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01-15-2019, 08:23 PM
(This post was last modified: 01-15-2019, 08:26 PM by Lord Windos.)
(01-15-2019, 07:55 PM)Iron Wrote:
Michael: (6)
Mutant Octillery: (3) + 5 Dex + 4 Survival = 12
Duskull: (2)
Mutant Octillery Round 1
Spore 1
(4)(6)(1)(3)(4)(5)(3)
Goodnight, Octillery....'s first head. To Terra's surprise, the other head swivels around and starts firing while the first one dozes! SURPRISE!
Rock Blast 1
(3)(5)(1)(3)(4)(6) (1)(1)(4)
(4)(5)(6)(3)(3)(3) (6)(6) Critical hit
(2)(5)(6)(5)(2)(4) (2)
(1)(5)(4)(2)(3)(6)
(5)(4)(3)(6)(6) Hit five times!
6 Str + 1 power +1 Hard Stone = 2d6-1
(1)(6)
(5)(5)(2)(1)(3)
(6)(3)
(5)(3)
(4)(6)
The awakened Octillery fires a BARRAGE of stones from its mouth right at Michael. The fighting shroom smacks the first one aside; the second one throws his cap back. From then on he lifts his forearms and deflects or punches each of the rocks in turn! Only a few splinters reach him.
Michael takes 2 dmg 8/10hp -1 pain
Duskull cottons onto that plan. Let's see if he messes it up or if he helps.
(2) v (1)(3)(3) I guess he'll assist. He likes the idea of status effects, and he's definitely impressed with Michael's survival.
Confuse Ray 1
(2)(6)(5)(2)(3)(1)
Octillery became confused!
(5) v (1)(3)(3)
Shadow Sneak 2
(1)(4)
(4)(5)(5) Octillery takes 3 dmg 15/18hp -1 pain
Thinking quickly, Michael moves to paralyze the other head.
Spore 2
(3)(1)(6)(2)(3)
Octillery fell asleep some more.
Insight checks 2: (5)(6)(1)
Stun Spore 3
(5)
Octillery was paralyzed. This works on the entire beast as one, because it affects the limbic system more directly. However, if you wanted an extra status, you could also Paralyze the other half. The Will penalty would increase but the Dex penalty would not.
Safari Ball 1
12 Will - Sleep - Sleep - Paralyze -1 pain = 8d6
(4)(3)(5)(1) v (2)(5)(1)(6)(3)(6)(6)(6) The Ball bounces right off and sinks down forever.
Disobedience: (3) v (3)(4)(2) Duskull loafs around 3.
Insight 3: (5)(3)(1) 3 successes collected
Disobedience: (3) v (4)(5)(1) Duskull collects some of the Rock Blasted rocks and makes a little cairn. It reminds him of his home in the graveyard...
That's his 4th and final action.
Insight 4: (5)(2)(1) 4 successes collected.
Poison Heal
(Truth be told, I actually expected Mutant Octillery's other head would stay awake, but I do appreciate the added difficulty and surprise none the less!)
As mentioned, Terra was NOT expecting the tentacled kaiju's other head to remain Alert, but that surprise was overriden by how impressed he was that Michael weathered the worst of its ruinous Rock Blast, of which they eagerly shared his sentiment. His Fighting type may be a hindrance for the mushroom of champions at times, but in this case it was Solid as Rock! ORAH!
Duskull's Disobedience in the later half of the Round actually didn't bother the sagely monk much, since they DID assist in the beginning and was told they could do whatever. Can't really blame or get mad at the ghost in that case, as that be plain unfair.
Overall, his partners had managed to nicely subdue the Double Octo without much fuss or difficulty for a moment, which brought no small amount of relief and satisfaction to him.
Still, he was not one to take threats lightly or approve of his partners doing that too, so he hedged his bets in his next set of orders.
"Michael, Paralyze other Head, then be ready to keep putting them to Sleep. Duskull, can you.......place a Curse on giant octopus? Only asking for that, and will heal you if you get hurt, so......please?"
Orders: Stun Spore on the other head, then Michael will be ready to put Head No 1/Head No to sleep if they wake up; otherwise, he'll use Facade on the beast. 3 Actions Total, Accuracy Rolls (Without Pain) on Stun Spore should be 4D6, 6/5D6 for Spore (again without Pain), and 7/6D6 for Facade (without Pain for a third time!). Terra's politely asking Duskull to Curse Mutant Octillery and promising immediate healthcare if necessary, but otherwise they can really do whatever. Curse should use Channel, so its dice Pool should be 10D6.
Once Octillery has been Thoroughly Status (Both Heads Asleep/Paralyzed, Confused, and Cursed) and its at - 2 Pain, Terra will resume throwing Safari Balls. That thing has mondo Will Power, so I want to deflate it a bit before I risk anymore balls on it!
May the heroes prevail against this duel threat terror!
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!
 Phantom is my OTP~
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01-15-2019, 08:55 PM
(This post was last modified: 01-15-2019, 10:59 PM by Dragonstrike.)
(01-15-2019, 08:20 PM)Iron Wrote: You've already laid the groundwork for this proposition, and Marill is not a grumpy (or well-traveled) Pokemon, so this already has a good chance to work.
(2)(5)(3)(6)(2)(5) v (5)(6)(4)(1)
Marill shies away a bit at the mention of so much hard work.
"Ah, that's no way to go through life if ya ask me. If you shy away from hard work all the time, you'll never get stronger. A little hard work isn't so bad, in my opinion. And there'll be plenty of opportunities to take breaks from the hard stuff and relax, too. Let me give ya some examples of hard work paying off, though." Nathan briefly indicates Gallade. "My best friend there? He only knew Growl and was an unevolved Ralts for an entire year. A few months of practice and training later, though, and now he knows all sorts of strong and impressive attacks. It might not have been easy, but I'd say the result was more than worth it. Right, Gallade?"
Gallade nods, obviously. He much prefers this to being an almost helpless little Ralts.
Nathan then turns back to Marill. "There was also a little Azurill I saved from floating helplessly down a river once. She was a timid little thing. Now, though? Now she's a big, strong, much more confident Azumarill. It took a lot of love, care, and effort, but she's fully evolved and much better at the things she loves to do. If ya came along, I could maybe introduce ya to her if ya wanted. Could be another goal to work towards."
Encouragement and success stories! Maybe that'll help warm Marill up to the idea of putting in a little elbow grease to improve itself?
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(01-15-2019, 08:01 PM)Iron Wrote: (01-15-2019, 07:32 PM)Spiritmon Wrote:
(01-15-2019, 07:11 PM)Iron Wrote:
Pikachu Brawl Round 1
Strike 1 - Consecutive...normal...punches.
(4)(1)(5)(3)(6)(1) (4)(6)(1)
(2)(4) Pikachu takes 1 dmg 5/6hp
CD: (3)(6)(6) Heart became poisoned!
Pikachu smacks you with his tail. It stings long after the blow lands...
Poison Tail 1
(1)(2)(2)(2)(2)(5)(5)
(5) Heart takes 1 dmg
CD: (3)
Strike 2
(1)(2)(5)(5)(1)(4) (4)(2)
(5)(4) Pikachu takes 2 dmg 3/6hp -2 pain
Poison Jab 2
(6)(2)(1)(6)
I forget where I was going with this, since I left to get a pizza. Right, damage.
(6)(5) Heart takes 2 dmg 7/10hp -1 pain
Strike 3
(1)(6)(6)(2)(3)(4)
(6)(4) Pikachu takes 2 dmg 1/6hp -3 pain.
Pikachu pulls away from the fight and starts panting. Yep, Heart won fair and square...but Pikachu is waiting to see what happens with your poison.
(5)(3)(3) No damage from the poison this round, since Heart is so tough.
Heart recover himself from the barrage of Poison moves and decide to recompose himself. "Heh, you are a trick Pokemon isn't? You are pretty strong, but not the worse pain I felt. I get my own bill in pain." Heart then stand up and take a Antidote to take away the poison. "As I have imagined. You are indeed a unique Pikachu. Not any Pikachu. A Delta Pikachu. A Pokemon with a alternative type. Poison-type as I can see. I beat you fair and square. Now...we are companions and friends." Heart then kneel and talk with Pikachu. "Welcome Pikachu. I hope we can be friends and strong fightes in the future." Heart then take the Safari Ball. "Lets go Pikachu (reference). Lets fight together!"
Pikachu is interested in those Antidotes. They seem pretty powerful to him.
Gotcha! Delta Pikachu was caught!
2/2/2 - sparring doesn't count against you as far as Pain goes.
Ability: Poison Point
Typing: Electric/Poison
Can still evolve with a Thunder Stone.
Thunder Shock, Poison Tail (replaces Tail Whip), Play Rough (replaces Play Nice), Nuzzle, Poison Jab (replaces Slam)
Moves for the future:
Double Team -> Smog
Agility -> Acid Armor
Extremespeed -> Venoshock
All else is the same.
This encounter was worth 10XP.
(Awesome! Cant wait to put him in battle. Also, since Heart capture that Gligar A Iron, what is his data?)
Heart smile upon Delta Pikachu and talk with him. "Pikachu, I will send you for now to the PC. I still need to tend the wounds of D-Onix and Gustav. We gonna see soon."
After sending D-Pikachu to the PC, Heart release Gustav and Onix. "Lets patch those wounds of yours. Those Gligars didnt hold in use serious Lethal Damage. Lets see if I can do something about it."
Action: Medicine roll to patch those Lethal damage from Onix and Gustav since both of them receive 1 Lethal damage each. Insight (3) + Knowldge (3) + Medicine (3) = 9D6. If not possible to heal those wounds, 2 Potions.
Kogeki currently ability to active in battles: Anticipation.
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01-16-2019, 11:03 AM
(This post was last modified: 01-16-2019, 11:04 AM by Mikaruge108.)
(01-15-2019, 07:16 PM)Iron Wrote:
(01-15-2019, 04:25 PM)Mikaruge108 Wrote: (01-15-2019, 04:12 PM)Iron Wrote:
Safari Ball 1 (at the end of last round)
(3)(1)(2)(2) v (4)(1)(3)(4)(1) Noctowl's song blasts that ball to pieces in the air.
(5)(6)(2)(1) v (6)(5)(1)(1)(4) Noctowl manages to get free, though the ball isn't broken. Then off he flies!
Earth Power 1, held back
(4)(3)(5)(6)(5)(6) (3)(3)(2)(3)(1)(5) Critical
(5)(6)(1)(5)(2)(5) Pikachu takes 3 dmg 2/5 hp -3 pain
CD: (3)
Pikachu puts his hands on his hips to scold you, then hops away himself.
Safari Ball 1
(4)(1)(5)(3) v (3)(6)(6)(2) Failure!
(6)(2)(1)(1) v (3)(4)(5)(5) Ball broken.
Agility 1
(5)(3)(1) Pikachu is super fast now.
Spira watches as the two quarries flee and sighs. Rubbing his temples he says "Seems my luck is diminishing. Oh well." There's still one thing annoying him, he finds a fallen tree, sits on it and dumps sand from the earlier ambush that got caught in his boots out. Much better. With that he goes to the next lowest area for his final encounter!
Safari Zone - Spira 5
Aggro: (6) It's time for a break for Spira, something that's pretty darn rare in Area 6 but a little more possible in Area 5.
Rarity: (1)(2)(3)(1)(4)(3)(3)(3)(4)(5)
There's a whirring sound, and a patch of grass disappears. Another whirr, and another meadow is defoliated. Looking carefully, you can barely detect a blurring Scyther*. Sure looks fast!
"Wait, what was that? A Scyther?! Okay Noire, you're up for this one! Let's start off with 3 Ominous Winds, then use Screech to debuff."
Ominous Wind A
Accuracy: Dex+Fight+Canalize-4 Actions= 8D6
Damage: Strength+2= 5D6
Notes: 1 CD to increase all stats
Ominous Wind B
Accuracy: Dex+Fight+Canalize-4 Actions= 7D6
Damage: Strength+2= 5D6
Notes: 1 CD to increase all stats, redundant if previous CD succeeded
Ominous Wind C
Accuracy: Dex+Fight+Canalize-4 Actions= 6D6
Damage: Strength+2= 5D6
Notes: 1 CD to increase all stats, redundant if one of the previous CD's succeded
Screech
Accuracy: Dex+Fight+Canalize-4 Actions= 5D6
notes: -2 for DEF
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01-16-2019, 01:52 PM
(This post was last modified: 01-16-2019, 01:58 PM by PhantomUnderYourDesk.)
(01-15-2019, 08:04 PM)Iron Wrote: If Togekiss wins this battle, he will gain a Loyalty point. Ventus was always studying battle techniques and that is something Togekiss respected.
Nidorina: (5) + 4 Dex + 4 Survival = 13
Raphael: (4)
Awwww!~ Shiva can rather vividly feel Raphael's trust in her shyly flaring up as natural fae enthusiast and benelovent archangel are sharing a long gaze that spoke a lot of silent words. The bond between Shiva and Raphael has the potential to become just as strong as the one between Ventus and Raphael, she'll show them both - and of course Angela and to a good degree herself, too - that she CAN handle things well!
They're getting into a battle-ready stance in sync, Shiva's having a lot of reasoned respect towards that wild Nidorina - but no fear as there's no room to be afraid now. She shares her plans with Raphael before sending him off into battle with a sweeping hand gesture. "Alright Raphael, please listen closely! First, I'd like for you to totally enrapture that Nido with your graceful and adorable demanour. Catch her off-guard. Avoid direct contact but stay up in the air the whole time, keep low to the ground though - try to stir up as much dust and sand as possible during your actions. Then, in a final move, blow that stuff directly into your foe's face with a well-placed Air Slash. As a pure Poison Type, Nidorina will hate that. Understood?" Raphael coos in eager and gifts Shiva a kind smile. "Great!~ Now then, up with you - I'm right behind you, I've got your back, if anything's up I'll patch you up."
---------------------------
Are my orders clear enough? In case, here's a
Raphael's supposed to keep/fly low to the ground during this battle, like one would do during Brave Bird but without hurting oneself. Charm and Sweet Kiss shall defuse Nidorina, during the ongoing actions Raphael shall whirl up a good amount of sand/dust/pollen etc. from the ground. That will be blown into Nido via an Air Slash in addition. I doubt that'll count as a real Ground Type move, but it might bring a CD to lower Accuracy like Nature Power near deserts/roads/Routes or similar?
If Raphael needs an Insight Check to understand his task or there'll be a Nature Check to see if things work out, I'm all down to that.
Accuracy Roll Raphael's Charm 1: 4 Dext + 3*Fight + 2 Allure - 3 Actions = 6d6
Effect: Will lower Nido's Strength by 2.
Secondary Effect: Less aggression means less damage taken.
Accuracy Roll Sweet Kissu~ 2: 4 Dext + 3*Fight + 2 Allure - 3 Inaccuacy - 4 Actions = Only 2d6, but I'd like to spend 1 Will Point to pull this move off successfully.
Effect: Confuses Nido head over heels.
Secondary Effect: Smooooch.
Accuracy Roll dusty Air Slash 3: 4 Dext + 3*Fight + 5 Channel - 5 Actions = 7d6, neat.
Damage Roll: ??? Normally 3 Strength + 3 Power + STAB = 7d6, maybe the blown up sand has an effect.
Additional notes: 5*CD to flinch Nido due to Serene Grace Ability.
If Raphael fall to -2 Pain, Shiva will patch him up with one Potion.
The moment he becomes poisoned, a grabbed Antidote will soothe him.
I'm not sure if it's reasoned here to use meds from the Volunteer-Ranger's first-aid kit; but if it is she'll use these. If not, her own resources.
"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]](https://i.imgur.com/qt5IPWF.png) 。・:*:・゚’★❤`
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Mutant Octillery Round 2
Stun Spore 1
(1)(2)(6)(6)
Octillery's other head was paralyzed for Will purposes.
(4) v (1)(2)(6) Duskull will try it. If you don't heal him he'll be very upset.
Curse
(4)(1)(6)(5)(1)(3) (1)(2)(1)(4)
Duskull cut its own HP and put a Curse on Octillery!
(4)(2)(6)(3)(6)
Duskull looks on with interest as the Octilleries struggle to wake up while under the influence of the Curse.
Insight: (1)(2)(1) (1*)(1*), (5)(5)(1) (1*)(1*)
This sleep looks particularly nightmarish as Octillery thrashes around in the water. Everyone on the battlefield is forced to constantly dodge the writhing aimless tentacles.
Facade 2
(1)(2)(3)(3)(3)(4) (6)
(3)(6)(2)(2)(5)(5) Octillery takes 3 dmg 12/18hp
Insight: (4)(6)(3) (1*)(1*) 4 successes collected. (1)(1)(4) (1*)(1*)
Facade 3
(3)(2)(1)(1)(4)(4)
(4)(6)(1)(3)(3)(4) Octillery takes 3 dmg 9/18hp
Safari Balls
(4)(1)(2)(5) v (6)(2)(3)(1)(3)(4) (1*)(1*) Duskull smirks at the Octillery as his Curse is the deciding factor in its capture. He hopes Terra will torment the big Pokemon.
Now Terra has a free action to heal Duskull too. One Potion does the trick.
Gotcha! Mutant Octillery was caught!
0 Loyalty, 0 Happiness because it hates being confined, 5 Disobedience. Not much hope of ever being a battler but still fairly valuable as a curiosity.
Sniper AND Suction Cups
Mutant Octillery can hold multiple items (12) for use as ammo (offensive items). Currently holding a Miracle Seed and a Hard Stone.
Mutant Octillery takes one normal turn, and the second head can use a repeated offensive move as many times as you want (up to 5).
Counts as having one Pokemon on the field for control purposes. The League doesn't have any rules about whether this counts as two Pokemon or what, but most trainers would probably feel it was unfair.
0Xp moves, Octazooka, Wring Out, Bullet Seed
This dangerous encounter was worth 22XP.
Geo is still calm as Octillery is taken into the Safari Ball. Apparently he has seen stranger things than that in the Safari Zone. "Good job. Where to next?"
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01-16-2019, 03:21 PM
(This post was last modified: 01-16-2019, 03:22 PM by Iron.)
Marill still obviously isn't convinced about the value of hard work, but is interested in meeting that other Azumarill perhaps. Last chance!
Empathy: (3)(1)(2)(5)(3)(3) v (3)(1)(5)(1)
Gotcha! Marill was caught.
2/2/0
Thick Fat, obviously
Tackle, Water Gun, Tail Whip, Water Sport, Defense Curl
8XP for Sandslash encounter.
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(01-16-2019, 03:21 PM)Iron Wrote: Marill still obviously isn't convinced about the value of hard work, but is interested in meeting that other Azumarill perhaps. Last chance!
Empathy: (3)(1)(2)(5)(3)(3) v (3)(1)(5)(1)
Gotcha! Marill was caught.
Wow, that was cutting it close. But that adds Marill to Nathan's party of pokemon regardless of how clunky it was! Great! However...now Nathan has to figure out how the heck he's going to ask Shiva about Marill meeting Azu...maybe not so great...but he's committed now, so he'll figure something out. Probably. In a Safari Ball Marill goes!
Welp, that just about wraps up Nathan's Safari! He did quite well on that part of the Safari Cup, I think. 11 pokemon captured, 5 Safari Balls remaining out of 20, tent wasn't set on fire...now he needs to start getting ready for the tournament, though!
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Gligar was caught!
1 Loyalty, 1 Happiness, 1 Disobedience
Hyper Cutter
Poison Sting, Sand Attack, Knock Off, Quick Attack, Slash
Lethal wounds are tough to treat.
(1)(2)(2)(6)(1)(3)
(4)(6)(2)(1)(5)(5)
You aren't able to fix Clawitzer's cracked shell at all. A Potion stops the danger for now, but Gustav should take it easy until he can see Nurse Joy.
You need to use a Potion on Onix, too, to actually heal the damage. But your Medicinal knowledge manages to prevent the wound from getting any worse.
It's getting very close to time for the Safari Cup, so you're advised to retire to the Gate to rest up a bit.
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Scyther Round 1
Scyther: (2) + 6* Dex + 6* Survival = 14
Noire: (1)
Noire found a Lum Berry on Scyther.
X-Scissor 1
(3)(1)(5)(1)(1)(2) (5)(4)(4)
(4)(6)(6) Noire takes 2 dmg 7/9
Ominous Wind 1 - don't forget to add STAB dmg
(3)(4)(2)(6)(3)(6) (3)(5)
(6)(1) Scyther takes 1 dmg 8/9hp
CD: (4)
Why didn't you use Screech first? Just curious.
Night Slash 2
(4)(1)(3)(5)(4)(6) (4)(2) A critical hit.
(3)(1)(6)(2) Noire takes 2 lethal dmg
Ominous Wind 2
(3)(5)(3)(4)(1)(3)
(6)(3) Scyther takes 1 dmg 7/9hp -1 pain
CD: (5)
Wing Attack 3
(6)(3)(1)(1)(1)(6) Barely hits
(5)(5) Noire takes 2 dmg 5/9hp -1 pain
Ominous Wind 3
(6)(1)(5)(6)(3)
(4)(3) Scyther takes 1 dmg 6/9hp -1 pain
CD: (6) +1 to all stats!
Screech 4
(6)(3)(3)(5)
-2 Defense for Scyther
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