Everyone knew the names. Rocket, Magma, Aqua, Galactic, Plasma, Flare. Villains from all over the world, though never any true threat, not really-- in the end, they got what they deserved. The teams broke up, everyone went their separate ways... and those hit hardest were those who were always overlooked.
Grunts don't always join out of a sense of villainy after all-- some truly believes in the ideals of their leaders, some needed some kind of solid income or place to stay in the headquarters, some were just lost and needed some direction, only to find themselves caught up in something larger than they had imagined.
So what happens to them, once their team disbands, and they're left half as a pariah, someone who can't be trusted, can't be considered 'good'? Well, for six of them, they'll find redemption in the strangest of ways...
Plot.
Not too long after their team was defeated, six grunts from all over the world find something... odd. A golden hoop in the middle of nowhere, swirling with a dark, but oddly enticing energy. They figure... well, what do they have to lose? So they go inside, and wind up...
somewhere.
That is where we begin, and the extent our characters will know. They start out with nothing but whatever they had on their person at the time; likely just the clothes on their back and any pokemon, though there will be opportunities to find other items later on.
However, so players know where the plot is going...
The characters have been transported by the mythical pokemon Hoopa, somehow freely unbound and able to wreak havoc as they please. In addition to the six grunts, the island now contains countless items, berry trees galore, even some buildings, and more pokemon than one can imagine... indeed, 718 of the 720 currently well-known can be found, the only exception being Arceus (though a mysterious flute may show up...) and Hoopa themself. This includes every other legendary... and some have been pulled out at the wrong time, or their being contained has had some... consequences.
Time and space are slowly but surely coming apart. Land and sea begin to shift and fail, ever so slightly, but it's happening. Beautiful Kalos begins to wither, Unova's hero stands before empty space, Kanto and Johto lose the protection of their great winged guardians.
The only way to remedy this is to re-seal Hoopa's power, and there are a few ways this can be done, and they aren't mutually exclusive-- indeed, personally I'd prefer to see at least a couple filled going into the end!
1. Find the Azure Flute and 18 Plates to summon Arceus... whether Arceus will listen and aid though, is an entirely different matter...
2. Gather the displaced legendaries. Though they aren't always fans of helping humans, especially if not caught (Only one can be caught per character, but the rest can be befriended), they all harbor a grudge against Hoopa and wish to return home.
3. Weaken and catch Hoopa. This is... incredibly unlikely, but hey, stranger things have happened!
4. Locate the Prison Bottle, something that can seal Hoopa's power and leave it more... manageable. This can leave it easier to catch, but might also reduce its power, limiting the ability to return pokemon to their proper time... however, if you've earned the aid of the original masters of time and space, perhaps that won't be an issue?
Grunts don't always join out of a sense of villainy after all-- some truly believes in the ideals of their leaders, some needed some kind of solid income or place to stay in the headquarters, some were just lost and needed some direction, only to find themselves caught up in something larger than they had imagined.
So what happens to them, once their team disbands, and they're left half as a pariah, someone who can't be trusted, can't be considered 'good'? Well, for six of them, they'll find redemption in the strangest of ways...
Plot.
Not too long after their team was defeated, six grunts from all over the world find something... odd. A golden hoop in the middle of nowhere, swirling with a dark, but oddly enticing energy. They figure... well, what do they have to lose? So they go inside, and wind up...
somewhere.
That is where we begin, and the extent our characters will know. They start out with nothing but whatever they had on their person at the time; likely just the clothes on their back and any pokemon, though there will be opportunities to find other items later on.
However, so players know where the plot is going...
The characters have been transported by the mythical pokemon Hoopa, somehow freely unbound and able to wreak havoc as they please. In addition to the six grunts, the island now contains countless items, berry trees galore, even some buildings, and more pokemon than one can imagine... indeed, 718 of the 720 currently well-known can be found, the only exception being Arceus (though a mysterious flute may show up...) and Hoopa themself. This includes every other legendary... and some have been pulled out at the wrong time, or their being contained has had some... consequences.
Time and space are slowly but surely coming apart. Land and sea begin to shift and fail, ever so slightly, but it's happening. Beautiful Kalos begins to wither, Unova's hero stands before empty space, Kanto and Johto lose the protection of their great winged guardians.
The only way to remedy this is to re-seal Hoopa's power, and there are a few ways this can be done, and they aren't mutually exclusive-- indeed, personally I'd prefer to see at least a couple filled going into the end!
1. Find the Azure Flute and 18 Plates to summon Arceus... whether Arceus will listen and aid though, is an entirely different matter...
2. Gather the displaced legendaries. Though they aren't always fans of helping humans, especially if not caught (Only one can be caught per character, but the rest can be befriended), they all harbor a grudge against Hoopa and wish to return home.
3. Weaken and catch Hoopa. This is... incredibly unlikely, but hey, stranger things have happened!
4. Locate the Prison Bottle, something that can seal Hoopa's power and leave it more... manageable. This can leave it easier to catch, but might also reduce its power, limiting the ability to return pokemon to their proper time... however, if you've earned the aid of the original masters of time and space, perhaps that won't be an issue?