Demon
DEMON
Mystic advanced class
t4F1W.png
The Demon is a man who has turned his back on humanity. For one reason or another, this mystic has grown tired of mortality, and seeks to join the spirit realm by communicating with the spirits all around. His aim is to become a spirit, and in doing so either find peace, or greater power with which to crush those who have wronged him.

Stat: +1 STR
Prerequisite: Mystic, Has communed with the spirits
Base Features: Inhuman Channeling, What is Left Behind

Inhuman Channeling TA Illegal
At-Will - Drains 10 of user’s HP per use.
Target: The spirit of an object
Effect: Make a Link Check, then subtract your Strength Stat from your roll. If it is successful, you are channeling the spirit of that object or phenomenon. You have knowledge of what happened in the spirit’s past hour and you know what the spirit wants and likes or dislikes. You and the spirit can communicate telepathically. The spirit can be asked to become tangible and use any abilities it has to help you. Spirits have no moves, but do have capabilities related to their domain. For example: A river spirit will have Fountain, gilled, and a very high underwater and surface speed. If the object the spirit represents is more than X meters from you, it is no longer Channeled. X is twice the sum of your STR modifier plus your WIS modifier.

What is Left Behind S Illegal
Static
Effect: You now have a moveset, like a pokemon. Your moveset consists of only 4 slots. You may only be taught attacks from TMs or Move Tutors if you have satisfied conditions for learning them through the features below. You start only able to learn Return, Frustration, Protect, Swagger, and Attract. As a secondary effect, your outer appearance reflects your current moveset. For example, if you have a lot of fire attacks, your hair might turn bright red, or your eyes might leak fire when you're angry. Moves that work off of Attack always use the Strength Modifier, and moves that work off of Special attack always work off of the Wisdom modifier.

MECHANICS: According to Japanese Shintoism, every object has a spirit. Rivers, rocks, trees, the wind, the sun, plants, swords, everything. To tap into these spirits is to tap into the essence of the object. The Demon aims to leave his mortality behind and become one of the spirit realm instead.
Mechanically, spirits are intangible creatures unless they take on a human form. They cannot be targeted or harmed by normal means, and don't normally take notice in human or pokemon affairs. Rarely, spirits can become malevolent, but making themselves tangible to menace people leaves them open to attack.

Most spirits fall under one of 5 domains:
Earth Spirits are spirits of unyielding structures and objects. Stones for example. They may be Rock or Steel typed.
Water Spirits are fluid, changeable, and formless. Rivers, or living things like plants are water spirits. They may be Grass or Water typed.
Fire spirits can be forceful and destructive, forcing change on others. Fire is obvious, but most animals and in fact the human spirit can be classified as a Fire Spirit. They can be Fire or Electric typed.
Wind Spirits are spirits that grow and expand, aiming to envelop all. The air we breathe, yes, but spirits of knowledge would also be wind spirits. These spirits represent the Flying or Psychic types.
Void spirits are the last class, and are representative of mystical phenomena and legendary pokemon. Void spirits, are uncommon, and when they do appear, can be nearly any type, or no type at all.

One Step Closer S Illegal
Prerequisite: Demon, Has channeled at least 20 spirits.
Static
Effect: You are able to communicate freely with the spirits of objects or phenomena in the nearby area without channeling them. They will be able to tell you the history of the area as far back as when the object or phenomena was created. You may use any TMs or Tutors related to Normal-type moves.

Soul of Earth FA Illegal
Prerequisite: Demon, Has Channeled at least 3 Earth Spirits.
Daily – 10 levels
trigger: You channel an Earth spirit
Effect: You gain damage reduction equal to your strength modifier. This effect lasts for 3 hours after you stop channeling the Earth spirit. You may use TMs or Tutor moves related to Steel and Rock type moves that do not cause direct damage.

Soul of Earth+ FA Illegal
Prerequisite: Soul of Earth, Have a Rock or Steel type move in your moveset.
Daily – 10 levels
Trigger: You channel an Earth Spirit
Effect: You gain damage reduction equal to your strength modifier times 3. This effect lasts for 3 hours after you stop channeling the Earth spirit. You may use TMs or Tutor moves related to Steel and Rock type moves. This feature replaces Soul of Earth.

Soul of Water FA Illegal
Prerequisite: Demon, has channeled at least 3 Water spirits.
Daily – 10 levels
Trigger: You channel a Water spirit
Effect: You become very flexible and fast. Your Dexterity modifier is raised by one half of X. Your Overland speed gains X, and gains X+5 if you are going downhill. Your Surface and Underwater capabilities are raised by X doubled. X is equal to your Strength modifier. This effect lasts for 3 hours after you finish channeling the spirit. You may use TMs or Tutor moves related to Water or Grass type moves which do not deal direct damage.

Soul of Water+ FA Illegal
Prerequisite: Soul of Water, has a Water or Grass type move in their moveset.
Daily – 10 levels
Trigger: You channel a Water spirit
Effect: You become very flexible and fast. You may transform yourself into living water for a few seconds. Your Overland speed gains X, or gains X+5 if you are going downhill. You may travel instantaneously through a body of water. X is equal to your Strength modifier. This effect lasts for 3 hours after you finish channeling the spirit. You You may use TMs or Tutor moves related to Water or Grass type moves. This feature replaces Soul of Water.

Soul of Fire FA Illegal
Prerequisite: Demon, has channeled at least 5 Fire Spirits, 20 STR
Daily – 10 levels
Trigger: You channel a Fire spirit
Effect: Any attacks you make do X more damage, where X is equal to your STR modifier doubled. However, you lose 1/8th of your HP every time an attack you launch connects. This effect lasts for 3 hours after you finish channeling the spirit. You may use TMs or tutor moves related to Fire or Electric type moves.

Soul of Wind FA Illegal
Prerequisite: Demon, Channeled at least 3 wind spirits
Daily – 10 levels
Trigger: You channel a Wind Spirit
Effect: While channeling a Wind Spirit, your senses can be projected out along air currents to perceive things up to 10 miles away. You gain a bird's eye view of everything around you. You cannot be confused or Infatuated when channeling a wind spirit. This effect lasts for 3 hours after you stop channeling the wind spirit. You may use TMs or tutor moves related to flying or psychic type attacks which do not cause direct damage.

Soul of Wind+ FA Illegal
Prerequisite: Soul of Wind, has a Flying or Psychic type move in his moveset.
Daily – 10 levels
Trigger: You channel a Wind Spirit
Effect: While channeling a Wind Spirit, your senses can be projected out along air currents to perceive things up to 15 miles away. You gain a bird's eye view of everything around you. You cannot be confused or Infatuated when channeling a wind spirit. You gain the ability to read the surface thoughts of people and pokemon. This effect lasts for 3 hours after you stop channeling the wind spirit. You may use TMs or tutor moves related to flying or psychic type attacks. This feature replaces Soul of Wind.

Staring into The Void S Illegal
Prerequisites: You have channeled a Void spirit, You have taken one of each “Spirit of…” feature, 22 STR
Static
Effect: You have become a spirit. Your human appearance has become permanently otherworldly. You may choose whether to manifest yourself in the world or not. When you do not manifest yourself, you may follow the party as a presence and cannot be harmed or targeted by any attacks or features, but cannot make any actions or give any orders except to re-manifest yourself. You are invisible when you are not manifested. When you manifest yourself, you may channel spirits without a check. Your moveset may now contain 8 moves at once. Choose one type you have not already gained the ability to us TMs and Tutor moves in. You may now use TMs and Tutor moves of that type.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License