- Group
- Off-site
The Basics
Optional
Powers
Every Mahou has special powers specific to their type of Pokemon, usually based off the Pokemon's Pokedex entry. But every Mahou shares certain common traits, as well as special type-based powers. The powers are listed below. Some of the tabs are works in progress but the general ideas are there.
Name:
Age: (13-17)
Gender:
Grade:
Poketto: (what Pokemon do they share a Harmony Crystal with?)
Appearance: (both normal appearance and Mahou outfit required, preferably anime images but realistic or writing works too)
Personality: (at least a paragraph)
History: (include how and when they came into contact with their Pokemon and how long they've been a Mahou, along with normal life things)
Age: (13-17)
Gender:
Grade:
Poketto: (what Pokemon do they share a Harmony Crystal with?)
Appearance: (both normal appearance and Mahou outfit required, preferably anime images but realistic or writing works too)
Personality: (at least a paragraph)
History: (include how and when they came into contact with their Pokemon and how long they've been a Mahou, along with normal life things)
Optional
Orientation:
Special Appearance: (for things that aren't shown in the pics)
Likes:
Dislikes:
Goals:
Fears:
Moveset:
Special Appearance: (for things that aren't shown in the pics)
Likes:
Dislikes:
Goals:
Fears:
Moveset:
Powers
Every Mahou has special powers specific to their type of Pokemon, usually based off the Pokemon's Pokedex entry. But every Mahou shares certain common traits, as well as special type-based powers. The powers are listed below. Some of the tabs are works in progress but the general ideas are there.
- Common Powers
- Normal Types
- Grass Types
- Fire Types
- Water Types
- Electric Types
- Psychic Types
- Ice Types
- Dragon Types
- Dark Types
- Fairy Types
- Fighting Types
- Flying Types
- Poison Types
- Ground Types
- Rock Types
- Bug Types
- Ghost Types
- Steel Types
- These are powers that every Mahou possesses.
Form Change
Every Mahou has the ability to change between a normal form, and their Mahou Poketto form. Mahou Poketto forms appear more human than Pokemon, with 25% or less of their body becoming Pokemon-like in the process. Usually it's just added ears and tails, but can extend to things such as whiskers, antennae, horns, or wings as well.Movesets
While not required, every Mahou has the option of using moves that their associated Pokemon can use, even if it is not a move that they have the typing for. Use of the move will grant them temporary immunity to any possible side effects that might come with the type, for instance, becoming poisoned while using a poison-type move and not being a poison-type.Mahou Sense
Mahou can sense when there is another Mahou nearby, and if said Mahou already has a Harmony Crystal or not, but cannot tell who it is or in what direction they are located. - Normal type powers are of a simpler nature, but are more versatile than other types.
Ghost Immunity
Like in the games, ghost type moves do not effect normal type Mahou. However, this also extends to ghost type powers as well. Often, normal type Mahou cannot physically interact with ghost type Mahou because of this reason.Moveset Boost
Normal type Mahou will find that their moves land just a tad harder than most other types using moves that aren't their type. Think of it as a same type attack bonus, but not quite as powerful.Mahou Radar
While still not able to pinpoint another Mahou's precise location, they can tell generally how many are in an area and what types they are, but not who is who. - Grass type powers connect to nature and healing, more so than other types.
Regeneration
The Mahou's body heals much faster than usual, and their pain tolerance is higher than normal.Natural Healer
Allows the Mahou to heal others without the use of a move. Moves that heal the Mahou or the Mahou's allies do more healing than usual, often also curing status ailments like poison or paralysis as well.Nature Sense
The Mahou can "hear" the "voices" of plants nearby, and command them as needed. - Fire type powers are destructive, but can be powerful tools once mastered.
Heat Immunity
Heat in any form, be it in the air, from water, or from fire, does not harm or scar the Mahou, effectively making them immune to burns and burn-like status ailments.Heightened Body Temperature
The Mahou does not become cold or frozen as easily, able to persist against ice types more so than other types.Pyrokinesis
Allows the Mahou to manipulate fire, to a more precise degree than just plain telekinesis, able to not only create flame, but control the color, size, heat, smell, and location at will. - Water type powers may seem simple, but can become a great asset to a coordinated team.
Water Breathing
The Mahou can breathe underwater, allowing them to remain underwater for longer periods than other Mahou.Aquakinesis
The Mahou can command water, but only in its liquid form. Steam and ice cannot be commanded. This power also allows greater control of the water than plain telekinesis, allowing the Mahou to create water, and change its color, opaqueness, taste, smell, and viscosity.Water Healing
While immersed in or touching water, the Mahou can heal themselves and only themselves with the water. - Electric type powers can make or break a team, paralyzing both friend and foe if not careful.
Electric Immunity
The Mahou is immune to the effects of electric shock, including sources such as tasers and defibrillators. This also means that the Mahou is immune to receiving static shocks or electric burns.Electrokinesis
The Mahou can generate and command an electric charge, to a greater degree than normal telekinesis. They are able to change the shape, voltage, color, and charge of the electricity, and as an added bonus can charge electronics.Static
By controlling the flow of electric signals in the body, the Mahou is able to paralyze opponents in place, but only by skin to skin contact. This also allows them to speed up their own movements, by forcing electric signals in their own body to move faster. - Psychic type powers are great tools for recon, and can turn the tide of a battle.
Telekinesis
The Mahou can command things with their mind, able to move both physical objects like people and books, and more intangible objects like fire and electric, though to a lesser degree than a kinesis specialized in that one area. If a telekinetic and a pyrokinetic were fighting for control of one flame, for example, the pyrokinetic will win every time. This also allows for a minor form of self levitation, though this requires more concentration than normal levitation.Telepathy
Mahous can talk to others mentally and receive responses to their telepathy, as well as link a group together mentally, but cannot fully read minds. They can only receive a telepathy back when the sender specifically wants the psychic to hear them. Mahous can also induce visions in others, though this takes more energy and concentration to do.Mental Fortification
The Mahou's mind is stronger than most others, protecting it against similar mental attacks. It also allows the Mahou to project their senses elsewhere while their body completes a mundane task, usually one that's muscle memory. - Ice type powers can create openings or freeze an enemy in their tracks.
- Cryokinesis
- Freeze immune
- Lower body temperature - Dragon type powers allow their user to dominate the battle field, making ideal front liners.
- Rage mode
- Elemental breath (choose an element)
- Stronger physically - Dark type powers give their user keen stealth abilities, rivaling Psychic types with their recon potential.
- Umbrakinesis
- Shadow walking
- Night vision - Fairy type powers make great for strategizing while in the middle of battle, their empathetic nature suiting a leader well.
- Enhanced empathy (can pinpoint mahou locations and statuses, but cannot tell who exactly unless they've met)
- Wound Transfer (heals others by taking on their ailments)
- Photokinesis - Fighting type powers allow the user to keep fighting, even in the face of a seemingly indomitable foe.
- Enhanced instincts (better reaction time)
- Innate knowledge of martial arts
- Super strength (of anime proportions - jump over buildings, run up walls, etc.) - Flying type powers create immense mobility and utility for both user and team.
- Flight regardless of wings (but you must remain moving/cannot hover)
- Aerokinesis
- Enhanced senses - Poison type powers play the slow and steady game, whittling down even the strongest opponents.
- Poison generation/poison touch
- Poison/venom/toxicity/disease immunity
- Disease control - Ground type powers connect the user to the earth beneath their feet, making them a hard foe to avoid.
- Terrakinesis (shared with rock types but ground type is stronger since it uses bigger slabs)
- Pain/damage resistance
- Enhanced senses and movements (as long as Mahou is touching the ground) - Rock type powers are great for both offense and defense, able to switch on the fly and be a great team player.
- Terrakinesis (shared with ground types but rock is weaker since it uses smaller chunks)
- Rock armor generation
- Enhanced accuracy and motion tracking - Bug type powers allow the user to command other bugs like a hive mind, and their power grows when others are near.
- Passive swarm ability (user gets stronger when allies are near, the more allies the stronger the bug type)
- Command bugs and hear their thoughts
- Rapid limb regeneration (takes up to half a minute if full limb) - Ghost type powers turn the users into specters, allowing easy flanking in a team fight.
- Intangibility/Invisibility
- Normal type immunity
- Levitation (slower than flight, faster than telekinesis, and can hover in place) - Steel type powers let the user boast the best defense, preventing many status effects and keeping a team alive if needed.
- Poison immunity
- Pain immunity
- Metal manipulation