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Unread 09-22-2010, 01:51 PM   #101
Dracorion
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'S cool. I can entertain myself with watching an awesome Chrono Cross/Trigger Medley until then.
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Unread 09-22-2010, 02:43 PM   #102
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Sakuya and Mio will probably be around if its viable for this mission. Primarily Sakuya. I'd like data first though. Who are our engineers again? I remember Moon, but who else?
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Unread 09-22-2010, 02:46 PM   #103
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Heidi and Mirror.
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Unread 09-22-2010, 02:47 PM   #104
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The enginneers we have thus far are Moon, Mirror and Heidi. Moon is the trainer one, Mirror is the slayer one, and Heidi is the pokebrid one.

Moon* Moon Travorian (Pokemon Trainer/Engineer) [MOTR*]
- Callsign: Sapphire
Pokemon Lineup:
1. Leader Vaporeon "Fathom" (Water) [Male]
Moves: Hydro Pump / Muddy Water / Blizzard / Rain Dance / Ice Beam / Helping Hand
Ability: Water Absorb
2. Leader Starmie "Shanelle" (Water/Psychic) [Female]
Moves: Ice Beam / Psychic / Hydro Pump / Power Gem / Cosmic Power / Flash Cannon
Ability: Illuminate
3. Crawdaunt (Water/Dark) (Male)
Moves: Guillotine / Crabhammer / Swords Dance / Blizzard
Ability: Shell Armor
4. Poliwrath (Water/Fighting) [Male]
Moves: Dynamic Punch / Focus Blast / Bulk Up / Protect
Ability: Water Absorb
5. Lanturn (Water/Electric) [Female]
Moves: Take Down / Hydro Pump / Discharge / Signal Beam
Ability: Volt Absorb
6. Kingdra (Water/Dragon) [Male]
Moves: Dragon Pulse / Hydro Pump / Brine / Dragon Dance
Ability: Sniper
- Pokemon Co-Op: Tidal Wrath ~ 80/100 RP, 3 Enemies, Severe Water Type Damage, 50% Flinching. Moon floods the battlefield with a flurry of water moves. This could leave the enemy gagging and gasping for air.
- Moonbeam Disco ~ 80/100 RP Total, Used with Shannon, 3 Enemies, Severe Dark Damage, 100% Flinching. Showers the enemies in deadly moonrays.
- Engineer Skill:
1. Construct Water Evolith ~ Constructs a Water Evolith. These tend to resemble mermaids. Water Evoliths can use the moves Water Sport, Dive, Hydro Cannon, Hydro Pump, Rain Dance, and Muddy Water.
2. Construct Ice Evolith ~ Constructs an Ice Evolith using a Water Stone in conjunction with prototype technology. These have the look of an armored crab with icicle lances instead of pincers. Ice Evoliths can use the moves Hail, Blizzard, Haze, Ice Beam, Mist, and Sheer Cold.
3. Construct Power Amplifier ~ Increases Special statistic of all allies by +2.
4. Construct Barrier Amplifier ~ Increases SpDefense statistics of all allies by +2.
5. Construct Targeting Beacon ~ Allows Sniper to hit targets in Hailstorm, Sandstorm, and Fog.
6. Construct Deprecipitating Device ~ Removes Rainstorm.
7. Construct Heating Device ~ Removes Hailstorm.


Mirror* Mirror Brisholm (Slayer/Engineer) [MIBR*]
- Callsign: Absolute
- Slayer Attacks: Sledge Smash (Rock) / Wrenching Swing (Steel) / Dust Cluster (Ground) / Bone Breaker (Fighting) / Hammer Fall (Dark)
- Slayer Defenses: Rock, Ground, Grass, Poison, Bug -50% / Poison Immunity
- Signature Technique: Centrifugal Cannon ~ 25/100 RPs, 2 Enemy Targets, 1 Selected, 1 Random. Severe Normal Damage, 50% Instant Death. Mirror cannot attack on the following turn. Mirror throws her sledge at the enemy. But ummm...how is she going to attack after that?
- Signature Sequence: Dance of Damsels ~ 50/100 RP Total, Used With Wilhelmina, Two Enemies, Severe Steel Damage, 100% Internal Bleeding. Mirror and Wilhemina dance well together. Their partners, though...
- Engineer Skill:
1. Construct Fire Evolith ~ Constructs a Fire Evolith. These tend to resemble leviathans. Fire Evoliths can use Blast Burn, Eruption, Heat Wave, Sunny Day, Will-O-Wisp, and Overheat.
2. Construct Dusk Evolith ~ Constructs a Dusk Evolith. These tend to resemble lizardmen with very large maws. Dusk Evoliths can use Crunch, Faint Attack, Night Slash, Punishment, Thief, and Torment.
3. Construct Strength Amplifier ~ Increases Attack statistic of all allies by +2.
4. Construct Defense Amplifier ~ Increases Defense statistic of all allies by +2.
5. Construct Targeting Beacon ~ Allows Sniper to hit targets in Hailstorm, Sandstorm, and Fog.
6. Construct Cooling Device ~ Removes Sunny Day.


Heidi
* Heidi Knoman (Pokebrid/Engineer) [HEKN*]
- Callsign: Punisher
- Pokebrid Forms & Synchronization Techniques:
1. Machoke (Raw Power) ~ Self Targeted, 3 turns. Increases Attack and SpAttack statistics by +5.
2. Heracross (Horn Harrassment) ~ 3 Targets, Severe Bug Damage. When you mess with the bug, you get the horns.
3. Infernape (Blazing Blitz) ~ 2 Targets, Severe Fire Damage, 100% Burn. A devastating combination of wicked martial arts and agonizing fire.
- Engineer Skill:
1. Construct Shiny Evolith ~ Constructs a Shiny Evolith. Shiny Evoliths resemble obese but shapeless humanoids with long arms and large hands. Shiny Evoliths can use Brick Break, Cross Chop, Drain Punch, Dynamic Punch, Sky Uppercut, and Bulk Up. Scientists are still trying to figure out why Shiny Stones create Fighting type Evoliths.
2. Construct Smooth Evolith ~ Constructs a Smooth Evolith. Smooth Evoliths resemble a large fish-like upper body in a small sea of sand. Smooth Evoliths can use Dig, Earth Power, Earthquake, Fissure, Mud Bomb, and Mud Sport. These are actually created by using a Smooth Rock as a power core with amplifier technology, which somehow works just as good as an Evolution Stone for creating Ground type Evoliths.
3. Construct Claymore Mines ~ Constructs three landmines. Landmines use the move Explosion on any enemy that attempts to use a melee attack. These will not cause the victim to forfeit his or her turn.
4. Construct Bear Trap ~ Constructs a bear trap. This trap inflicts good damage on an enemy that uses a melee attack for 3 turns and prevents the victim from attacking during those turns.
5. Construct Targeting Beacon ~ Allows Snipers to fire during Sandstorm, Hailstorm, and Fog.
6. Construct Dust Buster Device ~ Removes Sandstorm.
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Unread 09-22-2010, 03:02 PM   #105
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Alice Hornsbury, Rayleen's mole in the Prideguard, will be joining as an Engineer Enforcer. She's learned pretty much all she can about the Prideguard and has decided to cut her losses before Burkmont does something to her.

There's gonna be another hulking post regarding a meeting of the biggest minds. The general results of the meeting will be that Lucian and Discord get hired, Irene rejoins PATCA, Rayleen begins her super secret operation to recruit allies from the far west (and thus leaves PATCA), Sakuya and Mio join in the fight against the Prideguard, Alice and Muon are recruited, and lotsa other crap.

Probably the best time to get PATCA involved in the mission is right after Pierce's battle concludes. Then we can unleash the freaks.
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Unread 09-22-2010, 03:05 PM   #106
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An Engineer... Enforcer?

Are doing dual-specialties now?
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Unread 09-22-2010, 03:10 PM   #107
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Sorry. Meant Engineer Slayer.

God, I need more time to stop being retarded.
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Unread 09-22-2010, 03:14 PM   #108
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Shame. I was hoping to turn Sam into an Enforcer-Shock Trooper.
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Unread 09-22-2010, 04:10 PM   #109
Menarker
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Well, Gem is back safe and sound. *Or at least I assume so if he's signed on*

So I guess we can hear his thoughts on what some of the speculations or whom he'd want on the team as his enforcer.

EDIT: I just looked at the list of new moves for Black and White and HOLY SHIT, some of them look drastically powerful. Including this Fire type attack that deals 180 base power but sharply lowers 3 of your stats.

Although we won't have to deal with that until the sequel.

Last edited by Menarker; 09-22-2010 at 04:42 PM.
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Unread 09-22-2010, 04:49 PM   #110
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Quote:
Well, Gem is back safe and sound. *Or at least I assume so if he's signed on*
Noooooo.
I dieeeeeed and I came back from the deeeeeeeeead to trooooooooll you guys. Also, stop staaaaaaalking meeeee.

I don't have the time to read all that stuff yet, I'll do that tomorrow morning. Just logging in now to post mah upgrades. I think they're allright. I dunno though, I'll trust in your hopefully-balanced judgement. Also, I ran out of ideas for the final level, so either make suggestions, or we treat that one as a reserved, in case my stuff isn't as weak as I thought it was.

Anyway, enjoy!
Fuckers.

LevelsDemon: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:


TAs and RDPASignature 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 3 times per turn at most

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: 1 Taction
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: None.

Despecialize:
Cost: 3 Tactions
Effect: Select 1 enemy specialist. This specialist loses all 'priveleges' and counts as an ordinary unit for 3 turns. For the first turn only, this removes any protective effects on this specialist.
Conditions: Use once per turn only.
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. Techniques or abilities that cost rage have their cost increased by 10.
Conditions: Use once per turn at most

Massive feedback:
Cost: 25 rage 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 gain an increased vulnerability to critical hits (equivalent to a 2-stage boost to all attacks), and suffer -2 stages to defense and special defense.
Coniditions: 6 targets max, once every two turns only

Ability drain
Cost: 1 taction
Effect: Select one enemy ability. This ability is nullified for two turns.
Conditions: 3 times per turn at most

RDPA:

Weapon 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


"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 gains the defensive properties of a sniper, gets an extra taction per turn and his tactions become even harder to resist (50% chance drops down to 33%). 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: 1 taction 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 35 and increases FOW on the allied side by as much.

"Haunting"
Cost: 4 tactions initially, 1 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 confused for two turns, and utterly exhausted thereafter. It cannot be dispelled. When the foe in question faints or dies, Impact partakes in its agony and rage, gaining a quarter 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 4 tactions.
Conditions: Can use once per turn at most, and three times per battle. For every fragment of Impact's mind in circulation, he loses 1 taction and 5 rage per turn.

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 far more (twice as) vulnerable to negative morale effects for three turns.

Last edited by Geminex; 09-23-2010 at 12:27 AM.
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