Natrelmon

A free roleplaying environment inspired by Pokémon
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 Poison Type Moves

View previous topic View next topic Go down 
AuthorMessage
Innue



Posts: 375
Join date: 2010-04-21

PostSubject: Poison Type Moves   Wed Apr 21, 2010 7:40 pm

Innate: Poison-type Natrelmon cannot be poisoned.

Toxin Injector (30)

Level 1

Toxin Injector either: Imbues the Natrelmon’s next physical or ranged attack with poisonous power, or, fires a deep purple needle-like globule from an orifice. When the attack comes into contact with an opposing Natrelmon it poisons and corrupts their blood, giving them <Toxicity> over time. The amount of <Toxicity> is dependent on the level of the Natrelmon using Toxin Injector:

1-5 - 1 <Toxicity> per post.

5-10 - 2 <Toxicity> per post.

11-15 - 3 <Toxicity> per post.

16-20 - 5 <Toxicity> per post.

21-25 - 7 <Toxicity> per post.

26-30 - 9 <Toxicity> per post.

30+ - 10 <Toxicity> per post.

This effect stacks with separate uses, but suffers in effectiveness for every <Toxicity> beyond 5 times the number of <Toxicity> applied per post, halving in effectiveness. This stacks, so, for example, once 100 <Toxicity> are reached on a level 30+ Natrelmon, 2 <Toxicity> will be applied per applied stack of Toxin Injector.

~

Toxicology (-)

Level 3+

Toxicology allows the poison-type Natrelmon to remove <Toxicity> to have various effects. New effects are unlocked with new levels.

Toxicology: Impairment (Level 3) - Selects one move from the opponent’s move list at random for one type (Water and Fire can both have a single move selected, for example) and expends 3 <Toxicity> to remove two uses of that move. A different move must be selected each time.

Toxicology: Subjugation (Level 7) - Expends 10 <Toxicity> to reduce an opponent’s type weakness or resistance by one stage. (Resistant would become Normal, Normal would become Weak, etc.)

Toxicology: Paralyzing Shock (Level 10) - Expends 7 <Toxicity> to cause the opponent to be afflicted with intense pain as the poison overwhelms their system, making them unable to move any part of their body for one second. This effect can only happen once every 2 exchanges.

Toxicology: Wracking Pain (Level 15) - Expends 10 <Toxicity> to cause unbelievable pain the the natrelmon, making them seize up and lose concentration, interrupting whatever move they were performing. If a move is interrupted, 2 <Toxicity> are replaced. This can only be used once every three exchanges.

Toxicology: Accelerant (Level 24) - Expends 20 <Toxicity> to reapply 40 <Toxicity> in the next exchange. If the <charge count> would drop to zero from using this ability, no <Toxicity> are refunded. This effect does not stack, and Accelerant may only be used once per two exchanges.

Toxicology: Hallucinogen (Level 30) - By expending 25 <Toxicity> per post, the user can make the affected Natrelmon hallucinate, allowing them to control their senses for two exchanges. This effect amplifies the effect of Venomous and Cytotoxic Effusion, doubling their effects.

~

Venomous Effusion (-)

Level 18

Empowers Toxin Injector, allowing the <Toxicity> to have a passive effect when enough are applied. Any natrelmon that has 20 or more <Toxicity> is visibly sickened, causing it to occasionally vomit and be unable to act (10% chance per post) for that post and its movement speed is slowed by 30%. For every 10 <Toxicity> past 20, the movement speed debuff is increased by 10%.

~

Cloud of Tears (5)

Level 20

Restores a use of Toxin Injector and creates a toxic cloud that emanates from the user’s body. This cloud is like a burst of spores but takes one exchange to become effective, and its total diameter is equal to half of the level of the natrelmon using it, rounded up.

~

Cytotoxic Effusion (-)

Level 35

Toxin Injector is further empowered, causing Natrelmon with 80 or more <Toxicity> to become vehemently ill, restricting them to using one type of move only and making those moves half as effective as usual. The type of move allowed is chosen at random, and all Toxicology effects (with the exception of Toxicology: Accelerant) require half as many <Toxicity> to use, rounded up. The vomitting chance from Venomous Effusion is increased to 40%. This effect only lasts for four exchanges.

~

Fatality (2)

Level 50

Whenever a Toxicology move would remove all <Toxicity> from a Natrelmon, a point of Fatality can be expended to instead leave a <charge> on the Natrelmon and cause four <Toxicity> to be applied. This move can only be used once every 10 exchanges.

~

Haemotoxic Effusion (-)
Level 60

All Natrelmon with 500 or more <Toxicity> are fatally ill, their blood almost irreversibly poisoned. The Natrelmon instantly faints and is unable to battle, and will die in 2 days unless seen to by an expert in poison.
Back to top Go down
View user profile
 

Poison Type Moves

View previous topic View next topic Back to top 
Page 1 of 1

 Similar topics

-
» should have some type of get together this holidays
» MUGEN : Poison
» Fakemon Moves
» Jidaigeki Remake Moves list
» Poison Type Moves

Permissions in this forum:You cannot reply to topics in this forum
Natrelmon :: Databook :: Move List-