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[Game thread] Skull Ruins Pokerole
Well...Heart decided to send a normal combination he was doing so far. Quetzal and Doublade was the Pokemon choices of him. He thought use a Super Potion to put Steelix in Full health. They need all the power necessary.
Kogeki currently ability to active in battles: Anticipation.
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(07-10-2019, 02:46 PM)Iron Wrote:

(Hmm.....well, Terra's Intimidation streak had to fail at some point, and better it be up against something actually scary, rather than not. At least, that's my opinion.)

When Terra is left grimacing/wincing from the sight of all that....that monster's thoroughly unwholesome grin, Oinari and Mikey spring into action (literally in the later's case), with the dark darling using every dirty trick she had to bring it down after daring to scare her leader, while the kick boxing shroom tried a varied assault to see what could best cripple this dark fiend, looking determined and defiant the whole time. Nobody messed with their partner and friends like that, so time to give that Dark Thing a beating it won't forget!

Orders: Oinari will use Foul Play five times this Round, as even if it Resists the Move it'll most likely bypass any Plot Armor it has due to the Move's properties + it being her strongest Move, while Michael will try to Sleep it with Spore, then use ROCK SMASH against it (Up to four times, if it works) and then Giga Drain (Up to 3 times, if ROCK SMASH doesn't work the first time). Let's see if the group can banish the Darkness back to whence it came....

Moves:

Oinari: 5 Actions - Foul Play X 5 (Foe STR + 3 + STAB)
Michael: 5 Actions - Spore, ROCK SMASH 1 - 4X, Giga Drain X3 (If ROCK SMASH don't work)
Dice Pools: Channel (13D6) and Brawl (14D6)
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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Spira is wholly spooked by that darkness now, but he tries to not let it phase him; "Toya let's rid the world of this thing! Use Foresight on it, then give it your strongest punches and smashes!"

Foresight
Accuracy: Dex(5)+Survival(3)+Alert(3)-Actions(5)= 6D6
Notes: allows Fighting/Normal moves to hit ghost and ignore increases in opponent's evasion

Rock Smash A/B
Accuracy: Dex(5*)+Fight(5)+Brawl(4)-Actions(5)= 9/8D6
Damage: Strength(4)+STAB(1)+2= 7D6 SE?
Notes: Defense -1 (5)

Drain Punch A/B
Accuracy: Dex(5*)+Fight(5)+Brawl(4)-Actions(5)= 7/6D6
Damage: Strength(4)+STAB(1)+3= 8D6 SE?
Notes: Half damage restored as health, Fist Based

*Conditional* If the Darkness appears to be resistant/immune to Fighing
[Image: 7V2sBYC.png]
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(07-10-2019, 02:54 PM)PhantomUnderYourDesk Wrote: (So are we only fighting this ominous black thing and no Frillish at all since they are not listed in the Init Order, Iron? You stated that half of them are slipping away, but what's with the other half? )

They'll share his init.
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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"Quetzal! Tailwind and Rock Slide 3x! Doublade! Wide Guard 2x! Then go with Iron Head!"
Kogeki currently ability to active in battles: Anticipation.
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(Hey Spirit, if you could add calculated dice pools of your actions like we others do, that'd be kind. Saves some time for everyone and esp. for GM. Thankies~)


Quote:You're treated to just a momentary glimpse of a gigantic maw, brimming with twisted razor-edged teeth. So many teeth, row after row, so close together, they don't all even fit. Around that maw is a jet black smile with a slight curl at the edges. It looks very solid and not ghostly at all. Of the horrid teeth and the smile, the smile is worse.

Reminds me strongly on these Lavent sprite-edit Bayneko once made:


Shiva can't help but to be impressed by her new Primal Espeon's bravery, he didn't flinch away at all - in fact, while Shiva could barely see him apart from the faint glow of the gemstone in his forehead, she could feel that he was all ready to pounce at that creepy toothy creature once given the word. "That's the spirit, dear one! ( ÒωÓ)و☆ Still, play it safe and raise your defenses, then give that being a chilly breeze followed by your primal powers. Pay attention to how it reacts, and conclude your actions with what's having the greater effect! I.... I've got your back, so don't show mercy or fear!" She raises that ancient Shield, ready to bring it up against that creepy creature.

--------------------------------------------------------------


Primal Espeon can't freeze his fur anymore like he could when he was a Primal Glaceon, but he can still floof up and bristle his wise-old-man-mane and fluffy tail - it looks like he tries to imitate Whimsicott using Growth.

Accuracy Roll Barrier 1: 4 Dext + 3 Fight + 6 Channel - 4 Actions = 9d6
Effect:Grants +2 Vitality, upping it to 6*.
Secondary Effect: Fluffy primal psychic Eeveelution. Alternatively, creates a small forcefield around him.

Accuracy Roll Icy Wind 2 on unknown creature: 4 Dext + 3 Fight + 6 Channel - 1 Inaccuracy - 5 Actions = 7d6
Damage Roll: 4 Strength + 2 power of the move + held NevermeltIce, no STAB anymore = 7d6
Additional notes: Hits a bunch of Frillish as well, six foes in total. Autolowers Dext of those hit by 1.

Accuracy Roll Ancient Power 3 on unknown creature: 4 Dext + 3 Fight + 6 Channel - 6 Actions = 7d6
Damage Roll: 4 Strength + 2 power of the move, no STAB = 6d6
Additional notes: Has 1CD to raise every Attribute by 1.


Conditional:
  • The fourth and final Action depends on the outcome of the former, depending on whether that being is weak to any of Primal Espeon's assaults. If it is, exploit that weakness! If both are neutral, use Ice Shard which will have 6d6 in Accu and 7d6 in Damage.
  • The Shield is brought up the moment the unknown creature aims to bite Primal Espeon with that mass of teeth, preventing damage.
  • Future Sight will strike at the end of Round 2, Damage is 4 Strength + 5 power of the move + STAB = 10d6, bypassing any shields or cover. Enables Primal Espeon to see images of the near future.
  • Synchronize will trigger and punish the opponent if a Status Ailment os inflicted on Primal Espeon.
"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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(07-11-2019, 01:45 PM)PhantomUnderYourDesk Wrote: (Hey Spirit, if you could add calculated dice pools of your actions like we others do, that'd be kind. Saves some time for everyone and esp. for GM. Thankies~)
Yes please, especially when dealing with something complicated like Wide Guard.
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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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.
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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(07-11-2019, 01:45 PM)PhantomUnderYourDesk Wrote: The Shield is brought up the moment the unknown creature aims to bite Primal Espeon with that mass of teeth, preventing damage.

Humm... Maybe it'll help if I highlight Shield Actions more? That first Beat Up sounds like biting from your describtion, if I calculated things right that'd leave Primal Espeon at 2HP after this fight instead of fainted. Sounds fine?
"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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Oops, didn't see that command in the list. That sounds about right after the Dark Pulse.

It also sent Espeon to sleep and triggers Synchronize, but that would be absorbed by a bonded Frillish. There are now three fainted or sleeping Frillish instead of two.

Espeon's insights:
(5)(2)(6)(6)(5)
(4)(2)(6)(6)(3) He'll be at 2hp and awake next round then.
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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