hometown…
His Psychic powers are a bit of a source of embarrassment to him, and he was picked on in school for being "different". As such, he tries to hide his nature as a Psychic and will only use his abilities when he thinks that use of them could be contrived as him getting lucky. He's always been bad at sports, and he uses his Telekinesis to attack in battle, as he's too awkward at using his hands to use a weapon. He'll usually throw a rock and propel it with telekinetic force to attack.
He's not aware of it, but his Psychic powers are actually the result of his parents tweaking his DNA before he was born.

Claus flirts with girls a bit too much for his own good. As it turns out, he actually isn't interested in a relationship at all at the moment, as a messy relationship he had with a girl in school makes him worry that he's not good boyfriend material.

And…he's not a Psychic anymore…?




Victoria: Female Serperior
Nature: Timid
Level 39: 47625 exp
HP: 75
Ability: Dragonscale (Resist Fire, Water, Electric, Grass)
Ribbons: None
Training Points: 7
Item: Yellow Ribbon (+2 Simple Accessory)

Stat Base Added Total
Hit Points 8 4 12
Attack 6 0 6
Defense 10 9 19
Special Attack 8 4 12
Special Defense 10 9 19
Speed 13 12 25

Capability List:
Overland 6, Surface 4, Burrow 2, Jump 1, Power 2, Intelligence 4(+1), Sprouter, Stealth, Threaded (From Vine Whip), Inflatable (from Growth), Aura (from Dragon Pulse and Detect)

Moves (Current Cap: 9)
Moves Type Damage Frequency AC Range Effect Contest
Leaf Tornado Grass 3d8+10 Battle 4 Ranged (6), no target, Burst Leaf Tornado creates a 2-meter Burst. On 15-20 during Accuracy Check, all Legal Targets must roll 1 higher on Accuracy Checks for the remainder of the combat. Beauty - 1d4 - Good Show!
Detect Fighting N/A Center N/A Self, No Target, Intercept If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects. *Grants: Aura Cool - None - Inversed Appeal
Dragon Pulse Dragon 3d12+14 Battle 2 Ranged (3), No Target, Burst Dragon Pulse creates a 3-meter Burst. *Grants: Aura Smart - 2d4 - Incentives
Mirror Coat Psychic Battle None Ranged (20) Intercept. If the user is being hit by a Move that consults Special Attack for damage, you may use Mirror Coat. If the user survives the hit, the target is dealt damage equal to twice the amount of damage the user received. Do not apply weakness, resistance or immunity. Do not apply stats. Beauty - 2d4 - Final Appeal
Twister Dragon 1d12+6 At-Will 2 Special Ranged (10) Twister Flinches the target on 18-20 during Accuracy Check. If the target is airborne as a result of Fly or Sky Drop, Twister can hit them, ignoring Range and deals 2d12+16 for its Damage Dice Roll instead. Cool - 3d4 - No Effect
Swagger Normal N/A EOT 4 Ranged (8), 1 Target The target’s Attack is raised 2 Combat Stages. Swagger Confuses the target. Cute - 2d4 - Excitement
Leech Seed Grass N/A Center 4 Ranged (6), 1 Target At the beginning of each of the target’s turns, Leech Seed’s target loses 1/8th of their full HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Leech Seed’s user then gains HP equal to the amount the target lost. Leech Seed lasts until the target faints or is returned to a Poke Ball. Leech Seed cannot hit a Grass type Pokemon. Smart - None - Torrential Appeal
Coil Poison N/A Battle - Self, No Target Raise the user’s Attack 1 Combat Stage and raise the user’s Defense 1 Combat Stage. For the remainder of Combat, the user needs -1 on Accuracy Checks to hit. Cute - None - Get Ready!
Mega Drain Grass 1d12+6 EOT 2 Melee, 1 target After the target takes damage, the user gains HP equal to half of the damage they dealt to the target. Smart - 1d4 - Good Show!

Notes: +1 Intelligence from Schooling.



Scott: Male Stoutland
Nature: Jolly
Level 33: 34025 exp
HP: 63
Ability: Vital Spirit
Ribbons: NOVICE CIRCUIT Super Contest Ribbon
Training Points: 6
Item: Black Bowtie (+2 Simple Accessory)

Stat Base Added Total
Hit Points 9 3 13
Attack 10 12 22
Defense 9 3 12
Special Attack 3 0 3
Special Defense 9 3 12
Speed 10 11 21

Capability List:
Overland 6, Surface 4, Jump 3, Power 2, Intelligence 4, Tracker

Moves (Current Cap: 8)
Moves Type Damage Frequency AC Range Effect Contest
Take Down Normal 3d12+14 EOT 5 Melee Melee, 1 Target, Dash, Recoil 1/4 Tough - 3d4 - No Effect
Roar Normal N/A Battle 11 Ranged (6) The target flees away from the user 15 meters, ignoring Speed Capabilities, if terrain allows. The target may not use Moves for 4 rounds. During a trainer battle, the target’s owner must recall the fleeing target and replace them. Cool - 2d4 - Excitement
Odor Sleuth Normal N/A At-Will None Ranged The user’s Normal-Type and Fighting-Type Moves can now hit and affect Ghost-Type targets. Odor Sleuth’s user is unaffected by the effects of Moves which make them have to roll higher during Accuracy Checks to hit. Targets may not use their Speed stat to modify Accuracy Checks. Odor Sleuth’s user can identify the real target using Double Team. Smart - 1d4 - Good Show!
Crunch Dark 3d10+12 EOT 2 Melee Crunch lowers the target’s Defense 1 Combat Stage on 17-20 during Accuracy Check. Tough - 2d4 - Round Starter
Howl Normal N/A At-Will None Self Raise the user’s Attack 1 Combat stage. Cool - None - Get Ready!
Ice Fang Ice 3d8+10 EOT 3 Melee Ice Fang Freezes or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Frozen or Flinches. On 20 during Accuracy Check, the foe is Frozen and Flinches. Cool - 3d4 - No Effect
Return Normal 4d12+16 Battle 2 Melee, 1 Target The user may only use Return if its Loyalty is 3 or 4. Cute - 1d4 - Round Starter
Helping Hand Normal N/A EOT N/A Melee, 1 Target The ally targeted with Helping Hand will have their next Move deal an additional 1d20 if the Move has a Damage Dice Roll. Helping Hand cannot miss. Smart - 1d4 - Good Show!
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License