Post by Jimjams on Oct 16, 2012 1:53:48 GMT -5
-Poison: You're poisoned. You lose 1/8 your max HP at the end of each of your turns until it's cured.
-Bad Poison: Bad poison is rarer than poison, and a fine thing too 'cause if you're Badly Poisoned, you're fucked. Damage you take from Bad Poison stacks every turn, 1/16, then 2/16, then 3/16 and so on until you're either DEAD or cured. You can't be Poisoned and Badly Poisoned at the same time.
-Burn: When burned, damage you deal with physical attacks falls by half, and you lose 1/8 your max HP at the end of each of your pitiful, half-baked turns.
-Paralysis: When you're paralyzed, you only get to do anything at all on your turn 75% of the time. And when you DO, your speed is halved!
-Freeze: Being frozen immobilizes you. Potentially for centuries if you don't have it looked at by a doctor right away. You can be thawed out with a fire-type attack, but that could hurt if it's not Inferno. There is also a 20% chance each turn that you'll defrost naturally.
-Sleep: You're sleepin on the job. When you're asleep, you can't do anything except dream about things, Snore, and Sleep Talk. You could wake up on any of your turns (a 30% chance) but once it's been three turns, enough is enough and you'll wake. You also have a good chance (75%) of waking up if you get hit. Dream Eater won't wake its target, though, so be careful.
-Confusion: How dumb. You're confused. When you're confused, you can't target your attacks--who you're aiming at will be chosen at random and could even include yourself! What attack you'll do is also randomized. But you could also end up targeting something too far away with an attack that doesn't have the range, so it's not all nightmares. It'll wear off at the end of a turn (30% chance) and can only go on for 3 turns.
-Infatuation: You're in love with a literal sexy beast. Kinky! Infatuated characters can only attack 50% of the time, and it goes on until the Attractor and Attracted are separated, or one of them is rendered unable to fight.
-Grappled/Trapped: You can't move! Agh! But you can still attack, if there's a target within range of your attacks.
-Fear: A 'Mon plagued by fear must try to get away from the fight by whatever means it can, and if it can't for any reason, it may only use attacks that deal damage. Fear also disables the use of items unless the item will directly help the terrified Pokémon escape. It activates Quick Feet and Guts and ends if an ally uses a move that heals status problems or the fight ends.
Weather
-Sunlight: The sun shines upon you! This could be good or bad depending on who you are. Sunlight boosts the power of fire-type moves by 50%, nerfs the power of water-type moves by 50%, eliminates Solarbeam's charge turn, activates some abilities, bumps up the likelihood of natural defrosting to 60% (unlike in the games) and affects some other moves too. Here it affects individuals instead of the whole field.
-Rain: A tiny personal rain cloud hovers over you, powering up water moves by 50%, nerfing fire moves by 50%, activating abilities, halves Solarbeam's power, and affects other moves.
-Sandstorm: Damages non-Rock, -Ground, and -Steel types by 1/16 their max HP at the end of each of their turns. Rock-, Ground- and Steel-types gain 50% Sp.Def in a sandstorm. Sandstorms activate a buttload of abilities (three of them!!!), and halves Solarbeam's power. Also affects the individual, not the field. Just in case you were wondering.
-Hail: A tiny blizzard just for you. Damages non-Ice-types for 1/16 their max HP at the end of their turns. Activates abilities, affects some moves.
-Bad Poison: Bad poison is rarer than poison, and a fine thing too 'cause if you're Badly Poisoned, you're fucked. Damage you take from Bad Poison stacks every turn, 1/16, then 2/16, then 3/16 and so on until you're either DEAD or cured. You can't be Poisoned and Badly Poisoned at the same time.
-Burn: When burned, damage you deal with physical attacks falls by half, and you lose 1/8 your max HP at the end of each of your pitiful, half-baked turns.
-Paralysis: When you're paralyzed, you only get to do anything at all on your turn 75% of the time. And when you DO, your speed is halved!
-Freeze: Being frozen immobilizes you. Potentially for centuries if you don't have it looked at by a doctor right away. You can be thawed out with a fire-type attack, but that could hurt if it's not Inferno. There is also a 20% chance each turn that you'll defrost naturally.
-Sleep: You're sleepin on the job. When you're asleep, you can't do anything except dream about things, Snore, and Sleep Talk. You could wake up on any of your turns (a 30% chance) but once it's been three turns, enough is enough and you'll wake. You also have a good chance (75%) of waking up if you get hit. Dream Eater won't wake its target, though, so be careful.
-Confusion: How dumb. You're confused. When you're confused, you can't target your attacks--who you're aiming at will be chosen at random and could even include yourself! What attack you'll do is also randomized. But you could also end up targeting something too far away with an attack that doesn't have the range, so it's not all nightmares. It'll wear off at the end of a turn (30% chance) and can only go on for 3 turns.
-Infatuation: You're in love with a literal sexy beast. Kinky! Infatuated characters can only attack 50% of the time, and it goes on until the Attractor and Attracted are separated, or one of them is rendered unable to fight.
-Grappled/Trapped: You can't move! Agh! But you can still attack, if there's a target within range of your attacks.
-Fear: A 'Mon plagued by fear must try to get away from the fight by whatever means it can, and if it can't for any reason, it may only use attacks that deal damage. Fear also disables the use of items unless the item will directly help the terrified Pokémon escape. It activates Quick Feet and Guts and ends if an ally uses a move that heals status problems or the fight ends.
Weather
-Sunlight: The sun shines upon you! This could be good or bad depending on who you are. Sunlight boosts the power of fire-type moves by 50%, nerfs the power of water-type moves by 50%, eliminates Solarbeam's charge turn, activates some abilities, bumps up the likelihood of natural defrosting to 60% (unlike in the games) and affects some other moves too. Here it affects individuals instead of the whole field.
-Rain: A tiny personal rain cloud hovers over you, powering up water moves by 50%, nerfing fire moves by 50%, activating abilities, halves Solarbeam's power, and affects other moves.
-Sandstorm: Damages non-Rock, -Ground, and -Steel types by 1/16 their max HP at the end of each of their turns. Rock-, Ground- and Steel-types gain 50% Sp.Def in a sandstorm. Sandstorms activate a buttload of abilities (three of them!!!), and halves Solarbeam's power. Also affects the individual, not the field. Just in case you were wondering.
-Hail: A tiny blizzard just for you. Damages non-Ice-types for 1/16 their max HP at the end of their turns. Activates abilities, affects some moves.