Seven Deadly Sins
~hallelujah~
Looks like it's Gerard's first time at the Timeless Tower... let's all be nice and hospitable for our guest.
Gerard
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 centre 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-coloured 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
Enter Heaven's Ascent 3 TRIALS REMAIN
Choose wisely, for your entire journey rests on this decision.
Gerard
Metagross (Kirot) {O}
Nature:Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Steel/Psychic
Abilities:
HP: 100
Atk: 5
Def: 5
SpA: 4 (+)
SpD: 3
Spe: 61 (-)
SC: 4
WC: 9
BST:22
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Pursuit
Bullet Punch
Hammer Arm
Agility
Psychic
Meteor Mash
Iron Head
Zen Headbutt
Iron Defense
Refresh
Stealth Rock
Trick
Ice Punch
ThunderPunch
Body Slam
Gravity
Icy Wind
Signal Beam
DynamicPunch
Earthquake
Protect
Shadow Ball
Rock Slide
Toxic
Light Screen
Sandstorm
Reflect
Swagger
Rain Dance
Double Team
Flash Cannon
Aerial Ace
Substitute
Hidden Power Fire 7
Grass Knot
Bulldoze
Gyro Ball
Brick Break
Explosion
Rest
Endure
Sleep Talk
Sludge Bomb
Telekinesis
Nature:Quiet (+1 SpA, -15% Speed, -10% Evasion)
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.
Abilities:
- Clear Body: (Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
- Light Metal (DW): (Innate)
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:
HP: 100
Atk: 5
Def: 5
SpA: 4 (+)
SpD: 3
Spe: 61 (-)
SC: 4
WC: 9
BST:22
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Pursuit
Bullet Punch
Hammer Arm
Agility
Psychic
Meteor Mash
Iron Head
Zen Headbutt
Iron Defense
Refresh
Stealth Rock
Trick
Ice Punch
ThunderPunch
Body Slam
Gravity
Icy Wind
Signal Beam
DynamicPunch
Earthquake
Protect
Shadow Ball
Rock Slide
Toxic
Light Screen
Sandstorm
Reflect
Swagger
Rain Dance
Double Team
Flash Cannon
Aerial Ace
Substitute
Hidden Power Fire 7
Grass Knot
Bulldoze
Gyro Ball
Brick Break
Explosion
Rest
Endure
Sleep Talk
Sludge Bomb
Telekinesis
Gallade (Wilde) {M}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic
Abilities:
HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 69 (-)
SC: 3
WC: 4
BST:21
EC 9/9
MC 2
DC 5/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Slash
Leer
Fury Cutter
Swords Dance
Psycho Cut
Helping Hand
Feint
False Swipe
Protect
Close Combat
Hypnosis
Imprison
Psychic
Disable
Confuse Ray
Encore
Confuse Ray
Shadow Sneak
Fire Punch
ThunderPunch
Pain Split
Vacuum Wave
Snatch
Wish
Magic Coat
Endure
Taunt
Shadow Ball
Will-O-Wisp
Light Screen
Reflect
Safeguard
Thunderbolt
Earthquake
Brick Break
Torment
Drain Punch
Low Sweep
Ally Switch
Focus Blast
Thunder Wave
Rock Slide
Skill Swap
Grass Knot
Substitute
Trick Room
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic
- 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.
- Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
- 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: 5
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 69 (-)
SC: 3
WC: 4
BST:21
EC 9/9
MC 2
DC 5/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Slash
Leer
Fury Cutter
Swords Dance
Psycho Cut
Helping Hand
Feint
False Swipe
Protect
Close Combat
Hypnosis
Imprison
Psychic
Disable
Confuse Ray
Encore
Confuse Ray
Shadow Sneak
Fire Punch
ThunderPunch
Pain Split
Vacuum Wave
Snatch
Wish
Magic Coat
Endure
Taunt
Shadow Ball
Will-O-Wisp
Light Screen
Reflect
Safeguard
Thunderbolt
Earthquake
Brick Break
Torment
Drain Punch
Low Sweep
Ally Switch
Focus Blast
Thunder Wave
Rock Slide
Skill Swap
Grass Knot
Substitute
Trick Room
Slowbro (Kurt) {M}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Water/Psyquic
Abilities:
HP: 100
Atk: 4 (+)
Def: 4
SpA: 4
SpD: 3
Spe: 26 (30/1.15)
SC: 3
WC: 4
BST:19
EC: 6/6
MC: 0
DC: 5/5
Attacks: 48
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Psychic
Rain Dance
Heal Pulse
Zen Headbutt
Safeguard
Sleep Talk
Mud Sport
Signal Beam
Gravity
Aqua Tail
Body Slam
Fire Blast
Focus Blast
Flamethrower
Ice Beam
Drain Punch
Earthquake
Trick Room
Grass Knot
Light Screen
Focus Blast
Shadow Ball
Focus Punch
Brick Break
Drain Punch
Thunder Wave
Substitute
Skill Swap
Blizzard
Reflect
Protect
Counter
Endure
Toxic
Scald
Surf
Brine
Bide
Dive
Dig
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Water/Psyquic
- 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.
- Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
- Oblivious: (Innate)
This Pokemon is incapable of being effected by Attract or Cute Charm.
- Own Tempo: (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
- Regenerator: (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: 4 (+)
Def: 4
SpA: 4
SpD: 3
Spe: 26 (30/1.15)
SC: 3
WC: 4
BST:19
EC: 6/6
MC: 0
DC: 5/5
Attacks: 48
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Psychic
Rain Dance
Heal Pulse
Zen Headbutt
Safeguard
Sleep Talk
Mud Sport
Signal Beam
Gravity
Aqua Tail
Body Slam
Fire Blast
Focus Blast
Flamethrower
Ice Beam
Drain Punch
Earthquake
Trick Room
Grass Knot
Light Screen
Focus Blast
Shadow Ball
Focus Punch
Brick Break
Drain Punch
Thunder Wave
Substitute
Skill Swap
Blizzard
Reflect
Protect
Counter
Endure
Toxic
Scald
Surf
Brine
Bide
Dive
Dig
Potion: 1/2 free slots
Super Potion: 1/1 free slots
Ether: 2/2 free slots
Revive: 0/1 free slots
1 Revive
Pokeballs: 35/50 free slots
5 Heal Balls
5 Sport Balls
5 Timer Balls
Berries: 30/30 free slots
Battle Items: 16/20 free slots
Zoom Lens
Expert Belt
Light Clay
Life Orb
Gems: 20/20 free slots
Spare Pocket (any item): 3/3 free slots
Super Potion: 1/1 free slots
Ether: 2/2 free slots
Revive: 0/1 free slots
1 Revive
Pokeballs: 35/50 free slots
5 Heal Balls
5 Sport Balls
5 Timer Balls
Berries: 30/30 free slots
Battle Items: 16/20 free slots
Zoom Lens
Expert Belt
Light Clay
Life Orb
Gems: 20/20 free slots
Spare Pocket (any item): 3/3 free slots
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 centre 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-coloured 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
Choose wisely, for your entire journey rests on this decision.