12-26-2018, 12:39 AM
(This post was last modified: 12-26-2018, 12:54 AM by Dragonstrike.)
(12-26-2018, 12:07 AM)Lord Windos Wrote: Yeap! Also, 18 and Lower has its own semi scaling with Specialness, with 18 being just vanilla 'enough', to 1 being the metaphorical jackpot, and a gradient of Specialness between those values. Males, meanwhile, have their Specialness spread out over a muuuch broader range, so while you are more likely to get a boy birdie, your less likely going to get an excellent one like most female will be. Firmament Breeding is a highly experimental, secret, and often dubious affair for any Dragon, especially the offspring of new/fresh Breedling Lines, like Lucy's child, so the results will vary wildly in this case!
In any case, we can do that roll anytime you want, since the Egg isn't scheduled to hatch until sometime after the campaign ends.
Yes, all of that. If the Damage Pool of the Move exceeds 6 Dice and ends up doing more than 6 Damage to a target after being amped up by any of the following in any combination (=> STAB, Buffs, Debuffs on Target, SE Damage, Terrain, Weather, Items, and Plot Devices), then the Electric Move will Overload.
The VA Damage charge goes away when the user does ANY Move or Evasive Action, or if a Round ends while they still have a charge. If they are hit by an opponent's Move before they use another Move/Evasion, the charge goes off and Damages the opponent. If they VA user commits to another Move that does not generate a Damaging charge or Evades and then the opponent hits them (assuming they did not hit the VA user while they had charge prior to their (VA) new Action), then the charge does not go off, as it no longer exists at that point in time. Essentially, a VA Damage charge has to be trigger immediately by a foe's Move once it's created (After the VA executes their Electric Move), or it goes away.
Hmmmm...I feel like rolling for it now would be more beneficial, actually. If it hatches before the start of any sequel campaigns, great, I'll have a good portion of the necessary the notes ready to go (and you'll have more time to prepare anything on your end as well)! If not, then the same still applies, there'll just be a longer wait to use that birdie (and I'm a patient guy, so I don't really mind waiting...much. I am gonna be kinda eager to get to know the chick and maybe use 'em a little after (s)he's hatched, but it wouldn't be the first time I've been excited for long periods of time. Heck, I can hardly wait as is, and I don't even know all the details about this birdie yet!) Gives me more time to think of a good nickname for him/her, too.
So you need to be able to do 7+ damage without SE damage factored in first, then the SE damage can make it so you only have to roll 5-6 successes instead of all 7. Gotcha. (Or to put it in other terms, Overloading is essentially going to be a double critical hit most of the time it actually occurs. Ouch.) And it also means that Electric Terrain + Thunderstorm buffed Electric moves have a huuuuuge potential to Overload when used by a VA pokemon...*whistles*...wow, that's a deadly combo...good thing Yata can't use it under normal circumstances, right? (but Volchik and Voltasu CAN if you spend a ton of exp on learning Thunderstorm, which Lucy does have already...*whistles again*...provided she intentionally stays grounded, that is, as Volchik and Voltasu are Flying types, after all, and thus usually unaffected by Electric Terrain...)
Oh, I see. So it's more like Static than it is Aftermath, in that it's the opponent's move that is the trigger for the small discharge of excess energy, instead of the damage going off when the user attacks (as the user's move is simply the one that builds up the excess energy). That makes sense given the nature of the Ability. Thanks for the clarification!
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Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
Pokerole Game 3: PMD: Primal Shadows
Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
Pokerole Game 3: PMD: Primal Shadows


