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[Game thread] Skull Ruins Pokerole
(12-17-2018, 02:00 PM)Lord Windos Wrote: (Can't use Items in Mellow Mel Battle, Mika. That means either keeping Dusknoir out and dealing with the Sleep, or switch them out into something that can screw over Quagsire better)

Forgot I made that rule, so let me delete the Potion use.

But yes, @Mikarauge108 , Dusknoir will fall asleep at the beginning of the round 2. Just making sure you're aware.
Current project:
http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."
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Means, the Init Order's Raichu --> Ariados --> Cottonee --> Purrloin. Eeek!
Purrloin has suffered 1 Damage Point so far, she's at 6/7 HP. All others are fresh.
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Shiva visibly flinches at the sight of the poisonous Ariados; as the spider clatters even a bit with her fangs she takes a small step back, raises her hands in an initiate reaction of self-defense and keeps her gaze fixated on the creature. Given that she currently neither has Delphox nor a loyal Psychic Type with her, the natural fae enthusiast naturally feels a bit threathened by this foe! Cottonee chirps in suprise and faint nervosity as she finds herself eye-in-eye with the nasty spider, but quickly catches herself again: Jirachi's Blessing's with her, and she'll have the suprise effect on HER side! Purrloin hisses at both Ariados and Raichu, both are a bit too big to make suitable prey.

Her Starter's eager and confidence soon rubs off on Shiva herself, a clearing headshake later she's ready to give commands in a clear voice. "Alright, you two... Ariados' dangerous, so please concentrate on this spider at first! Take care of Raichu, you see how it's radiating electricity? Purrloin, we need all the help we can get, even from a cat - then, slash the spider at the first opportunity! Cottonee, dearest one..." A sly smile forms on Shiva's expression. "Display your suprise move to us~" ( ÒωÓ)و☆



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For 6xp, Purrloin learns a new skill: How to call for help from her current teammates, how to accept the aid of the one who answers the call first, how to channel the energy of that one into one of their moves: Assist is learnt. Meow!

Accuracy Roll Assist 1 on Ariados: 4 Dext + 2 Fight + 3 Perform - 3 Actions = 6d6
Damage Roll: Depends.
Additional notes: GM rolls 1 dice to determine one of my party Pokemon (Quick Page is up-to-date). I'd like for Purrloin to use a good damaging move from that 'Mon that'll have at least neutral damage on Bug/Poison Type'd Ariados. If Nightshade is chosen, Growth would be cool - if Eevee, how about Tail Whip?

The move will use the Accuracy Roll of Assist. Before, I wasn't aware that there are moves Assist cannot call. (Bulbapedia)

Accuracy Roll Night Slash 2 on Ariados: 4 Dext + 2 Fight + 3 Brawl - 4 Actions = 5d6
Accuracy Roll Night Slash 3 on Ariados: 4 Dext + 2 Fight + 3 Brawl - 5 Actions = 4d6, still Crit Chance
Damage Roll: 3 Strength + 3 Power of the move + STAB = 7d6
Additional notes: Will crit with 4 rolled Successes, lethality is held back.

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Cottonee begins to glow in an ominous crimson light - the next moment, Ariados finds themselves surrounded by pitchblack and starless night.

Accuracy Roll NIGHT DAZE!! 1 on Ariados: 4 Dext + 2 Fight + 5 Channel - 1 reduced Accu - 3 Actions = 7d6
Accuracy Roll NIGHT DAZE!! 2 on Ariados: 4 Dext + 2 Fight + 5 Channel - 1 reduced Accu - 4 Actions = 6d6
Accuracy Roll NIGHT DAZE!! 3 on Ariados: 4 Dext + 2 Fight + 5 Channel - 1 reduced Accu - 5 Actions = 5d6
Damage Roll: 4*Strength thanks to Jirachi + 3 Power of the move, no STAB = 7d6
Additional notes: Has 4 CD to reduce the foe's Accuracy by 1.

The moment Ariados goes down and Cottonee still has Actions, she'll try to heal some suffered damage by Giga Drain. Same Accuracy Roll like Night Daze but WITHOUT the reduced Accu, Damage is 4*Strength + 3 Power of the move + STAB + held Miracle Seed = ...9d6, whoahw.
"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’★❤`
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Heart look to Honedge, and he look back. They both know what to do. "One way or another, one of us will fall in this final round. Show him why you are a legend! For one more time, Sacred Sword! And finally, Sneak Attack! A Blade of Justice, and a Blade of Shadows!"

Final Sword of Justice! Accuracy: Dex (5) + Fight (4) + Brawl (3) - Actions (2) - Pain (2) = 8D6
Damage: Power (3) + STR (3) + SD (2) + SE (1) = 8D6+1
Effect: Ignore foe defenses.

Sneak Attack Accuracy: Dex (5) + Survival (3) + Stealth (3) - Actions (3) - Pain (2) = 6D6
Damage: Power (2) + STR (3) + SD (2) + STAB (1) = 8D6
Effect: Priority 2.
Kogeki currently ability to active in battles: Anticipation.
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(12-17-2018, 03:07 PM)Iron Wrote:
(12-17-2018, 02:00 PM)Lord Windos Wrote: (Can't use Items in Mellow Mel Battle, Mika. That means either keeping Dusknoir out and dealing with the Sleep, or switch them out into something that can screw over Quagsire better)

Forgot I made that rule, so let me delete the Potion use.

But yes, @Mikarauge108 , Dusknoir will fall asleep at the beginning of the round 2. Just making sure you're aware.
Orders have been edited to reflect that. Ready for round 2 whenever.
[Image: 7V2sBYC.png]
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Shieldmaiden Brazen Round 1

Heal Block 1
3 Dex + 5 Fight + 5 -5 actions = 8d6
(2)(6)(6)(1)(1)(1) (6)(5)
No one can regain any HP.

Stun Spore 1
(2)(3) That's a miss. As Michael fires off his powder, Klefki releases a Bright Powder of his own! -1 acc for Michael!

Iron Defense 2 - boosted by Prankster
(5)(1)(3)(5)(4)(2) (4)
+2 Defense for Klefki, now 7.

Mach Punch 2
(2)(4)(3)(4)(6)
(2) No damage! This may be the hardest thing Breloom has ever punched! Unless he punches Bastiodon later after an Iron Defense...that would be even tougher!

Mach Punch 3
(1)(5)(4)(3)
(3) No damage again!

Play Rough 3
(3)(6)(5)(4)(5)
5 Str + 3 power +1 STAB -6 vit = 3d6+1
(4)(6)(3) Michael takes 3 dmg 7/10hp -1 pain

Mach Punch 4
(2)(6)
(4) Klefki takes 1 dmg 10/11hp.

Play Rough 4
(6)(2)(1)(1) Miss!

Play Rough 5
(2)(6)(1)
(6)(5)(5) Michael takes 4 dmg 3/10hp -2 pain

"This is Klefki. It's a trickster Pokemon I apprehended once. I trained it to use its powers against house robbers. That was ten years ago. Now it has locked up so many criminals it has acquired a reputation in its own right! Only one of these keys is its real body, but a move like Iron Defense increases the strength of each and every key! It's been awhile since Klefki has been punched so hard. I'm very very glad I used Iron Defense."

Current project:
http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."
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(12-17-2018, 03:19 PM)Mikaruge108 Wrote:
(12-17-2018, 03:07 PM)Iron Wrote:
(12-17-2018, 02:00 PM)Lord Windos Wrote: (Can't use Items in Mellow Mel Battle, Mika. That means either keeping Dusknoir out and dealing with the Sleep, or switch them out into something that can screw over Quagsire better)

Forgot I made that rule, so let me delete the Potion use.

But yes, @Mikarauge108 , Dusknoir will fall asleep at the beginning of the round 2. Just making sure you're aware.
Orders have been edited to reflect that. Ready for round 2 whenever.



Mellow Mel Round 2

Toya falls asleep!

"That's the spirit!!"

Water Gun 1
(1)(4)(2)
(4) Toya takes 1 dmg

"...Hehe, get it?"

Insight: (1)(2)(4)(5)(2) 2 successes collected, out of 5.

"Take your time, line up your shots, but try to fire off three shots before it can wake up."

Water Gun 2
(5)(4)
(1)

Water Gun 3
(2)
(1)

Quagsire stays out. Luna swaps for Dusknoir.
Initiative: (1), so Luna is going second.

Current project:
http://fringehikers.com/
Tabletop RPG PokeRole: http://pokemonuranium.co/forum/showthread.php?tid=789
"I encourage Sceptile to branch out."
Reply
(12-17-2018, 03:46 PM)Iron Wrote:

(....Its going to be one of those battles, where the dice screw me over everyone half step while its a slog, isn't it? *Sighs*.....My fun has been sapped, but the show must go on. )

The steely brawler grimaces at the blows Mikey absolutely flubbed against the now revealed Klefki, before frowning at the key ring in question. 'Heal Block is up, it has Iron Defense up. Not good for Mikey.....need to switch him out until later.'

"Hm.....Your training and bond with Klefki does show. Giving Mikey tough time with Heal Block and Iron Defense, then hurt him plenty. Smart plan.....*Inclines head* well done. Now.....it is time to change mine. Return, Mikey. Go, Lovely."

With all though and said done, Terra recalls Michael, saying "Rest, for now," to them/their Pokeball, before he tosses out his Net Ball and summons Lapis Lazuli in his place! The aquatic serpent form quickly fills the battlefield, their breath taking beauty on full display as they tower over Klefki like a menacing massive masterpiece come to life! 

"Lovely, endure and wear out Klefki, until they can't fight anymore. They are very tough and tricky, though, so beware...."

Twisting his neck back for a moment to give a confidant smile and nod to their partner, Lapis then refocused on the key bearer with a calm glare, giving it his complete and undivided attention. So this Pokemon was durable, huh? Let's see if it compares against his fortitude then....

Orders: Regardless of Initiative, this will be Lapis Lazul's Move Line up: Coil, followed by Wrap and two Water Gun, with a Will Point being spent on Wrap to ensure it lands. If Klefki uses Taunt, Start with Wrap instead, and have Three Water Guns be used. If Wrap still misses, replace any other Actions left with Wrap. If you're going to go with Anti Heal Tanking, then I have no choice but to counter with Buff Tanking of my own!

Moves:

Coil
Accuracy: DEX (2) + Fight (5) + Intimidate (4) - 1 Bright Powder - 4 Actions = 6D6 Base Dice
Effect: + 1 STR, Defense, and Accuracy!

Wrap: 11D6 Dice + 1 Accuracy - 1 Accuracy - 1 Bright Powder - 5 Actions + 1 Will Point = 5D6 + 1 Base Dice
Damage: None, since they'll resist it outright
Effect: Roll 2D6 Typeless Damage at the end of each Round.

Water Gun
Accuracy: 10D6 Dice + 1 Accuracy - 1 Bright Powder - 6/7 Actions = 4/3D6 Dice
Damage: STR + 2 + STAB + 1 Coil - Vitality (*7) = 1D6 Damage 
Effect: None

Note: If they use Metal Sound or any Move that lower Attributes, remember to activate Competitive, mate! That includes Play Rough!
Note 2: Is it actually Raining during Terra's and Brazen's battle? You mentioned half of TV was getting drenched due to the multiple Rain Dances summoned, and its buff would grant 1 Damage Dice to Water Gun, so.....
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
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(12-17-2018, 03:53 PM)Iron Wrote:
"Okay Luna, use Amnesia followed by Ominous Wind twice. Or use it once followed by Gust depending on how you feel."

conditional orders: Amnesia & Ominous Wind twice, but if the first Ominous Wind's CD succeeds, Gust is used second instead. Of course if Amnesia is not allowed under the battle rules, Astonish is used instead

Astonish:
Accuracy: Dex+Survival+Stealth-3 Actions= 3D6 (ow)
Damage: Strength+1+STAB= 5D6
Notes: 3CD Flinch

Amnesia:
Accuracy: Dex+Survival+Canalize? (I think you mentioned the substitution before, but I forgot to write it down and can't find it in the game thread)-3 Actions= 6D6?
Notes: Def+2


Ominous Wind A:
Accuracy: Dex+Fight+Canalize-3 Actions= 9D6
Damage: Special+2+STAB
Notes: 1 CD to raise all stats by one


Ominous Wind B:
Accuracy: Dex+Fight+Canalize-3 Actions= 8D6
Damage: Special+2+STAB
Notes: 1 CD to raise all stats by one

Gust:
Accuracy: Dex+Fight+Canalize-3 Actions=8D6
Damage: Special+2+STAB
Notes: none
[Image: 7V2sBYC.png]
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(12-17-2018, 01:15 PM)Iron Wrote: Camper Rudd Round 4

Megahorn 1
(6)(5)(6)(3)(2)(4) (5) It's a critical hit. The weight difference is just so extreme.
(5)(6)(4)(4)(5)(6)(2) Castform takes 6 dmg.

Rudd sighs. "Sometimes it's just not worth crawling out of my sleeping bag. Castform, Rain Dance."

Rain Dance 1
(3)(2)(4)(6)
The weather turned rainy. Half the town is under rainclouds now.

"Alright, that's really all I can do, I guess. Just...overwhelming power. Castform, return."

Castform forfeits, leaving Nathan the victor! Every time Rudd glances at your eyes, he flinches a little, but as the battle ends the effect dies down.

"So, you'll be going on Safari with this money?"

Nathan's Pokemon get 8XP each, and Nathan 12 XP.

Swiftfire prances a little more, proud of her strength, the rain steaming off of her mane and tail.  She only needed one Megahorn each to take out two pokemon!  Woohoo!  She also gains an additional 2 XP from her Lucky Egg! (also, since I only needed two pokemon to beat three, can Orthros and Swiftfire split the remaining 8 leftover XP so they both get 12 each?  Then the totals will make more sense, too.)

"When you're facing an opponent with both raw strength and powerful moves, yeah, it can kinda difficult to find time to set up offensive buffs."

When asked about whether he plans to go on safari with the prize money, Nathan responds, "Yup, that's the plan.  Might have to do another battle or two so I don't completely wipe my funds out, though...oh, hey, so, you've been in there already, right?  Out of curiosity, did you happen to see or hear about anyone seeing blue Parasect that are kinda luminous?"
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Ariados is certainly an intimidating sight, given how fast it clatters around the battlefield on its many extra-long legs. But its mandibles are actually relatively underdeveloped compared to those legs!

Frappe and Ginseng Round 2

Raichu is so full of energy he's just gotta go first and stop everyone else!

Fake Out 1 on Cottonee
(6)(2)(3)(3)(6)(2) (4)
(3) No damage, but Cottonee flinches.

Meanwhile, Ariados takes Munchlax's place as a multi-attacker. He runs around and around, stinging each of your Pokemon in turn. Starting with Purrloin.

Pin Missile 1-5
(4)(3)(5)(5)(5)(3)
(4)(2)(3)(5)(2)
(3)(4)(2)(4)
(6)(4)(6)
(5)(5)

3 hits on Purrloin, 2 on Cottonee.

(4), (1), (6) Purrloin takes 5 dmg 1/7hp -3 pain.
(6), (5) [b]Cottonee takes 2 dmg
5/7hp -1 pain.

Assist 1
(1) Purrloin runs over to Cottonee and shares a Berry secreted within her fur. Cottonee recovers from the Flinch!
Night Daze 1
(4)(2)(3)(1)
(6)(6)(1)(4) Ariados takes 3 dmg 4/7hp -1 pain.
CD: (6)(5)(2)(2)
-1 acc for Ariados

Agility 2
(1)(2)(1)(5)(5)(5)
+2 Dex for Raichu!

Do you want to withdraw Purrloin (forfeit), or let her try some more? It becomes 2v1 for this round, but Ariados has already done her thing.

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