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- Seen Nov 14, 2017
I have a system update for Aura users.
Aura sensitive individuals have access to their normal move pool.
Their next level of training allows them to access Aura Techniques.
They begin with their own type and branch out from there within the categories under which they fall. For example a Water Type Aura-User learns every Water Technique for the Hydric Category. A Water/Grass Type Aura-User learns every Water from the Hydric Category and then with extra training learns every Grass Technique from the Energy Category.
After that they branch into their home categories one type at a time, learning the technique of types that they are not. For example, the Water/Grass Type Aura-User can learn Dragon Techniques from the Energy Category as long as they have mastered grass techniques.
Once an Aura-User has mastered all techniques of a category they belong to they can branch out and learn from another category but not a category in opposition to their type's category. For example a Water/Grass type Aura-User learns from the two categories of Hydric and Energy. They are unable to learn techniques from the Earthen and Beastial categories because of the opposition within the Aura. If they wish to learn from a third category then they must choose either Light or Dark.
An Aura-User with types in opposing categories is an exception. For example a Fairy/Ghost individual learns from the Light and Dark categories but can pick up Hydric, Beastial, Energy, or Earthen as a third category.
Three categories is the limit, an individual is unable to learn additional techniques at that point. Thus a pokemon's own move pool should be considered as there are a few moves which can belong to a category they haven't mastered.
Light
- Fairy
-- Play Rough, Fairy Wind, Moonlight
- Psychic
-- Psycho Cut, Extrasensory, Hypnosis
----------
Hydric (Liquid)
- Water
-- Dive, Scald, Rain Dance
- Ice
-- Ice Shard, Icy Wind, Hail
- Poison
-- Cross Poison, Venoshock, Toxic
Beastial (Conscious)
- Normal
-- Bide, Swift, Mimic
- Fighting
-- Mach Punch, Aura Sphere, Detect
- Flying
-- Fly, Air Cutter, Tailwind
- Bug
-- Fury Cutter, Signal Beam, Spider Web
Energy (Subconscious)
- Grass
-- Leaf Blade, Energy Ball, Spore
- Electric
-- Spark, Thunderbolt, Thunderwave
- Dragon
-- Dragon Claw, Dragon Pulse, Dragon Dance
- Fire
-- Flame Charge, Flamethrower, Sunny Day
Earthen (Solid)
- Ground
-- Dig, Earth Power, Spikes
- Rock
-- Stone Edge, Power Gem, Sandstorm
- Steel
-- Steel Wing, Mirror Shot, Iron Defense
----------
Dark
- Dark
-- Night Slash, Dark Pulse, Taunt
- Ghost
-- Shadow Sneak, Night Shade, Curse
General Techniques that are frequently used by all Aura-Users.
- Strength, Hidden Power, Telekinesis
A battle between Aura-Users comes down to two attributes: technique type and mastery of the technique.
Identify the power of your technique by examining how it relates to you.
Techniques of your move pool: +1
Techniques of your type: +1
Specific Techniques of a Category you have fully mastered: +1
Specific Techniques of your type of a Category you have fully mastered: +1
Techniques of an Opposing Category: -1
For example lets use Kadabra's Move Pool assuming they have mastered the Light Category.
- Move Pool
Confusion: 2
Psybeam: 2
Psycho Cut: 4
Psychic: 2
Future Sight: 2
- Category Techniques
Extrasensory: 3
Play Rough: 1
Fairy Wind: 1
If Kadabra knew Knock Off as an Egg move then it would belong to his move pool but be from an opposing category.
Thus it would have a power of 0.
During combat there are a couple extra benefits that are situational.
The Technique's Type is super effective on the target: +1/+2
The Technique's Type is not very Effective on the target: -1/-2
The Technique's Type is not effective on the target: x0.
Under the right circumstances Kadabra's 0 power Knock Off gains a situational power of 1 or 2 depending on the target. Kadabra's strongest moves is Psycho Cut which has a power of 4. In the right circumstances it can have a power of 6... but against the wrong enemy it's power is 0.
When two Aura-Users fight there is potential for a clash which is when the power of techniques is equal. That is when the technique's power according to the pokemon games is checked. The Technique with the higher move power overcomes. If for some reason that is equal, then it comes down to the base stats of the pokemon. If for some reason that is equal to then it comes down to speed. And if for some god awful reason twins are fighting each other then a coin is flipped.
Next is the update on weapons.
Ray guns, laser beams, energy cannons, and light sabers all use a kind of energy that correlates to the Aura but by default not to any single type in particular. So you categorize a weapon's damage by its category.
Hydric Weapons are liquid state like plasma. Energy Weapons are raw and chaotic. Beastial Weapons are simple and stable. Earthen Weapons are very solid but still an energy.
Light and Dark cannot be harvested for weapon energy. Or at least there is no method of doing so without using the Aura.
Opposing categories are weak to each other, neutral categories do not effect damage, but the same category is not very effective against itself.
That being said when a weapon is used on someone it considers their type's category for effectiveness rather than an individual type. If you get hit by a weapon without any protection you're probably going to be gravely injured even if the category was the same type.
Shielding is a method of dampening the energy being used in weapons. It can take the form of unique materials or a force field to protect an area around a generator.
The power of a weapon is ranked in tiers the same for shielding. Tiers cancel out each other thus shielding of the highest level is effective in every battle with the exception of its opposing category which will still do minimum damage to structures.
A ships fire power and shielding generally follow the size of the craft.
Single pilot ships are Tier 2 in both firepower and shielding while individual weapons and shields are Tier 1.
Large crafts like Star Destroyers have tier 4 firepower and tier 3 shielding which is among the strongest in the galaxy as far as battle cruisers are concerned. Rebel Battle cruisers offer a worthy fight with tier 3 Fire power and tier 4 shielding. Battles like that often fall to whomever has the advantage in damage category.
The Death Pokestar is a structure entirely devoted to devastating whole planets with its tier 10 firepower but sorely lacks major defenses with Tier 2 Shielding. It requires ground based force fields to emit extra shielding which is often at tier 5 depending on the structure built on the surface of a planet or moon. This prevents Rebel battle cruisers from direct attacks.
Crafts can have multiple types of damage categories for firepower and shielding but switching between these types is impossible during battle. Thus it is essential for an army that they are using effective weapons against their enemies. Catching them before they have shielding up or while they have a disadvantaged shield attuned can cripple them and win what would normally be an impossible battle.
Aura sensitive individuals have access to their normal move pool.
Their next level of training allows them to access Aura Techniques.
They begin with their own type and branch out from there within the categories under which they fall. For example a Water Type Aura-User learns every Water Technique for the Hydric Category. A Water/Grass Type Aura-User learns every Water from the Hydric Category and then with extra training learns every Grass Technique from the Energy Category.
After that they branch into their home categories one type at a time, learning the technique of types that they are not. For example, the Water/Grass Type Aura-User can learn Dragon Techniques from the Energy Category as long as they have mastered grass techniques.
Once an Aura-User has mastered all techniques of a category they belong to they can branch out and learn from another category but not a category in opposition to their type's category. For example a Water/Grass type Aura-User learns from the two categories of Hydric and Energy. They are unable to learn techniques from the Earthen and Beastial categories because of the opposition within the Aura. If they wish to learn from a third category then they must choose either Light or Dark.
An Aura-User with types in opposing categories is an exception. For example a Fairy/Ghost individual learns from the Light and Dark categories but can pick up Hydric, Beastial, Energy, or Earthen as a third category.
Three categories is the limit, an individual is unable to learn additional techniques at that point. Thus a pokemon's own move pool should be considered as there are a few moves which can belong to a category they haven't mastered.
Light
- Fairy
-- Play Rough, Fairy Wind, Moonlight
- Psychic
-- Psycho Cut, Extrasensory, Hypnosis
----------
Hydric (Liquid)
- Water
-- Dive, Scald, Rain Dance
- Ice
-- Ice Shard, Icy Wind, Hail
- Poison
-- Cross Poison, Venoshock, Toxic
Beastial (Conscious)
- Normal
-- Bide, Swift, Mimic
- Fighting
-- Mach Punch, Aura Sphere, Detect
- Flying
-- Fly, Air Cutter, Tailwind
- Bug
-- Fury Cutter, Signal Beam, Spider Web
Energy (Subconscious)
- Grass
-- Leaf Blade, Energy Ball, Spore
- Electric
-- Spark, Thunderbolt, Thunderwave
- Dragon
-- Dragon Claw, Dragon Pulse, Dragon Dance
- Fire
-- Flame Charge, Flamethrower, Sunny Day
Earthen (Solid)
- Ground
-- Dig, Earth Power, Spikes
- Rock
-- Stone Edge, Power Gem, Sandstorm
- Steel
-- Steel Wing, Mirror Shot, Iron Defense
----------
Dark
- Dark
-- Night Slash, Dark Pulse, Taunt
- Ghost
-- Shadow Sneak, Night Shade, Curse
General Techniques that are frequently used by all Aura-Users.
- Strength, Hidden Power, Telekinesis
A battle between Aura-Users comes down to two attributes: technique type and mastery of the technique.
Identify the power of your technique by examining how it relates to you.
Techniques of your move pool: +1
Techniques of your type: +1
Specific Techniques of a Category you have fully mastered: +1
Specific Techniques of your type of a Category you have fully mastered: +1
Techniques of an Opposing Category: -1
For example lets use Kadabra's Move Pool assuming they have mastered the Light Category.
- Move Pool
Confusion: 2
Psybeam: 2
Psycho Cut: 4
Psychic: 2
Future Sight: 2
- Category Techniques
Extrasensory: 3
Play Rough: 1
Fairy Wind: 1
If Kadabra knew Knock Off as an Egg move then it would belong to his move pool but be from an opposing category.
Thus it would have a power of 0.
During combat there are a couple extra benefits that are situational.
The Technique's Type is super effective on the target: +1/+2
The Technique's Type is not very Effective on the target: -1/-2
The Technique's Type is not effective on the target: x0.
Under the right circumstances Kadabra's 0 power Knock Off gains a situational power of 1 or 2 depending on the target. Kadabra's strongest moves is Psycho Cut which has a power of 4. In the right circumstances it can have a power of 6... but against the wrong enemy it's power is 0.
When two Aura-Users fight there is potential for a clash which is when the power of techniques is equal. That is when the technique's power according to the pokemon games is checked. The Technique with the higher move power overcomes. If for some reason that is equal, then it comes down to the base stats of the pokemon. If for some reason that is equal to then it comes down to speed. And if for some god awful reason twins are fighting each other then a coin is flipped.
Next is the update on weapons.
Ray guns, laser beams, energy cannons, and light sabers all use a kind of energy that correlates to the Aura but by default not to any single type in particular. So you categorize a weapon's damage by its category.
Hydric Weapons are liquid state like plasma. Energy Weapons are raw and chaotic. Beastial Weapons are simple and stable. Earthen Weapons are very solid but still an energy.
Light and Dark cannot be harvested for weapon energy. Or at least there is no method of doing so without using the Aura.
Opposing categories are weak to each other, neutral categories do not effect damage, but the same category is not very effective against itself.
That being said when a weapon is used on someone it considers their type's category for effectiveness rather than an individual type. If you get hit by a weapon without any protection you're probably going to be gravely injured even if the category was the same type.
Shielding is a method of dampening the energy being used in weapons. It can take the form of unique materials or a force field to protect an area around a generator.
The power of a weapon is ranked in tiers the same for shielding. Tiers cancel out each other thus shielding of the highest level is effective in every battle with the exception of its opposing category which will still do minimum damage to structures.
A ships fire power and shielding generally follow the size of the craft.
Single pilot ships are Tier 2 in both firepower and shielding while individual weapons and shields are Tier 1.
Large crafts like Star Destroyers have tier 4 firepower and tier 3 shielding which is among the strongest in the galaxy as far as battle cruisers are concerned. Rebel Battle cruisers offer a worthy fight with tier 3 Fire power and tier 4 shielding. Battles like that often fall to whomever has the advantage in damage category.
The Death Pokestar is a structure entirely devoted to devastating whole planets with its tier 10 firepower but sorely lacks major defenses with Tier 2 Shielding. It requires ground based force fields to emit extra shielding which is often at tier 5 depending on the structure built on the surface of a planet or moon. This prevents Rebel battle cruisers from direct attacks.
Crafts can have multiple types of damage categories for firepower and shielding but switching between these types is impossible during battle. Thus it is essential for an army that they are using effective weapons against their enemies. Catching them before they have shielding up or while they have a disadvantaged shield attuned can cripple them and win what would normally be an impossible battle.
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