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  "description": "Old bits and bobs originally posted on FA.\n\nThe world of Caria and Lynda, as well as their attributes, explained and gone into detail. Some details may change in the future. But, y'know...Lynda. LYNDA.\n\n(Inkbunny won't embed subsequent text files, so you'll have to download them to see them. Sorry! Just how Inkbunny works.)",
  "description_bbcode_parsed": "<span style='word-wrap: break-word;'>Old bits and bobs originally posted on FA.<br /><br />The world of Caria and Lynda, as well as their attributes, explained and gone into detail. Some details may change in the future. But, y&#039;know...Lynda. LYNDA.<br /><br />(Inkbunny won&#039;t embed subsequent text files, so you&#039;ll have to download them to see them. Sorry! Just how Inkbunny works.)</span>",
  "writing": "[center]Caria's Diary - 1[/center]\n\n﻿1 / 1 / xx01\n\nWe have received our Plates. Lynda found the Flame Plate and I got the Icicle Plate. It bothers me how two Plates could be so close to each other...it was as if they were intentionally placed there for us. Even one Plate alone can warp the surroundings to fit its element. I bore freezing cold to obtain mine, and Lynda had to endure sweltering heat for hers. I have had training with cold temperatures back with Mom Lass, but nothing like this...and yet Lynda, with her type disadvantage, stuck out up there. I can't imagine what she went through if she had to fight in those conditions. It's a miracle she's even here right now.\n\nWe had to fight off a Salamence together. Surprisingly, I was able to distract it long enough for Lynda to get in and knock it out. She must have had some prior training. After we...settled our outstanding issues, we left without any real direction to go in. Where could other plates even be...?\n\nAnd what did Arceus mean when he told me to be with her no matter what...?\n\n1 / 4 / xx01\n\nThere must be a way to alter these Plates. We cannot simply stride into cities with a nature-warping item graced by Arceus himself without causing some sort of temperature inversion. Clouds follow our position and I fear a storm may brew if we stay in one place. I must admit, having a freezing cold back isn't really how I'd like to travel. Perhaps we can find a blacksmith somewhere.\n\nOur Plates have attracted numerous wild Pokemon trying to fight us for ownership of them. Getting into these battles is starting to get tiring, and our supplies won't last forever. I am only lucky that both of us are at least somewhat resourceful...and experienced in battle, from our successes.\n\nLynda has shown some...possessiveness over her Plate. Often I find her staring at it, and she has it out of her bag often. I can understand not wanting it to burst into flames, but we're supposed to keep these things on the down-low. I offered to have both of the Plates in one bag, but she wouldn't have it. I suppose she hasn't grown to trust me yet.\n\n1 / 9 / xx01\n\nWe have travelled into a snowy area. This is different than the mountainous area I grew up in before. On our way we found a caravan of nomads and decided to hitch a ride with them, saving them from a pack of Beartic that were angry about their territory being trespassed on. Lynda seemed to channel some fire to help ward them off. I did not ask if she was able to use such powers before.\n\nWith the cold weather there is little indication around us that we even have Plates. We must make our travel brief.\n\n1 / 10 / xx01\n\nWe have learned we are north of the Johto region. Asking the nomads, we figured out that there's a smithy at Blackthorne, a town surrounded by mountains on all but the south side. We begin our trek southeast, parting ways with the caravan. For saving them, they gave us some money and pointed us to Mahogany Town, just a bit south past a lake.\n\nSomething came over me as we were departing, and I couldn't walk. Lynda had to carry me for what felt like forever before I had the strength to go on my own. I wanted to say sorry, but she was adamant that it wasn't my fault. So long as she is with me, she will be the one to pick me up.\n\nI'll pick you up too, Lynda. I just want to know for sure if you really are all right with this whole Plate business...\n\n1 / 12 / xx01\n\nWe made a stop at Mahogany Town for supplies. We got a lot of weird looks...are our clothes that dirty? Asking around, it seems the best place for clothes is far southwest in Goldenrod City. Luckily, there's set paths between the most densely populated areas, so we won't have to be wandering aimlessly anymore. But now instead of hiking up mountains to get to Blackthorne, we have to go through the Ice Path, a tunnel through the mountains. After so much cold, we have to endure even more...I'm starting to get a little too used to it.\n\n1 / 19 / xx01\n\nWe've made it to Blackthorne, finally. There was no shortage of fights in the Ice Path, and tough ones too. Now we most certainly look weird, cuts and bruises aside. If we weren't humanlike, we'd probably be mistaken for wilds...\n\nThere most certainly was a blacksmith here, and he offers to mold our Plates into a more usable form, which requires an additional Gem of the type of our Plates. As luck would have it, we both own one of each of our respective Gems. Apparently Lynda found hers in a lava pool...I didn't even want to know how she managed to get it, or if she was stretching the truth.\n\nHe gave us some options of what to do with the Plates, and explained how the Gems could be used to reroute the power contained within them. Now, instead of the Plates being a detriment to our surrounding weather cycles, we can use them as weapons to channel our specific powers. Lynda chose to have hers molded into a knuckle shield, and I wanted mine to be a wand.\n\nTo repay him for the work, we did some community service around town. While doing so, I was approached by a group of kids, and I couldn't help but show off some smaller versions of my attacking moves that I've been using in battle...and it felt good. It felt like something I should be doing. It wasn't harming them, and they were quite awestruck by the moves I knew. Perhaps I should learn more varied moves...\n\nLynda stayed back to help the blacksmith with his job, even though she admitted she knew nothing of blacksmithing. Something in me just knows that it's because she wants to make sure he doesn't do anything funny with the Plates. Either way, I hope everything goes smoothly.\n\n...there's just something that bugs me about this, though. How does the blacksmith here know so much about these Plates? Could he have one himself, or has he worked on them before?\n\n1 / 20 / xx01\n\nAfter receiving our tempered Plates, we thanked the blacksmith and set off for Goldenrod. The best way forward would be to head down south, cutting across Cherrygrove and Violet City before jaunting over to Goldenrod, but there's a shortcut in the mountains nearby that'll let us skip the path down to Cherrygrove entirely. I hope that's the last of mountains we see for a while...\n\n1 / 21 / xx01\n\nOur new weapons have been put to the test. Our elemental attacks are more powerful than before. I've accidentally frozen some grass, and Lynda charred a patch beyond recognition. She also seems to have learned how to use further Fire moves. I worry that she'll get out of hand...she's starting to get reckless. Too confident in herself. One of these days she's going to pick a losing fight, and I don't know if I'll be powerful enough to save her then...\n\nWe've also found out we can 'hide' our weapons within ourselves. The back of my hand has recently received a curious marking on it, and I can summon my wand from it at will. Lynda, on the other hand, likes to hide her knuckler in her maw, or she just summons it with some kinda spontaneous combustion of flames...\n\n1 / 22 / xx01\n\nThe shortcut, Dark Cave, is like a maze. Lynda has had to constantly use her fire moves to produce light so we can see, and with each fight I can hear her maw wearing down. So much fire isn't good for a Steel-type...please, Lynda. Don't hurt yourself like this. Control your powers...\n\nLuckily, we've managed to find our way out on the first day. We've really been legging it. But...which way do we go from here, again? We probably should have gotten a map...\n\n1 / 24 / xx01\n\nFollowing the main trail, we've reached Cherrygrove. I'm not entirely sure what path we took in Dark Cave, but at least now we know where we are.\n\nAround these marked paths, there seems to be a lot of people looking for a spar. We've fought a fair few, and we've won each and every fight we've been in. I've had to tell Lynda off several times not to get carried away with her fighting or her victories, but she's just itching to fight for some reason. Surely it's not because after winning, they always seem to praise us and give us money, as if it was a bet...I mean, at least it's giving us income. But there's something else driving Lynda to fight. There has to be. She may have come from a fighting dojo, but I'm seeing a ferocity in her that I'm pretty sure wasn't taught to her. Is this what Arceus meant by 'curse'...?\n\n1 / 26 / xx01\n\nViolet City was a fair trek away, but we've made it. We spotted an opening into what we think is Dark Cave from the path, but we didn't bother going inside to check it out. We are...quite in need of better clothes. Lynda's outfit is torn to rags, and mine's fared a bit better, but we still look like hooligans.\n\nThere is a tower in this city that is known to be a place where many fighters train, so much so that the support beams in the tower can be seen moving about as fighters train on the floors above. It sounds like a disaster waiting to happen. Luckily, Lynda seems adverse to the idea for...some reason. Didn't really have to convince her much to not go in and burn the place down. Has she become desensitized to danger this much...? It's been less than a month, and I can feel something's not right. Lynda...what's happening to you?\n\n1 / 28 / xx01\n\nI've made a breakthrough. During one of our battles, I used my psychic powers to talk to Lynda's mind. We...almost lost that fight, funnily enough. But! Lynda's not been herself because she has two consciousnesses...eh, that's not a real word is it? Two of them, inside her head! Oh, it felt like hours, but it was only just minutes that we talked with each other, using just our minds. The Lynda on the outside didn't seem to think it weird that I was staring at her, meaning that the second consciousness inside her must be changing how she reacts to the world around her, rather than acting on its own. She might raise a hand, but she'll raise it further up than she intended; she'll go to use one move, but her body chooses another.\n\nMy guess is the 'curse' Arceus mentioned has to do with this second consciousness inside Lynda. But knowing how it works is beyond me. All I know is that the Lynda inside is hurting, and unless there's other Psychics like me out there that're willing to pick her brain, they won't know there's a Lynda on the inside.\n\nAt the very least, being able to talk to her telepathically now is going to ease so many tensions between us. There's a lot to discuss, and that's not even going over what else I can access by going in her mind...\n\n1 / 30 / xx01\n\nGoldenrod is...quite beautiful. Lynda thinks so as well. She's given me the okay to freeze her in place if she acts out of hand. She seems to be conscious enough of her body's decisions to know what is right and wrong, but can't act on it. Even physically saying things is beyond her capabilities now, as the consciousness in her warps that as well. Still, that consciousness hasn't been...mean to me. I'm not sure if I can even talk with that consciousness or not, as whenever I've tried I get radio silence. Lynda thinks that if I can't talk to it, it must be not of this world. How would she know...? I get the feeling that with much of her body not listening to her, her senses being stripped from her, she's entering some sort of zen state where she's growing intellectually and letting the second consciousness grow her physically.\n\n...anyways, uh, Goldenrod! The big store in the middle of town had a ton of stuff, and we found some clothes that fit! We even tried matching the colors to our elements. I couldn't really decide on a specific style, so I went with some basic stuff, but Lynda got a flame-patterned gi that looks quite imposing on her. It's also flame-retardant! Now she won't have to worry about burning it off.\n\nWith that out of the way, I'm wondering what we do next. We have clothes, some cash, reliable supplies. Lynda thinks we should train while we search for other Plates. The problem is deciding what kind of environment would house a Plate, and how should we train when there's so much ground to cover? Perhaps it would be advantageous of us to start looking in a new region altogether, and this region to the east of Johto seems like the perfect place to start. We'll have to retrace our steps for a bit, but I don't think neither of us mind the walk. Now that we can talk with each other, we're losing quite a bit of time just discussing things. She's got a lot to talk about for someone so bottled up...\n\n[center]Lynda's fighting techniques[/center]\n\nLynda's battle technique is worth my investigation. Should we fight, I do believe I need to analyze her as much as I can before that happens. I will strive to update this with whatever findings I'm able to witness so that this may be up to date. I hope it proves useful for more than just me...\n\nFirst off, one thing that should be avoided at all costs is contact with her right hand, no matter the attack. The feel of it is coarse and rocky, and for good reason: she is able to...ignite it. It changes to a state where it glows like a lightbulb, and is incredibly hot. Burns are guaranteed if any contact is made with her hand like this. Notwithstanding, however, her hand remains in generally the same shape, so even if one were to resist its heat, she could still punch or hit with it. I can't tell if it's stronger in its cooled state or in its heated state.\n\nAddendum: Her knuckle shield. Any and all punches that are defended against run the risk of getting smacked by this thing. It's harder than steel, hasn't dented yet as of this writing, and the sound it makes when it connects is...quite powerful. That says nothing of how much it stings when it does hit, or the added firepower behind it - literally. Expect heavy damage and burns. The only thing is, Lynda doesn't use her knuckler unless she feels she's at a disadvantage. If you don't see it in a fight against her, you're not worth her time, she thinks. At least, that's what I believe the Lynda on the outside is thinking...\n\nSecond, her maw. Horns. Whatever you want to call them. They're large, imposing, and she uses it for several physical and ranged attacks. She's sharpened its fangs so that they face inwards, meaning anything she catches in it will have a hard time getting out, if she doesn't already use their position to her advantage. Severe cuts can be expected with biting attacks. If caught, try to move towards the mouth. While she can launch several elemental attacks from it, it can't actually swallow, so finding footing by moving in towards it can be risky, but it will avoid the deep cuts of the teeth. In addition, the maw seems to have a mind of its own sometimes...but it listens to Lynda no matter what.\n\nThird, her attitude. Lynda is ruthless. She doesn't wait for openings. She MAKES openings. When she's not firing off projectiles or beams from afar, she's closing the distance and unleashing a flurry of physical attacks that's bound to catch anybody off guard with her speed and power. She seems to have a rhythm to it, though - she will always try to first go for a disorienting blow, be it to the head or gut. Then she'll try for a flurry of quick punches and kicks. If she needs breathing room, she'll try to duck away after a punch, try to send her foe flying if she can, or try for a close-range maw attack.\n\nThis makes for a good segue into the moves I've seen her use and my notes on them:\n\nFire Fang - Close-range physical attack. The teeth ignite and stay aflame for the duration of this attack. Those caught are burned severely in addition to the cuts inflicted. Counter: stay away from her maw. Dousing the flames may be viable, but will need to avoid the bite afterwards.\n\nIncinerate - Ranged fireball, also as a short-range spread attack. The fireball itself can be fizzled out by water or ice, but comes out fast with very little prep time on Lynda's part. Its power comes from the impact, not the heat, so having good defenses will negate the fireball. The spread attack is when Lynda releases its power all at once without forming it into a ball, causing her maw to recoil harshly. She uses this to propel herself in a direction, or to stand her ground and use the force from it to push others away. Again, the impact is the most damaging, not the heat, so any opposite force that can take advantage of covering or pushing against the area in front of the foe's body can negate any damage or push force inflicted. As she uses this attack quickly, it may be difficult to defend against at all...\n\nStrength - Her various regular punches and kicks can be sorted into this attack. Any one attack can be crippling, but she throws out so many of them in quick succession that it's hard to tell if she's using her 'martial arts' techniques or this attack. Possibly the least damaging and worrisome of her arsenal...\n\nRock Smash - Often used outside of battle for crushing boulders, inside battle it's less than spectacular. Her hands glow slightly with an orange-brownish aura, with the power transferred to whatever she's hitting. Used to push back opponents. Standing ground when trying to defend against this attack may lead to defenses being compromised by the force.\nCrunch - Similar to Fire Fang, except with dark energy instead of flames. The only other difference I can notice is that the cuts tend to be deeper with this attack, and often leave her foes staggering enough for a finishing blow, instead of being pulled or pushed away.\n\nPsych Up - Fighting against foes that have an advantage against her in some way, Lynda uses this move to copy those advantages for herself. Any defensive options must be calculated so Lynda does not copy them, or cannot easily be copied. Being able to work around your own advantages may be difficult with her style of fighting, but she does not know how to use every single copied mechanism to her advantage. She learns fast, however.\n\nSunny Day - Lynda roars with her maw to clear the clouds and force the sun's rays down. The area instantly heats up, only adding to her fire-based attacks. It does not matter if the area is open to the outside or closed and indoors for the heating effect. Being able to change the weather is the only way I know to counter this move.\n\nFlamethrower - A pillar of flame is shot from Lynda's maw. Countering with ice or water or another form of energy can be possible, but the heat is intense and can melt solid projectiles. Has a limited range, and extended usage can drain her energy fast. Forcing her to use this move is a bit of a struggle, but requires one to be more ruthless than she in a ranged fight.\n\nPower-Up Punch - Similar to Rock Smash in execution, but doesn't launch. Lynda is powered up for a short while, and she becomes physically aggressive during this time. Getting away from her can be hard, but she will pursue a foe no matter what, so baiting can be possible.\n\nSolar Beam - Beam attack, needs charging unless Sunny Day is used. Lynda gathers heat from the environment into her maw for a long-ranged energy beam. She can angle the beam during the move, but because of the energy gathered, it has a limited duration. Astonishingly powerful. Best to dodge.\n\nEndure - On her last ropes, Lynda will use this move to ensure she's the last one standing. Sacrificial moves are useless.\n\nIron Head - Lynda uses her maw to batter and knock away foes. She uses this move to counter physical attacks and when fighting multiple enemies. It also makes for a good defensive move, hiding behind a lump of iron. The maw is large and heavy, so she swings slow. Good dodging can prevent damage, but Lynda will often charge up a move inside her maw to unleash when she's either done with you or she feels like she can't reach you.\n\nFlash Cannon - Depending on charge, can be short-ranged or an energy ball projectile. The attack is charged using the maw. The short-ranged attack is a bright flash of light that can stun and disorient, while the energy ball is a fast homing shot. Explodes into flashing lights on contact, and has a large pushing force at the center.\n\nStone Edge - Several attacks of Lynda's involves this move, all of which involve stones flying up and striking her foe. One is an uppercut that she has to charge for a brief moment to do, and another is where she slams the ground with her fists to cause stones to fly up from underneath the opponent at a distance. Sometimes she'll cause a rock pillar to rise up, but I'm not sure what is different about the move either way. Take caution with her actions, as this move has a big tell for it.\n\nFocus Blast - Ball projectile, fired from maw. Small in size, but very fast with a lot of force behind it. Even at a distance it can send foes flying for tens of feet. Often fires multiple times in a row. The balls themselves have no homing capabilities, so simply moving out of the way is enough to escape damage. Used at a distance, or as a last ditch effort up-close to push foes away.\n\nFalse Swipe - Lynda swipes with her hands. A vicious series of strikes that will leave the foe beaten battered and bruised, but still conscious...this is a move Lynda only uses when she feels she must make her opponent suffer. It is not enough that one must challenge Lynda, they must have a history, a rivalry. Previous conflict. If she unleashes this move, the fight's already over, and she's just toying with you like a Persian toying with a Pichu...\n\nIce Beam - I admit, I helped her learn this move. Beam, fired from maw. Very brief attack. Lynda exerts no fire energy when using this move. The area of this attack is conical, so one must be quick to move out of the way. The beam is rather fast, but because she needs to get fired up for any fire moves afterwards, if she decides to use this move for whatever reason, go for whatever damage you can inflict. Countering with ranged attacks works well.\n\nSucker Punch - Lynda dashes forward with her hand cloaked in a dark energy. Only usable if the foe is going to attack, and she is fast enough by the empowerment gained with this move that she always strikes before her foe, and it's often enough to knock them out of using their move altogether while letting her have a free ticket to beat you up. If she tries to use this move, hold off on your attacks - the dark energy will backfire and paralyze her for a short time. The move must affect her muscles in some way...\n\nEarth Power - By far her most uniquely-developed move. Lynda can call up pillars of flame from the ground, at any distance, at any size. She uses these pillars to disorient, to create a battlefield for her liking. Anything in the environment or immediate surroundings can and likely will be destroyed by this move alone. The flames themselves are damaging enough, but Lynda uses them to launch sneak strikes, and can even duck inside them to move about inside the ground before popping out of another hole. When angered, she often uses this move without thinking. Spitting fire into the ground with her maw, stomping, slamming the ground with her fists...even roaring. I don't know how to really counter this move...there's just too many ways she can use it. The only thing I can think of is freezing the pillars as she makes them, but that's only a diversion she can use to her advantage...\n\nGiga Impact - Her most powerful technique by far. Lynda surrounds herself with crackling, arcing energy waves before launching a devastating tackle and punch that, so far, nobody has come out of without being fainted on the spot. Lynda will do everything in her power to make this attack hit, and while it comes at a cost of a lot of energy, she really only seems to feel the downsides once it connects. Running and tiring her out doesn't seem like a viable option. Surviving is nearly impossible, but if one happens to still be able to stand, they may just be able to beat Lynda after this move...\n\nExtra notes:\n\n- There is a gigantic scar on Lynda's body that she hides with her clothing. It acts like armor, and anything that can pierce it is likely already able to pierce her skin. It seems to be connected with her second consciousness, as when the scar grows, so does her lust for battle and chaos. She's pained by it, though, but I'm not sure just how to use that to one's advantage in battle. \n\n- My worst fears have been realized. Lynda's Plate has...become one with her. She was pushed too far, an unconventional solution to a problem that she can't go back from. Her body is now tainted with more than just her curse...fire courses through her veins. I can only assume that this makes her easier to freeze and douse with water, but I have not tested this. Her hand's become more red, more visually etched with lines of magma waiting to be used. Either way, her right hand has become significantly more powerful...\n\nAnd it's not just gotten stronger. She's been able to craft weapons from her hand by igniting it into its molten state, then using her maw to somehow shift its appearance. The one I see most often is a long blade, which I've not really seen in battle all that often, but...in practice, she's terrifying. One slice can cut through boulders. Beware when she has a bladed hand.\n\nIn conclusion, Lynda's fighting style is varied. She's trained herself to be able to win in any situation, with as many options as possible for both ranged and close combat. If there's anything that I can glean from my days and years watching her fight, it's that she tires quickly, but often that just makes her more powerful and desperate. There's no one thing that a person can specialize in to win against her. Only someone as varied, as battle-worn, as tactical, as ruthless as Lynda, can beat Lynda. I have not witnessed her lose a fight she couldn't have gone further to ensure her victory in, one where she couldn't push out an extra burst of strength before going down. She's always had energy to spare, or had willingly forfeit a match.\n\nWhen the time comes where our final fight is at hand, when we stand above all the other Plate bearers as the only two left standing, each one of us standing in the way of the other for the grace of Arceus, my only hope is that I am powerful enough to take her down. Even as she and I constantly evolve and grow, I must find it in myself to persevere...I must not let her evil win.\n\n[center]Lynda's transformations[/center]\n\nLynda has gained the ability to transform her hands and maw into a lava-like substance. With it, and her body's ability to produce a seemingly infinite amount of heat and matter, she is able to grow and mold her hands into different shapes and forms based on notable enemies we have bestest in our ventures. When first she discovered this ability, she was rather surprised; how would she regain her hands? Fortunately, it seems that her body, her genetic structure, retains the memory of what her hands were like, and will naturally reform into hands if not molded. She is also able to transform her hands as many times as she likes, providing she has enough energy for the immense heat required. Through constant use, this ability has been exploited in battle to gain the upper hand more times than I can count - and thus needs documenting.\n\nHerewithin is a summary of the shapes and forms Lynda's hands, and sometimes maw, take in battle.\n\nTransformations requiring the maw will be noted. Because of her ability to melt her hands into a hot, lava-like substance, many forms also differ depending on if they are hardened or ignited. In some cases, which Pokemon the form is based on may change depending on if the lava is ignited or hardened.\n\nIn addition to the non-formal attack methods they provide in battle, some also allow Lynda to use up to three moves based on the Pokemon she copies from, so long as she keeps her arms transformed into the likeness of that Pokemon. If she transforms both of her hands into the same 'weapon', providing the maw is not required for the form, she'll gain a fourth move. She will also gain a fourth move when using a 'weapon' that requires her maw for it, after building up energy for it in battle, usually gained by attacking. It's important to state, however, that these moves are in addition to the ones she already knows - they offer more specialized options, but Lynda is dangerous enough as-is without resorting to these weapons. Using them, however, she removes many of the weaknesses of her physical form, and increases her potency in areas she already excels in. No matter the arena, circumstances, or handicaps - she will use the extent of her powers shown below to emerge victorious.\n\n---\n\nRock Whip - A long, rocky whip not unlike the tail of an Onix, stretched out. Lashes from this really hurt. Used more as tool to group multiple enemies together or spread damage. When ignited, the whip becomes longer and easier to control, trading power for burning damage and reach. In this state, it also resembles a Heatmor's tongue because of the rocks melting to form a straight, non-bumpy shape. (Bind, Iron Tail, Fire Lash) {Darkest Lariat}\n\nClaw Vise - A Trapinch's head predominantly used to grip and crush single foes, though Lynda is agile enough to keep moving with something in her grasp. If her prey isn't crushed, it will be thrown or launched at another target like a projectile with an Incinerate. When ignited, the form changes to one similar to a Scizor's claw, and teeth also deal damage, but she'll lose her grip on her prey easier. (Metal Claw, Aerial Ace, Brick Break) {Guillotine}\n\nDraco Visage (maw) - The maw transforms into the likeness of a Charizard's head, nearly the size of Lynda's body. The mouth is better suited to the ranged elemental attacks like Flamethrower and Ice Beam, and is used in situations where she can't get up close. The design of the head constitutes one of her largest transformations, and thus weighs a lot, making her less agile. When ignited, the jaw becomes more flexible and allows for biting attacks to hold foes in place before being blasted away, and trades off some of the oomph on her ranged attacks. The eyeholes also glow with the flames raging inside. (Fire Blast, Dragon Breath, Heat Wave) {Blast Burn}\n\nBlock Wall (maw) - The largest transformation Lynda can use, forming a gigantic Bastiodon head from her maw and one of her hands to use as a protective shield. The shield itself is nigh unpenetrable by normal means from the front, but Lynda slows to a crawl and can't see smaller foes in front of the shield. She can dash forward and use the shield as a ram, but that's the extent of her movement; expect her other hand to be cooking up a nasty surprise once you get around the shield. When ignited, the front of the wall becomes too hot to touch, but is made softer and slightly lighter to carry. If you underestimate this unwieldy form, you may end up crushed flat as a pancake - and cooked like one too. (Iron Defense, Block, Stomping Tantrum) {Heavy Slam}\n\nLance Scythe - A curved blade that reminds one of a Kabutop's arm held upright. Potent poking power mixed with lethal hack and slashing. Used to strike multiple times at close range, or gather enemies by pushing them together and advancing while attacking. When ignited, the burns are as devestating when combined with the cutting power - but the blade dulls fast, requiring set-up time to sharpen the molten edge. The lava on the blades can also be intentionally flung off during some attacks, enhancing their range and racking up burn damage on wounded foes. (Slash, Swords Dance, Night Slash) {X-Scissor}\n\nCrush Fist (maw) - A giant Rhyperior's arm used for its ability to pack a serious wallop while still leaving Lynda light enough to jump and move around without much hinderance. Relies more on single strikes, and the hole in the palm of the hand can be used for projectile attacks like Focus Blast to mix up her advances. When ignited, Fire-type attacks get a stronger boost, but the more she whacks with it, the weaker her ranged attacks will be until she fixes the narrow hole in the hand where such attacks come out. Even so, the knockback from her swings is enough to knock even those that defend against her attacks a fair distance away. (Rock Blast, Hammer Arm, Mud Shot) {Rock Wrecker}\n\nFan Blade - A flexible pair of rocky blades made to mimic the hand of a Carnivine, giving Lynda surprisingly adept control over wind. While the slaps can be fierce, their true power is striking aerial opponents to stun or ground them. Often they're used to this effect before quickly swapping the transformation for another to attack. When ignited, the fans melt to form a wing-like shape, throwing embers up with each attack. Because of the need for her to keep the wings molten and flexible like a wing, they allow for short instances of flight, where Lynda isn't afraid to attack with kicks and spinning her body to whack with her maw. Overexertion will make the wings collapse, but they'll regain their form over time. (Whirlwind, Air Slash, Leaf Tornado) {Hurricane}\n\nMineral Fin - Large, diamond-shaped Empoleon fins used to make traversing in water a breeze. The edges are deceptively sharp, and in still water the currents whipped up by the fins can be disorienting. Even one transformed arm can give Lynda an unparalleled advantage. When ignited, the edges become so hot water will evaporate around them, making it harder for her to move but seriously upping their strength. Lynda's power over matter and heat has given her the power to breathe underwater - don't think she'll drown if you dodge her long enough. She WILL catch up to you. (Aqua Jet, Steel Wing, Shadow Claw) {Drill Peck}\n\nFlame Tomb (maw) - The maw and hand take on the appearnace of a Cofagrigus' body, which can open to potentially trap opponents or parts of them inside. While used mostly for wide-area ranged attacks, fire in particular can be condensed inside the coffin to torch anything inside for high damage. The fire energy can also be released for a nearby burst of damage if she can't trap or latch onto her opponents. When ignited, the clamping attack becomes easier to wiggle out of, but every second racks up more damage than usual. (Hex, Will-o-Wisp, Body Press) {Phantom Force}\n\nToxin Spout - A mushy Garbodor's arm used to help regulate Lynda's health and body temperature. The pipes allow for excess heat from Lynda's attacks to escape, giving her more proficiency with Ice-type attacks and allowing her to not burn out easily over the course of battle. They also allow for the regulation of toxins and other statuses; when escaping from the piping in the arm, they can be used as attacks against the opponents that inflicted them. When ignited, they prove to be one of Lynda's best, most concentrated methods of dealing Fire-type damage with the piping. (Acid Spray, Poison Gas, Take Down) {Gunk Shot}\n\nDestroyer Maw - An arm of a Hydreigon, equipped with a stretchy 'neck' that allows for deceptively ranged bites and smacks. The mouth can fire off smaller ranged attacks in addition to Lynda's own. Often used to rapid-fire attacks to keep multiple enemies at bay, or to disorient a single opponent thinking she can't fight in close range in this form. When ignited, the jaw becomes unhinged, increasing the power of its ranged attacks but losing all physical capabilities. (Dragon Pulse, Dark Pulse, Double Hit) {Hyper Beam}\n\nUnhinged Fury - Lynda's hand detaches from its arm, floating with an odd power and allowing it to be flung at range to attack while Lynda stays safe away from her target. Shadowy rings help to transport her hands closer to her target, and help her escape in a pinch - from this, I can only surmise she is pulling from the power of a Hoopa. When ignited, she uses the rings as weapons as well, coating them with flames and using them to enlargen her fists temporarily. (Psychic, Dual Chop, Hyperspace Hole) {Hyperspace Fury}",
  "writing_bbcode_parsed": "<span style='word-wrap: break-word;'><div class='align_center'>Caria&#039;s Diary - 1</div><br /><br />﻿1 / 1 / xx01<br /><br />We have received our Plates. Lynda found the Flame Plate and I got the Icicle Plate. It bothers me how two Plates could be so close to each other...it was as if they were intentionally placed there for us. Even one Plate alone can warp the surroundings to fit its element. I bore freezing cold to obtain mine, and Lynda had to endure sweltering heat for hers. I have had training with cold temperatures back with Mom Lass, but nothing like this...and yet Lynda, with her type disadvantage, stuck out up there. I can&#039;t imagine what she went through if she had to fight in those conditions. It&#039;s a miracle she&#039;s even here right now.<br /><br />We had to fight off a Salamence together. Surprisingly, I was able to distract it long enough for Lynda to get in and knock it out. She must have had some prior training. After we...settled our outstanding issues, we left without any real direction to go in. Where could other plates even be...?<br /><br />And what did Arceus mean when he told me to be with her no matter what...?<br /><br />1 / 4 / xx01<br /><br />There must be a way to alter these Plates. We cannot simply stride into cities with a nature-warping item graced by Arceus himself without causing some sort of temperature inversion. Clouds follow our position and I fear a storm may brew if we stay in one place. I must admit, having a freezing cold back isn&#039;t really how I&#039;d like to travel. Perhaps we can find a blacksmith somewhere.<br /><br />Our Plates have attracted numerous wild Pokemon trying to fight us for ownership of them. Getting into these battles is starting to get tiring, and our supplies won&#039;t last forever. I am only lucky that both of us are at least somewhat resourceful...and experienced in battle, from our successes.<br /><br />Lynda has shown some...possessiveness over her Plate. Often I find her staring at it, and she has it out of her bag often. I can understand not wanting it to burst into flames, but we&#039;re supposed to keep these things on the down-low. I offered to have both of the Plates in one bag, but she wouldn&#039;t have it. I suppose she hasn&#039;t grown to trust me yet.<br /><br />1 / 9 / xx01<br /><br />We have travelled into a snowy area. This is different than the mountainous area I grew up in before. On our way we found a caravan of nomads and decided to hitch a ride with them, saving them from a pack of Beartic that were angry about their territory being trespassed on. Lynda seemed to channel some fire to help ward them off. I did not ask if she was able to use such powers before.<br /><br />With the cold weather there is little indication around us that we even have Plates. We must make our travel brief.<br /><br />1 / 10 / xx01<br /><br />We have learned we are north of the Johto region. Asking the nomads, we figured out that there&#039;s a smithy at Blackthorne, a town surrounded by mountains on all but the south side. We begin our trek southeast, parting ways with the caravan. For saving them, they gave us some money and pointed us to Mahogany Town, just a bit south past a lake.<br /><br />Something came over me as we were departing, and I couldn&#039;t walk. Lynda had to carry me for what felt like forever before I had the strength to go on my own. I wanted to say sorry, but she was adamant that it wasn&#039;t my fault. So long as she is with me, she will be the one to pick me up.<br /><br />I&#039;ll pick you up too, Lynda. I just want to know for sure if you really are all right with this whole Plate business...<br /><br />1 / 12 / xx01<br /><br />We made a stop at Mahogany Town for supplies. We got a lot of weird looks...are our clothes that dirty? Asking around, it seems the best place for clothes is far southwest in Goldenrod City. Luckily, there&#039;s set paths between the most densely populated areas, so we won&#039;t have to be wandering aimlessly anymore. But now instead of hiking up mountains to get to Blackthorne, we have to go through the Ice Path, a tunnel through the mountains. After so much cold, we have to endure even more...I&#039;m starting to get a little too used to it.<br /><br />1 / 19 / xx01<br /><br />We&#039;ve made it to Blackthorne, finally. There was no shortage of fights in the Ice Path, and tough ones too. Now we most certainly look weird, cuts and bruises aside. If we weren&#039;t humanlike, we&#039;d probably be mistaken for wilds...<br /><br />There most certainly was a blacksmith here, and he offers to mold our Plates into a more usable form, which requires an additional Gem of the type of our Plates. As luck would have it, we both own one of each of our respective Gems. Apparently Lynda found hers in a lava pool...I didn&#039;t even want to know how she managed to get it, or if she was stretching the truth.<br /><br />He gave us some options of what to do with the Plates, and explained how the Gems could be used to reroute the power contained within them. Now, instead of the Plates being a detriment to our surrounding weather cycles, we can use them as weapons to channel our specific powers. Lynda chose to have hers molded into a knuckle shield, and I wanted mine to be a wand.<br /><br />To repay him for the work, we did some community service around town. While doing so, I was approached by a group of kids, and I couldn&#039;t help but show off some smaller versions of my attacking moves that I&#039;ve been using in battle...and it felt good. It felt like something I should be doing. It wasn&#039;t harming them, and they were quite awestruck by the moves I knew. Perhaps I should learn more varied moves...<br /><br />Lynda stayed back to help the blacksmith with his job, even though she admitted she knew nothing of blacksmithing. Something in me just knows that it&#039;s because she wants to make sure he doesn&#039;t do anything funny with the Plates. Either way, I hope everything goes smoothly.<br /><br />...there&#039;s just something that bugs me about this, though. How does the blacksmith here know so much about these Plates? Could he have one himself, or has he worked on them before?<br /><br />1 / 20 / xx01<br /><br />After receiving our tempered Plates, we thanked the blacksmith and set off for Goldenrod. The best way forward would be to head down south, cutting across Cherrygrove and Violet City before jaunting over to Goldenrod, but there&#039;s a shortcut in the mountains nearby that&#039;ll let us skip the path down to Cherrygrove entirely. I hope that&#039;s the last of mountains we see for a while...<br /><br />1 / 21 / xx01<br /><br />Our new weapons have been put to the test. Our elemental attacks are more powerful than before. I&#039;ve accidentally frozen some grass, and Lynda charred a patch beyond recognition. She also seems to have learned how to use further Fire moves. I worry that she&#039;ll get out of hand...she&#039;s starting to get reckless. Too confident in herself. One of these days she&#039;s going to pick a losing fight, and I don&#039;t know if I&#039;ll be powerful enough to save her then...<br /><br />We&#039;ve also found out we can &#039;hide&#039; our weapons within ourselves. The back of my hand has recently received a curious marking on it, and I can summon my wand from it at will. Lynda, on the other hand, likes to hide her knuckler in her maw, or she just summons it with some kinda spontaneous combustion of flames...<br /><br />1 / 22 / xx01<br /><br />The shortcut, Dark Cave, is like a maze. Lynda has had to constantly use her fire moves to produce light so we can see, and with each fight I can hear her maw wearing down. So much fire isn&#039;t good for a Steel-type...please, Lynda. Don&#039;t hurt yourself like this. Control your powers...<br /><br />Luckily, we&#039;ve managed to find our way out on the first day. We&#039;ve really been legging it. But...which way do we go from here, again? We probably should have gotten a map...<br /><br />1 / 24 / xx01<br /><br />Following the main trail, we&#039;ve reached Cherrygrove. I&#039;m not entirely sure what path we took in Dark Cave, but at least now we know where we are.<br /><br />Around these marked paths, there seems to be a lot of people looking for a spar. We&#039;ve fought a fair few, and we&#039;ve won each and every fight we&#039;ve been in. I&#039;ve had to tell Lynda off several times not to get carried away with her fighting or her victories, but she&#039;s just itching to fight for some reason. Surely it&#039;s not because after winning, they always seem to praise us and give us money, as if it was a bet...I mean, at least it&#039;s giving us income. But there&#039;s something else driving Lynda to fight. There has to be. She may have come from a fighting dojo, but I&#039;m seeing a ferocity in her that I&#039;m pretty sure wasn&#039;t taught to her. Is this what Arceus meant by &#039;curse&#039;...?<br /><br />1 / 26 / xx01<br /><br />Violet City was a fair trek away, but we&#039;ve made it. We spotted an opening into what we think is Dark Cave from the path, but we didn&#039;t bother going inside to check it out. We are...quite in need of better clothes. Lynda&#039;s outfit is torn to rags, and mine&#039;s fared a bit better, but we still look like hooligans.<br /><br />There is a tower in this city that is known to be a place where many fighters train, so much so that the support beams in the tower can be seen moving about as fighters train on the floors above. It sounds like a disaster waiting to happen. Luckily, Lynda seems adverse to the idea for...some reason. Didn&#039;t really have to convince her much to not go in and burn the place down. Has she become desensitized to danger this much...? It&#039;s been less than a month, and I can feel something&#039;s not right. Lynda...what&#039;s happening to you?<br /><br />1 / 28 / xx01<br /><br />I&#039;ve made a breakthrough. During one of our battles, I used my psychic powers to talk to Lynda&#039;s mind. We...almost lost that fight, funnily enough. But! Lynda&#039;s not been herself because she has two consciousnesses...eh, that&#039;s not a real word is it? Two of them, inside her head! Oh, it felt like hours, but it was only just minutes that we talked with each other, using just our minds. The Lynda on the outside didn&#039;t seem to think it weird that I was staring at her, meaning that the second consciousness inside her must be changing how she reacts to the world around her, rather than acting on its own. She might raise a hand, but she&#039;ll raise it further up than she intended; she&#039;ll go to use one move, but her body chooses another.<br /><br />My guess is the &#039;curse&#039; Arceus mentioned has to do with this second consciousness inside Lynda. But knowing how it works is beyond me. All I know is that the Lynda inside is hurting, and unless there&#039;s other Psychics like me out there that&#039;re willing to pick her brain, they won&#039;t know there&#039;s a Lynda on the inside.<br /><br />At the very least, being able to talk to her telepathically now is going to ease so many tensions between us. There&#039;s a lot to discuss, and that&#039;s not even going over what else I can access by going in her mind...<br /><br />1 / 30 / xx01<br /><br />Goldenrod is...quite beautiful. Lynda thinks so as well. She&#039;s given me the okay to freeze her in place if she acts out of hand. She seems to be conscious enough of her body&#039;s decisions to know what is right and wrong, but can&#039;t act on it. Even physically saying things is beyond her capabilities now, as the consciousness in her warps that as well. Still, that consciousness hasn&#039;t been...mean to me. I&#039;m not sure if I can even talk with that consciousness or not, as whenever I&#039;ve tried I get radio silence. Lynda thinks that if I can&#039;t talk to it, it must be not of this world. How would she know...? I get the feeling that with much of her body not listening to her, her senses being stripped from her, she&#039;s entering some sort of zen state where she&#039;s growing intellectually and letting the second consciousness grow her physically.<br /><br />...anyways, uh, Goldenrod! The big store in the middle of town had a ton of stuff, and we found some clothes that fit! We even tried matching the colors to our elements. I couldn&#039;t really decide on a specific style, so I went with some basic stuff, but Lynda got a flame-patterned gi that looks quite imposing on her. It&#039;s also flame-retardant! Now she won&#039;t have to worry about burning it off.<br /><br />With that out of the way, I&#039;m wondering what we do next. We have clothes, some cash, reliable supplies. Lynda thinks we should train while we search for other Plates. The problem is deciding what kind of environment would house a Plate, and how should we train when there&#039;s so much ground to cover? Perhaps it would be advantageous of us to start looking in a new region altogether, and this region to the east of Johto seems like the perfect place to start. We&#039;ll have to retrace our steps for a bit, but I don&#039;t think neither of us mind the walk. Now that we can talk with each other, we&#039;re losing quite a bit of time just discussing things. She&#039;s got a lot to talk about for someone so bottled up...<br /><br /><div class='align_center'>Lynda&#039;s fighting techniques</div><br /><br />Lynda&#039;s battle technique is worth my investigation. Should we fight, I do believe I need to analyze her as much as I can before that happens. I will strive to update this with whatever findings I&#039;m able to witness so that this may be up to date. I hope it proves useful for more than just me...<br /><br />First off, one thing that should be avoided at all costs is contact with her right hand, no matter the attack. The feel of it is coarse and rocky, and for good reason: she is able to...ignite it. It changes to a state where it glows like a lightbulb, and is incredibly hot. Burns are guaranteed if any contact is made with her hand like this. Notwithstanding, however, her hand remains in generally the same shape, so even if one were to resist its heat, she could still punch or hit with it. I can&#039;t tell if it&#039;s stronger in its cooled state or in its heated state.<br /><br />Addendum: Her knuckle shield. Any and all punches that are defended against run the risk of getting smacked by this thing. It&#039;s harder than steel, hasn&#039;t dented yet as of this writing, and the sound it makes when it connects is...quite powerful. That says nothing of how much it stings when it does hit, or the added firepower behind it - literally. Expect heavy damage and burns. The only thing is, Lynda doesn&#039;t use her knuckler unless she feels she&#039;s at a disadvantage. If you don&#039;t see it in a fight against her, you&#039;re not worth her time, she thinks. At least, that&#039;s what I believe the Lynda on the outside is thinking...<br /><br />Second, her maw. Horns. Whatever you want to call them. They&#039;re large, imposing, and she uses it for several physical and ranged attacks. She&#039;s sharpened its fangs so that they face inwards, meaning anything she catches in it will have a hard time getting out, if she doesn&#039;t already use their position to her advantage. Severe cuts can be expected with biting attacks. If caught, try to move towards the mouth. While she can launch several elemental attacks from it, it can&#039;t actually swallow, so finding footing by moving in towards it can be risky, but it will avoid the deep cuts of the teeth. In addition, the maw seems to have a mind of its own sometimes...but it listens to Lynda no matter what.<br /><br />Third, her attitude. Lynda is ruthless. She doesn&#039;t wait for openings. She MAKES openings. When she&#039;s not firing off projectiles or beams from afar, she&#039;s closing the distance and unleashing a flurry of physical attacks that&#039;s bound to catch anybody off guard with her speed and power. She seems to have a rhythm to it, though - she will always try to first go for a disorienting blow, be it to the head or gut. Then she&#039;ll try for a flurry of quick punches and kicks. If she needs breathing room, she&#039;ll try to duck away after a punch, try to send her foe flying if she can, or try for a close-range maw attack.<br /><br />This makes for a good segue into the moves I&#039;ve seen her use and my notes on them:<br /><br />Fire Fang - Close-range physical attack. The teeth ignite and stay aflame for the duration of this attack. Those caught are burned severely in addition to the cuts inflicted. Counter: stay away from her maw. Dousing the flames may be viable, but will need to avoid the bite afterwards.<br /><br />Incinerate - Ranged fireball, also as a short-range spread attack. The fireball itself can be fizzled out by water or ice, but comes out fast with very little prep time on Lynda&#039;s part. Its power comes from the impact, not the heat, so having good defenses will negate the fireball. The spread attack is when Lynda releases its power all at once without forming it into a ball, causing her maw to recoil harshly. She uses this to propel herself in a direction, or to stand her ground and use the force from it to push others away. Again, the impact is the most damaging, not the heat, so any opposite force that can take advantage of covering or pushing against the area in front of the foe&#039;s body can negate any damage or push force inflicted. As she uses this attack quickly, it may be difficult to defend against at all...<br /><br />Strength - Her various regular punches and kicks can be sorted into this attack. Any one attack can be crippling, but she throws out so many of them in quick succession that it&#039;s hard to tell if she&#039;s using her &#039;martial arts&#039; techniques or this attack. Possibly the least damaging and worrisome of her arsenal...<br /><br />Rock Smash - Often used outside of battle for crushing boulders, inside battle it&#039;s less than spectacular. Her hands glow slightly with an orange-brownish aura, with the power transferred to whatever she&#039;s hitting. Used to push back opponents. Standing ground when trying to defend against this attack may lead to defenses being compromised by the force.<br />Crunch - Similar to Fire Fang, except with dark energy instead of flames. The only other difference I can notice is that the cuts tend to be deeper with this attack, and often leave her foes staggering enough for a finishing blow, instead of being pulled or pushed away.<br /><br />Psych Up - Fighting against foes that have an advantage against her in some way, Lynda uses this move to copy those advantages for herself. Any defensive options must be calculated so Lynda does not copy them, or cannot easily be copied. Being able to work around your own advantages may be difficult with her style of fighting, but she does not know how to use every single copied mechanism to her advantage. She learns fast, however.<br /><br />Sunny Day - Lynda roars with her maw to clear the clouds and force the sun&#039;s rays down. The area instantly heats up, only adding to her fire-based attacks. It does not matter if the area is open to the outside or closed and indoors for the heating effect. Being able to change the weather is the only way I know to counter this move.<br /><br />Flamethrower - A pillar of flame is shot from Lynda&#039;s maw. Countering with ice or water or another form of energy can be possible, but the heat is intense and can melt solid projectiles. Has a limited range, and extended usage can drain her energy fast. Forcing her to use this move is a bit of a struggle, but requires one to be more ruthless than she in a ranged fight.<br /><br />Power-Up Punch - Similar to Rock Smash in execution, but doesn&#039;t launch. Lynda is powered up for a short while, and she becomes physically aggressive during this time. Getting away from her can be hard, but she will pursue a foe no matter what, so baiting can be possible.<br /><br />Solar Beam - Beam attack, needs charging unless Sunny Day is used. Lynda gathers heat from the environment into her maw for a long-ranged energy beam. She can angle the beam during the move, but because of the energy gathered, it has a limited duration. Astonishingly powerful. Best to dodge.<br /><br />Endure - On her last ropes, Lynda will use this move to ensure she&#039;s the last one standing. Sacrificial moves are useless.<br /><br />Iron Head - Lynda uses her maw to batter and knock away foes. She uses this move to counter physical attacks and when fighting multiple enemies. It also makes for a good defensive move, hiding behind a lump of iron. The maw is large and heavy, so she swings slow. Good dodging can prevent damage, but Lynda will often charge up a move inside her maw to unleash when she&#039;s either done with you or she feels like she can&#039;t reach you.<br /><br />Flash Cannon - Depending on charge, can be short-ranged or an energy ball projectile. The attack is charged using the maw. The short-ranged attack is a bright flash of light that can stun and disorient, while the energy ball is a fast homing shot. Explodes into flashing lights on contact, and has a large pushing force at the center.<br /><br />Stone Edge - Several attacks of Lynda&#039;s involves this move, all of which involve stones flying up and striking her foe. One is an uppercut that she has to charge for a brief moment to do, and another is where she slams the ground with her fists to cause stones to fly up from underneath the opponent at a distance. Sometimes she&#039;ll cause a rock pillar to rise up, but I&#039;m not sure what is different about the move either way. Take caution with her actions, as this move has a big tell for it.<br /><br />Focus Blast - Ball projectile, fired from maw. Small in size, but very fast with a lot of force behind it. Even at a distance it can send foes flying for tens of feet. Often fires multiple times in a row. The balls themselves have no homing capabilities, so simply moving out of the way is enough to escape damage. Used at a distance, or as a last ditch effort up-close to push foes away.<br /><br />False Swipe - Lynda swipes with her hands. A vicious series of strikes that will leave the foe beaten battered and bruised, but still conscious...this is a move Lynda only uses when she feels she must make her opponent suffer. It is not enough that one must challenge Lynda, they must have a history, a rivalry. Previous conflict. If she unleashes this move, the fight&#039;s already over, and she&#039;s just toying with you like a Persian toying with a Pichu...<br /><br />Ice Beam - I admit, I helped her learn this move. Beam, fired from maw. Very brief attack. Lynda exerts no fire energy when using this move. The area of this attack is conical, so one must be quick to move out of the way. The beam is rather fast, but because she needs to get fired up for any fire moves afterwards, if she decides to use this move for whatever reason, go for whatever damage you can inflict. Countering with ranged attacks works well.<br /><br />Sucker Punch - Lynda dashes forward with her hand cloaked in a dark energy. Only usable if the foe is going to attack, and she is fast enough by the empowerment gained with this move that she always strikes before her foe, and it&#039;s often enough to knock them out of using their move altogether while letting her have a free ticket to beat you up. If she tries to use this move, hold off on your attacks - the dark energy will backfire and paralyze her for a short time. The move must affect her muscles in some way...<br /><br />Earth Power - By far her most uniquely-developed move. Lynda can call up pillars of flame from the ground, at any distance, at any size. She uses these pillars to disorient, to create a battlefield for her liking. Anything in the environment or immediate surroundings can and likely will be destroyed by this move alone. The flames themselves are damaging enough, but Lynda uses them to launch sneak strikes, and can even duck inside them to move about inside the ground before popping out of another hole. When angered, she often uses this move without thinking. Spitting fire into the ground with her maw, stomping, slamming the ground with her fists...even roaring. I don&#039;t know how to really counter this move...there&#039;s just too many ways she can use it. The only thing I can think of is freezing the pillars as she makes them, but that&#039;s only a diversion she can use to her advantage...<br /><br />Giga Impact - Her most powerful technique by far. Lynda surrounds herself with crackling, arcing energy waves before launching a devastating tackle and punch that, so far, nobody has come out of without being fainted on the spot. Lynda will do everything in her power to make this attack hit, and while it comes at a cost of a lot of energy, she really only seems to feel the downsides once it connects. Running and tiring her out doesn&#039;t seem like a viable option. Surviving is nearly impossible, but if one happens to still be able to stand, they may just be able to beat Lynda after this move...<br /><br />Extra notes:<br /><br />- There is a gigantic scar on Lynda&#039;s body that she hides with her clothing. It acts like armor, and anything that can pierce it is likely already able to pierce her skin. It seems to be connected with her second consciousness, as when the scar grows, so does her lust for battle and chaos. She&#039;s pained by it, though, but I&#039;m not sure just how to use that to one&#039;s advantage in battle. <br /><br />- My worst fears have been realized. Lynda&#039;s Plate has...become one with her. She was pushed too far, an unconventional solution to a problem that she can&#039;t go back from. Her body is now tainted with more than just her curse...fire courses through her veins. I can only assume that this makes her easier to freeze and douse with water, but I have not tested this. Her hand&#039;s become more red, more visually etched with lines of magma waiting to be used. Either way, her right hand has become significantly more powerful...<br /><br />And it&#039;s not just gotten stronger. She&#039;s been able to craft weapons from her hand by igniting it into its molten state, then using her maw to somehow shift its appearance. The one I see most often is a long blade, which I&#039;ve not really seen in battle all that often, but...in practice, she&#039;s terrifying. One slice can cut through boulders. Beware when she has a bladed hand.<br /><br />In conclusion, Lynda&#039;s fighting style is varied. She&#039;s trained herself to be able to win in any situation, with as many options as possible for both ranged and close combat. If there&#039;s anything that I can glean from my days and years watching her fight, it&#039;s that she tires quickly, but often that just makes her more powerful and desperate. There&#039;s no one thing that a person can specialize in to win against her. Only someone as varied, as battle-worn, as tactical, as ruthless as Lynda, can beat Lynda. I have not witnessed her lose a fight she couldn&#039;t have gone further to ensure her victory in, one where she couldn&#039;t push out an extra burst of strength before going down. She&#039;s always had energy to spare, or had willingly forfeit a match.<br /><br />When the time comes where our final fight is at hand, when we stand above all the other Plate bearers as the only two left standing, each one of us standing in the way of the other for the grace of Arceus, my only hope is that I am powerful enough to take her down. Even as she and I constantly evolve and grow, I must find it in myself to persevere...I must not let her evil win.<br /><br /><div class='align_center'>Lynda&#039;s transformations</div><br /><br />Lynda has gained the ability to transform her hands and maw into a lava-like substance. With it, and her body&#039;s ability to produce a seemingly infinite amount of heat and matter, she is able to grow and mold her hands into different shapes and forms based on notable enemies we have bestest in our ventures. When first she discovered this ability, she was rather surprised; how would she regain her hands? Fortunately, it seems that her body, her genetic structure, retains the memory of what her hands were like, and will naturally reform into hands if not molded. She is also able to transform her hands as many times as she likes, providing she has enough energy for the immense heat required. Through constant use, this ability has been exploited in battle to gain the upper hand more times than I can count - and thus needs documenting.<br /><br />Herewithin is a summary of the shapes and forms Lynda&#039;s hands, and sometimes maw, take in battle.<br /><br />Transformations requiring the maw will be noted. Because of her ability to melt her hands into a hot, lava-like substance, many forms also differ depending on if they are hardened or ignited. In some cases, which Pokemon the form is based on may change depending on if the lava is ignited or hardened.<br /><br />In addition to the non-formal attack methods they provide in battle, some also allow Lynda to use up to three moves based on the Pokemon she copies from, so long as she keeps her arms transformed into the likeness of that Pokemon. If she transforms both of her hands into the same &#039;weapon&#039;, providing the maw is not required for the form, she&#039;ll gain a fourth move. She will also gain a fourth move when using a &#039;weapon&#039; that requires her maw for it, after building up energy for it in battle, usually gained by attacking. It&#039;s important to state, however, that these moves are in addition to the ones she already knows - they offer more specialized options, but Lynda is dangerous enough as-is without resorting to these weapons. Using them, however, she removes many of the weaknesses of her physical form, and increases her potency in areas she already excels in. No matter the arena, circumstances, or handicaps - she will use the extent of her powers shown below to emerge victorious.<br /><br />---<br /><br />Rock Whip - A long, rocky whip not unlike the tail of an Onix, stretched out. Lashes from this really hurt. Used more as tool to group multiple enemies together or spread damage. When ignited, the whip becomes longer and easier to control, trading power for burning damage and reach. In this state, it also resembles a Heatmor&#039;s tongue because of the rocks melting to form a straight, non-bumpy shape. (Bind, Iron Tail, Fire Lash) {Darkest Lariat}<br /><br />Claw Vise - A Trapinch&#039;s head predominantly used to grip and crush single foes, though Lynda is agile enough to keep moving with something in her grasp. If her prey isn&#039;t crushed, it will be thrown or launched at another target like a projectile with an Incinerate. When ignited, the form changes to one similar to a Scizor&#039;s claw, and teeth also deal damage, but she&#039;ll lose her grip on her prey easier. (Metal Claw, Aerial Ace, Brick Break) {Guillotine}<br /><br />Draco Visage (maw) - The maw transforms into the likeness of a Charizard&#039;s head, nearly the size of Lynda&#039;s body. The mouth is better suited to the ranged elemental attacks like Flamethrower and Ice Beam, and is used in situations where she can&#039;t get up close. The design of the head constitutes one of her largest transformations, and thus weighs a lot, making her less agile. When ignited, the jaw becomes more flexible and allows for biting attacks to hold foes in place before being blasted away, and trades off some of the oomph on her ranged attacks. The eyeholes also glow with the flames raging inside. (Fire Blast, Dragon Breath, Heat Wave) {Blast Burn}<br /><br />Block Wall (maw) - The largest transformation Lynda can use, forming a gigantic Bastiodon head from her maw and one of her hands to use as a protective shield. The shield itself is nigh unpenetrable by normal means from the front, but Lynda slows to a crawl and can&#039;t see smaller foes in front of the shield. She can dash forward and use the shield as a ram, but that&#039;s the extent of her movement; expect her other hand to be cooking up a nasty surprise once you get around the shield. When ignited, the front of the wall becomes too hot to touch, but is made softer and slightly lighter to carry. If you underestimate this unwieldy form, you may end up crushed flat as a pancake - and cooked like one too. (Iron Defense, Block, Stomping Tantrum) {Heavy Slam}<br /><br />Lance Scythe - A curved blade that reminds one of a Kabutop&#039;s arm held upright. Potent poking power mixed with lethal hack and slashing. Used to strike multiple times at close range, or gather enemies by pushing them together and advancing while attacking. When ignited, the burns are as devestating when combined with the cutting power - but the blade dulls fast, requiring set-up time to sharpen the molten edge. The lava on the blades can also be intentionally flung off during some attacks, enhancing their range and racking up burn damage on wounded foes. (Slash, Swords Dance, Night Slash) {X-Scissor}<br /><br />Crush Fist (maw) - A giant Rhyperior&#039;s arm used for its ability to pack a serious wallop while still leaving Lynda light enough to jump and move around without much hinderance. Relies more on single strikes, and the hole in the palm of the hand can be used for projectile attacks like Focus Blast to mix up her advances. When ignited, Fire-type attacks get a stronger boost, but the more she whacks with it, the weaker her ranged attacks will be until she fixes the narrow hole in the hand where such attacks come out. Even so, the knockback from her swings is enough to knock even those that defend against her attacks a fair distance away. (Rock Blast, Hammer Arm, Mud Shot) {Rock Wrecker}<br /><br />Fan Blade - A flexible pair of rocky blades made to mimic the hand of a Carnivine, giving Lynda surprisingly adept control over wind. While the slaps can be fierce, their true power is striking aerial opponents to stun or ground them. Often they&#039;re used to this effect before quickly swapping the transformation for another to attack. When ignited, the fans melt to form a wing-like shape, throwing embers up with each attack. Because of the need for her to keep the wings molten and flexible like a wing, they allow for short instances of flight, where Lynda isn&#039;t afraid to attack with kicks and spinning her body to whack with her maw. Overexertion will make the wings collapse, but they&#039;ll regain their form over time. (Whirlwind, Air Slash, Leaf Tornado) {Hurricane}<br /><br />Mineral Fin - Large, diamond-shaped Empoleon fins used to make traversing in water a breeze. The edges are deceptively sharp, and in still water the currents whipped up by the fins can be disorienting. Even one transformed arm can give Lynda an unparalleled advantage. When ignited, the edges become so hot water will evaporate around them, making it harder for her to move but seriously upping their strength. Lynda&#039;s power over matter and heat has given her the power to breathe underwater - don&#039;t think she&#039;ll drown if you dodge her long enough. She WILL catch up to you. (Aqua Jet, Steel Wing, Shadow Claw) {Drill Peck}<br /><br />Flame Tomb (maw) - The maw and hand take on the appearnace of a Cofagrigus&#039; body, which can open to potentially trap opponents or parts of them inside. While used mostly for wide-area ranged attacks, fire in particular can be condensed inside the coffin to torch anything inside for high damage. The fire energy can also be released for a nearby burst of damage if she can&#039;t trap or latch onto her opponents. When ignited, the clamping attack becomes easier to wiggle out of, but every second racks up more damage than usual. (Hex, Will-o-Wisp, Body Press) {Phantom Force}<br /><br />Toxin Spout - A mushy Garbodor&#039;s arm used to help regulate Lynda&#039;s health and body temperature. The pipes allow for excess heat from Lynda&#039;s attacks to escape, giving her more proficiency with Ice-type attacks and allowing her to not burn out easily over the course of battle. They also allow for the regulation of toxins and other statuses; when escaping from the piping in the arm, they can be used as attacks against the opponents that inflicted them. When ignited, they prove to be one of Lynda&#039;s best, most concentrated methods of dealing Fire-type damage with the piping. (Acid Spray, Poison Gas, Take Down) {Gunk Shot}<br /><br />Destroyer Maw - An arm of a Hydreigon, equipped with a stretchy &#039;neck&#039; that allows for deceptively ranged bites and smacks. The mouth can fire off smaller ranged attacks in addition to Lynda&#039;s own. Often used to rapid-fire attacks to keep multiple enemies at bay, or to disorient a single opponent thinking she can&#039;t fight in close range in this form. When ignited, the jaw becomes unhinged, increasing the power of its ranged attacks but losing all physical capabilities. (Dragon Pulse, Dark Pulse, Double Hit) {Hyper Beam}<br /><br />Unhinged Fury - Lynda&#039;s hand detaches from its arm, floating with an odd power and allowing it to be flung at range to attack while Lynda stays safe away from her target. Shadowy rings help to transport her hands closer to her target, and help her escape in a pinch - from this, I can only surmise she is pulling from the power of a Hoopa. When ignited, she uses the rings as weapons as well, coating them with flames and using them to enlargen her fists temporarily. (Psychic, Dual Chop, Hyperspace Hole) {Hyperspace Fury}</span>",
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