Power Suits
Oct 21, 2020 8:21:28 GMT -8
Post by Parugi on Oct 21, 2020 8:21:28 GMT -8
Power Set Name: Power Suits
Basic Concept: The Power Suits were designed and made by Team Liberty with one purpose in mind: To elevate non-powered humans to the fighting level of Pokémon. Each Power Suit possesses a core composed of energy from gathered Pokémon of a specific Type, which is processed through the Power Suit proper in order to achieve several effects: The Power Suit gains the Type weaknesses and defenses of its specified Type; it gains access to the full move pool of that Type; and it becomes naturally empowered on a physical level, boosting the armor's toughness and other physical abilities. Mental attributes of the operator are also increased. Power Suits are easy enough to use without training, but their full effectiveness can only be achieved by those who have taken the time to practice their usage.
Focus: Variable. Power Suits are meant to elevate normal humans into the same combat category as Pokémon, but the specific capabilities depends on which Type the individual suit represents, with some focusing more on Support and others focusing almost exclusively on Combat. All are versatile in their own ways.
Type: Power Suits exist for all 18 basic Types, as well as an additional set of six Power Suits based around the Shadow-Type.
Pros:
Cons:
General Abilities: Move List, Ability Module
Ability Name: Move List
Ability Description: Each Power Suit is capable of accessing any move of its specific Type, barring moves learned only by Legendary Pokémon.
Ability Name: Ability Module
Ability Description: Each Power Suit is equipped with a Type-specific Ability Module, granting it a unique ability based around combat, utility, or support.
Standard Power Suits
Designation: T-01
Type: Bug
Ability Module: Hive Module
--Ability Description: The Bug-Type Suit is capable of interfacing with up to five other suits, buffing their abilities as well as its own by increasing the amount of information received and processed for each one.
Stats:
--Agility: 5
--Durability: 3
--Mind: 3
--Special: 2
--Strength: 2
--Support: 3
Designation: T-02
Type: Dark
Ability Module: Scan Module
--Ability Description: The Dark-Type Suit possesses a powerful scanning system based partially off of PokéDex technology, allowing it to find weak points in an opponent's fighting style and defenses, although this scanner can only be used on one target at a time.
Stats:
--Agility: 5
--Durability: 2
--Mind: 4
--Special: 1
--Strength: 5
--Support: 1
Designation: T-03
Type: Dragon
Ability Module: Rush Module
--Ability Description: The Dragon-Type Suit is equipped with a rudimentary AI system that, by activating its Rush Mode, is capable of taking control of the movements and processes of T-03, greatly increasing its speed and attack power for a limited time. In this state, the suit acts on its own to engage in combat, with the AI directing it against its targets. While Rush Mode allows for increased power output, it does inevitably put the wearer at risk of being injured by the AI's limitless assault directives.
Stats:
--Agility: 4
--Durability: 4
--Mind: 1
--Special: 4
--Strength: 4
--Support: 1
Designation: T-04
Type: Electric
Ability Module: Battery Module
--Ability Description: The Electric-Type Suit is the only suit equipped with a self-replenishing power unit, effectively making it the only type of suit capable of indefinite use, barring cumulative damage rendering it inoperable.
Stats:
--Agility: 4
--Durability: 2
--Mind: 2
--Special: 5
--Strength: 1
--Support: 4
Designation: T-05
Type: Fairy
Ability Module: Decoy Module
--Ability Description: The Fairy-Type Suit is equipped with three deployable hard-light holograph drones that can each create one identical decoy of the wearer. The drones can be destroyed after sustaining sufficient damage to the core, but cannot be used for purposes other than diversion and thus cannot deal damage to a target.
Stats:
--Agility: 2
--Durability: 2
--Mind: 3
--Special: 4
--Strength: 2
--Support: 5
Designation: T-06
Type: Fighting
Ability Module: Elemental Module
--Ability Description: Despite the suits largely being limited to moves of their same type, the Fighting-Type Suit is equipped with rotational cartridge systems built into its wrists and ankles, allowing the use of moves like Ice, Fire, Shadow, and Thunder Punch, as well as Blaze Kick. Each of these specialized attacks can only be used twice during a single outing, with further uses requiring replacement cartridges.
Stats:
--Agility: 4
--Durability: 3
--Mind: 2
--Special: 1
--Strength: 6
--Support: 2
Designation: T-07
Type: Fire
Ability Module: Temperature Module
--Ability Description: Due to its natural heating systems, the Fire-Type Suit is capable of withstanding extreme temperatures at either end of the spectrum.
Stats:
--Agility: 3
--Durability: 2
--Mind: 2
--Special: 5
--Strength: 2
--Support: 4
Designation: T-08
Type: Flying
Ability Module: Flight Module
--Ability Description: The Flying-Type Suit's unique equipment are a number of jets spread throughout the armor, allowing for flight. Due to the difficulty in controlling the suit's flight mechanisms, operators of T-08 must undergo extensive training before being allowed to use the suit in the field.
Stats:
--Agility: 6
--Durability: 1
--Mind: 3
--Special: 2
--Strength: 2
--Support: 4
Designation: T-09
Type: Ghost
Ability Module: Cloak Module
--Ability Description: The Ghost-Type Suit is equipped with an invisibility module, increasing its stealth capabilities. This does not, however, silence movement or other noises caused by the suit.
Stats:
--Agility: 3
--Durability: 2
--Mind: 2
--Special: 4
--Strength: 2
--Support: 5
Designation: T-10
Type: Grass
Ability Module: Heal Module
--Ability Description: The Grass-Type Suit possesses five miniature "drone pods" that can be deployed onto either T-10 itself, or on another Suit. These pods gradually repair damage to the attached suit, but at a slow rate.
Stats:
--Agility: 1
--Durability: 3
--Mind: 3
--Special: 3
--Strength: 2
--Support: 6
Designation: T-11
Type: Ground
Ability Module: Seismic Module
--Ability Description: The Ground-Type Suit is capable of processing and interpreting minute vibrations in the earth, increasing its wearer's capability for critical hits, as well constantly detecting the locations of earth-bound individuals. Removing the Ground-Type Suit's footing deactivates this scanner.
Stats:
--Agility: 2
--Durability: 5
--Mind: 2
--Special: 1
--Strength: 6
--Support: 2
Designation: T-12
Type: Ice
Ability Module: Maneuvering Module
--Ability Description: The Ice-Type Suit is equipped with omnidirectional cable propulsion systems, allowing it to scale and maneuver through all kinds of terrain with ease.
Stats:
--Agility: 1
--Durability: 1
--Mind: 3
--Special: 6
--Strength: 1
--Support: 6
Designation: T-13
Type: Normal
Ability Module: Jack Module
--Ability Description: While the Normal-Type Suit does not possess any unique abilities to speak of, it does possess the largest move pool by a wide margin, giving it the greatest amount of diversity in terms of what it is capable of doing.
Stats:
--Agility: 3
--Durability: 3
--Mind: 3
--Special: 3
--Strength: 3
--Support: 3
Designation: T-14
Type: Poison
Ability Module: Hazard Module
--Ability Description: The Poison-Type Suit is capable of effectively adapting to almost any chemically hazardous environment, rendering its operator immune to corrosive or toxic substances.
Stats:
--Agility: 2
--Durability: 3
--Mind: 3
--Special: 3
--Strength: 1
--Support: 6
Designation: T-15
Type: Psychic
Ability Module: Surveillance Module
--Ability Description: The Psychic-Type Suit is equipped with four deployable surveillance drones, which can act as scouts and informants for T-15 by providing a wider view of the battlefield, allowing for more effective strategic planning on the part of the suit's operator. The major downside of this system is that it requires individual syncing with each drone--switching to the optical view of one leaves the wearer vulnerable to threats in the immediate vicinity, requiring distance from the battlefield or a guard to optimize its efficiency.
Stats:
--Agility: 1
--Durability: 1
--Mind: 6
--Special: 5
--Strength: 1
--Support: 4
Designation: T-16
Type: Rock
Ability Module: Stonewall Module
--Ability Description: Despite its average defenses, T-16 is capable of entering an energized "Locked" mode, in which it becomes completely impervious to damage at the cost of becoming immobile. This extreme-defense system is designed to be used in cases of emergency, in which an agent's only choice is to wait for reinforcements to arrive.
Stats:
--Agility: 3
--Durability: 3
--Mind: 2
--Special: 2
--Strength: 5
--Support: 3
Designation: T-17
Type: Steel
Ability Module: Knight Module
--Ability Description: In case of emergency situations, particularly those in which the suit's power systems are deactivated, the T-17 is equipped with a collapsible sword-and-shield combination. These tools are equipped with 5 mixed catridges for blade-type moves (Leaf Blade, Sacred Sword, etc.) and its shield with 5 mixed catridges for Protect-style moves, in addition to the Steel-Type's access to King's Shield.
Stats:
--Agility: 2
--Durability: 6
--Mind: 2
--Special: 1
--Strength: 5
--Support: 2
Designation: T-18
Type: Water
Ability Module: Dive Module
--Ability Description: The T-18 is the only suit capable of operating underwater for an indefinite amount of time, making it ideal for submarine missions, at the expense of an active, land-based support ability.
Stats:
--Agility: 4
--Durability: 4
--Mind: 2
--Special: 4
--Strength: 2
--Support: 2
Shadow Suits
Designation: S1-GEIST
Type: Shadow
Ability Module: Shell Module
--Ability Description: The S1-GEIST is capable of interfacing with and overriding nearly any electronic system it comes into contact with, so long as it possesses a sufficient command port to utilize.
Designation: S2-PHANTOM
Type: Shadow
Ability Module: Phase Module
--Ability Description: The S2-PHANTOM is capable of turning temporarily intangible, allowing it to vanish through solid surfaces.
Designation: S3-GHOUL
Type: Shadow
Ability Module: Bane Module
--Ability Description: The S3-GHOUL is capable of supercharging its physical capabilities for a minute, during which time it attains nearly unmatched power and defenses. The strain put on the operator by this module will always result in their death immediately upon its deactivation, rendering this tool a suicidal last resort.
Designation: S4-SLAVE
Type: Shadow
Ability Module: Thrall Module
--Ability Description: The S4-SLAVE is capable of hypnotizing targets whose gaze it can match, bringing them under its control until it is either destroyed or retreats.
Designation: S5-NEMESIS
Type: Shadow
Ability Module: Rival Module
--Ability Description: The S5-NEMESIS is capable of targeted power amplification processes. Upon selecting an opponent, its power and damage output will increase against the specified target. Once that target has been defeated, it can then shift the effects of its module onto a new one.
Designation: S6-PREDATOR
Type: Shadow
Ability Module: Tracker Module
--Ability Description: The S6-PREDATOR is capable of selecting a specific target, locking onto its identity signatures (aura, scent, temperature, etc.) for tracking. This allows the PREDATOR to detect, follow, and locate the target even from large distances, the upper limit of which is not known.
Basic Concept: The Power Suits were designed and made by Team Liberty with one purpose in mind: To elevate non-powered humans to the fighting level of Pokémon. Each Power Suit possesses a core composed of energy from gathered Pokémon of a specific Type, which is processed through the Power Suit proper in order to achieve several effects: The Power Suit gains the Type weaknesses and defenses of its specified Type; it gains access to the full move pool of that Type; and it becomes naturally empowered on a physical level, boosting the armor's toughness and other physical abilities. Mental attributes of the operator are also increased. Power Suits are easy enough to use without training, but their full effectiveness can only be achieved by those who have taken the time to practice their usage.
Focus: Variable. Power Suits are meant to elevate normal humans into the same combat category as Pokémon, but the specific capabilities depends on which Type the individual suit represents, with some focusing more on Support and others focusing almost exclusively on Combat. All are versatile in their own ways.
Type: Power Suits exist for all 18 basic Types, as well as an additional set of six Power Suits based around the Shadow-Type.
Pros:
- Even Footing: A human operating a Power Suit is effectively capable of matching most Pokémon in battle, alleviating the power gap between the two types of lifeforms.
- Augmented Power: In addition to allowing access to Pokémon moves, Power Suits also augment four figures of their operators--their agility, durability, mental capabilities, and strength. This allows even an averagely-trained operator to utilize them effectively.
Cons:
- Narrow Focus: Power Suits are completely limited to their specific Type in terms of moves (barring specialized modules), strengths, and defenses. While some Poison-Type Pokémon may possess abilities allowing them to circumvent the Steel-Type's Poison immunity, for example, Power Suits have no such option and must rely on outside influences to overcome such an obstacle.
- Limited Access: Power Suits are not readily available for use. Four sets are in Team Liberty's possession and are used at their discretion, whereas the various Shadow-Type Power Suits all currently belong to an unknown faction.
- Technological Downsides: The Power Suits are not immune to outside influence; a sufficiently skilled hacker can certainly gain access to a given suit's systems while in use and cause issues for the operator, potentially even resulting in death. Similarly, Power Suits aside from the Electric-Type and Water-Type (while in water) cannot operate indefinitely; while they have a long battery life, they will eventually require a retreat lest they shut down on the operator mid-battle.
General Abilities: Move List, Ability Module
Ability Name: Move List
Ability Description: Each Power Suit is capable of accessing any move of its specific Type, barring moves learned only by Legendary Pokémon.
Ability Name: Ability Module
Ability Description: Each Power Suit is equipped with a Type-specific Ability Module, granting it a unique ability based around combat, utility, or support.
Standard Power Suits
Designation: T-01
Type: Bug
Ability Module: Hive Module
--Ability Description: The Bug-Type Suit is capable of interfacing with up to five other suits, buffing their abilities as well as its own by increasing the amount of information received and processed for each one.
Stats:
--Agility: 5
--Durability: 3
--Mind: 3
--Special: 2
--Strength: 2
--Support: 3
Designation: T-02
Type: Dark
Ability Module: Scan Module
--Ability Description: The Dark-Type Suit possesses a powerful scanning system based partially off of PokéDex technology, allowing it to find weak points in an opponent's fighting style and defenses, although this scanner can only be used on one target at a time.
Stats:
--Agility: 5
--Durability: 2
--Mind: 4
--Special: 1
--Strength: 5
--Support: 1
Designation: T-03
Type: Dragon
Ability Module: Rush Module
--Ability Description: The Dragon-Type Suit is equipped with a rudimentary AI system that, by activating its Rush Mode, is capable of taking control of the movements and processes of T-03, greatly increasing its speed and attack power for a limited time. In this state, the suit acts on its own to engage in combat, with the AI directing it against its targets. While Rush Mode allows for increased power output, it does inevitably put the wearer at risk of being injured by the AI's limitless assault directives.
Stats:
--Agility: 4
--Durability: 4
--Mind: 1
--Special: 4
--Strength: 4
--Support: 1
Designation: T-04
Type: Electric
Ability Module: Battery Module
--Ability Description: The Electric-Type Suit is the only suit equipped with a self-replenishing power unit, effectively making it the only type of suit capable of indefinite use, barring cumulative damage rendering it inoperable.
Stats:
--Agility: 4
--Durability: 2
--Mind: 2
--Special: 5
--Strength: 1
--Support: 4
Designation: T-05
Type: Fairy
Ability Module: Decoy Module
--Ability Description: The Fairy-Type Suit is equipped with three deployable hard-light holograph drones that can each create one identical decoy of the wearer. The drones can be destroyed after sustaining sufficient damage to the core, but cannot be used for purposes other than diversion and thus cannot deal damage to a target.
Stats:
--Agility: 2
--Durability: 2
--Mind: 3
--Special: 4
--Strength: 2
--Support: 5
Designation: T-06
Type: Fighting
Ability Module: Elemental Module
--Ability Description: Despite the suits largely being limited to moves of their same type, the Fighting-Type Suit is equipped with rotational cartridge systems built into its wrists and ankles, allowing the use of moves like Ice, Fire, Shadow, and Thunder Punch, as well as Blaze Kick. Each of these specialized attacks can only be used twice during a single outing, with further uses requiring replacement cartridges.
Stats:
--Agility: 4
--Durability: 3
--Mind: 2
--Special: 1
--Strength: 6
--Support: 2
Designation: T-07
Type: Fire
Ability Module: Temperature Module
--Ability Description: Due to its natural heating systems, the Fire-Type Suit is capable of withstanding extreme temperatures at either end of the spectrum.
Stats:
--Agility: 3
--Durability: 2
--Mind: 2
--Special: 5
--Strength: 2
--Support: 4
Designation: T-08
Type: Flying
Ability Module: Flight Module
--Ability Description: The Flying-Type Suit's unique equipment are a number of jets spread throughout the armor, allowing for flight. Due to the difficulty in controlling the suit's flight mechanisms, operators of T-08 must undergo extensive training before being allowed to use the suit in the field.
Stats:
--Agility: 6
--Durability: 1
--Mind: 3
--Special: 2
--Strength: 2
--Support: 4
Designation: T-09
Type: Ghost
Ability Module: Cloak Module
--Ability Description: The Ghost-Type Suit is equipped with an invisibility module, increasing its stealth capabilities. This does not, however, silence movement or other noises caused by the suit.
Stats:
--Agility: 3
--Durability: 2
--Mind: 2
--Special: 4
--Strength: 2
--Support: 5
Designation: T-10
Type: Grass
Ability Module: Heal Module
--Ability Description: The Grass-Type Suit possesses five miniature "drone pods" that can be deployed onto either T-10 itself, or on another Suit. These pods gradually repair damage to the attached suit, but at a slow rate.
Stats:
--Agility: 1
--Durability: 3
--Mind: 3
--Special: 3
--Strength: 2
--Support: 6
Designation: T-11
Type: Ground
Ability Module: Seismic Module
--Ability Description: The Ground-Type Suit is capable of processing and interpreting minute vibrations in the earth, increasing its wearer's capability for critical hits, as well constantly detecting the locations of earth-bound individuals. Removing the Ground-Type Suit's footing deactivates this scanner.
Stats:
--Agility: 2
--Durability: 5
--Mind: 2
--Special: 1
--Strength: 6
--Support: 2
Designation: T-12
Type: Ice
Ability Module: Maneuvering Module
--Ability Description: The Ice-Type Suit is equipped with omnidirectional cable propulsion systems, allowing it to scale and maneuver through all kinds of terrain with ease.
Stats:
--Agility: 1
--Durability: 1
--Mind: 3
--Special: 6
--Strength: 1
--Support: 6
Designation: T-13
Type: Normal
Ability Module: Jack Module
--Ability Description: While the Normal-Type Suit does not possess any unique abilities to speak of, it does possess the largest move pool by a wide margin, giving it the greatest amount of diversity in terms of what it is capable of doing.
Stats:
--Agility: 3
--Durability: 3
--Mind: 3
--Special: 3
--Strength: 3
--Support: 3
Designation: T-14
Type: Poison
Ability Module: Hazard Module
--Ability Description: The Poison-Type Suit is capable of effectively adapting to almost any chemically hazardous environment, rendering its operator immune to corrosive or toxic substances.
Stats:
--Agility: 2
--Durability: 3
--Mind: 3
--Special: 3
--Strength: 1
--Support: 6
Designation: T-15
Type: Psychic
Ability Module: Surveillance Module
--Ability Description: The Psychic-Type Suit is equipped with four deployable surveillance drones, which can act as scouts and informants for T-15 by providing a wider view of the battlefield, allowing for more effective strategic planning on the part of the suit's operator. The major downside of this system is that it requires individual syncing with each drone--switching to the optical view of one leaves the wearer vulnerable to threats in the immediate vicinity, requiring distance from the battlefield or a guard to optimize its efficiency.
Stats:
--Agility: 1
--Durability: 1
--Mind: 6
--Special: 5
--Strength: 1
--Support: 4
Designation: T-16
Type: Rock
Ability Module: Stonewall Module
--Ability Description: Despite its average defenses, T-16 is capable of entering an energized "Locked" mode, in which it becomes completely impervious to damage at the cost of becoming immobile. This extreme-defense system is designed to be used in cases of emergency, in which an agent's only choice is to wait for reinforcements to arrive.
Stats:
--Agility: 3
--Durability: 3
--Mind: 2
--Special: 2
--Strength: 5
--Support: 3
Designation: T-17
Type: Steel
Ability Module: Knight Module
--Ability Description: In case of emergency situations, particularly those in which the suit's power systems are deactivated, the T-17 is equipped with a collapsible sword-and-shield combination. These tools are equipped with 5 mixed catridges for blade-type moves (Leaf Blade, Sacred Sword, etc.) and its shield with 5 mixed catridges for Protect-style moves, in addition to the Steel-Type's access to King's Shield.
Stats:
--Agility: 2
--Durability: 6
--Mind: 2
--Special: 1
--Strength: 5
--Support: 2
Designation: T-18
Type: Water
Ability Module: Dive Module
--Ability Description: The T-18 is the only suit capable of operating underwater for an indefinite amount of time, making it ideal for submarine missions, at the expense of an active, land-based support ability.
Stats:
--Agility: 4
--Durability: 4
--Mind: 2
--Special: 4
--Strength: 2
--Support: 2
Shadow Suits
Designation: S1-GEIST
Type: Shadow
Ability Module: Shell Module
--Ability Description: The S1-GEIST is capable of interfacing with and overriding nearly any electronic system it comes into contact with, so long as it possesses a sufficient command port to utilize.
Designation: S2-PHANTOM
Type: Shadow
Ability Module: Phase Module
--Ability Description: The S2-PHANTOM is capable of turning temporarily intangible, allowing it to vanish through solid surfaces.
Designation: S3-GHOUL
Type: Shadow
Ability Module: Bane Module
--Ability Description: The S3-GHOUL is capable of supercharging its physical capabilities for a minute, during which time it attains nearly unmatched power and defenses. The strain put on the operator by this module will always result in their death immediately upon its deactivation, rendering this tool a suicidal last resort.
Designation: S4-SLAVE
Type: Shadow
Ability Module: Thrall Module
--Ability Description: The S4-SLAVE is capable of hypnotizing targets whose gaze it can match, bringing them under its control until it is either destroyed or retreats.
Designation: S5-NEMESIS
Type: Shadow
Ability Module: Rival Module
--Ability Description: The S5-NEMESIS is capable of targeted power amplification processes. Upon selecting an opponent, its power and damage output will increase against the specified target. Once that target has been defeated, it can then shift the effects of its module onto a new one.
Designation: S6-PREDATOR
Type: Shadow
Ability Module: Tracker Module
--Ability Description: The S6-PREDATOR is capable of selecting a specific target, locking onto its identity signatures (aura, scent, temperature, etc.) for tracking. This allows the PREDATOR to detect, follow, and locate the target even from large distances, the upper limit of which is not known.