Mamudo Eclipse
Type of Gun: Handcannon Revolver
Cost: Very much Illegal for a civilian to own, much less a cop!
Power(s): Full Strength Mod, inflicts Dark type Damage with each shot by default, Reaper's Touch (All shots are considered 'Always Accurate' for Lethal and Extra Lethal Attacks made by this weapon when this feature is activated, but each shot deals 1/2 Non-Lethal Recoil to user) , Holds 6 Shots.
Note: One of a Kind of Gun; Engraved with the name of the gun on the barrel's length in flowing cursive script.
Residuam Culicidae
Type of Gun: ‘Tazer’
Damage: ½ STR + 2 + STAB (If Avaliable + Item (If Any)
Ammo: Cartriges (1 last 5 Rounds)
Effective Range: 40 Ft or ~12.2 Meters
Effect:
Life Drain (Base Effect): Instead of Paralyzing the shot target (Like Normal/Modded Tazers), they instead take 3 HP per Round stuck with the ‘Bullet’, with the user of the Cursed Arm regaining health point for point; this life gain can EXCEED their natural HP cap (Overheal); User’s Pokemon shares in the benefits. The life drain scales with the target’s HP, increasing by 1 for those that have 10 HP or more, and then amount doubling when target has 30 HP or more.
Mana Drain (Alternative Effect): Deal 1 HP per round, and 3 Dice are rolled to see if the target loses a Willpoint and the beginning and end of each Round the target is still stuck with the ‘bullet’; 3 Success total per siphon are need for this effect to trigger, and it can trigger twice per round.
Level Drain (Activated Ability): Acts as an addition layer of Effect on to previously selected one. Select STR, DEX, or VIT before firing this weapon, and the target suffer temporarily loses 1 Point in that attribute once per Round, no saves, and user gain it Temporarily. When Attribute reaches 0, target suffers from (Insert Here) Enervation, and catridge becomes spent; user can terminate Active ability at any time (Expends Cartridge). Process can be repeated until target suffer Total Enervation, and collaspes; 5 Dice Chance dice are then roll, with 1 Success leading to a Attribute being permenantly reduced, 3 resulting in death, and 5 resulting in a Transformative Event; target is knocked out for at least a Day, and is totally defenseless during that time.
Drawback: Gun can only be used on one target at a time, user own maximum HP is reduced to Base (5 typically), Willpoints are capped at 1 UNLESS gained through Life/Mana Drain, and inflicts Uncontrollabe Blood Lust upon them (Roll Insight – 2 when interacting with a NPC, Character, or Pokemon not your own; fail the roll, you are forced to either initiate a Combative Encounter with them, or find some other way to subdue them in order to kill them via Cursed Arm. In addition, any Attribute bonus gained from Level Drain fade away after and incur a Temporary Penalty that mirrors the bonus they receive; if Penalty reduces a Attribute/HP past zero, a Transformative Event occurs (Unknown to user until it triggers). Target can also remove the ‘shot’ from themselves after 1 Round has pass by making a STR + Survival Check, forcing the Arm user to fire at them again to resume the Draining. Max ‘Semi-Permenant’ Overheal for bearer is 10 HP, Temp is 20; For every 3 HP Drained from target, 1 HP is converted into Semi-Permenant Overheal after battle/1 Encounter.
T.P.K
Cost: Even one of the Elite Four couldn't legally posses this gun without several permits!
Effect: Does ZERO HP or Lethal Damage with its shots; instead, it has access to three different methods to disable their enemies, with all the 'damage' inflicted based on the user's own STR, Elemental Affinity/Synergy, and any items that can amplfy Psychic Power of the gun minus the target's Insight
(AKA: Damage: STR + STAB/Synergy + Item - Insight)
Body Shot: Damage Rolled is treated as additional Pain Points being added to the target; if the Target accumulated more Pain than they can possibly act with (Pain Nulifies all the Accuracy Dice of a Single Action WITHOUT the bonus), they Faint with Full HP for 2 Encounter Slots; Pokémon Centers can not reverse this condition.
Will Shot: Damage Rolled reduces the Will Score of the target by the same amount; if target reaches 0 Will because due to being shot by T.P.K , they are knocked out for at least 3 Encounter Slots , with other factors reducing that time or outright eliminating it. If the user Will becomes NEGATIVE, however, they become comatose for the unforseable future.
Mind Shot: Damage Rolled temorarily reduces the Knowledge Score of the Target, temporarily reducing Insight by the same amount if the Target run out/doesn't have points in the Skill. First shot Confuses the target, while reducing the Knowledge Score of the Target to 0 or below Extremely Confuses them (- 5 Accuracy); reducing Target Insight Score to zero or below drive them permenantly Insane. (Unique Trait(s) with its own benefits and down sides)
Drawback: Any type of 'Damage' dealt by the gun is mirrored onto the wielder of T.P.K. , though it can be mitigated by the user with Items or specialized training. Going Insane because of the gun NULIFIES any damage incurred from Mind Shots, while Body and Will Shots are unaffected.
Current Wielder: ???
Notes: One of a Kind Gun (Cursed
Clair gains another point of STR , Defense, and DEX; She and all her Pokémon become to Immune to Flitch and Sleep: Double STAB and High Crit on all Dragon Moves! - 1 more Willpoint, Insight and Knowledge; Backlash from Damaging Moves Doubled, user becomes MUCH more aggressive! Rest of Downsides Still Hidden! Level 2 of Megido Revelations activated.
Looks she's triggering Megido Revelation early in this fight! + 1 STR, Defense, DEX , Survival AND Fight, and she Gain a Dragon typing! - 1 Will Point, Insight, and Knowledge! Level 1 Activated.
[b]Berserker Clair Gains + 1 STR, DEX, Defense, and Survival! Dragon type moves now have Triple STAB, High Crit, and act as does Typeless Damage towards Fairies and Steel types! EXTRA LETHAL DAMAGE PENALTY REMOVED. Level 3 of Megiod Revelations ACTIVATED.
[/b]
[b]All Downside are now Revealed: She/her Pokemon can become Extremely Confused when Taunt, Tormented, Normally Confused, or Mental Effects are applied. More vulnerable to Status Effects. ½ Damage (Min of 1) is dealt to user and their Pokemon when they use an attacking move. User OR their Pokemon take 1 – 4 Damage at the end of each Round due to being overloaded with POWER by the M.R. Currently has – 3 Insight and Knowledge and only 2 Will Points, which means she has 0 in both scores and therefore will ALWAYS act in brutally/Lethally (She’ll never Evade or use a Non-Damaging Actions), and has + 2 against Perssausion attempts.[/b]
Type of Gun: Handcannon Revolver
Cost: Very much Illegal for a civilian to own, much less a cop!
Power(s): Full Strength Mod, inflicts Dark type Damage with each shot by default, Reaper's Touch (All shots are considered 'Always Accurate' for Lethal and Extra Lethal Attacks made by this weapon when this feature is activated, but each shot deals 1/2 Non-Lethal Recoil to user) , Holds 6 Shots.
Note: One of a Kind of Gun; Engraved with the name of the gun on the barrel's length in flowing cursive script.
Residuam Culicidae
Type of Gun: ‘Tazer’
Damage: ½ STR + 2 + STAB (If Avaliable + Item (If Any)
Ammo: Cartriges (1 last 5 Rounds)
Effective Range: 40 Ft or ~12.2 Meters
Effect:
Life Drain (Base Effect): Instead of Paralyzing the shot target (Like Normal/Modded Tazers), they instead take 3 HP per Round stuck with the ‘Bullet’, with the user of the Cursed Arm regaining health point for point; this life gain can EXCEED their natural HP cap (Overheal); User’s Pokemon shares in the benefits. The life drain scales with the target’s HP, increasing by 1 for those that have 10 HP or more, and then amount doubling when target has 30 HP or more.
Mana Drain (Alternative Effect): Deal 1 HP per round, and 3 Dice are rolled to see if the target loses a Willpoint and the beginning and end of each Round the target is still stuck with the ‘bullet’; 3 Success total per siphon are need for this effect to trigger, and it can trigger twice per round.
Level Drain (Activated Ability): Acts as an addition layer of Effect on to previously selected one. Select STR, DEX, or VIT before firing this weapon, and the target suffer temporarily loses 1 Point in that attribute once per Round, no saves, and user gain it Temporarily. When Attribute reaches 0, target suffers from (Insert Here) Enervation, and catridge becomes spent; user can terminate Active ability at any time (Expends Cartridge). Process can be repeated until target suffer Total Enervation, and collaspes; 5 Dice Chance dice are then roll, with 1 Success leading to a Attribute being permenantly reduced, 3 resulting in death, and 5 resulting in a Transformative Event; target is knocked out for at least a Day, and is totally defenseless during that time.
Drawback: Gun can only be used on one target at a time, user own maximum HP is reduced to Base (5 typically), Willpoints are capped at 1 UNLESS gained through Life/Mana Drain, and inflicts Uncontrollabe Blood Lust upon them (Roll Insight – 2 when interacting with a NPC, Character, or Pokemon not your own; fail the roll, you are forced to either initiate a Combative Encounter with them, or find some other way to subdue them in order to kill them via Cursed Arm. In addition, any Attribute bonus gained from Level Drain fade away after and incur a Temporary Penalty that mirrors the bonus they receive; if Penalty reduces a Attribute/HP past zero, a Transformative Event occurs (Unknown to user until it triggers). Target can also remove the ‘shot’ from themselves after 1 Round has pass by making a STR + Survival Check, forcing the Arm user to fire at them again to resume the Draining. Max ‘Semi-Permenant’ Overheal for bearer is 10 HP, Temp is 20; For every 3 HP Drained from target, 1 HP is converted into Semi-Permenant Overheal after battle/1 Encounter.
T.P.K
Cost: Even one of the Elite Four couldn't legally posses this gun without several permits!
Effect: Does ZERO HP or Lethal Damage with its shots; instead, it has access to three different methods to disable their enemies, with all the 'damage' inflicted based on the user's own STR, Elemental Affinity/Synergy, and any items that can amplfy Psychic Power of the gun minus the target's Insight
(AKA: Damage: STR + STAB/Synergy + Item - Insight)
Body Shot: Damage Rolled is treated as additional Pain Points being added to the target; if the Target accumulated more Pain than they can possibly act with (Pain Nulifies all the Accuracy Dice of a Single Action WITHOUT the bonus), they Faint with Full HP for 2 Encounter Slots; Pokémon Centers can not reverse this condition.
Will Shot: Damage Rolled reduces the Will Score of the target by the same amount; if target reaches 0 Will because due to being shot by T.P.K , they are knocked out for at least 3 Encounter Slots , with other factors reducing that time or outright eliminating it. If the user Will becomes NEGATIVE, however, they become comatose for the unforseable future.
Mind Shot: Damage Rolled temorarily reduces the Knowledge Score of the Target, temporarily reducing Insight by the same amount if the Target run out/doesn't have points in the Skill. First shot Confuses the target, while reducing the Knowledge Score of the Target to 0 or below Extremely Confuses them (- 5 Accuracy); reducing Target Insight Score to zero or below drive them permenantly Insane. (Unique Trait(s) with its own benefits and down sides)
Drawback: Any type of 'Damage' dealt by the gun is mirrored onto the wielder of T.P.K. , though it can be mitigated by the user with Items or specialized training. Going Insane because of the gun NULIFIES any damage incurred from Mind Shots, while Body and Will Shots are unaffected.
Current Wielder: ???
Notes: One of a Kind Gun (Cursed
Clair gains another point of STR , Defense, and DEX; She and all her Pokémon become to Immune to Flitch and Sleep: Double STAB and High Crit on all Dragon Moves! - 1 more Willpoint, Insight and Knowledge; Backlash from Damaging Moves Doubled, user becomes MUCH more aggressive! Rest of Downsides Still Hidden! Level 2 of Megido Revelations activated.
Looks she's triggering Megido Revelation early in this fight! + 1 STR, Defense, DEX , Survival AND Fight, and she Gain a Dragon typing! - 1 Will Point, Insight, and Knowledge! Level 1 Activated.
[b]Berserker Clair Gains + 1 STR, DEX, Defense, and Survival! Dragon type moves now have Triple STAB, High Crit, and act as does Typeless Damage towards Fairies and Steel types! EXTRA LETHAL DAMAGE PENALTY REMOVED. Level 3 of Megiod Revelations ACTIVATED.
[/b]
[b]All Downside are now Revealed: She/her Pokemon can become Extremely Confused when Taunt, Tormented, Normally Confused, or Mental Effects are applied. More vulnerable to Status Effects. ½ Damage (Min of 1) is dealt to user and their Pokemon when they use an attacking move. User OR their Pokemon take 1 – 4 Damage at the end of each Round due to being overloaded with POWER by the M.R. Currently has – 3 Insight and Knowledge and only 2 Will Points, which means she has 0 in both scores and therefore will ALWAYS act in brutally/Lethally (She’ll never Evade or use a Non-Damaging Actions), and has + 2 against Perssausion attempts.[/b]
Kogeki currently ability to active in battles: Anticipation.


Spoiler