07-11-2019, 03:39 PM
More teeth than that.
Dark Thing Round 1
Wide Guard 1
12 dice, -3 actions = 9
(3)(1)(1)(6)(1)(5) (6)(3)(6)
Barrier 1
(3)(5)(5)(4)(5)(2) (5)(4)(1)
+2 def for Espeon!
Foul Play 1 - Removing two dice of accuracy for the supernatural darkness. You're guided only by the leering Frillish.
(5)(5)(4)(5)(2) (6) Critical hit
6 Str +3 power +1 STAB + 2 crit -6 Vit = 6d6
(1)(6)(6)(2)(2)(6) The bulky thing takes 2 dmg, resisting your dark move.
Spore 1
(2)(5)(3)(1)(4)
The spores cover the correct area, but one of the ghoulish Frillish falls asleep instead of the intended target. Four ghosts remain.
The dark patch shows up, still surrounded by its flickering guardians, right under Espeon's space. Then it darts away again, somewhat agile for such a bulky being. But each Frillish or Jellicent takes time to add its own sting or attack.
Beat Up 1
(6)(5)(5)(2)(3)(1) (5)(5) It doesn't seem affected by the darkness, and deals a crit!
6 Str + 2 power + 1 stab + 3*2 + 2 crit = 17d6 -6* vit = 11d6+1
(2)(5)(1)(4)(4)(5) (6)(1) Espeon takes 5 dmg 4/9hp -2 pain
The poor thing is covered in teeth marks and would have fainted without the Barrier and Wide Guard. He's horrified.
Tailwind 1
(2)(6)(5)(1)(4)(3)(1)
Foresight 1
(5)(1)(2)(5)(1)(3)
The thing was identified! The outline becomes clear before your Ghost Vision, just for a moment. It's an oversized Slowbro, but with a pitch black oversized Shellder attached to its tail. That Shellder has the look of a Slowking's, and seems to be granting unusual power but not as much intelligence.
It's using the Frillish as shields and allies in Beat Up.
Wide Guard 2
(5)(4)(4)(6)(6)(4)
Icy Wind 2
(2)(5)(4)(4)(3) Tailwind and darkness cancel out
(5) -1. No damage, but the -1 Dex knocks it down an initiative rank.
Foul Play 2
(1)(1)(1)(1)(6)(6) (6)
(5)(2)(2)(6) 1 dmg
Rock Smash 2
(4)(6)(1)(6)(2)(1) (5)(4)(6) Critical.
(5)(6)(3)(4) Dark Slowbro takes 4 dmg 7 in total, -1 pain.
CD: (4)(5)(2)(4)(1)(5)
Rock Slide 2
(5)(4)(6)(3)(1)(1)
(2)(2) No damage
CD: (4)(3)(1)
A whisper comes from the darkness - "GET THE CAT"
Beat Up 2
(1)(4)(2)(1)(2)(5)
(3)(5)(2)(1)(3)(4) Espeon takes 3 dmg 1/9hp -3 pain
Only Toya seems capable of knowing exactly where this thing is in the darkness.
Rock Smash 2
(4)(1)(1)(2)(2)(2) (2)(3)(5)(6)
(1) The Slowbro takes 1 dmg 7/15hp -2 pain
CD: (1)(4)(3)(3)(4)
Ancient Power 3
(6)(3)(1)(1) The move fails.
Foul Play 3
(6)(2)(6)(6)(2)(1)
(2)(1)(3)(5) No damage to Slowbro, but one of the Frillish takes a bit.
Rock Smash 3 - Mikey's attacks go right through the ghosts.
(5)(1)(6)(2)(4)(3)
(6)(5) Slowbro takes 3 dmg 4/15hp -2 pain
CD: (2)(6)(6)(5)(1)
Rock Slide 3
(5)(5)(1)(2)(6)
(5)(5)(3) Slowbro lets the Frillish take the brunt of this attack. The one that was hurt earlier drops away, leaving 3 behind. As they glow less, the darkness penalty increases.
CD: (1)(3)(4)
"USE THE GIFT OF NIGHTMARE"
Spira's Spira-senses tingle. The darkness rushes up to claim the party, detaching you temporarily from the rest of the world. A moment is enough.
Dark Void 3, for lack of a better description. The move feels significant to Spira, though the effects aren't quite what you feared they'd be.
(6)(5)(4)
Espeon faints no matter the damage roll.
6 Str + 4 power + 1 STAB = 11d6 -vits
(1)(4)(3)(6)(4) (2)
Oinari and Mikey take 2 dmg
Quetzal takes 3 dmg
Doublade and Toya take 4 dmg
CD: (1)(6)(4) All your Pokemon fall asleep.
Doublade Insight: (4)(6)(3) 2 successes
Toya Insight: (6)(5)(6)(5)(6) Wow, he wakes up as his fourth action.
Oinari: (3)(3)(5) 1 success
Mikey: (3)(2)(3) 0
Quetzal: (6)(1)(2) 1 success
Dark Pulse 4 on (3) Quetzal
(5)(4)(5)(2)
(6)(4)(2)(5)(5) Quetzal takes 4 dmg 5/16hp
CD: (1)(3)
Drain Punch 4
(4)(5)(5)(6)(5) Clutch critical!
(1)(6)(2)(5)(4) Dark Slowbro faints. The Frillish flee; they cannot protect their (fainted) master from fighting attacks.
But in the now-complete darkness, you still hear a scrabbling... a grating of teeth on glass... a new slithering more disturbing than any sound before.
"WITNESS NOW, IF YE CAN... HEH HEH HEH HEH HEHHHH"
Future Sight has no effect.
Arachnautilus unflinches and peers groggily into the darkness. She took it the worst and she's begun mumbling "Teeth... shell... tentacles... complete darkness...."
The darkness penalty is now 4.
Doublade Insight: (6)(1)(4) 4 successes
Oinari: (1)(1)(1) 1 success
Mikey: (3)(5)(2) 1 success
Quetzal: (2)(1)(4) 2 successes
Terra can use items again.
Arachnautilus initiative: (1) Going last.
Dark Thing Round 1
Wide Guard 1
12 dice, -3 actions = 9
(3)(1)(1)(6)(1)(5) (6)(3)(6)
Barrier 1
(3)(5)(5)(4)(5)(2) (5)(4)(1)
+2 def for Espeon!
Foul Play 1 - Removing two dice of accuracy for the supernatural darkness. You're guided only by the leering Frillish.
(5)(5)(4)(5)(2) (6) Critical hit
6 Str +3 power +1 STAB + 2 crit -6 Vit = 6d6
(1)(6)(6)(2)(2)(6) The bulky thing takes 2 dmg, resisting your dark move.
Spore 1
(2)(5)(3)(1)(4)
The spores cover the correct area, but one of the ghoulish Frillish falls asleep instead of the intended target. Four ghosts remain.
The dark patch shows up, still surrounded by its flickering guardians, right under Espeon's space. Then it darts away again, somewhat agile for such a bulky being. But each Frillish or Jellicent takes time to add its own sting or attack.
Beat Up 1
(6)(5)(5)(2)(3)(1) (5)(5) It doesn't seem affected by the darkness, and deals a crit!
6 Str + 2 power + 1 stab + 3*2 + 2 crit = 17d6 -6* vit = 11d6+1
(2)(5)(1)(4)(4)(5) (6)(1) Espeon takes 5 dmg 4/9hp -2 pain
The poor thing is covered in teeth marks and would have fainted without the Barrier and Wide Guard. He's horrified.
Tailwind 1
(2)(6)(5)(1)(4)(3)(1)
Foresight 1
(5)(1)(2)(5)(1)(3)
The thing was identified! The outline becomes clear before your Ghost Vision, just for a moment. It's an oversized Slowbro, but with a pitch black oversized Shellder attached to its tail. That Shellder has the look of a Slowking's, and seems to be granting unusual power but not as much intelligence.
It's using the Frillish as shields and allies in Beat Up.
Wide Guard 2
(5)(4)(4)(6)(6)(4)
Icy Wind 2
(2)(5)(4)(4)(3) Tailwind and darkness cancel out
(5) -1. No damage, but the -1 Dex knocks it down an initiative rank.
Foul Play 2
(1)(1)(1)(1)(6)(6) (6)
(5)(2)(2)(6) 1 dmg
Rock Smash 2
(4)(6)(1)(6)(2)(1) (5)(4)(6) Critical.
(5)(6)(3)(4) Dark Slowbro takes 4 dmg 7 in total, -1 pain.
CD: (4)(5)(2)(4)(1)(5)
Rock Slide 2
(5)(4)(6)(3)(1)(1)
(2)(2) No damage
CD: (4)(3)(1)
A whisper comes from the darkness - "GET THE CAT"
Beat Up 2
(1)(4)(2)(1)(2)(5)
(3)(5)(2)(1)(3)(4) Espeon takes 3 dmg 1/9hp -3 pain
Only Toya seems capable of knowing exactly where this thing is in the darkness.
Rock Smash 2
(4)(1)(1)(2)(2)(2) (2)(3)(5)(6)
(1) The Slowbro takes 1 dmg 7/15hp -2 pain
CD: (1)(4)(3)(3)(4)
Ancient Power 3
(6)(3)(1)(1) The move fails.
Foul Play 3
(6)(2)(6)(6)(2)(1)
(2)(1)(3)(5) No damage to Slowbro, but one of the Frillish takes a bit.
Rock Smash 3 - Mikey's attacks go right through the ghosts.
(5)(1)(6)(2)(4)(3)
(6)(5) Slowbro takes 3 dmg 4/15hp -2 pain
CD: (2)(6)(6)(5)(1)
Rock Slide 3
(5)(5)(1)(2)(6)
(5)(5)(3) Slowbro lets the Frillish take the brunt of this attack. The one that was hurt earlier drops away, leaving 3 behind. As they glow less, the darkness penalty increases.
CD: (1)(3)(4)
"USE THE GIFT OF NIGHTMARE"
Spira's Spira-senses tingle. The darkness rushes up to claim the party, detaching you temporarily from the rest of the world. A moment is enough.
Dark Void 3, for lack of a better description. The move feels significant to Spira, though the effects aren't quite what you feared they'd be.
(6)(5)(4)
Espeon faints no matter the damage roll.
6 Str + 4 power + 1 STAB = 11d6 -vits
(1)(4)(3)(6)(4) (2)
Oinari and Mikey take 2 dmg
Quetzal takes 3 dmg
Doublade and Toya take 4 dmg
CD: (1)(6)(4) All your Pokemon fall asleep.
Doublade Insight: (4)(6)(3) 2 successes
Toya Insight: (6)(5)(6)(5)(6) Wow, he wakes up as his fourth action.
Oinari: (3)(3)(5) 1 success
Mikey: (3)(2)(3) 0
Quetzal: (6)(1)(2) 1 success
Dark Pulse 4 on (3) Quetzal
(5)(4)(5)(2)
(6)(4)(2)(5)(5) Quetzal takes 4 dmg 5/16hp
CD: (1)(3)
Drain Punch 4
(4)(5)(5)(6)(5) Clutch critical!
(1)(6)(2)(5)(4) Dark Slowbro faints. The Frillish flee; they cannot protect their (fainted) master from fighting attacks.
But in the now-complete darkness, you still hear a scrabbling... a grating of teeth on glass... a new slithering more disturbing than any sound before.
"WITNESS NOW, IF YE CAN... HEH HEH HEH HEH HEHHHH"
Future Sight has no effect.
Arachnautilus unflinches and peers groggily into the darkness. She took it the worst and she's begun mumbling "Teeth... shell... tentacles... complete darkness...."
The darkness penalty is now 4.
Doublade Insight: (6)(1)(4) 4 successes
Oinari: (1)(1)(1) 1 success
Mikey: (3)(5)(2) 1 success
Quetzal: (2)(1)(4) 2 successes
Terra can use items again.
Arachnautilus initiative: (1) Going last.
Current project:
http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."
http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."



