@JohnSolaris So... Call Legend is pretty much a narrowed down Metronome that only uses Legendary/ Mythical Pokemon's Signature Moves?
Not exactly. Since the summoned simulacrum is a separate entity, any positive or negative effects brought about by its move aren't carried over to the original user. That's the main difference. The inspiration was the various summoning magic in Final Fantasy.
I don't really see the need for a Mega Gardevoir Y, but w/e this is an RP :P
Well... I came across that alternate Mega Gardevoir design one day, and liked it better than the canon one, so I decided to use it. I made it more speed-oriented than the original, because of the wings, and the shortened skirt that allow for easier movement. The wings also sort of make an Y shape with the rest of Gardevoir's body, so I think overall it's pretty fitting.
@Rex: If only Psychic 'mons can telepathically communicate with their trainers, then I think I'd rather start with a Psychic partner, since for my character it actually makes a pretty significant difference. The Pokemon below will be my first partner, while Hydreigon will be the second.
Also, going to add name, gender, and nature to Hydreigon.
Custom Move: Call Legend (Psychic, status, 5 PP) - Use psychic powers to summon a simulacrum of a random legendary or mythical Pokemon. The simulacrum uses its signature move (or a random one of its signature moves if it has multiple) in the same turn, and disappears after the move finishes executing. Since the simulacrum is a separate entity from Mega Gardevoir Y, some moves behave differently when used this way. - The simulacrum will use its own base stats, typing, and ability when executing its signature move, but its level, nature, IVs, and EVs will be the same as those of Mega Gardevoir Y. Mega Gardevoir Y's Serene Grace does not apply to the simulacrum. - After Call Legend is used, the simulacrum's speed will be used to determine its turn order with the Pokemons that haven't moved in the current turn yet. - If the simulacrum's move requires a turn to charge, Mega Gardevoir Y can still make its own move the next turn after the simulacrum executes its charged move and disappears. This means that the simulacrum will stay on the field instead of disappear on the turn that Call Legend is executed, during which it acts as a separate target that can be hit by attacks; its move will not be executed if it is knocked out before it can do so on the next turn. - If the simulacrum's move is a charging move that gives a turn of semi-invulnerability, the behavior is the same as a regular charging move, except the simulacrum receives the semi-invulnerability; Mega Gardevoir Y is not affected. - If the simulacrum's move causes a turn of exhaustion after use, it will disappear as usual afterwards, leaving Mega Gardevoir unaffected and ready to make another move the next turn. - Any effects applied to the user after the move's usage is applied to the simulacrum instead, which then disappears, meaning that they do not affect Mega Gardevoir Y. This includes detrimental effects such as debuffs and recoil, but also includes beneficial effects such as buffs. - In the case of Lunar Dance, the simulacrum of Cresselia faints and disappears, while Mega Gardevoir Y is considered the "next" Pokemon that receives the healing and cleansing effects. - In the case of Regigigas, Slow Start will count the number of turns Mega Gardevoir Y has been in battle, so Crush Grip will not always be used at half power.
Roll a random number between 1 and 40, uniformly distributed. Summon the number's corresponding simulacrum. If the simulacrum has multiple possible moves, they're also uniformly distributed.
...that's not what I asked. I asked if the Pokemon partner is able to telepathically communicate with its trainer. Yes or no? Assuming it isn't Psychic-type.
@Rex: Is the Pokemon partner able to telepathically communicate with its trainer, or is communication verbal only? This determines whether my character's Pokemon partner will be able to directly communicate with his tulpa.
Stats: Health 92, attack 130, defense 105, special attack 170, special defense 105, speed 98.
Ability: Lernaean - Every damaging move becomes a multi-hit move with a number of hits equal to the number of heads Mega Hydreigon currently has. - The power of each hit is equal to the power of the original move, divided by the number of heads, then plus 5, meaning that the total power is increased by 5 times the number of heads. - The accuracy of each hit is the same as the accuracy of the original move. - Only the first hit applies any secondary effects as usual. Similarly, when using a move that's already multi-hit, only the first hit will be further divided among the heads. - Moves that deal damage in nonstandard ways (e.g. Dragon Rage, Super Fang) are unaffected by this ability. - Mega Hydreigon starts with 5 heads, and gains an additional head whenever Mega Hydreigon's HP drops below 100%, 75%, 50%, or 25%. Additional heads are kept even if Mega Hydreigon regains HP, and there is no upper limit to the number of heads, but at the end of each battle the number of heads reverts to 5. - If a Pokemon other than Mega Hydreigon obtains this ability through any means, the ability will do nothing for that Pokemon.
Custom Move: Hydra Blood (Dark, status, 10 PP) - Calls upon the regenerative power of the hydra's blood to restore 50% of the user's max HP, and remove all negative status ailments and negative stat modifiers. If the user is part Dark-type, it will lose its Dark typing until the next turn; a pure Dark-type will become a Normal-type. Essentially a Dark version of Roost, except with the debuff clearing.
(Click on the image for the source.)
Trainer Appearance:
Other: - Hikaru's grandparents were immigrants from Japan. He was born in Canada, and does not actually know how to fluently speak Japanese. But he's interested in Japanese culture, especially modern pop culture such as anime and manga. - Hikaru has a tulpa, an independent, sentient consciousness in his brain that he created through sheer force of will; her name is Mirai (ミライ). She is in a romantic relationship with him, and they genuinely love each other. - Hikaru is introverted, cynical, and mistrustful, and thus dislikes most forms of social interactions. Mirai, on the other hand, is cheerful and optimistic, and has a significant number of friends online. She is the only reason why Hikaru hasn't become a total shut-in. Of course, the few real life acquaintances of Hikaru's do not know of Mirai's existence, as he is convinced that they'll only label her as a delusion, a mental illness, or worse. - Hikaru is a skilled lucid dreamer, and has an intensely powerful imagination, capable of voluntarily inducing hallucinations of all five senses in himself that are virtually indistinguishable from reality. He uses this to "interact" with Mirai. - Hikaru is currently a fourth-year computer science student in university. He wishes to do research in artificial intelligence, and hopes to eventually find a way to let Mirai physically exist outside his brain.
@JohnSolaris so the elemental hazards have no effect on them. unless they fall in lava. then they die.
So what exactly determines what's harmful and what's not? For example, lava is only 700 to 1200 degrees Celsius. What if a room's temperature is hotter than that, but doesn't have lava? What about other types of hazards, e.g. acidic vapor vs. pools of acid?
For consistency, I'd suggest that a human's digital body has damage resistance that scales with the levels of their Pokemon partner(s). So as the Pokemons grow stronger, so do the humans, and can survive in harsher conditions.
Does a human's digital body regenerate from damage as well? Say, if a character gets his arm cut off or something. And can it purge extraneous substances from itself, e.g. a Pokemon's poison?
The trainers being the squishy, weak humans that they are, are they going to be subject to various environmental hazards and dangerous effects of Pokemon powers? For example, exploring a lava cave and dying from the extreme heat. Worse, what about Psychic 'mons using their mind-altering powers on the humans? It's been explicitly shown in the anime that these powers can indeed affect humans. What's stopping a player from, say, having a Malamar, and then mind controlling all of the other players in their sleeps when they aren't expecting it? The Dark One could use similar tactics to ambush and eliminate the humans, who are clearly the weakest links in their Pokemon teams.
Unsure on whether I'll join, but I've got a few questions regardless.
1. You didn't answer whether battles can be fought pragmatically and realistically, e.g. ambushing an enemy and sniping him before he can fight back. Can we do this sort of thing, or do battles have to be fair and square for some reason?
2. You said that TMs can be found scattered around the world. But can my Pokemon partner's moveset include TM moves it can learn but I don't have the TMs for yet, or does it have to be limited to the moves it can naturally learn? Similarly for egg moves and tutored moves.
3. How important is type coverage going to be? I'd prefer to go for some kind of thematic, specialized team, but not if it's completely nonviable compared to a generalist team with wide coverage.
Several people said they would post, but then didn't do anything. Who is still even interested in the game anymore?
EDIT:
The game has been inactive for too long, and generally never got the amount of activity I wanted. I'm sorry, everyone who invested time and effort into the game, but I've decided to close it. Please don't bump the thread further, and let it die in peace. Thank you.
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<div style="white-space:pre-wrap;">Copied here for convenience:<br>ಠ_ಠ<br>( ͡° ͜ʖ ͡°)<br>¯\(°_o)/¯<br>¯\_(ツ)_/¯<br>⑨<br>(ノಥ益ಥ)ノ ┻━┻<br>乇乂ㄒ尺卂 ㄒ卄丨匚匚</div>