Post by Gardevoir Master on Jan 19, 2007 18:19:26 GMT -8
You'll notice that the Acolyte abilities reference a God List. I have made this list, and every god is based on a Pok?mon. Why? Why not?
Charphestus
-Element: Fire
-Status Effect: Burn
-Signature Move: Burning Phoenix: Special Attack. Power: 130. Add the SA of all fallen allies to the user's. May be divided among multiple targets, as long as they all hit. Accuracy: 80
Remoraidon
-Element: Water
-Status Effect: Aging
-Signature Move: Pure Water: All allies restore 50% of their lost damage and are purified of all status effects except KO and MIA.
Dionysaur
-Element: Grass
-Status Effect: Infatuate
-Signature Move: Leech Vine: Special Attack. Target is now Badly Seeded. Power: 130. Accuracy: 80. May be extended by one round for every 20 SP spent.
Magnallah
-Element: Electric
-Status Effect: Paralysis
-Signature Move: Magnetized: Special Attack. Target is now Magnetic. Power: 150. Accuracy: 80. May be extended by one round for every 20 SP spent.
Voltifer
-Element: Electric
-Status Effect: Paralysis
-Signature Move: Chaos Static: Special Attack. Target is now afflicted with Conductor. Base Damage: 150. Accuracy: 80. May be extended by one round for every 20 SP spent.
Thrynx
-Element: Ice
-Status Effect: Frozen
-Signature Move: Niflheim: Tundra is in effect for five rounds. All enemies take the user’s SA in damage each round with a 20% chance of being Frozen. May be extended by one round for every 20 SP spent.
Ekophis
-Element: Poison
-Status Effect: Poison
-Signature Move: Toxic Gas: Gas Cloud is in effect for five rounds. All enemies take the user’s SA in damage each round. Furthermore, their Accuracy and Evasion decrease 3 stages. May be extended by one round for every 20 SP spent.
Dugtlas
-Element: Ground
-Status Effect: Slow
-Signature Move: Cataclysm: Special Attack against multiple targets. Base Damage: 120. Causes Flinching. Accuracy: 80. Hits Underground enemies without fail.
Fearolus
-Element: Air/Wind/Flying
-Status Effect: Daydream
-Signature Move: Windstorm: Special Attack against multiple targets. Instead of causing damage, targets are sent Airborne for one round. The next round each target is a Special Attack against one other target with 75 Accuracy and Power equal to their PD. If the attack is successful, both targets damage each other. Otherwise, the initial target just damages itself.
Gardemis
-Element: Psychic
-Status Effect: Confusion
-Signature Move: Discord: Roll 1D100 and 1D20 and add the results. This technique succeeds against each opponent with SD lower than the result. Each successful attempt causes the target to use their personal (non-class) Signature Move against an ally (i.e., if its beneficial it gets used on the enemy) regardless of whether or not they have a Rift Berry.
Ptyther
-Element: Bug
-Status Effect: Mini
-Signature Move: Pestilence: Special Attack against multiple targets. Targets take damage in SP. The SP loss is pooled and dealt as HP damage among the targets as the user sees fit. Power: 90. Accuracy: 100.
Golaia
-Element: Rock
-Status Effect: Petrify
-Signature Move: Rock Concert: Special Attack against multiple targets. If successful, add user’s PA to the damage. Any Acolyte of Golaia may spend 20 SP to add their PA to the damage. Power: 100. Accuracy: 80.
Hauntisis
-Element: Ghost
-Status Effect: Entrance
-Signature Move: Puppet Master: Roll 1D100 and 1D20 and add the results. This technique succeeds against each opponent with SD lower than the result. Entrance them for 5 rounds. All Entranced and KO’ed characters then attack random enemies. Add one round of Entrancement for every 10 SP spent.
Bahamite
-Element: Dragon
-Status Effect: Berserk
-Signature Move: Gift of the Dragon: Everyone (allies, enemies, and caster) except target character is afflicted with Mini for 5 rounds. If possible, target must be a Dragon, a pet, and/or a Bahamite Acolyte. Add one round for every 30 SP spent.
Hounubis
-Element: Dark
-Status Effect: Mute
-Signature Move: Gift of the Underworld: Roll 1D100 and 1D20 and add the results. This technique succeeds against each opponent with SD lower than the result. Turn them into Zombies for 5 rounds. These Zombies must roll 1D100 and 1D20, add the result, and get a number higher than their PA each round to keep from attacking their allies. Add one round for every 30 SP spent.
Marswile
-Element: Steel
-Status Effect: Injure
-Signature Move: Sword of Sealing: Summons a heavy sword into play (not as an attack) with 120 Power, 80 Accuracy, and 50% chance of Sealing the target. Allies and enemies alike may pick up this sword as an action. This sword is equipped automatically on pick-up and is transferred to whatever character it seals. This sword disappears after the match ends, but whoever is holding it at the time gets 500 Rift Cred.
Charphestus
-Element: Fire
-Status Effect: Burn
-Signature Move: Burning Phoenix: Special Attack. Power: 130. Add the SA of all fallen allies to the user's. May be divided among multiple targets, as long as they all hit. Accuracy: 80
Remoraidon
-Element: Water
-Status Effect: Aging
-Signature Move: Pure Water: All allies restore 50% of their lost damage and are purified of all status effects except KO and MIA.
Dionysaur
-Element: Grass
-Status Effect: Infatuate
-Signature Move: Leech Vine: Special Attack. Target is now Badly Seeded. Power: 130. Accuracy: 80. May be extended by one round for every 20 SP spent.
Magnallah
-Element: Electric
-Status Effect: Paralysis
-Signature Move: Magnetized: Special Attack. Target is now Magnetic. Power: 150. Accuracy: 80. May be extended by one round for every 20 SP spent.
Voltifer
-Element: Electric
-Status Effect: Paralysis
-Signature Move: Chaos Static: Special Attack. Target is now afflicted with Conductor. Base Damage: 150. Accuracy: 80. May be extended by one round for every 20 SP spent.
Thrynx
-Element: Ice
-Status Effect: Frozen
-Signature Move: Niflheim: Tundra is in effect for five rounds. All enemies take the user’s SA in damage each round with a 20% chance of being Frozen. May be extended by one round for every 20 SP spent.
Ekophis
-Element: Poison
-Status Effect: Poison
-Signature Move: Toxic Gas: Gas Cloud is in effect for five rounds. All enemies take the user’s SA in damage each round. Furthermore, their Accuracy and Evasion decrease 3 stages. May be extended by one round for every 20 SP spent.
Dugtlas
-Element: Ground
-Status Effect: Slow
-Signature Move: Cataclysm: Special Attack against multiple targets. Base Damage: 120. Causes Flinching. Accuracy: 80. Hits Underground enemies without fail.
Fearolus
-Element: Air/Wind/Flying
-Status Effect: Daydream
-Signature Move: Windstorm: Special Attack against multiple targets. Instead of causing damage, targets are sent Airborne for one round. The next round each target is a Special Attack against one other target with 75 Accuracy and Power equal to their PD. If the attack is successful, both targets damage each other. Otherwise, the initial target just damages itself.
Gardemis
-Element: Psychic
-Status Effect: Confusion
-Signature Move: Discord: Roll 1D100 and 1D20 and add the results. This technique succeeds against each opponent with SD lower than the result. Each successful attempt causes the target to use their personal (non-class) Signature Move against an ally (i.e., if its beneficial it gets used on the enemy) regardless of whether or not they have a Rift Berry.
Ptyther
-Element: Bug
-Status Effect: Mini
-Signature Move: Pestilence: Special Attack against multiple targets. Targets take damage in SP. The SP loss is pooled and dealt as HP damage among the targets as the user sees fit. Power: 90. Accuracy: 100.
Golaia
-Element: Rock
-Status Effect: Petrify
-Signature Move: Rock Concert: Special Attack against multiple targets. If successful, add user’s PA to the damage. Any Acolyte of Golaia may spend 20 SP to add their PA to the damage. Power: 100. Accuracy: 80.
Hauntisis
-Element: Ghost
-Status Effect: Entrance
-Signature Move: Puppet Master: Roll 1D100 and 1D20 and add the results. This technique succeeds against each opponent with SD lower than the result. Entrance them for 5 rounds. All Entranced and KO’ed characters then attack random enemies. Add one round of Entrancement for every 10 SP spent.
Bahamite
-Element: Dragon
-Status Effect: Berserk
-Signature Move: Gift of the Dragon: Everyone (allies, enemies, and caster) except target character is afflicted with Mini for 5 rounds. If possible, target must be a Dragon, a pet, and/or a Bahamite Acolyte. Add one round for every 30 SP spent.
Hounubis
-Element: Dark
-Status Effect: Mute
-Signature Move: Gift of the Underworld: Roll 1D100 and 1D20 and add the results. This technique succeeds against each opponent with SD lower than the result. Turn them into Zombies for 5 rounds. These Zombies must roll 1D100 and 1D20, add the result, and get a number higher than their PA each round to keep from attacking their allies. Add one round for every 30 SP spent.
Marswile
-Element: Steel
-Status Effect: Injure
-Signature Move: Sword of Sealing: Summons a heavy sword into play (not as an attack) with 120 Power, 80 Accuracy, and 50% chance of Sealing the target. Allies and enemies alike may pick up this sword as an action. This sword is equipped automatically on pick-up and is transferred to whatever character it seals. This sword disappears after the match ends, but whoever is holding it at the time gets 500 Rift Cred.