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Unread 09-07-2010, 10:08 PM   #111
Menarker
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... 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!
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Unread 09-07-2010, 10:19 PM   #112
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Oh, right.

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

My bad.
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Unread 09-07-2010, 10:57 PM   #113
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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. ^^;

Last edited by Menarker; 09-07-2010 at 11:00 PM.
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Unread 09-07-2010, 11:48 PM   #114
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Quote:
Eh, I'm thinking about changing it to Steel. How's that sound?
Coolio.

Quote:
... 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.

Quote:
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.

Quote:
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.
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Unread 09-08-2010, 12:01 AM   #115
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Quote:
Originally Posted by Geminex View Post
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.

Quote:
Originally Posted by Geminex View Post
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?

Quote:
Originally Posted by Geminex View Post
And that RDPA had better make you only slightly faster than Mollesk.
Guess we'll find out.
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Unread 09-08-2010, 12:08 AM   #116
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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)?
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Unread 09-08-2010, 01:12 AM   #117
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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.

TsujimiName: 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.

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


StandardStandard:

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.




CustomizedCustomized:

-----
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 UpgradesConditional 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 ActionsTrainer 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.
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Last edited by Dracorion; 09-20-2011 at 07:08 AM.
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Unread 09-08-2010, 02:04 AM   #118
Menarker
OMG! WHAT SHOULD I DO NOW?
 
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Quote:
Originally Posted by Geminex View Post

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!

Last edited by Menarker; 09-08-2010 at 02:09 AM.
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Unread 09-08-2010, 02:11 AM   #119
Geminex
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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.
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Unread 09-08-2010, 02:33 AM   #120
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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?

Last edited by Menarker; 09-08-2010 at 02:41 AM.
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