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| Currently Known Auras | |
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| Tweet Topic Started: Aug 9 2012, 06:51 PM (2,731 Views) | |
| Seiteran22 | Aug 9 2012, 06:51 PM Post #1 |
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Current Auras (and information) Neria (Nare (kind of like snare but the s is silent) -eia) (Starias/Common) Neria or otherwise known as the Attack Aura is known to either increase the strength of the Pokemon or the strength of the moves. The characteristics are as such, that a glowing like aura will surround either the Pokemon as the Pokemon attacks using any moves or surround the move itself. Through the aura surrounding the move makes it a lot more powerful then it surrounding the Pokemon who releases the attack. The move gains hidden qualities and makes it a lot more potent and increases the potential of the move used of which are offensively based so no defensive or counter offensive moves would work with this one. It is known at level twenty that it puts some strain on the one controlling this aura when they focus their attacks but the attack increase is tremendous but until the Pokemon learns to handle the strain that level of the aura is hard to reach or control. The aura is generally a red color. Any Pokemon with this aura is semi protected by strength degrading moves. Neria Aura Levels List Strife (Aura Level gained: 1) (Makes the Pokemon to be stronger by 1.2 times or their moves (rare case) stronger). Aura Flare (Aura Level gained: 4) (Uses the aura to attack several times in a lashing out movement using the Pokemon’s attack power to fuel it and it is a ranged attack and more powerful than regular moves but it has a limited range)(Attack power: 50, Accuracy: 100). Aura Storm (Aura Level gained: 8) (Sends out blasts of the aura to strike at opponents it is basically a stronger version of Aura Flare and exceptionally more powerful and it isn’t limited to a range like Aura Flare has.)(Or it can benefit by making Pokemon around the Pokemon who uses this stronger or makes the Pokemon who actually uses it stronger.)(Attack power: 90; Accuracy: 100) Neaie (Ni-ee-ia) (Aura Level gained: 10) (Allows the Pokemon to pierce through the defenses of a Pokemon no matter if they have an aura or don’t have an aura. Neaie through only makes the power of the move become the usual power that the Pokemon has to start with if it pierces through a defense and cannot penetrate any Pokemon’s defense if the Pokemon being attacked is using protect.)(It can somewhat strike through any move that protects the Pokemon entirely from harm.) Trisiad (Try-see-aid) (Aura Level gained: 15) (An upgraded version of Strife and makes the Pokemon about 2.4 times stronger or their moves (rare case) stronger). Aura Nova (Aura Level gained: 17) (Strongest of Neria’s Aura attacks)(It releases the entire aura to strike with it and it requires complete control for it to hit every target or hitting just one. An exceptionally long range with this move) (Attack power: 120 to 140 (depends on how strong the aura is and it gets stronger each level after 17 but stops at 140 whenever that is reached (also when hitting multiple targets, its power is divided by the number of targets that the user aims to hit)); Accuracy: 70) Strident (Aura Level gained: 20) (Upgraded version of Neaie and it pierces with double the damage that Neaie usually does with a move when it pierces through defenses and it can pierce straight through any moves that protect the Pokemon entirely from harm.) Kesiae (Kai-see-a) (Suosia/Common) Kesiae or otherwise known as the Defense Aura is known to increase the defensive qualities of the Pokemon who has this aura. This aura’s color is usually a green color. It will sometimes just form around the Pokemon’s moves making them stronger in the defense area and overall better then the aura just surrounding the Pokemon but it only surrounds those that are for defensive purposes like counter and mirror coat, protect, and etc. It makes the Pokemon a lot harder to defeat then if it didn’t have this aura around it or around its moves. It increases the potentiality of all defensive moves and also increases the chances of protect working for only two times after it reaches level four of this and it won’t increase anymore than that. That there is hidden potential in this kind of aura that is released little by little as the Pokemon who controls this aura begins to know how to hand it more and more. At level twenty just like Neria, it puts a strain on the Pokemon who uses it for their defense but it helps a whole lot against defending against attacks. Any Pokemon who uses this aura is semi protected from defense lowering moves and defense piercing moves but it cannot defend against the Neria influenced attacks even if it uses with its moves. Kesiae Aura Levels List Aura Shield (Aura level gained: 1) (Protects the Pokemon somewhat from attack reducing down to three-fourths their strength except for Neria’s Aura powered moves which are reduced down to 7/8ths.)(Basically increasing the Pokemon’s defense)(Accuracy: 100) Redasia (Aura Level gained: 4) (The aura produces a shield to protect from aura based attacks and aura influenced attacks but not all of them.)(Accuracy: 100) Guardian (Aura Level gained: 8) (Produces a shield around allies to protect them from aura based attacks except for the Neria Aura based attacks or influenced attacks.)(Or it can increase the defense of allies around the Pokemon who uses this or the Pokemon itself.)(Accuracy: 100) Aura Dispersion (Aura Level gained: 10)(It makes all attacks that are aura influenced or aura based only do half as much except for Neria based attacks. In which Neria based attacks only do three-fourths the amount of damage. An upgraded version of Aura Shield basically)(Increases the Pokemon’s defense) Aura Reflection (Aura Level gained: 15)(Provides a reflective barrier to block and send back attacks at the attacker or just block attacks depending on how well the Pokemon can use this aura ability.)(It can only block Neria aura influenced attacks while weakening Neria aura attacks to do only half damage.)(Accuracy: 100) Nerailica (Aura Level gained: 17) (Basically a counter attack.)(It can counter aura based attacks and those that are influenced by the aura and also counter non-aura attacks.)(But the Pokemon is pretty much useless except if the opponent attacks.)(Accuracy: 100) Zeaisa (Aura Level Gained: 20) (Sends out a barrier to protect from aura based or non-aura based attacks and those attacks that are influenced by aura entirely except for Neria based attacks which do ½ as much as they would.)(But it can be easily pierced by the last of the Neria’s attack abilities.)(Increases the Pokemon’s defense)(Accuracy: 100) Zephyr (Starias/Common) Zephyr or otherwise known as the Speed Aura is known to increase the speed qualities and the reflex qualities of the Pokemon. This aura’s color is usually a blue color. It will only go over the Pokemon’s body but it makes all the moves go a lot faster and all downgrades in speed that are caused by the opponent are semi useless against the Pokemon who has this aura. It increases the speed steadily with each level and the reflexes go up as well. At level twenty this aura puts a strain on the Pokemon when it’s on but the Pokemon can easily dodge the opponent for the most part if the attack isn’t a homing in one. Pokemon who have this aura also increases the potentiality of all first-strike-moves (Any move that will generally strike first and makes the Pokemon go faster than the other one for a short time) making these moves to always go faster than non-aura influenced speed moves. The Pokemon at level twenty will become a blur to the other Pokemon and when it is used in tandem with the Neria or Kesiae it helps out both of those auras but it puts a major strain on the Pokemon who uses either of those with Zephyr like the rest of any being put together is a major strain. Zephyr Aura Levels List Gale (Aura level gained: 1) (Boosts the Pokemon speed by 1.2 times or their moves by that much.)(Makes them almost always go faster unless the other opponent also has an aura.) Katabatic (Aura Level Gained: 4) (An aura based attack that allows the Pokemon to dash right into the enemy going much faster than the other Pokemon no matter what. Through it’s not all that strong.)(Attack power: 40)(Accuracy: 100) Valliesan (Aura Level gained: 8) (An even stronger version of Katabatic and much faster version which will always make it hit and go much faster than Katabatic if that is used and will strike harder.)(Attack power: 60) (This aura move increases the speed of the allied Pokemon around this one or the Pokemon who uses it itself.)(Accuracy: 100) Hyasie (Aura Level gained: 10)(Makes the enemy move much slower by ½ the speed without an aura on them or about a reduction of 25% in their speed making them easier to hit.) Meviaseas (Aura Level gained: 15) (Makes the Pokemon’s speed get a boost of by 3 times the usual making them a blur and hard to follow and this can make it so they can dodge the unavoidable moves except for those that are aura influenced or aura based but they can sometimes except from those as well.) Dragavas (Aura Level gained: 17) (Attack Power: 100)(Accuracy: 90)(An upgraded version of Katabatic and Valliesan.)(The Pokemon moves in a lightning quick speed pushing past the usual speed barrier aside and can control it very well.)(It cannot be avoided easily.) Yaresias (Aura Level gained: 20) (An upgraded version of Hyasie and in which makes all Pokemon without auras exceptionally slow and the Pokemon with auras slower than they would be.) Zerith (Zare-ith) (Starias/Rare) Zerith or the Stamina Aura is one of the rarer kinds of aura that Pokemon can control. The color it takes is usually a black aura with a white core surrounding the Pokemon while the black aura radiates out from that spot. It increases the stamina or how long the Pokemon can hold out against an opponent for and when the Pokemon is low in stamina will increase its strength and speed by a whole lot making it a lot more powerful then Zephyr or Neria combined but at the cost of the Pokemon losing consciousness directly after this effect of the aura goes off in about a range of one minute to five minutes or that the Pokemon is defeated before then. At level one it puts a major strain on the Pokemon who uses it. But at level twenty that strain is almost tripled so only the ones who have survived partly the level twenty of the common type auras then they can survive this one much better. It has some hidden potentials that can only be gotten to if the Pokemon knows how to tap into them. Zerith Aura Levels List Quaereais (Aura Level gained: 2) (It increases the stamina of the Pokemon by 1.2 times and it also heals the Pokemon around the user of this aura ability or the Pokemon itself.) Feraiesal (Aura Level gained: 5) (An aura attack which will increase in power as the user takes on damage making it much stronger.)(Starting Attack Power: 30; Max Attack Power: 60)(Accuracy: 100) Verasie (Aura Level gained: 9) (Another aura attack which will increase in power as the user takes on more and more damage) (Starting attack power: 50; Max Attack Power: 80)(Accuracy: 100) Zorae (Aura Level gained: 11) (Upgraded version of Quaereais and it increase the stamina of the Pokemon by 2.5 times.) (It also increases the stamina around the Pokemon that uses it or heals them or heals the user of the ability.) Devonai (Aura Level Gained: 15) (Upgraded version of Verasie. It increases in power as the user takes on more damage and it will still be active even after the Pokemon has fainted when the Pokemon is exceptionally hurt or close to fainting. This means that it can still strike harming everyone nearby even allies.) (Starting Attack power: 70; Max Attack Power: 150) (Accuracy: 80) (Note: Power is divided by the number of targets) Isonaie (Aura Level gained: 15) (This aura specifically heals the user or whoever he chooses to heal.) (It can heal the user halfway or a quarter depending on the stamina if the stamina is low then it will be healing halfway or if it is more or less full it will only heal only a quarter of the half.) Nave (Aura Level gained: 17) (An aura which increases the Pokemon’s reflexes and it drains away energy from other Pokemon at a slow but steady rate. But it slows down a little if the other Pokemon has an aura around them.) Viere (Aura Level Gained: 20) (The strongest of this aura’s abilities and attacks.) (It increases in strength when the Pokemon takes on more damage and it drains away at the other Pokemon’s energy that are with the enemy at a much faster rate ignoring if they have an aura or not.) Yetasi (Passive) (Aura level gained: None) (The Pokemon already learns this when it gains this aura for when the Pokemon is close to dying, cutting off all other aura abilities increasing the strength and speed of the Pokemon by 5 times the usual and the Pokemon will faint within a certain time amount or about five minutes or when they are hit enough so they will faint.)(This increases in power each level that the Pokemon gets to and also making it harder to get it out of this crazed phase.) Oseia (Oh-see-a) (Misc/Very Rare) Oseia is a very rare aura. It is usually white in appearance. It is one of the hardest of all auras to learn but has the maximum potential for the Pokemon itself. When the Pokemon has this at level one it puts a major strain on the Pokemon. But at level twenty even if the Pokemon has trained with the level twenty aura of Neria and of the level twenty aura of Zephyr they will most likely faint from this aura’s power flowing through them. It increases the power qualities and defensive qualities of the Pokemon to an extent higher than Neria and Kesiae would on their own at their higher levels and to an extent at level twenty this aura surpasses both of them. Though, it would take for a Pokemon with a long lasting stamina for this to work completely for them. It also gives the Pokemon who has it the ability to become completely invisible when moving. It also has some secret potential that only comes through once the Pokemon learns how to tap into it. Oseia Aura Levels List Chaotic Ring (Aura Level gained: 2) (It increases the potentiality mildly of the Pokemon who has the aura that has this ability and it increases the potentiality of all friendly Pokemon around the user of this ability.)(Passive) Nirvona (Aura Level Gained: 4) (A rather powerful aura ability which causes a massive amount of stress on the user but it increases their potential to their limits based on the aura’s power making them very hard to be stopped once this is activated (at the aura’s maximum potential) proceeds after the Pokemon has fainted making the Pokemon controlled by the aura itself.) Nerseasin (Nar-sire-sin) (Aura level gained: 8) (Sends a conflicted elemental blast kind of like Tri-Attack but much more powerful. It can cause different status effects and sometimes two at once.)(Attack power: 70)(Accuracy: 100) Verasa (Vare-ace-sa) (Aura level gained: 9) (An exceptionally powerful defensive move that makes about fifty percent of all attack damage go to the one who attacked including all aura attacks for a short amount of time). Chaos Storm (Aura level gained: 12) (Provides a severe weather storm that is filled with destructive energy. It hurts all Pokemon who don’t have this aura and Pokemon who don’t have an aura at all. It lasts until it is called off. It is very deadly if the battle is prolonged.) Yaroa (Aura Level gained: 14) (An aura attack that sends an elemental blast that doesn’t cause any status effects but does an extensive bit of damage. The elemental blast can be controlled so it can home in on the opponent. It can be quite dangerous to the user if it doesn’t hit the opponent.)(Attack power: 115) (Accuracy: 80). Tieas (Aura Level gained: 15) (An aura defensive move that sends all damage being done to it back to the attacker for a lengthened amount of time. It is quite deadly to anyone who attacks a Pokemon with this aura defensive move with him.) Arcane Stream (Aura Level gained: 17) (Another attack move that strikes at everything around the Pokemon causing a lot of damage around the Pokemon but causes energy to pour out and weaken the Pokemon who uses it. It is basically an elemental shockwave filled with aura changing to fit the conditions and types of the Pokemon which it hits.) (Attack power: 150 if it hits one target; Attack power: 100 if it hits multiple targets.)(Accuracy: 70 with one target and 90 with multiple targets) Apocalyptic surge (Aura Level gained: 19)(An area effect move that causes status effects to everyone within the area and very nasty ones that are very different from normal status effects including one that cuts off the other Pokemon’s aura and abilities.)(It can be used only three times.) Sephas (Aura level gained: 20) (An aura ability like no other. It is passive but once this ability is there. The Pokemon is very hard to stop for all of his abilities including his attack, defense, and speed increase along with the other stats. It allows the Pokemon to attack and keep attacking without tiring for several minutes and then it deactivates while giving the Pokemon’s aura a boost so the Pokemon can finish off the opponent he’s/she’s fighting against.) Phericiolen (fair-re-shoal-ian) (Legendary Aura) Not much is known about the Phericiolen or the Legendary Aura at all. But it has only been known to be used by and controlled by legendary Pokemon. Simple and common Pokemon could never handle it or control it and if they did they would quickly die. A legendary has some control over their aura but when their aura goes out of control it won’t go out and usually drives the legendary into a rage (which never ends) that breaks through all other auras quite easily except for a few but it gives the legendary unheard of abilities that make the legendary almost impossible to kill but the legendary can still be killed if the one facing it can quell the aura the legendary has or have good enough qualities in their speed, defense, and power to defeat the legendary with the aura. A legendary with this aura has nothing to fear except for an aura higher then it which include a higher leveled legendary aura or an aura that is still higher or can still be considered of the same class but this rarely the case. When this aura is on, any attacks it receives just irritates them and all the while having attacks which would kill a Pokemon without an aura and severely hurt one with a low leveled aura. Once at level twenty, the legendary will become hard to stop even if several Pokemon with high leveled auras go against it. Phericiolen Aura Levels List [To be filled in....as necessary...only for Legendaries....] Yiasial (Ye-a-sal) (Shadow Aura/Uncommon) (Misc.) An aura which is not well known at all but it has caused great distress for it is an aura that was made by Yaffon to control Pokemon and that aura was used by organizations to turn Pokemon to their own wishes not relenting in their cause to conquer the world. But, Yaffon couldn’t fully control the aura at all for its implications that it had on the user. But in this world it comes around and forms around a Pokemon that has built up negative emotions around it and within itself and it will instantly corrupt the Pokemon that has it shutting out all the positive feelings and emotions of the Pokemon itself. The Shadow Aura is a mystery and it gives the Pokemon moves that will sooner or later drive the Pokemon insane from the inside and change its entire being unless the Pokemon is purified by Celebi or by rocks that are in distant corners of the world not easily gotten to but there are at least one on every continent. It increases the potentiality of all Pokemon who gets this aura but it corrupts them and makes them evil permanently unless it is reversed in time. All that can be done for a Pokemon permanently corrupted by this aura is killing the Pokemon. Through it is harder to do once the Pokemon controls a level twenty shadow aura. It is generally a very dark purple color that is usually hidden from view unless someone who can detect a shadow aura is present. That would be the case in the other world. This doesn't apply here as any Pokemon with an aura can see an activated Aura of another Pokemon. It is rare for one to be still happy or have positive emotions when one has the Shadow Aura. It is also rare for one to not be corrupted by it and still be pure. Shadow Aura Levels List Aura Level 1: (Starts with it) Shadow Blitz (charges at an opponent with a shadowy force) (Atk power: 40) (Accuracy: 100) Aura Level 2: Shadow Panic (Confuses the targeted Pokémon.) (Can refuse to get this but you won't get it until later if you do) (Shadow Panic cannot be chosen to be started with if Shadow Mist has been chosen to start with use the aura.)(Later Level: 8)(Accuracy: 90) Aura Level 3: Shadow Mist (Decreases the evasiveness of an opponent.) (If you chose Shadow Panic then you cannot choose this yet) (Shadow Mist cannot be chosen to be started with if Shadow Panic has been chosen to start with use the aura.)(Later Level: 8)(Accuracy: 100) Aura Level 4: Shadow Wave (Aims a Shadowy Tackle at both opponents) (Atk power: 50) (Accuracy: 100) Aura Level 5: Shadow Hold (Stops the switching of the targeted Pokémon in battle.)(Accuracy: 100) Aura Level 7: Shadow Rush (Aims a Shadowy Tackle at an opponent.) (Atk power: 55)(Accuracy: 100) Aura Level 8: Shadow Shed (Eliminates moves such as Reflect and Light Screen.) (Accuracy: 100) Aura Level 9: Shadow Rave (Aims an attack at both opponents.) (Atk power: 70)(Accuracy: 100) Aura Level 11: Shadow Down (Decreases the DEF of opponents.)(If chosen)(If Shadow Sky is chosen than this one will never be learned)(Accuracy: 100) Aura Level 12: Shadow Sky (Damages all non-Shadow Pokémon for five turns)(If chosen) (If Shadow Down is chosen than this one will never be learned)(Accuracy: 100) Aura Level 14: Shadow Half (Halves the HP of all Pokémon in battle.)(Accuracy: 100) Aura Level 15: Shadow Fire (Aims a Shadowy Flamethrower than can Burn at an opponent.) (Atk power: 75)(Cannot choose Shadow Bolt or Shadow Chill if this is chosen) (Accuracy: 100) Aura Level 16: Shadow Break (Aims a Shadowy Strength at an opponent.) (Atk power: 75) (Accuracy: 100) Aura Level 17: Shadow Bolt (Aims a Shadowy Thunderbolt that can Paralyse at an opponent.)(Atk power: 75) (Cannot choose Shadow Fire or Shadow Chill if this is chosen)(Accuracy: 100) Aura Level 18: Shadow Chill (Aims a Shadowy Ice Beam that can Freeze at an opponent.) (Atk power: 75) (Cannot choose Shadow Bolt or Shadow Flame if this is chosen)(Accuracy: 100) Aura Level 19: Shadow Blast (Aims a powerful Shadowy blast at an opponent.) (Atk power: 80) (Shadow Storm cannot be learned if Shadow Blast is learned)(Accuracy: 100) Aura Level 19: Shadow Storm (Aims a powerful Shadowy blast at both opponents)(Atk power: 95) (Shadow Storm cannot be learned if Shadow Blast is learned)(Accuracy: 100) Aura Level 20: Shadow End (Aims a powerful attack that can recoil at an opponent.)(Atk power: 120) Aura Level None (gained from the start): The more that the Pokemon delves into the power of the shadows, the easier it is to use the attacks and they become more powerful as they let the negative emotions rule them. (Accuracy: 80) Not gained (or used by PCs) Shadow Apocalypse (Aims a gigantic wave that cuts across everywhere in a concentrated form of shadow energy)(Extremely powerful) (Atk power: 400)(Accuracy: 80)(Cannot be on a Pokemon.)(Bad guys only move) Shadow Chaos (Causes a large array of status effects on all Pokemon in the given area which is very large. A bad guy only move.)(Accuracy: 80) Skarei (Sca-ree) (Yaffon’s Aura) (Null/One-of-a-Kind) An aura which is by far the most powerful and deadly of all the auras, only Yaffon itself can control this aura for it is within his very being and how he was created from the aura itself. It is entirely invisible to anyone facing Yaffon. It gives Yaffon an advantage in every single way making him almost invincible but he is impossible to defeat for good for this aura makes him exceptionally powerful in every single way. The only way to defeat this aura is by defeating the aura itself and not Yaffon itself for they are intertwined with each other so much that the aura will make Yaffon to continue to attack after it has fainted. Skarei Aura Move List Not Known.... Heraesni (Hare-ai-se-ne) (aka the Hero’s Aura) (Null/Legendary) Not much is known about the aura itself but it contains powers that were once known to be carried by Alex Kelves who controlled this aura. It is all but a mystery now and a myth due to the only one wielding it was Alex. But, one of its abilities did seal away Yaffon and Yaffon’s auras away. But there are more hidden potentials to this aura which are not in the area of increasing the strength, speed or defensive qualities of the moves or the Pokemon itself but something entirely different. No one has ever gotten this aura again so the abilities in question are a mystery to anyone who has ever tried to figure what they were. Hero Aura Levels List Unknown. Edited by Seiteran22, Mar 31 2013, 10:09 AM.
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| Seiteran22 | Oct 6 2012, 09:36 AM Post #2 |
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User-Created Auras Created by Zane Leigh Seig (Suosia/rare) Leigh Seig is a faint white light that is strongest at the core of the Pokemon. Leigh Seig first belonged to a ditto during the battle against darkness. This ditto, who's name was lost in time, was a proud warrior and was an ally to the silver marked hero. He unfortunately died in a one on one battle with Yaffon leaving no legacy (children) the only thing that survived about the ditto was the aura which is a rare occurrence to this day. Leigh Seig Aura Moves/Abilities Level-up List Steady (Level 1) (Passive): Makes the Pokemon completely resistant to flinching [Duration: 4-8 turns] Antibodies (Level 1) (Passive): Makes the Pokemon resistant to poison [Duration: 2-5 turns] Able-minded (Level 2) (Passive): Makes the Pokemon unable to be confused [Duration: 4-8 turns] Cool skin (Level 3) (Passive): Makes the Pokemon resistant to burns [Duration: 2-5] Righteous (Level 4) (Passive): Makes the Pokemon unable to be cursed [Duration: 4-8 turns] Hot headed (Level 5) (Passive): Makes the Pokemon resistant to being frozen [Duration: 2-5 turns] Tradewinds (Level 6) (Passive): Makes the Pokemon completely resistant to embargo [Duration: 4-8 turns] Terra sectator (Level 7) (Passive): Makes the Pokemon resistant to paralysis [Duration: 2-5 turns] Eyes for one (Level 8) (Passive): If the Pokemon has a mate, it is unable to be infatuated (Except by mate) [Duration: 4-8 turns] Night owl (Level 9) (Passive): Makes the Pokemon resistant to sleep [Duration: 2-5 turns] Antigen (Level 10) (Passive): Makes the Pokemon unable to be poisoned [Duration: 5 turns] Cold skin (Level 12) (Passive): Makes the Pokemon unable to be burned [Duration: 5 turns] Will of Fire (Level 14) (Passive): Makes the Pokemon unable to be frozen [Duration: 5 turns] Well grounded (Level 16) (Passive): Makes the Pokemon unable to be paralyzed [Duration: 5 turns] Insomnia (Level 18) (Passive): Makes the Pokemon unable to sleep [Duration: 5 turns] Half-life (Level 20): If the Pokemon is hit with a OHKO or is KOed in one move, the aura manipulates their body for 5 turns. allowing them to fight or flee (ability) Warrior's heart (Level 20): When activated type advantages are not as effective (X1.5 instead of X2) for 5 turns. After it wears of type advantages are doubly effective (X4 instead of X2) Created by Azreal Dark Fear (Misc/Uncommon) This aura looks like a trail of dense black mist emenating from the user. This aura was first used by a group of dark-type Pokémon in an attempt to use the emotion of fear as a weapon. Its use has since become a far more widespread aura among the more pragmatic Pokémon. Dark Fear Aura Moves/Abilities Level-up list Level 1: Dark Shroud: all dark type attacks are 1.2 times stronger (ability). Level 3: Danger flash: An aura attack with the additional effect of sometimes causing the target to experience visions of everything that could go wrong in the fight, discouraging them to commit themselves to an attack (Dark Type/Power 30/accuracy 100/effect chance 10/effect lowers attack power of all moves by 5% and lasts 5 turns). Level 5: Phantoms of the Past: An illusion is formed around the target that copies a traumatic event they experienced in the past, this forced flashback distracts them from reality (accuracy of 80/lasts 5 turns and lowers accuracy by 5%). Level 8: Violent Intent : All dark Type attacks have a five percent chance of causing visions of terrible pain to the target, this vision will make them lower their guard in panic(lowers defense by 5%/Lasts 5 turns/ Effect lasts 3 turns/ Effect can be renewed by being triggered a second time). Level 11: Dark Entity: All dark type attacks are 2.4 times stronger (upgrade to dark shroud). Level 13: Calamity Flash: An advanced aura attack that has a chance to cause the target to have terrifying visions of random events happening in their surroundings, even the most mundane ones, causing disasters, this irrational fear causes them to become overly cautious in attacking their enemies (Dark Type/Power 50/ Accuracy/ 100/Effect chance 20/ effect lowers attack power by 10% and lasts 5 turns/upgrade to danger flash). Level 15: Phantoms of the Future: An illusion of a terrifying future is formed around the target, this illusion distracts them from reality (accuracy 80/Lasts 10 turns/ lowers accuracy by 10%). Level 18: Murderous Intent: All dark attacks have a ten percent chance to cause visions of violence and death inflicted by the attacker. These terrifying visions will cause the target to panic when being attacked for real, causing their defensive capabilities to lower (lasts 10 turns/lowers defense by 10% for six turns/ effect can be renewed if activated again). Level 20: Waking Nightmare: Master-level aura attack that muddles the target’s senses with a terrifying illusion of the one thing the target fears most. This conscious nightmare of kinds will cripple their combat effectiveness for long periods of time (Accuracy 60/Lowers accuracy, defense and attack power by 5%/ Lasts 10 turns). Created by Mizuki Ice Miracle (Elemental/Uncommon) This Aura was at the point of it’s founder mainly used by ice types, as it greatly increased their battle potency. Later on it was found useful by non ice types in cold regions, as it allowed them to move around easier in the cold and to resist ice attacks from the ice type predators in the area. Now it is found around the world, though it is much more useless to those outside cold regions. It is more common in Phericiae then anywhere else. White in colour, but it is hard to spot in hail, snowstorms, etc. because it looks like snow falling around the user. It is mainly used to strengthen ice type attacks or even mimic some of them. Also helps with other things centered around the ice type and the freezing status problem. Ice Miracle Aura Level-up move/ability list Aura level 1:Ice Boost: the users ice type moves are 1.2 times stronger. Only effects attacks that deal ice damage. (passive effect) Aura level 2: Lovely Hail: the user is immune to the damaging effect of hail, even if you are not an ice type. This will work for 10 posts after activated, Aura level 4: Freeze: moves that can freeze the target now have an additional 15% chance to freeze the target. Beware of friendly fire moves in double/triple battle, as this also counts for them. This works for 5 posts after activated. Aura level 6: Snowstorm: Summons a Gust of incredible cold wind and snow to damage the target. Can hit both two opponents in double battle, and can hit the ally as well.( (power 60/accuracy 100/ chance to freeze 10/ type: ice) Aura level 7: Resist Ice: This halves damage from ice type attacks, stacks with type-matchups. This will work for 10 posts after activated. Aura level 9: Great Hail: similar to the move hail. This hail works twice as long as a normal hail move, however. Aura level 10: Ice Buff: upgraded version of Ice Boost. Makes Ice type moves 2.4 times stronger. (passive effect) Aura level 13: Icestorm: incredible strong ice attack. Summons an entire storm of blocks of ice to attack the opponent. Can hit both two opponents in double battle, and can hit the ally as well.(power 100/ accuracy 90/ chance to freeze 30/ type: ice) Aura level 18: Superior Hail: upgraded version of Great Hail. This hail however works for twice as long as normal hail move, and cannot be cancelled by another field move like sunny day, nor by an ability, like Cloud Nine or Drought. Aura level 20: Ice Stasis: Stronger version of Freeze. Any ice attack that deals damage has a additional 30% chance to freeze the target, even if they normally don’t freeze the target. Beware of friendly fire moves in double/triple battle, as this also counts for them. This works for 10 posts after activated. Created by DancinMan91 Yoru Aura (Elemental/Rare) An Aura that uses the powers of the moon. It has a silk like quality, flowing around sort of like the northern lights. It is silver in colour and is translucent, allowing pokemon to sort of see through the aura. This aura is mainly used as a stealth or attack aura. This aura can be used at any time but is easier to use at night. This Aura was created by a Lunatone, the Meteorite pokemon. It learned how to use the moon's power because it was a moon itself... in a way. It watched as the moon controlled the tides and drew the power from the moon. It then perfected it's newfound ability, using how to utilize it's power. It died, however, when battling it's rival, a Solrock. They both died from the battle, leaving a legend that would soon easily be forgotten. Some pokemon are born with this Aura though not all know it. The only current known user is Mun the twin Umbreon. Yoru Aura Abilities/Moves By Level Aura Level 1: (Starts with it) Shadow Melt: User blends into the shadows. Raises Evasiveness of user by one stage and makes them nearly invisible. Key word, nearly. (Passive Ability. The Ability ends once the opponent hits you or the battle ends.) Aura Level 2: (Can start with it) Moonshine: Brightens the glow of the moon, making it easier for the user to see. Increases Accuracy of user. (Cannot learn Moonshade if Moonshine is learnt) Aura Level 2: (Can start with it) Moonshade: Darkens the glow of the moon, making it harder for all opponents to see. Decreases opponents Accuracy. (Cannot learn Moonshine if Moonshade is learnt) Aura Level 4: Moonbeam: Fires a silvery beam at the opponent made out of moon energy. (Power: 40 Acc. 100%) Aura Level 5: New Moon: Creates a hidden clone of the user that strikes whenever a new pokemon is brought out. The clones attack speed decreases every time it attacks. First Attack: Speed: -- (Impossible to dodge/destroy), Second Attack: Speed: 100, Third Attack: Speed: 80, Fourth Attack: Speed: 60, Fifth Attack: Speed: 40, Sixth Attack: Speed: 20. A pokemon can destroy the clone, but in order to destroy the clone, they have to be fast enough and they cannot destroy the pokemon the first time it attacks because the trainer won't even know it's there. (Power: 15 Acc. --) Aura Level 6: Moon Blast: Fires a silvery blast of moon energy at the opponent. (Power: 60 Acc. 100%) Aura Level 7: Moon Missiles: Fires 2-5 projectiles at the opponent. May cause a burn. (Power: 20-50 Acc. 80% Burn chance 30%. Cannot learn Moon Missiles if Moon Chill or Moon Shock is learnt) Aura Level 7: Moon Chill: Fires a cold silvery wind nearly as cold as the moon. May freeze opponent. (Power: 30 Acc. 80% Freeze Chance 30%. Cannot learn Moon Chill if Moon Missiles or Moon Shock is learnt) Aura Level 7: Moon Shock: Fires a bolt of silver lightning at the opponent. May paralyze opponent. (Power: 30 Acc. 80%. Paralyze Chance 30%. Cannot learn Moon Shock if Moon Missiles or Moon Chill is learnt) Aura Level 10: Lunar Block: Cloud's are forced to cover the Earth so it seemingly disappears. This makes it that no Yoru Aura Moves are able to be used and Dei Aura Moves use less fatigue and do 1.5xDamage for 5 turns. (Cannot learn Lunar Block if Lunar Glare is learnt) Aura Level 10: Lunar Glare: The Moon is made to glow brighter. Not to get confused with Moonshine, this just makes the glow slightly brighter but doesn't brighten the battle field. This makes Yoru Aura Moves use less fatigue and do 1.5xDamage and no Dei Aura Moves are able to be used for 5 turns. (Cannot learn Lunar Glare if Lunar Block is learnt) Aura Level 12: Dark Side of the Moon: Turns the user completely invisible, making it almost impossible to be hit. The only way for the user to be hit is if the users position is given away somehow (e.g. Paint, Reading Minds, Foresight, etc.) Lasts for 5 turns unless revealed. Only usable after every 5 topics. Aura Level 13: Space Sickness: Causes pokemon that enter the affected are to be poisoned badly by placing a disease on the opponents side of the map. (Cannot learn Space Sickness if Space Rocks is learnt) Aura Level 13: Space Rocks: Causes rocks of the ground to float above the battlefield. And then cause the rocks to fall towards the Pokemon that enter the battle field. (Power: 30 Acc. 80% when targeted, 10% when not) (Cannot learn Space Rocks if Space Sickness is learnt) Aura Level 15: Zero Gravity: Causes opponent to float helplessly in the air, causing every attack to hit and making it invulnerable to Ground type moves for 5 turns. (Cannot learn Zero Gravity if Take Off is learnt) Aura Level 15: Take Off: Causes opponent to be forced to the ground as if they were seated in a rocket ship that was taking off (Extreme force because of speed). Every attack hits and flying types or levitating pokemon are vulnerable to Ground Type attacks for 5 moves. (Cannot learn Take Off if Zero Gravity is learnt) Aura Level 17: Lunar Force: User creates a forcefield that blocks all attacks. Fails if used in succession. Only usable at night. Lasts for one turn like Protect. Aura Level 18: Lunar Blast: User creates a beam of varying type, damage, accuracy, and colour depending on the Moons Current Phase. Only usable at night. New Moon = Power: 20 Type: Dark Colour: Black Acc. 100%, Crescent Moon = Power: 40 Type: Ghost Colour: Purple Acc. 80%, Quarter Moon = Power: 60 Type: Normal Colour: Silver Acc. 60%, Gibbous Moon = Power: 80 Type: Ice Colour: Ice Blue Acc. 40%, Full Moon = Power: 100 Type: Psychic Colour: Pink Acc. 20%. Aura Level 19: Lunar Shift: Allows user to shift phases with the moon, changing type and evasiveness according to moon phase. Only works at night. New Moon = Evasiveness +2 Type: Dark, Crescent Moon = Evasiveness +1 Type: Ghost, Quarter Moon = Evasiveness = +/- 0 Type: Normal, Gibbous Moon = Evasiveness -1 Type: Ice, Full Moon = Evasiveness -2 Type: Psychic. (Passive) Aura Level 20: Tidal Pull: Aura user uses the moons ability to control the tide, creating a giant wave to strike opponents, causing a OHKO if the opponent is struck. Can also hit allies in a double/triple battle. Same level rules apply as every OHKO. (Power: -- Acc. Varies. (User's Level - Target's level + 30%) Min. Acc. 30%)(All non-targeted Pokemon have a 10% chance of being hit by the attack (within the area of the attack).) Dei Aura (Elemental/Rare) An Aura that uses the powers of the sun. It has a plant like quality, moving around sort of like tree roots and other plants. It is gold in colour and is translucent, allowing pokemon to sort of see through the aura. This aura is mainly used as a healing or attack aura. This aura can be used at any time but is easier to use during the day. This Aura was created by a Solrock, the Meteorite pokemon. It learned how to use the sun's power because it was the sun itself... in a way. It watched as the sun allowed plants to grow and drew the power from the sun. It then perfected it's new-found ability, learning how to utilize it's power. It died, however, when battling it's rival, a Lunatone. They both died from the battle, leaving a legend that would soon easily be forgotten. Some pokemon are born with this Aura though not all know it. The only current known user is San the twin Espeon. Dei Aura Abilities/Moves By Level Aura Level 1: (Starts with it) Healing Herbs: Uses Herbs grown by the sun to heal 1/8 of the users wounds. Double during Sunny Day, Solar Pull, or Brightened Day. Usable only during the day. (Ability. Usable every 3 turns.) Aura Level 2: (Can start with it) Sunshine: Brightens the glow of the sun, making it easier for the user to see. Increases users Accuracy. (Cannot learn Sunshade if Sunshine is learnt) Aura Level 2: (Can start with it) Sunshade: Darkens the glow of the sun, making it harder for all opponents to see. Decreases opponents Accuracy. (Cannot learn Sunshine if Sunshade is learnt) Aura Level 4: Sunbeam: Fires a gold beam at the opponent made out of solar energy. (Power: 40 Acc. 100%) Aura Level 5: Brightened Day: Causes Sun's rays to heat up the battlefield, hurting both sides of the battlefield that aren't Dei Aura users, fire types, or ground types. Makes Fire type moves do more damage. Causes Ice and Water moves to do less damage. Also thaws frozen pokemon.(Power: 10) Aura Level 6: Sun Blast: Fires a golden blast of solar energy at the opponent. (Power: 60 Acc. 100%) Aura Level 7: Sun Missiles: Fires 2-5 projectiles at the opponent. May cause a burn. (Power: 20-50 Acc. 80% Burn chance 30%. Cannot learn Sun Missiles if Sun Chill or Sun Shock is learnt) Aura Level 7: Sun Chill: Fires a cold golden wind nearly as cold as space. May freeze opponent. (Power: 30 Acc. 80% Freeze Chance 30%. Cannot learn Sun Chill if Sun Missiles or Sun Shock is learnt) Aura Level 7: Sun Shock: Fires a bolt of gold lightning at the opponent. May paralyze opponent. (Power: 30 Acc. 80%. Paralyze Chance 30%. Cannot learn Sun Shock if Sun Missiles or Sun Chill is learnt) Aura Level 10: Solar Block: Clouds move in front of the sun, making it seemingly disappears. This makes it that no Dei Aura Moves are able to be used and Yoru Aura Moves use less fatigue and do 1.5xDamage for 5 turns. (Cannot learn Solar Block if Solar Glare is learnt) Aura Level 10: Solar Glare: Sun is made brighter. Not to be confused with Sunshine, which brightens the battlefield, Solar Glare only makes the sun brighter but doesn't make the battlefield brighter. This makes Dei Aura Moves use less fatigue and do 1.5xDamage and no Yoru Aura Moves are able to be used for 5 turns. (Cannot learn Solar Pull if Solar Push is learnt) Aura Level 12: Healing Rays: Uses the rays of the sun to heal 1/4 of the users total HP. Double during Sunny Day, Solar Pull, or Brightened Day. Usable only during the day. (Usable every four turns) Aura Level 13: Fever: Causes pokemon that enter the affected area to be poisoned badly by placing a fever on the opponents side of the map. (Cannot learn Hot Sand if Space Rocks is learnt) Aura Level 13: Hot Sand: Heats the ground to blistering temperatures, causing damage to entering pokemon. (Dam. 30) (Cannot learn Hot Sand if Fever is learnt) Aura Level 15: Heat Up: Causes opponent to float helplessly in the air, causing every attack to hit and making it invulnerable to Ground type moves for 5 turns. (Cannot learn Heat Up if Greenhouse Effect is learnt) Aura Level 15: Greenhouse Effect: Causes opponent to be forced to the ground as if they were solar waves blocked by the atmosphere. Every attack hits and flying types or levitating pokemon are vulnerable to Ground Type attacks for 5 moves. (Cannot learn Greenhouse Effect if Heat Up is learnt) Aura Level 17: Solar Force: User creates a forcefield that blocks all attacks. Fails if used in succession. Only usable during the day. Aura Level 18: Solar Blast: User creates a beam of varying type, damage, accuracy, and colour depending on the Sun's position. Only usable during the day. Sunrise = Power: 20 Type: Fire Colour: Red Acc. 100%, Dawn = Power: 40 Type: Flying Colour: Sky Blue Acc. 80%, Noon = Power: 60 Type: Normal Colour: White Acc. 60%, Dusk = Power: 80 Type: Grass Colour: Green Acc. 40%, Full Moon = Power: 100 Type: Water Colour: Blue Acc. 20%. Aura Level 19: Solar Shift: Allows user to change types with the time of day and the sun's position, changing type and defence according to the suns position. Only works during the day. Sunrise = Defence +2 Type: Fire, Dawn = Defence +1 Type: Flying, Noon = Defence: +/- 0 Type: Normal, Dusk = Defence -1 Type: Grass, Sundown = Defence -2 Type: Water. (Passive Ability) Aura Level 20: Nourishment: The Aura user utilizes the sun's nourishing abilities to heal half of it's wounds. Double during Sunny Day, Solar Pull, or Brightened Day. Usable only during the day. (Usable every 5 turns) Created by Bones PsychoBoost ~ Elemental/Support (Rare) User glows a faint purple. The harder they focus the more luminous it glows and the color deepens. If you look hard enough into their eyes, it's said that you can see the truths of the universe. Of course, you'll probably be unconcious before you do see it. This aura is well known amongst the psychic community. None use it to its full potential. Most who have it fear it and those who don't are thankful. The only one known to use it without fear was an Alakazam by the name of Alex. He found that his brain anatomy and ability to grow new brain cells allowed him to use the Mind Crush ability to destroy his opponents. However, as intelligent as he was he failed to see that the power was corrupting him. He turned friends away and made many a foe. He went insane with power and was killed when a pack of Houndooms was payed to hunt him down. He was easily defeated. Since then it has been known that anyone with this aura is to be kept an eye on. Lest the power consume them as it did Alex. Moves/Ability level up list Aura moves/abilities: Lv.1: Heightened Focus. Increases the power of psychic attacks by 20%. (passive) Lv.2: Precise Thoughts. Increase chances of Critical hits by 20% lasts 1 turns. Lv.3: Psy shield. Create a mental armor to increase 15% def and sp.def to the user or ally. Lasts 2 turns. Lv.5: Psy speed. Gives a 25% speed boosts to user or ally. Lasts 2 turns. Lv.6: Mental cleansing. Cures user or ally of confusion. Lv.7: Fight the darkness. Users sp.atk decreases by 30% but psychic attack are now effective against dark types instead of having no effect. Lasts 2 turns. Lv.8: It's in your head. Causes all damage taken to be negated for one turn. Take 30% more damage for 2 turns afterwards. Lv.10: Mental health. Heals an ally by 10% Lv.11: Mental pause. Causes target to flinch. Ineffective against dark, psychic and ghost type opponents. Lv.12: Mental breakdown. lowers target's defense and speed by 15% for two turns. Lv.14: Illusion. Causes an opponent to see something they fear. Causes confusion for two turns. No effect on psychic types. Lv.15: Mental Override. User unlocks safety barriers in their mind to increase their power. Next Psychic attack does X2 damage but user sacrifices 20% HP. Lv.17: Berserk. Chosen target pokemon loses rational thought and must use damaging attacks. Gives a 15% atk and spd increase but lowers def and sp.def by 20% for one turn. Lv.18: Mental Shock. All psychic attacks gain a 20% chance to paralyze. Lasts 3 turns. Lv.20: Mental Lockdown. Holds a single target in place for one turn. Ineffective against Dark types. Psychic type moves can still be used if under the effects of lockdown. Aura Overflare: MIND CRUSH. User unlocks all of their mental capabilities to unleash a lethal mental attack. Can instantly knock out an opponent but causes the user to suffer some brain damage. Causes the user to lose 25% HP, become incapable of movement for two turns and can cause changes in behavior. OVERUSE WILL CAUSE DEATH. Underdog Aura ~ Starias (Rare) Upon activation, a blue flash seems to explode from the user. After that a green-blue steam radiates from the user like steam from a white-hot metal having water poured over it. This Aura was first made to be know by a Handicapped Machop, whom had a lame arm. Using this Aura He was able to win fights whatever the odds it seemed. He took on any challenge that came his way, rapidly growing in strength. One Day however he was challenged by a fast flying Pidgeot. The fight was going in his opponents favor as they usually did, when he chose to use his Overflare. The Pidgeot knew this was his plan and dodged the attack. In his weakened state the machamp wasn't able to survive the rebound and perished. Since then, the aura has been known to appear in runts and Pokemon born with a disability. Aura moves/abilities (by leveling) -Aura Lv.1: Comeback. When below 50% health the user gains a +15% atk boost (passive) -Aura Lv.2: Enhancements. Can distribute aura throughout body to boost def by 10% or into attacks for a 10% atk boost. Last 2 turns after activation. Only usable at 75% health. Aura Lv.4: Let Loose. Adrenaline levels increase giving the user a 15% atk bonus and 10% spd bonus. Decreases defense by 10%. Lasts 2 turns. -Aura Lv.5: MOVE!! Gives a 20% speed boost for one turn upon activation. Can be used for dodging or going in for a hit, but decreases speed by 5% afterwards. Aura Lv.8: Spot on. Grants a 20% crit chance boost for 3 turns. -Aura Lv.10: Aura cannon. User builds up then fires Aura at high speed. (80 power 85acc) sacrifices Comeback ability or 5% health. Only usable twice per battle. Aura Lv.12: Headstrong. User gains a 25% atk spd and def boost for one turn but then suffers a 20% decrease in the same stats during their next turn. Aura Lv.15: Not Without A Fight. Upon reachin 33% HP the user gains a 20%spd boost and 20%atk boost. Lowers def by 30%. (does not stack on top of comeback ability. Must choose between it and Don't fall yet.) Aura Lv.15: Don't fall yet. Upon reaching 33% health the user gains a 25% boost to def and sp.def. speed decreases by 25% (Not usable in cohertion with Not Without A Fight ability. Users choice on which is acquired. Does not stack on Comeback) -Aura Lv.20: Deep breathes. The user calms down and prepares themselves for the next few attacks, giving a 25%atk and def boost for three turns. Only usable after the first 3 turns of a fight. -- Aura Overflare: Decieding Blow. Aura is all pulled into the users next attack making is power increase by 300%. However if the attack misses the power rebounds and hits the user. Only usable at 25% HP or lower. Created by Linebacker Lorias ~ Starias (Uncommon) Lorias manifests as a multicolored, moving canvas of the user in a heroic action meant to bolster allies and intimidate opponents. With less experienced users the colors are faint and blurred, but as the user gets stronger in the aura it becomes more bright and concise. If the user becomes extraordinarily depressed or damaged emotionally the aura can manifest as the user experiencing defeat. Before the world-merge there was a young human girl by the name of Lorias whom, even at the youngest of ages was considered a prodigy. Whether it be singing, dancing, poetry, painting, or playing an instrument Lorias managed to pick it up and look like a professional within a few weeks of practice. Soon the dance performances, choir recitals, poetry readings, painting exhibits all bored her, so she sought to combine her many talents into playwriting. After spending years writing scripts, handcrafting sets, making music, and finding actors and musicians with the talent to fit her needs, she was only a few days away from her opening night when the world-merge came, destroying her sets, taking away her cast members, and worst of all, stealing her audience. Turned into a Vulpix she no longer had the alacrity or the precision to continue her art, but her willpower manifested as an aura that allowed her to continue her creations. The aura was hence named after her, and from then on was exhibited by any pokemon more consumed by the arts than a lust for battle. "Aura Moves/Abilities(By level-up)" Lv1:Tattoo of the Warrior; Grants the target a 10% boost in physical and special damage. If taken Tattoo of the Guardian may not be taken. Lv1:Tattoo of the Guardian; Grants the target a 10% reduction in physical and special damage suffered. If taken Tattoo of the Warrior cannot be taken. Lv4:Ballad of Rejuvenation; Heals all allies(including self) in a radius of Aura Level/2 meters(Maxes out at 5) by 10% of their maximum health. Lv7:Tattoo of the Wing; Grants the target a 15% boost in speed, and a 10% chance to evade ground attacks. Lv9:Nidoking's Tango; Power; 60, Accuracy; 90 A dance that displays the user's strength. If the opponent is opposite gender and the attack brings them to 50% or less health they have a 50% chance of being attracted, and if they are brought to 25% or less health they will be attracted. Lv12: Bolero of the Untouched; Increases user’s evasion by 20%. Duration 5 turns. Lv15: (Passive) Artist’s Muse; While Aura is active the user’s strength is boosted by 5% if in the presence of a friend, 10% in the presence of a best friend, and 15% in the presence of a mate. These boosts are also applied to the chances of secondary effects occurring when using a move. These boosts do not stack with each other(for example, if in the presence of a friend and a best friend, only the 10% bonus applies). These bonuses can be reversed if a best/friend/mate is killed while the aura is active. Lv18:Elegy of Discord; Power; 55 Accuracy; 95 Has a 20% chance of confusing, tormenting, or cursing the opponent(three 20% chances). Lv20:Natural Sculpture: Allows the user to create a substitute using the environment, negating the normal costs of a substitute and adding any latent affects the environment may have. For example, if used on snow the substitute would have a resistance to water/ice while having a resistance to fire. Can only be used once every 4 turns, and cancels any previously made substitute. -- Aura Overflare (optional): Living Substitute; Uses the life force of the user to imbue a substitute with life. Costs 25% health. Substitute will act on it's own and be able to use moves with a fraction of the original's power. Can be used the sub of the user or another's sub. Created by Mcpop9 Songs of the Shadows ~ Misc (Rare) This aura is majorly manipulated by songs from the soul, anything from humming a tune to singing loudly. Start: Just a dim black glow to the user. Lv 10-15: The aura is like a dark candle flame, softly flickering around them. Level 15 moves and higher: The aura is a strong and flame like aura around the user, pitch black like the night, yet the user is still visible inside it. Lv 18 and up: Their eyes turn a dark and solid red with streaks of red surfacing through the black aura surrounding the user here and there. This aura is somewhat special. It only comes to those with great trauma in their lives and who have a meaning of expressing it. Luna isn't the first to have this, but she definitely has shown the most promise out of anyone yet. The aura is fairly rare for the simple reason that you can't get it unless something horridly traumatic happened to you. Prior to fully understanding this aura, anyone who had it would be exiled and ex-communicated from all tribes and villages, sometimes even killed because they were labeled dangerous and unnatural by their respective tribes. However, as Luna has shown, you can survive and live peacefully with this aura. She has paved the way for others with this aura to come forward with good with intentions to re-integrate with the rest of the Pokemon. Aura Moves/Abilities (by level up) Aura Level 1(ability): Manipulation of The Whim: This move allows the user to manipulate objects around them self with a telekinesis like ability up to something the size of a bowling ball. Aura Level 2: Vibration of body: This move lets the user vibrate their body and create a sort of "second" image of themselves a few inches behind themselves (5 inches off their body) making it harder to hit them and track on the move. (Evade + 5%) Aura Level 4: Fortitude of The Mind: The user's soul and mind bulk up in defense and readiness. Next stat buff to opposing Pokemon, the user gains a buff in a stat of their own to even out the buff. Or if a de-buff is used on the user, then that effect is negated and the protection is gone with it. Aura Level 5(ability): Manipulation of the Desire: This ability allows the user to manipulate objects around them self with a telekinesis like ability, replaces Manipulation of whim and allows objects larger to be picked up. Something about a yard in diameter at most and not over 20 pounds. Aura Level 6: Trick of the mind: The user creates an eerie song that if heard, casts a visual illusion of the user's choice for as long as the user can sing at a smooth and steady pace. (Needs to be heard, no damage, Acc: 70%) Aura Level 7: Compression of Space: This move allows the user to compress space, in a non solid to create a small but powerful bullet like projectile out of the substance. (Power: 70; Acc: 90%) Aura Level 10: Manipulation of The Need: This ability allows the user to manipulate objects around them self with a telekinesis like ability, replaces Manipulation of Desire and allows larger objects to be picked up. Up to two yards and 40 pounds. Aura Level 12: Reader of the soul: The user locks eye with the target and reads into the targets soul, finding a terrible memory, a horrifying and painful memory then replays it to their opponent. Power: 10-90, depending on the severity of the memory. Accuracy: 60%; eye contact Aura Level 13: Manipulation of the mind: The user must sing a haunting song, when the opponent hears it, it'll get in their head, causing all of the senses to be fooled into an illusion of the user's choice. (no damage, needs to hear the song. Acc 70%) Aura Level 15: Manipulation of The Passion: This ability allows the user to manipulate objects around them self with a telekinesis like ability, replaces Manipulation of Desire and allows larger objects to be picked up. Up to three yards and 80 pounds. Aura Level 17: Burst of the soul: in a two foot radius around the user, a burst of energy comes from their soul, knocking back anyone 10 feet. Power: 100; Accuracy: 100%, need to be in range. Aura Level 18: Storm of the Soul: A vortex is created around the user for 12 turns, any Pokemon that enters it is subjected to an attack with a power of 50. Aura Level 19: Spike of the soul: The user creates a spike out of their own soul energy and shoots it at the target. This attack hurts the user, but does double the damage the user took to the target. Attacks the target's physical form and soul. power limit: 150; Accuracy: 90% Aura Level 20: Manipulation of The Obsession: This ability allows the user to manipulate objects around them self with a telekinesis like ability, replaces Manipulation of Desire and allows objects larger to be picked up. Up to 6 yards and 160 pounds. Aura Overflare (optional): This attack creates a large number of the Soul spikes, 10 of them, with no damage to the user. It feeds off of their hatred, passion or any other strong emotion they're feeling at the time this isn't something that can be used at will. Created by FiliaX9 Nankama ~ Tuki (Rare) A vibrant rainbow steams off the user's body when activated, which grows in saturation and size as the power of it is increased. If the user and friend are tethered, a similar effect chains between their heads. If user and enemy are degenerated, the same applies. This aura was first noticed in a Chansey that was motherly to all Pokémon. She helped them grow, mature, and evolve with the use of Nankama. One could say it was an early form of a tribe that this Chansey had made. The Chansey hardly spoke, but baby and troubled Pokémon were drawn to her nevertheless. They called her 'Nan' for unknown reasons, and the aura was passed down to only one of her "children". His name was Kama, and he was a very sickly Psyduck. Kama was a spiteful little thing, who never really got along with anyone but Nan. Kama was the one who developed the malevolent abilities in Nankama. He used these abilities to harass the ones who picked on him, much to the dismay of Nan. When Nan had attempted to remove Kama's misguided connection with Nankama, Kama unlocked the strongest ability in the aura's arsenal: the Requiem of Souls. Kama's weak body could not handle the power, and his raw ability ended Nan's life prematurely, along with his own. It is whispered that the users of Nankama are hand-picked by the spirits of Nan and Kama prenatal. Typically, this type of aura is only seen in Pokémon with some form of extrasensory perception. Moves/Ability level up list Tether (Level 1): Only usable on a Pokémon that is friends with the user, this ability locks the soul of user and friend together until disconnected. (Can only tether twice per battle, which lasts until disconnected. Tether will be broken if the pair move a substantial distance apart. If the user is completely disabled by any status effect, the tether will be broken.) Heightened Awareness (Level 2): Increase the power of a Pokémon that is tethered with the user. Lasts 1 turn. (Increase of 30% power.) Purification (Level 3): Cleanse the user (and tethered friend) of all status ailments. (Cooldown of 3 turns.) Guardian Angel (Level 4): Shares damage between tethered friend and user. (30% of damage tethered friend takes is given to the user.) Impose (Level 5): Combines the spirits of user and friend to strike an enemy. (Combines happiness levels, and times three to deal damage.) Vengeance (Level 6): If a friend is attacked the previous turn while tethered, the user may strike back with force. (50% power increase, lasts 1 turn.) Hand in Hand (Level 7): Sacrifice one's well-being to keep a friend going. (Sacrifice health to heal friend, 20% of max hp from and to each target. Cooldown of 2 turns.) Glimpse (Level 8): The user looks into the future, and uses this knowledge to their better. (Dodge all moves from opponents for one turn, cooldown of three turns.) Pulse (Level 10): The user channels strong energies into the tethered friend. (Gives the tethered friend first attack, doubles the power of their next attack move, and gives it 100% accuracy. This move is the only thing a user can do in one turn.) Degenerate (Level 11): Similar to tether, but only usable on hostile opponents with negative intentions. The user links the soul of one enemy and itself, however this linking is harmful to the user. (User loses 5% HP every turn, unless tethered to a friend. Only usable twice in a fight, and lasts until disconnected. The degenerated enemy takes 10% more damage from the user if there is no tethered friend. Degenerate will be broken if the user and enemy move a substantial distance apart. If the user is completely disabled by any status effect, the degeneration is broken.) Enfeeble (Level 12): Sap strength from a degenerated enemy. (Enemy has 25% minus to all outgoing damage for the next three attacks.) Edict of Inability (Level 13): The user declares failure upon a degenerated enemy, making it difficult for them to attack. (Similar to Attract, but does not require opposite gender.) Split Decision (Level 14): The user attempts to persuade the degenerated enemy to fight on it's side. (25% chance for the enemy to make it's attacks on a separate enemy, or itself if no other targets are available. Lasts for the next 4 turns.) Self-Confidence (Level 15): The user believes in itself, and becomes more powerful. (-10% accuracy, and 40% power increase until the user misses.) Never Give Up (Passive) (Level 16): The user gains damage reduction if under a threshold. If a degenerated enemy begins to weaken, the user will be inspired. (15% damage reduction while under 35% HP, if degenerated enemy is under 35% HP the user gains 10% bonus speed.) Taking the Advantage (Level 17): If the user is at a type disadvantage, nullify it for the next six turns. (Can be used once per battle.) Crimes of the Heart (Level 18): Subtract the user's and the foe's happiness levels, then divide by two. Disable one of the foe's 2 attack slots for that many turns. (If the division leaves a fraction, round it to the highest whole number. Maximum of five disabled turns.) Twin Souls (Level 19): The user creates a spirit that will mimic attacks used. (The spirit attacks at 25% less power than the user, include all buffs to the spirit. Lasts three turns.) Requiem of Souls (Level 20): The user takes advantage of a weakened enemy, and finishes it off. (Instantly kills a degenerated enemy, if the enemy is under 50% HP. The user may not be under 60% HP while using this, or it will be killed and the enemy will live.) Created by Luce Aegis ~ Elemental (Uncommon) Aura Name: Aegis Aura Description: Aura of protection. Unlike Kesiae, this Aura protect the owner/user from elemental attack such as Fire, Ice, and Earth. Normally, this Aura's color depend on the user's Moves. But the Aura's color could sometimes tell what element it presented. For example aqua for water, or orange for fire. Combining two element is impossible, unless it is Overflare. The Aura sometimes causes a side-effect, which sometimes might endanger the user's life. Aura History: The Aura was created because of element anomaly. Normally, only Eevee can have this Aura. But, some Pokemon like Ludicolo or even Camerupt can sometimes have this Aura. The most notable user of this Aura was a certain Leafeon. His leaves were able to change color depending on the weather, which was the side effect of the Aura for him. No history record about this Leafeon because the Leafeon had died a few years after the world merged. Although a certain Leafeon, the offspring of the notable Leafeon, was the first one to use Frigid Coffin. Aura Moves/Abilities (by level up)
Note: Terra, Ignis, Ventus, and Aqua work like Forest's Curse or Trick-or-Treat. Aura Overflare (optional): Frigid Coffin. The user surrounds itself with pure wind energy. Then, pure water energy cover the wind energy to create a coffin as strong as diamond, which is unbreakable. The user will be protected from any attack, but the user will be put into deep sleep until the coffin break, either by time or force. Legendary can break it easily. Edited by Seiteran22, Aug 13 2015, 09:38 AM.
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| Seiteran22 | Sep 18 2014, 08:23 AM Post #3 |
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Created by Luce Wind Dance ~ Elemental (Rare) Aura Description: Wind Dance, as its name suggest, is an Aura of wind. It is normally found used by avian Pokemon. Upon activation, an air current will enveloped the user's body. The user's body will glow with either white or silver energy, depending on the users proficiency and experience of using the aura. Befitting as an Aura for avian Pokemon, the Aura boosts Flying types moves and their flight capability. It also helps them become one with the wind. Aura History: This aura was first seen used by a female Pidgeot. She traveled from a continent to another with her friend, a Houndoom. The duo were so close that other always mistaken them as sisters. However, her devotion to her friend could indeed be interpreted as love as a sister. That very love and devotion were the trigger to activate her aura. Even after they had their own mate and offspring, they still aided each other like true sisters. Their offspring were like siblings to each other. Perhaps like mothers, like children. As if their mother's love and devotion were passed upon her offspring, all of the Pidgeot's children has the same aura. Since then, her descendants was blessed with the aura, which serves as a memento from their ancestor.Aura Moves/Auras Moves
Ability(s)
Aura Overflare (optional): N/A Dicentra ~ Misc (Rare) Aura Description: Dicentra is an Aura of Love. Normally, the user will be enveloped with pinkish aura. How the aura looks like depend on the user's heart. For example, if the owner is sad, the aura will flow around the owner, like water. If the owner is angry, the aura will be burning, like fire. There are still several others, which also depend on the user's heart. Usually, this aura is used to amplify Attract to do something that normal Attract couldn't do, such as Attract-ing same gender Pokemon. Aura History: This Aura started from a male Lopunny, a few years after the Silver Marked Hero defeated the demon. The Lopunny had a crush with a certain male, but the male hated him. He tried to used Attract on his crush, but it didn't work. Attempt after attempt, the Lopunny awakened his inner Aura and miraculously, his Attract worked against the male! When times went on, the male asked the Lopunny to be his mate, which the Lopunny gladly accepted. Since then, through love, his Aura started spreading to his family, his friend, and his mate. After a few centuries though, this aura started to vanish for unknown reason. However, some Lopunnies still have them. How this Aura is taught or passed on is unknown. But sometimes, just by being with the Aura's owner, someone can get this Aura. Aura Moves/Abilities (by level up): Moves
Ability
Aura Overflare (optional): N/A Helios Aura ~ Elemental/Tuki (Rare) Aura Description: Helios Aura boosts Fire-Type energy and boosts sun-related moves. It also affect several Moves. This Aura has two sides, the light side and dark side. When the user uses the light side of the Aura, the user will be shrouded by red flame-like energy. The energy is safe and although it is flame-like, it will not burn anything. The Aura specialized in protection. When the user uses the dark side of the Aura, the user will be shrouded by blue flame-like energy. The energy is not safe and it may burn something near the user. The Aura specialized in cursing. The dark side is stronger than the light side, but the dark side slowly drains the user life force. Aura History: Helios Aura used to be a secret Aura of some old Chandelures. Rather than being taught, this Aura is passed on to a new host after the previous host dies. Usually, the only Pokemon that can gain the Aura is Ghost-Type. But there is a case where Pokemon that can learn Ghost-Type Moves (which is not named Shadow Ball or Shadow Claw) and Will-O-Wisp can also gain this Aura. One of them is Vulpix or Ninetales. There was a rumor saying that a Houndoom also had this Aura. But until now, the rumor wasn't confirmed. It is also rumored that everyone who died after using Aura Overflare will go to hell. And of course, it wasn't confirmed yet. Aura Moves/Abilities: Helios / Hel Aura is branch into two. Light side and dark side. Light Side (Unusable after using Aura Overflare) Lv. 1 > Claire = The user unconsciously creates a big yellow-colored Will-O-Wisp that burns brightly as if it is a sun. It boosts the power of Fire-Type Moves by 10% and reduces power of Water-Type Moves by 10%. This ability becomes useless in damp area or if it was raining. The effect is doubled in morning, but halved in night. (Passive. Boosts are not accumulated with other Aura moves/abilities. Weather Moves or Abilities can overwrite this ability's effect) Lv. 2 > Flare's Protection = The user controls the Will-O-Wisp to protect itself and its allies from Status Problem. It doesn't prevent Infatuation. (Active. Usable once in ten posts or two battles. Giving Safeguard but doesn't prevent Infatuation for 3 turns) Lv. 4 > Luc = The user unconsciously creates a bigger yellow-colored Will-O-Wisp that burns brighter and hotter. It boosts the power of Fire-Type and Psychic-Type Moves by 25% and reduces power of Dark-Type and Water-Type Moves by 25%. It also increase the chance of burning This ability becomes useless in damp area or if it was raining. The reduction doesn't affect the user. (Passive. Boosts are not accumulated with other Aura moves/abilities. Weather Moves or Abilities can overwrite this ability's effect. Replace Claire) Lv. 8 > Agni's protection = The user controls the Will-O-Wisp to protect itself and its allies from Status Problem and Status Reduction. It doesn't prevent Infatuation. (Active. Usable once in ten posts or two battles. Giving Safeguard and Mist but doesn't prevent Infatuation for 5 turns. Replace Flare's Protection) Lv. 16 > Eden = The user unconsciously creates an even bigger yellow-colored Will-O-Wisp that burns even brighter, but warmer. It boosts the power of Fire-Type, Psychic-Type, and Grass-Type Moves by 50% and reduces power of Water-Type, Dark-Type, and Ghost-Type Moves by 50%. It also increase the chance of causing Burn Status and affects sun-related Moves. This ability becomes useless in if it was raining. The reduction doesn't affect the user and allies. (Passive. Boosts are not accumulated with other Aura moves/abilities. Weather Moves or Abilities can overwrite this ability's effect. Replace Luc) Lv. 20 > Helios' Tear = Ultimate Aura ability of Helios Aura. When activated, the user and its allies gain the protection of sun. Giving Safeguard status, protect user and allies from status reduction. and increases all statuses by one stage. It also boosts user's Fire-Type, Psychic-Type and Grass-Type Moves by 50%. (Active. Boosts are not accumulated with other Aura moves/abilities. Giving Safeguard and Mist but doesn't prevent Infatuation for 7 turns. Replace Agni's Protection. Usable per thread or per 50 posts) Dark Side (Usable after using Aura Overflare) Lv. 1 > Hell = The user unconsciously created a big blue-colored Will-O-Wisp that burned eerily. It boost Fire-Type, Dark-Type, and Ghost-Type Moves by 30% and reduces power of Water-Type Moves by 15%. It also increase the chance of causing Burn status to enemy by 10%. This ability becomes more potent in dark cave or at night. This ability becomes useless in damp area or if it was raining. The user gradually loses slight portion of its life force (A.K.A. power / HP) every turn. (Passive. Boosts are not accumulated with other Aura moves/abilities. Weather Moves or Abilities can overwrite this abilities's effect) Lv. 2 > Darkness's Blessing = The user controls the Will-O-Wisp to strengthen the attack of user and its allies, but also reduces defense. (Active. Raising Attack and Sp. Attack and reducing Defense and Sp. Defense by one stage. Usable once in ten posts or two battles) Lv. 4 > Chaos = The user unconsciously created a bigger blue-colored Will-O-Wisp that burned more eerily. It boost Fire-Type, and Dark-Type Moves by 50% and reduces power of Water-Type, and Psychic-Type Moves by 25%. It also increase the chance of causing Burn status to enemy by 20%. This ability becomes more potent in dark cave or at night. The user gradually loses portion of its life force (A.K.A. power / HP) every turn. The reductions also affect users and allies. (Passive. Replace Hell. Boosts are not accumulated with other Aura moves/abilities. Weather Moves or Abilities can overwrite this ability's effect) Lv. 6 > Brunhilde's Blessing = The user controls the Will-O-Wisp to greatly strengthen the attack of user and its allies, but also greatly reduces defense. (Active. Raising Attack and Sp. Attack and reducing Defense and Sp. Defense by two stage. Usable once in ten posts or two battles. Replace Darkness's Blessing) Lv. 9 > Belderiver = The user absorbs its enemy's life force. (Active. 75BP, 15PP, Heal the user by 50% of total damage) Lv. 18 > Yggdrasil = The user unconsciously created an even bigger blue-colored Will-O-Wisp that slowly inflict fear to user's enemies. It boost Fire-Type, Dark-Type, and Ghost-Type Moves by 100% and reduces power of Water-Type, Psychic-Type, and Grass-Type Moves by 50%. It also increases the chance of causing Burn Status to enemy by 30%. This ability becomes more potent in dark cave or at night. The user gradually loses large portion of its life force (A.K.A. power / HP) every turn. The reductions also affect users and allies (Passive. Replace Chaos. Boosts are not accumulated with other Aura moves/abilities. Weather Moves or Abilities can overwrite this ability's effect) Lv. 20 > Hel's Laugh = The ultimate Aura ability of Helios Aura. When activated, the user's enemies gain curse of hell. 50% giving Burn status and decreases all statuses by one stage. It also boosts user's Fire-Type, Dark-Type, and Ghost-Type Moves by 200%. (Active. Boosts are not accumulated. Usable per thread or per 50 posts. Replace Brunhilde's Blessing) Notes: Helios' Tear and Hel's Laugh also boosts or reduces accuracy and evasion. Aura Overflare: Switch of Heart. The user succumbs to the power of darkness, releasing the power of the previous Aura's owner. It turns the user's Aura from light side to dark side. (Only usable once in a lifetime) Aliqua ~ Tuki (Rare) Aura Description: Aliqua is dancer Aura. Its color only appear when the user used an Aura moves. With that said, its color depends on what move the user uses. The Aura is specialized in boosting Allies's strength and can also decrease enemies's strength. This Aura however, has a very big weakness. Almost all of its Aura Moves left the users unable to take action. Normally, while dancing, the user can only talk, but can't control their bodies. Aura History: Usually, this Aura was inherited from their parent. Since this Aura have no destructive power, this Aura wasn't very popular. Normally, the Pokemon who had this Aura loved to dance. But there was no history record to prove it. There was a rumor saying that mostly the Pokemon who had this Aura are avian or oriental Pokemon. Once again, there's no prove to it. Moves
Note: Every Aura Move doesn't get the boost from Aura Abilities. Abilities
Aura Overflare: N/A Pandora ~ Starias/Tuki (Rare) Aura Description: Upon activation, a red circle appeared on the ground near where the user is standing. If the user is flying/floating, the circle will float around the user. The circle will rotate slowly and will follow the user. Most of the time, no one would know what would happen when this aura is used. When an aura move is used, the circle will expand as big as the battlefield (an exception for a certain move). Warning: overusing the Aura might cause sanity slippage. Aura History: No one knew where this Aura came from. It appeared and disappeared as it wished. Not even the user could control the Aura fully. However, a certain myth said a group of Pokemon had this Aura. They were known for their insanity, especially their insanity for blood. Their blood lust was so strong that they were feared by many Pokemon. However, two Legendary sealed their Aura so they wouldn't miss-use it again. Without their Aura, though, they were powerless. Soon, they group was judged by mobs of angry Pokemon who were victims of their misdeed in the past. With their death, the aura vanished. But recently, the Aura came back. It was believed that the "shadow aura" creating a "child" aura. Another believed that the aura arose because of a dark entity was about to attack the world once again. No one knew. Aura Moves/Abilities (by level up): Aura Moves and Aura Abilities
Aura Overflare (optional): N/A Created by Dzone Guder 'Brann ~ Tuki (Rare) Aura Description: The aura is one of growth, nurturing itself, it's wielder, and those around them. The aura itself is typically passed through fire type bloodlines, and will only rarely occur outside of those bloodlines, though they then begin another. Start: Dull, white flames burn behind the wielder's eyes, and 1 small colored fire ball circle them. Level 4: The eye fire has grown brighter, and an additional fireball has joined the first. Level 8: The inner fire now cleans brightly, and a third fireball has appeared. Level 12: The fire no longer burns only in the eyes, surrounding the whole body, though the fire has dimmed, now barely as bright as a candle, there are now four fireballs. Level 16: The flames are campfire bright, and there are five fireballs. Level 20: The fire is now as bright as a strong flashlight, illuminating an area around them, and there are now six fireballs surrounding the wielder. Aura History: The first wielders of this aura were a small group of purist Ninetales, all but a few of which long since dead, those that remain hide themselves away, only coming out of hiding to talk to their children/grandchildren or judge their mate. Due to how selective these first few wielders were about who their descendants had anything to do with, for many years the aura was exceedingly rare, but as other bloodlines developed the aura, it began to spread, and, while still rare to today, isn't unheard of, especially in Phericia, where the first clan was. Aura Moves/Abilities Aura Level 1: Soul Fire (passive): The aura wielder may link permanently with one other person, granting both of them with a 10% bonus to all stats when fighting alongside each other. The number of people that maybe linked with, increase by one at aura levels 4, 8, 12, 16, and 20. In addition, linked allies are protected from being burned. In battle, these effects are represented by the user's fireballs leaving to instead circle the linked ally, their fire changing to the eye color of whoever they attach to. Aura Level 4: Fire's Fury: Boosts allies Attack and Spec. Attack by 2 stages. Cannot be taken with Fire Storm or Armor of Flame Aura Level 4: Fire Storm: Boosts allies Speed by 2 stages. Cannot be taken with Fire's Fury or Armor of Flame Aura Level 4: Armor of Flame: Boosts allies Defense and Special Defense by 2 stages. Cannot be taken with Fire's Fury or Fire Storm Aura Level 7: Weakening Flames: Lowers enemies Attack and Spec. Attack by 2 stages. Cannot be taken with Slow Burn or Cursed Flames Aura Level 7: Slow Burn: Lower's enemies Speed by 2 Stages. Cannot be taken with Weakening Flames or Cursed Flames Aura Level 7: Cursed Flames: Lowers enemies Defense and Spec. Def by 2 stages. Cannot be taken with Weakening Flames or Slow Burn Aura Level 10: Healing Corona: Heals all allies by 15% max health. Aura Level 13: Fire's Balance: Evens out linked allies,and their own, health, taking some the healthiest to heal the weakest, equalizing their health. Aura Level 16: Fire's Reflection: Any Status moves used are bounced back at the enemy and positive effectives are reversed, for 5 turns. Only usable twice a battle. Aura Level 20: Fire's Protection: User loses 20% of their health, and all linked allies get a 2 stage boost to Defense and Spec. Defense and are protected from attacks this turn. Only usable once a battle. Aura Overflare: Fire's Glory: Health has to be over 25%. User immediately faints, releasing a blinding flash, healing all allies by the same amount lost, boosting all linked allies stats (not acc/eva) by 1 stage, and lowering the foes accuracy by 1 stage per linked ally effected. Trollmannens Triks ~ Misc (Rare) Aura Description Not having any real form, Trollmannens Triks can only be seen for what it is another user of it, to whom it looks like a thick purple miasma when in use, or by Lucario and skilled Riolu, who can see even when not in use and and to whom it looks like a strange shimmer in the aura. Though the aura ability can manifest in the form of a pseudo-physical object. Aura History The original wielder of this aura was a formerly human Alakazam, more than six hundred years ago, a Nord named Isak. Isak shaped the form of "Loki's Helm", in the future, others, descendants of other lands, and a Zoroark, would shape the forms of the other forms. Then, five hundred years ago, the aura disappeared. Three hundred years later, it reappeared in the paws of a young Eevee in the Eon tribe, he would eventually learn to master it, a feat that required years of training, having known no others who had it. As he grew in strength, something else weakened, his sense of right and wrong. He became sadistic and cruel, and was forcefully driven from the tribe after one of his "pranks" killed two Pokemon, one of them an Elder. After that, he swore vengeance, leaving the tribe with a few followers. The aura spread from there, it was said that it was a curse, and that if you were struck by a blow from a user of the Triks, you would become one. None sense of course, but still relevant as it lead the almost total annihilation of the self proclaimed god and his followers. Aura Moves/Abilities (by level up) Aura Level 1 (Ability): Zoroark's Bead; Enables the wielder to create illusions. Also creates a blue orb somewhere on the wielder's body, usually hair or tail, though sometimes on the wrist. Aura Level 4: Pan's Pipes; Creates a set of Pan Pipes that they then play a lively dancing tune on. Causes infatuation, has to be heard. Aura Level 8: Coyote's Fangs; Extends the user's fangs and claws, boosts attack 1 stage. Aura Level 12 (Ability): Kitsune's Tails; Enables the wielder to make their illusions cause pain and make contact. Gives the wielder nine tails, copies of existing ones, or Ninetales-like ones. Replaces Zoroark's Bead. Aura Level 16: Apple of Eris; Creates a golden apple, on which a phrase beginning with "For The". Different people will see different things, a Machamp may see "For The Strongest", while an Alakazam may see "For The Smartest". Cause infighting among opponents. Aura Level 20 (Ability): Loki's Helm; Enables the user to make their illusions permanent. Creates a horned golden helmet, see below. Replaces Kitsune's Tails. [/center] Spoiler: click to toggle Aura Overflare 's Gambit: Unleashes a storm of illusionary pain, that doesn't end until either the user passes out, or manages to calm itself down. Effects everyone, does 1/8 of total health, 1/6 to user. Created by Bones The Leader ~ Starias/Tuki (Very Rare) Description: This aura creates a yellow blur around the user. Lv.10 and up causes the aura to condense into a yellow crown that hovers over the users head. The color can either be yellow or black, growing darker or brighter with the users intentions. History: This aura only appears in those who are destined to lead. Whether it be a large group or small. Almost all owners of this aura ended up leading a tribe or mercenary force. But do not mistake it for a benevolent power. Occasionally the owner of the aura is one of the most black hearted Pokemon in the world, ones who rule by fear and strive for conquest. That said, this aura always marks it's user for great things. Possibly terrible things, but great... If they can survive long enough to reach their full potential. Most die early from either overconfidence or are assisinated for fear they will become a leader of darkness. Aura Moves/Abilities (by level up) -Lv.1 Teamwork: User and all allies gain a stage of Attack. This effect is doubled if user has fought alongside all allies before. No effect if fighting solo. (passive) -Lv.2 Form up on me!: User calls all allies to themself. User and all nearby allies gain two stages of defense and Sp.Def for one turn. Lasts 2 turns if user has fought alongside allies before. -Lv.4 Full charge!: User charges forward using the strength of his allies. Base power is 70 but gains +5 for every ally, +10 for every ally the user has fought with before. 95acc. Two turn cool down. Lv.6 Give strength: User sacrifices 20% of their HP to restore 20% of an allies. 30% if the user has fought alongside ally before. (cannot be taken with Draw Strength) Lv.6 Draw Strength: User absorbs 15% of all allies HP to restore an equal amount to himself. If user has worked with ally before an additional 5% is restored per ally. (cannot be taken if user chose Give Strength.) Lv.8 From Afar!: User and allies gain +2 special attack stages. 3 if user has helped all allies before. (once per battle) Lv.9 Up Close!: User and allies gain 2 atk stages for one turn. 3 if user has worked with all allies before. (once per battle) Lv.11 True teamwork: User and allies gain 1 stage to each stat. Effect doubles if user and allies are friends and have been through 10 battles together. No effect when alone. (passive, replaces Teamwork) Lv.13 Self sacrifice: user takes all attacks directed at any of their allies. Gives a 2 stage def and sp.def boost if user has worked with all allies before. (not take able with Minion sacrifice) Lv.13 Minion Sacrifice: User uses allies as a shield, any damage he would take is spread across them. If user has fought alongside all allies before, all allies gain +2 sp.def and Def for this turn. (not take able with Self sacrifice) Lv.15 Intimidating force: User and allies gain 2 attack and special attack for one turn. Two turns if user has fought alongside allies before. Lv.18 Focus Everyone!: User and allies are cured of any confusion or Attract. All attacks are garunteed to hit for one turn. Two if user and all allies have worked together before. Lv.20 Rule by Fear: User forces all allies to attack for damage. Allies recieve and deal x2 damage for one turn. Two if user and allies have fought together once before. (only one Lv.20 skill may be taken) Lv.20 Rule by Love: user encourages allies and helps them to keep fighting. Heals all allies by 10%. Effect doubles for allies that are friends with the user. Triples for mates. Lv.20 Rule by Justice: User knows what is right and convinces allies of the same. Sends User and all allies at chosen foes. Uses all three actions for all Teamates. Hits for as many Pokemon are on the users team. (150 pow, 100acc) Note: abilities cannot have their secondary effect the first time they are used. Aura Overflare: The power of a true leader. User gains 10% HP and one stage to every stat. Allies gain one stage to each stat and 5% health. Effects are doubled if user has been through 12 Fights without using this move and 5 fights with every ally. Created by Destinyweaver Venecius ~ Starias, Elemental, Tuki, Suosia, Null, and Misc. (Rare) Aura Description: This aura shows itself as a purple mist that surrounds the user, with a gold outline around the user. As the aura grows in power, eight orbs of different colors surround and orbit the user as well. The colors of the orbs represent the special elements (Fire is Red, Water is Blue, Grass is Green, Psychic is Pink, Dark is Black, Electric is Yellow, Ice is White, and Dragon is a very dark Blue.). Until the user attacks, the orbs will stay their respective color. But, when the user does attack, the orbs will all change to the color of the type of the attack temporarily. Aura History: It is believed that Venecius was created before the world shift. A group of humans found Eight special Artifacts, each of which seeming to be infused with a certain element. They tried and tried to discover their secrets, but each attempt was met with failure. It had frustrated them to the point where they dedicated their entire lives to figuring out these artifacts. Then the world shift happened. All these people were changed into Pokemon, and their willpower, persistence, and effort manifested to form this Aura. It passed down through their bloodline, so every 'mon that has this aura today has one of these Human-turned-Pokemon as an ancestor. The aura tends to reveal itself in those with great amounts of willpower, patience, and/or purpose. Also, well known users of Special Attacks, such as Alakazam, are the ones most likely to have this Aura. Though, there are no true restrictions to who can receive this Aura. Aura Moves/Abilities Level 1: Beginning Elements(Ability): STAB Special Attacks from the user will gain an extra STAB Bonus(Meaning STAB Specials deal 2x damage opposed to 1.5x damage) Level 3: Fell Sphere: The user fires a small, weak ball of energy that will increase the user's Special Attack by 2 Stages if it knocks out a foe.[Psychic-Type; Special; 30 BP; 100% Acc.; Increases Special Attack by two stages if it knocks out an opponent] Level 6: Elements of the Beginning(Ability): Fire, Grass, and Water Special Attacks will all gain a psuedo-STAB bonus (1.5x), and STAB Special Attacks will still get an extra STAB (2x)(Same as Beginning Elements) Therefore, STAB Fire, Grass, and Water Special Attacks will end up dealing 2.5x damage (Since it stacks the 2x boost from STAB Special attacks and the 1.5x psuedo-STAB boost from Fire/Water/Grass Special Attacks). Replaces Beginning Elements. Level 11: Prism Mirror: Protects the user against any Special Attack. A mysterious force is reflected back to the attacker to deal 1/8 of the foe's HP, and lowers the opponent's Special Attack by two stages. [+4 Priority, chance to fail increases if used consecutively (Same as Protect)] Level 15: Elemental Barrage: Fires a barrage of all the elemental spheres at the foe. [Hits 8 Times; 20 BP; 80% Acc; Will deal damage of these types in this order : Water, Fire, Electric, Dark, Psychic, Grass, Ice, and Dragon.] Level 18: Quantum Bolt: A powerful bolt of blue electricity is sent towards the foe at an incredibly blinding speed. [Electric-Type; 100 BP; 100% Acc; +2 Priority] Level 20: Magic Mastery(Ability): The user's Special Attack stat is doubled.s Fire, Water, Grass, Electric, Dark, Psychic, Ice, and Dragon Type Special Attacks receive a STAB bonus. [Stacks with regular STAB bonus if the user's type applies] Slightly reduces the stamina cost of using Special Attacks. Replaces Elements of the Beginning. Aura Overflare (optional): Element Infusion: The user absorbs the power of all the Elements to double it's Special Attack. All Special Attacks get an extra STAB Bonus. This boost lasts for 3 turns. After the three turns, the user lets loose an Explosion that is the type of the last move it used. Will cause the user to faint. Aevus ~ Tuki/Starias (Rare) Aura Description: A dark blue, transparent mist surrounds the user when activated. As it levels up, the mist will start to slowly orbit the user as well. Eventually, the faint silver shape of a clock will appear along the boundaries of the aura, complete with silver 'hands' that slowly rotate the user much like a clock would. At the aura's highest level, this clock shape will appear solid, and Roman numerals will also appear in the same order as a clock. (The 12 in front of the user, 6 in back). Aura History: A more powerful version of this aura was created long ago, assumingly by Dialga, Celebi, or maybe both. Legend tells that if someone were to please these Pokemon of time very greatly, they would bless you with this aura. In modern times, no one really knows if it's true or not, but legend does say it. But the fact remains that the aura does exist, but is rare to find. Only a few bloodlines appear to have this aura, with no real correlation of species. It appears randomly within families and is passed down through newer members of the family. But, the families that do have it often conceal themselves, or at least use the aura very sparingly and hide it from others. The users of the aura also usually slowly go insane, because it is believed that many of these auras experience constant dreams from the past, and even the future. Aura Moves/Abilities Level 1: Reflex (Ability): Time moves slightly slower around the user, giving them the ability to calculate and move at a slightly faster rate. Gives a small boost (10%) to accuracy, evasion, and speed. Level 3: Haste: Increase the Speed and Evasion of yourself or an ally by one stage. Level 6: Bullet-time (Ability): Time slows down more for the user, giving larger boosts (20%) to speed, accuracy, and evasion. Replaces Reflex Level 11: Celebi's Blessing: Allows the user, or an ally, to have their wounds heal at an alarming rate when used. For four turns, 25% of health will be recovered. Level 13: Slow Pulse: A pulse of red time energy is released around the user (about a 3 ft radius). Enemies caught in this pulse have their speed and evasion lowered by two stages. Level 15: Chrono Blessing(Ability): Time slows down even further for the user, increasing the boosts to speed and accuracy to 30% (Evasion stays at 20%). Out of battle, the aura's user can see into other's pasts if they are strongly thought about/permitted to see moments of their past. Replaces Bullet-Time. Level 18: Time Freeze: The user is able to make a Pokemon incapable of using any moves, or moving at all. They cannot take any damage, either (This includes damage from status effects). The effect lasts a total of three turns. Has a very large penalty on stamina. Level 20: Mastery of Time (Ability): In the eyes of the aura's user, time moves at a snail's pace. 50% boost to Speed and Accuracy, 30% boost to Evasion. Out of battle, the aura's user can see into another's past by maintaining eye contact if they desire. The user will also tend to have dreams about other pokemon's pasts (Sometimes, even the one's of strangers the user hardly even knows) and maybe one of the infinitely many possible futures. Replaces Chrono Blessing. Aura Overflare (optional): Wrath of Time: A shield is created around the user that can protect anyone that is very close to the user. Anyone within this barrier is fully healed and revives fainted Pokemon. A huge pulse of time energy is released from the user, which fast-forwards time so much that the area around the user rapidly degenerates. Anyone within the range of the pulse suffers a -25% penalty to all their stats. Is only usable when the user is at near death. Equesteus ~ Misc (Rare) Aura Description: Upon activation, this aura gives off a golden glow around the user. While the aura increases in level, one can notice that illusionary, metallic gray armor seems to form around the user within the glow. The colors of the aura may also be changed depending on the path you take within the aura. Aura History: This Aura came into existence around the time of the merge, and came to be because of a knight's strong will. He became an Aegislash that had this new Aura, and he discovered the path of the White Knight. His Aura passed onto his son, who unfortunately discovered the path of the Black Knight. The aura was passed down to all of his sons and daughters, who in turn also kept passing the Aura along as the years passed. At first, the Aura mainly stayed with the Aegislash line, but in time it was passed down to several different species such as the Samurott line and the Gallade line. The main problem as to why this Aura is a Rare one is that in most cases, you have to be a descendant of Equesteus' original owner in order to have the Aura, but there have been a couple situations where it randomly popped up in different families... Aura Moves/Abilities Level 1: Wooden Blade (Passive Ability): Increases the power of Physical Contact moves by 1.2x Level 3: Blade Flurry: (Power 20, Acc.80 ; Hits 2-5 times ; Makes Contact) Swing your blade(or any weapon for that matter) in a multiple strike series against one opponent. Level 6: Parry Stance: When activated, Increases both defenses by 1.2x, but your attack stats are lowered by 1/4 Level 9: Blade of Steel: (Passive Ability) Increases the power of Physical contact moves by 1.5x (Replaces Wooden Blade) Level 11: Shield Stance: When activated, increases both defensive stats by 2x until your next Attacking move Level 13: Hurricane Blade: (Normal-Type ; Power 40, Acc.80 : Hits 2-5 times ; Makes Contact) Empowers your weapon of choice with the speed of wind, allowing you to strike an opponent with a fast flurry of attacks. Black Knight Skills Level 15: Black Knight's Curse (Passive Ability): Increases Both Attacking Stats by 2.5x, but every turn while your Aura is activated, 5% of your health is drained and your Fatigue decreases at a slightly faster rate. (Makes Aura Glow Purple and the 'Armor' Black) Level 18: Void Slash (Dark-Type ; Power 75 Acc. 100 ; Makes Contact) Attack your opponent with a Blade of Darkness that restores your health for 25% of the damage that is dealt Level 20: Dark Empowerment: In exchange for sacrificing 35% of your health per turn this ability is activated, your Attacking stats rise to 5x OR White Knight Skills Level 15: White Knight's Blessing (Passive Ability): Increases Attacking and Defensive stats by 1.5x, and you heal 5% of your health every turn is Aura is activated. (Aura Glow becomes White and the Armor becomes Gold) Level 18: Healing Light: Heals the user and any allies nearby half of their health (Can only be used 3 times per battle) Level 20: Heavenly Blade: (Fairy-Type ; Power 120, Acc. 100 ; Makes Contact) Your weapon is bestowed with the power to destroy Darkness and becomes larger during the attack, allowing you to slash up to 3 opponents that are directly in front of you Created by Zeem The Tank ~ Tuki/Suosia (Uncommon) Aura Description: Upon activation, the user is surrounded by a silvery mist that takes the shape of body armor. Grows in intensity and reflection every level. Aura History: When the Humans were still on their planet before the catastrophic merge, their main line of defense during the Medieval era were the warriors. Knights, Vanguards, and other types of infantry put their lives on the line to defend their kingdoms. To assist them with the exhausting battles that they endured, they wore plates of armor, ranging from iron to steel, to help keep them safe. Some chose to have their armor to be as durable as possible. Some decided to forge their armor to strike fear into the hearts of the enemies while sacrificing protection. After the merge, traces of the historic warriors could be seen in some Pokemon. The first recorded case of 'The Tank', as it is called, aura was seen with a Steelix, who was the protector of his family's seemingly-endless burrows. Attackers often found their moves ending up with cracked claws and split teeth along with shattered egos as they scurried away from the unbreakable warrior, who seemed to grow in defense the longer the battle continued. To this day, this aura is found on Steel type Pokémon than any other types, most likely due to how the knights wore their armors of iron and steel. Aura Moves/Abilities Level 1- Pelt of Steel: This Pokémon's pelt/skin is exceptionally tough! +5% defense bonus. Enemies are determined to break the user's will, causing a significantly higher chance for them to attack the user. (Passive) or Stagger: Just a scratch! Instead of being dealt with damage all at once, the user staggers the attack, causing the damage to be given at 25% intervals until reaching the full amount after four rounds. However, the pain takes its toll, causing a permanent -5% damage on the user. Can cause fainting after battle! (Passive) Level 2- Solid as Stone: Like a rock, the user is hard to break. Also like a rock, however, they can't do too much without help. +10% defense (stacks on Pelt of Steel) at the cost of -5% damage. or Battle Cry: The Pokémon lets out an inspirational roar of attack, granting an additional 5% damage bonus to the party. Level 4- Provoke: The Pokémon mocks/challenges their foe, forcing it to attack the user for three turns. One round cooldown. Level 5- Pelt of Steel (Lvl 2 if taken at lvl 1): This Pokemon's pelt/skin is exceptionally tough! +10% (5% if just getting it here) defense bonus. (Passive) or Armed to the Teeth: Lots of battles has trained this Pokémon how to retaliate. 5% chance to cause 2% damage dealt to the user back at the attacker. (Passive) Level 7- Guard: The user gathers the silver mist around them to form a wall the shape of a kite shield, deflecting all but Physic type attacks for two turns. However, the Tank cannot attack for those turns. Can be used on party members to protect them. Causes foes to have a significantly higher chance to focus on the Tank. 3-round cooldown. Level 10- Resilient: This Pokémon has fought many battles, allowing him/her to learn from mistakes. +3% resistance to all types. (Passive) Level 13- Ground Shock: The user stomps the ground with incredible force, creating a shockwave that surges in front of him/her. Causes moderate Ground Type damage with a 12% chance of paralysis. Can hit party members. 4-round cooldown. Level 15- Heroic Leap: Da-da-da-daaaa! The user leaps into the fray of battle, landing with enough force to cause a 45% chance of flinching to enemies and allies around the impact zone. Causes attackers to focus on the Tank for the next round. Careful, because the Tank may miss and cause 5% damage to themselves. 2-round cooldown. Level 17- Intimidating Shout: The Tank lets out a frightful roar, causing nearby enemies to have a -10% reduction to all defenses and attacks. Level 20- Tank: With the full power of the reflective mist, the user creates armor tougher than steel, granting a 50% defense increase for four rounds. Enemies are awed by the sight, causing a -10% reduction to attack stats. 10-round cooldown. Edited by Seiteran22, Oct 28 2015, 07:10 PM.
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| Seiteran22 | Oct 28 2015, 07:09 PM Post #4 |
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Created by Tumble Tainted Gales ~Misc. (Very Rare) Aura Description: It is with a heavy heart that I say that all things are not what they seem. Not even when the cutest, friendliest fairy type comes to you with their pink coats and wide smiles...they all secretly want to see the world burn. Tumble was one of the first to show this aura, and she is not the only one to have it. This aura effects only to Pokemon that have the ability cute charm or are a fairy type. Pokemon who have this aura should be wary of, because they sure know how to get what they want. After this aura is learned, Pokemon that are fire type, steel type or poison type moves will have a 20% attack bonus due to Pokemon of this aura originally being developed by fairy type Pokemon. This aura first started when a bunch of fairy type Pokemon were tired of being pushed around because of their looks. They were casted aside because they were 'too cute' and was never taken seriously. This gang of fairy types; A Mawile, Jigglypuff, Granbull and Clefairy came together and began their plans to prove to everyone else that they were more deadly than they were. After years of seducing other Pokemon, trying to find ways to make themselves feared. They had done it, their auras had transformed as dark as their hearts were. They passed down the aura on to their children, and taught them it's secrets. It spread all over after and wide, fairy type who had a dark place in their hearts have the aura. All though...three centuries ago, it disappeared off of the face of Phericiole. No one knew why it disappeared, but the lack of fairy types must had been a reason why. One hundred years ago, a lone Milotic by the name of Eris, who was a descendant of the Mawile from that gang too long ago, had begun to show signs of the aura. It began to appear with Pokemon that had the cute charm ability in random places around Phericiole. The aura these days are considered a rarity, but easy to spot if they are known to have cute charm. Aura Ability: Spoiler: click to toggle Level One: (Aura Ability) Friendly Intentions: This Pokemon gets an attack bonus of 10% if the pokemon they are attacking is considered their friends or acquaintances. It builds psychopathic intents to the user and allows them to make calculated strategies to make their friends suffer. This ability is also passed down at birth if one of the parents as the Tainted Gales aura. Level Three: (Passive Aura Ability) Sexy Charm: This ability works similar to Cute Charm but it affects all genders and not just the opposite. Success rate of being infatuated is 30%. "I am a equal opportunity psychopath!" Level Eighteen: (Secondary Aura Ability, Replaces Sexy Charm) Tainted Gales- The user has taken a liking to feeding off of the love of others. They grow a single flower next to their left ear. The flower looks similar to a Gracadia flower expect in a slightly darker color. The flower can spread it's pollen which makes the Pokemon fall in love with the user. Same success rate as Sexy Charm. Aura Attacks: Spoiler: click to toggle Level Two: Simon Says Hit Yourself- A pink shroud falls over the user and forces the physical attack to bounce back to the attacker.(Similar to mirror coat but for physical moves) Does not work for special attacks. Level Three: Chocolate Flavored Kisses- The user attacks by kissing the foe, the Pokemon becomes confused and 5%(weak)-20%(Super effective or Critical Hit) of their HP is drained. Pokemon who have ability liquid ooze drains HP of user. Does not work for Pokemon who have the abilities; Simple, Oblivious, Unaware or Moody. Level Seven: Tough Love- The Pokemon attacks by hugging the foe so tightly they can not breathe. Loses 5% HP per turn and the user absorbs said HP. Works similar to warp and leech seed, and is 30% likely to make the foe flinch. Level Eleven: Heartbreaker- This attack removes infatuation or in love statuses from pokemon while removing 15% of HP. Level Sixteen: Seduce- This Pokemon whispers words of love and affection, causing the foe to permanently fall in love with the user. If they do not, then they fall in love with the pokemon for four turns. This attack has a low success rate of 25% to cause a Pokemon to fall permanently in love with the user. Aura Overflare: Omnibus: A purple aura infests the user, causing purple aura like vines to attack the pokemon around them and wrap around them tightly. When it hits a Pokemon, a pink ghostly flower blooms on top of the heads of the pokemon affected and it blossoms, causing to fall in love with the user. This attack causes all Pokemon around the user to fall in love with the user, and the user absorbs their life essence taking 25% to 50% of HP. The user faints after 2 turns in using the overflare and can not battle anymore. Created by Blind Orchid Rain ~ Misc/Elemental (Rare) Aura Description: When activated, the aura looks as if almost ethereal looking flower pedals are falling from the heavens. Aura History: The first users of this aura were the legendary pokemon known as the Shaymin. Many migrating pokemon sought out the Shaymin for safe passage to escape the harsh winters of the land. This was because the Shaymin were constantly flying around the world to bring about spring in different places. And everywhere the Shaymin went, a collection of humble migrating pokemon followed. Soon, the pokemon became to weary to follow, being unable to fly. A selection of Shaymin felt pity on these pokemon, and so, they blessed the migrating families with a gift. A much more downgraded version of heir own, which could be passed down through their bloodlines. As a hereditary aura, only those coming from a very old family with a history of migration, have this aura. Aura Moves/Abilities (by level up) Aura level 1: The Orchid's Gift (Move); The user causes the immediate area around itself to sprout small flowers. After a turn, they blossom, and heal allies for 20% of their maximum health points. During the next turn after activation, grass type moves deal .5 more damage. Maximum allies healed is 3, chosen by how close they are to the user. Aura level 5 (Ability): Respite Of The Garden; After every physical attack from the user, it gains a stack of Respite Of The Garden (Maximum of 3 stacks) . After earning 3 stacks, the next physical attack summons a thorned vine out of the ground, causing the next attack to do x2 as much damage, with the drawback of being a grass type Attack. Aura level 7: Will Of Pedals (Move); Upon activation, both the user and allies gain a stage one raised attack stat an a stage one raised physical attack stat. Any fainted allies will be revived and will receive 10% of their maximum health points, but will remain a grass type for the rest of the battle. Maximum of 2 allies, chosen by the user. Aura level 12:The Forest's Gift (Move); The user causes the immediate area around itself to sprout small flowers. After a turn, they blossom, and heal allies for 50% of their maximum health points. During the next turn after activation, grass type moves deal x2 damage. Maximum of 3 allies. (Replaces Orchid's Gift) Aura level 13:To The Moon (Move): The user concentrates on it's intended target, and advances upon them with blinding speed, dealing damage equal to the user's percentage of missing health. The target is then launched into the sky. If the target is not a flying type, and/or doesn't have any levitating abilities, then the battle ends. Aura level 15: Blossom (Ability): The weather's affects are changed to that of "Sunny Day", with the added bonus of the user gaining a small amount of health (5%) every turn while the weather is that of a harsh sunlight. This effect will not return if the weather is changed into something else during battle, unless a Sunny day or other sunlight drawing ability is activated, in which case the user will begin to receive health again until the process is repeated. The effect itself does not go away. Passive is automatically activated at the start of the battle. Aura level 17: Hanging Tree (Move): The user spawns a tree that hold a 25% chance of housing ripe Oran berries; 10% chances of housing Cheri Berries, 20% Chance of housing Pecha Berries; 10% Chance of housing Chesto Berries, 10% Chance of housing Rawst Berries; 10% chance of housing Aspear Berries; 10% chance of housing Persim Berries; and 5% chance of housing Lum Berries. The tree always houses 3 berries. The turn after this move is used, the berries become accessible for the user and the user's allies to consume, and the tree instantly withers into nothing. Aura level 19: Twisted Treeline (Move): For three turns, all allies AND enemies on the field are transformed into grass types for 3 turns. Any fire types on the field changed will also suffer a 25% damage deduction, as the transformation is the most unnatural out of all the typings. Aura level 20: Nature's Gift (Move): The user concentrates on the environment around it, before absorbing the life force of all nearby Flora. The user then releases it stored energy to heal all allies back to full health, and gets rid of any status conditions they might have, including fainting. Maximum number of targetable allies is 5. (Replace's Forest's Gift) Aura Overflare (optional): Nature's Tempered Fate: When the user activates this ability, all enemies are put under the affects of the "frozen" status effect for two turns, though instead of being frozen in ice, they are merely covered in countless vines. Enemies also lose 35% of their maximum health points after the two turns are up. Fire types can be unfrozen after 1 turn. Created by Luce Flax ~ Misc. (Rare) Aura Description: Since the aura is always active, the user will always be covered with vivid purple aura of death. Once the user choose the light, the aura's color will become vivid light blue instead. However, if the user choose dark, the aura's color will become dark blue instead. The aura's light is determined by the user's energy. If the user is healthy, the light will be stronger. However, if the user is unhealthy or tired, the light will be weaker. The light will only glow on the user's chest if the user fainted. However, if the user died, the aura will stop glowing. Aura History: "When there is a beginning, there is an end. When there is live, there is death. Death is the fate of all living being. Do not fear it." Back when the world merged, a pair of twin brother and sister were turned into Pokemon. They were too weak to protect themselves, and they met the bitter fate together. Both of them regretted that they couldn't protect each other. The regrets were heard by a passing ghost. The ghost granted them Aura that brought them back to life, but as ghosts. It had been doing it for quite some times, and a great being punished it for abusing its power. Its power was stripped from the ghost and was shared to other who had "dying regrets" after a proper selection from the great being. The Aura was rare since the great being didn't want to break the balance of the living world and the death world. Aura Moves and Abilities Aura Moves/Abilities:
Note: Fainting because of the aura moves or ability equals to death. Created by Destinyweaver Fulminus ~ Tuki (Very Rare) Aura Description: When the aura activates, an illusionary thunderbolt strikes the user, and a small area around it is ignited with flames that float around the user. As the Aura levels up, the flames will become redder and burn more violently, before eventually turning blue whenever the aura is mastered. A golden, transparent smoke will also come off the user, with small static bolts coursing through it. There was once a King who ruled during the times of humans. He had a loyal bodyguard that would throw himself in the path of great danger without question in order to protect his King. When the worlds merged and the two became Pokemon, the bodyguard kept his ways, even though the King was no longer a ruler. The bodyguard, a Magmortar,'s loyalty one day formed this very Aura, and with it made his friend, a Luxray, feel just like a King again, and be able to protect him better than ever before. But, eventually there came a day where there were just too many foes ganging up on the pair. The guardian used the Aura's overflare, but could not vanquish all the foes, and his friend died along with him. But, the Aura lived on. When one claims eternal loyalty to another, and vows to give their life for another, and is utterly honest, there is a chance they will gain this Aura. It is said that leaving the Chosen, or otherwise breaking their vow, will cause this Aura to disappear, or even turn on the Aura's user. However, given the nature of the few that have earned this Aura, noone actually knows if this is true at all. Aura Moves/Abilities -Level 1: Loyalty- Choose one other Pokemon. The Chosen receives +1 to their offensive stats, while the user receives +1 to their defensive stats. But, if the Chosen Faints, -3 to both offensive and defensive stats. [A golden crown will appear on the Chosen] -Level 5: Burning Flames, Storming Bolts (Ability): Electric Attacks will deal extra Fire-type damage, and Fire-Type Attacks will deal extra Electric-Type damage. Lose 25% of your max health if the Chosen faints. -Level 8: Self-Sacrifice: Sacrifice a portion of your HP in order to heal 1.5x that amount of HP to your Chosen. Will also pass on existing pass stat boosts on the user to the Chosen. (Except the boost from Loyalty) -Level 12: Valiant Guardian: Take attacks aimed at your chosen and gain +3 defensive stats for that turn. Nothing else may be done for this turn. Both the User and Chosen are healed by 10% x the number of hits taken that turn. -Level 15: Passionate Flames, Vicious Bolts (Ability): Upgraded version of Burning Flames, Storming Bolts. Electric and Fire attacks will also gain a 1.5x damage boost along with the additional type damage. Lose 50% of your max health if Chosen faints. Replaces Burning Flames, Storming Bolts. -Level 18: Protector's Blessing: Chosen is fully healed, and any statuses or stat drops are removed. For the next 5 turns, the Chosen will gain 1/8th HP Regeneration. Can only be used at most twice per battle. -Level 20: Loyal To The Very End (Ability): Upgraded version of Passionate Flames, Vicious Bolts. All attacks are able to deal additional Fire or Electric Type damage [May receive STAB boost when applicable, but non Fire/Electric Attacks will not receive the damage boost of Passionate Flames, Vicious Bolts with their additional type damage] Boost of Loyalty's boosts are improved, giving +2 Offensive stats and +1 Defensive stats to Chosen, and +2 Defensive stats and +1 Offensive stats to the user. The penalty is increased to -4.If the Chosen Faints, the User will lose 75% max HP. Replaces Passionate Flames, Vicious Bolts. Aura Overflare (optional): Last Stand, Final Storm: Usable only after the Chosen has fainted. The user is invoked into a vicious rage, removing the penalty of Loyalty, and boosting the user to +3 offensive stats for the next 5 turns. Every Pokemon fainted during this time will give another +1 to offensive stats (max of +6). If the battle is not ended in this period, the user will faint, and a massive storm of fire and electricity will the remaining opponents withing a 15 ft radius [180 BP, 80 Acc, Deals Fire and Electric Damage] |
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