recursal/Fanatic-Fandom huggingface dataset:
Ice Miracle (Aura)

## Description

White in colour, but it is hard to spot in hail, snowstorms, etc. because it looks like snow falling around the user. It is mainly used to strengthen ice type attacks or even mimic some of them. Also helps with other things centered around the ice type and the freezing status problem.

## History

This Aura was at the point of it’s founder mainly used by ice types, as it greatly increased their battle potency. Later on it was found useful by non ice types in cold regions, as it allowed them to move around easier in the cold and to resist ice attacks from the ice type predators in the area. Now it is found around the world, though it is much more useless to those outside cold regions. It is more common in Phericiae then anywhere else.

## Move(s) and Ability(s)

* Aura level 1:Ice Boost: the users ice type moves are 1.2 times stronger. Only effects attacks that deal ice damage. (passive effect)
* Aura level 2: Lovely Hail: the user is immune to the damaging effect of hail, even if you are not an ice type. This will work for 10 posts after activated,
* Aura level 4: Freeze: moves that can freeze the target now have an additional 15% chance to freeze the target. Beware of friendly fire moves in double/triple battle, as this also counts for them. This works for 5 posts after activated.
* Aura level 6: Snowstorm: Summons a Gust of incredible cold wind and snow to damage the target. Can hit both two opponents in double battle, and can hit the ally as well.( (power 60/accuracy 100/ chance to freeze 10/ type: ice)
* Aura level 7: Resist Ice: This halves damage from ice type attacks, stacks with type-matchups. This will work for 10 posts after activated.
* Aura level 9: Great Hail: similar to the move hail. This hail works twice as long as a normal hail move, however.
* Aura level 10: Ice Buff: upgraded version of Ice Boost. Makes Ice type moves 2.4 times stronger. (passive effect)
* Aura level 13: Icestorm: incredible strong ice attack. Summons an entire storm of blocks of ice to attack the opponent. Can hit both two opponents in double battle, and can hit the ally as well.(power 100/ accuracy 90/ chance to freeze 30/ type: ice)
* Aura level 18: Superior Hail: upgraded version of Great Hail. This hail however works for twice as long as normal hail move, and cannot be cancelled by another field move like sunny day, nor by an ability, like Cloud Nine or Drought.
* Aura level 20: Ice Stasis: Stronger version of Freeze. Any ice attack that deals damage has a additional 30% chance to freeze the target, even if they normally don’t freeze the target. Beware of friendly fire moves in double/triple battle, as this also counts for them. This works for 10 posts after activated.
Phericiole Wikia

## Welcome to the Phericiole Wikia

It's a world long torn. Long ago, a dark entity tried to tear apart the world that was a few millennium in the making. A silver marked Hero rose to fight the darkness, he united the world against this great threat. In a final act of heroism, the Hero sacrificed himself to end the reign of the darkness. It was over, the entity had been defeated. Or so we thought. Seven hundred years later the world is divided by powerful predatory tribes, it's either Join or Die. The darkness is once again spreading, but most are ignorant to it. What will become of this divided world? That is up to you.

Phericiole is a freeform pokemon mystery dungoen-esque Role playing forum created by the imaginative mind of Seiteran22. We have a unique system here for battles and important encounters. We often have events that you may choose to partake in at your own leisure. Our friendly and supportive staff are always happy to help and we accept anyone, no matter of previous Role playing experience. Interested? Then click the links below to find out more about the site. We would love to have you join in on the adventure.

Link.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

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Skarei (Aura)

## Skarei

Yaffon's Aura.

## Description

An aura which is by far the most powerful and deadly of all the auras, only Yaffon itself can control this aura for it is within his very being and how he was created from the aura itself. It is entirely invisible to anyone facing Yaffon. It gives Yaffon an advantage in every single way making him almost invincible but he is impossible to defeat for good for this aura makes him exceptionally powerful in every single way. The only way to defeat this aura is by defeating the aura itself and not Yaffon itself for they are intertwined with each other so much that the aura will make Yaffon to continue to attack after it has fainted.
Daphne Odora (Aura)

## Description

Upon activation, musical notes will appears around the users. The color or the component of the musical notes will differ from a Pokemon to another. Usually, the musical notes will reflects the user's type. Rarely, the musical notes will reflect part of the user's heart.

As the user sings, the musical notes will revolve around the user. The faster the user is, the faster the revolution will be. The more proficient the user is at using the Aura, the more the musical notes will be.

## History

Once upon a time, there was a group of Pokemon who loved to sing. They only sang for fun, and they never really thought that singing would give them food. However, one of the oddball on the group thought differently. This oddball was an Altaria. The Altaria believed that she song and singing were her life. She treated singing seriously. She was branded a freak by the group, however that didn't deter her determination. She kept singing seriously until one day a Pokemon saw her and asked her to sing for him. The Altaria sang wonderfully, bringing tears to the group who accidentally listened to her song.

As she saw the group, she heard the person thanked her. She looked at him and saw he had vanished. As her gratitude, she sang another for him. That moment, her song triggered an Aura which made her songs more beautiful. After she finished her song, she whispered into the air, *"Just want to please."*

## Aura Move and Ability

### **Moves**

Level 2: Melody Rush

The user rushed the tempo of its song. For 3 turns, every sound-based Moves used by the user will receive gain a priority boost (meaning the Moves will have +1 Priority).

Level 6: Up Tempo

The user increases the tempo of itself and its allies. For 5 turns, if the user uses a sound-based Move, the user and its allies will receive 20% boost in Speed. Maximum Speed boost is 150%.

Level 10: Turtle Dove

The user sings a love song. Randomly pairs a male and female Pokemon. The pair will share damages they receive. If one of the Pokemon fainted, the partner's Attack, Defense, Special Attack, and Special Defense will be reduced by a stage. Only usable if there are no Infatuated Pokemon.

Level 14: Lips Reading

The user whispers some suggestions to an enemy. Until the battle ends, the enemy's Soundproof ability is deactivated.

Level 17: Hymn of Souls

The user tampers with Perish Song. Perish Song won't affect allies. However, the user has to use this move each turn until the Perish Song works. If the user is disturbed, the Perish Song will fail.

### **Ability**

Level 1: Musical Fever

Sound-based Moves will receive certain bonus by 25%.

Level 15: Opera Fever

Upgraded version of Musical Fever. Now the bonus is 50%.

Level 20: Aria Fever

Upgraded version of Opera Fever. Now the bonus is 100%. Every time the user defeats an enemy using Sound-based Move, the user's Special Attack will gain a boost by a stage.
Pandora (Aura)

## Description

Upon activation, a red circle appeared on the ground near where the user is standing. If the user is flying/floating, the circle will float around the user. The circle will rotate slowly and will follow the user. Most of the time, no one would know what would happen when this aura is used. When an aura move is used, the circle will expand as big as the battlefield (an exception for a certain move). Warning: overusing the Aura might cause sanity slippage.

## History

No one knew where this Aura came from. It appeared and disappeared as it wished. Not even the user could control the Aura fully. However, a certain myth said a group of Pokemon had this Aura. They were known for their insanity, especially their insanity for blood. Their blood lust was so strong that they were feared by many Pokemon. However, two Legendary sealed their Aura so they wouldn't miss-use it again. Without their Aura, though, they were powerless. Soon, they group was judged by mobs of angry Pokemon who were victims of their misdeed in the past. With their death, the aura vanished. But recently, the Aura came back. It was believed that the "shadow aura" creating a "child" aura. Another believed that the aura arose because of a dark entity was about to attack the world once again. No one knew.

## Move(s) and Ability(s)

### **Moves**

* Level 1 - Elemental Shuffle
Attack an enemy randomly. Type will copy from one of the Pokemon type in battle.
* Level 4 - Requiem
The user fakes death. For a three turns, the user can't do anything. However, the user can't be targeted by single-hitting move. Multiple-hitting moves will deal 50% damage. This move will end the battle if there are only one Pokemon on each side, resulting in defeat.
* Level 6 - Heart of Chaos
The user shines with eerie aura, increasing user's and allies's Attack and Special Attack by 1% times number of turn passed. Can only be used once per battle.
* Level 9 - Silhouette
The user creates a shadow, increasing Evasion by 30%. Can only be used twice per battle. Can't be used twice on a same turn.
* Level 20 - Macabre
Upgraded version of Elemental Shuffle. The user will now attack as much as conscious Pokemon in battle. The user's health point will be reduced by 7% times the number of hits.

### **Abilities**

* Level 1 - Chaos Wave
Increase "not very effective" attack power by 25%.
* Level 13 - Chaos Tide
Increase "not very effective" attack power by 50%. Ignore immunity from ability. Upgraded version of Chaos Wave.
* Level 20 - Chaos Flux
Increase "not very effective" attack power by 100%. Ignore immunity from ability and typing. Upgraded version of Chaos Tide.
Leigh Seig (Aura)

## Description

Leigh Seig is a faint white light that is strongest at the core of the Pokemon.

## History

Leigh Seig first belonged to a ditto during the battle against darkness. This ditto, who's name was lost in time, was a proud warrior and was an ally to the silver marked hero. He unfortunately died in a one on one battle with Yaffon leaving no legacy (children) the only thing that survived about the ditto was the aura which is a rare occurrence to this day.

## Move(s) and Ability(s)

* Steady (Level 1) (Passive): Makes the Pokemon completely resistant to flinching [Duration: 4-8 turns]
* Antibodies (Level 1) (Passive): Makes the Pokemon resistant to poison [Duration: 2-5 turns]
* Able-minded (Level 2) (Passive): Makes the Pokemon unable to be confused [Duration: 4-8 turns]
* Cool skin (Level 3) (Passive): Makes the Pokemon resistant to burns [Duration: 2-5]
* Righteous (Level 4) (Passive): Makes the Pokemon unable to be cursed [Duration: 4-8 turns]
* Hot headed (Level 5) (Passive): Makes the Pokemon resistant to being frozen [Duration: 2-5 turns]
* Tradewinds (Level 6) (Passive): Makes the Pokemon completely resistant to embargo [Duration: 4-8 turns]
* Terra sectator (Level 7) (Passive): Makes the Pokemon resistant to paralysis [Duration: 2-5 turns]
* Eyes for one (Level 8) (Passive): If the Pokemon has a mate, it is unable to be infatuated (Except by mate) [Duration: 4-8 turns]
* Night owl (Level 9) (Passive): Makes the Pokemon resistant to sleep [Duration: 2-5 turns]
* Antigen (Level 10) (Passive): Makes the Pokemon unable to be poisoned [Duration: 5 turns]
* Cold skin (Level 12) (Passive): Makes the Pokemon unable to be burned [Duration: 5 turns]
* Will of Fire (Level 14) (Passive): Makes the Pokemon unable to be frozen [Duration: 5 turns]
* Well grounded (Level 16) (Passive): Makes the Pokemon unable to be paralyzed [Duration: 5 turns]
* Insomnia (Level 18) (Passive): Makes the Pokemon unable to sleep [Duration: 5 turns]
* Half-life (Level 20): If the Pokemon is hit with a OHKO or is KOed in one move, the aura manipulates their body for 5 turns. allowing them to fight or flee (ability)
* Warrior's heart (Level 20): When activated type advantages are not as effective (X1.5 instead of X2) for 5 turns. After it wears of type advantages are doubly effective (X4 instead of X2)
Trollmannens Triks (Aura)

## Description

Not having any real form, Trollmannens Triks can only be seen for what it is another user of it, to whom it looks like a thick purple miasma when in use, or by Lucario and skilled Riolu, who can see even when not in use and and to whom it looks like a strange shimmer in the aura. Though the aura ability can manifest in the form of a pseudo-physical object.

## History

The original wielder of this aura was a formerly human Alakazam, more than six hundred years ago, a Nord named Isak. Isak shaped the form of "Loki's Helm", in the future, others, descendants of other lands, and a Zoroark, would shape the forms of the other forms. Then, five hundred years ago, the aura disappeared.

Three hundred years later, it reappeared in the paws of a young Eevee in the Eon tribe, he would eventually learn to master it, a feat that required years of training, having known no others who had it. As he grew in strength, something else weakened, his sense of right and wrong. He became sadistic and cruel, and was forcefully driven from the tribe after one of his "pranks" killed two Pokemon, one of them an Elder. After that, he swore vengeance, leaving the tribe with a few followers. The aura spread from there, it was said that it was a curse, and that if you were struck by a blow from a user of the Triks, you would become one. None sense of course, but still relevant as it lead the almost total annihilation of the self proclaimed god and his followers.

## Move(s) and Ability(s)

* Aura Level 1 (Ability): Zoroark's Bead; Enables the wielder to create illusions. Also creates a blue orb somewhere on the wielder's body, usually hair or tail, though sometimes on the wrist.

* Aura Level 4: Pan's Pipes; Creates a set of Pan Pipes that they then play a lively dancing tune on. Causes infatuation, has to be heard.

* Aura Level 8: Coyote's Fangs; Extends the user's fangs and claws, boosts attack 1 stage.

* Aura Level 12 (Ability): Kitsune's Tails; Enables the wielder to make their illusions cause pain and make contact. Gives the wielder nine tails, copies of existing ones, or Ninetales-like ones. Replaces Zoroark's Bead.

* Aura Level 16: Apple of Eris; Creates a golden apple, on which a phrase beginning with "For The". Different people will see different things, a Machamp may see "For The Strongest", while an Alakazam may see "For The Smartest". Cause infighting among opponents.

* Aura Level 20 (Ability): Loki's Helm; Enables the user to make their illusions permanent. Creates a horned golden helmet, see below. Replaces Kitsune's Tails.

## Aura Overflare

**'s Gambit**: Unleashes a storm of illusionary pain, that doesn't end until either the user passes out, or manages to calm itself down. Effects everyone, does 1/8 of total health, 1/6 to user.
Fight Club

## **Description**

Leadership Rules: First Born Of Previous Tribe Leaders. Also, if the current Leader is
challenged and beaten, the winner and there family get the tribe.

Fighting Type Pokemon (e.g. Lucario, Machamp, Hitmonlee, etc.) is the
main population but anyone and everyone are welcome... as long as they
like fighting, are willing to fight, or just want to watch the fights.
The population is around 200 pokemon because of all the fights that go
on. They are located in the Eastern Mountain Range and their fights are
held in the Shavantas Plateau. They mainly stay in one spot but many
pokemon who are a part of their tribe travel. They aren't considered a
real tribe by many except those that actually fight and are a part of
the tribe. The others are just fans and people that love to watch the
fights. The only way for an Exiled Pokemon to return is by challenging,
and defeating, the leader. Exiled pokemon can still partake in real
fights but are not awarded anything and are not brought back into the
tribe unless they beat the leader.

## **History**

The tribe was formed near the beginning of the new world. Three brothers
 (Hitmonchan, Hitmonlee, and Hitmontop) loved fighting so much that they
 would fight each other at the Shavantas Plateau and charge others to
watch. Of course, none of the brothers were smart enough to think of
making it into an actual tribe, which is where Lupo Pugnatori came in.
He watched them fight and, admittedly, found they weren't very good. He
challenged all three of them to a one-on-three battle and won within
minutes. He then came up with an idea to start a tribe of fighters that
fought in the arena, charging pokemon an entrance fee. Now, of course,
the entrance fee wasn't money, because money didn't exist. Instead, the
tribe took supplies such as berries, potions, etc.

Now, skip to
the present, and the Tribe is flourishing, having fans from all over
come to watch the fights. They have a seemingly endless amount of
various supplies and have dozens of fighters. The leader, Ferro
Pugnatori, is a descendent of the creator, Lupo Pugnatori. However, his
brother, Malo Pugnatori, want's the tribe for himself. Unknown to Ferro,
 Malo has been planning ways to get the tribe for himself by dethroning
Lupo. He has got help from a select few fighters that prefer Malo over
Ferro to help him but not nearly enough to defeat him. Will Malo succeed
 in his attempts to get the throne? Or will he fail and be discovered by
 Ferro, becoming forever exiled from the tribe, along with his
followers?
A.N.T.C (Avaras Nomadic Trading Caravan)

## **Description**

The Avaras Nomadic Trading Caravan (A.N.T.C) is a small, nomadic tribe
of Pokémon that carries an abundance of resources for the spirit of
trading. With a population of twenty-two, the A.N.T.C members are
usually sent on small assignments around the continents to offer their
wares to the native population, whether it be berries or other items of
value, such as Evolution Stones.

The caravan asks for nothing
more than something of equal return when they trade, such as a berry for
 a berry, but are notorious for being easily heckled into lower
'prices'. However, they accept almost anything, so if someone were to
stock up on colorful or shiny rocks (and we mean a lot of them), they
have a chance to talk the A.N.T.C into purchasing something of great
value or rarity.

While there is the Lead Trader, whom rules the
caravan by assigning tasks, it's noted that the leaderships can last for
 months at a time or less than a day. To be named the Lead Trader, a
Pokémon must do something extraordinary while on the line of duty, such
as creating a extremely successful trade or recruiting a large amount of
 members within a short time span.

But, you must hurry! The
A.N.T.C lives up to it's nomadic title as it wonders whatever continents
 are connected together: it won't be in the same location for long...

## **History**

The Avaras Nomadic Trading Caravan is a relatively new tribe when
compared to others, for it is less than a generation old. Founded by a
Persian named Mist in the Avaras Plains, the A.N.T.C quickly grew as
more and more Pokémon took interest in shiny things, such as certain
types of rocks along with the idea of keeping a healthy stock of Oran
berries should there be a drought. While many joined the caravan, Mist
took notice that others were interested in the shinies or the surplus of
 food, but had no intention of joining the A.N.T.C. Using this
knowledge, the Persian began to set up a basic trading system: give us a
 number of these types of berries or a different shiny and this one is
all yours.

The make-shift economy of the A.N.T.C was quickly
formed as more and more trades were being made around the plains. Caught
 off-guard the the success of the caravan, Mist began an ambitious
project to move the tribe across as many lands as it could to create an
even more diverse stock of different berries and shinies.

Several
 months after the caravan was formed, Mist was quickly put to shame by a
 caravan member after he made a large, successful trade that boosted the
 A.N.T.C's 'economy'. Over time, a Trade Leader would be pushed to the
side as another Pokémon bested them, who would then be defeated by
another member, and so on and so forth.

Today, the Avaras Nomadic
 Traders Caravan is facing a sudden population drop due to disinterest.
Frantic to save the caravan, Milo, the current Trade Leader, has began
to send out traders across their locations in hopes to make their name
known once more.
Gilden Diewe

## **Description**

The strength of the tribe’s signature aura, Trollmannens Triks,
 the leader and several others make up a council, which governs the
tribes day to day life, from who is allowed to breed, to executing those
 who have committed crimes against the tribe.

Since its founding, Gilden
 has always been a small tribe, roaming through the Kyrn Forest,
harassing small groups of Eon Tribe members whenever possible, using
their aura to confuse and sometimes kill them. Dark types take naturally
 to the tribes way of life, and make up almost half of the tribe, though
 surprisingly, Psychic type are also prevalent.

## **History**

Gilden Diewe was founded
almost two hundred years ago by a young Umbreon, named Gallus. Gallus
was the first to use Triks in three hundred years, and was shunned by
his fellow tribe members, who looked down on and, to an extent, feared
him. It was years before Gallus and a few followers left the Eon Tribe,
forming their own in the woods.
It was a few years later that the
tribe reached its peak of nearly two hundred members, and at that time
the tribe was at its most open, trading with the other tribes. Until the
 aura started spreading, like a plague first to the representatives of
the other tribes, then following them back to their tribes. Many other Pokemon feared the spreading aura, and the tribe was decimated.

Reduced
 to a mere thirty members, the tribe went into hiding, attacking any who
 came near them. The remaining members began to revere Gallus, his aura
had saved the tribe when they needed it most, and the tribe members that
 had the aura were elevated with him, breeding rights were given to
those with stronger auras, and those entirely without denied them, one
of the few laws that continue to this day.
Heraesni (Aura)

## Heraesni

Hero's Aura.

## Description

Not much is known about the aura itself but it contains powers that were once known to be carried by Alex Kelves who controlled this aura. It is all but a mystery now and a myth due to the only one wielding it was Alex. But, one of its abilities did seal away Yaffon and Yaffon’s auras away. But there are more hidden potentials to this aura which are not in the area of increasing the strength, speed or defensive qualities of the moves or the Pokemon itself but something entirely different. No one has ever gotten this aura again so the abilities in question are a mystery to anyone who has ever tried to figure what they were.
The Elec

## **Description**

They try to paralyze their prey before it escapes. After it is paralyzed
 they aim to finish it off and then look for their next target. This way
 they get enough prey to feed their tribe. The people in this tribe care
 greatly for each other, and they would never harm each other in any
way, the trust they have of each other is too strong for that.

Main Member type: Electric

Current Population: 31 members

Location: Avaras Plains

## **History**

The Elec - Charger tribe hasn't been through much trouble, thanks to
having strong electric Pokemon. They stay near the Avaras plains most of
 the time, there is a tradition that the next in line leader travels the
 world to become strong enough to lead, if they run away or refuse to
leave, then they will either become exiled or their next child will have
 to do it.

Aston Electron, and the rest of the tribe lived in
villages before the tribe was made, and nothing bad happened for a
while. That was when predators came and attacked the Pokemon that
weren't protected by static. Aston cursed himself for not being able to
do anything, as he was just a electabuzz back then, and not strong
enough to defeat the predators on his own.

He decided to create a
 tribe, a tribe that would protect the weaker electric pokemon until
they became strong, and the stronger electric would then take care of
the weaker ones, so they wouldn't have to worry about predators anymore.
 Aston found a young electabuzz woman named Sharlon, and together they
mated. A few days later they found out that Sharlon was pregnant.

The
 kid wouldn't be there for a while, so Aston went off and trained to
become worthy off being the leader. He came back a electrivire, and his
son was walking already, Sharlon had given safe birth. Maximilian, his
son would have to go on a adventure too when he grew older, so he could
become a leader that could protect the tribe.
Dark Fear (Aura)

## Description

This aura looks like a trail of dense black mist emenating from the user.

## History

This aura was first used by a group of dark-type Pokémon in an attempt to use the emotion of fear as a weapon. Its use has since become a far more widespread aura among the more pragmatic Pokémon.

## Move(s) and Ability(s)

* Level 1: Dark Shroud: all dark type attacks are 1.2 times stronger (ability).
* Level 3: Danger flash: An aura attack with the additional effect of sometimes causing the target to experience visions of everything that could go wrong in the fight, discouraging them to commit themselves to an attack (Dark Type/Power 30/accuracy 100/effect chance 10/effect lowers attack power of all moves by 5% and lasts 5 turns).
* Level 5: Phantoms of the Past: An illusion is formed around the target that copies a traumatic event they experienced in the past, this forced flashback distracts them from reality (accuracy of 80/lasts 5 turns and lowers accuracy by 5%).
* Level 8: Violent Intent : All dark Type attacks have a five percent chance of causing visions of terrible pain to the target, this vision will make them lower their guard in panic(lowers defense by 5%/Lasts 5 turns/ Effect lasts 3 turns/ Effect can be renewed by being triggered a second time).
* Level 11: Dark Entity: All dark type attacks are 2.4 times stronger (upgrade to dark shroud).
* Level 13: Calamity Flash: An advanced aura attack that has a chance to cause the target to have terrifying visions of random events happening in their surroundings, even the most mundane ones, causing disasters, this irrational fear causes them to become overly cautious in attacking their enemies (Dark Type/Power 50/ Accuracy/ 100/Effect chance 20/ effect lowers attack power by 10% and lasts 5 turns/upgrade to danger flash).
* Level 15: Phantoms of the Future: An illusion of a terrifying future is formed around the target, this illusion distracts them from reality (accuracy 80/Lasts 10 turns/ lowers accuracy by 10%).
* Level 18: Murderous Intent: All dark attacks have a ten percent chance to cause visions of violence and death inflicted by the attacker. These terrifying visions will cause the target to panic when being attacked for real, causing their defensive capabilities to lower (lasts 10 turns/lowers defense by 10% for six turns/ effect can be renewed if activated again).
* Level 20: Waking Nightmare: Master-level aura attack that muddles the target’s senses with a terrifying illusion of the one thing the target fears most. This conscious nightmare of kinds will cripple their combat effectiveness for long periods of time (Accuracy 60/Lowers accuracy, defense and attack power by 5%/ Lasts 10 turns).
Asteria (Aura)

## Description

When activated, the user will be surrounded by star-shaped energies. The stars's sparkle will determine how much energies left for the user. Whenever the user uses an Aura Move, the sky will become darker and starry until the Move ends. The Aura will always weaken the Move used on weaker enemy, making sure that they will never defeat an enemy. However, the Aura will also protect the User constantly. The Aura will activate when there is danger nearby.

## History

The Aura was once founded by a Pokemon who loved staring at the starry sky. One day, that Pokemon met Jirachi and Jirachi granted his wish. The Pokemon wanted power to protect his friends for eternity. The wish backfired as the Pokemon became immortal and the power he earned actually destroyed some of his friends. Realizing the flaw of his Aura, he seek Jirachi one more time. But fate never let them met again. However, his plead was heard. His Aura had now became weaker and more compassionate. Decades after decades, the Aura slowly spread to few selected individuals who wished to protect his friends with a strong power but one that wouldn't kill anyone.

## Move(s) and Ability(s)

### **Moves**

* Level 5: Twinkling Star

* Level 10: Starry Stillness

The user creates an illusion of sky full of stars. The stillness of the stars hypnotize the enemies into sleeps. (Target all enemies || 50% Accuracy)

* Level 15: Comet

* Level 20: Meteor Shower

### **Ability**

* Level 1: Regeneration

Heal the user's HP by 5% per turn. However, the user can only use damaging Move if the user is the only one fighting or the only one left. Also, the user's Moves will have False Swipe's property, meaning the user will never be able to defeat an enemy.

* Level 9: Divine Protection

Upgraded version of Regeneration. Heal the user's HP by 10% per turn and reduce damage taken by 25%. Same property as Regeneration.

* Level 18: Immortality

Upgraded version of Divine Protection. Heal the user's HP by 20% per turn and reduce damage taken by 50%. Same property as Regeneration.

## Aura Overflare

***Garden of the Stars*** - The users removes its Aura Ability and grant them to its allies. Only usable when there are at least 3 allies and all of their HP are under 25%.
GOT7

July 4, 2015 - September 9, 2017

GOT7 are a 7 member, multinational boy group that first debuted under JYP Entertainment in January of 2014. Members include JB, Mark, Jackson, Jr., Youngjae, BamBam, and Yugyeom who come from not only Korea, but also America, Thailand, and Hong Kong. 20 July 2015 - 19 December 2016

## Members

### Mark

Mark (마크) also known as **Tuan Yi-Eun**, born on September 4th, 1993, is the oldest of the GOT7 members. He is an American Citizen of Taiwanese descent and lived in Brazil and Paraguay when he was younger before his family moved back to the US. He was in the US in 2010 and came to Korea to train in that year.

### JB

JB (재범) aka **Im Jae-Bum**, born on January 6th 1994, is the leader of GOT7. JB was given his stage name due to him sharing the name Yim Jae-beom with a famous senior singer. JB debuted before the rest of Got7 earlier, under JJ Project, along with Jr./Junior.

### Jackson

Jackson (잭슨),born as **Wang Ka-Yee**, born on March 28, 1994, is a native of Hong Kong and a former representative of the country's national fencing team. In 2011, he earned two gold medals at the Asian Junior Olympics in Thailand. He claims that those medals were the key to his parents letting him train in Korea. Jackson can speak Korean, Cantonese, English, and Mandarin proficiently.

### Jr.

Jr. (진영) also known as **Park Jin Young**, born on September 22, 1994, successfully auditioned JYP Entertainment in 2009 with JB. He was given the stage name "Jr." as his real name is also the name of JYPE's founder and CEO.

### Youngjae

Youngjae (영재) aka **Choi Young Jae**, born on September 17, 1996, is one of GOT7's main vocalists. In 2013, after passing an audition at his gifted music school in Mokpo, he entered the JYP training system. He was a trainee for 7 months before debuting and was last to join the group.

### BamBam

BamBam (밤밤), born **Kunpimook Bhuwakul** on May 2, 1997. BamBam originates from Bangkok, Thailand. He was cast for JYP Entertainment at an early age and was sent to Korea to train. BamBam's mother is also a huge K-pop fan, she owns a Korean restaurant in Bangkok.

### Yugyeom

Yugyeom (유겸), his birth name being **Kim Yu-gyeom**, born on November 17, 1997, he is the youngest of Got7. In the seventh grade, Yugyeom was already enrolled in a dance school, which opened up new opportunities such as being able to audition for JYP Entertainment.
Immortal Curse (Aura)

## Description

The aura does not take on physical attributes until the users death, upon which a translucent figure in the shape of the user rises from their corpse and finds a safe spot where it glows bright white and creates a new body to house the user's soul. This aura is always considered activated.

## History

Long ago there were power hungry pokemon that searched for the key to immortality. They would seek out the legendary pokemon known for immense power. One such pokemon was Ho-Oh, the Rainbow Bird of Life. After years of being hunted by pokemon, the legendary finally released his frustration and granted the pokemon their wish. No matter how many times they died, no matter how much pain they endured, they would always come back with memories of every moment. The curse would also make the pokemon weaker, ensuring that they would get to experience death over and over and over.

If they could not rid themselves of the curse, it would be passed on to one of their young at random. Once they discovered this, many of the original cursed pokemon rid themselves of it by passing it on.

## Move(s) & Ability(s)

### **Move**

Lv.1 - Newly Cursed
The Cursed Aura takes hold of the user.

Lv.3 - Drained
The aura drains the user's body when they enter battle, reducing their HP by 10%. Upon the user's death, they will be revived with their level decreased by 1. Replaces Newly Cursed.

Lv.8 - Afflicted
The aura drains the user's body when they enter battle, reducing their HP by 10%, and reducing Defense and Sp.Def by 2 stages. Upon the user's death, they will be revived with their level decreased by 2. Replaces Drained.

lv.15 - Infested
The aura drains the user's body when they enter battle, reducing their HP by 10%, and reducing Defense and Sp.Def by 2 stages. Upon the user's death, they will be revived with their level decreased by 3. User only gains 50% XP from battles. Replaces Afflicted.

## Aura Overflare

**Cleanse Curse** (Gained Lv.20)
Removes the cursed aura from the user. The user gains XP equal to the total amount of AXP earned for this aura x1. User will not be revived from death ever again.
Brightpoint

**Brightpoint** is the capital of Greatway Isle and the most populated area of the island and the Greatwyn. It is one of the oldest settlements in all of the Realms, and has a history deeply enriched by magick, religion and politics.

The centre of Greatwyn government, Brightpoint is home to several important buildings including the Obelisk and the Evermoor Chambers, where the High Council of Brightpoint convene. The embassies of Acrylion, Greca and the Raglands are also dotted across the city.

Although situated near the centre of the island, at the foot of the Lucen Peaks, Brightpoint is served well by the great River Glemm, which flows out to the Greatwyn Bay. Several main roads lead out of Brightpoint, the main one being the Brightway, which leads to Besal and the Bay.
Wind Dance (Aura)

## Description

Wind Dance, as its name suggest, is an Aura of wind. It is normally found used by avian Pokemon. Upon activation, an air current will enveloped the user's body. The user's body will glow with either white or silver energy, depending on the users proficiency and experience of using the aura. Befitting as an Aura for avian Pokemon, the Aura boosts Flying types moves and their flight capability. It also helps them become one with the wind.

## History

This aura was first seen used by a female Pidgeot. She traveled from a continent to another with her friend, a Houndoom. The duo were so close that other always mistaken them as sisters. However, her devotion to her friend could indeed be interpreted as love as a sister. That very love and devotion were the trigger to activate her aura. Even after they had their own mate and offspring, they still aided each other like true sisters. Their offspring were like siblings to each other. Perhaps like mothers, like children. As if their mother's love and devotion were passed upon her offspring, all of the Pidgeot's children has the same aura. Since then, her descendants was blessed with the aura, which serves as a memento from their ancestor.

## Move(s) and Ability(s)

### **Moves**

* Level 1: White Wind
The user flaps its wings softly, producing gentle breeze that heal 10% of max HP and status conditions of the user and its allies.
* Level 5: Blessed Wind
The user flaps its wings harder, creating a strong gale which is perfect for Fire type moves, ultimately boosting their power by 25%.
* Level 8: Feather Storm
The user shoots some sharp feathers (either real or magical one) that will chase a target until they hit it. This move never miss.
* Level 11: Silver Wind
Upgraded version of White Wind. The breeze will heal 20% of max HP and status conditions of the user and its allies. (Replace White Wind)
* Level 14: Eastern Wind
Upgraded version of Blessed Wind. The wind now increase Fire type moves by 50%. (Replace Blessed Wind)
* Level 19: Wild Card
The user randomly use a Flying type move. Wild Card will never choose Bounce, Chatter, Dragon Ascent, Mirror Move, and Oblivion Wing.
* Level 20: Second Wind
The user gather winds around it, healing 25% of the user's health and increase Attack, Sp. Attack, and accuracy by 50%. It also increases the next attack critical rate. Only usable when the user's health is 33% or lower.

### **Abilities**

* Level 2: Aerodynamic
The user flies following the wind and become more agile. Increase speed by 20% and boost Flying type moves by 20%.
* Level 18: Wind Bender
The user becomes one with the wind and become extremely agile. Increase speed by 20%, evasion by 20%, and boost Flying type moves by 30%.
Psychoboost (Aura)

## Description

User glows a faint purple. The harder they focus the more luminous it glows and the color deepens. If you look hard enough into their eyes, it's said that you can see the truths of the universe. Of course, you'll probably be unconscious before you do see it.

## History

This aura is well known amongst the psychic community. None use it to its full potential. Most who have it fear it and those who don't are thankful. The only one known to use it without fear was an Alakazam by the name of Alex. He found that his brain anatomy and ability to grow new brain cells allowed him to use the Mind Crush ability to destroy his opponents. However, as intelligent as he was he failed to see that the power was corrupting him. He turned friends away and made many a foe. He went insane with power and was killed when a pack of Houndooms was payed to hunt him down. He was easily defeated. Since then it has been known that anyone with this aura is to be kept an eye on. Lest the power consume them as it did Alex.

## Move(s) and Ability(s)

* Lv.1: Heightened Focus. Increases the power of psychic attacks by 20%. (passive)
* Lv.2: Precise Thoughts. Increase chances of Critical hits by 20% lasts 1 turns.

* Lv.3: Psy shield. Create a mental armor to increase 15% def and sp.def to the user or ally. Lasts 2 turns.

* Lv.5: Psy speed. Gives a 25% speed boosts to user or ally. Lasts 2 turns.

* Lv.6: Mental cleansing. Cures user or ally of confusion.

* Lv.7: Fight the darkness. Users sp.atk decreases by 30% but psychic attack are now effective against dark types instead of having no effect. Lasts 2 turns.

* Lv.8: It's in your head. Causes all damage taken to be negated for one turn. Take 30% more damage for 2 turns afterwards.

* Lv.10: Mental health. Heals an ally by 10%

* Lv.11: Mental pause. Causes target to flinch. Ineffective against dark, psychic and ghost type opponents.

* Lv.12: Mental breakdown. lowers target's defense and speed by 15% for two turns.

* Lv.14: Illusion. Causes an opponent to see something they fear. Causes confusion for two turns. No effect on psychic types.

* Lv.15: Mental Override. User unlocks safety barriers in their mind to increase their power. Next Psychic attack does X2 damage but user sacrifices 20% HP.

* Lv.17: Berserk. Chosen target pokemon loses rational thought and must use damaging attacks. Gives a 15% atk and spd increase but lowers def and sp.def by 20% for one turn.

* Lv.18: Mental Shock. All psychic attacks gain a 20% chance to paralyze. Lasts 3 turns.

* Lv.20: Mental Lockdown. Holds a single target in place for one turn. Ineffective against Dark types. Psychic type moves can still be used if under the effects of lockdown.

## Aura Overflare

**MIND CRUSH**. User unlocks all of their mental capabilities to unleash a lethal mental attack. Can instantly knock out an opponent but causes the user to suffer some brain damage. Causes the user to lose 25% HP, become incapable of movement for two turns and can cause changes in behavior. OVERUSE WILL CAUSE DEATH.
Lore

## Fables

### The Tale of Marcel

In the age before the land rose above there was a man by the name of Marcel. One day he was visited by Jacob the Wise who warned him of a great disaster that was coming. Jacob told Marcel that the world was going to punish the people of the world for their transgressions against it, but that there was a sacred land that would be protected from the disaster. Jacob commanded Marcel to take the worthy to these places, for Jacob knew that Marcel had the skill to lead the people to safety.

Once the worthy people of the world had been gathered in the sacred grounds Lory the Kind appeared and gave the people her blessings of protection. These Blessings protected the worthy as the world around them fell away into the realm of demons. As the people panicked it fell on Marcel to keep the people calm. With his great spirit he kept the people calm in their darkest moment.

After this the people grew hungry as what was left of the world was lacking in wildlife. It was then that Rosella the Bountiful came to the people and filled the lands with wildlife. The people knew not what to do though, for they had forgotten how to provide for themselves in their many years of sin. They turned to Marcel asking what to do. That night Marcel preyed to the gods for an answer.

It was Guyan who appeared to him, the god of might. He gave unto Marcel his great bow. It was with this bow that Marcel gathered food for his people. Marcel taught the people how to hunt using the bow. He was even able to recreate the bow making it possible for every man to hunt for themselves.

But with the power over death came war. The people divided into 4 groups and would fight among themselves. Marcel preyed to Jacob for his wisdom, he told him the people were too divided to come together now. He preyed to Lory for her blessings of kindness, she told him that she could not protect the people from themselves. He preyed to Rosella for more food, for perhaps they were fighting over the supplies around them, Rosella denied him this though because she knew that it would not stop the fighting. Finally Marcel prayed to Guyan who gave him the answer. He told Marcel that he needed to be stronger than the people he ruled, and so he blessed Marcel with the power over life and death. It was with this power that Marcel was able to keep the people in check.

This was displeasing to the other gods though, and so they split the sacred land into 4. They knew though that it would be cruel to keep the people completely apart and so they blessed them with great flying machines to connect the sacred lands. These were a privilege though and the gods made it very clear to the people that they could be taken away at any time.
Phericiolen (Aura)

## Description

Not much is known about the Phericiolen or the Legendary Aura at all. But it has only been known to be used by and controlled by legendary Pokemon. Simple and common Pokemon could never handle it or control it and if they did they would quickly die. A legendary has some control over their aura but when their aura goes out of control it won’t go out and usually drives the legendary into a rage (which never ends) that breaks through all other auras quite easily except for a few but it gives the legendary unheard of abilities that make the legendary almost impossible to kill but the legendary can still be killed if the one facing it can quell the aura the legendary has or have good enough qualities in their speed, defense, and power to defeat the legendary with the aura. A legendary with this aura has nothing to fear except for an aura higher then it which include a higher leveled legendary aura or an aura that is still higher or can still be considered of the same class but this rarely the case. When this aura is on, any attacks it receives just irritates them and all the while having attacks which would kill a Pokemon without an aura and severely hurt one with a low leveled aura. Once at level twenty, the legendary will become hard to stop even if several Pokemon with high leveled auras go against it.
Underdog (Aura)

## Description

Upon activation, a blue flash seems to explode from the user. After that a green-blue steam radiates from the user like steam from a white-hot metal having water poured over it.

## History

This Aura was first made to be know by a Handicapped Machop, whom had a lame arm. Using this Aura He was able to win fights whatever the odds it seemed. He took on any challenge that came his way, rapidly growing in strength. One Day however he was challenged by a fast flying Pidgeot. The fight was going in his opponents favor as they usually did, when he chose to use his Overflare. The Pidgeot knew this was his plan and dodged the attack. In his weakened state the machamp wasn't able to survive the rebound and perished. Since then, the aura has been known to appear in runts and Pokemon born with a disability.

## Move(s) and Ability(s)

* Aura Lv.1: Comeback. When below 50% health the user gains a +15% atk boost (passive)
* Aura Lv.2: Enhancements. Can distribute aura throughout body to boost def by 10% or into attacks for a 10% atk boost. Last 2 turns after activation. Only usable at 75% health.
* Aura Lv.4: Let Loose. Adrenaline levels increase giving the user a 15% atk bonus and 10% spd bonus. Decreases defense by 10%. Lasts 2 turns.
* Aura Lv.5: MOVE!! Gives a 20% speed boost for one turn upon activation. Can be used for dodging or going in for a hit, but decreases speed by 5% afterwards.

* Aura Lv.8: Spot on. Grants a 20% crit chance boost for 3 turns.

* Aura Lv.10: Aura cannon. User builds up then fires Aura at high speed. (80 power 85acc) sacrifices Comeback ability or 5% health. Only usable twice per battle.

* Aura Lv.12: Headstrong. User gains a 25% atk spd and def boost for one turn but then suffers a 20% decrease in the same stats during their next turn.

* Aura Lv.15: Not Without A Fight. Upon reachin 33% HP the user gains a 20%spd boost and 20%atk boost. Lowers def by 30%. (does not stack on top of comeback ability. Must choose between it and Don't fall yet.)

* Aura Lv.15: Don't fall yet. Upon reaching 33% health the user gains a 25% boost to def and sp.def. speed decreases by 25% (Not usable in cohertion with Not Without A Fight ability. Users choice on which is acquired. Does not stack on Comeback)

* Aura Lv.20: Deep breathes. The user calms down and prepares themselves for the next few attacks, giving a 25%atk and def boost for three turns. Only usable after the first 3 turns of a fight.

## Aura Overflare

**Deciding Blow**. Aura is all pulled into the users next attack making is power increase by 300%. However if the attack misses the power rebounds and hits the user. Only usable at 25% HP or lower.