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Unread 01-08-2011, 11:06 AM   #1
Dracorion
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Default Pokemon Umbral Theatre 19: Important notice!

Lurkers, if you don't identify yourselves post haste...

THERE WILL BE NO MORE HOT PICTURES IN THESE THREADS.

Starting now.

...

...

...

...

...

...

...

Okay, I can't leave the players hanging. BUT, if you lurkers don't identify yourselves I'll start posting only disturbing yaoi and crossdressing pictures.







I take back everything bad I've ever said about Gen V.



I think I like the one on the lef- oh screw it, I'll just take all of them.



Clair is my favorite gym leader and yours too.



FUCK YES WHERE DO THESE KEEP COMING FROM WHERE DO I GET ONE
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Unread 01-08-2011, 12:42 PM   #2
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Im here. I have the actual roleplay part of the post done Im just working on the battle plan/
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Unread 01-08-2011, 01:32 PM   #3
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I could assist with that.
Partly out of compassion. Partly out of a feeling of superiority. Partly cause I want you to get done quicker so I can see how my plan plays out.
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Unread 01-08-2011, 01:36 PM   #4
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SPOILER: Horribly.
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Unread 01-08-2011, 02:00 PM   #5
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Quote:
Originally Posted by Dracorion View Post
SPOILER: Horribly.
Oh dear.
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Unread 01-08-2011, 11:01 PM   #6
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I suppose I could approve of the character himself, but unfortunately not the class.

The reason? Way too complicated for my tastes.

The card system will exist, but it'll be exclusive to the Knomere. Yep, even Eldys won't use a deck, despite her originally having the Arceus card.

And don't be so set-in-stone about who is going to have who on their side. I know how the epilogue will play out (My way, bitches. My way.), but the starting teams for both sides will be a bit of a surprise, even for me.

Still, I think both sides will be satisfied with what they get, even though they won't be satisfied with what the other team got. Still, I don't care.

By the way, I have two names for the aforementioned sequel. I'm thinking either Pokemon Beyond: Umbral Tactics or Pokemon Beyond: Watchman's War. I'm most likely going to go with the former despite what all you pusses want. Yeah. I called you pusses.

Could be worse. It could be World of PokeCraft.

Last edited by Astral Harmony; 01-08-2011 at 11:04 PM.
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Unread 01-08-2011, 11:04 PM   #7
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I'd hope we'd both be satisfied too. ^^:

I prefer the former title for the sequel myself.
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Unread 01-08-2011, 11:19 PM   #8
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Quote:
Originally Posted by Armored Bishoujo View Post
I suppose I could approve of the character himself, but unfortunately not the class.

The reason? Way too complicated for my tastes.

The card system will exist, but it'll be exclusive to the Knomere. Yep, even Eldys won't use a deck, despite her originally having the Arceus card.
So, it's only the card duelling part that's the problem?
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Unread 01-08-2011, 11:37 PM   #9
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Quote:
By the way, I have two names for the aforementioned sequel. I'm thinking either Pokemon Beyond: Umbral Tactics or Pokemon Beyond: Watchman's War. I'm most likely going to go with the former despite what all you pusses want. Yeah. I called you pusses.
I like the second.
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Unread 01-09-2011, 12:46 AM   #10
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That's right, Dracorion. Here's basically how a phase* for a Deckmaster class would work.

* Y'know how turns are divided between the hero and villain phases? Yeah.

A Deckmaster's own actions during his phase is split up into several subphases. They are, in order, Upkeep, Wellspring, Deployment, and Action.

The Upkeep subphase doesn't occur on the first turn since you haven't laid down any cards to begin with. However, on subsequent turns, whenever you have a Fiend or a Strike or a Trap card or any combination of those that you either must or can pay elemental upkeep for, then you must/could during this subphase.

Then we come to our next subphase, the Wellspring subphase. Anyways, to start off with, there's this thing called an Elemental Wellspring. The Elemental Wellspring contains unalligned elements equal to the total number of Element cards in your deck, which usually has 50 cards but could have less, such as during the early encounters with Deckmasters.

There are some basic Fiend, Strike, and Trap cards that can be deployed with only unalligned elements, but for the vast majority of all of those three types of cards, you'll need to convert the unaligned elements into other elements by using your own Element cards. You can lay down as many Element cards as you have in your current hand, though I can't see a reason why someone wouldn't just lay them all down if they had them. These Element cards turn the unaligned elements into the elements you laid down.

Any of these elements are automatically spendable the moment you lay them down. And that's it.

Coming up next is the Deployment subphase. You pay elements to deploy Fiend cards (monsters with HPs and stuff), activate Strike cards (spells and even SignTechs), and set Trap cards (face down cards that activate only under certain conditions). Any elements you don't use aren't saved for the next turn, and simply go away.

After that is finally the Action subphase. You command Fiends to attack and determine targets for Strikes.

And actually, that's it. The problem I'm having with it as far as complexity goes is having to spend time determining which card you draw each turn by looking at your deck and making sure the card I pick isn't either already in your hand, on the field, or in your graveyard.

I think the system is pretty well-balanced. Having that Wellspring right at the start allows the enemy to defend themselves right off the bat, rather than spending a few turns hoping to draw the right cards while you pound them into submission before they can even deploy a Fiend.

As for elements, there are quite a large number of them. Earth, Water, Air, Fire, Ice, Lightning, Holy, Darkness, Miracle, Poison, Divine, Forbidden and Unalligned. I won't bother going into which elements oppose which. That doesn't really matter right at this point.

The Fiend cards are obviously the monsters in the deck. They can attack immediately upon deployment. Stronger Fiends usually require upkeep to be paid on the Upkeep phase or will suffer some form of disadvantage (damage, stat reduction or status effect) or even die. When being attacked, the attacker can designate a Fiend to be attacked. However, the Deckmaster could also have the Fiend take damage in his or her stead if the attacker designates the Deckmaster. There will be exceptions, most likely based around high speed stats allowing you or your Pokemon to "flash attack" the Deckmaster (hit them before they can designate a Fiend to defend). And there will likely be Fiend cards than can defend their Deckmaster even against high speed attackers.

The Strike cards could be considered the attacks, spells, and even Signature Techniques of the Deckmaster him/herself. The more powerful the Strike, the higher the cost. Some Strikes might extend their effects to additional turns if the Deckmaster pays upkeep to them.

The Trap cards are cards that just sit mysteriously facedown, the Deckmaster's enemies not knowing what they could do or what would set them off, though their effects could be considered more severe than Strike cards if unwisely activated. Stronger Trap cards might require upkeep in order to stayed Primed (able to be activated) or to keep their full effects for when they are activated.

More than likely, certain characters in either group will have a skill that will allow them to spend Rage to see what kind of effects Trap cards have and what it takes to activate them.

Anyways, the complications get worse than just deciding which cards you draw each turn. There's also the matter of having an allied Deckmaster in a formation. I couldn't possibly allow them to manipulate decks under the rules I've just stated. They'd be grossly overpowered, even more than characters like Irene.

Ultimately, I'll be experimenting with my whole plan on how it goes down when you guys fight Sexy the badass world-destroying gynoid produced by meta-advanced hypertechnologies.

Last edited by Astral Harmony; 01-09-2011 at 12:50 AM.
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