Vincent stares at the rope bridge. Part of him is saying he can do it. The other half is screaming not to be stupid.
I've seen enough of my share of stupid today, thank you. I'm chasing an exploding ball for crying out loud. Let's not tempt fate.
Pulling out the Pokedex, he flips open the map function, noting the presence of a bridge around five clicks from his location. A short detour, but better than going for an unplanned swim.
"MALLORN WAS RIGHT. THESE UPDATED DEX'S ARE HANDY." The officer whistles.
Not saying that to his face. He'd use it on the packaging as marketing endorsement.
Moving along Great River bank. Crossing to the South-West. General direction Southward. Will update. He taps a short response to Nathan. Then appends it with coordinates for the bridge.
Big Bivalve Round 3
Poison Sting
Acc: (3)(3)(3)
Though the Pokemon is open, Ekans doesn't quite land the hit on the eyes.
Peck
(1)(1)(5)(6)
For a tense moment, Goldeen is poised directly above the Shellder as the wave retreats. Goldeen gives Shellder a quick peck (is Ventus jealous?). Unfortunately, it fails to penetrate Shellder's amazing shell.
Dmg: Str 1 + 2 power -3 vit = 1 dice min
(1)
Tackle on Ekans
Acc: 0 Dex + 2 Fight + 1 brawl
(5)(2)(1)
Dmg: 2 Str + 2 power -2 vit = 2 dice
(3)(5) Ekans takes 1 damage
Big Bivalve Round 4
Poison Sting
Acc: (2)(5)(6)
Dmg: min 1
(4) Shellder takes 1 damage. It has 7 remaining! Overgrown gives it 2 extra HP.
Poison: (4)(3)(2) nope
Horn Attack
Acc:
(6)(3)(3)(6)
Dmg:
(6) Shellder has 6 hp remaining and a -1 pain
Tackle
Acc:
(5)(4)
Dmg:
(6)(3) Ekans takes 1 damage and is at -1
Big Bivalve Round 5
Poison Sting
Acc: (3)(1)
Horn Attack
Acc:
(6)(2)(2)(4)
Dmg:
(5) Shellder has 5 hp remaining and a -1 pain
Tackle on Goldeen this time
Acc:
(6)(4)
Dmg:
(2)(1)
Big Bivalve Round 6
Poison Sting
Acc: (1)(6)
Dmg: min 1
(6) Shellder takes 1 damage. It has 4 remaining.
Poison: (6)(6)(1) Shellder is also poisoned!
In a flurry of rapid motions for the attackers, Shellder is slowly worn down. His tongue looks like a pincushion with horns and stings sticking out of him, and there's sand in his eye, so he winks a lot (is Ventus jealous?)
Summary: Shellder is at half health and poisoned. Ekans has accumulated 2 damage. Goldeen is unharmed.
(Ventus is totally not jealous. After all, he's taking out all his frustrations on it right now!)
"Apsis, pull back for now and draw its attention away from us. If it tries to attack you, dodge away and keep ahead of it," Ventus said, looking quite pleased with how the battle has gone so far. Poisoned, Paralyzed, and worn out, he shouldn't have a hard time capturing the giant bivalve. Shouldn't . 'I know I can have the worst of luck at times,' he simply thinks, privately acknowledging Raphael's most recent foray into battle. He'll have to train with them personal sometime later, along with Michael.
"Sochi, hold your attack for now, I want to attempt to catch it without causing it too much harm. Its already poisoned, so its a matter of time before it passes out," he politely asked her, palming a empty Pokeball in his other hand. Ventus then quickly pitches it onto the Shellder, hoping to capture it!
Order: Have Ekans dodge around the Shelldar, drawing its attension away from Ventus while avoiding its attack. While its doing so, Ventus will attempt to capture it.
Pokeball: 2 seals
(4)(6)
Shellder's Will: 6 -2 pain -1 status = 3 dice
(4)(5)(2)
A tie, that means the Pokeball isn't used up but he's not caught.
Shellder tries to use Protect, but comes wriggling out again when the poison continues. (2) 3 hp remain.
Pokeball:
(6)(2)
Shellder:
(1)(3)(5)
Another tie! Ooo
Ekans' evasion:
(6)(5)(3) That will do it!
Poison resist: (6) No damage this round.
Pokeball:
(6)(2)
Shellder:
(2)(3)(2)
The big Pokemon is trapped inside the Pokeball! Oversized +2 Shellder was caught!
He has Shell Armor, knows Protect, Withdraw, and Tackle.
50$ to you. 3xp to Ekans, 1 Xp to Ventus.
Sochi claps and asks to check for pearls, but of course there are none : (
(05-05-2017, 11:55 PM)Iron Wrote: [ -> ]
Vincent goes on a long journey 'round. He has to double back west, cross the stone bridge, triple back until he's across the river from where he started. This is unfortunate in terms of timing: that's 3 hours wasted before he can even begin properly.
The second challenge is tracking a Pokemon that essentially flew. Mostly what you have to go on is little tiny itty bitty burnt spots where a spark fell. This is cross-country trekking, because there are only footpaths here.
2 Insight + 0 survival, + 1 dice for Winston's nose.
(2)(1)(6)
You're following them here and there, but you are mostly aided by knowing the initial trajectory of Voltorb.
Along the way, I am pleased to report that you don't spot any Deyo flowers. If they're related to the appearance of rare Pokemon, flying overhead is not enough.
After six hours of total travel time, you come to a place where Voltorb seems to have impacted, creating a splash zone in some mud and gravel. You search around, knowing the Pokemon must have been fainted when it landed and might not be awake yet. The Divide is another 2 miles in the distance south of you, creating a nice backdrop for your journey.
Soon enough, you find Voltorb unconscious in a patch of weeds. Occasionally it spits sparks in its sleep. It'll be dark in about 2 hours, and it will take you 2 hours to reach the river again. (Not 3 since you aren't tracking now).
Mechanics:
On some level, I suspect Vincent is going to really regret bagging this Voltorb.Â
On the other hand, this could also lead to severe hilarity and strange plots, and I'm all for hilarity and strange plots.
If I can successfully ball the ball, I'm heading back to the RV.
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"Peaceful looking bugger isn't it." Vincent stares at the unconscious Voltorb, wondering in quiet amazement at how something with basically no face manages to look upset while out like a light. His Pokemon, though gathered round, keep a cautious distance from the red and white ball. He fishes out his Pokedex and checks the Voltorb for an owner.Â
When the device finally beeps a negative, he gives a sigh and fishes out a Pokeball acquired from the now unconscious juggler.
"You little arse. So much else I wanted to do today besides chase you halfway across creation."
He pitches a Pokeball at the unconcious Voltorb, keeping a respectful radius between him and the electric Pokemon.
Pokeball: (6)(2)
Voltorb Luck Dice: (2)
Voltorb was caught, you put a Pokeball in a Pokeball.
Ability is Soundproof.
Knows Charge, Sonicboom, Spark, and Selfdestruct.
Happiness and Loyalty are 0 not so much because it blames you, but because it's a Voltorb.
Disobedience is 4!
Shellder Round 4
Dumb Shellder. Not going to loose to a clamp. Not with clear advantages in Type. From up here, Shiva couldn't do much more than watching and giving instructions to her new fosterlings. Waving hysterically to Plusle was sorta sucessfull, so she stopped with that for good. Not interested in falling off the RV, by the way.
Time to bring up more electricity. "Plusle, you hear me? Go and nuzzle that clamp, electrify it! Minun, you please keep on covering it with Quick Attacks - don't allow it to hit you."
Cottonee, meanwhile, blew up another stronger Fairy Wind and was rejoiced to see the Hoppip ride the breeze. Maybe joining them on that...? Looked fun!
----------------------
Mechanics:
We'll keep on with Plusle's Nuzzle and Minun's Quick Attack until Shellder faints or Pain Penalization increases to a dangerous level. Not wanting the rodents to faint.
Insight Roll for Plusle's Confusion:Â 3 insight -2 = 1 dice
Orders for this round: Plusle's Nuzzle and Minun's Quick Attack on Shellder.
Effect:Â Hitting, inflicting damage, the usual stuff.
Secondary Effect:Â Shellder is already paralysed. Quick Attack has +1 Priority,
Pain Penalization: -1 dice in Damage Roll for Plusle, 0 so far on Minun.
Accuracy Roll, Nuzzle: 2 Dexerity + 1 Fight+ 0 Allure = 3 dice
Accuracy Roll, Quick Attack:Â 2 Dexerity + 0Â Fight = 2 dice
Damage Roll, Nuzzle: 3 Strenght (1 on default, +2 thanks to ability of Plusle) + 1 Power of move + 1 STAB - 1 Pain = 4 dice
Damage Roll, Quick Attack:Â 3Â Strenght (1 on default, +2 thanks to ability of Minun)Â + 2 Power of move = 5Â diceÂ
Additional notes: Iron, did you kept in mind that Shellder has -2 Dexerity due to Paralysis?Â
Shellder Round 4
Insight: (2)
Quick Attack
Accuracy: 2 Dex + 0 Fight = 2 dice
(5)(1)
Dmg: 5 dice -3 vit = 2 dice
(6)(3) Shellder takes 1 damage leaving 2 hp for him.
Nuzzle
Accuracy: 2 Dex + 0 Fight -1 pain
(4)
Dmg: 3 str +1 stab +1 power (pain goes on accuracy, not dmg) = 5 dice, -3 vit = 2 dice
(2)(5) +super effective Shellder faints and starts slipping down into the sand, dreaming happily.
Shellder is defeated. Plusle soon snaps out of his confusion and can walk in straight lines again.Â
Plusle and Minun gain 2XP each, that encounter was a little tougher than I thought.
That's all of the encounters right here. What now? Who gets Big Shellder? Does the RV wait for Vincent's return, or will he meet you at the next campsite? It's not long now til dark. What of Sochi?
You can assume Larry trains with you, I think he usually has limited availability on the weekends.
Oh, thank Arceus... That went quicker than expected. Shellder defeated. How pleasant! Hoping her rodents had as much fun as Shiva had. But... The Hoppip were gone meanwhile - looks like Cottonee's last Fairy Wind was a little too strong and sent them flying. Hopefully Master didn't notice... Cottonee tried hard to look as innocent and cute as possible as Shiva turned towards the fluffball again.
She didn't notice, indeed. Petting Miltank for one last time, she climbed down from the roof of the RV... Slowly... Carefully... If you fall, you'll get hurt. Badly. And not only that.
Finally firm ground again... Shiva headed towards Plusle and Minun, Cottonee following her and gently picked them up. Time for a cuddle for the rodents before returning to the RV! After all, they deserve it after defeating that clamp.Â
(Will wait for the others now, meanwhile healed up the rodents thanks to Miltank. Didn't Larry brought the unconscious Juggler to the RV?)