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SubonicXP

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PostPosted: Thu Nov 07, 2013 5:31 am
Channeler Rules


So, I want to be a Channeler.

Welcome, you've come to the right place! Here is where you'll seek to become a Channeler. Excuse the clutter, we do a lot of research when it comes to artifacts and the mysteries they hold.

What is a Channeler, exactly?

In the most simple of terms a Channeler is someone who establishes a strong bond with their Pokemon and by using an artifact are capable of manifesting that bond in various ways by drawing out their partner Pokemon's power to be utilized by the Channeler themselves. Example being a Ghost Channeler who by bonding with their Gastly is capable of becoming intangible themselves.

Wait, artifacts?

They're what makes a Channeler, well, a Channeler. It serves as a focal point for them and their Pokemon, allowing the Channeler to tap into the natural energy we call chi. Without an iron-clad bond between them, however, the Artifact's effectively useless as anything but decoration. We're not entirely sure of everything about them; only that they house a power not unlike what a Mega Stone possesses, or possibly even other such items we've yet to discover. They can awaken latent abilities in Channeler and Pokemon alike through their bond, though the application tends to differ from what the Pokemon itself might do with its moves and abilities.

Anything else I should know?

Just a few things. For one, though Channelers tend to have a Pokemon they see as their primary partner, they can form a bond and channel with multiple Pokemon of theirs. As long as they're the same type, of course; a Charmander isn't exactly going to make plants sprout. However, as the primary partner usually has the strongest bond with their trainer, they and the Channeler will be able to do a bit more together compared to others. Managing channeling links can be taxing, however, so this isn't for the faint of heart. Likewise, while channeling with a legendary Pokemon can be possible, it's not something we'd advise lightly. Their vast pool can make it difficult and dangerous for even highly skilled Channelers to harness for more than minutes at a time. Finally, you'll only be able to do the Master Missions corresponding to the type your affinity leans towards; if a lot of the Pokemon you'll be using are Water-types, you'd want to do the Water Master Missions, for example. Note the primary Pokemon must be used for the first, fifth, and tenth ability as well as the "ultimate ability" earned via the Grand Master Mission, other Pokemon can be used for up to two abilities.

Also, don't expect to be capable of dizzying feats out of the gate. Even with an artifact and a strong bond, the Channeler and their Pokemon do have to get used to the kind of link channeling grants. Each Master Mission completed will allow them to learn new skills and become more efficient with them, their bonds growing and becoming more apparent. There are ten such missions in all, meaning a given channeler can have ten skills overall. There is also a Grand Master Mission that can be done after the ten previous missions are completed, which can bolster their abilities even further.

And what are these skills?

The skills themselves are determined by the Pokemon they'll be using for their channeling, and the common type shared between them. While this means two channelers of the same type can vary wildly, there are some things to keep in mind. For one, the skills that a channeler and Pokemon perform tend to come from what makes that Pokemon what it is. As a result, stuff like its abilities and info can shed light into what it'd do, as well as its level-up moves (there's various resources to find out what these are; we'd recommend Serebii). TM/HM moves, as well as Tutored and Egg moves often muck up the channeling process when trying to use them for that purpose.

Finally, while all skills are unique, the primary partner is what determines the innate ability for a given Channeler, and there's two skills that only the Channeler and their primary partner can use once they learn them. These usually come after the fifth and tenth master missions.


For a few ideas of what kind of skills a given channeling type can do, look to the below posts. We'd also ask that, should you wish to undertake channeling, to please contact the administration so that we can discuss the topic with you. This way, we can see what ideas you might have and be able to help throughout the process. Discord is preferred as a number of members and the entirety of the administration use it, so if you add SubonicXP#1176 (SubonicXP) or Reno Vantas#3257 (Reno Vantas), we can help get you set up.

Also, be sure to put your channeling abilities and skills in your profile. This cannot be stressed enough, especially as no two channelers may be alike.  
PostPosted: Fri Oct 02, 2015 4:58 pm
Fairy

Fairy Channelers are a unique folk. Though the energy they and their partners can use is based on Celestial Chi, they differ from their Psychic, Ghost and Dark cousins in that the moon is a common theme for them. Channelers may not get to enjoy the same benefits as Fairy Pokemon might when it's out, but they can easily shift a battle's favor and make you think the full moon's already shining down.

Examples

Innate Ability: Moon's Blessing - Bestowed by a Clefable, the Channeler's skills can be fueled and empowered by moonlight in addition to their partner Pokemon and Artifact, but only if their intentions are pure. Malice will quickly see the Clefable's blessings leave them and render the ability useless.

Example Skills:

- Fairy Court - Uses a partnered Spritzee or Aromatisse to fill the area with a mixture of different aromas, with varying effects on everyone nearby. The better the scent, the better its effects. The worse the scents, the more harm brought to them.

- Corrigan's Embrace - Energy from the Channeler and a partnered Togepi, Togetic or Togekiss immobilizes targets that are full of negativity, sapping their will to fight. Conversely, those with a strong will and positive vibes are granted an even stronger desire to protect others closeby, reinvigorating them in the process.

- Guardian's Benevolence - A powerful skill formed by a strong bond by the Channeler and their primary partner; in this case, a Gardevoir, Mega Evolved or otherwise. Pooling their energy together, they imbue the Channeler's other Pokemon, making Fairy attacks more powerful and any other attack carry the same energy as that type. However, this quickly drains the Channeler and all Pokemon involved.  

Darksol88
Vice Captain


Darksol88
Vice Captain

PostPosted: Fri Oct 02, 2015 5:22 pm
Ghost

Intimate with the lingering spirits of the world and the otherwordly energies with them, Ghost Channelers are a safe bet when it comes to finishing unfinished business. Many think that they have a sort of sixth sense thanks to this attunement.

Examples

Innate Ability: Spectral Embrace - A strange ability granted by a partnered Cofagrigus. Direct contact with the Channeler or Cofagrigus causes those afflicted to be more susceptible to the Channeler's skills and Ghost-type attacks, but Cofagrigus' Mummy ability won't work while the channeling link's active.

Example Skills:

- Sixth Sense - A simple, but versatile skill usable by any Ghost-type Pokemon, they allow the Channeler to see the world much like they do. As a result, they're able to see other lingering, restless spirits that are nearby.

- Dissonant Chord - A skill done in unison with the Channeler and a partnered Misdreavus or Mismagius, the two shriek in pain and create a "harmonius" cacophony that's constant and ever grating. The shrieks become more powerful if the Channeler and their Pokemon are badly hurt, whittling away at the victim's very spirit.

- Specter's Inferno - Drawing on the power of a partnered Litwick, Lampent or Chandelure, the Channeler and Pokemon release ghostly flames all around them. The spiritual fires blaze wildly, causing a deep burning fear to overpower the target's spirit. Strong-willed targets may resist, however.  
PostPosted: Fri Oct 02, 2015 5:51 pm
Psychic

Psychic Channelers, much like their Pokemon and Hybrid counterparts, draw upon enhanced mental faculties to facilitate their abilities and make use of this branch of Celestial Chi. Mind over matter is the name of the game with them, which grants them a lot of versatility.


Innate Ability: Telepathy - The Channeler gains the ability to speak to the minds of others. Their mental state cannot be altered without other abilities to facilitate the effort.


Stage 1 Skills:

Offense: Shift - A “pop” of telekinetic force is released in front of the Channeler, slightly moving light objects in the process. Has no effect on heavier objects such as people, but becomes more refined and capable as the Channeler’s skills improve.

Defense: Energy Sight - Using some of the partner’s energies, the Channeler is able to see the chi being used by those nearby. The range increases with the Channeler’s skills.


Stage 2 Skills:

Offense: Hatred Spike - By establishing a mental link with the target, the Channeler is able to hurl a sliver of psychic pain directly into their target’s mind. The agony the target experiences upon success is only inside their mind, but will likely disable them in the physical realm as well.

Defense: Teleportation - After focusing for a moment, the Channeler can teleport a short distance ahead in their visible range. After teleporting, it can’t be used again for a while, but it can be used more frequently as skills improve. Requires a cooldown of ten (10) minutes in RP time (time experienced by the character, not real time) before it can be used again, going down by one (1) minute for each level after acquiring.


Stage 3 Skills:

Offense: Telekinesis - The Channeler is now able to manipulate solid matter more directly, allowing them to control and move objects as they choose to. While initially only able to manipulate light, simple objects that possess no motion, the Channeler's improving skill will eventually improve their precision, strength and allow them to manipulate moving objects. However, telekinesis can only create a secondary force and will have to deal with the initial force the object may have, meaning not everything can be stopped.

Defense: Psy-dar: By focusing to sense their surroundings, the Channeler is able to send out psychic waves to map out an area. Has a larger influence if facilitated through the partner Pokemon.


Stage 4 Skills:

Offense: Psy Palm - The Channeler concentrates telekinetic energy into their palm, enhancing their strikes and allowing them to repel and harm opponents.

Defense: Psy Barrier - With intense concentration, the Channeler and their partner generates a psychic shield to lessen damage from oncoming attacks.


Stage 5 Skills:

Partner Pokemon-based skill.


Stage 6 Skills:

Offense: Forceful Attraction - The Channeler directly concentrates on a given person, using their psychic abilities to get a mental hook on them and gradually pull them closer. Can be resisted, but the pull gradually speeds up while it’s in use.

Defense: Forceful Reversal - The Channeler directly concentrates on an oncoming person or attack, using their psychic abilities to push it back just enough to stop it. It only works on minor objects at first, but as the Channeler’s skills improve, faster and larger objects can be stopped and eventually sent back with growing velocity.


Stage 7 Skills:

Offense: Mental Static - After establishing a mental link with the target, the Channeler forces a series of noise and visual-based disruptions directly into the target’s mind. While this will likely debilitate the target, this debilitation will not extend to anything that may be commanded or is commanding the target.

Defense: Foreshadow & Forewarn - By establishing a mental link with the target, the Channeler is able to passively see into their target’s mind and predict their actions based off of these thoughts. However, it can be easily negated if the target’s thoughts are erratic, or if they are focused on a subject besides the battle at hand.


Stage 8 Skills:

Offense: Seventh Sense - The Channeler is granted sudden awareness of their surroundings and may sense events yet to come, getting slight glimpses into the future with better focus. Due to the nature of this skill, not all events can be discerned and images aren’t solid. Will quickly exhaust the Channeler if they focus for too long.

Defense: Mind Warp - Focusing on one of the target’s senses, the Channeler is able to manipulate the sense to a greater degree than Mental Static allows, such as hearing a sound that isn’t there or feeling/tasting nothing more than an illusion. Only one sense can be manipulated at a time as using this heavily strains the Channeler.


Stage 9 Skills:

Offense: Psy Combat - Using their arms or legs to project chi, the Channeler is able to throw waves of psychic energy from their punches and kicks. Less condensed than Psy Palm, but has better range.

Defense: Regeneration - By psychically stimulating their or another’s cells, the Channeler is able to rejuvenate and heal some wounds. Can be exhausting if used too frequently, or if the wound is severe. May not work if the wound is too severe to be mended without medical attention.


Stage 10 Skills:

Partner Pokemon-based skill.  

Darksol88
Vice Captain


Darksol88
Vice Captain

PostPosted: Fri Oct 02, 2015 6:20 pm
Water

Water Channelers are often known for two things: weilding Artifacts capable of drawing, containing and using water, and using the vast amount of water in the world to their advantage. Infused with energy from the Channeler and their Pokemon, they can use the stored water for a variety of effects.

Examples

Innate Ability: Oxygenate - A life-saving ability used in tandem with a partnered Azumarill. By consuming some of the Artifact's water stores, air is able to be let in and then sent back out as bubble-like pockets. Those inside of the bubbles will temporarily be able to breathe underwater.

Example Skills:

- Water Volley - An extremely basic skill usable by any Water-type Pokemon, they and the Channeler perform a quick volley of shots with the Artifact's water. While the water can be recollected after being flung, frequent use can be taxing and firing fifteen (15) shots at once will completely deplete the Artifact.

- Jet Stream - A skill based on Aqua Jet, and usable with any partnered Water-type that learns the move in question. By raising the water pressure inside their Artifact to volatile levels, the Channeler propels themselves forward or into the air. Using the Artifact's water this way will quickly deplete it, however.

- Mesmeric Mist - With a partnered Vaporeon, the Channeler and their Pokemon release a special mist from their Artifact. As they slightly merge and melt into the mist, their presence becomes harder to notice through normal means and they become harder to hit.  
PostPosted: Fri Oct 02, 2015 6:40 pm
Ground

Ground Channelers tend to find the best place for them is with their feet firmly planted on the ground, with their skills working in tandem with the earth itself. Loose ground's preferred for their skills, as they largely struggle to make use of anything too solid.


Innate Ability: Seismic Sense - The Channeler is able to sense nearby lifeforms by focusing on an area’s seismic activity. Best used on loose ground that can easily shift, such as sand, and loses effectiveness on more solid ground, such the inside of a building. Cannot be used if the Channeler isn’t on solid ground in the first place.


Stage 1 Skills:

Offense: Shifting Sands - A mild channeling skill where the Channeler manipulates a loose wave of sand, sweeping foes back and keeping them at bay. Has lots of versatility beyond the use mentioned.

Defense: Concealing Sands - While on loose ground, the Channeler and partner can focus and mask their chi signature and scent within the sands, lessening detection through most normal means. Fails if the Channeler or their partner are spotted through sight.


Stage 2 Skills:

Offense: Sandstone Fist - Compacting sand around their fists, the Channeler is able to use it to make their fists hard as stone and increase their strength. Can only last for a short time before the sands falter and loosen.

Defense: Subterranean Descent - The Channeler and partner focus into the loose ground beneath their feet, using their chi to become one with the earth and travel underground. Rapidly drains the Channeler and partner’s chi while in use.


Stage 3 Skills:

Offense: Desert Hand - A ranged skill where the Channeler temporarily forms a compacted hand made from loose ground, allowing them to grab or hit foes from a distance. May fail if the hand’s formed too far away from the Channeler.

Defense: Granulate - The Channeler is able to break larger, more solid particles of rock and soil into finer particles. This allows them to then use the granulated ground for channeling, but is heavily taxing on the Channeler to use and some solid ground may still be unable to be granulated.


Stage 4 Skills:

Offense: Sand Bullet - The Channeler compacts nearby sand or loose ground into a small ball before using their chi to propel it forward.

Defense: Granule Architect - The Channeler forms the sand around them into an incredibly compact shape around them and infuses it with chi, defending them against attacks. Becomes more durable and lasts longer depending on how much chi is infused upon creation, but is completely immobile.


Stage 5 Skills:

Partner Pokemon-based skill.


Stage 6 Skills:

Offense: Sand Simulacrum - Using loose ground and their chi, the Channeler creates a puppet version of their partner Pokemon. The puppet’s durability and strength varies depending on the kind of loose ground used, as well as how much chi’s infused into it.

Defense: Sand Trap - The Channeler marks an area on the ground with their chi, creating a trap that activates upon disruption of the area. Anyone, be it friend or foe, that activates the trap will find the ground rapidly loosen from the Channeler’s chi and form quicksand, preventing their escape unless intervened.


Stage 7 Skills:

Offense: Dirt Devil - Swirling the sands around them and infusing it with chi, the Channeler creates a twister of sand that will send anyone caught up in it into a whirling sandstorm before tossing them away.

Defense: Dune Treading - The Channeler is able to call the nearby sands forth, compacting and creating floating platforms to temporarily provide more solid ground for movement.


Stage 8 Skills:

Offense: Sand Spikes - Creating a series of sandy spikes, the Channeler can send them after a foe to rapidly approach them. Once they catch their prey, the spikes surround them before forming a pyramid to prevent escape.

Defense: Pharaoh’s Raiment - Compacting sand around their body, the Channeler is able to use the sands like a suit of armor. Provides less protection than Granule Architect overall, but allows the Channeler to be much more mobile while in use.


Stage 9 Skills:

Offense: Desert Storm - While in a sandstorm or within Dirt Devil’s twister, the Channeler can condense the swirling sands into multiple balls to fling as a barrage. The amount of sand that can be compacted, as well as the amount of shots within the barrage, are dependent on the amount of chi used.

Defense: Desert Mirage - While in a sandstorm or within Dirt Devil’s twister, the Channeler and partner can use their chi to create false images within to confound those who witness them. Heavily drains the Channeler and partner’s chi to use for any length of time.


Stage 10 Skills:

Partner Pokemon-based skill.  

Darksol88
Vice Captain


Darksol88
Vice Captain

PostPosted: Fri Oct 02, 2015 7:02 pm
Flying

Where Ground Channelers tend to be more down to earth and stick to the ground, Flying Channelers will almost always tell you that they personally prefer the air. Though they lack the sheer power other Channelers might have, their mastery over the wind and swift, graceful movements keep them toe-to-toe. Should one be around, they'll be sure to keep the team's sails blowing in their favor.

Examples

Innate Ability: Eagle's Senses - A burst of wind energy from a partnered Pidgeot and the Channeler's Artifact grants its heightened senses to the Channeler for a while, allowing them to see and hear just as the Pokemon does. Ends prematurely if the partner is knocked out or a different Pokemon is used for channeling.

Example Skills:

- Gale Dance - Generating wind around them by dancing alongside a partnered Oricorio (any style), the Channeler can then channel and condense that wind around their legs. While the wind's condensed, movements involving their legs- such as kicking, moving or jumping- are generally faster or gain extra height.

- Hurricane Slash - A strong slicing attack performed alongside a partnered Scyther. The sharp winds produced from Scyther are condensed around the Channeler's Artifact before a slashing motion is made with it. The wind parts from the Artifact immediately after, creating a gale that cuts as well as the sharpest blades.

- Icarus Imitator - An almost otherwordly skill formed by a strong bond between the Channeler and their primary partner, a Pidgeot while Mega Evolved. With immense focus from the two, the wind around them is able to lift the Channeler and allow them to "fly" among the air currents. It's said that the energy released is so great that it also forms wings on the Channeler's back while it's in effect, but similar to the mythical story of Icarus, going too far away from Pidgeot or using it for too long will cause the effects to fade and could put the Channeler in a precarious situation.  
PostPosted: Thu Nov 19, 2015 2:05 pm
Poison

Poison Channelers aren't much for brute force, favoring sneakier tactics and wearing their foes down before going in for the kill. To them, and especially their skills, a target is a target.


Innate Ability: Antibody - The Channeler gains a resistance to Poison-type moves and skills, as well as toxic environments. The resistance will grow with the Channeler’s capabilities, becoming an immunity upon mastery.


Stage 1 Skills:

Offense: Envenom - Utilizing a special sort of chi, the Channeler injects a target upon contact and renders them weak to their partner’s Poison-type attacks for a short period of time, increasing in duration and effectiveness with the Channeler’s capabilities. While this can remove a target’s resistance to poison, it will have no effect on Steel-type Pokemon or Hybrids.

Defense: Smoke Bomb - Utilizing a special chi that dissipates and expands in the air, the Channeler is able to create a thick cloud of smoke to obscure the sight and scent of friend and foe alike. Ineffective if anyone caught within the cloud can be detected without sight or scent.


Stage 2 Skills:

Offense: Stinger - Manipulating gasses from the partner’s attacks, the Channeler can condense them into the tip of their artifact and fire it at a distant target.

Defense: Impermeable Membrane - The Channeler manipulates the gasses around them left by their partner’s attacks, condensing them to provide mild protection. Though it will also prevent other gases and powders from bypassing the membrane, using it for too long has a high risk of poisoning unskilled Channelers.


Stage 3 Skills:

Offense: Sludge Spike - The Channeler can manipulate sludge and other solid or semi-solid poisonous substances within their line of sight, hardening and sharpening it around their artifact to increase their offensive capabilities for a short time. The Channeler will be able to manipulate more sludge with higher mastery.

Defense: Sludge Shell - The Channeler is able to manipulate sludge and other solid to semi-solid poisonous substances that are within their line of sight, using it for protection by hardening it, but may poison the Channeler if their resistance is low. The higher the Channeler’s mastery, the more sludge they can manipulate at once.


Stage 4 Skills:

Offense: Hallucinogen - The Channeler and partner focus toxic chi into the artifact, tagging a target upon impact with it. If they lack the willpower to ignore it, they will slowly begin to hallucinate and see things, but the effects will be more profound the longer the chi is stored in the artifact. Storing it too long, however, can cause it to backfire and result in the Channeler and partner both hallucinating instead.

Defense: Tracker Virus - The Channeler tags a target with their chi, infecting them with a virus that the body will recover from over time. However, a single hit will allow the Channeler and partner to track whoever they tagged, while multiple applications will eventually paralyze limbs, hindering their movement until they recover.


Stage 5 Skills:

Partner Pokemon-based skill.


Stage 6 Skills:

Offense: Hidden Bog - The Channeler embues a small area on the ground with their chi. If another person or Pokemon steps on the area, the chi will become active and rapidly dissolve the ground, creating a swamp-like sinkhole of poisonous goo that steadily binds their movements. Those caught within can become poisoned if they ingest the goo or stay submerged for too long, though the poisoning will have no effect if they resist it.

Defense: Caustic Coagulation - The Channeler’s partner spits out an unusual acid that rapidly coagulates. Anyone caught in the acid will become poisoned if they’re trapped in it for too long, though this has no effect on those that cannot be poisoned.


Stage 7 Skills:

Offense: Vitality Corruption - The Channeler and partner focus chi into their artifact, allowing them to spray a strange acid from it. Those hit by the acid will find their chi being rapidly drained, gradually worsening incurred injuries as well.

Defense: Malicious Restoration - The Channeler absorbs nearby poisons, converting and being healed by them. The worse the injuries, the more chi’s used to heal them.


Stage 8 Skills:

Offense: Phantom Pain - An odorless gas is emitted from the Channeler’s artifact, causing anyone nearby to feel random pains. Though this can be resisted if the feelings are ignored, the pain will become greater the longer they are subjected to the gasses.

Defense: Numbing Agent - The Channeler’s artifact emits an odorless gas, rendering anyone who breathes the gas numb to all physical pain for a short time. Affects the Channeler as well, but risks causes a large explosion if it comes into contact with fire.


Stage 9 Skills:

Offense: Poison Shuriken - Manipulating all of the sludge, solid and semi-solid poisonous substances over a large area, the Channeler and partner shape all of it into a flurry of airborne, poisonous shuriken, all of which can be manipulated at will to attack a target relentlessly. Chi usage depends on how much is being manipulated at once, but uses a large amount regardless.

Defense: Vexing Miasma - The Channeler's artifact generates a cloud of miasma over a large area, negating the effects of chi for anyone and everyone within. This affects the Channeler as well, but not this skill, leaving those within to count on physical ability to continue fighting.


Stage 10 Skills:

Partner Pokemon-based skill.  

Darksol88
Vice Captain

Reply
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