06-10-2024, 02:13 AM
By the time that Sakura finishes speaking with Akamu, Iron Leaves has managed to breakdown Bio Fang's Ability and send the information to Seddi. It is as follows:
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Bio Drive: Hypergolic Toxicity
Effect: The Mon can be simultaneously Inflicted with Burn and Poison, and can inflict Targets with both Burn and Poison simultaneously and they affect the Mon in the following ways -
*Both - Increase Highest Attribute by +1/+2/+3 (Depending on severity of Burn/Poison, + 1 Damage for ALL Moves per individual Status inflicted, easier to make Moves Extra/Egregiously Lethal per Status, and increase Disobedience by 1 for each Status it is inflicted with.
*Burned - Gain a Fire Aura that acts as both all Resistances that a Fire Type has while also granting a Fire Type Version of Iron Barbs to the user that scales with the Burn Intensity; Roll 2/4/6D6 Chance Dice per Contect to inflict Burn 1/2/3 respectively, based on what level of Burn the target suffers from. If foe is Burnt, they then ignore the Contact Damage of the Fire Aura. This does NOT Negate the STR Penalties that Burn has on Mon, nor damage dealt by Status, but Checks are + 2 Dice easier to make.
*Poisoned - All their Contact and Bite Moves gain a secondary Poison Type that has a 1D6 and 2D6 / 2D6 and 4D6 / 3D6 and 6D6 to Inflict Defense Down and Bad Poison / Super Bad Poison / Death - Dire Toxin, repsetively (Dice scale with severity of Poison). Grass, Bugs, and Fairy are particularly melted by these Moves, and they benefit from the Healing Effect of Black Sludge while Poisoned. They are not immune to the damage dealt by Poison, and the Poison Damage ramps up faster with them for each Failed Check; Checks are + 2 Dice easier to make.
The Mon is Weak to Paralysis, Sleep, and Confusion Status - these can't override existing status, but can take a 'slot' meant for Burn/Poison and it's easier to Inflict the Mon with these Moves; they suffer - 1 ALL Stat Decreases while inflicted with any of them, and their Negative Effects are More Effective against it. Confusion also Increases the Target's Disobedience by 1, while Terrible Delusion ???
Sufficient Ground or Water Moves can put out the Burn on this Mon, and certain Moves/Items can dispel the Poison; the Mon Flinches and loses 2 Will each time this happens.
At +5 or More Disobedience, the Mon goes Berserk and starts a Rampage with any of its Moves, Randomly and Indiscriminately Targeting Anything alive with Lethal, Gleeful, and Wild, Predatory Intent. Unlocks *^$%^&# for Use upon getting +5 Disobedience, *^&#$%^&*(*&^$(%@
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Feel free to edit this into any Game Post, or ask Iron Leaves for extra Insights on this if anything isn't clear in-game!
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Bio Drive: Hypergolic Toxicity
Effect: The Mon can be simultaneously Inflicted with Burn and Poison, and can inflict Targets with both Burn and Poison simultaneously and they affect the Mon in the following ways -
*Both - Increase Highest Attribute by +1/+2/+3 (Depending on severity of Burn/Poison, + 1 Damage for ALL Moves per individual Status inflicted, easier to make Moves Extra/Egregiously Lethal per Status, and increase Disobedience by 1 for each Status it is inflicted with.
*Burned - Gain a Fire Aura that acts as both all Resistances that a Fire Type has while also granting a Fire Type Version of Iron Barbs to the user that scales with the Burn Intensity; Roll 2/4/6D6 Chance Dice per Contect to inflict Burn 1/2/3 respectively, based on what level of Burn the target suffers from. If foe is Burnt, they then ignore the Contact Damage of the Fire Aura. This does NOT Negate the STR Penalties that Burn has on Mon, nor damage dealt by Status, but Checks are + 2 Dice easier to make.
*Poisoned - All their Contact and Bite Moves gain a secondary Poison Type that has a 1D6 and 2D6 / 2D6 and 4D6 / 3D6 and 6D6 to Inflict Defense Down and Bad Poison / Super Bad Poison / Death - Dire Toxin, repsetively (Dice scale with severity of Poison). Grass, Bugs, and Fairy are particularly melted by these Moves, and they benefit from the Healing Effect of Black Sludge while Poisoned. They are not immune to the damage dealt by Poison, and the Poison Damage ramps up faster with them for each Failed Check; Checks are + 2 Dice easier to make.
The Mon is Weak to Paralysis, Sleep, and Confusion Status - these can't override existing status, but can take a 'slot' meant for Burn/Poison and it's easier to Inflict the Mon with these Moves; they suffer - 1 ALL Stat Decreases while inflicted with any of them, and their Negative Effects are More Effective against it. Confusion also Increases the Target's Disobedience by 1, while Terrible Delusion ???
Sufficient Ground or Water Moves can put out the Burn on this Mon, and certain Moves/Items can dispel the Poison; the Mon Flinches and loses 2 Will each time this happens.
At +5 or More Disobedience, the Mon goes Berserk and starts a Rampage with any of its Moves, Randomly and Indiscriminately Targeting Anything alive with Lethal, Gleeful, and Wild, Predatory Intent. Unlocks *^$%^&# for Use upon getting +5 Disobedience, *^&#$%^&*(*&^$(%@
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Feel free to edit this into any Game Post, or ask Iron Leaves for extra Insights on this if anything isn't clear in-game!
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
Phantom is my OTP~
Online ID: 000650
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
Phantom is my OTP~
Online ID: 000650


