07-17-2017, 12:12 PM
Feral Totodile Round 2
(wait, am I really battling on a construction of steel beams with no other light than that one coming from my lamp? ...Awesome!)
Hehehe... This was bad. What a nice tricky situation, now she has to deal with how to solve it properly. That chant was hopefully too lowpitched to arrive unwanted attention just now, since Shiva would not want to be overun by a batch of Rattata now...
Also, that Totodile seemed to mean it serious. That human is an invader! That 'invader' decided it would be best decision to faint that feral reptile as soon as possible and then take with with her to hand it to Fellman directly later.
It also threathened to know Bite. Nice. "Both of you, back away! There is no need to put you in danger of suffering super-effective damage..." Instead, Shiva send out Cottonee and Azurill because of the lack of her electric rodents. Let's hope blue mouse was not afraid of the current surroundings...
Orders for this round: Cottonee will open up with Growth, before starting to megadrain the life out of Totodile. Continue with 2 Mega Drain per Round afterwards. Azurill will try to knockdown her foe with her Huge Power, before starting with 2 BubbleBeams per Round. Everything until either Totodile is down, or something occurs that needs my immediate action. Reduce to 1 Action per Round if Pain Penalizations come into play. Lucky Chant is in action.
Effect: Growth raises Strength by 1. Foe must spend an action to get up if Knockdown hits.
Accuracy Roll Growth: 2 Dext + 2 Fight + 0 Nature -2 Actions= 2 d6
Accuracy Roll Mega Drain: 2 Dext + 2 Fight + 2 Channel -3 Actions = 3 d6
Damage Roll: 3 Strenght (2 on default, +1 due if Growth succeeds) + 2 Power of move, + 1 STAB = 6 d6 + 1 Autodamage due to SE
Additional notes: Restores HP equal to half the damage dealt, minimum 1.
Accuracy Roll Knockdown: 2 Strength+ 2 Fight + 0 Brawl = 4 d6
Damage Roll: 2 Strenght = 2 d6
Accuracy Roll Bubble Beam: 2 Dext + 2 Fight + 2 Channel - 2 Action = 4 d6
Damage Roll: 2 Strenght + 3 Power of move, no STAB yet = 5 d6 - 1 damage due to not effective
Additional notes: 1 CD to reduce foe's Dext by 1.
(wait, am I really battling on a construction of steel beams with no other light than that one coming from my lamp? ...Awesome!)
Hehehe... This was bad. What a nice tricky situation, now she has to deal with how to solve it properly. That chant was hopefully too lowpitched to arrive unwanted attention just now, since Shiva would not want to be overun by a batch of Rattata now...
Also, that Totodile seemed to mean it serious. That human is an invader! That 'invader' decided it would be best decision to faint that feral reptile as soon as possible and then take with with her to hand it to Fellman directly later.
It also threathened to know Bite. Nice. "Both of you, back away! There is no need to put you in danger of suffering super-effective damage..." Instead, Shiva send out Cottonee and Azurill because of the lack of her electric rodents. Let's hope blue mouse was not afraid of the current surroundings...
Orders for this round: Cottonee will open up with Growth, before starting to megadrain the life out of Totodile. Continue with 2 Mega Drain per Round afterwards. Azurill will try to knockdown her foe with her Huge Power, before starting with 2 BubbleBeams per Round. Everything until either Totodile is down, or something occurs that needs my immediate action. Reduce to 1 Action per Round if Pain Penalizations come into play. Lucky Chant is in action.
Effect: Growth raises Strength by 1. Foe must spend an action to get up if Knockdown hits.
Accuracy Roll Growth: 2 Dext + 2 Fight + 0 Nature -2 Actions= 2 d6
Accuracy Roll Mega Drain: 2 Dext + 2 Fight + 2 Channel -3 Actions = 3 d6
Damage Roll: 3 Strenght (2 on default, +1 due if Growth succeeds) + 2 Power of move, + 1 STAB = 6 d6 + 1 Autodamage due to SE
Additional notes: Restores HP equal to half the damage dealt, minimum 1.
Accuracy Roll Knockdown: 2 Strength+ 2 Fight + 0 Brawl = 4 d6
Damage Roll: 2 Strenght = 2 d6
Accuracy Roll Bubble Beam: 2 Dext + 2 Fight + 2 Channel - 2 Action = 4 d6
Damage Roll: 2 Strenght + 3 Power of move, no STAB yet = 5 d6 - 1 damage due to not effective
Additional notes: 1 CD to reduce foe's Dext by 1.
"Anything can be art. Anything can be self-expression. Now take your weapon and run with it" [Gerard Way]
--Windos is my OTP ❤---
`❤★`°・:*:・。
。・:*:・゚’★❤`
--Windos is my OTP ❤---
`❤★`°・:*:・。
。・:*:・゚’★❤`


