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01-11-2019, 10:35 AM
(This post was last modified: 01-11-2019, 12:57 PM by Mikaruge108.)
(01-10-2019, 04:11 PM)Iron Wrote:
Beedrill Round 1
Toya: (6) + 6 = 12
Beedrill: (1) + 5 Dex + 5 Survival = 11
Fire Punch 1
(4)(5)(5)(2)(6)(2) (4)(4)(1)(6) Critical hit
(5)(4)(6)(6) Beedrill takes 5 dmg 4/9hp -2 pain
Burn: (6) Beedrill was burned! Remember you're required to heal this, so that will take one of your trainer actions if his HP gets close.
Pursuit 1
(1)(2)(2)(6)(3)(1) Miss
Disable 2
(5)(5)(4)(2)(5)(4) (2)(4)(5)
Pursuit was disabled!
Assurance 2
(2)(5)(4)(2)(5)
(5)(3)(1) Toya takes 2 dmg
Thunder Punch 3
(6)(4)(5)(1)(4)(1) (1)
(5)(4)(6)(4) Azurill takes 2 dmg 2/4hp -2 pain.
CD: (3)
Safari Ball 1 on Azurill
(6)(6)(5)(2) v (6)(4)
Gotcha! Azurill was caught!
0/1/0
-1 HP, +1 Dex
Thick Fat
Splash, Water Gun, Tail Whip, Water Sport, Charm, Helping Hand, Sing
Assurance 3
(5)(5)(3)(2)
(3)(6)(3) Toya takes 2 dmg
Safari Ball 2
(6)(3)(6)(3) v (3)(5)(2)(1)
Gotcha! Beedrill was caught!
0/1/2
Swarm
Fury Attack, Focus Energy, Rage, Toxic Spikes, Pursuit, Assurance, Fell Stinger
Ready for next and final Area 6 for the day?
(exp?)
Spira uses his only Burn Heal on the Beedrill and with a "No hard feelings" to it, sends both to the PC. With that, ready for the final encounter.
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(01-10-2019, 04:12 PM)Iron Wrote: If you're done with Encounters for the day, I need to hear how you're going to warm yourself and protect yourself for the night, and which Area you're camping in. You have a tent and a sleeping bag, but it'll be uncomfortable with just those tools.
Well, keeping warm hopefully shouldn't be too hard for Nathan. He brought Swiftfire for this exact reason! She's a very warm fire horse, and starting a campfire for another source of warmth is easier with a Fire type around.
As for protecting himself...that's what Calam and Grid are for. And Gallade as well to an extent. Grid can lay some webbing around the camp to hopefully act as an alarm system of sorts (as spiders are often very good at sensing vibrations in their webbing). Calam and Gallade can hopefully use their own danger sense and psychic abilities respectively to sense danger before it gets too close. If anything sets off a warning of some kind, then Nathan should be able to deal with it accordingly!
Of course, Grid needs to not be fainted for him to even help out with this in the first place. So let's fix that! One Hurtloam and a bottle of his mom's Lemonade later, and Nathan's giant spider pokemon is back at 7/8 HP!
Oh, and also: this Survival practice is actually kinda helping Nathan improve in that area, too! His Survival Skill increases to 4 for 24 exp!
As for which area Nathan is going to camp in...quick question before I get to that, but can Nathan see obvious signs of any of the other contestants camping in area 6? Or are they all in lower numbered areas because they're less dangerous?
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(01-11-2019, 10:35 AM)Mikaruge108 Wrote: (01-10-2019, 04:11 PM)Iron Wrote:
Beedrill Round 1
Toya: (6) + 6 = 12
Beedrill: (1) + 5 Dex + 5 Survival = 11
Fire Punch 1
(4)(5)(5)(2)(6)(2) (4)(4)(1)(6) Critical hit
(5)(4)(6)(6) Beedrill takes 5 dmg 4/9hp -2 pain
Burn: (6) Beedrill was burned! Remember you're required to heal this, so that will take one of your trainer actions if his HP gets close.
Pursuit 1
(1)(2)(2)(6)(3)(1) Miss
Disable 2
(5)(5)(4)(2)(5)(4) (2)(4)(5)
Pursuit was disabled!
Assurance 2
(2)(5)(4)(2)(5)
(5)(3)(1) Toya takes 2 dmg
Thunder Punch 3
(6)(4)(5)(1)(4)(1) (1)
(5)(4)(6)(4) Azurill takes 2 dmg 2/4hp -2 pain.
CD: (3)
Safari Ball 1 on Azurill
(6)(6)(5)(2) v (6)(4)
Gotcha! Azurill was caught!
0/1/0
-1 HP, +1 Dex
Thick Fat
Splash, Water Gun, Tail Whip, Water Sport, Charm, Helping Hand, Sing
Assurance 3
(5)(5)(3)(2)
(3)(6)(3) Toya takes 2 dmg
Safari Ball 2
(6)(3)(6)(3) v (3)(5)(2)(1)
Gotcha! Beedrill was caught!
0/1/2
Swarm
Fury Attack, Focus Energy, Rage, Toxic Spikes, Pursuit, Assurance, Fell Stinger
Ready for next and final Area 6 for the day?
(Base HP for the *Azurill and exp?)
Spira uses his only Burn Heal on the Beedrill and with a "No hard feelings" to it, sends both to the PC. With that, ready for the final encounter.
Azurill is normally 3HP, so now it's effectively 2HP. Toya gains 6XP, so 3XP for Spira.
Btw, you can heal a Burn using "stop drop and roll" if you're outside of combat, so go ahead and keep that Burn Heal.
Safari Zone - Spira 3
Aggro: (1)
Rarity: (1)(3)(1)(4)(2)(1)(4)(2)(6) - 8 safari successes, the rarest yet.
Off in the distance, several hundred feet away, you see a lilypad rise out of a pond and amble across the grass. Oh, it's just a Lotad, no big deal. But as the Lotad passes through the grass stalks, they are sliced away, seemingly by the edge of the lilypad. Something very odd going on there. You head off to investigate...
...and you fall deep into a sudden pit that opens up beneath you. Sand rushes into the pit and fills the gaps between you and the walls. Your legs are quickly immobilized. You feel a Pokemon nibbling on your boots. From another part of the sand, two Cacturne burst, and ready themselves to summon more entrapments.
Ambush: (3)(5)(1)(6)(6)(2)(6)(2)(5)
Alert: (2)(6)(1)(1)(5)(2)(4)(3)(3)
One Cacturne Grapples you, while the other sends roots questing through the sand, Ingraining all three of you.
Grapple 1
4 Dex + 4 Fight + 5 Brawl, so no chance of failure on a single action.
Ingrain 1
4 Dex + 5 Survival + 3 Nature
(5)(2)(4)(3)(2)(4) (5)(3)(6)(2)(2)(2)
Whatever is nibbling at your toes is too slow to get any moves this round.
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01-11-2019, 12:58 PM
(This post was last modified: 01-11-2019, 12:59 PM by Iron.)
Most contestants have gone to camp in Area 4 or lower. The disadvantage of this is that they'll have to risk passing through Area 5 again if they want to come back to 6.
Other campers: (5)
You see only one other encampment in Area 6. It's on the edge of shouting distance.
Spider Web alarms idea is a good one, take 2 XP. (Or give it to Galvantula if you prefer)
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(01-11-2019, 12:58 PM)Iron Wrote: Most contestants have gone to camp in Area 4 or lower. The disadvantage of this is that they'll have to risk passing through Area 5 again if they want to come back to 6.
Other campers: (5)
You see only one other encampment in Area 6. It's on the edge of shouting distance.
Spider Web alarms idea is a good one, take 2 XP. (Or give it to Galvantula if you prefer)
Ah, so there is someone else in Area 6? I wonder if it's Anaster or another equally bold and/or skilled trainer...?
In any case, if there is trouble, there's help nearby, Nathan has a decent plan, and he plans on sticking around Area 6 the following morning, so we'll go ahead and camp in Area 6 as well.
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01-11-2019, 01:32 PM
(This post was last modified: 01-11-2019, 01:35 PM by Mikaruge108.)
(01-11-2019, 12:56 PM)Iron Wrote:
(01-11-2019, 10:35 AM)Mikaruge108 Wrote: (01-10-2019, 04:11 PM)Iron Wrote:
Beedrill Round 1
Toya: (6) + 6 = 12
Beedrill: (1) + 5 Dex + 5 Survival = 11
Fire Punch 1
(4)(5)(5)(2)(6)(2) (4)(4)(1)(6) Critical hit
(5)(4)(6)(6) Beedrill takes 5 dmg 4/9hp -2 pain
Burn: (6) Beedrill was burned! Remember you're required to heal this, so that will take one of your trainer actions if his HP gets close.
Pursuit 1
(1)(2)(2)(6)(3)(1) Miss
Disable 2
(5)(5)(4)(2)(5)(4) (2)(4)(5)
Pursuit was disabled!
Assurance 2
(2)(5)(4)(2)(5)
(5)(3)(1) Toya takes 2 dmg
Thunder Punch 3
(6)(4)(5)(1)(4)(1) (1)
(5)(4)(6)(4) Azurill takes 2 dmg 2/4hp -2 pain.
CD: (3)
Safari Ball 1 on Azurill
(6)(6)(5)(2) v (6)(4)
Gotcha! Azurill was caught!
0/1/0
-1 HP, +1 Dex
Thick Fat
Splash, Water Gun, Tail Whip, Water Sport, Charm, Helping Hand, Sing
Assurance 3
(5)(5)(3)(2)
(3)(6)(3) Toya takes 2 dmg
Safari Ball 2
(6)(3)(6)(3) v (3)(5)(2)(1)
Gotcha! Beedrill was caught!
0/1/2
Swarm
Fury Attack, Focus Energy, Rage, Toxic Spikes, Pursuit, Assurance, Fell Stinger
Ready for next and final Area 6 for the day?
(Base HP for the *Azurill and exp?)
Spira uses his only Burn Heal on the Beedrill and with a "No hard feelings" to it, sends both to the PC. With that, ready for the final encounter.
Azurill is normally 3HP, so now it's effectively 2HP. Toya gains 6XP, so 3XP for Spira.
Btw, you can heal a Burn using "stop drop and roll" if you're outside of combat, so go ahead and keep that Burn Heal.
Safari Zone - Spira 3
Aggro: (1)
Rarity: (1)(3)(1)(4)(2)(1)(4)(2)(6) - 8 safari successes, the rarest yet.
Off in the distance, several hundred feet away, you see a lilypad rise out of a pond and amble across the grass. Oh, it's just a Lotad, no big deal. But as the Lotad passes through the grass stalks, they are sliced away, seemingly by the edge of the lilypad. Something very odd going on there. You head off to investigate...
...and you fall deep into a sudden pit that opens up beneath you. Sand rushes into the pit and fills the gaps between you and the walls. Your legs are quickly immobilized. You feel a Pokemon nibbling on your boots. From another part of the sand, two Cacturne burst, and ready themselves to summon more entrapments.
Ambush: (3)(5)(1)(6)(6)(2)(6)(2)(5)
Alert: (2)(6)(1)(1)(5)(2)(4)(3)(3)
One Cacturne Grapples you, while the other sends roots questing through the sand, Ingraining all three of you.
Grapple 1
4 Dex + 4 Fight + 5 Brawl, so no chance of failure on a single action.
Ingrain 1
4 Dex + 5 Survival + 3 Nature
(5)(2)(4)(3)(2)(4) (5)(3)(6)(2)(2)(2)
Whatever is nibbling at your toes is too slow to get any moves this round.
(I think this battle is worthy of some music)
"Gah!" Spira's quite surprised when he's caught in the sand pit. "Hida, you're up for this. Use Lava Plume twice." He also tries to kick at the Pokemon nibbling him.
Lava Plume A
Accuracy: Dex+Fight+Canalize-2 Actions= 10D6
Damage: Strength+3+STAB= 7D6
Notes: Area Attack, 3CD to Burn
Lava Plume B
Accuracy: Dex+Fight+Canalize-2 Actions= 9D6
Damage: Strength+3+STAB= 7D6
Notes: Area Attack, 3CD to Burn
Spira's Action:
Strike:
Accuracy: Dex+Fight+Brawl= 13D6
Damage: Strength+1= 4D6
Let's Force our way to a victory!
Spira will attempt to capture the Cacturn grappling him.
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(01-09-2019, 04:31 PM)Iron Wrote: (01-09-2019, 03:30 PM)Spiritmon Wrote: (01-09-2019, 02:17 PM)Iron Wrote: (01-09-2019, 01:44 PM)Spiritmon Wrote: (01-09-2019, 01:36 PM)Iron Wrote:
Heart, fainting is not allowed in the Safari Zone. Withholding is automatic. Do you want to change your orders at all?
In that case, I say to Gustav hold the strengh of the attacks enough to faint any of those Kangas and I try to throw a Ultra in Old Kanghaskan and 2 Great Ball in the Teen One. Also, instead of using Swords Dance, its gonna be another Muddy Water.
http://pokemonuranium.co/forum/showthrea...0#pid57050
http://pokemonuranium.co/forum/showthrea...6#pid57656
Read these Safari Zone rules and get back to me.
-You only have Safari Balls with you right now.
-You can only throw two Pokeballs per round.
Okay then. Muddy Water then until they have 2/3 pain penalization then going to throw 2 Safari Balls each one of those Kangas. How about it?
Kangaskhan Round 1
Muddy Water 1
(6)(1)(6)(1)(6)(1)
(4)(1)(2)(5) Both Kangaskhan take 2 dmg 9/11hp -1 pain, 7/9hp -1 pain
CD: (2)(1)(1)
Teen Kanga flies into a Rage at being drenched. Meanwhile, older Kanga flies into an OUTrage since you dared attack her child.
Rage 1
(5)(5)(2)(1)(2)(5)
4 Str + 1 power +1 stab -5 vit = 1d6
(6) Clawitzer takes 1 dmg, he's fine.
Tailwind 1
(4)(2)(2)(4)(6)(4)(1)
+2 Dex for both Heart's Pokemon. This moves Onix up in the init order.
Outrage 1 on (1) Clawitzer.
(1)(6)(2)(3)(2)(1)(5)
6 Str + 5 power -5 vit.
(3)(1)(5)(5)(3)(3) Clawitzer takes 2 dmg -1 pain. 6/9hp
Kangaskhan leaves a trail of destruction.
Muddy Water 2
(4)(6)(6)(6)(4)(1) Critical hit
(4)(2)(5)(4)(2)(4) Kangaskhan take 4 dmg 5/11hp -2 pain 3/9hp -2 pain.
CD: (4)(2)(1)
Safari Ball 1
(5)(3)(6)(6) v 9 will -2 pain = 7d6
(3)(5)(1)(6)(5)(5)(5) That ball breaks, so Heart tries again.
(4)(1)(5)(3) v (3)(1)(2)(3)(4)(1) (1)
Gotcha! Kangaskhan was caught!
0/1/2
Scrappy
Comet Punch, Leer, Fake Out, Mega Punch, Crunch, Outrage
(01-10-2019, 03:02 PM)Iron Wrote:
Safari Ball 1 on the younger Kanga.
(5)(3)(6)(4) v (3)(1)(1)(3)(5)(6)(4)
Gotcha! Kangaskhan was caught!
0/1/2
Base HP is 5 instead of 7 until it grows up.
Comet Punch, Fake out, Crunch, Rage, Bite, Endure, Chip Away.
(01-10-2019, 04:12 PM)Iron Wrote: If you're done with Encounters for the day, I need to hear how you're going to warm yourself and protect yourself for the night, and which Area you're camping in. You have a tent and a sleeping bag, but it'll be uncomfortable with just those tools. Heart pick up the two Pokeballs of Kangaskan and quick send them to the PC. He still need three more pokemons to add to the competition. As a preparation to make a better protection, he release Rose and Heracross to guard the place for today. Both of them is very strong, including Rose who have quite a lot of both Range and Close moves capable of deal a lot of damage against Normal and Grass types. Not to mentioned her strong Thunder Punch to deal against her weakness with Flying and Water Pokemon. Her only problem would be perhaps Ghost, Psychic and Ground, but its not big deal.
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Hida: (6) + 7 = 13
Cacturne: (3) + 9 = 12
Toenibbler: (2) + 1 Dex + 5 survival = 9
Cacturne Trap Round 1
Lava Plume 1
(3)(4)(4)(5)(3)(3) (3)(5)(2)(1)
(6)(5)(5) Both Cacturne take 4 dmg 4/8hp -2 pain
Burn: (2)(4)(6)
The Cacturne were burned!
Safari Ball 1
(1)(6)(2)(2) v (2)(5)(6)(4)(2) The ball breaks. Those Ingrained roots make it almost impossible to suck the Pokemon up. If it weren't sand, it'd be even harder.
Payback 1
(1)(2)(4)(5)(5)(6) (4)(5)(6)
5 Str + 4* power +1 stab -5 vit +2 crit = 7d6
(5)(4)(5)(4)(1)(1)(6) Hida takes 4 dmg 6/10hp -1 pain
Flame body not relevant
Sandstorm 1
(6)(2)(2)(1)(2)(4) (3)(5)(5)
A sandstorm brewed! It doesn't hurt Hida, Cacturne, or the nibbler, but it will harm Spira!
Crunch 1
(4)(5)(1)(5)(6)
(4) Spira takes 1 lethal dmg as a viselike pair of jaws beneath the sand finds flesh.
Spira kicks out against it.
Strike 2
(1)(1)(4)(6)(2)(3)(3)(5)(6)
Your foot connects, but the nibbler has too much cover relative to you. Takes no damage.
Sucker Punch 2
(6)(6)(3)(3)(3)(1)(6)(6)
(4) Hida takes 1 dmg 5/10hp -2 pain
Lava Plume 2, held back
(4)(3)(4)(1)(6)(1)
(4)(4)(6) Cacturne take 2 dmg 2/8hp -2 pain, but they aren't letting go!
Absorb 2 on Spira
(6)(6)(3)(4)(2)(1)(5)
(5)(1)(2) Spira takes 1 dmg
That Cacturne, the Ingrained one, heals 1 hp 3/8hp -2 pain.
Crunch 2
(1)(5)(4)(1)
(5) Spira takes 1 lethal dmg
Safari Ball 3
(5)(5)(3)(2) v (1)(6)(3)(3)(3) Gotcha! Cacturne A was caught!
Payback 3
(6)(6)(1)(1)(2)(4)
(6)(4)(1) Hida takes 2 dmg. 3/10hp. That Sandstorm is the only reason Hida is alive lol.
Burn: (2)(1) Cacturne B takes 1 dmg but heals it with Ingrain 3/8hp -2 pain
Spira takes 1 dmg from Sandstorm
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Heart also make the pyre to make the egg warm. And use Rose flame to warm himself too @ Iron
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01-12-2019, 10:37 AM
(This post was last modified: 01-12-2019, 11:03 AM by Mikaruge108.)
(01-11-2019, 07:03 PM)Iron Wrote:
Hida: (6) + 7 = 13
Cacturne: (3) + 9 = 12
Toenibbler: (2) + 1 Dex + 5 survival = 9
Cacturne Trap Round 1
Lava Plume 1
(3)(4)(4)(5)(3)(3) (3)(5)(2)(1)
(6)(5)(5) Both Cacturne take 4 dmg 4/8hp -2 pain
Burn: (2)(4)(6)
The Cacturne were burned!
Safari Ball 1
(1)(6)(2)(2) v (2)(5)(6)(4)(2) The ball breaks. Those Ingrained roots make it almost impossible to suck the Pokemon up. If it weren't sand, it'd be even harder.
Payback 1
(1)(2)(4)(5)(5)(6) (4)(5)(6)
5 Str + 4* power +1 stab -5 vit +2 crit = 7d6
(5)(4)(5)(4)(1)(1)(6) Hida takes 4 dmg 6/10hp -1 pain
Flame body not relevant
Sandstorm 1
(6)(2)(2)(1)(2)(4) (3)(5)(5)
A sandstorm brewed! It doesn't hurt Hida, Cacturne, or the nibbler, but it will harm Spira!
Crunch 1
(4)(5)(1)(5)(6)
(4) Spira takes 1 lethal dmg as a viselike pair of jaws beneath the sand finds flesh.
Spira kicks out against it.
Strike 2
(1)(1)(4)(6)(2)(3)(3)(5)(6)
Your foot connects, but the nibbler has too much cover relative to you. Takes no damage.
Sucker Punch 2
(6)(6)(3)(3)(3)(1)(6)(6)
(4) Hida takes 1 dmg 5/10hp -2 pain
Lava Plume 2, held back
(4)(3)(4)(1)(6)(1)
(4)(4)(6) Cacturne take 2 dmg 2/8hp -2 pain, but they aren't letting go!
Absorb 2 on Spira
(6)(6)(3)(4)(2)(1)(5)
(5)(1)(2) Spira takes 1 dmg
That Cacturne, the Ingrained one, heals 1 hp 3/8hp -2 pain.
Crunch 2
(1)(5)(4)(1)
(5) Spira takes 1 lethal dmg
Safari Ball 3
(5)(5)(3)(2) v (1)(6)(3)(3)(3) Gotcha! Cacturne A was caught!
Payback 3
(6)(6)(1)(1)(2)(4)
(6)(4)(1) Hida takes 2 dmg. 3/10hp. That Sandstorm is the only reason Hida is alive lol.
Burn: (2)(1) Cacturne B takes 1 dmg but heals it with Ingrain 3/8hp -2 pain
Spira takes 1 dmg from Sandstorm
(I'm assuming Cacturn "A" is the one I said he'd try to catch)
"Well now that I'm free of that, time to deal with the other and this nibbler," Though he hasn't personally seen them, considering the sand pit and nibbling, Spira is fairly certain the Pokemon latched onto his boot is a Trapinch! "Okay Hida, Use an Ember on the Cacturn left." He then switches out Hida for Toya. "Toya! Aim for the ground beneath me and use Ice Punch on that Pokemon biting me!"
Ember
Accuracy: Dex+Fight+Canalize= 12D6
Damage Strength+2+STAB= 6D6
Notes: 1CD for burn
Spira ain't catching this Cactuar Cacturne though. Whatever way he can deal with it w/o breaking Safari Cup rules is what he'll do.
Ice Punch
Accuracy: Dex+Fight+Brawl= 13D6
Damage: Strength+3= 6D6
Notes: 1CD for freezing
If Spira is able to fish that Pokemon outta the sand, he'll catch it.
(Kinda obvious but Spira uses/used Hida to keep warm overnight)
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