(Sorry, thought I'd already replied to all this!)
M0rtimer wrote:Hmm... You know, I did have a theory, which I never vocalized since it wasn't based on much and not very concise... Not to mention probably completely incorrect... But I might as well vocalize it now and try to get at least one out of two pet theories correct...
So we didn't have much to go on as to what "brought" us into this world, with the exception that it seemed to have something to do with the unown, based upon summoning an unown looking similar, and something with "Missingno", due to the glitches with Nul... So my theory was... What if they're the same? What if "Missingno" is a "hivemind" of "corrupted" unown? Rather than keeping order in space-time like they usually would, starting this mess. Perhaps malevolent, perhaps simply "unaware", perhaps created due to someone's accident, perhaps always having existed but growing... Whatever the case may be, be it either directly or indirectly, it is responsible for "glitching" people out of space and time. Probably more than that, but that's the obvious thing people are noticing.
So on a scale of 1-10, how completely wrong is this theory?

SuperVaderMan wrote:How on-point was Han with all of his Unown/Legendary ramblings? I was basically just making stuff up to see if you'd do anything with it/change it and whatever, so I'm curious to see how much of that stuck

The actual plotline of this game was a lot less developed than the other one, simply because I started it later.
The basic idea I had in my head was that MissingNo created the time portals
(big surprise there), and was generally just wrecking shit up - you would've encountered a fair number of "natural" Glitch Pokemon out in the wild, that had either merged with portals or just gotten too close and been zapped by Glitch magic. What MissingNo actually
was wasn't really decided yet, though - the best idea I had was that it was created accidentally by a very secretive hidden branch of Terra Firma, known as Terra Incognita. They lost control, then later orchestrated the attack on the Fayre Facility at the start in order to get their hands on the League's wormhole tech, in the hope that they could use that to take control of MissingNo and rule the universe or some shit.
Honestly, I quite like your idea with the Unown. It fits pretty well into what I'd already planned. I probably would've ended up making it so that Terra Incognita were doing experiments on Unown, trying to master interversal travel, and accidentally made a corrupted Hivemind (MissingNo) in the process.
As for your Legendary ideas Vader, I was just going along with whatever you said. I mean, you were basically doing my job and building the lore for me
I actually planning on having Dialga and Palkia show up later, having been attracted by the warped timelines. Dialga in particular, as a God of Order, would've been
really pissed off by all the shit happening. To the point where he would've been
strongly considering just wiping the timeline
completely to get rid of MissingNo. Naturally, you guys would've been against that - so you'd have had to either convince Dialga to change his mind, or beat him in a fight. Probably both. You could've also recruited Palkia to help, since he would've been a lot less enthusiastic about killing an entire Universe - though that would involve finding him first.
So yeah, there were two main storylines planned: 1) stop Terra Incognita from controlling MissingNo, and 2) stop Dialga from blowing everything to shit. Hell, if you'd got really lucky with your Charm rolls, you might've even been able to get Dialga to take out Terra Incognita for you! Though that wouldn't really have solved the whole MissingNo problem....
Theis2 wrote:Awww! I never got to smack m0rts character in the face for trying to sweet talk me or something like that..
Oh well it was a nice read and I liked the concept

Yeah, sorry about that. I considered keeping the game going, but I figured it would be a dick move if I introduced your character and then immediately cancelled the game.
And who knows - maybe you'll get to reuse him in another game?
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Honestly, the thing I regret not being able to show you guys most was the gyms. Each one was dual-typed with heavy terrain bonuses that would favour the Gym Leaders 'mons. The idea was that you probably wouldn't beat them first time, and would have to adapt your team and tactics before trying again.
"Basic" outline of what I had planned, if you're interested:
► Show Spoiler
Aytmos: Grass/Flying
- Leader Classes: Survivalist/Grass Ace/Flying Ace/Rider
- Gym layout:
-- Top of Yggdrasil. Consists of "floors" of branches at three levels, separated by 3m. Pokemon start on the top level when sent out. Non-flying 'mons fall down to the next level when Pushed, or when they fail an Acrobatics check. There are safety measures that catch anyone who falls off the bottom level, but any 'mons that do are forfeited from the fight.
-- Moving up a level requires either High Jump 3 or Levitate 6 (or greater), or Reach.
-- Moving between branches on your "floor" requires an Acrobatics check if non-flying, based on the 'mons Long Jump value [0=DC12, 1=DC9, 2=DC6, 3=DC3]. Pokemon that have Threaded don't need to make these checks.
-- Attacks between levels (ranged or melee) have a -4AC penalty to hit.
-- The battleground is Sunny between 12am and 3pm. PC's are told this in advance.
-- There are also occasional strong gusts of wind, which increase the difficulty of all Acrobatics checks by +4 for that turn. The wind check is a 1d20 roll [1-15=no wind, 16-20=wind]. Pokemon with the Wallclimber capability or immunity to Push effects ignore this penalty.
- Leader's Tactics: Speed focus with aerial combat and highly mobile 'mons. His fliers stick to the air and spam ranged attacks, avoiding melee combat as much as possible. His non-fliers use Wallclimber and Threaded capabilities to stay attached and not fall. A couple of Grass types also use Status Powders to slow and weaken foes, making it harder for them to stay on, while others just straight-up try to knock them off the branches and out of the fight with Whirlwind's and Push attacks (e.g. Tackle).
- Signiture 'mons: Tropius/Jumpluff
Whayve; Dragon/Water
- Leader Classes: Undecided
- Gym layout:
-- Rocky cove/beach half-filled with sea water. Spectating stands surround the arena, allowing members of the public to watch battles take place.
-- Above the waterline, there are a few rocks to stand on, but most of the arena is water - 'mons without Swim capabilities are going to find themselves unable to move much.
-- Under the water are numerous rocks and tunnels that block line-of-sight (Blocking Terrain).
- Tactics: Hit n' Run with lots of buffs. If the opponent is landlocked, repeatedly dive underwater and reposition between attacks, buffing and healing constantly. If the opponent can Swim, then use the rocks to block line-of-sight and use the same tactics as above.
- Signature 'mon: Kingdra
Araknyd: Bug/Poison
- Leader: Trickster?
- Gym layout:
-- Toxic marshland. Swamp water surrounding occasional strips of solid land, with rolling clouds of toxic fog that sweep through the arena.
-- If you spend a total of three turns in the water or fog, you get Poisoned. If you were already Poisoned, then you get Badly Poisoned instead. Getting out of the water/fog doesn't reset the count, but curing yourself of the Poison does.
-- The marsh is Slow Terrain. The clouds of smog blind anyone inside, reducing accuracy (like Smokescreen).
- Tactics: Lots of stalling DoTs with Poison and Traps. Fights are stalled as long as possible, to whittle down opponents with Poison and Trap damage. Stuck effects are used to prevent opponents from moving out of the marsh or fog, so they get Poisoned faster. Pokemon are all tanky (e.g. Forretress) or fast (Crobat), to make taking them down as hard and laborious as possible.
- Signature 'mon: Scolipede
Mystare: Psychic/Fairy
- Leader: Juggler
- Gym layout:
-- Perfectly flat ground next to a beautiful glowing fountain that changes colour, seemingly at random - The Lunar Spring.
-- The Lunar Spring generates a different effect depending on its colour: Gravity (dark pink/red); Trick Room (dark blue); Wonder Room (dark green); Electric Terrain (pale blue); Misty Terrain (pale pink/red); Grassy Terrain (pale green)). The colour/effect changes randomly at the end of every 1d3 turns, on the roll of a 1d8. The battleground also changes in other ways to reflect the new colour (e.g. Electric Terrain has dark blue sparks zipping through the floor, Trick Room reverses the flow of water in the Spring, Misty Terrain covers the ground in a pale pink mist, etc).
- Tactics: [Think of ways for the Leader's Pokemon to abuse the terrain changes. Different 'mons for different terrains?]
-- Gravity: Anything that must be grounded/has only melee range moves. Messes with flying kiters.
-- Trick Room: Low initiative 'mons. Messes with speedy sweepers.
-- Wonder Room: Situationally for Gardevoir. Messes with focused tanks (i.e. all-in DEF or SDEF)
-- Grassy Terrain: Tanky Grass types. ???
-- Misty Terrain: ???. Messes with (grounded) Dragons.
-- Electric Terrain: Electric types. Messes with sleep users.
- Signature 'mon: Gardevoir
Synd: Ground/Ghost
- Leader: Apparition?
- Gym layout:
-- Sandy desert ground, in some old stone ruins. The sand is Slow terrain for any grounded Pokemon that isn't Ground or Ghost type.
-- Certain patches of ground are Unstable - anything that steps on Unstable ground is trapped in a Vortex. The Slow from the Vortex stacks with the Slow from the Sand, so trapped 'mons move at 1/4 their normal speed. Ground and Ghost Types are immune.
-- Ruins act as Blocking terrain.
- Tactics: Predominantly direct melee attacks, using the terrain to restrict movement and prevent opponents from running away. The ruins provide cover, allowing his 'mons to get in close for powerful melee attacks and avoid ranged attackers.
- Signature 'mon: Golurk
Eycikle: Ice/Dark
- Leader: Hunter
- Gym layout:
-- An icy surface that Slows anything which doesn't have Naturewalk (Tundra).
-- Permanent Hail affects the entire field, and all Pokemon in combat experience Blindness (unless they have Darkvision/Blindsense).
- Tactics: Hit n' run, using the darkness as cover to unleashes surprise attacks then back off. Most opponents will also be constantly whittled down by the Hail.
- Signature 'mon: Weavile
Geofyre: Fire/Electric
- Two leaders (cousins). Battle format is decided on a case-by-case basis - can either challenge one, both, or take them in a Doubles battle with an ally.
- Gym layout:
-- Geothermal factory. Either lots of lava, or active machinery, depending on which Leader is being faced.
-- Fire leader: Lava pools occasionally unleash bursts of hot magma, Burning anything that's standing too close. Permanent Sunny Weather. Lava flow shifts constantly, preventing anything that isn't a Fire Type from standing on certain parts of the floor.
-- Electric leader: Parts of the floor are occasionally electrified, dealing electric damage to anything standing on them. Permanent Electric Terrain. Machines act as Blocking terrain, but move every turn, so it's impossible to keep using a particular bit as cover indefinitely. Wired Pokemon can travel across the field instantly through wires in the machines.
- Signature 'mons: Magmortar/Electivire
- Lore: Geothermal Generators created by Phineas Forge, genius inventor and master of both Fire and Electric Pokemon. He passed his creation, and the responsibilities of maintaining it, to his two sons, who each took on an aspect of their father's strength - Fire and Electricity. They in turn passed the mantle onto their children, who are the current Gym Leaders.
-- Jake, the Fire Leader, is a passionate young man of 25, who believes that strength and power comes from within. He can usually be found out in the city, helping citizens with their daily lives, and quelling any unrest caused by the local Fire Pokemon.
-- Lisa, the Electric Leader, is a bright, hyperactive 22 year old girl, with strong ADD tendencies. She spends most of her time in self-perpetuated exile, locked inside the unused or automated parts of the factory, playing and tinkering with machines and electrical Pokemon.
Orz: Steel/Rock
- Leader Classes: Undecided
- Entry: Weekly Tournament - top trainers gain the right to challenge the leader.
- Gym layout:
-- Rocky crevasse, with Blocking Terrain (huge boulders and metal pillars) literally everywhere. Pokemon that try to use their Sky or Levitate speeds are Slowed, due to having to dodge low-hanging rocks and steel beams.
-- Weather effects are removed instantly - giant fans blow away Rain clouds, heaters melt Hail, and coolers/dehumidifiers remove the effects of Sunny Day. Sandstorms are left alone because Steel/Rock types don't care about them.
- Tactics: Overwhelming force through direct combat. No trickery or hit n' run tactics, just pure, devastating power. Ranged combat is virtually impossible due to the Blocking Terrain.
- Signature 'mon: Aggron