Non-Weekly Quote:
(Updated when the fancy strikes us)
"Strong Pokemon, weak Pokemon. That is only the selfish perception of people. Truly skilled trainers win with their favorites" - Karen, E4
Did someone say missions? Because I think I just heard someone say missions. Current Tourney Leaders James Ramos - 2/0 Randy Savage - 2/0 Breia Exarch - 1/0 Daniel Genrud - 1/0 Sophia Blackwell - 1/0 Zackary Joel Ortega - 1/1 Devlin - -0/70 |
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| Topic Started: Mar 17 2009, 06:27:13 AM (5,428 Views) | |
| Munchkinator | May 28 2009, 07:03:53 PM Post #16 |
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Don't waste my time.
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Aura The field that disrupts electronics/psychic abilities is not specifically generated to accomplish that goal - the entire disruption side effect is exactly that; just a side effect. The field proper actually has another effect, though one that is not obvious nor immediate, which is what it was specifically created to do. Pokemon on Althea can adapt to it, though not all do, and indeed most (wild, mostly) don't; they are able to tap some of that power. It does not integrate naturally into their normal moveset - it isn't like a permanent +4 to your Battle Gauge. It's alien energy that Pokemon adapt enough to manipulate. It concentrates visibly around Pokemon in battle, and recharges fairly quickly via ambient energy in the air - another side effect of the field. Pokemon that adapt enough to use this energy without side effects can somewhat control the energy, using the same -general- idea as they would to control their own power, but inherently different due to the alien nature of the energy; they act more as conduits than generators. This is Aura - the alien energy that trainer Pokemon (and plot significant Pokemon...) can learn to utilize in conjunction with their own innate skills. Wild Pokemon lack a certain very specific quality to adequately harness it; it either drastically mutates and eventually kills them, or for most, has no real immediate effect. This changes when they join with a trainer due to [SPOILERS], hence why captured Pokemon can learn to use Aura as well, although they invariably start from the very weakest point - they JUST got the capability, regardless of how strong or weak they were before being captured.
Unless otherwise stated, each upgrade has no particular cap, and can be re-purchased any number of times. For area effect upgrades, this adds the upgrade's area each time - an upgrade that adds five meters radius to an Aura eruption adds five meters with each purchase, while one that adds one tier of damage adds one tier of damage for each purchase. If you would like to see other Aura upgrades, you are welcome to suggest them in the Soapbox; no guarantees that they'll be accepted, but more variety is - generally - better, so long as the idea isn't too complex.
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| Munchkinator | May 29 2009, 02:06:55 AM Post #17 |
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Don't waste my time.
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Trainer Proficiencies At registration, you are free to pick one of four proficiencies for your character, which will give you a bonus to income of a certain type of currency. This bonus is permanent; they're all useful. Here are the four proficiencies. Keep in mind that none of them work unless you posted your share of times in that battle/topic and the battle/topic was of a passable length; a one-short-post battle is not going to qualify, and neither is a topic you posted once in.
Pokemon Skills Skills are somewhat similar to swappable bonus Abilities, but generally focused more on specific Althean systems than in-game dynamics; each Skill has a very specific effect already translated to Althean terms. Pokemon gain their first Skill at 20XP and a second at 60XP; you choose which from the list below. Skills are permanent once acquired, though they can be swapped for another once in a while if you decide that you really aren't happy with the one you started out with. Stat-boosting or offensive skills are not necessarily the only option - status effects can be absolutely devastating on Althea, so a general chance to block, or even total immunity to a particularly vicious effect, can be invaluable. Also, to clarify: Skills are essentially bonus Abilities - they're added on to whatever your Pokemon currently has, rather than replacing it. Damage reduction/addition effects occur once per round, rather than per attack.
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| Munchkinator | Jun 21 2009, 09:32:26 PM Post #18 |
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Don't waste my time.
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Squads Trainers can organize for especially difficult tasks - or simply for mutual protection - into groups known as Squads. By working together and adding their respective specialties to the equation, tightly-knit squads can handle challenges that no lone trainer could hope to survive; thus, while squads do not necessarily constantly stick together, they know better than lone trainers the power inherent to working together. Different squads may focus on different things; some may be created primarily to provide effective training grounds with like-minded trainers, while others train members to be tougher, faster, stronger. Some are more suited for exploration, others for the ordeals of battle. Translated out of super special awesome speak: different squads give different bonuses. Equally importantly, they can be improved by the leading Trainer or any members, whether temporary replacements or permanent members. The difficulty of upgrading each facet of a squad varies based on its relative power, but all are tied to a single currency; SP, which is a very creative and totally unexpected version of Squad Points. SP can be earned on each successful mission, at one per member, though especially Efficient trainers can help build the squad even more quickly. There are no caps on squad bonuses, but no more than four trainers may join any single squad in order to keep all squads as mobile as possible. Each squad has a designated Leader - the one who registered and officially controls the squad - who is the final word on any squad-related decisions, generally relating to upgrades. If he chooses to host a quest/mission topic, members of that squad are generally assumed to have first dibs regardless of whether or not they were the first to post, though the final decision is the squad leader's. Below is a list of squad boni and the costs associated with each. Each of the various Boost skills works on all members of the squad constantly throughout the mission, whereas the various Support powers are generally one or two uses per topic or battle, depending on ability. The first Support power is free and the second 10SP, but a squad may have no more than two Support powers total; there's a limit to how much they can train consistently. Similarly, at squad creation you may choose a single baseline Boost ability and add it to your squad for free.
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| Munchkinator | Jul 3 2009, 05:45:45 PM Post #19 |
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Don't waste my time.
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Missions The vast majority of the site's plot, not to mention most of the RP action that isn't plot-critical, occurs in missions, multiplayer RP topics wherein the leader (generally a Storyteller, though squad leaders or especially creative trainers are more than welcome to host their own if they so choose) directs the plot and general flow of the topic. It's still freeform RP, but you're essentially giving up some degree of control of the environment and direction of RPing as a trade; you give up a little control, and in return the storyteller leads all of you through a plot, and you get to RP with a few other like-minded people. Joining a mission is simple: once you get a trainer character accepted, just post in an open mission registration; there are usually a few floating around, and at least in theory, something that you'd be interested in. If there isn't, just check out the Plotting forum to hunt down a mission, or plot with someone to get one started. Once you find a mission, get accepted, and it fills up, the Storyteller/player leading it will start the RP topic, and you can probably figure it out from there. Spoilers: the RP stands for roleplaying. There are a few limitations on missions, though, mainly so the existing Storytellers don't get horribly overworked, but partially so we don't brutally rape continuity with every breath.
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| Munchkinator | Mar 15 2010, 11:39:20 AM Post #20 |
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Don't waste my time.
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Rarity List [Rare] [Pokemon that are member-spawnable, but only if the area description specifically includes them] All Fossils [Banned Species] [These are either literally banned due to size and destructive potential, or simply not naturally occurring in the city] Tentacool+ Seel+ Shellder+ Horsea+ Goldeen Seaking (FUCKYEAH) Magikarp+ Lapras Omanyte+ Kabuto+ Chinchou+ Quilfish Remoraid+ Mantine Carvanha+ Wailmer+ Barboach+ Feebas+ Spheal+ Clamperl+ Relicanth Luvdisc Shellos+ Finneon+ Mantyke Tyranitar Onix+ Water types with legs are fine, so Pokemon such as Squirtle, Poliwag, Mudkip, etc. are perfectly acceptable, although they may not be pleased with the general lack of water. [God-tier Rarity] [Pokemon that are either obscenely rare in-city or must be specifically imported. Can only be obtained via plot hax] Porygon Aerodactyl Lileep Rotom Unown CATERPIE All legendaries [Obtainable] Anything not mentioned above. For clarification: yes, starters, certain fossils (Cranidos, etc), Eevee, and other canonically-rare Pokemon are legal, either as starters or by capture. As a corollary; yes, there is an explanation for this, though no trainers are aware of it as of yet. Finally, while fossils, Eevee, etc. are generally less common in the city than, say, Meowth, that is simply flavor text - there is no mechanical or statistical difference in methods of acquisition. Certain areas may or may not have access to certain kinds of Pokemon, which will be specifically stated in a pinned topic in the area's subforum, but generally speaking most types are available anywhere regardless of how reasonable it is that a herd of Weedles be pimpin it up in the middle of the city. |
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| Munchkinator | Mar 15 2010, 01:45:25 PM Post #21 |
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Don't waste my time.
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Glossary
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6:51 PM Jul 30
