allitersonance
Banned
Summoner
IC thread here.
For centuries, summoners, or people capable of summoning magical creatures to do their will, have ruled the continent of Paukae. These creatures, known as pokémon to the summoners but more commonly as demons or spirits to everyone else, have amazing physical abilities, as well as magical abilities of their own. It is impossible to predict whether an unborn child will turn out to have summoning abilities, and many potential summoners never learn of their magic, or even if they do, many never learn how to use them. Because they have never been taught, said potential summoners rarely learn to do anything but make glowing lines in midair that only other potential summoners can see; few have time to even try to develop their magic on their own.
This is why there are several temples scattered throughout the continent. Many summoners search through the continent to find anyone that can use magic, and bring them to the temple. Here, summoners are taught to use their magic and, once they have developed their skills sufficiently, are given one of twelve starter pokémon. Once the summoner proves that he/she is capable of capturing the usually-willing starter with his/her own magic, he/she can travel throughout Paukae, searching for more pokémon to add to their team. Each temple is dedicated to one “legendary pokémon”, said to be gods who created the entire universe and the pokémon and blessed all of those with magical abilities. These temples may be rivals, but they all have (at least publically) ultimately friendly relations.
Because almost all summoners with the ability to actually use pokémon are part of a temple, the temples as a whole control all magic in the area. This means that they are the major power of the continent, which almost nothing can stand against; their rule over the peasantry can be as absolute as they wish, although the temples are generally too busy with training summoners to be tyrannical. They perform most of the duties a king might, on some other continents, using their pokémon to enforce laws, keep order, and protect the continent.
For reasons long unknown, there have been attacks from the far west of the continent, and the lower-level summoners initially sent there have failed to stop them. However, at the loss of a few summoners, almost unbelievable reports have come in that two very new types of pokémon mages have arisen from the far west. In the northwest, humans that can transform into a certain kind of pokémon at will are said to be attacking the people. There, “werepokémon” become particularly vicious on nights near the full moon, but form organised armies during the day and the other nights. Meanwhile, from the southwest, strange, blood-sucking fusions of pokémon and humans have risen. These “poképires” attack in droves at night, draining blood from the helpless victims not fortunate enough to die early. Unlike the werepokémon, who already have an already impressive army, the poképire army seems to be slowly growing with every attack. Normal humans have no way of standing up to this threat, and only experienced summoners will do.
All of the temples have chosen some of their stronger summoners to create a small army of their own to counter these impossible monsters, and sent them to the westernmost temple, the Temple of Shaymin, where they will embark on a journey to meet the werepokémon and pokémon vampires in the middle, in an attempt to destroy them or at least send them fleeing back to where they came from. Of course, even from there it will be a long journey – the far west has been mostly ignored by the temples – but because there have been sightings of werepokémon and poképires much closer than there have been attacks, perhaps this is a good thing. Perhaps it’s even necessary, because it may be the only way for the summoner army to learn how to counter them.
But, behind it all, there’s a reason why the temples aren’t sending their very best summoners to defeat this rising threat. Although there have always been particularly strong rivalries between certain temples, they have never outright hated each other, or at least that’s what everyone thinks. But now, even as the temples join forces against the pokémon vampires and werepokémon, unknown even to their own disciples, they’re gearing up for war…
You, as one of the disciples of a pokémon temple, have – however reluctantly – accepted the request to be one of the summoners to stop the poképires and werepokémon from advancing farther west than the Temple of Shaymin, and to protect the Temple of Shaymin with your life.
Pokémon and Summoning:
The ability to summon pokémon are what separate summoners from normal people. This ability appears at random among the population; it seems that whenever a child is conceived, the gods roll a die to see if the person can use magic. The child of a summoner is as likely as the child of a non-summoner to have magical ability, and it’s estimated that 5% to 10% of the population can use magic. Though a summoner’s magic can only deal with pokémon, pokémon are great beings that have a range of other abilities.
Pokémon themselves are strange creatures, appearing at random in certain habitats that might possibly suit them. They have a physical presence and often wield impossible control over the elements, often several at once. Several hundred types of pokémon have been identified, and the most prominent religion is formed around certain pokémon termed “legendary pokémon”. If a summoner manages to capture a pokémon, the pokémon can from then on be summoned to aid the summoner. Of course, pokémon still have the same personalities as before they were captured, and even though they’re often inclined to listen to their summoner, they can disobey and even turn around and attack their summoner. Should a summoner die, all of his/her pokémon die with him/her, so a pokémon actually killing its summoner is rare.
Pokémon also have several forms, although only summoners appear able to unlock these forms. Some pokémon can unlock their “evolutions” when their summoner is strong enough, and gives them a certain number of levels. Others can be evolved because the pokémon feels enough love for their summoner. Most of the time, once a pokémon evolves, from then on the summoner can summon the pokémon in any evolution stage. However, some pokémon evolve by other methods, such as exposure to a certain kind of magical item, or in a certain place or at a certain time. In these cases, the pokémon can only ever be summoned in that form, or any forms after it, once the pokémon evolved for the first time. Pokémon that undergo this transformation may have a minimum level, in which case they can’t be summoned if the summoner doesn’t give it at least the minimum level.
Capturing a pokémon requires one of several rituals, each with a different strength and complexity. These are called pokégrams, and are the only method of capturing pokémon. Some pokégrams capture any pokémon with the same chance of success, while others are more powerful in certain situations or against certain pokémon. Pokégrams are the main reason all summoners go to a temple to learn to use their magic; they teach the summoner how to use every kind of pokégram and other related spells, which is the only part of summoning that a summoner can’t train himself or herself to use. Defeated pokémon disappear and so cannot be captured, so summoners must be careful not to damage wild pokémon too much should they wish to capture them. Additionally, pokémon can only be caught if there is a slot for them in the summoner’s party; they don’t automatically go to storage, so if there’s no room in the party, the pokégram automatically fails.
Although summoners naturally become more skilled at controlling their summons by simply using them, actually increasing their magical power (measured by “levels”, which are rough approximations of magical strength) and capacity to summon powerful pokémon can only be increased by capturing and defeating pokémon. Capturing a pokémon doesn’t greatly increase magical power, however; the only method to substantially become more powerful is by defeating a lot of pokémon, beating them up until they “faint”. Fainted pokémon disappear, fading back into their own dimension, but some of their strength is drained and given to each summoner that helped defeat it. Summoned pokémon, however, are trapped in the physical world until the summoner lets it disappear, and don’t increase their opponents’ magical capacity, although pitting them against each other is the best way to learn to use them.
Pokémon know all possible egg and level-up moves up to their current level, from any generation, including those from previous stages. Each pokémon can have a few tutoring moves; list these with the pokémon, as they learn them individually. They also have all inherent abilities available to them.
List of Pokégrams:
- Pokégram: A basic capturing spell that can only capture willing or pokémon on the verge of fainting. Chances are that, if a pokémon can struggle against the spell at all, it will escape. Takes about five seconds to cast, but allows roughly two minutes for a pokémon’s escape.
- Great Pokégram: A stronger capturing spell that can capture pokémon who are willing, tired, or injured. It takes between two and four minutes to cast the spell and takes about a minute to work; if the pokémon escapes before then, the capture fails.
- Ultra Pokégram: A powerful capturing ritual. It usually takes at least six minutes to use but can capture a pokémon within 30 seconds.
- Dive Pokégram: A pokégram that takes about two minutes to cast. It works as well as a regular pokégram under normal situations, but when the pokémon is fully submerged in water, it works better than an ultra pokégram.
- Dusk Pokégram: A pokégram that takes about two minutes to cast. In the daytime it works as well as a normal pokégram, but the darker the surroundings, the more powerful this pokégram is. At night or in caves, it can be much more powerful than an ultra pokégram.
- Net Pokégram: A pokégram that takes about two minutes to cast. It usually works as well as a normal pokégram, but on bug- or water-type pokémon, it is better than an ultra pokégram.
- Quick Pokégram: A pokégram that takes about two minutes to cast. It works better than an ultra pokégram if the pokémon is has yet to notice or is still startled by the appearance of the summoner, which usually happens right as soon as pokémon and summoner meet. Otherwise, it’s only as effective as a regular pokégram.
- Repeat Pokégram: A pokégram that takes about two minutes to cast. It works as well as a normal pokégram on normal pokémon, but better than an ultra pokégram if used on a pokémon the summoner has already captured.
- Timer Pokégram: A pokégram that takes about two minutes to cast. It requires a bit of set-up; preferably early on, the summoner must cast a five-second spell on the desired pokémon. From then on, the timer pokégram can be used at any time; the more time between the initial spell and the pokégram, the more powerful the timer pokégram is. If used too early it is as strong as a regular pokégram, but after a long time has passed, it can be much more powerful than an ultra pokégram.
- Master Pokégram: A theoretical capturing ritual that does not, as far as anyone knows, actually exist. Rumoured to be capable of capturing any pokémon without fail, no matter what species or how strong it is. Theorised to take anywhere from an hour to a day to cast, though the capture itself is said to take an instant.
Other spells and rituals:
- Calling: A very quick spell where a pokémon in the summoner’s party materialises in the physical world. Slightly more draining if summoning the evolved form of a pokémon, if the pokémon evolves purely through level, happiness, or learning a move.
- Recalling: A very quick spell that causes one of the summoner’s materialised pokémon to return to the party.
- Storing: A ritual that takes about 30 seconds that can send a pokémon from the summoner’s party into “storage”, which basically just means that the pokémon can no longer be summoned through a Calling ritual.
- Summoning: A simple but fairly long ritual that summons any number of pokémon to the party, so any captured pokémon that couldn’t be Called at will can now be Called. A maximum of six pokémon can be in the party at a time.
- Trading: A ritual that requires two people. Using this ritual, they can trade the pokémon in their party. It’s also useful because while using this ritual, they can telepathically communicate, so it’s not always used for actual trading. All changes to any party must be done with the consent of both summoners, or nothing will happen. The trade can also only take place when both have finalised the changes to their party, and each party can have a maximum of six at the end of the trade. Both parties are rather vulnerable while trading, especially since none of their pokémon can be summoned while they’re doing the ritual.
- Scanning: A very quick spell that identifies a pokémon’s species, gender, level, and whether or not it is wild. It only works on pokémon, and scanning the pokémon will generally warn it of your presence and, usually, general location.
Rules:
- Usual RP rules and etiquette
- Be literate. Try to have each IC post be one paragraph long.
- All OOC stuff goes here
- Be relatively realistic
- Everyone is a summoner, no exceptions
- No legendary or artificial pokémon
- List the lowest forms for each pokémon, or the lowest stage after an evolution that’s not purely by level-up, move-learning, or happiness. Needing to evolve in a specific location, with an item, a time of day, etc does not fall under this.
- List the levels of your pokémon when you summon them
- Have at least two very common pokémon and exactly one conventional starter to prove you read this
- Shinies and any particularly special modifications to pokémon appearances don’t exist
- Character death is permitted. In the case of the victim explicitly not wanting to die OOC, FMC or I will determine the result, although the victim must still show IC effort to survive. Otherwise, you can play it out between yourselves, but unless the victim explicitly wants to die, you must give them a fighting chance (e.g. no throat-slitting in their sleep).
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Form: Delete any text outside the bold tags and fill it out. All sections of the form are mandatory unless otherwise stated.
[b]Name:[/b] Any last names suggest that you’re from a rich family or one that used to be rich
[b]Sex:[/b] Not a yes or no question
[b]Age:[/b] At least 18
[b]Temple:[/b] Every summoner was raised in a temple worshipping one legendary. Obviously the Arceus temple is more prestigious than the Zapdos temple, but ultimately it doesn’t really matter which legendary you choose. Mewtwo and Deoxys don’t have temples and Phione is not a legendary. You automatically know everyone from your temple.
[b]Level:[/b] Every summoner has a level, which determines how strong their pokémon are, and in some cases, limits the evolution stage of a pokémon. If only one pokémon is summoned, its level can be equal or less than the summoner’s level. If two pokémon are summoned, each can have up to 5/6 of the summoner’s level, rounded down to the nearest whole; three pokémon 4/5; four pokémon 3/4; five pokémon 2/3; six pokémon 1/2. Summoner levels technically can technically be between 1-100, but preferably keep your levels between 40-50.
[b]Appearance:[/b] You have to be healthy enough to travel, obviously. If you have rare/powerful pokémon, it’s suggested that you compensate with injuries/scars here. At least one paragraph.
[b]Personality:[/b] At least one paragraph.
[b]History:[/b] Optional, except in the case of having exceptionally rare/powerful pokémon, in which case you have to explain them somewhat. If included, it must be at least one paragraph long.
[b]Arsenal:[/b] Weapons, special items, et cetera. It’s suggested that you carry at least one weapon.
[b]Pokémon Party:[/b] Up to six. They can be exchanged with stored pokémon during the RP if you wish, but these are the ones you start with.
[b]Stored Pokémon:[/b] The pokémon you have captured, but can’t quite use at will. Maximum 24 total pokémon in your possession.
[b]TM Moves:[/b] If any of your pokémon can learn a move listed here through TM, it will be able to use this move. Include TM number. RSE and DPP TMs only. Up to 10 TMs per character.
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