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Unread 02-14-2010, 06:43 AM   #25
Geminex
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Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay!
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If "all happy" means me, then, yes, I am happy, verily so.

One more question, though: Is attacking trainers directly a valid strategy? I'm going to assume it's not, so have you thought about ways to prevent it? Because when you're looking at a team of 4 supernatural monsters capable of wiping out city blocks with cataclysmic attacks, commanded by a weak, fleshy bag of watery protein, there's really not much of a question as to which is the weakest link, particularly if there's guys with guns about.


Profile time!

Name: Ray Green
Alias: Impact
Age: 22
Gender: Male
Class: Slayer
Pokémon Registry:-
Appearance: Plain. Unimpressive. A hair over 6 feet tall, with fairly short brown hair, brown eyes and mildly tanned skin. His features are fairly unremarkable, and he usually dresses in jeans and a shirt. He's lean, but not particularly muscular and his expression is usually neutral, bordering on disinterested. This usually changes when there's pokemon in the room, at which point his stance becomes tense, his eyes restless, scanning the area and his expression seemingly torn between caution and anger. His facial features become far more prominent, also.


Backstory / Personality:

Honmyr Central Military command, Special Forces division, Anti-crime branch
Psychological department
Profile & Evaluation of candidate "Ray Green".
This document is intended for authorized personnel ONLY. Breach of privacy may lead to punishments up to an including imprisonment for an indefinite term.

Summary:
Ray Green is a pensive, solitary individual. He originates from the town of Raindale, one of the first areas to which the Pokemafia syndicates expanded. In the time before federal or regional authorities could effectively act, the town became not only entirely oppressed by mafiosi and enforcers, but also the scene of vicious pokemon battles between various syndicates fighting for control of the new territory. This was the first time syndicates used the tactics of "pokemon monopoly", using snaggers, blackmail or simple murder to make sure all pokemon were under their own control, leaving citizens defenseless. As such, the primary casualties from these battles were civillians, which had no way to escape or defend themselves. At 14, after the war for control over the town and outlying area had gone on for 3 years, his mother was killed during an aerial battle between Pidgeot and Dragonite, which ended with Dragonite being Body-Slammed and crashing into a crowded neighborhood, onto the Green residence. Friends and school reports describe a drastic change of behavior that occurred shortly after the death. Having previously been a simple child, trying to cope with the chaos and get on with life, he now became increasingly withdrawn. While he did not sever social connections entirely, he ceased any efforts to actively pursue them, instead focusing on something he only described as "projects". These projects are believed to have been research on the syndicates themselves, as well as on individual pokemon (their weaknesses, moves, common strategies) and on weapon technologies. This stage in his development lasted two years, until, several days after the anniversary of his mother's death, he disappeared from home, leaving at night, taking with him a car battery, several knives and other items for wilderness survival. In the morning after his departure, a non-registered trainer (likely a mob enforcer) was found dead with a cut throat, the pidgeot she had been about to fly off on next to her with an electrified noose around its neck. After this event he disappeared from observation for 5 years, likely travelling from city to city, sleeping and eating in pokemon centres. It is thought that he would occasionally save money to attend several terms' of university lectures, mostly on social sciences and pokemon biology, though if this was the case, he did not sign up under his own name.
Preliminary tests and evaluations show that, while still introverted, Green seems to have not retained the instability that would lead him to assassinate a mob enforcer. He appears to have significant dislike, and mistrust for pokemon, but a very good understanding of how to fight them (as was to be expected). He explains his silence with the words "I'm constantly planning the next battle, the next encounter. You know? What'd I do if that officer went rogue and sicked its Growlith on me. What if a Fearow came through the ceiling and tried to drill peck me. What're the most likely places for Mob bases in this city? How could I take those out? Where'd I get the help, resources? What needs to change to make this all end? Always planning. Stops me from thinking about other things, I suppose."
While he may have difficulties working with team members, it is likely that he would be excellent in the position (Slayer) for which he is applying.
See further report for more details.

Edit:
Because otherwise I'll apparently have some sort of revolt on my hands and that'd just be inconvenient.

Sig-tech: Dark Ambition

Impact gets +2 to everything the turn he uses it, but ONLY the turn he uses it. Meaning he loses the +2 at the beginning of his next turn. After that he gets +1/turn for 5 turns. 90 RPs.

Relationship tech:
Lets each enforcer that's available get off an extra turns' worth of attacks. Attacks are made with +1 to attack and special attack, generate no rage. Enforcers aren't available if status effects prevent them from attacking. 15 rage per affected enforcer.

Upgrades
Demon:1: Taction generation: 2 per turn, Gets active Tactical Ability (TA) "Signature Break"
Demon 2: Taction generation: increases by 1 per turn, Gets active TA "Formation shift", Gets passive TA "Analyst"
Demon 3: Taction generation: increases by 1 per turn, Gets active TA "Despecialize", gets active TA "Ability drain"
Demon 4: Taction generation: increases by 1 per turngains active TA "Fire at will",
Demon 5: Taction generation: increases by 1 per turn, Gets active TA "Deathly calm"
Slayer 5: RDPA
Demon 6: Taction generation: increases by 1 per turn, Gets active TA "Haunting"
Demon 7: Taction generation: increases by 1 per turn, Gets active TA "Massive Feedback"
Demon 8: Gains passive TA "Ultimate Warlord".
Demon 9: Taction generation: increases by 1 per turn, gets active TA "Superanalysis"
Demon 10: IT IS A MYSTERY


RDPAWeapon 1: Weather Spire: Gives access to the "Weatherman" TA.
Weapon 2: yyy: Gives access to the "Dust Stream" TA
Weapon 3: Assault amplifier: Lets Impact attack with one of his standard weapons, and boosts the relevant attack stat by two stages. Attacking this way is more effective, but distracts him, costing him 2 tactions.
Weapon 4: Banshee Emitter: Gives access to the "Doom Howl" TA.

Armor 1: Survival Field Generator: Covers Impact and two allies to either side of him. Can be charged with up to 3 charges, at the cost of 1 taction per charge. Whenever an enemy attack would crit against a covered ally, the field uses one charge, and the crit is downgraded to a normal attack.
Armor 2: Variable Immunity Armor A: When RDPA is first deployed, this armor gives no immunity. Impact can initially pay 1 taction to have it grant immunity against a certain element, and from then on, another two tactions to change the immunity it provides. (E.g.: Impact goes initiates RDPA while in battle agains several fire tanks. He pays a taction to set the immunity to 'fire', to protect himself against their attacks. Once those are destroyed, they get reinforced by water tanks, so Impact pays 2 tactions to make himself immune to water instead.)
Armor 3: Variable Immunity Armor B: See above
Armor 4: Processing unit: Generates an extra taction per turn


---------------------

TactionsImpact's (preliminarily, I know, I know) Finalized Upgrade Sheet
Signature Break:
Cost: 1 Taction
Effect: Impact mentally assaults the target's aura, disrupting the target and preventing them from focusing enough to bring their strongest abilities to bear. One Sig-tech, Sync-tech, love-tech or Co-op technique (or anything else of that nature) cannot be used until the end of next turn (effect counts as a debuff).
Conditions: Can be used 2 times per turn at most, the same technique cannot be disabled twice per turn

Analyst:
Cost: Passive
Effect: In combat, Impact's especially aware of his surroundings and may draw conclusions that seem inexplicable, or even supernatural in their accuracy. Basically, in combat, when we get info about enemies or our situation, AB gives us a little extra. What is up to him, as long as it's useful.

Formation shift:
Cost: 2 Tactions
Effect: Impact coordinates rapid maneuvers to modify either an allied formation, or force the enemy to modify theirs. Select one member of a formation somewhere on the battlefield and replace this member somewhere else within the same formation.
Conditions: Use twice per turn at most. Foes can switch back in exchange for 10 rage during the turn after this was used.

Despecialize:
Cost: 3 Tactions
Effect: Select 1 enemy specialist. This specialist loses all 'priveleges' and counts as an ordinary unit for 2 turns. For the first turn only, this removes any protective effects on this specialist.
Conditions: Use once per turn only. Cannot be used on the same target twice in the space of 4 turns.
Example: Enemy medic is pissing us off. Use despecialize to take away his ability to use items.
Shock Troopers can only use one pokemon when despecialized, Snipers are attackable, Engineers cannot construct. And so on.

Fire at will:
Cost: 1 Taction to activate, plus up to 6 optional tactions
Effect: Impact helps coordinate the team's Destroyer to unleash a rain of destruction upon their hapless foes. For every two optional Tactions payed, the destroyer gains 100 aditional rage, for this turn only. Rage generated by this technique can raise the destroyer's gague above maximum.
Conditions: 6 optional tactions (working out to 300 rage max), can be used only every second turn

Deathly Calm:
Cost: 5 Tactions
Effect: Impact invades the minds of up to 3 foes, and bestows upon them a cold, deathly sense of calm and indifference. For one turn, they will lose rage whenever they would gain it while attacking, and rage generated from being attacked is nullified. Techniques or abilities that cost rage have their cost increased by 10.
When used on a pokemon, their trainer will lose rage for the pokemon's actions (but only for the affected pokemon's), and techniques used specifically by the pokemon (such as divide or focus) will have their cost increased by 10. When used on a trainer, the trainer will lose rage only for his own actions (if he's capable of actions), and will pay an increased rage cost for sigtechs, love-techs and any techinque or ability he participates in directly.
Conditions: Use once every two turns at most

Massive feedback:
Cost: 25 rage and 1 taction to activate, 1 taction per attack
Effect: Impact gathers his strength and responds to every enemy attack with a massive wave of Aura-shock. The enemies take no damage, but they're so shaken that the attack or weapon they last used is now disabled.
Conditions: Once ever two turns only.

Superanalysis
Cost: 40 rage to activate, 2 Tactions per target
Effect: Impact rapidly analyzes the condition and vulnerabilities of various foes and feeds that info to his allies. For the duration of next turn, all affected foes become extremely vulnerable to secondary attack effects such as status effects, debuffs, stat reductions, flinch, etc... Attack with these effects are 2 times as likely to successfully inflict them. If a target is immune to an effect, it becomes normally vulnerable under the effect of this ability. Foes also suffer -2 stages to defense and special defense for the duration of this ability.
Coniditions: 6 targets max, once every two turns only

Ability drain
Cost: 2 tactions
Effect: Select one enemy ability. This ability is nullified for two turns.
Conditions: 2 times per turn at most.



"Ultimate Warlord":
Effect: Gains an extra Taction per turn, and makes his tactions much harder to resist (enemies with immunity now just have a 50% chance to resist his TAs). Also gains ability to switch to the 'tactician' position. As 'tactician', the same limiations that would apply to snipers apply to him (meaning that FOW or the weather limit the degree to which he can affect the battle), and he gains no actions other than tactical actions, but he gets an extra taction per turn and his tactions become even harder to resist (50% chance drops down to 33%). Additionally, he can designate one ally to 'Cover Him'. As long as this ally is in-combat, Impact gains the defensive properties of a Sniper, reverting back to normal vulnerability once the Ally in question leaves combat for any reason. Impact can switch Covering Allies at the cost of 3 tactions.

Switching between 'active combatant' and 'tactician' costs him half his tactions for the turn, rounded up, he begins battles in 'combatant' mode. While the switch to tactician may be impossible during very hectic, close-in fighting, it will be available even in situations where Snipers and Destroyers aren't present.

Weatherman:
Cost: 2 tactions per change
Effect: Impact channels power through the RPDA to change the weather. He can remove and add different weather effects at will.

Dust Stream:
Cost: 5 tactions:
Effect: Impact eliminates FOW on the enemy side by 30 and increases FOW on the allied side by as much.

"Haunting"
Cost: 6 tactions initially, 2 per turn afterwards
Effect: Impact pierces the target's mental defenses, to strike directly at its aura and mind. Instead of just attacking, however, he does something more subtle. He leaves a fragment of his mind in the foe's, then withdraws. This fragment disrupts the foe, haunts them, causes them to become utterly exhausted. It cannot be dispelled. When the foe in question faints or dies, Impact partakes in its agony and rage, gaining half of what the foe had left. The fragment then jumps to a random adjacent foe, to do the same to it, unless Impact recalls it, at the cost of another 6 tactions. Doesn't affect pokemon.
Conditions: Can use only once per battle.

Doom Howl:
Cost: 4 Tactions
Effect: Deals no direct morale damage. However, enemies become subtly, but powerfully unsettled by the unearthly sounds of this device, and become 1.5 times more vulnerable to negative morale effects for three turns.

Last edited by Geminex; 01-12-2011 at 01:35 PM.
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