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Astral Harmony
09-05-2010, 10:32 PM
More of those girls who feel so close to their favorite Pokemon that they need to dress like them, yet are nowhere near as bad as Elizabeth has become. Now, onto the pretty girls!

http://i1038.photobucket.com/albums/a469/PokemonUmbral/PokemonUmbral65.jpg

http://i1038.photobucket.com/albums/a469/PokemonUmbral/PokemonUmbral78.jpg

http://i1038.photobucket.com/albums/a469/PokemonUmbral/PokemonUmbral79.jpg

http://i1038.photobucket.com/albums/a469/PokemonUmbral/PokemonUmbral96.jpg

http://i1038.photobucket.com/albums/a469/PokemonUmbral/PokemonUmbral74.jpg

Honestly, Pokemon should re-release a Pokemon Rap with these girls.

Carry on.

Dracorion
09-05-2010, 10:35 PM
Man, I just know that AB is going to somehow put that into his next sprite comic featuring Renny.

Welp, you heard the man, AB.

Elizabeth gets a spot in the next sprite comic.

Menarker
09-05-2010, 10:39 PM
>_> I'm starting to wonder what the result would be like if Elizabeth and Leprihare met Mollesk. Warm hearted naive curious slow/drunk tentacle monster that he is...

Dracorion
09-05-2010, 10:41 PM
He wouldn't be curious anymore, that's for damn sure.

They may actually "borrow" him, you know.

Astral Harmony
09-05-2010, 10:48 PM
Y'know how Elizabeth is. I imagine every night before bed, she puts some scraps of paper in a hat, then leaves them for the Pokemon to pick.

The Pokemon that draws number one gets to...ahem...wake Elizabeth up in the morning. It's all part of a game Elizabeth calls "Who's That Pokemon?"

Dracorion
09-05-2010, 10:54 PM
And the parties... Oh man, the parties.

She has 'em every night.

Riolu used Force Palm! Critical Hit!
Leprihare used Double Hit! Hit four times!
Cloyster used Horn Drill! It's super-effective!
Sceptile used Bullet Seed! But it missed...

Menarker
09-05-2010, 10:56 PM
I thought Leprihare was female?

Unless of course, we're talking Strap-on Saturday...


I'd assume that Elizabeth's wealth and resources include medical facilities, which she probably sponsers to keep her healthy and with a clean bill of health, if you know what I mean.


AB, are you having any luck with the RP post or is there anything you're waiting for or missing that we forgot? I'm pretty sure we had the revised one up on the discussion thread for you to check out...

Dracorion
09-05-2010, 10:58 PM
Sure, why not?

Astral Harmony
09-05-2010, 11:02 PM
I'm working on the RP post right now, actually. I'm going to get in done today if it kills me!

Incidentally, how're people liking the BGM? I know I'm not setting the best of moods with OSTs from old video games, but they were some of the most memorable BGMs I've ever heard.

Dracorion
09-05-2010, 11:03 PM
...

We have BGM?

Menarker
09-05-2010, 11:07 PM
Not to offend you in any way, but I haven't been listening to the BGM because I'm severely hard of hearing and thus it's never in my mindset to look for songs. Maybe the others listen to them, and if they like it, I think that's great. I myself though don't tend to listen to music all that much.

Although I should probably archive binge the RP threads and check the songs out soon.

Drac: Yes, AB has been linking BGM during every significant change to battle, such as entering battle, new boss mode or things like that. Starting around Mission 2 if I'm right.

Dracorion
09-05-2010, 11:10 PM
Yes, I know there's BGM.

I was making a point.

Geminex
09-05-2010, 11:39 PM
1) Crits are too easy to reach for fast pokemons.
...
What?
Our goal here is to make speed central to crit. It is the entire motherfucking point of this discussion. And besides, "way too easy"? 25% for one with better speed, 33% for one with really high speed. How is that "way too easy"? Considering that those points you have in speed could have probably been raised your attack and special attack by 50% each, if they had been reallocated? Or doubled your HP?
My goal here is to modify speed so that, assuming an absolutely average, all-rounder pokemon that's equally feasible in every role, there is a real choice where to allocate a free stat point. That was given in the old system, where speed actually mattered. It's not given now. It certainly wouldn't be given if we modified it so that hold items and, for gods sake, DIRE HIT are more important in achieving crit than actual speed.

2) Crit pokemons who are SUPPOSED to be GOOD at critting are inferior to fast pokemons.
Right now, there are tons of pokemon who are SUPPOSED to be BENEFITING from having a speed stat. They are inferior to pokemon who don't really have much of a speed stat at all because the 100 points that sweepers have in speed suddenly don't really exist. Of course, solving the speed problem in my way would create another problem. But, thing is, it would be less of a problem. We could solve it more easily. Whereas your solution wouldn't really solve the original problem to begin with.
Particularly cause I think your claim that there are "crit pokemon" is bullshit. Some pokemon are better at using crit than others. But there's not a single pokemon whose sole feasible strategy is crit, or to which crit even matters very hugely. There is no pokemon who is SUPPOSED to be a crit-master. Crit is a viable strategy, sure. But there are tons of viable strategies for different pokemon.


3) Crits are too common and too easy to get IN GENERAL. Keep in mind Crits bypasses opposing buffs and ignore negative debuffs on your character and doubles your damage. (Making quad effective moves doing 8x damage instead of 4x.)
Once again. Speed is a stat. Stats have a major influence on combat. This is really like saying that attack shouldn't affect damage too much because otherwise people would be dealing too much damage.
Putting points into speed is a major investment, because you could have put those points into something else as well. This investment has to be worth it, if we want speed to be as important a stat as all the others. Making it powerful is seriously the only way to do this.
Not to mention that, y'know, if you want to deal double damage all you have to do is use swords dance. Or have a medic use x-attack/sp. attack on you. That'd give you the same average damage boost as a 50% chance to crit.

4) Speed pokemons who don't even TRY to be crit users end up having chances of critting equal to the crit users who TRY to be crit users. (25% or 33% chance of critting without held item or crit move).
Like I said above. Pokemon that relied more on crit before may now have fewer strategies available to them. But there's lot's of ways to fix that.
And on the other hand, pokemon who relied on speed before now actually find that their main stat DOES SOMETHING FOR THEM. And the pokemon who have a speed stat (everyone except for Mollesk) far outweigh the pokemon who heavily focused on crit (like, three, or something. Seriously, I really can't think of many).

5) Speed pokemons already gain more benefit with speed helping destroyers and snipers.
I'd actually recommend that this doesn't happen.

Crit is already its own mechanic with moves, items and abilities that influence it.
THEN YOU SHOULD NOT HAVE SUGGESTED THAT SPEED INFLUENCE CRIT, FOR THE LOVE OF GOD. THIS WAS YOUR MOTHERFUCKING IDEA. AND I SAID IT BEFORE, IF YOU DON'T WANT SPEED TO INFLUENCE CRIT, THINK OF SOMETHING ELSE. BUT DON'T TRY TO COMPROMISE BY SAYING "Ok, but just a little." THIS IS A STAT. IT SHOULD BE THE STRONGEST INFLUENCE AROUND.


this is clearly one of those "overly powerful changes to the RP's system"
No. Wanna know what was an overly powerful change? The removal of the speed stat. We're trying to fix that here. And sure, my solution isn't perfect. But the problems it creates are minuscule compared to the problems that the non-existence of speed creates.

where we're enabling more than 50% chance of double damage to anyone who is super fast, especially if they are the type with low defense and high offense and thus doubling that high offense is sure to be near gamebreaking.
Ok. Assume they're super-fast, so that they can get the +3 bonus against most pokemon. I think average speed is like, 75 or something, so let's assume that the majority of pokemon have less than 90 speed. To regularly get +3 against these guys, our pokemon in question would have to have 180 speed. 180. That's fully one third of a pokemon's stat points (assuming this is a fairly strong non-legendary, with 540 total base points).
And that's just for a 33% chance, to get the 50 or 66% that'd actually make this worth it, they still need two of the following: Buff move, buff item, hold item, ability, crit-enhanced attack. That's one hell of an investment, and what do they get? 66% chance to deal double damage? That's barely fair. And seriously, do you see someone with 180 speed getting anything other than mediocre attack? I didn't think so. Because if you put another 100, 120 points into attack, you're suddenly left with just 240 points for the other 4 stats. Even if you min-max and turn sp. attack into a dump stat (with 30, because anything below that is just shameless game-breaking I'MLOOKINGATYOUMOLLESK), that'd still leave you with just 70 in HP, defense and special defense. Not horrible, but not very good either. Certainly not the murderous striker you're making it out to be, and certainly not likely to survive for very long. And I think you'll find that this is the case with most speed-heavy builds. Speed will be barely equal to the other stats. Not overpowered. It'll influence battle, sure, and defensive buff moves will become less valuable. But hey, speed buff moves, which were utterly useless before, will suddenly become viable, not just offensively, but defensively as well! It all balances out, and, like I said. Speed is balanced this way. It'll influence combat, but it won't break it, won't change its face forever.


And what if I was to tell you that my pokebrid form might very well be one of those crit users or one of those heavy speed types? If the thought of improving crit to the point where my character with high offensive power can suddenly do double damage 50% or 66% of the time makes you shudder and think my build should be scrapped, then the entire crit system obviously needs working.
Then I would congratulate you. Because having high speed obviously needs to be rewarded somehow, and if we're using crit, then it's only fair for you to get high crit with high speed. If you make crit your strategy, and invest in it enough, then it's only fair for you to benefit from it. Because the points in speed would have helped you hugely if they had been in another stat instead. But now they're in speed, so they should help you hugely there as well.

Mind you, I don't know what exactly your build is gonna be. But if you focus on speed, I'm fully aware that critting becomes very likely for you. And I think that's only fair. I'm aware of the implications of my suggestions, you know. I just think that, considering the factor in question here (once again, A STAT), and its importance, the implications are justified in being equally huge.

I've made my point I think: Speed is a stat, it is justified in affecting combat hugely, it should be the main factor affecting crit, if it affects crit at all, crit pokemon can be compensated otherwise.

Though let me just add fuck you for making we write all of that again. I wrote it before, and with a bit of work you could have gotten my point by reading my previous posts.

Also, using "Dire Hit" isn't effort, we have a medic who can't use rage rockets, but can use stats buff items. Shit is going to be flying left and right.

Dracorion
09-05-2010, 11:49 PM
PS. AB, I don't mean that the BGM is bad or that it doesn't matter.

I'm just lazy and won't bother to listen to it. But the times I do, it does add a little something when I'm picturing the battle.

Menarker
09-06-2010, 12:05 AM
Alright.

I still think it's easy enough to add a razor fang to pump things up a bit, but I'll bite, seeing some of the newer comments that I did not see in your past ones.

At the very least, to be prudent, we should probably have a trial period on the crit system.

Rules:
1) All attackers start at stage 1.
2) The percentages incrementally starting at 1 is 6.25%, 12.5%, 25%, 33%, 50%, 66%.
3) If the Attacker wins the Speed Clash, add +2 to crit stage.
4) If the Attacker wins the Speed Clash with double the speed of the defender, the bonus is +3 instead.
5) If the Attacker uses an Improved Critical move, add +2 to crit stage.
6) All other boosts to Crit stage adds +1.


Would this be an appropriate setup for the time being?

Bard The 5th LW
09-06-2010, 12:42 AM
Just dropping in to say that Drac's NPC is fucking creepy and he is fucking creepy for making it.

Dracorion
09-06-2010, 12:49 AM
Eh, what else is new?

Menarker
09-06-2010, 12:53 AM
Bard, aren't you going to make your upgrades sometime soon?

Astral Harmony
09-06-2010, 01:00 AM
No offense taken. The BGM probably helps me most of all. Kickass BGM is great for inspiring shit.

Oh, I know! Totally gotta give Elizabeth the personality of Quagmire.

Elizabeth: "Hey, Charlotte. What Pokemon do you like?"
Charlotte: "Dogs, mostly."
Elizabeth: "Ever have one of them give you a rimjob before?"
Charlotte: "What's a rimjob?"
Elizabeth: "Well, why don't you and me go up to my room and bring that Houndoom with you?"
Charlotte: "Yeah, I think I'd rather go over to Renny, and I never thought I'd say that in my life."
Elizabeth: "I like where this is going. Giggity, giggity, gigg-i-ty."
Charlotte: "Seriously, I'm two seconds from blasting you in the face."
Elizabeth: "I love being blasted in the face! Wow, so you're a futanari? I love those!"
Charlotte: "With my shotgun."
Elizabeth: "...Is that an innu-"
Charlotte: "GET THE FUCK AWAY FROM ME!!"

And now my soul is a little darker inside.

Dracorion
09-06-2010, 01:03 AM
Liz's text color is #FF3366, by the way.

None of the standard ones really fit her.

Also, she's smarter than to approach Charlotte while she's carrying a shotgun.

Anyway, no one's got anything to say about my proposed Snagged pokemon happiness system?

Christ.

Astral Harmony
09-06-2010, 01:07 AM
PM it to Geminex. That's all I'll say.

Dracorion
09-06-2010, 01:11 AM
Seems to me like someone's abusing Geminex's good heart so he can slack off.

Wait a minute, Gem doesn't have a good heart, nevermind.

HEY GEM, COMMENT ON MY PROPOSED SNAGGED POKEMON HAPPINESS SYSTEM.

Geminex
09-06-2010, 01:15 AM
*hiss*
Almost. Almost.
I don't like this one:
5) If the Attacker uses an Improved Critical move, add +2 to crit stage.
How about:

1) All attackers start at stage 1.
2) The percentages incrementally starting at 1 is 6.25%, 12.5%, 25%, 33%, 50%, 66%.
3) If the Attacker wins the Speed Clash, add +2 to crit stage.
4) If the Attacker wins the Speed Clash with double the speed of the defender, the bonus is +3 instead.
5) All other boosts to Crit stage adds +1
6) Without speed buffs, crit can reach stage 3 at max.
6) Two types of crit: Standard and Massive
7) Standard crits deal only double damage
8) Massive crits deal double damage and ignore enemy buffs and own debuffs
9) Massive crits can only be dealt by using an improved crit move (which raise crit by one stage and allow massive crits) or by having the ability super luck (which upgrades all crits to massive crits)


That a good compromise? It lets speedsters dominate crit-for-damage, and lets crit specialists use crit in a more tactical way.

Edit: Happiness system, good lord. Doesn't seem utterly horrible, though it'll have to get a full makeover. What bonuses were you thinking of? And what "number" would pokemon start on?

Dracorion
09-06-2010, 01:27 AM
Edit: Happiness system, good lord. Doesn't seem utterly horrible, though it'll have to get a full makeover. What bonuses were you thinking of? And what "number" would pokemon start on?

Well, I proposed having them start at 5 happiness. Though, any low number will do.

Really, I was just giving an idea I thought would work. I would balance it myself, too, except I'm not good when it comes to balancing numbers.

Partly the reason why I'm staying out the crit debate, really. The other is that you and Menarker have really fucked it up.

Anyway, for bonuses, I was thinking the highest should be about as powerful as a trainer action. Basically, little rewards to give the Snagger for making their Snagged pokemon happy. Like I suggested: damage reduction, random stat boosts, healing or regeneration. Stuff like that.

Menarker
09-06-2010, 01:36 AM
How about no? Double damage is THE major key feature of Crits. We barely see anyone (especially the foes) use buffs moves due to all the ganging up we do, with my Mollesk only being the exception because his stats are so darn high to start with and thus can survive in the first place. Taking the main reason why crit is useful away from other pokemons seem WAY WAY WAY too much to me. Also, limiting the higher levels of crit to only speed types? Also WAY too much.

The +2 to crit rate is so that slower pokemons who are more inclined to use crit moves (the ones I kept on saying are crit specialists) have a chance of equaling speed types who don't have the overwhelming advantage. A speed type who happens to have a crit move or having the overwhelming speed advantage would still has the advantage.

With the most recent system I proposed, the speed type still has the advantage in terms of how often they can crit, but it doesn't take away from the other pokemons whom were supposed to be encouraged to crit in the first place due to the abilities or moves they gain.

In fact, let me make a chart again with the one I was saying we should do the test on:

"Crit users"
Start at 1
Assume losing the speed clash
Crit move +2
Item +1
End result: 4

"Speed types"
Start at 1
Speed Boost victory most of the time: Assume +2
Item: +1
Assuming no crit move.
End Result: 4

It's balanced and equal (since choosing to equip the item is easy enough and no randomness there).

Now, if the crit specialist wins the speed boost (presumably against a slow foe), then he gets to +5. If the speed user happens to have a crit move, that's +5. If the speed pokemon happens to have overwhelming advantage in the speed clash, that's +6.

There is more or less a sort of balance which still rewards speed types (rewards both really), is simpler, and effective.

Otherwise, maybe the damage should be reduced, so you need to have a massive crit to do 2.0x more damage, otherwise, it only does 1.5x more damage on a standard crit.

So basically, either keep things the way I proposed it recently...

or

Crit moves only have +1, but standard crits only does 1.5x more damage and have that buff ignore thing, while massive crits like improved crit moves have the 2.0x damage and buff ignore.

Geminex
09-06-2010, 01:51 AM
the ones I kept on saying are crit specialists
Which ones? Seriously, which crit specialists are there? Which pokemon has more than a minor focus on getting crits? Where do you see that they are "supposed" to crit? And how do they outweigh the relevance of speed-users?

It's balanced and equal
Yes. That's the problem. High speed is a far greater investment than using a fucking crit move. It rewards "crit specialists" as much as it rewards speedsters, despite the fact that the former are investing a lot less into speed. It's fair and balanced, which, in this case, IS A BAD THING.

Y'know what? Let's make this an ultimatum, I love them so. I think that neither of us seems particularly willing to give in, me because I'm convinced your way disadvantages speed users, you, because you're probably worried about your precious Mollesk, and whatever strategies you have planned for your pokeshift.

Unless you suddenly find yourself willing to agree with me, I propose this:
Speed gets eliminated
1/4 of each pokemon's speed gets added to their attack, defense, sp. attack, sp. defense. We'll be removing quite a bit of complexity from the game, but hell, you don't mind that, do you? As long as Mollesk is allright and whatever "crit specialists" you so seem to care about.

Dracorion
09-06-2010, 02:00 AM
Okay, seriously, Gem, if you're going to devolve this into personal attacks I suggest taking your discussion to PMs.

That goes to you too, Menarker.

I mean, you two have to realize there's something wrong with both of you if I have to tell you to quit it.

Menarker
09-06-2010, 02:01 AM
Dude, I got Mollesk, but I also got Shaymin who stands to gain a lot from the entire speed thing with her having one of the highest speeds on the team. I benefit either way.

As for crit users, I mean the ones with combination of stuff like Focus Energy, multiple improved crit moves in their level up move pool or breeding or TM, Sniper or Super Luck as well as decent power to attack with, typically only lacking speed because the game balance means that if they crit too often and always hit first, the foe would never get the chance to attack back and hopefully knock them out before getting sweeped in one critical hit each time.

I propose this slightly modified version.


1) All attackers start at stage 1.
2) The percentages incrementally starting at 1 is 6.25%, 12.5%, 25%, 33%, 50%, 66%.
3) If the Attacker wins the Speed Clash, add +2 to crit stage.
4) If the Attacker wins the Speed Clash with double the speed of the defender, the bonus is +3 instead.
5) All other boosts to Crit stage adds +1
6) Two types of crit: Standard and Massive
7) Standard crits deal only double damage
8) Massive crits deal double damage and ignore enemy buffs and own debuffs
9) Massive crits can only be dealt by using an improved crit move (which raise crit by one stage and allow massive crits) or by having the ability super luck (which upgrades all crits to massive crits)

Basically, all I removed was one of your number 6 rules which limited level 4 and higher to speed only. (Odd that you had two rule number 6)

And I fail to see where I said anything that could be taken as a personal attack that recently.

Dracorion
09-06-2010, 02:12 AM
I'm not saying you did.

I'm saying if you were planning to, you should take it to PMs.

Seriously, fuck. From now on I'm going to have to take part in these debates, much as I hate it, because goddamn I am not putting up with the two of you again.

Menarker
09-06-2010, 02:15 AM
Well, as much as I don't like Gem issuing that ultimatum and accusing me of not caring for the system when I'm putting a lot of effort and thought into the entire topic, the fact that Gem is actually elaborating his points instead of refusing to respond is a bit of an improvement to how he was before.

Geminex
09-06-2010, 02:22 AM
Allright. Let us do it this way. We'll see how it goes.
And very well, apologies for the insults. But your argument really seemed to have little-to-no support, despite which you really clung to it. And that frustrated me. A lot.
But ok, let's forget that.

We need a way to decide this stuff. I mean, we can usually compromise, but sometimes we can't, and I really don't like whipping out the ultimatum card. Feels too childish. There needs to be some point where we go "ok, we've both presented our arguments, somebody has to decide who's right".

Let's limit argument length. 20 posts max, less if it's not going anywhere. When we reach that point, we sum up our arguments in 1-2 paragraphs each, post them in orange, let AB decide. Cause neither of us has the power to make the other give in, really.

Alternately AB could just give me some degree of authority so I may enforce my benevolent judgement on these poor mortals, but somehow I don't see that happening.

And I'm thinking about the happiness thing.

Edit:
the fact that Gem is actually elaborating his points instead of refusing to respond is a bit of an improvement to how he was before.
...
Allrighty then, this can go two ways. I can get pissed and respond accordingly and we can endanger this whole thing falling apart because the two of us are annoyed at each other.
Or we just forget this ever happened and just implement what we finally decided on.
And don't take this wrong, it's not supposed to be a threat. It's an observation.

Menarker
09-06-2010, 02:25 AM
What was wrong with the latest one? It's identical to yours except for removing one particular bit which removed the limitation of Level 3 to anyone that didn't have a speed boost. Speed types get +2 or even +3 stage boosts over everyone else except bosses nearly every time.

I mean, I'm compromising here, even removing the particular rule you didn't want (the one about crit moves getting +2) but it seems like you don't want to be the one to compromise. I practically made it almost exactly the way you wanted it, but it almost seems like it has to be your way and none other in order for it to be "acceptable".

Geminex
09-06-2010, 02:27 AM
No, nothing. I'm fine with that.

That's what I mean with this:
Allright. Let us do it this way. We'll see how it goes.
The rest was just me going "but we need to find a way to prevent this in the future".

Dracorion
09-06-2010, 02:31 AM
We need a way to decide this stuff. I mean, we can usually compromise, but sometimes we can't, and I really don't like whipping out the ultimatum card. Feels too childish. There needs to be some point where we go "ok, we've both presented our arguments, somebody has to decide who's right".

I bet it feels especially childish when you don't threaten with anything!

I mean, seriously. You went "this is an ultimatum" without actually detailing what happens if Menarker refused.

And I'm thinking about the happiness thing.

You keep doing that. Me? I'm goin' to bed.

Geminex
09-06-2010, 02:39 AM
I bet it feels especially childish when you don't threaten with anything!

I mean, seriously. You went "this is an ultimatum" without actually detailing what happens if Menarker refused.
Hah. It was meant to be less a threat, more an "ok, fuck this, I'm done here" thing (which was pretty much the extent of its consequences). Because I don't want to have these discussions, I have better things to do with my time. That's also why I made the "refusing to respond" post, because I had responded to most of the points he had made already. Not as elaborately, admittedly, but I had made them, and felt that he was ignoring them. And when he still seemed to be using arguments I'd more-or-less refuted, that's when I started questioning his motivations. But that is behind us now. I have learned. And like I said, if we limit the length of our arguments, that'll most certainly help.

Edit:
Ok, AB, while you're on, questions:
Aster says:
"Those Psytellites are still inside the minds of Impact and Matthias," Aster observed. "If we can hit them with psychic attacks, we may be able to disrupt the Psytellites and destroy them on the inside. That should bring Impact and Matthias around."
With "Them" he means the 'lites, right?

Second, Tyranistorm deals 50% damage? That's... quite a lot. I'm not complaining now, but I think that sandstorm usually only deals 1/16th. That could be upgraded to 1/8th, since it's tyranistorm, after all. Translated to this system, that might be 25% or 33%. We can decide what it should actually do after this battle. AFTER, mind you. Cause we started with it now. It's only fair that we finish it like this.

The same applies to trainer attacks, but those ain't gonna be around much longer either, so eh.

Do we get to know how many reserves Moera has?

Awesome post, though. Very fantastic.

Astral Harmony
09-06-2010, 03:05 AM
I suppose I could let Geminex have that kind of authority. Hell, if he's conquering the world, he might as well conquer the theatre threads. In and out of character, Geminex rules the world!

And just in case you were wondering, that isn't sarcasm.

Actually, that could...well, should hopefully be the last arguement, right?

I think what it brushes down to is that a lot of arguements start over shit that was already settled well over five threads ago and people are just bringing it back up because they happened to look at it again with a different mood or mindset.

If I didn't think it was entirely ridiculous, I'd type up a document detailing all of the issues that were settled, and then deny anyone the right to rank up if they ever brought the shit up again.

By the way, I know an excellent ultimatum. Try to settle these arguements quickly, thoughtfully, and without petty name calling, or you get to spar with Kurika.

Oh, and post is done.

Yeesh.

Everytime the post gets past the Watchmen Phase part, it starts looking like egyptian hieroglyphs and shit and it's hard to keep track of all that I put in them. Anyways, it's relatively early tonight and I'm going to play some Trinity Universe. Smashing fun game, that one is. So please post your questions tonight and I will try to get at them either then or in the morning.

Geminex
09-06-2010, 03:38 AM
Ok, here's the whole happiness thing:

Happiness is...
0: Bye-bye. Pokemon gives you the finger and returns to original trainer, with HP, status effects and buffs/debuffs intact.
1-64: Grudging obedience. Will fight like normal, but won't benefit from trainer's upgrades and will occasionally refuse to act.
65-128: Normal. Fight just like a normal 'mon, but don't benefit from trainer's upgrades (such as demon auras or inspiration)
129-255: Pretty motivated:
256: Loyal-icious!:

Start with 128
KO: -192
Turn in combat: +32
Attack former trainer (or trainer's pokemon): -32
Take damage, get debuffed: -16
Status effect (per effect per turn): -8
Enemy's morale is <50%: +16/turn
Enemy suffers from overwhelming tide: +32/turn
Watchmen morale is <50%: -16/turn
Watchmen suffer from overwhelming tide: -32/turn
Get healed from damage: +8 if HP was >50%, +16 if HP was <51%
See no combat for 3 whole turns: -16
See no combat for 10 turns: -128
Win battle: +96

Iiii think that'd work. It's not too complicated. I made the scale so that being below a certain amount of happiness causes demerits (occasional null turn, I was thinking, like, 20%), and being above brings benefits. Not sure what the benefits should be, but they shouldn't be too large, or snagged mons with high happiness would be superior to normal mons. And Menarker would have a fit.

Also, I'm thinking that if a pokemon spends a whole battle being loyal-icious, it could become part of your permanent inventory (provided it's not legendary).

Thoughts? Suggestions?

DanteFalcon
09-06-2010, 04:17 AM
Quick note from a somewhat tired Dante for that.

Your scale for happiness is somewhat flawed. By having "sections" begin and end at the same number (for instance: This, 1-64: Grudging obedience. Will fight like normal, but won't benefit from trainer's upgrades and will occasionally refuse to act.
64-128: Normal. Fight just like a normal 'mon, but don't benefit from trainer's upgrades (such as demon auras or inspiration)) Makes it rather hard to tell if they get the benefit or not.

Geminex
09-06-2010, 04:48 AM
Ha, good point. Thanks for that.

Astral Harmony
09-06-2010, 12:14 PM
Moera's probably out of reserves right now. Between the 'lites, the shades, the psystorm, and now the golem, she's gotta be suffering a major headache.

All I can say for sure is, if you defeat any of those PsyShades, they won't be coming back. The Psionic Golem as well, but I don't think your next strategy will revolve around piling 950% damage just to take out one enemy.

As for Bard and Dante, they might just end up following the templates already set out for ranking up. Neither of them expressed interest in becoming demons, so...

Dracorion
09-06-2010, 12:24 PM
By the way, Pierce isn't going to be available to give orders this turn.

He's kinda got bigger concerns right now. On the plus side, you don't have to worry about his trainer attack going exclusively to his Psyshade, for all the good it is.

AB, Rachel has access to the items that cure Exhaustion and Apathy, right?

Ok, here's the whole happiness thing:

Happiness is...
0: Bye-bye. Pokemon gives you the finger and returns to original trainer, with HP, status effects and buffs/debuffs intact.
1-64: Grudging obedience. Will fight like normal, but won't benefit from trainer's upgrades and will occasionally refuse to act.
65-128: Normal. Fight just like a normal 'mon, but don't benefit from trainer's upgrades (such as demon auras or inspiration)
129-255: Pretty motivated:
256: Loyal-icious!:

Start with 128
KO: -192
Turn in combat: +32
Attack former trainer (or trainer's pokemon): -32
Take damage, get debuffed: -16
Status effect (per effect per turn): -8
Enemy's morale is <50%: +16/turn
Enemy suffers from overwhelming tide: +32/turn
Watchmen morale is <50%: -16/turn
Watchmen suffer from overwhelming tide: -32/turn
Get healed from damage: +8 if HP was >50%, +16 if HP was <51%
See no combat for 3 whole turns: -16
See no combat for 10 turns: -128
Win battle: +96

Iiii think that'd work. It's not too complicated. I made the scale so that being below a certain amount of happiness causes demerits (occasional null turn, I was thinking, like, 20%), and being above brings benefits. Not sure what the benefits should be, but they shouldn't be too large, or snagged mons with high happiness would be superior to normal mons. And Menarker would have a fit.

Also, I'm thinking that if a pokemon spends a whole battle being loyal-icious, it could become part of your permanent inventory (provided it's not legendary).

Thoughts? Suggestions?

I'm kinda worried that happiness gains are going to be too rare.

I mean, a Tuner with two Snagged pokemon would have eight pokemon to choose from, decreasing the chances of the Snagged pokemon being used.

But other than that, maybe add happiness gains for removing status effects/debuffs?

About Snagged pokemon becoming a permanent part of the inventory, I dunno. The Snagger would have to take out one of the pokemon in their six static slots to make room for them, then, instead of keeping them in that convenient Snagged pokemon slot.

I'm gonna start thinkin' about Liz's Loyalty skill. I'm thinking a static decrease of all happiness losses and increase of gains.

AB, what does this mean:

- Psystorm: 102% damage dealt to Dominated Asura Beta B (468%). 28% damage dealt to Irene (72%). 104% damage is dealt to Psyshade Matthias (441%). Irene's Rage wakes up. Irene's Rage is 15.

That bolded bit?

Also, can Snaggers catch Ruin pokemon?

And I forget, has Mio returned yet after getting punted by Lexhur?

Man, this turn is going to suck. Assload of enemies, we've got really crippled. One of three leaders is exhausted, the other one is distracted.

The only leader left? Renny.

... Can we surrender now and pledge our loyalty to Faynoc?

Menarker
09-06-2010, 12:26 PM
Well, the Psionic Golem has no defenses to speak of aside from tons of health, so Super Fang will chop off 475% right off the bat. Another will chop off another 238%.

We kinda got to hurry because if we don't remove a bunch of foes, we're going to be swamped when Mio comes back from the bakery... and that would be just terrible. :3



And I forget, has Mio returned yet after getting punted by Lexhur?[/COLOR]


The only leader left? Renny.

... Can we surrender now and pledge our loyalty to Faynoc?

Mio is due to come back at the end of next turn...

And I'll choose to ignore that particular comment. >_>

Two of the Betas are very close to death. The Psytellites have 150% health. The next weakest one is PsyPierce.

Dracorion
09-06-2010, 12:29 PM
Yeah, I had Rachel use a Rage Rocket on Pierce before so he could use Palkia's Testament Drive on Mio as soon as she returned.

But those fucking Psytellites sent that plan straight to hell.

Astral Harmony
09-06-2010, 12:33 PM
Yeah. The item Energizer cures Exhaustion while the item Pick Me Up cures Apathy.

"Irene's Rage wakes up" is my way of saying that I'm retarded. Irene actually just wakes up from the sleep aspect of Psyshade Matthias's Powder Punishment.

Snagging Ruin Pokemon isn't possible right now, but might be further on down the road. Pokeballs don't interface with Ruin Pokemon at this time, and all the research the best minds in Honmyr have accomplished is creating weapons that deal Ruin damage and armor than protects against it so far.

However, it will be possible since Ruin Pokemon will continue to exist in the sequel.

Mio's still not back yet. Maybe she likes cake.

Menarker
09-06-2010, 12:35 PM
AB: If we destroy the Psytellites that are controlling Impact and Matthias, (as opposed to hitting them with a psychic move) can I assume they'll be brought back to normal?

Bard The 5th LW
09-06-2010, 12:38 PM
Charlotte will not be becoming a demon.

Unless we agreed to customize shit, I'm pretty much happy with what is set before me.

And that little dialogue earlier is actually not far off the mark from how Charlotte would react to Liz.

Menarker
09-06-2010, 12:40 PM
Dude... that was the point of several discussion threads. You're late to the party. =P

Bard The 5th LW
09-06-2010, 12:43 PM
I stopped reading.

Half of it seemed like passive agressive shit, and the other half were like 10 paragraphs a post.

I could only tolerate so much. Really, I enjoyed your arguing at first, but its just pointless now. I can't even decipher what you are debating or what side everyone is on.

Just tell me when you all reach your final verdicts and what these final verdicts are. I am not getting involved in the rest of that shit.

Menarker
09-06-2010, 12:45 PM
Well, long story short. You can customize your build from Level 6 on. We already customized Renny and Pierce as well as Drac's NPCs.

Dracorion
09-06-2010, 12:45 PM
Final verdict?

We're all customizing our upgrades past level 5.

Though, you could still choose to use the standard ones if you like.

Menarker
09-06-2010, 12:52 PM
Drac, is Pierce still going to be on the battlefield? Like are his pokemons still available to use? Or is he practically deserting the premise (pokemon and all) to chase after the group that is following Faynoc or something?

Just for planning purpose.

Dracorion
09-06-2010, 12:55 PM
He would if he could.

But I'm fairly certain he can't, what with the huge wall of psychic enemies blocking his way.

Menarker
09-06-2010, 12:57 PM
Right...

I guess what I meant was whether Renny would be able to command Pierce's pokemons, so things rather proceed as normal. Or if Pierce's distraction effectively removing both attackers from this round of combat.

For that matter, Tyranitar was knocked out. Is Pierce going to send out another pokemon during that time frame that he is in a distracted stupor?

I kinda need to know who is available and who is not for planning who is doing what for combat.

Dracorion
09-06-2010, 01:04 PM
Well, Pierce will be pissed, but he'll be fighting and giving orders to his pokemon and shit. You can give him orders, but good luck getting him to concentrate on coming up with a plan.

If he could get past the enemy formation, he'd take his pokemon and run off.

If AB said which enemies specifically were standing between him and Sam, he'd concentrate all his attacks on those enemies, then take his pokemon and run off.

DanteFalcon
09-06-2010, 01:21 PM
I'm going standard. Maxing out Pokebrid and probably going snagger afterwards. Demon is technically possible for Matt but we'll see how it plays out.

Astral Harmony
09-06-2010, 01:29 PM
The Psytellites are inside their heads. Just ignore the formation discrepancies.

The dialogue is complete for the sprite comic. Thirty panels, yeesh. Time for some sprite editing. At least I've already got the sexy pictures I need.

Dracorion
09-06-2010, 01:33 PM
Did you include Liz?

Astral Harmony
09-06-2010, 01:42 PM
No, I unfortunately did not. Hey, more material for next time.

I guess I'm not including her because, at the time I wrote the dialogue, I really didn't have a grasp of the limit of Elizabeth's perversion.

Which is to say, I didn't know that Elizabeth had no limits on her perversion. Hell, I could dedicate a comic just to that alone.

Dracorion
09-06-2010, 01:46 PM
Sure.

It just would've been nice to include her. I mean, this is Renny getting THE TALK from the girl NPCs, yes?

... Come to think of it, Elizabeth giving Renny the talk would be a whole strip by itself, I see your point.

Astral Harmony
09-06-2010, 01:50 PM
'Ey, if it's any consolation, Melanie is one of the girls he talks to.

Menarker
09-06-2010, 01:54 PM
AB: A question about the RP post.

"- Psyshade Renny: Uses SignTech "Seed Flare Flurry". Swampert has been defeated. Swampert's SDEF -2."

Aside from the odd curiousity of Swampert losing 2 stages of Special Defense after it was knocked out, doesn't Renny gain any rage? Trying to figure how much how he has.

Also, if we try attacking the Psytellites inside Matthias and Impact with Psychic attacks, does that hurt Matthias and Impact too? (Because Impact is just one trainer attack away from being knocked out)

Dracorion
09-06-2010, 01:56 PM
Well, Melanie's about as close to Leprihare giving Renny the talk you can get, so sure.

I don't know if attacking the Psytellites inside Impact and Matthias would hurt them.

It could just be like using water attacks to wash the oil off our units like back with Wildfire.

Menarker
09-06-2010, 02:01 PM
I would think so too. Unless it was something like Zen Headbutt which does phsyical contact, a mental assault might help deal with it. Hopefully we don't mess up any of their mental states and reduce the two of them into veggies.

Bard The 5th LW
09-06-2010, 02:03 PM
I am OK with this.

And I am currently sifting through the 'speed/crit' arguement. All I can say is that I support whichever side works with most favor of speed users.

Menarker
09-06-2010, 02:07 PM
It's already been decided, and yes, speed users get it easiest with crit rates.

Here are the rules again, so you don't have to sift through it...

1) All attackers start at stage 1.
2) The percentages incrementally starting at 1 is 6.25%, 12.5%, 25%, 33%, 50%, 66%.
3) If the Attacker wins the Speed Clash, add +2 to crit stage.
4) If the Attacker wins the Speed Clash with double the speed of the defender, the bonus is +3 instead.
5) All other boosts to Crit stage adds +1
6) Two types of crit: Standard and Massive
7) Standard crits deal only double damage
8) Massive crits deal double damage and ignore enemy buffs and own debuffs
9) Massive crits can only be dealt by using an improved crit move (which raise crit by one stage and allow massive crits) or by having the ability super luck (which upgrades all crits to massive crits)

Dracorion
09-06-2010, 02:07 PM
I am OK with this.

Ok with what now? Customizing your upgrades?

And I am currently sifting through the 'speed/crit' arguement. All I can say is that I support whichever side works with most favor of speed users.

Geminex, actually.

Menarker
09-06-2010, 02:13 PM
One thing that I should probably mention since we've been editing the crit rules.

My future Signature Technique "Valiant Rush" will crit using the Massive Crit version, since that's the effect that deals with the entire buff aspect, which was approved of for the move.

Astral Harmony
09-06-2010, 02:15 PM
Eh, plus 5 Rage to you, Menarker.

Psychic attacks from allies will not hurt Impact or Matthias. Just like Water attacks didn't hurt people who were on fire.

Dracorion
09-06-2010, 02:42 PM
Anyway, Elizabeth finalized! Hopefully.

Name: Elizabeth "Liz" Irons
Callsign: Daisy (she hates it)
Age: 22
Gender: Female
Class: Trainer/Snagger
Specialty: Engineer
Pokemon Registry:

Grass Sceptile (Male) (Shiny)
Ability: Overgrow
Dragon Pulse/Leaf Blade
False Swipe/Synthesis
Nature Blaster/Grass Knot
Held Item: Forest Armor

Normal Leprihare (Female) (Shiny)
Ability: Hypnotic Gaze
Sweet Kiss/Heal Bell
Charm/Helping Hand
Fake Out/Seduction
Held Item: Dominatrix Whip

Fire Ninetales (Female) (Shiny)
Ability: Drought
Solar Beam/Fire Blast
Confuse Ray/Attract
Held Item: Expert Belt

Water/Ice Cloyster (Female) (Shiny)
Ability: Skill Link
Blizzard/Icicle Spear
Hydro Pump/Shell Smash
Held Item: White Herb

Appearance: Liz has wavy, waist-length blonde hair and blue eyes, and a playful smile permanently plastered to her face. She wears a small, dark pink top tied up around the front, and a tool belt over impossibly short jean shorts (a la Daisy Duke).

Backstory/Personality: Liz was the second daughter of the rich and powerful Irons family, owners of Ironworks, a weapons developer. Her sister was the heiress who was supposed to marry the eldest son of the president of a competing company and merge the companies. At least, until she died in a tragic accident. Lizzie was left as the sole heiress, and her family wanted to force her to marry the heir, but she wouldn’t do it and ran away. She still, however, has access to her extensive bank accounts. She became a thief-for-hire for the fun of it. Occasionally, she did jobs for Sluggy, sometimes pairing her with Pierce. Other times, she found herself competing with Pierce. The two eventually started dating, until Pierce gave up the life. Recently, she recieved a call from Sluggy for a job. She was about to turn it down when he mentioned Pierce.

Liz is flirtatious to the max, and openly bisexual. The are some that joke that she's actually pansexual, because she'll actually do Pokemon, Pokesapiens and Pokebrids as well as humans. Probably Ruin pokemon and Ruin Generals too if she got a chance. Her partner-in-crime is a cute lil' perverted Riolu, who is quite the sex fiend on his own.

Pokemon Co-Op: Bundles of Joy ~ 60/100 RP. Liz takes off her top and flashes three enemies. 100% chance to flinch, 60% Domination for two turns on middle target, Attack and Special Attack drop by one stage each (this only affects the middle target if Domination fails).

Engineer Skill:
1. Create Dawn Evolith ~ Constructs a Dawn Evolith. They resemble slender young women wrapped in robes and shawls, floating a few inches above the ground and holding a crystal ball. Dawn Evoliths can use Hypnosis, Dream Eater, Psychic, Mist Ball, Luster Purge, and Zen Headbutt. Psychic Evoliths made with a Dawn Stone.
2. Create Iron Evolith ~ Constructs an Iron Evolith. They resemble metal-skinned triceratops. Iron Evoliths can use Iron Defense, Meteor Mash, Metal Burst, Iron Head, Iron Tail, and Mirror Shot. Created by using a Metal Coat as a power core with amplifier technology, which somehow works just as good as an Evolution Stone for creating Steel-type Evoliths.
3. Create Performance Enhancer ~ Increases formation Attack, Special Attack and Crit +1.
4. Create Robo-Cupid ~ Protects three formation slots. Pre-emptive counter on Pokemon attack twice per turn, inflicting Love on the attacking Pokemon. Lasts 3 turns.
5. Targeting Beacon ~ Allows Sniper to hit targets in Hailstorm, Sandstorm, and Fog.
6. Create Healing Dispenser ~ Restores the whole formation for 10% of their max HP.
7. Construct Giant Fan ~ Exactly what it sounds like. Removes enemy side Fog of War.



Custom moves:

Nature Blaster (Grass type, Special, 90 power, 90% accuracy, does not make contact)
Nature Blaster deals damage and has an improved critical hit chance.



Custom items:

Dominatix Whip (Held item, Leprihare)
Brings out the inner masochist in you. Chance to inflict Love or Infatuation from a move or ability increases by 10%.

Forest Armor (held item, Sceptile)
A green-and-black suit of armor for Sceptile. Reduces incoming damage by 5% and adds a 20% chance to inflict Leech Seed to all Grass-type attacks.



Leprihare:

Name: Leprihare

Ability: Hypnotic Gaze

Type: Normal

Stats

HP: 80
Attack: 95
Defense: 100
Special Attack: 65
Special Defense: 110
Speed: 130
Total: 580

Appearance: Height: 4'9"; Weight: 84.7 lbs
Leprihare looks like the Lopunny in this comic AB posted. (http://www.nuklearforums.com/showpost.php?p=1068312&postcount=1) Because she's shiny, her white tufts of fur are actually red. Being a Pokesapien, she dresses in a black leather bustier, black leather pants, wristbands and boots, and she wears a leather choker around her neck. She actually has a bit more human DNA than most Pokesapiens, accounting for a more human appearance. She can easily be mistaken for a Lopunny Pokebrid.

Personality: Leprihare takes after her mistress in her own way. She loves to take in any boys and girls and put them in touch with their naughtier sides. God help you if she and Liz should ever team up on you.

She's very protective of the people she takes in though. Basically, mess with her pets and die.

HMs: Cut, Strength, Rock Smash.

Hypnotic Gaze (Ability)
10% chance to inflict Love on the enemy when a move makes contact. Pokemon become easier to Snag, adding a 5% chance.

Seduction (Status, one target)
50% chance to inflict Love on one target.

Loyalty level 2 (at Breeder 3) might be a little too much. I can change the bonus it gives to 8.

Anyway, I'll be linking this post from Pierce's bio.

Menarker
09-06-2010, 06:25 PM
Do we know who was causing all the fog in the first place? I was thinking that if the fog was caused by Faynoc, who is now leaving, then I wouldn't have to stay on Defog duty anymore.

We should probably save Lexhur's rage this turn, so he can Devil Drift Mio back to the bakery or maybe a pub when she comes back, then we won't have to fight two bosses in addition to all the minions.

AB, are we following your new rules about Medics being limited on certain items now or starting next mission?

Dracorion
09-06-2010, 06:32 PM
Lexhur's Devil Drift costs 100 RP, man.

Though you raise a concern: AB, can Psytellites drain Lexhur's Rage?

Menarker
09-06-2010, 06:34 PM
Also, can Irene, Melanie and their pokemons be able to attack Impact and Matthias with psychic types moves from where they are? Or is the distance and the wall of enemies too much for them to help out that way?

^^; and I'm tired. Slept in until 3PM. Had a bad couple of days. ^^;

EDIT:

And a weird thought occurred to me...

I was imagining the results of this happening to Lexhur...

MOTHERFUCKER SUPLEXED A TRAIN. (http://www.youtube.com/watch?v=2u84cH_bmTA)

(It was a glitch of sort. They forgot to apply the boss tag to the train, hence why it was possible in the first place...)

Dracorion
09-06-2010, 07:17 PM
Let's face it, with AB it's definitely very likely to happen.

I imagine Dinner could be responsible.

Menarker
09-06-2010, 08:49 PM
Aye. That would seem to be the likely circumstance.

Prompted by AB asking about whether we liked his BGM, I remembered that we briefly had short discussion on that. I even suggested songs that I would use here.

http://www.nuklearforums.com/showpost.php?p=1032430&postcount=57

Mind you, that was quite a way back. =P Lots of things changed since then I guess.

Geminex
09-06-2010, 08:50 PM
I don't think Lexhur should become a comic relief character. He is too civilized for that.

I think the new Loyalty is allright. It can be half of Liz' uber.

And yeah, I'm thinking that the main group can survive for one more turn, before we gradually start retreating and switching out for Enforcers. Impact will almost certainly be dead after next turn, Matt's gonna be vulnerable, and I dunno how many leaders you all have left.

I agree with what's been said so far. We don't have much rage for techniques, so freeing Matt and Impact, killing the betas and a few 'lites should be sufficient. Maybe have Renny do a prosperous gifts, but it probably isn't necessary, yet. Irene and Melanie are still doing ok, I think, maybe they could throw in a technique or two.
That's all for now, gotta go. I'll do some more analysis later.

Bard The 5th LW
09-06-2010, 08:55 PM
So Impact and Matt are possessed right?

Charlotte calls dibs on beating the hell out of one of them.

edit: Lexhur should totally become comic relief.

Dracorion
09-06-2010, 08:57 PM
Welp, it's decided.

Charlotte is beating the hell out of Impact.

What's that you say? She doesn't have any psychic attacks? Who cares?

I think the new Loyalty is allright. It can be half of Liz' uber.

What's the other half?

Menarker
09-06-2010, 09:13 PM
I agree with what's been said so far. We don't have much rage for techniques, so freeing Matt and Impact, killing the betas and a few 'lites should be sufficient. Maybe have Renny do a prosperous gifts, but it probably isn't necessary, yet. Irene and Melanie are still doing ok, I think, maybe they could throw in a technique or two.
That's all for now, gotta go. I'll do some more analysis later.

Irene is NOT ok when you consider that she is both paralyzed AND confused. Doesn't help that her partner Melanie is not only suffering a -2 to Defense, but is at less than half health.


But yeah... let us see...

Tyranistorm does 50% damage to all foes.

Future Shock is in effect, although I don't know how much damage the Fire Spin effect of it will do per turn...

Two of the Betas are close to being knocked out. (Low enough that they will both die in two turns)

Super Fang on the Golem would do immense damage. (475%!)

We can feasibly eject one of the Psyshades from combat with Lexhur. The one with the most health presumably.

We got psychic moves available to shake Matthias and Impact out of it. Or barring that, we can have Charlotte knock out Impact with a Trainer Attack and revive him after. Are we still using the Vengeful Rage rule where Slayers revived upon being knocked out get 50 rage?

Anyhow, I'm waiting for AB to answer some of the questions I posed earlier...

Dracorion
09-07-2010, 12:27 AM
Standard:

Slayer (Level 1)

- Has a Normal type attack.
- Normal damage is reduced by 50%.
- Can possess a loadout of three weapons and three armor.
- Can switch these equipment loadouts completely in between battles, but can request them from Daphne to switch them out one-by-one.

- Light Weapons
Claw of Twilight (Dark, 50% Flinching)
Dragon Slave (Dragon, 50% SpDefense -1)
Capacitor Rod (Electric, 50% Paralysis)
Strange Parasite (Grass, 50% Drain)
Toxin Bombs (Poison, 50% Poison)

- Medium Weapons:
Swarm Bow (Bug, 50% Evasion -1)
HV Penetrator Rifle (Fighting, 50% Defense -1)
Gust Blaster (Flying, High Critical)
Netherworld Sapper (Ghost, 25% Instant Death)
Titanic Fist (Ground, 50% Accuracy -1)
Synapse Disruptor (Psychic, 50% Confusion)

- Heavy Weapons
Napalm Thrower (Fire, 50% Burn)
Hydro Cannon (Water, 50% Sleep)
LH Launcher (Ice, 50% Freeze)
Siege Boomerage (Rock, 50% Attack -1)
Crescent Moon (Steel, 50% Internal Bleeding)

- Armor:
Reinforced Vest (Normal -50%, Always Equipped)
Pesticide Layer (Bug -50%, Evasion Debuff Immunity)
Shadow Suit (Dark -50%, Flinch Immunity)
Courage Emblem (Dragon -50%, SpDef Debuff Immunity)
Insulated Armor (Electric -50%, Paralyze Immunity)
Impact Gear (Fighting -50%, Def Debuff Immunity)
FR Suit (Fire -50%, Burn Immunity)
Windbreaker (Flying -50%, Crit Immunity)
Holy Talisman (Ghost -50%, Death Immunity)
Herbicide Layer (Grass -50%, Drain Immunity)
Jump Boots (Ground -50%, Acc Debuff Immunity)
Counter Injector (Poison -50%, Poison Immunity)
Brain Case (Psychic -50%, Confuse Immunity)
Thermal Underwear (Ice -50%, Freeze Immunity)
Sonic Guard (Rock -50%, Att Debuff Immunity)
Platemail (Steel -50%, Bleed Immunity)
Weather Cloak (Water -50%, Sleep Immunity)

-----
Slayer (Level 2)

- Slayer Weapons deal 130 damage.
- Slayers can now equip two of the Accessories listed below.

Slayer Accessories: 30 Rage per use.
- Environment Guard: Always Active type. Negates damage from Sandstorms, Snowstorms, and other weather effects that deal damage. There will be some custom weather. Moera's Psystorm is not one of them. Flying cars and hotdog stands are different than weather.
- Holy Ring: Always Active type. Restores 5% of MaxHP per turn.
- Holy Guard: Always Active type. Has a 50% chance of reducing any incoming attack by 50%.
- Portal Ring: Always Active type. Stores a weapon or armor in a small dimensional pocket. Slayer can switch out gear as their Action for that turn. Daphne won't always be available to change your loadout for you.
- Divine Blessing: Always Active type. Avoid the first attack that doesn't come from weather or a negative status or as the side effect of an Action.
- Melting Beam: Activation type. Halves the DEF of the target before you strike. DEF is only halved for your strike and not those of any other unit.
- Corruption Beam: Activation type. Halves the SDEF of the target before you strike. SDEF is only halved for your strike and not those of any other unit.
- Dire Power: Always Active type. 10% crit chance.
- Stabilizer: Activation type. Removes all stat debuffs by one level.
- Begrudger: Activation type. 100% counter on any enemy that attacks the user.
- Dust to Dust: Activation type. Defeats the unit that defeats the user. Doesn't work on certain enemies like bosses and mechanical foes.
- Dampener: Always Active type. Prevents all Pokemon from using Self Destruct and Explosion.

-----
Pokemon Trainer (Level 1)

- Four Pokemon are available.
- Leader Pokemon is available. Leader Pokemon can know six moves instead of four.
- Trainer Attack skill is available. Allows Trainer to hit enemy as a free action. Attack is fairly weak and generates no Rage.

-----
Pokemon Trainer (Level 2)

- Fifth Pokemon is available.
- Can now use Focus skill. Attack that hits two targets or a random target can now hit a single designated target. Costs 25 Rage.
- 1st Trainer Action is available.

-----
Pokemon Trainer (Level 3)

- A 2nd Leader Pokemon is available.
- Divide skill is available. Allows a single hit attack to hit multiple foes without suffering damage loss or side/stat effect loss. Costs 25 Rage.



Customized:

-----
Slayer (Level 3)

- All Slayers also gain Armor Affinity. What this means is that if a weapon they use deals the same type of damage as a piece of armor they have equipped protects against, they get a STAB modifier. This STAB modifier is double as opposed the 1.5 used by Trainers and Snaggers.
- Slayers now have access to the Rapid Deployable Powered Armor, or RDPA. PCs and NPCs can create custom armors that possess five attack types, five defense types, and one Overdrive. Like a Paradigm Shift, but doesn't cost Rage. Lasts for three turns.
- Stats can be rearranged.

-----
Pokemon Trainer (Level 4)

- Sixth Pokemon is available.
- Two Custom Hold Items are available.
- 2nd Trainer Action is available.

-----
Demon Half (Level 1)

- Aura Growth increases all statistics of Slayers and Pokebrids by 15 and Pokemon by 5.
- Use Aura Reading to find out what most NPCs think of you. Impact could use this to find potential allies for his evil emergence, for example.
- Access the following Signature Techniques:
1. Focus Ray - 200 Power, 100% Accuracy, Almighty Type, Special Attribute. The long range version of Aura Blade. Costs 25 Rage.
- Base Rage generated is increased 1.5 times.

-----
Demon Half (Level 2)

- Sophia gains the Observation skill. She can determine the strengths (weapon capabilities, possible attacks) and possible weak points of an opponent. Cost 20 RPs.
- All stats gain 20 points.
- +10% chance to inflict status effects with Slayer weapons.

-----
Slayer (Level 4)

- Sophia gains Chemical Knowledge (see conditional upgrades).
- Ruin type Defense is available.
- Sophia gains one extra armor slot.

-----
Pokemon Trainer (Level 5)

- 1st Xth Stage/Veteran upgrade is now available. Legendary Pokemon do not evolve, but can be Veterans.
- 1st custom move availability.
- 2nd custom move availability.

-----
Demon Half (Level 3)

- Sophia gains the Prediction Model skill, allowing her to determine the next action of one opponent. Cost 30 RPs.
- All stats gain 20 points.

-----
Slayer (Level 5)

- Sophia gains Shock Trooper Configuration (see conditional upgrades).
- Sophia gains an immunity to one of the following Pokemon types (Bug, Dark, Fighting, Flying, Grass, Ground, Normal, Rock, Steel)

-----
Demon Half (Level 4)

- All stats gain 20 points.
- +10% chance to inflict status effects with Slayer weapons.

-----
Overblade (Level 1)

- Base Rage generated is increased by 2 times.
- Sophia gains an immunity to one of the following Pokemon types (Dragon, Electric, Fire, Ghost, Ice, Poison, Psychic, Water, Ruin)



Conditional Upgrades:

1) At Demon Half 2 and Slayer 4, Sophia gains Chemical Knowledge. The effectiveness of all status effects is reduced by 50%.

2) At Demon Half 3 and Slayer 5, Sophia gains Shock Trooper Configuration, allowing her to fight alongside her pokemon.



Trainer Actions:

Morphine: Damage for both pokemon is reduced by 20% for the remainder of the turn.

First Aid: One pokemon recovers 50% of their max HP.



Stats:

HP: 90
Attack: 115
Defense: 85
Special Attack: 110
Special Defense: 90
Speed: 110

Total: 600



RPDA:

Sophie's RPDA is her very own Vernier Armor 2.0.

Stats: 50 points in each Attack, Special Attack and Speed.

Equipment Slots: Five weapons, three armors.

Equipment:

- Weapon One: Claws of Fury ~ Light Almighty damage, 15 hits, one target. A flurry of lightning-fast claw strikes
- Weapon Two: Wrist Rocket ~ Medium Fire damage, 2 targets, 50% Plasmaburn. Fires a rocket from her left wrist.
- Weapon Three: Beam Blade ~ Heavy Almighty damage, one target. A fuckin' lightsaber!
- Weapon Four: Electric Net ~ Light Electric damage, three targets, 70% Paralysis, Bound for two turns.
- Weapon Five: Particle Cannon ~ Extreme Almighty damage, five targets. This giant son of a bitch cannon puts Lexhur's Laser to shame.

- Armor One: Kinetic Equalizers ~ Reflects 25% of Physical damage back to the attacker.
- Armor Two: Force Field ~ Reflects 25% of Physical damage back to the attacker.
- Armor Three: Self-Repair System ~ Recover 20% max HP every turn.

Weight: Lil' help here AB? I imagine her speed wouldn't take much of a hit. The heaviest part is that giant fucking cannon, and she already put some points in speed.

Overdrive: Power of Science ~ All allies recieve 25% less damage from all elemental types for two turns.



You know, I kinda get the feeling I overdid it with this one.

Well, I blame the lateness of the hour.

Menarker
09-07-2010, 12:43 AM
If I recall correctly, using Overdrive normally would end your ability to use the RDPA, hence why I included the bit where it wouldn't do that for my RDPA as my last Slayer level-up.

Dracorion
09-07-2010, 12:49 AM
Does it?

Ah well, so Sophie saves her Overdrive until the last turn, no big deal.

When I said a bit too much I meant the RPDA and all her upgrades. Slayer 3 is basically her uber upgrade.

As for the weapon, yes, it's more powerful than Rayleen's. It's also meant to be much heavier.

Astral Harmony
09-07-2010, 01:08 AM
Renny, I suggest keeping at least one Pokemon dealing Flying type attacks to the sky. The battle's pretty chaotic and a lot of dust and airborne debris are getting kicked up.

Medic rules will start on the next mission, so feel free to continue using Rachel as a Rage Rocket vending machine.

Psytellites, like the vast majority of foes, cannot touch the Destroyer or Sniper. However, due to the nature of the Psyshades and Psytellites (no existing vital points), the Sniper's Snipe skill doesn't work on them. Have Wilhelmina aim to take down the healthiest Asuras when you want her to insta-KO something.

I think one formation using attacks on the other could work.

Things I thought about Pokemon Umbral while at work:

Something bad is going to happen during Pierce's sidequest. Something really bad.

Some really evil bitches will be introduced between Mission 3 and Pierce's sidequest. Kind of a secret meeting of the bad guys thing that leads to the aforementioned bad thing. Man, there are so many tough fights in Pierce's sidequest.

One of them will be named Sexy. And she will kick your asses.

I even came up with about seven panels of dialogue in a sprite comic starring Elizabeth. Writing for her is really fun.

EDIT 1: If y'want, Drac, I could actually have the 'Monos capture Sophie for you.

Menarker
09-07-2010, 01:12 AM
Putting my comment about your upgrades here, since I didn't notice we moved to a new page.


And yeah, it does look "a bit much".

By that I mean, WAY too much.
1) You're getting the RDPA 2 levels earlier than normal.
2) You made your Extreme Almighty weapon twice as powerful as AB's example below.

- Weapon One: Photon Gatling ~ Light Almighty damage, 15 hits, one target. A rapid fire energy minigun.
- Weapon Two: Blast Bomb ~ Medium Fire damage, 3 targets, 70% Burn. An explosive grenade launched from a cannon.
- Weapon Three: Demon's Maw ~ Heavy Fire damage, 50% Plasmaburn. A long range flamethrower that eats through flesh.
- Weapon Four: Dread Star ~ Extreme Almighty damage, 3 targets, lesser damage dealt on splash. Not the same laser beam that destroyed Alderaan, but only because Rayleen hasn't tried yet.

- Armor One: Riot Shield ~ 25% Reduction in Physical damage recieved. A simple but effective shield.
- Armor Two: Ruin Guard ~ 50% Reduction in Ruin type damage. Deals 10% MAXHP in damage to any Ruin Pokemon that attack her.
- Armor Three: Special Barrier ~ 25% Reduction is Special damage recieved. A powerful kinetic barrier.
- Armor Four: Smart Ballistics ~ Releases one Ballistic Shell each turn. Any unit that attacks Rayleen while a Ballistic Shell is deployed will recieve heavy Steel damage.

3) You made your character gain double rage which is an Overblade 5 upgrade as a level 1 Overblade upgrade.
4) You did the same for gaining immunities to pokemon elements that should only be accessible at a level 5 Overblade.
5) Both your stat gains are higher than what other classes would give them. (two gains of 20s instead of a gain of 10 and 15)

I say Hell No to this one. Not upset, since you say you're tired. But I'm not supporting you on this character.

Also, how will this following ability work?

- Sophia gains the Prediction Model skill, allowing her to determine the next action of one opponent. Cost 30 RPs.

I don't think it's a bad idea, but...
A) By the time you use it, the foe will already be acting during their phase. Unless you're saying that knowing what they do give you a specific bonus like to evasion. (At best, you might have to stall this action until after the enemy phase)
B) AB may not plan what they will do in advance. Might not be practical to implement.

Dracorion
09-07-2010, 01:14 AM
Things I thought about Pokemon Umbral while at work:

Something bad is going to happen during Pierce's sidequest. Something really bad.

Do I get to know?

Some really evil bitches will be introduced between Mission 3 and Pierce's sidequest. Kind of a secret meeting of the bad guys thing that leads to the aforementioned bad thing. Man, there are so many tough fights in Pierce's sidequest.

One of them will be named Sexy. And she will kick your asses.

Isn't Pierce's sidequest already pretty packed?

I even came up with about seven panels of dialogue in a sprite comic starring Elizabeth. Writing for her is really fun.

I'll bet.

EDIT 1: If y'want, Drac, I could actually have the 'Monos capture Sophie for you.

What do you mean?

Astral Harmony
09-07-2010, 01:17 AM
I never plan what enemies do until I start typing the post. I basically end up looking at the ally formation and deciding, based on what attacks the enemy can do, what attacks they use and their designated targets.

Like "Hey, Swampert's quad-weak to Grass! Psyshade Renny's Seed Flare Flurry could conceivably wipe 'im out in one dreadful shot!"

Or "Psyshade Pierce's Heaven, Earth & Hell does a lot of type damage that Rhyperior is weak to. Great target for that shit."

EDIT 1: My Bride Is A Mermaid is one fucked up anime.

Dracorion
09-07-2010, 01:21 AM
1) You're getting the RDPA 2 levels earlier than normal.

Meh, so long as you sacrifice enough to justify it.

Admittedly, I didn't.

2) You made your Extreme Almighty weapon twice as powerful as AB's example below.

It's more powerful than Rayleen's. It's also meant to be much heavier.

3) You made your character gain double rage which is an Overblade 5 upgrade as a level 1 Overblade upgrade.

What's the point of customizing our upgrades if we have to stick to the standard ones?

Base them on the standard, sure. But there's no reason Sophia can't get double Rage at Overblade 1, especially when it's her very last level.

4) You did the same for gaining immunities to pokemon elements that should only be accessible at a level 5 Overblade.

See above. She ain't getting them too early.

5) Both your stat gains are higher than what other classes would give them. (two gains of 20s instead of a gain of 10 and 15)

Yeah, I dropped the ball on this one. My bad.

Also, how will this following ability work?

- Sophia gains the Prediction Model skill, allowing her to determine the next action of one opponent. Cost 30 RPs.

I don't think it's a bad idea, but...
A) By the time you use it, the foe will already be acting during their phase. Unless you're saying that knowing what they do give you a specific bonus like to evasion. (At best, you might have to stall this action until after the enemy phase)
B) AB may not plan what they will do in advance. Might not be practical to implement.

Okay, AB doesn't plan attacks until he types up the post, got it.

So that version of Prediction Model is out. What if instead, it just nullifies the target's attack? The allies would have the forewarning to get out of the way.

Menarker
09-07-2010, 01:25 AM
Hey, Gem. I got a suggestion of something to replace my character's "anti-snagger/domination" thing. Since you say that those shouldn't work against high level snaggers and foes despite the fact that is exactly what abilities that focused and specific for protecting against actions like that is supposed to do.

Instead of those two abilities, he'd something that allows Renny to use a Trainer Action and either a Pokebrid Action or an Slayer Accessory in the same turn or two Trainer Actions that turn. Basically, he'd be a more diligent trainer who can reliably use his Trainer Action without it interfering with his other abilities.

Also, I was wondering if you would have a problem with Renny trading in one of his signature techniques that he would get upon leveling up for another Love Technique.

Dracorion
09-07-2010, 01:30 AM
EDIT 1: If y'want, Drac, I could actually have the 'Monos capture Sophie for you.

No, seriously AB, what's this mean? Why does Sophie need capturing?

Something sexy, I can only hope.

Menarker
09-07-2010, 01:42 AM
Drac: Your abilities are overpowered because you're heavily multi-classing and pulling the abilities away from their respective levels. Yes, they are close to the last levels, but you've branched out and spread out your levels evenly. Your character is such supposed to have the power of a Jack of all trades in a way because you're not specializing (although having some particular perks like scouting or observation and chemical study is fine in my book). My character in comparision has 3 classes, but one of them is a mere 1 level splash while having high specializiation on the other two. The power level of the abilities respectively is roughly equal to what a normal slayer of that level would get.

Abilities are supposed to be respectively powerful as the upgrade template as according to specialization. Your character is not as specialized in Slayer, so why should she get getting upgrades that belong to Slayers several levels higher than her?

Otherwise, I should ask that I have access to other pokemon element immunities like Ruin types too. I know my character could certainly use it! But my character is not specialized enough to justify either the rage generation boost to 2.0 or the element immunity to ruin type because my character is not specialized enough as a slayer to justify it.

In order for a character to justify getting rage generation of 2x multiplier, they should be at the 10th level of the class to account for specialization (maybe 9th if enough sacrifice is there). Same with AB's placement of specific pokemon elements. Reserved for those who invest heavily in a specific class as opposed to those who multi-class too deeply. Your character is thus gaining abilities and strength that belongs to a specialist when she's anything but.

Long story short, you're breaking Gem's rule that abilities should remain the power level of their respective class to account for "specialization". You're instead basing your class power on your class level, making your character equally or more powerful in each class than the specialist themselves. And that is wrong. (http://tvtropes.org/pmwiki/pmwiki.php/Main/Ptitle643yzv8u?from=Main.AndThatsTerrible)

Dracorion
09-07-2010, 01:45 AM
I see your point.

I still blame the lateness of the hour.

Also, at some point I guess I ran out of crap to make up for Sophia.

Menarker
09-07-2010, 01:48 AM
Well, as long as you understand that.

Anyhow, it's late for me too. But I'll see if I can't come up with some ideas to help you out. ^^

Astral Harmony
09-07-2010, 03:10 AM
Nevermind, Drac. I remember now.

Geminex
09-07-2010, 04:17 AM
Long story short, you're breaking Gem's rule that abilities should remain the power level of their respective class to account for "specialization". You're instead basing your class power on your class level, making your character equally or more powerful in each class than the specialist themselves. And that is wrong.

Aaah...
Qua?
That wasn't what I had in mind when I discussed "Specialization". I mean, yes, abilities should get stronger as your level gets higher. But while I do think specialization in roles (such as defensive, offensive, supporter, that sort of thing) should be defended, I don't mean "those who put all their ranks in a certain class should be stronger than those who spread those ranks out". First priority is equal power, no matter if you put everything in one class (or, since that's not possible, go 10/5) or spread it over all 5. If you're saying that the ability to get immunity to certain types makes Sophie stronger than she should be, that's valid. But saying that she hasn't taken enough ranks in Slayer to get that... naaah. You could make a specialization argument if Renny had taken many type immunities in an effort to make himself less vulnerable to a variety of foes, and Sophie had pretty much the same thing despite being offensively inclined, but as things are, the specialization argument really doesn't fly.

I mean, we abolished the strict levels specifically so that people could get what they wanted, when they wanted it, as long as they didn't get too strong. Hell, that could have been a pokebrid, or a demon level and it still would've been acceptable by me. We're basing our upgrades on the original charts, not trying to stick to them. So on that count, the immunity thing is fine, and so is 2x rage.

And yes, you could have done that as well. You chose to get some different shit instead, which was fine. If you wanna give up some of that stuff, we can rearrange it so you get type immunity.

Ahem.
Though as it is, yeah.
First, regarding the type immunity bit, why don't you tell us exactly which one you want immunity for? Cause there's one hell of a difference between getting Ruin immunity and Dragon immunity.
Second, stats: I'd say 50 all round at most.
Third, RDPA: That one could be worse, but... yeah. Should be nerfed, and not just by making the speed drop really massive. Maybe give the Particle cannon a turn of recharge time?
Other than that, it's not too bad.

Hey, Gem. I got a suggestion of something to replace my character's "anti-snagger/domination" thing. Since you say that those shouldn't work against high level snaggers and foes despite the fact that is exactly what abilities that focused and specific for protecting against actions like that is supposed to do.
Now that we've worked out how Snaggers actually work, we can probably redesign your loyalty thing.
And besides, I never said it shouldn't work against higher-level Snaggers. I'm just saying that Renny has no ability to help his pokemon escape Liz' attraction. This is less due to affection for Drac's rather twisted PC (seriously, she's worse than your character in that Eclipse Phase RP) and more because I want Renny to SUFFER. SUUUUUFEEEEEEE-----ER.
Though if you don't want to redesign, I guess your other thing would be fine as well.

Also, I was wondering if you would have a problem with Renny trading in one of his signature techniques that he would get upon leveling up for another Love Technique.
Not at all. I suggested that Dante could do it the other way around, so sure. There's really not much of a difference in strength, all you get is the ability to split cost, and we can compensate for that. So, sure. Mind you, whom would he get it with?

Menarker
09-07-2010, 10:29 AM
I still kinda stand by the argument, but not nearly as much anymore when you explain it like that. But on that note, I did promise Drac I would think of something that could replace it... and I got a different way that's more in character in order for Sophie to get the increased rage thing while being all kinds of badass.

She deals an awful lot with chemicals, right? And one of her upgrades was for slayer weapons to have an increased chance of inflicting status right?
Well, keep in mind, the AB said that statuses like poison and frozen and confusion gives rage every turn that they manage to give damage.

So what would I suggest? Making the status effects of your Slayer Attacks AOE. Say you choose to use a slayer attack that gives a particular status effect of poison. It'll also splash poison on foes on the left and right side of that target (success rate depends on type of affliction). Or similar to the Glacial Spike spell of Diablo 2, make the freezing cloud AOE upon hit. Over time, your rage generation will jump as they take damage. Mind you, some foes are immune to some statuses and stuff like that and stronger statuses are more of a gamble to begin with, but it might be an in-character way of getting rage. And for the statuses that don't deal damage? Well, the protection afforded by AOE sleep or the help of AOE paralysis to have an increased chance of null turn and destroy their crit rate will help make Sophia a popular choice in the party.


On the aforementioned side note, Renny already has Type Immunity as one of his approved upgrades as one of his last upgrades (although I restricted to specific types because I thought the levels mattered), although I was commenting that Drac has chosen his respective type immunity of a higher level than what is normally allowed to Slayers. So, with your permission, since you're allowing more diverse type immunity to Drac at a lower level than is normal, I'll do the same, enabling a more diverse option of choices to be immune too (but only still taking one as opposed to Drac's two immunities).


Not at all. I suggested that Dante could do it the other way around, so sure. There's really not much of a difference in strength, all you get is the ability to split cost, and we can compensate for that. So, sure. Mind you, whom would he get it with?

Thanks. ^^

~Another one for Lola~

<3

EDIT: Editing my Template a bit: Just editing in the Extra Trainer Action Use (in exchange for the anti-snagger/domination) and allowing Renny to choose any pokemon type for an immunity just like Sophia can.


Pokemon Trainer (Level 1)

- Four Pokemon are available.
- Leader Pokemon is available. Leader Pokemon can know six moves instead of four.

-----
Pokemon Trainer (Level 2)

- Fifth Pokemon is available.
- Can now use Focus skill. Attack that hits two targets or a random target can now hit a single designated target. Costs 25 Rage.
- 1st Trainer Action. A low power technique which the trainer uses to support his pokemons.
-----
Pokemon Trainer (Level 3)

- A 2nd Leader Pokemon is available.
- Divide skill is available. Allows a single hit attack to hit multiple foes without suffering damage loss or side/stat effect loss. Costs 25 Rage.

-----
Pokemon Trainer (Level 4)

- Sixth Pokemon is available.
- Two Custom Hold Items are available.
- 2nd trainer action


Level 5 Onwards
-----
Pokebrid (Level 1)

- Choose one non-legendary and non-ruin type pokemon. Can use any and all moves of the chosen Pokemon form and its pre-evolutions if any.
- Stats are (Chosen pokemon's stats+Slayer Stats)/2).
- 1st Pokebrid Action.
- Can use Paradigm Shift (transform into that Pokemon). Lasts for 3 turns. Type weaknesses no longer apply and Pokemon statistics are added to inherent statistics for a stat boost during those turns.
- Character generates 10 rage per attack (or when getting attacked)
- Can deploy self and one pokemon, or two pokemon.
Gets STAB of 1.5x for attacks

-----
Pokemon Trainer (Level 5)

- 1st Xth Stage/Veteran upgrade is now available. Legendary Pokemon do not evolve, but can be Veterans.
- 1st custom move availability.

-----
Pokemon Breeder (Level 1)

- Base Rage generated goes from 5 to 7.
- 1st Ability Shift is available.
- 3rd trainer action.
- Renny gain an extra use of Trainer Action per turn. This means Renny can either use two Trainer Actions per turn or he can use a Trainer Action in the same turn as a Pokebrid Action or a Slayer Accessory.



Slayer (Level 1)

- Default Normal type armor. 50% damage reduction from Normal Type attacks.
- Can possess a loadout of three armor aside from the default normal type armor.
- Can switch these equipment loadouts completely in between battles, but can request them from Daphne to switch them out one-by-one.
- Intergrated Combat Training: Can use 4 elements
(See Conditional Upgrades in section below)
- Maximum Items carrying up to 6.
- Stats rearranged but keeping same base total.

- Armor:
Reinforced Vest (Normal -50%, Always Equipped)
Pesticide Layer (Bug -50%, Evasion Debuff Immunity)
Shadow Suit (Dark -50%, Flinch Immunity)
Courage Emblem (Dragon -50%, SpDef Debuff Immunity)
Insulated Armor (Electric -50%, Paralyze Immunity)
Impact Gear (Fighting -50%, Def Debuff Immunity)
FR Suit (Fire -50%, Burn Immunity)
Windbreaker (Flying -50%, Crit Immunity)
Holy Talisman (Ghost -50%, Death Immunity)
Herbicide Layer (Grass -50%, Drain Immunity)
Jump Boots (Ground -50%, Acc Debuff Immunity)
Counter Injector (Poison -50%, Poison Immunity)
Brain Case (Psychic -50%, Confuse Immunity)
Thermal Underwear (Ice -50%, Freeze Immunity)
Sonic Guard (Rock -50%, Att Debuff Immunity)
Platemail (Steel -50%, Bleed Immunity)
Weather Cloak (Water -50%, Sleep Immunity)

-----
Slayer (Level 2)
- Armor Guardian Globe (Ruin type Defense) is available.
- Slayers can now equip one of the Accessories AB made/makes. Each use costs 30 rage.

-----
Slayer (Level 3)

- Slayer Attacks have minimal base power of 130.
- Can wear a second accessory.
- Intergrated Combat Training: Can use 8 elements

-----
Slayer (Level 4)

- All Slayers also gain Armor Affinity. What this means is that if a weapon they use deals the same type of damage as a piece of armor they have equipped protects against, they get a STAB modifier. This STAB modifier is double as opposed the 1.5 used by Trainers and Snaggers.
- Pokebrid STAB also becomes 2.0 but does not stack with armor.


-----
Slayer (Level 5)

- Slayers now have access to the Rapid Deployable Powered Armor, or RDPA. PCs and NPCs can create custom armors that possess five attack types, five defense types, and one Overdrive. Like a Paradigm Shift, but doesn't cost Rage. Lasts for three turns.
- Can wear a third accessory.

-----
Overblade (Level 1)

- Base Rage generated is increased by 1.5 times (to 15 rage for slayer attack).
- Overblades can use the Overpower skill to remove status effects. 15 Rage cost.
- Shock Trooper classification *See Conditional Upgrades below*
-----
Overblade (Level 2)

- Choose 4 stats. Those chosen stats gain 10 points.
- Overblades gain a special immunity to a physical-type status effect (Poison, Bad Poison, Paralyze, Freeze, Burn, Fire, Bleeding, Exhaustion)
- Intergrated Combat Training: Can use 12 elements.

-----
Overblade (Level 3)

- Choose 4 stats. Those chosen stats gain 15 points.
- Renny gains an immunity to any single one of the pokemon types, including Ruin. If Normal is selected, then a fourth armor can be worn to replace the default armor.
- Improved Mobility Armor: RDPA usage can be split multiple times, so it can be used for 3 turns worth, in segments of 1 turn. In addition, using an Overdrive on the first or second use doesn’t deplete the other usages as well.





Conditional Upgrades

1) Upon getting 1 level of Pokebrid and 1 level of Slayer, Renny gains Intergrated Combat Training.

Intergrated Combat Training enables pokebrid moves to be used in place of Slayer weapons for all attacks, whether basic attack or sweeps or even RDPAs. The moves are pumped up to have the same base power that Slayer Weapons have (120 at Slayer 1 and 130 at level 3). AOE move become Single Target with no backlash. The rules are as follows:
A) 3 Slayer empowered moves for each of respective pokebrid's types.
B) All Slayer empowered moves to moves learned by level-up. This doesn't apply to moves that can only be gained by breeding, tutoring or so.
C) All other element types only get 1 extra attack. If the pokebrid does not have an attack of a certain element, that attack type is unavailable and only accessible by RDPA if chosen.
D) All the above only applies to moves with Attack subtype, not Special Attack. (Status moves don't need buffing anyhow)
E) All the moves that fit the above count as Slayer attacks and thus qualify for any upgrades or factors that influence them such as base power, slayer armor STAB bonus and rage generation and anything else Slayer Related.
F) 4 Elements are chosen at Slayer 1, a total of 8 is available at Slayer 4 and a total of 12 are available at Overblade 2.

2) Upon getting 4 levels of Slayer and 4 levels of Trainer, Renny gains Shock Trooper classification.

Shock Trooper classification allows Renny to fight alongside his pokemons, with the three (2 pokemons and Renny) being able to attack on the same turn with no penalty.

Dracorion
09-07-2010, 11:39 AM
Nevermind, Drac. I remember now.

Okay.

So what did you mean?

And oh man AB I figured out what the RP is missing seriously there's gotta be something wrong with me.

Herms.

...
And now I suddenly want to make Sophie one.

And on another note entirely: I forgot to say a while back that Sophia also has the standard Slayer Normal-type defense on top of her three shifting defenses. I hope that's okay.

Anyway, Gem, I do agree with Menarker that high-level Snaggers shouldn't trump Menarker's anti-Snag/Domination ability unless they themselves have an ability that lets them trump Menarker's ability.

Your own twisted desire to inflict grief on Menarker aside, there's no in-game reason Lizzie's wiles have to work on Renny's pokemon.

Ahem.
Though as it is, yeah.
First, regarding the type immunity bit, why don't you tell us exactly which one you want immunity for? Cause there's one hell of a difference between getting Ruin immunity and Dragon immunity.

Fire and Fighting. Though I reserve the right to change these later on (before she actually gets them, I mean).

Second, stats: I'd say 50 all round at most.

Dropped to 40.

Third, RDPA: That one could be worse, but... yeah. Should be nerfed, and not just by making the speed drop really massive. Maybe give the Particle cannon a turn of recharge time?

Well, I took Menarker's suggestion for that Splash status effect skill.

So then I had to figure out what to put instead of 2x Rage.

I decided on making her RPDA last for five turns. And I gave the Particle Cannon a turn of recharge. If you decide that five turns is too much, then I'll probably figure out some other way to nerf the Particle Cannon, because three turns is far too little time to spend one of them recharging.

She deals an awful lot with chemicals, right?

Oh, so you noticed?

Well, keep in mind, the AB said that statuses like poison and frozen and confusion gives rage every turn that they manage to give damage.

... What, seriously? AB, can they really do this? Status effects can give Rage to the person who used them every turn they deal damage?

So what would I suggest? Making the status effects of your Slayer Attacks AOE. Say you choose to use a slayer attack that gives a particular status effect of poison. It'll also splash poison on foes on the left and right side of that target (success rate depends on type of affliction). Or similar to the Glacial Spike spell of Diablo 2, make the freezing cloud AOE upon hit. Over time, your rage generation will jump as they take damage. Mind you, some foes are immune to some statuses and stuff like that and stronger statuses are more of a gamble to begin with, but it might be an in-character way of getting rage. And for the statuses that don't deal damage? Well, the protection afforded by AOE sleep or the help of AOE paralysis to have an increased chance of null turn and destroy their crit rate will help make Sophia a popular choice in the party.

Provided they really do work like this, sure.

Of course, it may not work out because Sophia's Slayer attack types are static.

Which brings me to something I wasn't really going to ask AB until later, but we should work it out now if we're going to give Sophie AOE status effects.

See, AB, Sophie's going to be extremely fascinated with Kirie's ever-shifting weapon, because she's been researching the same thing.

What I was wondering is if I could give Sophie a weapon sorta like that. Of course, it wouldn't be exactly like Kirie's. For all intents and purposes it would work exactly like regular PC weapons. You know, 3/6 types at a time, able to change one with a turn's delay.

The only difference would be that it wouldn't be hindered by small/medium/large sizes. To compensate, we could drop it to 4 or 5 types at most.

I'm not sure when it should happen, exactly. Sophie would need to talk to Kirie and probably Mika. She already has to talk to Mika about a custom item, not that the item is fairly special, it's just that in-game Mika would have to be involved in it's creation.

But yeah, it probably shouldn't happen until after Mission 5.

Anyway Menarker, if AB agrees then yeah, Sophie will definitely have AOE status effects.



Standard:

Slayer (Level 1)

- Has a Normal type attack.
- Normal damage is reduced by 50%.
- Can possess a loadout of three weapons and three armor.
- Can switch these equipment loadouts completely in between battles, but can request them from Daphne to switch them out one-by-one.

- Light Weapons
Claw of Twilight (Dark, 50% Flinching)
Dragon Slave (Dragon, 50% SpDefense -1)
Capacitor Rod (Electric, 50% Paralysis)
Strange Parasite (Grass, 50% Drain)
Toxin Bombs (Poison, 50% Poison)

- Medium Weapons:
Swarm Bow (Bug, 50% Evasion -1)
HV Penetrator Rifle (Fighting, 50% Defense -1)
Gust Blaster (Flying, High Critical)
Netherworld Sapper (Ghost, 25% Instant Death)
Titanic Fist (Ground, 50% Accuracy -1)
Synapse Disruptor (Psychic, 50% Confusion)

- Heavy Weapons
Napalm Thrower (Fire, 50% Burn)
Hydro Cannon (Water, 50% Sleep)
LH Launcher (Ice, 50% Freeze)
Siege Boomerage (Rock, 50% Attack -1)
Crescent Moon (Steel, 50% Internal Bleeding)

- Armor:
Reinforced Vest (Normal -50%, Always Equipped)
Pesticide Layer (Bug -50%, Evasion Debuff Immunity)
Shadow Suit (Dark -50%, Flinch Immunity)
Courage Emblem (Dragon -50%, SpDef Debuff Immunity)
Insulated Armor (Electric -50%, Paralyze Immunity)
Impact Gear (Fighting -50%, Def Debuff Immunity)
FR Suit (Fire -50%, Burn Immunity)
Windbreaker (Flying -50%, Crit Immunity)
Holy Talisman (Ghost -50%, Death Immunity)
Herbicide Layer (Grass -50%, Drain Immunity)
Jump Boots (Ground -50%, Acc Debuff Immunity)
Counter Injector (Poison -50%, Poison Immunity)
Brain Case (Psychic -50%, Confuse Immunity)
Thermal Underwear (Ice -50%, Freeze Immunity)
Sonic Guard (Rock -50%, Att Debuff Immunity)
Platemail (Steel -50%, Bleed Immunity)
Weather Cloak (Water -50%, Sleep Immunity)

-----
Slayer (Level 2)

- Slayer Weapons deal 130 damage.
- Slayers can now equip two of the Accessories listed below.

Slayer Accessories: 30 Rage per use.
- Environment Guard: Always Active type. Negates damage from Sandstorms, Snowstorms, and other weather effects that deal damage. There will be some custom weather. Moera's Psystorm is not one of them. Flying cars and hotdog stands are different than weather.
- Holy Ring: Always Active type. Restores 5% of MaxHP per turn.
- Holy Guard: Always Active type. Has a 50% chance of reducing any incoming attack by 50%.
- Portal Ring: Always Active type. Stores a weapon or armor in a small dimensional pocket. Slayer can switch out gear as their Action for that turn. Daphne won't always be available to change your loadout for you.
- Divine Blessing: Always Active type. Avoid the first attack that doesn't come from weather or a negative status or as the side effect of an Action.
- Melting Beam: Activation type. Halves the DEF of the target before you strike. DEF is only halved for your strike and not those of any other unit.
- Corruption Beam: Activation type. Halves the SDEF of the target before you strike. SDEF is only halved for your strike and not those of any other unit.
- Dire Power: Always Active type. 10% crit chance.
- Stabilizer: Activation type. Removes all stat debuffs by one level.
- Begrudger: Activation type. 100% counter on any enemy that attacks the user.
- Dust to Dust: Activation type. Defeats the unit that defeats the user. Doesn't work on certain enemies like bosses and mechanical foes.
- Dampener: Always Active type. Prevents all Pokemon from using Self Destruct and Explosion.

-----
Pokemon Trainer (Level 1)

- Four Pokemon are available.
- Leader Pokemon is available. Leader Pokemon can know six moves instead of four.
- Trainer Attack skill is available. Allows Trainer to hit enemy as a free action. Attack is fairly weak and generates no Rage.

-----
Pokemon Trainer (Level 2)

- Fifth Pokemon is available.
- Can now use Focus skill. Attack that hits two targets or a random target can now hit a single designated target. Costs 25 Rage.
- 1st Trainer Action is available.

-----
Pokemon Trainer (Level 3)

- A 2nd Leader Pokemon is available.
- Divide skill is available. Allows a single hit attack to hit multiple foes without suffering damage loss or side/stat effect loss. Costs 25 Rage.



Customized:

-----
Slayer (Level 3)

- All Slayers also gain Armor Affinity. What this means is that if a weapon they use deals the same type of damage as a piece of armor they have equipped protects against, they get a STAB modifier. This STAB modifier is double as opposed the 1.5 used by Trainers and Snaggers.
- Stats can be rearranged.
- Ruin type Defense is available.
- PC Slayers can now equip two small, two medium, and two large weapons in addition to the Normal type assault rifle that is always on hand.

-----
Pokemon Trainer (Level 4)

- Sixth Pokemon is available.
- Two Custom Hold Items are available.
- 2nd Trainer Action is available.

-----
Demon Half (Level 1)

- Aura Growth increases all statistics of Slayers and Pokebrids by 15 and Pokemon by 5.
- Use Aura Reading to find out what most NPCs think of you. Impact could use this to find potential allies for his evil emergence, for example.
- Access the following Signature Techniques:
1. Focus Ray - 200 Power, 100% Accuracy, Almighty Type, Special Attribute. The long range version of Aura Blade. Costs 25 Rage.
- Base Rage generated is increased 1.5 times.

-----
Demon Half (Level 2)

- Sophia gains the Observation skill. She can determine the strengths (weapon capabilities, possible attacks) and possible weak points of an opponent. Cost 20 RPs.
- All stats gain 10 points.
- +10% chance to inflict status effects with Slayer weapons.

-----
Slayer (Level 4)

- Sophia gains Chemical Knowledge (see conditional upgrades).
- Sophia gains one extra armor slot.
- Slayers now have access to the Rapid Deployable Powered Armor, or RDPA. PCs and NPCs can create custom armors that possess five attack types, five defense types, and one Overdrive. Like a Paradigm Shift, but doesn't cost Rage. Lasts for three turns.

-----
Pokemon Trainer (Level 5)

- 1st Xth Stage/Veteran upgrade is now available. Legendary Pokemon do not evolve, but can be Veterans.
- 1st custom move availability.
- 2nd custom move availability.

-----
Slayer (Level 5)

- Sophia gains Shock Trooper Configuration (see conditional upgrades).
- Sophia gains the Splash skill. When Sophia attacks an opponent, the status effect associated with the weapon used can be inflicted on the target and the two enemies adjacent at the regular chance.
- Sophia gains Mix & Match, allowing her to create one Medic-level item and place it in her invetory. Costs 40 Rage

-----
Demon Half (Level 3)

- Sophia gains the Prediction Model skill, allowing her to determine the next action of one opponent. Cost 30 RPs.
- Sophia gains an immunity to one of the following Pokemon types (Bug, Dark, Fighting, Flying, Grass, Ground, Normal, Rock, Steel)
- All stats gain 15 points.

-----
Demon Half (Level 4)

- All stats gain 15 points.
- +10% chance to inflict status effects with Slayer weapons.

-----
Overblade (Level 1)

- RPDA lasts for five turns.
- Sophia gains an immunity to one of the following Pokemon types (Dragon, Electric, Fire, Ghost, Ice, Poison, Psychic, Water, Ruin)


About Mix & Match: I actually thought this one up last night, but for some reason I didn't include it in her upgrades. I must've been REALLY tired.

Anyway, like it says, Sophie can generate one of the items available to Medics. You know, Restores, Revives, Status healers and X-items, you know. Of course, she can't use it if she's already carrying six items. And she can't use it for someone else, either.

Immunities: Fire, Fighting.


Conditional Upgrades:

1) At Demon Half 2 and Slayer 4, Sophia gains Chemical Knowledge. The effectiveness of all status effects is reduced by 50%.

2) At Demon Half 3 and Slayer 5, Sophia gains Shock Trooper Configuration, allowing her to fight alongside her pokemon.



Trainer Actions:

Morphine: Damage for both pokemon is reduced by 20% for the remainder of the turn.

First Aid: One pokemon recovers 50% of their max HP.



Stats:

HP: 90
Attack: 115
Defense: 85
Special Attack: 110
Special Defense: 90
Speed: 110

Total: 600



RPDA:

Sophie's RPDA is her very own Vernier Armor 2.0.

Stats: 50 points in each Attack, Special Attack and Speed.

Equipment Slots: Five weapons, three armors.

Equipment:

- Weapon One: Claws of Fury ~ Light Almighty damage, 10 hits, one target. A flurry of lightning-fast claw strikes
- Weapon Two: Wrist Rocket ~ Medium Fire damage, 2 targets, 50% Plasmaburn. Fires a rocket from her left wrist.
- Weapon Three: Beam Blade ~ Heavy Almighty damage, one target. A fuckin' lightsaber!
- Weapon Four: Electric Net ~ Light Electric damage, three targets, 70% Paralysis, Bound for two turns.
- Weapon Five: Particle Cannon ~ Extreme Almighty damage, five targets, 1 turn cooldown. This giant son of a bitch cannon puts Lexhur's Laser to shame.

- Armor One: Kinetic Equalizers ~ Reflects 25% of Physical damage back to the attacker.
- Armor Two: Force Field ~ Reflects 25% of Physical damage back to the attacker.
- Armor Three: Self-Repair System ~ Recover 20% max HP every turn.

Weight: Lil' help here AB? Her speed should take a big hit. The heaviest part is that giant fucking cannon, even if she already put some points in speed.

Overdrive: Power of Science ~ All allies recieve 25% less damage from all elemental types for two turns.

Also, Gem, I worry that Sophie's Overdrive isn't very powerful, at least compared to Rayleen's. Maybe I can make it last three turns?

Of course, I'm probably wrong. Her RPDA in and of itself is already pretty powerful.

Menarker
09-07-2010, 12:01 PM
Well, keep in mind, the AB said that statuses like poison and frozen and confusion gives rage every turn that they manage to give damage.
... What, seriously? AB, can they really do this? Status effects can give Rage to the person who used them every turn they deal damage?

It's in the Battle System Tutorial File 1 explaining the rules of the setting.

"- Poison, Freeze, and Confusion all generate Rage Points for the user when the effect deals damage to the target."

Which was my justification for giving you the splash status ability as your version of increased rage generation.

Although, now that I think about it, we should probably put a limit on how much rage you get maximum for that... so you aren't splashing weak poison for 15 rage on 3 foes one turn, and then another 3 targets get weak poison for another 15 rage, giving you 30 rage per turn and so on before even considering you getting rage for your pokemon attacking or your slayer attack.

Provided they really do work like this, sure.

Of course, it may not work out because Sophia's Slayer attack types are static.

Hmmm? I don't quite get what you meant there. If you mean that status effects should only apply with weapons that actually give that status like fire weapon give burn and ice weapons give ice and not mix-match, then yeah.

Dracorion
09-07-2010, 12:08 PM
Best bet would be to halve the chance of inflicting status effects on the adjacent targets, methinks.

Hmmm? I don't quite get what you meant there. If you mean that status effects should only apply with weapons that actually give that status like fire weapon give burn and ice weapons give ice and not mix-match, then yeah.

I mean, look at Sophie's profile.

She has static Slayer attacks like a NPC. Thereby limiting the status effects available to her.

Menarker
09-07-2010, 12:12 PM
... your profile doesn't show that. It's saying she has the ability to switch out weapons like PCs do and having access to all weapons type.

Although, if you MEANT for her attack types to be more restricted via static, then I can see your point.

Dracorion
09-07-2010, 12:32 PM
Name: Sophia Vernier
Alias: Prodigy
Age: 22
Gender: Female
Class: Battle Master (Slayer level 3, Trainer level 3; yes, I realize that we're only up to level 4 right now, but by the time she joins up, which is the beach mission, we'll be level 6)
Specialty: Shock Trooper
Weapon: A pair of high-tech kodachi.
Armor: Vernier armor ~ Sophia's invention. It can resist three types at the same time, and it can change one type with some delay. Basically, a suit that accomplishes the same purpose as Daphne (and functions just like her) for Sophia. It's a Daphne Suit!
Slayer Attacks: Wyrm Strike (Dragon) / Incendiary Bomb (Fire) / Lightning Slash (Electric) / Spinal Tap (Fighting) / Neuron Disruptor (Psychic) / Tainted Blade (Poison)
Slayer Defenses: Three defences. Varies.
Pokémon Registry:

Ahem.

Menarker
09-07-2010, 12:42 PM
Ah. Well, I was looking at your upgrades list, which still has all the Slayer weapons included. You might wanna remove those like I did with mine.

Dracorion
09-07-2010, 12:46 PM
Profile =/= upgrade list.

Yeah, I'll take it out next time.

Astral Harmony
09-07-2010, 02:44 PM
No, I didn't mean anything. And what the hell is a Herm?

Oh, wait.

This RP is weird enough as is with the pansexual. I would think a Moderator would have a little problem with us if this RP also allowed a futanari.

Besides, despite the strange sexual tastes of some of the characters, we try to limit that kind of adult content.

And what the hell is up with you making your characters so damn strange? First, the pansexual Elizabeth and now you want to make Sophia a futanari? I'm looking at my characters right now, and the only one I think would be okay with getting involved with Sophia is Elizabeth.

I'm actually getting rid of the Rage generated by damaging status effects. If a Pokebrid can deal out those status effects as part of its Pokebrid Action, then we've effectively wiped out the need for them to generate Rage. I only came up with the idea because you guys constantly wanted Matthias to use status effects most of the time, but if he can do those and still attack, then there's no need for them anymore.

Sophia couldn't own a weapon like Kirie's. Ultimately, she'd end up using a weapon like Milsha's that transforms because of technology and not magic. Sophia probably could have a weapon like Kirie's, but it would've came at a terrible cost to the lives of Pokemon as part of its inethical research and development. Magic occurs naturally in the Netherworld, but it seems to be that magic is a product of the powers of Pokemon in the Pokemon world. Well, that and bizarre science fiction.

So, let's look at the RDPA.

- Armor One: Kinetic Equalizers ~ Reflects 25% of Physical damage back to the attacker.
- Armor Two: Force Field ~ Reflects 25% of Physical damage back to the attacker.

I assume that you mean that Force Field Reflects 25% of Special damage back to the attacker. Moving along...

Sophia's RDPA is another heavy unit. Don't expect any criticals or evasion, but even shit can smell like roses once in a while...for some reason.

Dracorion
09-07-2010, 02:54 PM
And what the hell is up with you making your characters so damn strange? First, the pansexual Elizabeth and now you want to make Sophia a futanari? I'm looking at my characters right now, and the only one I think would be okay with getting involved with Sophia is Elizabeth.

Oh come on, it was a joke.

I can where you'd be confused, because I can get pretty creepy sometimes, but I assure you, there's an upper limit to the scary shit I can pull.

I'm actually getting rid of the Rage generated by damaging status effects. If a Pokebrid can deal out those status effects as part of its Pokebrid Action, then we've effectively wiped out the need for them to generate Rage. I only came up with the idea because you guys constantly wanted Matthias to use status effects most of the time, but if he can do those and still attack, then there's no need for them anymore.

Ah well.

AOE status effects are still nice, though. I'll figure out something to remove so that Sophie can have AOE status effects and double Rage.

Sophia couldn't own a weapon like Kirie's. Ultimately, she'd end up using a weapon like Milsha's that transforms because of technology and not magic.

Milsha's weapon transforms?

Ah well, I'll mess around with Sophie's profile again. She'll have a transforming weapon from the start, four shifting attack types and no size restrictions.

Sophia probably could have a weapon like Kirie's, but it would've came at a terrible cost to the lives of Pokemon as part of its inethical research and development. Magic occurs naturally in the Netherworld, but it seems to be that magic is a product of the powers of Pokemon in the Pokemon world. Well, that and bizarre science fiction.

Aw damnit, and here I had to go and make an ethical scientist.

I totally wanted to go the mad scientist route but I said "naaaaaah, cliche".

I assume that you mean that Force Field Reflects 25% of Special damage back to the attacker. Moving along...

Yep. I'll fix that.

Sophia's RDPA is another heavy unit. Don't expect any criticals or evasion, but even shit can smell like roses once in a while...for some reason.

Cool.

Astral Harmony
09-07-2010, 02:59 PM
Milsha's weapon is pretty high technology. I wouldn't really say it transforms. It's a bigass sword that's hollowed out on the inside so that a variety of other weapons could be installed, like a flamethrower and harpoon launcher.

I figured, dimensional pocket technology (which is the only kind of science I think can explain things like Pokeballs) existing in this world allows for really high levels of technology, such as androids like Wilhelmina, the RDPAs, and the advent of human/Pokemon hybrids.

Dracorion
09-07-2010, 03:03 PM
It doesn't have to be that advanced, you know.

Pokeballs could just fire a shrinking ray.

Astral Harmony
09-07-2010, 03:09 PM
Y-...y-...your Mom can just fire a shrinking ray!

...Umm...

Which she does, every night, when she undresses when trying to seduce me!

...'Cause, uhhh...

She's ugly! ...'n' stuff! I guess.

My own attempt at being funny aside, I've got duty today but I think they won't keep me trapped on the ship all day. I have a silly advancement exam tomorrow (god forbid a person advances because of their actual accomplishments and not what letter they circle on a multiple choice test) so they should let me off at some point today.

Dracorion
09-07-2010, 03:11 PM
Well, good luck on your test.

Anyway, I'll get to thinking on Sophie's new invention.

Hmmm, AB, could you explain how it is that the Slayer weapons can channel elemental types?

Menarker
09-07-2010, 05:22 PM
Milsha's weapon is pretty high technology. I wouldn't really say it transforms. It's a bigass sword that's hollowed out on the inside so that a variety of other weapons could be installed, like a flamethrower and harpoon launcher.

I figured, dimensional pocket technology (which is the only kind of science I think can explain things like Pokeballs) existing in this world allows for really high levels of technology, such as androids like Wilhelmina, the RDPAs, and the advent of human/Pokemon hybrids.

So kinda like Cloud Strife's sword from Advent Children, but with more electronic or mechanical features like ignition system for a flamethrower and other tools. (As opposed to more swords of different types.)

http://images2.wikia.nocookie.net/__cb20090116020625/finalfantasy/images/thumb/d/d6/First_Tsurugi_Separated.jpg/800px-First_Tsurugi_Separated.jpg


AB: For a pokebrid action, does the user get to choose one of the two elements they have if they have two types for the purpose of using the respective status or debuff each time they use it? Or is their Pokebrid Action locked into one choice from the moment they gain access to it?

Why is Illumise in the Watchmen formation? The orders in the previous round was that offensively stronger Vespiquen was the one attacking alongside Wormadam.

Also, for expelling the Psytellites from Impact and Matthias, do we have to do 150% worth to destroy it? Or just one single psychic hit will disorient its function and snap them out of it?

Are the Psyshades vulnerable to OHKO moves like being sniped or Kurika's OHKO?

Also, can the Golem be ejected or OHKOed or Sniped? Or hit with a status effect? It says "no defenses, but a shitload of health", but it seemed awfully mechanical, hence why I'm asking.



Currently trying to make a plan, but need those details before I can finalize it.

Geminex
09-07-2010, 08:34 PM
<3
Menarker, when I skim the page to look at the red stuff, do you know how disturbing it is to see a red heart? I mean ok, it seems to have been intended for Lola, but considering that we established red as the "Hey, Gem, I want you to know this!" color...

Anyway, that was just an aside. Now for the stuff that wasn't red.

You put in that he could be immune to any one pokemon type. Now which type are you picking? Cause as far as I can tell, that isn't variable, it's fixed. And like I said with Drac, the strength of that upgrade depends on what type you pick (Ruin, for instance would probably be a no-go unless you give up a lot of other stuff). So which one is it gonna be? Depending on that, have you planned what to give up?

Fire and Fighting. Though I reserve the right to change these later on (before she actually gets them, I mean).
Huh. Fighting's a pretty offensive type... But very well. Our enemies haven't used too much of it.

Well, I took Menarker's suggestion for that Splash status effect skill.
Kay. Mind you, how strong's that gonna be? I wouldn't be ok with the full probability... Eh.
If it hits 3 targets, maybe one third on each of the secondaries?

Also, AB, we should probably look at the Slayer weapon status probabilities again. I mean, 50% Freeze? Argh. I'd suggest we remake it so that the debuffs all have 50% and the rest of the afflictions have the same probabilities as the corresponding snag ball. Mind you, after the battle.
If we did that, Drac, I'd also advise that Sophie's "+10% to status effects" thing be reevaluated, cause in this context a fixed bonus would be pretty damn strong.

The rest seems acceptable. Mix&Match really isn't very strong (40 rage? You're never gonna use it).
And yeah, her particle cannon is essentially an overdrive and and of itself. As much as I'd like the defensive boost to last longer, I think this is enough.

I think Sophie's... acceptable. She's the character I'm at the moment most nervous about, but it'll be a while before she actually appears on the battlefield. We can always do whatever needs to be done between now and then.

My own attempt at being funny aside, I've got duty today but I think they won't keep me trapped on the ship all day. I have a silly advancement exam tomorrow (god forbid a person advances because of their actual accomplishments and not what letter they circle on a multiple choice test) so they should let me off at some point today.
Good luck!

And there can only be one plan.

Dracorion
09-07-2010, 08:52 PM
Huh. Fighting's a pretty offensive type... But very well. Our enemies haven't used too much of it.

Eh, I'm thinking about changing it to Steel. How's that sound?

Kay. Mind you, how strong's that gonna be? I wouldn't be ok with the full probability... Eh.
If it hits 3 targets, maybe one third on each of the secondaries?

... You really wanna split 50% by three?

Also, AB, we should probably look at the Slayer weapon status probabilities again. I mean, 50% Freeze? Argh. I'd suggest we remake it so that the debuffs all have 50% and the rest of the afflictions have the same probabilities as the corresponding snag ball. Mind you, after the battle.
If we did that, Drac, I'd also advise that Sophie's "+10% to status effects" thing be reevaluated, cause in this context a fixed bonus would be pretty damn strong.

Erm... The Snagball chances are 100% for Poison, 25% for Instant Death and 50% for everything else.

So really, the only difference is poison, which would actually get buffed.

You may wanna rethink this.

Also, how would you propose to change that skill?

The rest seems acceptable. Mix&Match really isn't very strong (40 rage? You're never gonna use it).

Yyyeah, I think I'll drop it to 25 Rage. Though I want to go 20.

And yeah, her particle cannon is essentially an overdrive and and of itself. As much as I'd like the defensive boost to last longer, I think this is enough.

Actually, I was thinking about changing the particle cannon.

Lesser area of effect, different type, inflict a status effect.



Standard:

Slayer (Level 1)

- Has a Normal type attack.
- Normal damage is reduced by 50%.
- Can possess a loadout of three weapons and three armor.
- Can switch these equipment loadouts completely in between battles, but can request them from Daphne to switch them out one-by-one.

- Armor:
Reinforced Vest (Normal -50%, Always Equipped)
Pesticide Layer (Bug -50%, Evasion Debuff Immunity)
Shadow Suit (Dark -50%, Flinch Immunity)
Courage Emblem (Dragon -50%, SpDef Debuff Immunity)
Insulated Armor (Electric -50%, Paralyze Immunity)
Impact Gear (Fighting -50%, Def Debuff Immunity)
FR Suit (Fire -50%, Burn Immunity)
Windbreaker (Flying -50%, Crit Immunity)
Holy Talisman (Ghost -50%, Death Immunity)
Herbicide Layer (Grass -50%, Drain Immunity)
Jump Boots (Ground -50%, Acc Debuff Immunity)
Counter Injector (Poison -50%, Poison Immunity)
Brain Case (Psychic -50%, Confuse Immunity)
Thermal Underwear (Ice -50%, Freeze Immunity)
Sonic Guard (Rock -50%, Att Debuff Immunity)
Platemail (Steel -50%, Bleed Immunity)
Weather Cloak (Water -50%, Sleep Immunity)

-----
Slayer (Level 2)

- Slayer Weapons deal 130 damage.
- Slayers can now equip two of the Accessories listed below.

Slayer Accessories: 30 Rage per use.
- Environment Guard: Always Active type. Negates damage from Sandstorms, Snowstorms, and other weather effects that deal damage. There will be some custom weather. Moera's Psystorm is not one of them. Flying cars and hotdog stands are different than weather.
- Holy Ring: Always Active type. Restores 5% of MaxHP per turn.
- Holy Guard: Always Active type. Has a 50% chance of reducing any incoming attack by 50%.
- Portal Ring: Always Active type. Stores a weapon or armor in a small dimensional pocket. Slayer can switch out gear as their Action for that turn. Daphne won't always be available to change your loadout for you.
- Divine Blessing: Always Active type. Avoid the first attack that doesn't come from weather or a negative status or as the side effect of an Action.
- Melting Beam: Activation type. Halves the DEF of the target before you strike. DEF is only halved for your strike and not those of any other unit.
- Corruption Beam: Activation type. Halves the SDEF of the target before you strike. SDEF is only halved for your strike and not those of any other unit.
- Dire Power: Always Active type. 10% crit chance.
- Stabilizer: Activation type. Removes all stat debuffs by one level.
- Begrudger: Activation type. 100% counter on any enemy that attacks the user.
- Dust to Dust: Activation type. Defeats the unit that defeats the user. Doesn't work on certain enemies like bosses and mechanical foes.
- Dampener: Always Active type. Prevents all Pokemon from using Self Destruct and Explosion.

-----
Pokemon Trainer (Level 1)

- Four Pokemon are available.
- Leader Pokemon is available. Leader Pokemon can know six moves instead of four.
- Trainer Attack skill is available. Allows Trainer to hit enemy as a free action. Attack is fairly weak and generates no Rage.

-----
Pokemon Trainer (Level 2)

- Fifth Pokemon is available.
- Can now use Focus skill. Attack that hits two targets or a random target can now hit a single designated target. Costs 25 Rage.
- 1st Trainer Action is available.

-----
Pokemon Trainer (Level 3)

- A 2nd Leader Pokemon is available.
- Divide skill is available. Allows a single hit attack to hit multiple foes without suffering damage loss or side/stat effect loss. Costs 25 Rage.



Customized:

-----
Slayer (Level 3)

- All Slayers also gain Armor Affinity. What this means is that if a weapon they use deals the same type of damage as a piece of armor they have equipped protects against, they get a STAB modifier. This STAB modifier is double as opposed the 1.5 used by Trainers and Snaggers.
- Stats can be rearranged.
- Ruin type Defense is available.
- Sophia can now equip four attacking types in addition to Normal type.

-----
Pokemon Trainer (Level 4)

- Sixth Pokemon is available.
- Two Custom Hold Items are available.
- 2nd Trainer Action is available.

-----
Demon Half (Level 1)

- Aura Growth increases all statistics of Slayers and Pokebrids by 15 and Pokemon by 5.
- Use Aura Reading to find out what most NPCs think of you. Impact could use this to find potential allies for his evil emergence, for example.
- Access the following Signature Techniques:
1. Focus Ray - 200 Power, 100% Accuracy, Almighty Type, Special Attribute. The long range version of Aura Blade. Costs 25 Rage.
- Base Rage generated is increased 1.5 times.

-----
Demon Half (Level 2)

- Sophia gains the Observation skill. She can determine the strengths (weapon capabilities, possible attacks) and possible weak points of an opponent. Cost 20 RPs.
- All stats gain 10 points.

-----
Slayer (Level 4)

- Sophia gains Chemical Knowledge (see conditional upgrades).
- Sophia gains one extra armor slot.
- Slayers now have access to the Rapid Deployable Powered Armor, or RDPA. PCs and NPCs can create custom armors that possess five attack types, five defense types, and one Overdrive. Like a Paradigm Shift, but doesn't cost Rage. Lasts for three turns.

-----
Pokemon Trainer (Level 5)

- 1st Xth Stage/Veteran upgrade is now available. Legendary Pokemon do not evolve, but can be Veterans.
- 1st custom move availability.
- 2nd custom move availability.

-----
Slayer (Level 5)

- Sophia gains Shock Trooper Configuration (see conditional upgrades).
- Sophia gains the Splash skill. When Sophia attacks an opponent, the status effect associated with the weapon used can be inflicted on the target and the two enemies adjacent at 1/3 chance.
- Sophia gains Mix & Match, allowing her to create one Medic-level item and place it in her invetory. Costs 25 Rage

-----
Demon Half (Level 3)

- Sophia gains an immunity to one of the following Pokemon types (Bug, Dark, Fighting, Flying, Grass, Ground, Normal, Rock, Steel)
- All stats gain 15 points.

-----
Demon Half (Level 4)

- All stats gain 15 points.
- +10% chance to inflict status effects with Slayer weapons.

-----
Overblade (Level 1)

- Base Rage generated is increased by 2 times.
- RPDA lasts for five turns.
- Sophia gains an immunity to one of the following Pokemon types (Dragon, Electric, Fire, Ghost, Ice, Poison, Psychic, Water, Ruin)


About Mix & Match: I actually thought this one up last night, but for some reason I didn't include it in her upgrades. I must've been REALLY tired.

Anyway, like it says, Sophie can generate one of the items available to Medics. You know, Restores, Revives, Status healers and X-items, you know. Of course, she can't use it if she's already carrying six items. And she can't use it for someone else, either.

Immunities: Fire, Fighting.

Dropped one of the "+10% chance to inflict status effects". Also, dropped Prediction Model.


Conditional Upgrades:

1) At Demon Half 2 and Slayer 4, Sophia gains Chemical Knowledge. The effectiveness of all status effects is reduced by 50%.

2) At Demon Half 3 and Slayer 5, Sophia gains Shock Trooper Configuration, allowing her to fight alongside her pokemon.



Trainer Actions:

Morphine: Damage for both pokemon is reduced by 20% for the remainder of the turn.

First Aid: One pokemon recovers 50% of their max HP.



Stats:

HP: 90
Attack: 115
Defense: 85
Special Attack: 110
Special Defense: 90
Speed: 110

Total: 600



RPDA:

Sophie's RPDA is her very own Vernier Armor Mk II.

Stats: 50 points in each Attack, Special Attack and Speed.

Equipment Slots: Five weapons, three armors.

Equipment:

- Weapon One: Claws of Fury ~ Light Almighty damage, 10 hits, one target. A flurry of lightning-fast claw strikes
- Weapon Two: Wrist Rocket ~ Medium Fire damage, 2 targets, 50% Plasmaburn. Fires a rocket from her left wrist.
- Weapon Three: Beam Blade ~ Heavy Almighty damage, one target. A fuckin' lightsaber!
- Weapon Four: Electric Net ~ Light Electric damage, three targets, 70% Paralysis, Bound for two turns.
- Weapon Five: Galaxy Stop ~ Three targets, Null Turn for three turns, once per RPDA use. Did- did she just stop time?

- Armor One: Kinetic Equalizers ~ Reflects 25% of Physical damage back to the attacker.
- Armor Two: Force Field ~ Reflects 25% of Special damage back to the attacker.
- Armor Three: Self-Repair System ~ Recover 20% max HP every turn.

Weight: Lil' help here AB? Her speed should take a big hit. The heaviest part is that giant fucking cannon, even if she already put some points in speed.

Overdrive: Power of Science ~ All allies recieve 25% less damage from all elemental types for three turns.

Menarker
09-07-2010, 10:08 PM
... did you just propose being able to stop, at most, 9 foes from acting, 3 foes at a time for 3 turns? One of us must be drunk. Either for me seeing things or you proposing it!

Dracorion
09-07-2010, 10:19 PM
Oh, right.

I forgot to say it can only be used once per RPDA use.

My bad.

Menarker
09-07-2010, 10:57 PM
Ah, ok. Still powerful, but definately more manageable.


I'm having a little problem with creating an ideal for my RDPA, (especially the overdrive) because AB said that those using RDPAs would function differently in terms of being limited to only RDPA actions (pokemons aside), as opposed to being able to use their other abilities while boosted by the RDPA itself...


Originally, the overdrive I had in my head was going to be something like...


"Inspired Devotion"
Description: A certain aspect of Renny’s mind sparks inside his mind, igniting a volatile source of energy that seems to be driven by nothing but emotion devoted to the wellbeing and success of his friends and loved ones, while in reality channeling energy from the RDPA itself towards that end.
Effect: Target Renny only! His rage gauge has no maximum limit. Add 200 to his current rage gauge. All Signature Techniques and Love Techs are free actions for the turn! He is able to use any items for Prosperous Gift that can be pulled from a Medic’s stash even if he doesn’t have it on his person. His Co-op techniques are usable even if the pokemons in question would be normally unable to help despite being physically present such as being knocked out. After this turn, Renny’s rage drops to 0.


Granted, it's pretty darn powerful, so I don't know if such a thing would even be passable, although it would be the epitome of support. Basically, spend the rage on the combined uses of Serene Blessing, Prosperous Gifts, three future techs and/or Valiant Rush way later on in the RP. Serene Blessing is 70 to start off with before adding protection for others, Prosperous Gifts gets expensive if you keep adding people up without care, Valiant Rush being the same (although a worthwhile attack for an RDPA) and I'm still thinking on future Techs...

Ah well. ^^;

Geminex
09-07-2010, 11:48 PM
Eh, I'm thinking about changing it to Steel. How's that sound?
Coolio.

... You really wanna split 50% by three?
Oh come on, it's 16.7% if we're rounding to three figures. Easy!

...
Touche. Gonna rethink that suggestion.

As for how I'd change it, I thought it'd add a percentage of the base percentage. Like, 20% of the base probability. If she were attacking with fire to burn her enemy, she'd have 50 base, plus 20 percent of that would give her a 60% probability. If she were using ghost attacks she'd get one fifth of the base 25 percent, boosting her to 30%. Whereas with your current method, she'd rise to 35% percent, 45 if you hadn't dropped that second +10.
Nothing major, in other words, just to stop her insta-killing too much.

Yyyeah, I think I'll drop it to 25 Rage. Though I want to go 20.
Argh. You're piling on more and more shit.
25, fine. But be very careful. I'm watching you.
And that RDPA had better make you only slightly faster than Mollesk.

A certain aspect of Renny’s mind sparks inside his mind, igniting a volatile source of energy that seems to be driven by nothing but emotion devoted to the wellbeing and success of his friends and loved ones,
Wow, I threw up in my mouth there for a second.

As for the power...
I reeeaaaally think we should see your whole RDPA before we judge. But right now? I'd say OP.

Dracorion
09-08-2010, 12:01 AM
As for how I'd change it, I thought it'd add a percentage of the base percentage. Like, 20% of the base probability. If she were attacking with fire to burn her enemy, she'd have 50 base, plus 20 percent of that would give her a 60% probability. If she were using ghost attacks she'd get one fifth of the base 25 percent, boosting her to 30%. Whereas with your current method, she'd rise to 35% percent, 45 if you hadn't dropped that second +10.
Nothing major, in other words, just to stop her insta-killing too much.

Done.

Argh. You're piling on more and more shit.
25, fine. But be very careful. I'm watching you.

Look, I don't wanna annoy you.

Okay, well, I do. But not on balancing shit.

What do you think is a good number for it?

And that RDPA had better make you only slightly faster than Mollesk.

Guess we'll find out.

Geminex
09-08-2010, 12:08 AM
What do you think is a good number for it?
I don't know, that's the problem. I have a feeling you might be too strong, but weakening you excessively is just as bad as your being overpowered. And since it appears I do have the power, I'm actually worried that I'll abuse it. I'm actually trying to err on the side of too much power here, rather than too little.

So, yeah. Keep it at 25. If you say you want it as balanced as I do, that's enough to put me at ease.

And so we shall.

Also, guys: Most awesome crossover Pokemon/Animorphs or Homestuck/IT (By Stephen King)?

Dracorion
09-08-2010, 01:12 AM
Awright then, finished!

Name: Sophia Vernier
Alias: Prodigy
Age: 22
Gender: Female
Class: Battle Master (Slayer level 3, Trainer level 3; yes, I realize that we're only up to level 4 right now, but by the time she joins up, which is the beach mission, we'll be level 6)
Specialty: Shock Trooper
Weapon: A pair of high-tech kodachi.
Armor: Nanosuit ~ Sophia's invention. It can resist three types at the same time, and it can change one type with some delay. Basically, a suit that accomplishes the same purpose as Daphne (and functions just like her) for Sophia. It's a Daphne Suit!
Slayer Attacks: Wyrm Strike (Dragon) / Incendiary Bomb (Fire) / Lightning Slash (Electric) / Spinal Tap (Fighting) / Neuron Disruptor (Psychic) / Tainted Blade (Poison)
Slayer Defenses: Normal -50%, and three varying defenses.
Pokémon Registry:

Almighty Tsujimi (Genderless)
Ability: Indifference
Demon Rampage/Feral Beast
Lucifer Rising/Mist Ball
Crush Claw/Dragon Rush
Held Item: Metronome

Dark/Dragon Hydreigon (Female)
Ability: Levitate
Dragon Rush/Draco Meteor
Dark Pulse/Psych Up
Thunder Wave/Protect
Held Item: Expert Belt

Fire Darmanitan (Male)
Ability: Zen Mode
Payback/Psychic
Belly Drum/Solar Beam
Held Item: Expert Belt

Electric/Water Wash Rotom (Genderless)
Ability: Levitate
Thunder/Hydro Pump
Shadow Ball/Confuse Ray
Held Item: Expert Belt

Bug/Fighting Heracross (Female)
Ability: Moxie
Megahorn/Fling
Night Slash/Bulk Up
Held Item: Iron Ball

Ghost Dusknoir (Male)
Ability: Pressure
Shadow Punch/Hex
Will-o-Wisp/Confuse Ray
Held Item: Quick Claw

Appearance Sophie is a small purple-haired girl. She wears a cute pair of glasses over her blue eyes. She wears an unflattering combination of a yellow turtleneck that's a size too big and long brown skirt. Underneath, she hides a rockin' body complete with supple breasts. Under her clothes, she wears the Nanosuit, and a wrist interface that controls it.

Backstory: Sophia is your regular genius Pokemon Researcher. Not particularly impressive, they're a dime a dozen in the Pokemon world, right? Regardless, Sophie was good enough to land herself a job in Ricewood Masterworks, and soon enough was leading her own projects. Among which were the Nanosuit, a handy item that combines every piece of Slayer armor in one place. She also works closely with Jeanette Ricewood herself on several projects.

Her current assignment is research into the capabilities of a previously undiscovered Pokemon. As it has no mouth and has shown no other ways of communication, no one is quite sure what it's name is. In lab testing, this Pokemon proved not to be weak to any of the known elemental types, even after using Gravity to rule out a Ghost/Dark type. In fact, it doesn't seem to have any specific type. Currently, Sophie's task is to test it out in the field. To that end, Ricewood volunteered her to join PATCA, as well as to keep an eye on Darcelle.

Personality: Sophie is your classic high school geek, except she's smokin' hot (to be fair, point me at an ugly anime person and I'll show you hateful lies). As a result of a rather sheltered upbringing, Sophie suffers from crippling social awkwardness. She gets extremely nervous talking to people in any situation outside the lab. In fact, that's the only time she seems confident. In spite of this, she has a brilliant analytical mind and an unquenchable thirst for knowledge. Whenever she comes across something new, a fire lights up in her eyes and she launches into a rant on figuring out the how and why.

She is an avid fan of anime, manga and hentai, and owns a rather large collection of all three.

Shock Trooper Skill: Pacifier ~ The amount of Rage generated by Sophia's attacks (and her Pokemon's) is deducted from the target's Rage, and the target recieves no Rage gain for being attacked.

Signature Technique: Test Amoeba ~ 70/100 RP, Sophie throws a test tube on the ground around four enemies. The amoeba occupies the space of four spots in the enemy formation. Enemies in those positions are Bound (target cannot use contact moves or be switched out) and take Badly Poisoned damage. Enemies that switch into those spots will become trapped. The amoeba can only be destroyed by two Fire-type attacks and trapped enemies can use contact-type Fire moves for this purpose.

Name: Tsujimi

Type: Almighty

Ability: Indifference

Stats

HP: 80
Attack: 80
Defense: 80
Special Attack: 80
Special Defense: 80
Speed: 80
Total: 480

Species: Feral Demon

Appearance: Height: 4'5"; Weight: 115.4 lbs
Tsujimi has a humanoid body that is entirely white. It has a long head with a point at the end. It's eyes have red irises and it has no mouth or nose. It's torso, arms and legs are long and slender, and it has simple feet with no toes. It has five-fingered hands tipped with razor-sharp claws, and a long tail. Simple, yes, but deadly.

Personality: Tsujimi's name was actually given to it long ago by someone else, and they became known as such throughout the Netherworld. Tsujimis are semi-rare denizens of the Netherworld. They are notoriously hard to kill, due to the fact that they have absolutely no weak points, they emit an aura that enables them to penetrate any defense, and their unerring aim. They are also known for their shapeshifting capabilities. Due to the fact that they don't care much for anyone else, even others of their own species, they often wander alone. Tsujimis require no substenance and they do not tire. A Tsujimi does not bother to hide their Aura, and it will always display as a dark blue. A Tsujimi's only motivation is becoming stronger by fighting anyone it encounters. Nevertheless, they are smart, and know to run away when they are outmatched, usually to pursue their opponent for a while and strike them unawares. A lone traveler meeting a Tsujimi is the proud new owner of a death sentence.

Sophie encountered a Tsujimi that had wandered into the Umbral world and, thinking it was simply a previously undiscovered Pokemon, had a long and grueling battle and finally captured it. She is currently unaware that it is a Fiend, although the implications of Fiends from the Netherworld being susceptible to pokeballs are definitely interesting...

HMs: Cut, Strength, Rock Smash, Rock Climb

Indifference (Ability)
This pokemon recieves no STAB bonus for any attacks. Enemy attacks do not receive a STAB modifier when targeting this pokemon. This pokemon is not affected by buffs, debuffs, protective moves (Protect, Barrier, Light Screen, Renny's Serene Blessing), or protective status (Invincible, Protected). All attacks used by this pokemon deal 1x damage, regardless of typing, and ignore enemy buffs, debuffs, protective moves or protective status. This includes bosses. If a boss has an impenetrable shield, this pokemon can attack through it. If a boss can dodge any attack, this pokemon can hit them anyway.

Demon Rampage (Almighty type, Physical, makes contact, 100 power, 70% accuracy, one target)
Tsujimi tears into an unlucky foe with it's claws. 50% Internal Bleeding, 50% Flinch.

Feral Beast (Almighty type, Status, 100% accuracy, Self)
Tsujimi transforms into Feral Beast form and will remain in that form until the battle ends or until it is knocked out. Once per battle.

Lucifer Rising (Almighty type, Status, 100% accuracy, Self)
Tsujimi transforms Lucifer and will remain in that form until the battle ends or until it is knocked out. Once per battle.

-----------------------------------------
Name: Tsujimi (Feral Beast)

Type: Almighty

Ability: Indifference

Stats

HP: 60
Attack: 115
Defense: 55
Special Attack: 90
Special Defense: 50
Speed: 110
Total: 480

Species: Feral Demon

Appearance: Height: 6'9"; Weight: 527.34 lbs
Tsujimi's Feral Beast form resembles a large white-furred wolf. It's eyes are completely red and it's fangs and claws are capable of cleaving a man in half.

Carnivore (Feral Beast only, Almighty type, Physical, makes contact, 90 power, 100% accuracy, one target)
Tsujimi takes a bite off of an enemy. 50% of the damage restored as health.

Intangibility (Feral Beast only, Almighty type, Status, 100% accuracy, one target)
Tsujimi becomes immune to all direct damage for three turns. Once per battle.

-------------------------------------
Name: Tsujimi (Lucifer)

Type: Almighty

Ability: Indifference

Stats

HP: 70
Attack: 50
Defense: 85
Special Attack: 120
Special Defense: 95
Speed: 60
Total: 480

Species: Feral Demon

Appearance: Height: 6'0"; Weight: 175.2 lbs
Lucifer is, well... he's Lucifer. A black-haired, long-haired, blue-eyed angel dressed in white and wielding a big flaming sword, irradiating a holy aura. Those that see Lucifer are suddenly stricken by the urge to fall to their knees, beg for his mercy and serve him forever.

Celestial Grace (Lucifer only, Almighty type, Status, 100% accuracy, three targets)
Lucifer bathes three allies in holy light, removing all debuffs and status afflictions and healing them for 25% of their max HP. Accuracy drops by 50% after every use.

Hellking (Lucifer only, Almighty type, Special, 80 Power, 70% accuracy, two targets)
Lucifer transforms into it's true form: a gruesome scythe-wielding demon wrapped in darkness and flame that strikes fear into the hearts of everyone the battlefield. Lucifer swings the scythe and sends a powerful demonic shockwave at two adjancent enemies. 100% chance to inflict Fear. Warning: may cause incontinence.


NOTES: Tsujimi must always have the moves Demon Rampage, Feral Beast and Lucifer Rising in it's moveset. When Tsujimi transforms, Feral Beast and Lucifer Rampage are replaced by the signature moves available to that form.
-------------------------------------


Standard:

Slayer (Level 1)

- Has a Normal type attack.
- Normal damage is reduced by 50%.
- Can possess a loadout of three weapons and three armor.
- Can switch these equipment loadouts completely in between battles, but can request them from Daphne to switch them out one-by-one.

- Armor:
Reinforced Vest (Normal -50%, Always Equipped)
Pesticide Layer (Bug -50%, Evasion Debuff Immunity)
Shadow Suit (Dark -50%, Flinch Immunity)
Courage Emblem (Dragon -50%, SpDef Debuff Immunity)
Insulated Armor (Electric -50%, Paralyze Immunity)
Impact Gear (Fighting -50%, Def Debuff Immunity)
FR Suit (Fire -50%, Burn Immunity)
Windbreaker (Flying -50%, Crit Immunity)
Holy Talisman (Ghost -50%, Death Immunity)
Herbicide Layer (Grass -50%, Drain Immunity)
Jump Boots (Ground -50%, Acc Debuff Immunity)
Counter Injector (Poison -50%, Poison Immunity)
Brain Case (Psychic -50%, Confuse Immunity)
Thermal Underwear (Ice -50%, Freeze Immunity)
Sonic Guard (Rock -50%, Att Debuff Immunity)
Platemail (Steel -50%, Bleed Immunity)
Weather Cloak (Water -50%, Sleep Immunity)

-----
Slayer (Level 2)

- Slayer Weapons deal 130 damage.
- Slayers can now equip two of the Accessories listed below.

Slayer Accessories: 30 Rage per use.
- Environment Guard: Always Active type. Negates damage from Sandstorms, Snowstorms, and other weather effects that deal damage. There will be some custom weather. Moera's Psystorm is not one of them. Flying cars and hotdog stands are different than weather.
- Holy Ring: Always Active type. Restores 5% of MaxHP per turn.
- Holy Guard: Always Active type. Has a 50% chance of reducing any incoming attack by 50%.
- Portal Ring: Always Active type. Stores a weapon or armor in a small dimensional pocket. Slayer can switch out gear as their Action for that turn. Daphne won't always be available to change your loadout for you.
- Divine Blessing: Always Active type. Avoid the first attack that doesn't come from weather or a negative status or as the side effect of an Action.
- Melting Beam: Activation type. Halves the DEF of the target before you strike. DEF is only halved for your strike and not those of any other unit.
- Corruption Beam: Activation type. Halves the SDEF of the target before you strike. SDEF is only halved for your strike and not those of any other unit.
- Dire Power: Always Active type. 10% crit chance.
- Stabilizer: Activation type. Removes all stat debuffs by one level.
- Begrudger: Activation type. 100% counter on any enemy that attacks the user.
- Dust to Dust: Activation type. Defeats the unit that defeats the user. Doesn't work on certain enemies like bosses and mechanical foes.
- Dampener: Always Active type. Prevents all Pokemon from using Self Destruct and Explosion.

-----
Pokemon Trainer (Level 1)

- Four Pokemon are available.
- Leader Pokemon is available. Leader Pokemon can know six moves instead of four.
- Trainer Attack skill is available. Allows Trainer to hit enemy as a free action. Attack is fairly weak and generates no Rage.

-----
Pokemon Trainer (Level 2)

- Fifth Pokemon is available.
- Can now use Focus skill. Attack that hits two targets or a random target can now hit a single designated target. Costs 25 Rage.
- 1st Trainer Action is available.

-----
Pokemon Trainer (Level 3)

- A 2nd Leader Pokemon is available.
- Divide skill is available. Allows a single hit attack to hit multiple foes without suffering damage loss or side/stat effect loss. Costs 25 Rage.



Customized:

-----
Slayer (Level 3)

- All Slayers also gain Armor Affinity. What this means is that if a weapon they use deals the same type of damage as a piece of armor they have equipped protects against, they get a STAB modifier. This STAB modifier is double as opposed the 1.5 used by Trainers and Snaggers.
- Ruin type defense is available.
- Stats can be rearranged.


-----
Pokemon Trainer (Level 4)

- Sixth Pokemon is available.
- Two Custom Hold Items are available.
- 2nd Trainer Action is available.

-----
Demon Half (Level 1)

- Aura Growth increases all statistics of Slayers and Pokebrids by 15 and Pokemon by 5.
- Use Aura Reading to find out what most NPCs think of you. Impact could use this to find potential allies for his evil emergence, for example.
- Access the following Signature Techniques:
1. Aura Blade - 200 Power, 100% Accuracy, Almighty Type, Physical Attribute. Great against foes that have buffed their defenses into the upper strata. Costs 25 Rage.
2. Focus Ray - 200 Power, 100% Accuracy, Almighty Type, Special Attribute. The long range version of Aura Blade. Costs 25 Rage.
- Base Rage generated is increased 1.5 times.

-----
Demon Half (Level 2)

- Sophia gains the Observation skill. She can determine the strengths (weapon capabilities, possible attacks) and possible weak points of an opponent. Cost 20 RPs.
- All stats gain 10 points.

-----
Slayer (Level 4)

- Sophia gains Chemical Knowledge (see conditional upgrades).
- Sophia gains one extra armor slot.
- Slayers now have access to the Rapid Deployable Powered Armor, or RDPA. PCs and NPCs can create custom armors that possess five attack types, five defense types, and one Overdrive. Like a Paradigm Shift, but doesn't cost Rage. Lasts for three turns.

-----
Pokemon Trainer (Level 5)

- 1st Xth Stage/Veteran upgrade is now available. Legendary Pokemon do not evolve, but can be Veterans.
- 1st custom move availability.
- 2nd custom move availability.

-----
Slayer (Level 5)

- Sophia gains Transfiguration (see conditional upgrades).
- Sophia gains the Splash skill. When Sophia attacks an opponent, the status effect associated with the weapon used can be inflicted on the two enemies adjacent at 50% of the base chance.
- Sophia gains Mix & Match, allowing her to create one Medic-level item and place it in her invetory. Costs 25 Rage

-----
Demon Half (Level 3)

- Sophia gains an immunity to one of the following Pokemon types (Bug, Dark, Fighting, Flying, Grass, Ground, Normal, Rock, Steel)
- All stats gain 15 points.

-----
Demon Half (Level 4)

- All stats gain 15 points.
- +20% of the base probability to inflict status effects with Slayer weapons. If she were attacking with fire to burn her enemy, she'd have 50 base, plus 20 percent of that would give her a 60% probability. If she were using ghost attacks she'd get one fifth of the base 25 percent, boosting her to 30%.

-----
Overblade (Level 1)

- Base Rage generated is increased by 2 times.
- RPDA lasts for five turns.
- Sophia gains an immunity to one of the following Pokemon types (Dragon, Electric, Fire, Ghost, Ice, Poison, Psychic, Water, Ruin)


About Mix & Match: I actually thought this one up last night, but for some reason I didn't include it in her upgrades. I must've been REALLY tired.

Anyway, like it says, Sophie can generate one of the items available to Medics. You know, Restores, Revives, Status healers and X-items, you know. Of course, she can't use it if she's already carrying six items. And she can't use it for someone else, either.

Immunities: Fire, Steel.



Conditional Upgrades:

1) At Demon Half 2 and Slayer 4, Sophia gains Chemical Knowledge. The effectiveness of all status effects is reduced by 50%. Status effects that normally take two turns to heal on require one turn's healing.

2) At Demon Half 3 and Slayer 5, Sophia gains Transfiguration, giving her a 5% chance of turning an attack directed at her into healing for the same amount of damage it would have done.



Trainer Actions:

Morphine: Damage for both Pokemon is reduced by 20% for the remainder of the turn.

First Aid: One Pokemon recovers 50% of their max HP.



Stats:

HP: 90
Attack: 115
Defense: 85
Special Attack: 110
Special Defense: 90
Speed: 110

Total: 600



RPDA:

Sophie's RPDA is her very own Vernier Armor Mk II.

Stats: 50 points in each Attack, Special Attack and Speed.

Equipment Slots: Five weapons, three armors.

Equipment:

- Weapon One: Claws of Fury ~ Light Almighty damage, 10 hits, one target. A flurry of lightning-fast claw strikes
- Weapon Two: Wrist Rocket ~ Medium Fire damage, 2 targets, 50% Plasmaburn. Fires a rocket from her left wrist.
- Weapon Three: Beam Blade ~ Heavy Almighty damage, one target. A fuckin' lightsaber!
- Weapon Four: Electric Net ~ Light Electric damage, three targets, 70% Paralysis, Bound for two turns.
- Weapon Five: Galaxy Stop ~ Three targets, Null Turn for three turns, once per RPDA use. Did- did she just stop time?

- Armor One: Kinetic Equalizers ~ Reflects 25% of Physical damage back to the attacker.
- Armor Two: Force Field ~ Reflects 25% of Special damage back to the attacker.
- Armor Three: Self-Repair System ~ Recover 20% max HP every turn.

Weight: Sophia's RDPA is another heavy unit. Don't expect any criticals or evasion, but even shit can smell like roses once in a while...for some reason.

Overdrive: Power of Science ~ All allies recieve 25% less damage from all elemental types for three turns.


Gem, you figured out what to do about her Splash skill? We gotta figure out what her chances of inflicting status on the two adjacent targets are.

Unless you mean we should apply that "20% of the base chance" to it too, in which case I may have to slap you.

I'll be linking this post from Pierce's bio.

Well then, three down, one to go.

Dunno, if I should bother with Sam right now. It'll be a long while yet before the joins.

Menarker
09-08-2010, 02:04 AM
Wow, I threw up in my mouth there for a second.

As for the power...
I reeeaaaally think we should see your whole RDPA before we judge. But right now? I'd say OP.

^^; I seem to be very good at making you recoil. Stuff like the most absentmindly placed red heart or the sappiest description of a technique...


Anyhow, let's see what I can come up with for the RDPA, although I'm just totally making it up on the spot here...

Name: *Haven't chosen one yet...*

Stats: 100 in Attack. 50 in Speed.

Equipment Slots: 2 weapons, 6 armors

Equipment:

-Weapon One: Extremity Fist! ~ Light Almighty Type damage. Increased chance of critting. Apply Null Turn on the foe's next action if this attack crits.
-Weapon Two: Threshing Strike ~ Heavy Dragon damage to any three targets. 100% chance of -1 Defense and Paralysis. Ignores all defensive or immunity based abilities of the target.

- Armor One: Impervious Guard ~ 25% reduction to phsyical attacks
- Armor Two: Repelling Field ~ 25% reduction to special attacks
- Armor Three: Impulse Booster ~ High Boost to Speed and Evasion.
- Armor Four: Impulse Booster II ~ HIGHER Boost to Speed and Evasion.
- Armor Five: Narrow Slip ~ 50% chance to reduce damage to both phsyical and special attacks significantly if Renny is significantly faster than the foe. (Think of it as a glancing blow instead of a solid hit.)
- Armor Six: Riposte Defense ~ If a foe attempts to attack Renny and misses or if the attack is a glancing blow, Renny counterattacks with Weapon One.

Weight: Low, especially with armor specifically designed to make the RDPA agile. Should be quite fast and evasive, able to take a fair number of blows, and pack QUITE a punch, although lacking actual diversity in the attacks.

Overdrive shown in post above...

Hope everything looks ok! This is off the top of my head!

Geminex
09-08-2010, 02:11 AM
Ok, before this goes any further: Pokemon's stats. NOW.
I promise I won't look them up, but you look very intent on comboing here, and I wanna know how much is possible.

Menarker
09-08-2010, 02:33 AM
Fine Fine. But the only one who really could benefit from that is Shaymin in terms of Speed with paralysis if you're thinking about crit. (and she uses special attack which does not combo with the defense stat reduction that is part of the effect of the second attack). The rest of the pokemons are actually average or low speed, so it basically mitigates the chances of them being critted on as effectively. That and half of them use special attack mainly or have low attack stats to begin with.

Togekiss (Leader)
Hitpoints: 85
Attack: 50
Defense: 95
Special Attack: 120
Special Defense: 115
Speed: 80

Swampert (Due to change when he gets Veteran Status)
Hitpoints: 100
Attack: 110
Defense: 90
Special Attack: 85
Special Defense: 90
Speed: 60

Shaymin *Land Form*
Hitpoints: 100
Attack: 100
Defense: 100
Special Attack: 100
Special Defense: 100
Speed: 100

Shaymin *Sky Form*
Hitpoints: 100
Attack: 103
Defense: 75
Special Attack: 120
Special Defense: 75
Speed: 127

Mollesk (Leader)
Hitpoints: 118
Attack: 100
Defense: 230
Special Attack: 1
Special Defense: 230
Speed: 1

Magnezone
Hitpoints: 70
Attack: 70
Defense: 115
Special Attack: 130
Special Defense: 90
Speed: 60

Umbreon
Hitpoints: 95
Attack: 65
Defense: 110
Special Attack: 60
Special Defense: 130
Speed: 65


AB: I forget again. How much of a stat change does being a X-Stage or Veteran Pokemon gives?

Geminex
09-08-2010, 02:36 AM
What... how does...

Sigh.

Ok, thanks.
But what I actually meant was Renny's prospective pokeshift. I want to know how much speed and defense he's gonna have before I even come close to approving something that gives him so many bonuses for improved speed.

What stats Renny's actual pokemon have is sorta irrelevant, since it's not like they're gonna be wearing the armor.

Menarker
09-08-2010, 02:50 AM
Oh, I hadn't decided, since the stats would shift when he gets Slayer level. Give me a sec... I don't want to reveal too much, since that'll give you a significant guess of what my form would be. Since you just wanted the defenses and speed after alteration, here you go.

Defense: 90
Special Defense: 115
Speed: 100

Geminex
09-08-2010, 03:04 AM
Well, I promised that I wouldn't look it up, and I doubt Drac would, but cool. That's... good enough, for now.

100 is after alteration? i.e. after you've modified your Slayer and combined the two stats? That is to say, that's the value you'll be going into combat with?
Huh. Could be worse...
Allmighty fist is cool.
Threshing strike... should cause quite a speed penalty. I don't know what's standard, but heavy damage to 3 targets is quite a lot.

As for the 6 armors...
First two are fine. Third and Fourth... how high would this boost be exactly?
Last two...
No. Depends on how much speed and evasion you're gonna have, but this is really where the massive combo element comes in, and it's too much. I mean, what you're asking as that you rarely get hit, are likely to take stronglly reduced damage if you do, are very likely to counter-attack when you get attacked, and have the ability to deal pretty massive damage with your other weapon... no.

What makes this OP is that you're getting so many things that give passive boosts.

Menarker
09-08-2010, 03:16 AM
Yup, 100 SPD after all combination and alteration.

For Third and Fourth armor, I kinda want there to be a fairly significant boost after taking the weapons in consideration. Not terribly high though.

Well, I figured that the speed bonuses is not going to as high as you suspect because of the potential weight of Threshing Strike.

Anyhow, I was thinking/hoping for like a 25% evasion chance, 35% chance of glancing hit, leaving 40% chance of a normal successful hit.

As for how much damage a glancing blow would be? I was thinking 35-50% damage reduction as opposed to the normal 25% reduction.

It seems like so much passive ability precisely because I'm choosing very little variety of attacks. Both of Drac's RDPAs had 5 attacks, while AB's example with Rayleen had a more balanced 4. This one here is not as diversely powerful for offense.

Geminex
09-08-2010, 03:33 AM
Ok, that's weaker than I had expected. How much of a total speed boost were you considering?

And yeah, you are. But I think your passive abilities are boosting you more than the variety you would have gained from some more active abilities.

See, I'm ok with most of the probabilities up there. 25% evasion and 35% glancing hit would leave you with about 50% of a normal hit, though (if you calculate it properly). That's fine with me.

And hell, go all the way for the 50% reduction if you want, as long as it's total (I thought initially that you meant the 50% to stack with the original 25%). Though I'm thinking this one should give you a bit more of a weight penalty.

The one that annoys me most is the last one, now. Or, rather, that, combined with the fist's ability to cause null turn. I'm fine with all the speed-based damage reduction, and the critting. It's the countering, combined with the null-turn-upon-crit that seems to have huge abuse potential.

Menarker
09-08-2010, 03:38 AM
That last one is more of an additional defense by detterance while improving my power with an element of risk. They are welcome to TRY to hit me. But if they don't get a clean hit, it's going to cost them. Naturally, if a bunch of people try hitting me and don't succeed , then I'm going to be scoring a lot of free hits, a few which might even crit and null turn. But if they leave me alone, then I'll only get my one attack per turn while being more or less healthy.

It's pretty much quite impossible for me to exploit it unless they are foolish enough to try to attack me directly.

You think a speed boost of 60 is too much? (30 for each booster)

And of course, the main question is whether adding the RDPA with the Overdrive I suggested any problem.

Anyhow, it's late for me, so I'm off to bed.

Geminex
09-08-2010, 03:53 AM
Huh. If you add a condition that causes the "null turn" aspect to fall away when countering, that should be fine.

In regards to the speed, I'm not sure what AB had in mind for the way in which heavier weapons would diminish speed, but I'm thinking that a total boost of 60 speed (including the armor's initial bonus of 50, the 2 boosters for 60, and the suit's weight for -50) would be allright.

Though maybe I'm overdoing it with the weight...

The overdrive. Ha.
It depends on the techs you have, really. Every tech is gonna be strong when you have that much rage...

Menarker
09-08-2010, 10:03 AM
I am really attached to the idea of applying a status condition upon a successful countering and critting. But Null Turn might be a bit much. Maybe something like Sleep (Sleep by light concussion?) or multiple debuffs like -2 Attack and Special Attack.

Anyhow, I'm trying to think of the other 3 techniques (although I kinda got one of them already more or less decided...)

Love Tech 3
Cost/Requirement: 20 rage rage per affected ally. Pokemons of selected allies are automatically included in the cost. (Destroyer cannot be chosen)
Effect: Debuffs and Status afflictions are dispelled when first cast. In addition, for the next 3 turns, Rage total can be totaled and split between selected allies as desired at the start of each turn. Rage does not stop generating for any reason, such as during pokeshift or RDPA or status conditions. In addition, affected allies and their pokemons do not lose their buffs when switched out or recalled until they are knocked out.


Keep in mind that the division of rage happens at the start of the turn, so I can't just activate the Overdrive and give away all my rage to everyone else. The rage still has to be used that round.
The technique is basically a vastly improved version of Renny's Trainer Action, a status/debuff cleanser, and an effect slightly similar to Baton Pass, except the bonuses just get kept instead of passed on.


Another one I was thinking of was basically a version of CC&C for pokemons. Haven't made the template for it yet.


But yeah...

Geminex
09-08-2010, 10:43 AM
Rage does not stop generating for any reason, such as during pokeshift or RDPA or status conditions.
Yeah. This bit is a technique in and of itself, and one that'd have to cost at least 30 rage per target.
Remove that, and it seems fine.

Another one I was thinking of was basically a version of CC&C for pokemons. Haven't made the template for it yet.
Huh. Employing his tactical genius to micro-manage many allies at once? That... doesn't seem much like Renny.
But very well, I'll wait to see what you produce before I start crying THAT WAS MY IDEA.

Dracorion
09-08-2010, 11:40 AM
So Gem, want me to get started on Sam or would you like to post your upgrades first?

Geminex
09-08-2010, 11:41 AM
Go ahead. I'm off to bed.

Edit:
I didn't see this before.
I am really attached to the idea of applying a status condition upon a successful countering and critting. But Null Turn might be a bit much. Maybe something like Sleep (Sleep by light concussion?) or multiple debuffs like -2 Attack and Special Attack.
Huh. Sleep is, if anything, worse than null turn, since it lasts longer. Debuffs seem better... though -2 to two stats also seems like a bit much. Lemme sleep on it, we can come up with somethin'.

Menarker
09-08-2010, 12:46 PM
Yeah. This bit is a technique in and of itself, and one that'd have to cost at least 30 rage per target.
Remove that, and it seems fine.

This I don't agree with. How is that particular line a technique by itself? Situations where you don't gain rage are already pretty situational in general, and it's more like it's keeping the status quo of gaining rage normally than gaining any large amounts of rage. Plus, it's more than highly improbable that multiple allies need THAT particular ability of all abilities in the same time frame. I could perhaps understand if my entire proposed idea got pumped to 30 rage per set of targets (unit and their pokemons) but that specific line itself costing 30 rage and being a seperate technique? Seems quite very off.



Huh. Employing his tactical genius to micro-manage many allies at once? That... doesn't seem much like Renny.
But very well, I'll wait to see what you produce before I start crying THAT WAS MY IDEA.

Wasn't meant to be micro managing but more like pokemons being sent on the field to help guard or fight alongside others. More spirit of team-work than the spirit of organization and law.

Huh. Sleep is, if anything, worse than null turn, since it lasts longer. Debuffs seem better... though -2 to two stats also seems like a bit much. Lemme sleep on it, we can come up with somethin'.

Sleep only lasts longer if they don't take any damage at all afterwards. So basically, we'd have to ignore it and leave it healthy or only attack it if we were confident we could knock it out in the same turn, or they'll retaliate on the enemy phase. Null Turn only lasts for the turn, but they are utterly helpless as they can be attacked for an entire round without retribution or ignored in favor of other targets.

But yeah, sleep on it...