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Topic Started: Mar 17 2009, 06:27:13 AM (5,428 Views)
Munchkinator
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Don't waste my time.
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.

  • Aura is generally an active force, rather than a passive one - most auras are Offensive - using the power to overwhelm the bodies of others; Defensive - using the energy as ablative armor, interposing Aura between the defender and an attack; this burns up Aura, but also destroys other energy; Regenerative - forcibly converting Aura into a form at least somewhat compatible with the Pokemon's innate process, albeit at a very poor exchange rate. Passive auras are viable, though rare - they effectively cause the Pokemon to adapt even more drastically, allowing them to integrate Aura energy directly into their bodies, despite long-term side effects that might not be immediately obvious. While the exact specifics of each aura varies somewhat and there is some limited juxtaposition between Passive and Regenerative auras at times, these are the four major recognized categories.

  • Trainer-owned Pokemon, starters or captured, start with one Aura level. This can only be boosted by fighting other Aura users; generally other Trainer Pokemon, but certain Missions involve Aura-using enemies. Still, the most reliable way - and the only one currently understood to work in-character - is pitting one Aura-user against another; even if the auras are never actually used against each other in battle, they still end up clashing, whipping up into a maelstrom of energy that gradually alters each Aura user more and more with each passing battle - being exposed to Aura accelerates the adaptive effect directly. As such, Aura users generally receive one half of an Aura level with each Aura-user battle; each level allows Aura users to further customize their aura, adding damage or area effect to Offensive auras, increasing the density and reliability of Defensive auras, allowing Aura users to adapt even further to their new power and thus enhancing the exchange rate between Aura and HP/Energy regeneration. Each Pokemon may only specialize in one Aura type, but can freely purchase upgrades in that type; a high-level Regenerative aura could conceivably replenish significant stores of both HP and Energy, while a high-level Defensive aura could even have multiple simultaneous barriers up at any given time.

  • Each of the several upgrades listed below have a listed Aura Point cost; each Aura Level grants 1AP, thus, at Aura level seven, one would have 7AP to assign. Since Pokemon start off with one Aura Level, aka 1AP, they will always have at least a minor ability. Purchases stack, so starting with a baseline Offensive Aura (one tier of damage) and assigning Aura level two's AP to damage as well will leave you with a level two Offensive Aura, doing two tiers of damage with each use. For upgrades with multi-AP costs, the same rule applies; the only difference is that you would only be able to upgrade the aura every two or three Aura levels, rather than every Aura level.

  • Aesthetically, Auras vary wildly, dependent primarily on the user's subconscious will and personality. While impossible to directly sculpt, they do tend to reflect the Aura user's state of mind and the elemental composition of the Aura, if any; Offensive and Defensive Auras are the only categories that can assign typing, though they are inherently nonelemental unless specifically stated otherwise by the player at registration, while Regenerative and Passive Auras can theoretically be any color. Often, Auras appear as little more than a maelstrom of writhing strands of energy around their user, but others can appear more sculpted; waves, spikes, tentacles, even representations of artificial artifacts, like swords and shield matrices. Alternatively, some are simply staid or constantly shifting geometric shapes; spherical barriers or blinding shields of raw Aura that move to interpose themselves into the path of any attack.

  • Auras can be used at any point in battle, but take five posts to regenerate.

  • Auras that boost stats or provide any sort of regeneration last for two rounds unless specifically stated otherwise.

  • Generally speaking, you can buy multiples of the same type of aura - it's possible to have, say, five different T6 offensive damage auras. However, each are tracked separately, and only one aura activation per round, hardcap.


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.

  • Offensive auras lash out at the opponent directly, flaying flesh from bone or delivering bone-shattering impacts from thin air. They do not have to be attached to actual attacks; you're free to RP them out, but generally speaking they are separate from any actual attacks/moves used that round. Examples: a tsunami of fire that engulfs the opponent for T5 Fire damage, a T1 Fighting-type punch that punches a hole in reality to punch the opponent in the testes from fourteen feet away, an injection of aura that amplifies damage taken by the opponent.

    • T1 damage (Ignores Def/SpDef. Cap 6; can have more than one Damage aura) - 1AP
    • -2 to any of opponent's defensive stats (activated) - 1AP
    • +2 to any of own offensive stats (activated) - 1AP
    • Induce a status effect on opponent (for 1d3 turns or permanent until fixed, depending on type of effect - see Index for details) - 3AP

  • Defensive auras focus on protecting the user, and are generally less mobile, though no less flashy. Most simply manifest as some kind of energy shield, whether metaphysical or metaphorical, but debuffs lash out when an opponent tries to damage the user and inject a quantity of aura power into the foe that weakens their attacks.

    • 1 tier of damage negation - instant defense (reflexive action to negate a single tier of damage) - 1AP
    • 1 tier of damage negation - passive defense (constant effect from start of battle; recharges at normal rate once depleted) - 2AP
    • -2 to any of opponent's offensive stats (activated) - 1AP
    • +2 to any of own defensive stats (activated) - 1AP

  • Regenerative auras can have minimalistic effects or be every bit as flashy as any other aura; they vary from regenerating grievous wounds or even entire limbs to simply restoring a bit of energy, and while that energy gather can be a tiny blip or a massive black hole that drains the surrounding environment of life - it's still going to restore a bit of energy. Regenerative auras that debuff the opponent do so more insidiously than others, slowing or halting natural processes in the target or even reversing them, generally very painfully.

    • 2 energy (instant, no cap) - 1AP
    • 1 energy regeneration (lasts 3 rounds, no cap) - 1AP
    • -2 energy to opponent (instant, no cap) - 1AP
    • 1 energy regeneration to opponent (lasts 3 rounds, no cap) - 1AP
    • 2 HP regeneration (instant effect) - 1AP
    • 2 HP regeneration/turn (cap 3) - 3AP
    • 2HP degeneration to opponent (counters HP regeneration auras, or does listed damage) - 1AP

  • Passive auras generally have minimal effects, though it is entirely up the the player.

    • +1 energy regeneration - 3AP
    • +1 HP regeneration - 1AP
    • +1 to any stat - 1AP

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Munchkinator
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Don't waste my time.
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.

  • XP Boost boosts Experience (XP) gain by one per grading.
  • AP Boost boosts Aura Point (AP) gain by one-half per grading.
  • $$ Boost boosts Credit ($) gain by 200 per page.
  • CP Boost boosts Control Point (CP) gain by two per grading.


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.

  • Evasion: +10 modifier to evasion rolls in addition to normal Agility modifier.
  • Sharpshooter: +10 modifier to attack rolls in addition to normal Agility modifier.
  • Deadeye: Critical hit threshold is 0-40, rather than 0-20.
  • Brick: Physical damage reduction of 1.
  • Magic Immune: Special damage reduction of 1.
  • Overpower: Physical damage modifier of +1 on attack.
  • Magic Crush: Special damage modifier of +1 on attack.
  • Immunity: Ignore Poison.
  • Limber: Ignore Paralysis.
  • Oblivious: Ignore Attract
  • Status Resist: 30% chance to ignore any status affliction.
  • Daredevil: +1 move in combos.
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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.

  • XP Boost
    Effect: +1 XP earned per page.
    Cost: 3SP

  • CP Boost
    Effect: +1 CP earned per battle
    Cost: 3SP

  • Credit Boost
    Effect: +$100 earned per page
    3SP

  • Stat Boost (single)
    Effect: +10 to a single named stat
    2SP

  • Stat Boost (dual)
    Effect: +5 to two named stats
    2SP

  • Stat Boost (all)
    Effect: +5 to all stats
    4SP
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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.

  • You can not be in more than one mission on a single character.
  • You can join different missions on different characters.
    • Corollary: if you're going to have more than 1-2 characters, at least have the decency to host a mission rather than -just- joining them so things don't get too far out of control.
      • Corollary to the corollary: don't try to play more characters than you can handle. Idling out of a mission is a freaking Bad Thing(tm), whether you're the storyteller or just an enlisted grunt.
        • Corollary to the corollary to the corollary: idling out of a mission as a Storyteller will get you in trouble. Doing it multiple times will get you fired. Non-official storytellers can't exactly be fired from a job they don't even hold, but will build up a very bad rep.

  • You can join a Mission and RP in a non-mission topic, such as a basic tagteam, on the same character.
  • When it comes to joining a mission, by default the Leader's squad members, if any, have priority, Omega-rank trainers have secondary priority, and everyone else comes in third. Don't like it? Join their squad. Omega-rank trainers are rare as hell and deserve a little bonus for going through all that.
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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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Glossary

  • XP: Experience. Experience dictates a Pokemon's stats, and is earned through all varieties of RPing; missions, quests, PvP, PvE, whatever. Acquired mostly through grading, at a rate of 0-1XP per 1000 words, but can also be earned via CP. Some game types have XP modifiers; PvP battles have 1.5x, for example.

  • $: Credits, dollars, whatever. Technically, their official designation in-character is Credits, but many trainers just call them dollars, dinero, whatever, and most trainers, in character or out, will recognize the intent regardless of how exactly you choose to refer to them as. Credits are earned primarily through grading at the rate of $0-100 per 1000 words, but some missions/quests may have concrete or variable credit rewards.

  • CP: Control Points. CP are awarded by the Dahaka Corporation for trainer battles or exceptional feats of daring/exploration, and essentially act as "tickets" to a simple virtual reality system in New Haven. Using it, Pokemon can fight outside of the flow of time, getting massive quantities of training done in a very short period of time; they do not earn Aura levels, money, or bonus XP, but do earn XP equal to the number of CP spent during only a few minutes tops in in-character time. Effectively, they are a way to OOC boost a Pokemon's XP; mostly useful for bringing weaker Pokemon up to speed with the rest of the team, but equally viable early on as a way to train mainstay Pokemon in addition to battles. CP equates to XP at a 1:1 rate, but for Pokemon above 50XP, the exchange rate halves: 2CP=1XP.

  • SP: Squad Points. These are awarded at the rate of one per full-length Mission/Quest, as compared to normal PvE or PvP, and are used to upgrade squads.

  • AP/AL: Aura Points/Aura Level. Interchangeable to a degree, though they describe slightly different concepts; Aura level is a direct representation of a Pokemon's control of its Aura, whereas Aura Points are an abstract representation of how that Aura is actually structured; the numbers are the same, given that 1AL=1AP, but the concepts are a bit different. Aura is earned by fighting other Aura users; generally PvP opponents, since naturally-occurring wild Pokemon cannot control Aura, but certain plot-related enemies in Missions can also control Aura, sometimes eerily well, and thus count as well. Aura is earned at the rate of 0.5 levels per battle against another Aura user.

  • Skills: exactly what it says on the tin. Pokemon Skills are similar in concept to Abilities, except customizable and able to be applied to any Pokemon; each Pokemon gets its first Skill slot at 20XP (aka registration for starters), and gains a second at 60XP. They can be swapped if you find your current skills not to your liking, but only rarely. Being passive and only dependent on XP total, skills do not have a directly related currency.
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