Thread Rating:
  • 5 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[Game thread] Skull Ruins Pokerole
Rapidash: (6) + 4 + 3 = 13
Raphael: (4) + 7 = 11
Spheal: (1)
Mudsdale: (1)


Much to Shiva's luck she soon found a chance for her to get into things without the danger to be overseen and trampled in the chaos - A free Rapidash not far from her, with saddle, banner and everything, still running despite it was lacking a rider. She'd guess that Hitmonlee messing with the whole side of the Eastern Suns has 'taken care' of that rider seconds ago, not wasting a second thought she took a heartfelt leap onto the Rapidash's back and got a firm hold of the reins, a gaze into his direction was all Raphael needed to understand: He took his position by his father's girlfriend despite his worry to get involved in such a not-peacefulL scenery, ready for do whatever she may ask him to do.

Their enemy in this duel was quickly found, how it was none partnered by an Electric Type took a medium-sized load off her mind. Though Shiva could feel that her Rapidash shied away from that Sphea , she gently but decidedly pulled on the reins a little to show her mount that she's there and won't allow them to be hurt too much. "Concentrate on my voice dear Rapidash, listen to me, have faith in me and let US be those standing as the winners in the end! Don't allow the seal to drench you in water right away, but let us escape from the eye of the battliefield on a Quick Attack if you aren't being targeted.
Raphael my dear, show that Spheal messing with our side's mounts your most adorable side before letting blades of slashed air rain down on them, crown your salve with a concentrated blast of your aura. We have to be quick if we wish to have a chance, so let us open this match! It's us against them... Please protect our fierly mount from attacks that use the earth as their source of energy and power."

Towards her enemy Shiva would call out among the cries of battles and hoofbeats: "En garde, soldier of the Western Plains! I, Shiva Amaranthine from the distant land will be your enemy. Let this be a good and fair duel, your bold Spheal against my noble Togekiss, we will not inflict lethal wounds before you do. I do not desire to shed blood. Instead, so tell me, milady: What is your name? " I have no idea whether she's notice that Shiva in her Ranger's cloak actually does not look like someone from the Eastern Suns or like someone who's very brutal/a soldier in the first place. Maybe?




-------------------------------------
Please don't tell me that I need to defeat Mudsdale as well to win this Encounter... This was supposed to be a 1vs1 match! Going for the mount of her enemy would also go against what I have planned to do in this Encounter.

If a Ground Type move targets my Rapidash, Raphael will intercept and offer as much cover as possible for him, due to his partial Flying Type he's immune to these moves.

If Raphael ends up suffering 3 lethal damage from something somehow, we'll use the Morshu Mushroom given by Valder to instant-cure these.

Oh yes, a theme: - It's fight or flight! Shiva vs Western Plain soldier: - Run, Rambi! Run! (DKC2 [SNES])


All of Raphael's moves target Spheal.

Accuracy Roll Charm 1: 4 Dext + 3*Fight  + 2 Allure - 4 Actions = 5d6
Effect: -2 Strength for Spheal by outplaying a cute fairylike attitude.
Secondary Effect: Such a move in a fierce battliefield?! Yes, to minimize damage.
Edit: If this Charm fails or anything does berave me of this Action No.1, attempt to get off a Charm as Action No.2 instead of Air Slash.

Accuracy Roll Air Slash 2: 4 Dext + 3*Fight + 4 Channel - 5 Actions = 6d6
Accuracy Roll Air Slash 3: 4 Dext + 3*Fight + 4 Channel - 6 Actions = 5d6
Damage Roll: 3 Strength + 3 power of the move + 1 STAB = 7d6
Additional notes: Has, thanks to Serene Grace Ability, 5*CD to flinch.

Accuracy Roll Aura Sphere 4: 4 Dext + 3*Fight + 4 Channel - 7 Actions = 4d6
Damage Roll: 3 Strength + 3 power of the move, no STAB = 6d6 but +1 autodamage due to SE.
Additional notes: The blast of Raphael's benelovent-archangel-aura will hit even if the Accu Roll fails.



Now for my Rapidash's orders, in Round 1 it's a Single Action:

If it suffers -2 Pain or enough pain to not being able to safely carry Shiva anymore, 1 Potion is used to invigorate the horsepower again.

If a Water Type move is targeted on it, we'll try to dodge the first one, means we'll do something Shiva actually never does in battle. However here it's worth doing!
4 Dext + 2 Fight + 0 Evasion = 6d6, empowered by 1 spent Will Point.

If suprisingly Rapidash isn't targeted or the attacks miss, we'll use a Quick Attack to get at the farest end of the battliefield in order to escape the center of the fight in the hope that my Western Plain enemy follows.
4 Dext + 2 Fight + 2 Brawl = 8d6, no Damage Roll.
"Anything can be art. Anything can be self-expression. Now take your weapon and run with it" [Gerard Way]

--Windos is my OTP ❤---

`❤★`°・:*:・。[Image: qt5IPWF.png]。・:*:・゚’★❤`
Reply
(10-16-2018, 03:28 PM)Iron Wrote:

The simple monk spared enough  time to look down at the no doubt struggling brown duckie, looking calm, composed, and totally stoic.

"Be calm. Will not hurt or eat you. Stay still."

He then turned his attention squarely on all the warriors eyeing him and his marvelous beauty, and fixed them all with a Look. A Look colder than a Galie, harder than Aggron, less humorous than an Dusclops mortician, and held more steel in it than an entire Steelix. Then, he pointed to each Lapis, Melly, and the fat fowl in his grip, and spoke, his voice deep, clear, and plain.

"Milotic, Manetric, and Farfetch'd are mine. Understand? Have no......quarel with you. Not a soldier, so have no reason to Fight you too. Leave us alone. Now. This is your only warning. If you do not listen......."

At this point, he motions towards Melly and Lapis. The former of which immediately begins crackling with both her own energy and that stolen from a Voltorb, and lets out a rumbling snarl as she glared daggers at her master's opponents, while the latter cooly gaze at them as the wind began to pick up around him. During this, Terra's own gaze never wavered, as he panned it across each and every soldier eyeing him and his own.

"I will make you."

Order: Attempt to Intimidate all the soldiers trying to gang up on Terra and co into leaving them the heck alone! If that does not work, here's the alternate course of actions:

- I will spend 18 XP to increase Channel to 3 for Terra, so as to increase the Accuracy Rolls for Melly + Lovely.

- Melly will began by laying down Electric Terrain (Base Accuracy would be 10D6 Dice - Pain and Actions), while Lapis continues to shield them/his master and use Twister  (Accuracy same as E.T., Damage would be 7D6 Base Damage, unless one of the soldiers are stupid enough to use a Attribute lowering Move on the Competitive fishy)nto delay and/or sweep up as many of the soldiers trying to pursue them all. If he falls at or below 10 HP, Terra will use his Max Potion on them to fully restore their HP, as the very last thing that needs to happen is them Fainting.

- At the soonest opportunity, Melly will let out a truly shocking Discharge (STR + 4 + STAB + Lightning Rod Buff + Electric Terrain = At most 12D6 Base Damage to EVERYONE in the area around Melly!!!), mainly targeted at all the soldiers trying to get at them. If Lapis goes before them, they'll use Twister once more before Terra recalls them ASAP to prevent his doggie from zapping them too. If they go after, they'll be recalled immediately. Terra will use a Energy Powder on himself if he falls to 6 HP or less from Discharge in that 'Round'.

After that, we'll see what to do from there. If they know what's good for them, they will RUN. Otherwise......zap zap zap!
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
Reply
Mika, you've not quite mastered multiple actions. You're using 3 actions, so right away you subtract 3 dice from your dice pool. Then on subsequent actions, you subtract another one.

You have 11 Canalize dice. Subtract 3, then 4, then 5. So you have 8/7/6 dice on that.

Drifloon is using 4 actions, so his dice are 7/6/5/4.



Alolan Marowak Round 1

Wide Guard 1
(3)(5)(6)(2)(2)(2) (5)(3)
Nathan's team was protected!

Hydro Pump 1
(6)(4)(1)(4)(1)(2)
(5)(2)(5)(6)(5)(4) (1)(2) Marowak takes 6 dmg 1/7hp -3 pain


That blast was enough to spin Marowak around and make him slow down to the back of the party.

Shadow Ball 1 on Starmie
4 Dex + 5 Fight + 4 Canalize -3 actions = 10d6
(5)(6)(1)(4)(5)(4) (4)(1)(6)(1) Critical hit
6* Str + 3 power + 1 stab -3 vit +2 crit -3 Wide Guard = 6d6+1
(5)(2)(2)(4)(1)(2) Starmie takes 3 dmg -1 pain
CD: (2)

Confuse Ray 1
(2)(1)(4)(6)(6)(1) (3)(1)
Marowak A became confused. He still has 1/7hp and -3 pain.

Gust 1
(2)(4)(2)(4)(1)(1) (4)
6 damage dice -3 vit = 3d6
(6)(4)(1) Marowak B takes 2 dmg 5/7hp -1 pain

The wounded Marowak puts a curse on Starmie! The mysterious attack is unaffected by Herolune's defense of the party.
Endeavor 1
(4)(3)(5)(6) Starmie takes 3 dmg 1/7hp -3 pain

Potion used. Starmie is now at 5/7hp -1 pain.

These Cubone don't have many attacks that can harm you through Wide Guard, Levitate, Ghost type, and Flying type.
One Flings a Bone Club, which Herolune snatches out of the air before it can hit Nubi.
The rest throw Bonemarangs underneath or pass right through the ghosts.

Wide Guard 2
(1)(5)(6)(2)(6)
Nathan's team is protected!

Hydro Pump 2
(2)(2)(4)(2)
(6)(5)(4)(4)(2)(5) (3)(4) Marowak C faints.

Shadow Ball 2 on Starmie
(3)(4)(1)(4)(4)(3) (1)(3)(4)
10* dmg dice, -3 vit, -3 wide guard
(6)(5)(3)(1) Starmie takes 3 dmg 2/7hp\
CD: (1)

Hex 2
(3)(2)(1)(3)(3)(6) (4)
(4)(1)(2) Marowak A faints.

Gust 2
(5)(1)(2)(6)(4)(1)
(6)(4)(5) Marowak B takes 3 dmg 2/7hp -2 pain

Another curse flies out from the wedge.

Endeavor 2 on Herolune
(6)(5)(5)(1)
(2)(5)(4)(5)(4) Herolune takes 4 dmg

That's it, that's all they can hurt you with even if they crit.

Bubble Beam 3
(4)(6)(3)(3)
(6)(4)(5)(5)(5)(4) Marowak B faints and is washed into the ditch.

Drain Punch 3
(3)(5)(4)(4)
(6)(1)(6)(6)(3) Marowak D takes 3 dmg 4/7hp -1 pain.
Herolune gains 1 hp so he's down 3hp now.

Alolan Marowak has reached Drifloon and is running around and around, until suddenly he cartwheels right up into the balloon Pokemon.
Flame Wheel 3
(5)(3)(5)(6)(1)(3) (6)
(5)(4)(3)(2) Drifloon takes 2 dmg -1 pain
CD: (3)

Hex 3
(4)(2)(3)(3)(3)(4)
(4) Marowak D takes 1 dmg 3/7hp -2 pain.

Ominous Wind 3
(3)(1)(3)(6)
(5)(6)(4) Marowak D faints.

Marowak E can't harm you, but seeing its four fainted compatriots it begins keening a ballad to mourn the fallen.

Perish Song 3
(5)(1)(4)

This will affect Marowak E, Starmie, Herolune, the two ghosts, and Alolan Marowak, who begins fighting all the harder, like a berserker surrounded by hopeless numbers. It doesn't work on humans under normal circumstances.

You can also tell that some of the warriors heard the song - not enough to be affected, but they look very uncomfortable and keep shooting glances at your part of the battle and shifting their mounts as far away as they can. They've probably seen this happen before - and now you know why they don't try to drive away the Marowak who always follow them.

Bubble Beam 4
(3)(6)(6)
(5)(4)(4)(4)(1)(1) Marowak E takes 4 dmg 3/7hp -2 pain
CD: (3)

Drain Punch 4
(3)(1)(6)(5)
(4)(3)(6)(5)(6) Marowak E faints as Herolune drains his vitality, restoring 2 hp. His wounds are almost all healed, or faded to bruises and scratches.

From here, we'll leave it up to Spira, for only the Fire/Ghost Marowak is conscious!

Current project:
http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."
Reply
The best part about Ditto healing himself with Drain Punch?  He also has Nathan's Leftovers, which restores 1 more HP at the end of the Round.  Ditto is now fully healed.

Starmie doesn't have any Leftovers, but it has Recover!  Using it will have to wait until after the battle is over, though.

Nathan backs off a little from the battle, as Spira requested, and takes a breather.  If he has a good opportunity to do so without it being noticed, he'll recall Ditto and Starmie to clear the effects of the Perish Song.
Reply
(10-17-2018, 10:34 AM)Iron Wrote: Mika, you've not quite mastered multiple actions. You're using 3 actions, so right away you subtract 3 dice from your dice pool. Then on subsequent actions, you subtract another one.

You have 11 Canalize dice. Subtract 3, then 4, then 5. So you have 8/7/6 dice on that.

Drifloon is using 4 actions, so his dice are 7/6/5/4.



Alolan Marowak Round 1

Wide Guard 1
(3)(5)(6)(2)(2)(2) (5)(3)
Nathan's team was protected!

Hydro Pump 1
(6)(4)(1)(4)(1)(2)
(5)(2)(5)(6)(5)(4) (1)(2) Marowak takes 6 dmg 1/7hp -3 pain


That blast was enough to spin Marowak around and make him slow down to the back of the party.

Shadow Ball 1 on Starmie
4 Dex + 5 Fight + 4 Canalize -3 actions = 10d6
(5)(6)(1)(4)(5)(4) (4)(1)(6)(1) Critical hit
6* Str + 3 power + 1 stab -3 vit +2 crit -3 Wide Guard = 6d6+1
(5)(2)(2)(4)(1)(2) Starmie takes 3 dmg -1 pain
CD: (2)

Confuse Ray 1
(2)(1)(4)(6)(6)(1) (3)(1)
Marowak A became confused. He still has 1/7hp and -3 pain.

Gust 1
(2)(4)(2)(4)(1)(1) (4)
6 damage dice -3 vit = 3d6
(6)(4)(1) Marowak B takes 2 dmg  5/7hp -1 pain

The wounded Marowak puts a curse on Starmie! The mysterious attack is unaffected by Herolune's defense of the party.
Endeavor 1
(4)(3)(5)(6) Starmie takes 3 dmg 1/7hp -3 pain

Potion used. Starmie is now at 5/7hp -1 pain.

These Cubone don't have many attacks that can harm you through Wide Guard, Levitate, Ghost type, and Flying type.
One Flings a Bone Club, which Herolune snatches out of the air before it can hit Nubi.
The rest throw Bonemarangs underneath or pass right through the ghosts.

Wide Guard 2
(1)(5)(6)(2)(6)
Nathan's team is protected!

Hydro Pump 2
(2)(2)(4)(2)
(6)(5)(4)(4)(2)(5) (3)(4) Marowak C faints.

Shadow Ball 2 on Starmie
(3)(4)(1)(4)(4)(3) (1)(3)(4)
10* dmg dice, -3 vit, -3 wide guard
(6)(5)(3)(1) Starmie takes 3 dmg 2/7hp\
CD: (1)

Hex 2
(3)(2)(1)(3)(3)(6) (4)
(4)(1)(2) Marowak A faints.

Gust 2
(5)(1)(2)(6)(4)(1)
(6)(4)(5) Marowak B takes 3 dmg 2/7hp -2 pain

Another curse flies out from the wedge.

Endeavor 2 on Herolune
(6)(5)(5)(1)
(2)(5)(4)(5)(4) Herolune takes 4 dmg

That's it, that's all they can hurt you with even if they crit.

Bubble Beam 3
(4)(6)(3)(3)
(6)(4)(5)(5)(5)(4) Marowak B faints and is washed into the ditch.

Drain Punch 3
(3)(5)(4)(4)
(6)(1)(6)(6)(3) Marowak D takes 3 dmg 4/7hp -1 pain.
Herolune gains 1 hp so he's down 3hp now.

Alolan Marowak has reached Drifloon and is running around and around, until suddenly he cartwheels right up into the balloon Pokemon.
Flame Wheel 3
(5)(3)(5)(6)(1)(3) (6)
(5)(4)(3)(2) Drifloon takes 2 dmg -1 pain
CD: (3)

Hex 3
(4)(2)(3)(3)(3)(4)
(4) Marowak D takes 1 dmg 3/7hp -2 pain.

Ominous Wind 3
(3)(1)(3)(6)
(5)(6)(4) Marowak D faints.

Marowak E can't harm you, but seeing its four fainted compatriots it begins keening a ballad to mourn the fallen.

Perish Song 3
(5)(1)(4)

This will affect Marowak E, Starmie, Herolune, the two ghosts, and Alolan Marowak, who begins fighting all the harder, like a berserker surrounded by hopeless numbers. It doesn't work on humans under normal circumstances.

You can also tell that some of the warriors heard the song - not enough to be affected, but they look very uncomfortable and keep shooting glances at your part of the battle and shifting their mounts as far away as they can. They've probably seen this happen before - and now you know why they don't try to drive away the Marowak who always follow them.

Bubble Beam 4
(3)(6)(6)
(5)(4)(4)(4)(1)(1) Marowak E takes 4 dmg 3/7hp -2 pain
CD: (3)

Drain Punch 4
(3)(1)(6)(5)
(4)(3)(6)(5)(6) Marowak E faints as Herolune drains his vitality, restoring 2 hp. His wounds are almost all healed, or faded to bruises and scratches.

From here, we'll leave it up to Spira, for only the Fire/Ghost Marowak is conscious!


(So subtract total actions from the first accuracy dice pool then 1 more dice from each one after that?)

"Come back Nubi and Luna!"

"Go Toya" Toya is exerting his pressure (A-Marowak's Will is halved, rounded down)

Spira then throws a pokeball at the A-Marowak as hard as he can (Spending 1 Will to add a success, if it's not too much for my character to handle, and if it's possible)
[Image: 7V2sBYC.png]
Reply


Hitmonlee Round 1

Ingrain 1
(4)(3)(2)(1)(1)

Hitmonlee sweeps a stretchy leg right under Trevenant's roots, and the move fails to connect.
Then he sweeps it upward and it lights ablaze, scorching the roots that were supposed to heal Viktor.

Blaze Kick 1
5 Dex + 5 Fight + 5 Brawl -5 actions
(1)(4)(2)(6)(5)(4) (4)(6)(1)(6) Critical hit.
7* Str + 3 power -4 vit +2 crit = 8d6+1
(5)(2)(3)(6)(4)(3) (6)(1) Viktor takes 5 dmg 4/9hp -2 pain
CD: (3)(6) Trevenant was burned 2. He becomes wreathed in flames! (Hitmonlee's Ability removes all lethality from the Burn, but leaves the other effects)
A Potion heals him to 8/9hp.

Defense Curl 1
(3)(1)(5)(6)(2)(2)
+1 Def for Atlas

Phantom Force 2 - charging

Thief 2
(3)(3)(3)(5)(5)(3) (3)(3)(6)
7* Str + 2 power -5* vit = 4d6+1
(1)(5)(3)(2) Atlas takes 2 dmg 5/7hp -1 pain.
Hitmonlee steals the Lucky Egg! Awww yeah, this is a treasure! Hitmonlee prepares to give himself another dot as soon as he gets out of this battle.

Shadow Punch 2
(5)(2)(4)(1)
(3)(5)(5) Hitmonlee takes 2 dmg 7/9hp -1 pain. Hitmonlee glares - now he will have to count coup with a red dot to show he was wounded while stealing the Lucky Egg.

Phantom Force 3
(6)(3)(6)(4)(4) = 4 successes
Evasion 3
(6)(1)(6)(4)(1) (4)(4) = 4 successes. He springs away to avoid the attack.

Shadow Punch 3
(6)(2)(2)
(1)(6)(5) Hitmonlee takes 2 dmg 5/9hp -1 pain.

Drain Punch 4
(1)(6)(1)(1) Hitmonlee easily avoids the attack.

Blaze Kick 4
(5)(4)(4)(4)(3)(1) Critical hit thanks to Blaze Kick.
(6)(2)(1)(5)(6)(3) (6)(2) Viktor takes 5 dmg 3/9hp -2 pain

Shadow Punch 4
(5)(4)
(4)(4)(4) Hitmonlee takes 2 dmg 2/9hp -2 pain

Blaze Kick 5 - held back
(2)(3)(6)(3)
(6)(5)(6)(4)(2)(2) Viktor takes 2 dmg 1/9hp -3 pain.
Hitmonlee launches a kick right at Trevenant's neck, and stops just short of lopping his upper branches clean off. Then he dances away - Heart notices that Hitmonlee has begun ignoring Trevenant now and come to focus entirely on Atlas. It's as if he's not afraid of Trevenant one bit.

Shadow Punch 5
(3)
(4)(3)(1) Hitmonlee takes 1 dmg 1/9hp

Hitmonlee bows to Heart, defeated. He hands the Lucky Egg back over, as well as a couple other treasures he's holding:
-A Life Orb
-A Spell Tag
-Everlink Armor: gives +1 Defense to a Pokemon. Can evolve any Pokemon who evolves with a Metal Coat. It's League-legal, sort of, because it's easily disguised. It can fit any Pokemon with at least 4 base HP, up to and including Steelix.

He also takes the time to douse Trevenant's flames.

Leftovers heals 1 hp for Atlas. 6/7hp. In fact, he'll heal to full HP before this skirmish is over.

Trevenant and Atlas gain 15XP. Heart gains 17XP.
Current project:
http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."
Reply
(10-17-2018, 11:03 AM)Mikaruge108 Wrote:
(10-17-2018, 10:34 AM)Iron Wrote: Mika, you've not quite mastered multiple actions. You're using 3 actions, so right away you subtract 3 dice from your dice pool. Then on subsequent actions, you subtract another one.

You have 11 Canalize dice. Subtract 3, then 4, then 5. So you have 8/7/6 dice on that.

Drifloon is using 4 actions, so his dice are 7/6/5/4.



Alolan Marowak Round 1

Wide Guard 1
(3)(5)(6)(2)(2)(2) (5)(3)
Nathan's team was protected!

Hydro Pump 1
(6)(4)(1)(4)(1)(2)
(5)(2)(5)(6)(5)(4) (1)(2) Marowak takes 6 dmg 1/7hp -3 pain


That blast was enough to spin Marowak around and make him slow down to the back of the party.

Shadow Ball 1 on Starmie
4 Dex + 5 Fight + 4 Canalize -3 actions = 10d6
(5)(6)(1)(4)(5)(4) (4)(1)(6)(1) Critical hit
6* Str + 3 power + 1 stab -3 vit +2 crit -3 Wide Guard = 6d6+1
(5)(2)(2)(4)(1)(2) Starmie takes 3 dmg -1 pain
CD: (2)

Confuse Ray 1
(2)(1)(4)(6)(6)(1) (3)(1)
Marowak A became confused. He still has 1/7hp and -3 pain.

Gust 1
(2)(4)(2)(4)(1)(1) (4)
6 damage dice -3 vit = 3d6
(6)(4)(1) Marowak B takes 2 dmg  5/7hp -1 pain

The wounded Marowak puts a curse on Starmie! The mysterious attack is unaffected by Herolune's defense of the party.
Endeavor 1
(4)(3)(5)(6) Starmie takes 3 dmg 1/7hp -3 pain

Potion used. Starmie is now at 5/7hp -1 pain.

These Cubone don't have many attacks that can harm you through Wide Guard, Levitate, Ghost type, and Flying type.
One Flings a Bone Club, which Herolune snatches out of the air before it can hit Nubi.
The rest throw Bonemarangs underneath or pass right through the ghosts.

Wide Guard 2
(1)(5)(6)(2)(6)
Nathan's team is protected!

Hydro Pump 2
(2)(2)(4)(2)
(6)(5)(4)(4)(2)(5) (3)(4) Marowak C faints.

Shadow Ball 2 on Starmie
(3)(4)(1)(4)(4)(3) (1)(3)(4)
10* dmg dice, -3 vit, -3 wide guard
(6)(5)(3)(1) Starmie takes 3 dmg 2/7hp\
CD: (1)

Hex 2
(3)(2)(1)(3)(3)(6) (4)
(4)(1)(2) Marowak A faints.

Gust 2
(5)(1)(2)(6)(4)(1)
(6)(4)(5) Marowak B takes 3 dmg 2/7hp -2 pain

Another curse flies out from the wedge.

Endeavor 2 on Herolune
(6)(5)(5)(1)
(2)(5)(4)(5)(4) Herolune takes 4 dmg

That's it, that's all they can hurt you with even if they crit.

Bubble Beam 3
(4)(6)(3)(3)
(6)(4)(5)(5)(5)(4) Marowak B faints and is washed into the ditch.

Drain Punch 3
(3)(5)(4)(4)
(6)(1)(6)(6)(3) Marowak D takes 3 dmg 4/7hp -1 pain.
Herolune gains 1 hp so he's down 3hp now.

Alolan Marowak has reached Drifloon and is running around and around, until suddenly he cartwheels right up into the balloon Pokemon.
Flame Wheel 3
(5)(3)(5)(6)(1)(3) (6)
(5)(4)(3)(2) Drifloon takes 2 dmg -1 pain
CD: (3)

Hex 3
(4)(2)(3)(3)(3)(4)
(4) Marowak D takes 1 dmg 3/7hp -2 pain.

Ominous Wind 3
(3)(1)(3)(6)
(5)(6)(4) Marowak D faints.

Marowak E can't harm you, but seeing its four fainted compatriots it begins keening a ballad to mourn the fallen.

Perish Song 3
(5)(1)(4)

This will affect Marowak E, Starmie, Herolune, the two ghosts, and Alolan Marowak, who begins fighting all the harder, like a berserker surrounded by hopeless numbers. It doesn't work on humans under normal circumstances.

You can also tell that some of the warriors heard the song - not enough to be affected, but they look very uncomfortable and keep shooting glances at your part of the battle and shifting their mounts as far away as they can. They've probably seen this happen before - and now you know why they don't try to drive away the Marowak who always follow them.

Bubble Beam 4
(3)(6)(6)
(5)(4)(4)(4)(1)(1) Marowak E takes 4 dmg 3/7hp -2 pain
CD: (3)

Drain Punch 4
(3)(1)(6)(5)
(4)(3)(6)(5)(6) Marowak E faints as Herolune drains his vitality, restoring 2 hp. His wounds are almost all healed, or faded to bruises and scratches.

From here, we'll leave it up to Spira, for only the Fire/Ghost Marowak is conscious!


(So subtract total actions from the first accuracy dice pool then 1 more dice from each one after that?)

"Come back Nubi and Luna!"

"Go Toya" Toya is exerting his pressure (A-Marowak's Will is halved, rounded down)

Spira then throws a pokeball at the A-Marowak as hard as he can (Spending 1 Will to add a success, if it's not too much for my character to handle, and if it's possible)

(Correct!)

You can actually throw a Pokeball during the previous round - I'll count that first, then you can do another for this round after you submit orders.

Pokeball seal strength: (1)(6)
Marowak's Will: (6)(3)(2)(3)(2)(1) (5)(2)(2)(5)

Marowak shatters that Pokeball; please delete it from inventory. His fires are still high. It will be almost impossible to catch him in a normal Pokeball at this point.


I'd say Nathan is far enough away to recall those Pokemon without attracting attention.
Current project:
http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."
Reply
(10-17-2018, 11:09 AM)Iron Wrote:
(10-17-2018, 11:03 AM)Mikaruge108 Wrote:
(10-17-2018, 10:34 AM)Iron Wrote:



"Toya! use Shadow Punch, then use Thunder punch on Marowak!"

Shadow Punch:

Accuracy: Dex+Fight+Brawl-2 Actions=11D6
Damage: Strength+2+STAB=6D6
Notes: Never fail

Thunder Punch:
Accuracy: Dex+Fight+Brawl-2 Actions=10D6
Damage: Strength+3= 6D6
notes: 1CD to paralyze

Mechanics: If Marowak has less than 1/3 of its health left (rounded down) or paralyzed Spira will throw another Pokeball.
[Image: 7V2sBYC.png]
Reply


"Your speech is strange but your fair words I understand. I am Hyksos. I shall the death blow withhold, and you to the tender mercies of many Mudsdale hooves I shall leave! Your weapons and magic crystals I shall take to increase the wealth of the Western Plains! Our lands you shall not oppress while breath I draw!"

Mudsdale won't actually make a purposeful attack without explicit orders from a rider, so you don't need to defeat him unless you want to.

Eastern Plains Round 1

Charm 1
(1)(6)(3)(2)(4)
-2 offense for Spheal

Aurora Beam 1
4 Dex + 4 Fight + 4 -4 actions = 8d6
(4)(1)(6)(6)(1)(6) (6)(5) Critical hit
2* Str + 2 power + 1 stab +2 crit -4 vit = 3d6+1
(1)(2)(3) Togekiss takes 1 dmg
CD: (4)

Bide 1
(6)(6)(5)(6)(3)(3)


Air Slash 2
(5)(6)(5)(6)(6)(3) Critical hit
(5)(5)(2)(4)(4) Spheal takes 4 dmg 3/7hp -2 pain
CD: (1)(5)(1)(2)(2)

Aurora Beam 2
(5)(2)(2)(1)(2)
(3) Togekiss takes 1 dmg -1 pain
CD: (6) -1 Str for Togekiss

Air Slash 3
(1)(3)(3)(5)
(1)(5) Spheal takes 1 dmg 2/7hp -2 pain
CD: (2)(3)(4)(4)(4)

Blizzard 3
(4)
2* str + 5 power +1 stab -4 vit = 4d6+1
(1)(3)(5)(2) Raphael takes 2 dmg 4 dmg total
CD: (1)

Aura Sphere 4
(3)(4)(1)
(5) Spheal takes 2 dmg and faints.

"A flying Pokemon my blade does not seek. Elsewhere I ride, a true melee to seek!"

She rides off, recalling Spheal back into an Apricorn. Your mount/Raphael are faster, so you can pursue her with ease if you want.

This is enough to earn heroic XP.

Current project:
http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."
Reply


Intimidate: (2)(4)(4)(1)(6)(2) (5)(6)(2)(1)(2)(6) (4) = 6 successes
Will: (1)(5)(3)(6)(6)(3) (6)(3)

"By Cobalion! A Charizard it is not. No lowly Farfetch'd so much effort is worth. But Milotic...if this serpent in a few blows could be leveled, then our time it would be worth. Ah well. Only one more Voltorb have I."

The soldiers ride off, sending covetous glances back at where Milotic was.

Terra gains 10XP, as do Milotic and Melly. +2 XP for Heroism for Terra!

Current project:
http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."
Reply


Forum Jump:


Users browsing this thread: 99 Guest(s)