Post by The Darkrai Dolls on Aug 12, 2010 21:15:15 GMT -5
Name:
Andrea "Mother Mortissey" Staats
Species:
Spiritomb
Gender:
Female
Faction:
The Vanlaude Mortissey (Leader)
GIFT:
to contact the dead
A natural medium, most of Andrea's current life is dedicated to sensing troubled spirits and leading them to their eternal homes. The ones that decide to stay with her, however, are within her, and they guide her and make most of her decisions. One could say that they "control" her, which may make most think she was insane. The spirits decide anything and everything, including who is good and who is bad.
Ability:WONDER GUARD YAAAAAA Pressure
Hold Item: Spell tag
Attacks:
Psychic
Shadow Sneak
Hypnosis
Dream Eater
Ominous Wind
Sucker Punch
Memento
Destiny Bond
Dark Pulse
Embargo
Personality:
Andrea has two completely different sides to her. Most of the time, she is cold and emotionless, sometimes even silent for a long period of time. She can get snappy sometimes, too, which often causes locals to be sometimes afraid of approaching her, in fear of being dubbed "impure" by her and her many minds. Andrea refuses to believe in the qualities of fighting, although her attacks are often a last resort if yelling, cursing (spell-wise), and being just plain intimidating fails to work.
However, in rare moments, Andrea is warm, kind and gentle, which is part of the reason why she is called "Mother Mortissey". If one would catch her when she would be alone, he could hear her muttering incoherent words with a gentle and reassuring tone, pause for a moment as if waiting for a reply, and then continue muttering. It would be most likely that she is assisting a poor soul, and sometimes she guides those both invisible and visible. Sometimes, when she isn't continuously making conversation with the spirits both in her head and around her, she is counseling the living who have recently lost a loved one. Yet if Andrea would choose to come to you, you either were considered "sacred" enough to be among her ranks in the Vanlaude Mortissey or a deceased loved one wished to speak with you, though it was most likely the latter she made "house calls" to.
Andrea is very selective on who she wants to talk to when, and rarely is she denied her requests. Though most of her "requests" are made by the spirits in her mind, Andrea sometimes makes decisions on her own, however rarely. Such times are when there were previously extreme and tense sessions with the spirits, and she gets extremely tired out. This, however, only happens every once in a while, and is rarely experienced by someone outside of her clan.
Description:
Andrea mostly looks like an ordinary Spiritomb, swirling purple-and-green energy with a particularly malevolent glare. Yet despite this, there are two major differences between her and most other Spiritomb, if any more of them existed at the time. A barely noticeable yet distinctive trait that she has is the keystone in which she occasionally retreats. It is made up of three different colors - black, dark purple, and pink - because it is made out of fragments of dread, spooky, and mind plates that were attached together by the juice of the Kasib berry, as was newfound tradition when the first keystone became misplaced.
The other remarkable feature Andrea shows off is the white gloves that she controls with her psychic (see moveset) energy. It is the decent equivalent to having hands and being able to move them, which helps extremely when she needs to move something or to make some motions to help explain a concept or topic. Andrea may even go as far as to say that disembodied gloves are better than having actual arms because they cover more ground and sometimes even save her the trouble of physically moving, even though this could also be done by retreating into her makeshift keystone and being carried from one place to another.
History:
Andrea normally does not like to talk about her past, especially with the spirits swarming in her mind. She usually claims that most of the spirits were Sootopolis natives, and thus she gradually grew to be the same, but this is nothing less than a lie. The real story she has long forgotten, since most of the memories of her as an independent being are long gone.
Getting to Sootopolis in the first place was a long and complicated process for Andrea, who at that time was blissfully sealed up in her old keystone oblivious to anything going on around her. When the keystone was dislodged from the Hallowed Tower and somehow ended up in the hands of a trainer's Geodude, it was a few years before said trainer made his way into Hoenn and eventually Sootopolis City. The Geodude, soon evolving into a Graveller, kept the stone with him always, rarely ever wanting to part with it as if he knew there was something significant inside. It wasn't until the keystone was abandoned near the Cave of Origin that the spirits inside became restless as if they noticed something was wrong. The rock had burst open and the spirits inside went haywire until the dominant spirit, from where she receives her current name, gradually formed a new keystone out of rock and plate fragments. It was then that the spirits eventually came to, and it was also then that Andrea became aware of the other spirits, lost and swarming Sootopolis.
She also learned, by way of communicating with the spirits who were already within her, that some Pokemon were considered sacred by the spirits, and that it is a privilege to be able to communicate and interact with them. The Pokemon who weren't sacred, however, were meant to be ignored and shunned except if they had rightful reason. Andrea stayed with these beliefs for many years as she made her private home within the walls of the sacred Cave of Origin and began to entice the Pokemon considered sacred to learn the ways of the spirits. Yet she knew that with the violent gangs and factions that rule the streets that finding the pure wasn't going to be easy. But there was always hope to try...
Andrea "Mother Mortissey" Staats
Species:
Spiritomb
Gender:
Female
Faction:
The Vanlaude Mortissey (Leader)
GIFT:
to contact the dead
A natural medium, most of Andrea's current life is dedicated to sensing troubled spirits and leading them to their eternal homes. The ones that decide to stay with her, however, are within her, and they guide her and make most of her decisions. One could say that they "control" her, which may make most think she was insane. The spirits decide anything and everything, including who is good and who is bad.
Ability:
Hold Item: Spell tag
Attacks:
Psychic
Shadow Sneak
Hypnosis
Dream Eater
Ominous Wind
Sucker Punch
Memento
Destiny Bond
Dark Pulse
Embargo
Personality:
Andrea has two completely different sides to her. Most of the time, she is cold and emotionless, sometimes even silent for a long period of time. She can get snappy sometimes, too, which often causes locals to be sometimes afraid of approaching her, in fear of being dubbed "impure" by her and her many minds. Andrea refuses to believe in the qualities of fighting, although her attacks are often a last resort if yelling, cursing (spell-wise), and being just plain intimidating fails to work.
However, in rare moments, Andrea is warm, kind and gentle, which is part of the reason why she is called "Mother Mortissey". If one would catch her when she would be alone, he could hear her muttering incoherent words with a gentle and reassuring tone, pause for a moment as if waiting for a reply, and then continue muttering. It would be most likely that she is assisting a poor soul, and sometimes she guides those both invisible and visible. Sometimes, when she isn't continuously making conversation with the spirits both in her head and around her, she is counseling the living who have recently lost a loved one. Yet if Andrea would choose to come to you, you either were considered "sacred" enough to be among her ranks in the Vanlaude Mortissey or a deceased loved one wished to speak with you, though it was most likely the latter she made "house calls" to.
Andrea is very selective on who she wants to talk to when, and rarely is she denied her requests. Though most of her "requests" are made by the spirits in her mind, Andrea sometimes makes decisions on her own, however rarely. Such times are when there were previously extreme and tense sessions with the spirits, and she gets extremely tired out. This, however, only happens every once in a while, and is rarely experienced by someone outside of her clan.
Description:
Andrea mostly looks like an ordinary Spiritomb, swirling purple-and-green energy with a particularly malevolent glare. Yet despite this, there are two major differences between her and most other Spiritomb, if any more of them existed at the time. A barely noticeable yet distinctive trait that she has is the keystone in which she occasionally retreats. It is made up of three different colors - black, dark purple, and pink - because it is made out of fragments of dread, spooky, and mind plates that were attached together by the juice of the Kasib berry, as was newfound tradition when the first keystone became misplaced.
The other remarkable feature Andrea shows off is the white gloves that she controls with her psychic (see moveset) energy. It is the decent equivalent to having hands and being able to move them, which helps extremely when she needs to move something or to make some motions to help explain a concept or topic. Andrea may even go as far as to say that disembodied gloves are better than having actual arms because they cover more ground and sometimes even save her the trouble of physically moving, even though this could also be done by retreating into her makeshift keystone and being carried from one place to another.
History:
Andrea normally does not like to talk about her past, especially with the spirits swarming in her mind. She usually claims that most of the spirits were Sootopolis natives, and thus she gradually grew to be the same, but this is nothing less than a lie. The real story she has long forgotten, since most of the memories of her as an independent being are long gone.
Getting to Sootopolis in the first place was a long and complicated process for Andrea, who at that time was blissfully sealed up in her old keystone oblivious to anything going on around her. When the keystone was dislodged from the Hallowed Tower and somehow ended up in the hands of a trainer's Geodude, it was a few years before said trainer made his way into Hoenn and eventually Sootopolis City. The Geodude, soon evolving into a Graveller, kept the stone with him always, rarely ever wanting to part with it as if he knew there was something significant inside. It wasn't until the keystone was abandoned near the Cave of Origin that the spirits inside became restless as if they noticed something was wrong. The rock had burst open and the spirits inside went haywire until the dominant spirit, from where she receives her current name, gradually formed a new keystone out of rock and plate fragments. It was then that the spirits eventually came to, and it was also then that Andrea became aware of the other spirits, lost and swarming Sootopolis.
She also learned, by way of communicating with the spirits who were already within her, that some Pokemon were considered sacred by the spirits, and that it is a privilege to be able to communicate and interact with them. The Pokemon who weren't sacred, however, were meant to be ignored and shunned except if they had rightful reason. Andrea stayed with these beliefs for many years as she made her private home within the walls of the sacred Cave of Origin and began to entice the Pokemon considered sacred to learn the ways of the spirits. Yet she knew that with the violent gangs and factions that rule the streets that finding the pure wasn't going to be easy. But there was always hope to try...