However, this does not protect against the aftereffects of dragon attacks, like a large Meteor Mash removing the ground where she was standing.įay heals slowly over time, although her rate of healing is dependent on her mental health. If the weapon, item, or attack is Dragon-type, it would do no harm whatsoever. The effects of 'super-effectiveness' has been noted to launch Pokémon quite a distance, even if the original attack wouldn't cause such an effect.įay has a flat immunity to Dragons in all forms and shapes. Inversely, Fighting and Psychic Types are much more weaker than they originally would be, for the same reason. Poison, Ghost, and Steel attacks are much more damaging than they originally would be, due to her typing. The range of Telepathy is purely based on the range in which she can sense minds, although her ability to talk through this is often limited to either one unfamiliar person, three familiar friends, or everyone in range. Which could be problematic as she often forgets this ability exists.)Īnother Pokémon ability, this allows Fay to speak through purely mental methods, as well as anticipate attacks before they occur. (If Fay forgets to turn it off and uses items that give changes, like Mario's Fire Flower or Mushrooms, she might also give that effect to her current target. While the cause of how Synchronize is unknown, this is an ability that Fay can toggle on and off, if she remembers to. The ability to pass on unnatural conditions to another as they are inflicted, usually to an attacker or the one that allows these conditions to happen, or to an ally close to her. That being said, Trace can only copy one ability at a time, and any benefits or problems that come from said ability are in full force, as Fay wouldn't have the proper knowledge or experience to work with many of these skills. As many of the beings here aren't Pokémon, this transfers to copying one unique quirk of a being - for example, Sonic/Shadow's affinity with Chaos Energy, or Mario's ability to use powerups. The ability to read and imitate another's abilities - Trace allows even unique abilities to be copied as long as Fay stays conscious. Just like her partner, she answered the call for help. And finally, readying herself, warning the new Guildmaster of the situation, and even taking a little extra from the guild supplies, she steeled herself. While hesitant, with her world already in jeopardy, the plea was insistent. She even evolved, pushing her to even further heights.Īnd then there was a call for help. There were more arrivals as even more adventurers flocked to Paradise. Then the 'former humans', including the Tangela all died in one unfortunate expedition.Įveryone threw themselves into training after that. Several shenanigans later, and they ended up in Post Town alongside a newly formed guild. Then afterwards, they were both assaulted by a Salamance. While normally this would have ended with her mom bringing her back home with a stern lecture - instead she pushed too much power, landed near an equally lost Tangela, and made fast friends with him. The daughter of the world famous Team Charm's leader, she left home as a Ralts in order to finally practice Teleport and train outside her overprotective mother's arms. This has occasionally lead to Fay burning herself out from doing many quests in a row and forgetting to take care of herself while helping others. Also as an Explorer, she has a hard time saying no to something asking for help, doing activities such as looking for a lost item left behind in a dungeon several miles away, or gathering small berries for a lunch merely because they asked. She also has a low expectation of human sensibility due to long periods of dealing with the former humans that joined Shadowrun, including the Guildmaster.Īs an Explorer, and the daughter of the world-renown Rescue Team Leader, when there is somebody in danger, Fay drops all pretenses of quietness and puts her everything into rescuing them. Unfortunately, this enjoyment is tempered by the loss of her partner, who often pulled these kinds of gambits to great effect. While sometimes irritated by plans that don't make much sense, she secretly enjoys the more outrageous ideas as long as they provide some sort of result at the end. As powerful as she is, she spent a long time having trouble with even the basic moves that one would naturally and has a poor self-esteem about her relative power towards things. A young and soft-spoken Kirlia who enjoys battling a little more than most for a species known for their empathy.
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