This world is inhabited by creatures that we call pokemon. People and pokemon live together by supporting each other, but now the scourge threatens the safety of the entire region. Kohaku has become a dangerous place, where children stay at home and only brave souls go adventuring.
Welcome to KOHAKU. Come for the nightmares. Stay for the tea and crumpets.
The season is SUMMER. It is easy for survivors to forage for food from the land, as there are entire abandoned farms ready for harvest. On the downside, you can smell the corpses.
swarms
GRAND OPENING !
Welcome to KOHAKU REGION's grand opening! If you're interested in joining, come check out our grand opening giveaway!
As always, these are posted for discussion and feedback. Until announced in the March Updates thread, these are not actually real changes yet.
Look below in the next post for ranger changes. These are specifically the agent nerfs.
I know the formatting isn't the funnest to read, but it's also imo the clearest way to signal what's been removed and what's been added.
0 Battles - The agent's scourge pokemon is immune to true pacification. However, pacification eliminates a scourge pokemon's ability to use offensive attacks for one turnhalves the scourge pokemon's actions for that turn. Pacification may be dodged like any attack.
1 Battle - Their scourge pokemon suffers from only one stat debuff at a time.
2 Battles - The agent's scourge pokemon may convert any of their attacks into an extra dodge action, creating as many extra dodge actions as attacks they're willing to sacrifice.
3 Battles - When their scourge pokemon is KO'd, the scourge pokemon is not in fact KO'd. They enter a state of bloodrage. They fight on for an additional turn with all status ailments and status debuffs purged.
5 Battles - Their scourge pokemon has a fifth attack to use per turn. This attack may be either offensive or defensive or a dodge.
8 Battles - The agent may use up to two signs per turn.
10 Battles - Once per battle, the agent may activate a scourge pokemon's bloodrage. This bloodrage lasts for one turn. When the bloodrage starts, all status ailments and status debuffs are purged. When it ends, the scourge pokemon is healed of all wounds.For the turn bloodrage is activated, they take no damage.
15 Battles - When in bloodrage, the scourge pokemon has twice as many attacks as it usually does.
20 Battles - Their scourge pokemon has a sixth attack to use per turn. This attack may be either offensive or defensive or a dodge.The hades agent will automatically infect any unvaccinated pokemon in their presence at the end of a thread.
25 Battles - The hades agent can hide their scourge pokemon's coloration, passing for a vaccinated pokemon instead, for five posts. This is usable once per thread.
30 Battles - Any attempt to cure the scourge pokemon by a researcher's cure will immediately set off bloodrage for three turns. The cure fails.
40 Battles - The agent may mimic any of their partner pokemon's attacks with their signs.The agent may use up to two signs per turn.
50 Battles - Bloodrage now lasts one turn for every 10 levels of the scourge pokemon.
75 Battles - The agent may use up to three signs per turn.Their scourge pokemon has a sixth attack to use per turn. This attack may be either offensive or defensive or a dodge
100 Battles - The scourge pokemon does not become unconscious. They only enter bloodrage. After their bloodrage ends, they will die from exhaustion.Once per battle, a hades agent can purge a vaccinated pokemon, undoing their vaccination.
I would like to note that as a point of scaling, it is at 30 Battles that an agent is prepared to deal with a researcher that has reached Sol City.
Comparing proportionally, that means at 15 Battles bonus, an agent is roughly scaled to Mors Desert or Cura Village. At 0 Battles, an agent is already scaled for Pax Lake.
BASIC SIGNS Basic signs are no longer usable in combat by default. This is actually intended to be an agent nerf, not a ranger nerf. Rangers will get a way around it.
In the games, ranger signs are just ways to interact with the environment. At Kohaku, they were never intended to be used in combat. These changes are meant to sorta emphasize that.
NORMAL - Gives assistance to others. Functions as Helping Hand.
FIGHTING - Grants super strength for a turn. Functions as HM Rock Smash.
FLYING - Summons a gust of wind bringing fresh air. Functions as HM Defog
POISON - Poisons a substance, so that it inflicts poison status upon consumption.
GROUND - Creates a path underground. Functions as TM Dig.
ROCK - Command rocks to move. Creates barriers be moved with Strength or destroyed with Rock Smash.
BUG - Shoots webbing, strong as silk. Functions as Marvel Spider-man.
UNIQUE SIGNS These are the signs picked up from event threads around the site. Unique signs are unlimited use, unlike legendary signs.
Heart Sign - Any attack of your choice, and it cannot be shared with another character. cannot already be a signature move of a legendary pokemon.
Rebirth Sign - as is (brings dead pokemon back to life).
Light Sign - Light Screen + Reflect.
Fortune Sign - Removes status ailments and debuffs from one pokemon. (Previously Safeguard+Mist, which is too strong to be unlimited spam. This one still probably needs nerfing, since it effectively makes debuffs and status ailments irrelevant in a 1v1.)
LEGENDARY SIGNS Rangers receive a new legendary sign when they reach a new location. Request a new legendary sign when you request your first poke assist pokemon for an area.
SIGN BONUSES 1 SIGN - The ranger understands their partner pokemon's speech perfectly. Their understanding of other pokemon's speech increases as they gather more signs.
3 SIGNS - Instead of drawing a sign, a ranger may pacify a scourge pokemon. When pacified, a scourge pokemon will not attack. Wild scourge pokemon cannot dodge pacification.
5 SIGNS - The ranger can heal one pokemon in battle once per battle as a Full Heal.A ranger can upgrade ONE of their basic signs for use in combat as any DEFENSIVE attack of that type. Once chosen, the sign and attack can't be changed. The original basic sign may still be used.
10 SIGNS - Once per thread, the ranger can draw a basic sign to use the power of any defensive attack of that sign's type. The ranger may use basic signs in combat.
15 SIGNS - The ranger can heal one pokemon in battle once per battle as a Full Restore.The ranger's partner pokemon gain a third attack per turn that can be used as either an offensive or defensive attack.
20 SIGNS - Instead of drawing any signs at all, the ranger can mercy kill a pacified scourge pokemon. A scourge pokemon killed this way can be captured in a virus ball as usual.
25 SIGNS - Once per thread, the ranger can draw a basic sign to use the power of any offensive attack of that sign's type.A ranger can upgrade ONE of their basic signs for use in combat as any OFFENSIVE attack of that type. Once chosen, the sign and attack can't be changed. The original basic sign may still be used.
30 SIGNS - Once per thread, a ranger may attempt to reason with a pacified scourge pokemon. The success of this depends on the number of signs a ranger has, as well as their RPing. At best, the scourge pokemon will escape from combat to reconsider their actions.Pacification lasts three turns.
35 SIGNS - The ranger receives 100 accuracy on their legendary signs. They still have to roll for additional effects, if any.
40 SIGNS - The pokemon ranger can draw two signs per turn. They cannot be the same sign.
45 SIGNS - The ranger's partner pokemon gain a third attack per turn that can be used as either an offensive or defensive attack.The ranger may use each legendary sign twice per battle.
50 SIGNS - The ranger's partner pokemon may dodge every turn.
ALL SIGNS - Once per thread, a pokemon ranger may permanently pacify a scourge pokemon. Pacified scourge pokemon lose the benefits of being scourge. The pokemon ranger may make a pacified scourge pokemon their poke assist for that forum. Otherwise, their guilt drives them to solitude and often to suicide.
THE LIGHT SIGN My original idea for the light sign, which is reflected in its current state, is that it's meant for healing. Note that I've also removed the ranger's built-in sign bonuses for healing too.
If it's a problem and their pokemon go down too fast, I'd be very keen to move the 50 Sign dodge every turn bonus to much, much earlier. I think it comes quite late as is, but I don't want to move it up in case it's insane early on.
That being said, my fear is that every ranger will be shoehorned into a chansey support just to sustain through the average battle. Please discuss.
leave my corpse to rotI PLAY grayson lumina
alex faysal
addi monet
luke hopeTRAINER fossil, dust, ebon, venomBREEDER 307 eggsRANGER 4 signsAGENT 12 battles
> The hades agent will automatically infect any unvaccinated pokemon in their presence at the end of a thread.
can this be voluntarily turned on/off or is the permanence the whole point of including this in progression
how does the helping hand sign function outside of battle?
fairy dust makes me laugh.
also idt fortune sign makes status ailments or debuffs irrelavant because a ranger has to waste a sign to get rid of them.
also just for clarification, do old rangers get legendary signs retconned in for places like juno and proserpina (asked vert, but i just wanted to make sure)
toska The infection thing can't be turned off, although if you're threading in like Proserpina City, you can at least assume it's VERY close to the person and doesn't infect the entire city.
Helping hand functions outside of battle in whatever way you want it to that makes sense.
tbh i judge whether a special ranger sign is good or not by "would i bother threading for it"
the answer is no for fortune sign. i find metronome to be kinda unreliable. light sign could be good for those who don't wanna vaccinate their assist, although i'm kind of 50/50 on appeal