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 Water Type Moves

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Innue



Posts: 375
Join date: 2010-04-21

PostSubject: Water Type Moves   Wed Apr 21, 2010 7:55 pm

Innate Ability - Tidal Sway

The Water-Type Natrelmon has a powerful affinity to the tides. All water-type Natrelmon have Tidal Charges that dictate their ability to use either High Tide or Low Tide moves. All Water-type Natrelmon start at 50 Tidal Charges, and their moves either increase Tidal Charges (High Tide) or decrease Tidal Charges (Low Tide). Reaching 0 or 100 charges empowers the Natrelmon with Low Tide or High Tide respectively. Upon Reaching High Tide, all moves that increase Tidal Charges decrease them instead. The opposite is true for Low Tide - All moves that decrease Tidal Charges increase them instead. While in High Tide or Low Tide, all Water moves have infinite uses.

As the Natrelmon nears their tide, however, the strength of their moves changes:

If the Natrelmon is between 35 - 65 Tidal Charges, moves are at normal strength.

Between 15 - 34 and 66 - 85 Tidal Charges, moves are 25% less effective.

Between 0 - 14 and 86 - 100 Tidal Charges, moves are 40% less effective.

At 0 and 100 Tidal Charges, moves are 100% more effective, and while in the state (lasts until they get back to 50 Tidal Charges) the loss of effectiveness from being within certain charges does not apply.

~

Gentle Wave | Gentle River (25)
Level 5


Gentle Wave
+ 2.5 Tidal Charges (Maximum of 10 Tidal Charges increase per post)

Gentle Wave forms a “wedge-shaped” wave of water and fires it into the air. The edge of the “wedge” has quite a respectable cutting edge, for a water move. The wave can “collapse” into a true wave at the user’s whim, at the cost of no cutting edge and less damage.

Gentle River
- 10 Tidal Charges per channeled post.

Gentle River channels a river of water into the ground, causing it to crumble and erode as water seeks its path through it. The Natrelmon chooses the path, so this is an effective terrain-changing move. Gentle River is powerful, but easily avoidable. The river’s overall diameter as it travels is 6 inches. Uses one move per post channeled. Travels at 5fps.

Aquify (5)
Level 8
±5 Tidal Charges, whichever is more beneficial

Aquify draws water from surrounding areas in order to create water and change terrain, i.e., make muddy ground solid - or - places water from the air or water it has made into terrain to change it, i.e., make ground muddy. This can, to an extent, be used to weaken enemy ground attacks, but is much less effective than normal.

Roiling Wave | Roiling River (15)
Level 10
Roiling Wave
5 Tidal Charges (Maximum of 20 Tidal Charges increase post)

Roiling Wave creates a wave that shifts and writhes uncontrollably. The wave can be airborne, as a “wedge” like Gentle Wave, or, as a vortex in a frontal cone. Roiling Wave is difficult to escape from due to its shifting nature. The Vortex lasts for 5 seconds.

Roiling River
-15 Tidal Charges per channeled post

Roiling River does much the same as Gentle River, except the waters are twisting, and turning and the diameter is now 12 inches. It is very difficult to escape from Roiling River because of its nature and it is especially effective at quenching fire. The river travels at 7.5 feet per second.


Reservoir (2)
Level 11

Reservoir can be channeled to draw water from the Natrelmon’s surroundings or expend uses of Wave/River moves in order to collect water in a pool that forms underground. This can be drawn upon at later times. The reservoir naturally collects water equal to 1/8 of its total volume every 2 exchanges, making this move extremely good for long term advantage. The reservoir's water can also be used to "refresh" the number of uses Wave/River moves have by making them use no move as the water comes from the reservoir.

Purifying Waters (5)
Level 13

The Natrelmon uses the power of pure water to cleanse itself or whatever the water created by this move touches. Poison can be cleansed, at a rate equal to the Toxicity gained per post. The cleansing effect can only affect material things. Purifying Waters are also free from all impurities before they cleanse and electricity cannot be conducted through it.


Consuming Wave | Consuming River (15)
Level 15

Consuming Wave
+ 5 Tidal Charges (Maximum of 25 tidal charges increase per post)

Consuming Wave creates a wedge, like the previous Wave moves, but this time is more like a vortex of water, drawing things into it. The consuming waves can be compounded, now, to form a crashing wave of consuming water (requires 5 uses from the pool) that decreases Tidal Charges by 20. This consuming wave is very powerful, and will quench all fire and draw loose earth into it, etc.

Consuming River (2 uses per channeled post)
15 Tidal Charges per channeled post

Consuming River is a river, a foot and a half wide, that is channeled through the ground. The consuming river is very, very powerful and has an intensely strong current that pulls all things caught in it to the bottom, and is very difficult to escape from. Strong Natrelmon, such as fighting-types and other water types are immune to the dragging effects of consuming river. This move’s current deals heavy damage to enemies caught in it. The river travels at 12 feet per second.

Dire Undercurrents | Watery Grave (3)
Level 18

Dire Undercurrents
-5 Tidal Charges

The Natrelmon splits any river it is currently channeling into up to 6 equally sized tributaries which it controls proficiently. These can then be recombined into a single river at any point the Natrelmon chooses, and will cause it to lose 10 Tidal Charges. The effect lasts 2 exchanges per use of Dire Undercurrents, and no charges are lost if Dire Undercurrents’ effect is lost this way.

Watery Grave
+5 Tidal Charges

Watery Grave splits a wave move into extremely small globules that are almost gaseous, essentially making the wave invisible and formless. It loses all momentum it currently has, but the globules can be moved as a giant body, and reformed whenever the Natrelmon likes. If it takes two hits while in this mode, the control over the globules is lost, and the Wave move is lost.


Tsunami | Raging River (0)
Level 20

Tsunami
+ 25 Tidal Charges

Tsunami cannot be used except while in High Tide, where it has infinite uses. Tsunami is, as the name suggests, a large, powerful wave that is quite voluminous (Level/2 feet in length and height) and can deal devastating damage. As a powerful enough move on its own, the damage increase from High Tide makes Tsunami very powerful indeed. The using Natrelmon suffers recoil from using such a powerful move, however, and cannot use Tsunami more than once per exchange. Tsunami is a quick move, and most Natrelmon are hard-pressed to dodge it at close-range.

Raging River
- 10 Tidal Charges per channeled post

Raging River is a powerful channeled move that can only be used while in Low Tide, where it has infinite uses. It creates a four foot in diameter river wherever the Natrelmon wishes. The ground splinters and breaks with the fury of this river, and it deals intense damage to everything caught within it. No target can escape Raging River without using twice the amount of uses for any move that would normally let it escape, and unless they fully escape within 5 seconds they are ensnared fully again. Raging River travels at 25 feet per second.

Geyser
Level 24

Creates an upward torrent of water from a point anywhere within a radius of level/2. Geyser will create a small pool of water a second before erupting. Geyser can reach heights of up to 25 feet. Geyser can also be used without the forewarning pool of water by being used on a currently active pool of water, allowing it to be used even while in the air, providing you have a pool of water in the air.

Polluted Waters (-)
Level 30

The waters that have drawn pollution from the body/object using Purifying Waters are now transferred to a rain or a mist, tainted with whatever they removed. This depends on the type of move purified:

Poison - Acid Rain
Fire - Searing Steam
Electricity - Volt-Charged Rain


Torrential Downpour (1)
Level 35

Creates a torrential downpour of rain from seemingly nowhere in an area of (Level - 15) feet, the edge of which must be in level/5 radius of the using Natrelmon. The Torrential Downpour’s rain is very hard-hitting, and vision is very obscured while in it. The rain lasts only for one exchange.
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Water Type Moves

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