MK Ultra
BOOGEYMAN
ToastTyrant13
TEAM
BACKPACK
Potion: 2 slots
Super Potion: 1 Super Potion, 0 slots
Ether: 2 slots
Revive: 1 Revive, 0 slots
Pokeballs: 50; 29 Free slots, 10 Heal Balls, 5 Sport Balls, 5 Timer Balls, 1 Heavy Ball
Berries: 30 slots
Battle Items: 20 slots
Gems: 20 slots
Spare Pocket (any item): 3
TIMELESS TOWER
Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.
The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it.
The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable.
A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag.
As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the center of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-colored except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge.
What could this all mean? And where do you go from here?
Your Options are as follows...
Enter Ice Spire
Enter Rock Crag
Enter Iron Dungeon
Also ominous music.
TEAM
Bronzong (*)
Master Piandao(U)
Nature: Brave (+1 Atk; Speed/1.15, Evasion -10)
Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Levitate, Heatproof, Heavy Metal
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Heatproof: (Innate)This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW LOCKED): (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.
Stats
HP: 100
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 4
Spe: 28 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 0/5
Attacks
Sunny Day
Rain Dance
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Reflect
Light Screen
Grass Knot
Zen Headbutt
Iron Head
Endure
Ancient Power
Secret Power
~~~
Gryo Ball
Hidden Power Fire 7
Total Moves: 18
Nature: Brave (+1 Atk; Speed/1.15, Evasion -10)
Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Levitate, Heatproof, Heavy Metal
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Heatproof: (Innate)This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW LOCKED): (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.
Stats
HP: 100
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 4
Spe: 28 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 0/5
Attacks
Sunny Day
Rain Dance
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Reflect
Light Screen
Grass Knot
Zen Headbutt
Iron Head
Endure
Ancient Power
Secret Power
~~~
Gryo Ball
Hidden Power Fire 7
Total Moves: 18
Revenankh(*)
Koh the Face Stealer(M)
Nature: Impish (+1 Rank to Defense, -1 Rank from Special Attack)
Type: Ghost / Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Abilities: Shed Skin, Air Lock, Mummy
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
MC: 0
DC: 5/5
Stats
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Attacks
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Force Palm
Counter
Shadow Sneak
~~~
Toxic
Taunt
Rock Slide
Power Whip
Revenge
Moonlight
Hammer Arm
Ice Punch
Sucker Punch
Safeguard
Protect
Total Moves: 23
Nature: Impish (+1 Rank to Defense, -1 Rank from Special Attack)
Type: Ghost / Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Abilities: Shed Skin, Air Lock, Mummy
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
MC: 0
DC: 5/5
Stats
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Attacks
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Force Palm
Counter
Shadow Sneak
~~~
Toxic
Taunt
Rock Slide
Power Whip
Revenge
Moonlight
Hammer Arm
Ice Punch
Sucker Punch
Safeguard
Protect
Total Moves: 23
Gallade(*)
Jet(M)
Nature: Naive (+15% Sped, +10% Accuracy, -1 Rank Special Defense)
Type: Psychic / Fighting
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Steadfast, Justified
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Justified (DW): (Innate)This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (-)
Spe: 92 (80*1.15^) (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Attacks
Growl
Confusion
Double Team
Teleport
Calm Mind
Lucky Chant
Magical Leaf
Heal Pulse
Shadow Sneak
Encore
Disable
Thunderbolt
Toxic
Rest
~~~
Will-o'-Wisp
Hypnosis
Taunt
Future Sight
Night Slash
Leaf Blade
Swords Dance
Focus Blast
Earthquake
Protect
Brick Break
Fire Punch
Total Moves: 26
Nature: Naive (+15% Sped, +10% Accuracy, -1 Rank Special Defense)
Type: Psychic / Fighting
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Steadfast, Justified
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Justified (DW): (Innate)This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (-)
Spe: 92 (80*1.15^) (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Attacks
Growl
Confusion
Double Team
Teleport
Calm Mind
Lucky Chant
Magical Leaf
Heal Pulse
Shadow Sneak
Encore
Disable
Thunderbolt
Toxic
Rest
~~~
Will-o'-Wisp
Hypnosis
Taunt
Future Sight
Night Slash
Leaf Blade
Swords Dance
Focus Blast
Earthquake
Protect
Brick Break
Fire Punch
Total Moves: 26
BACKPACK
Potion: 2 slots
Super Potion: 1 Super Potion, 0 slots
Ether: 2 slots
Revive: 1 Revive, 0 slots
Pokeballs: 50; 29 Free slots, 10 Heal Balls, 5 Sport Balls, 5 Timer Balls, 1 Heavy Ball
Berries: 30 slots
Battle Items: 20 slots
Gems: 20 slots
Spare Pocket (any item): 3
TIMELESS TOWER
Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.
The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it.
The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable.
A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag.
As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the center of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-colored except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge.
What could this all mean? And where do you go from here?
Your Options are as follows...
Enter Ice Spire
Enter Rock Crag
Enter Iron Dungeon
Also ominous music.