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Old 11-13-2014, 09:56 PM   #1
Lanturn
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UPN PASBL: Kots vs Deebs in the ultimate CHOO CHOO

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Kingofthestone (c) vs Dream Breaker (a)
3v3
Singles
Slapstick
Equilevel 1
48 hr dq
Train arena
CHOO CHOO

Introducing... the train!

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Originally Posted by Arena Descriptions
Train Arena (Outdoor Custom Arena): This arena takes place on top of the cars of a moving train. The trainers watch the battle and order their Pokémon from the tops of the cars at the ends of the train. Attacking a trainer directly or indirectly is cause for disqualification. If the battle gets too fierce, Pokémon could easily fall off the edge of the train car, and potentially fall underneath the train to their demise. If they are lucky they will escape with mere broken bones. (For trainers who would prefer a non-deadly arena, railings could be placed around the top of the cars to prevent falling off, or the train can simply not be moving.) If both Pokémon fall off and survive, the battle continues on the ground, in whatever arena the train was passing at that moment. Powerful attacks, Earthquake for example, could derail the car, posing a life-threatening situation for both Pokémon. The rail cars are not the most structurally sound things in the world. Large Pokémon (Snorlax, Onix, etc.) could easily break through the roof of the cars by weight alone. Attacks could also break the roofs in, spilling the battle into the inside of the cars. The different cars could be passenger car, coal car, dining car, or the engine. The caboose is the only car that is reinforced and has safety features to prevent the trainers from getting killed. The Special Rules Terrain Edge (Deadly), Easily Destroyed and (Unique) Derailment are used, while the rules (Unique) Bridge and (Unique) Tunnel are optional. Other optional special rules may be used if they do not conflict with the required special rules and are not ridiculous in this situation.
I'll be using railings since this is slapstick, also bridges for some scenery porn. I'd like to put in tunnels every once in a while, but if the battlers are against having tunnels (pretty much dark arena), I won't include it.

"The train is now on its way to the Battle Results, a famous location for refs to get there SPs. On the roof of the train, there will be a battle going on for the passengers to enjoy. However, the Wild PokeBattle Company will not be held responsible for any injuries to passengers while the battle is ongoing and it happens to spill into the carriages. Thank you, have a nice day."
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Old 11-13-2014, 09:59 PM   #2
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If you hate Equilevel 1 we can change it to whatever you want, bb.
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Old 11-13-2014, 10:07 PM   #3
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We're both tl3 so it doesn't matter to me at all. I'll squad in the AM when I can get to a computer.
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I was wondering what the high-pitched ringing in my ears was all day, but it's probably kots screaming into a pillow.
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Old 11-14-2014, 08:54 AM   #4
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Zeus



[Level 3 Male Electabuzz]
I met Zeus up in the mountains, training with a group of Beartic. For some reason, they had accepted him as one of their own. He is incredibly comfortable in colder arenas. While in the mountains, I met a hermit who told me Zeus' story.

Another trainer had been searching the mountains looking for Pokemon when an egg he was carrying began to hatch. Unable to care for the freshly hatched Elekid, and in a terrible rush, the trainer had left the baby behind the hermit's hut. Alone and forgotten, the Elekid began to climb the mountain, looking for some sort of safety from the elements. He managed to find a cave after hours of searching, and made his way inside. His rest, however, was to be short-lived. It seemed that the cave was home to a particularly ornery Haxorus that apparently dwelled deep within the mountain. The beast quickly chased the baby Elekid out into the harsh elements once more, where he tumbled down the mountainside, coming to a stop just before a second cave. Bruised and battered, the baby Elekid crawled inside and and fell to the ground, unconscious.

When he awoke, the Elekid found himself surrounded by a group of Beartic. He jumped to his feet, ready to fight, but the Beartic looked concerned rather than angry. He told them his story of the Haxorus, and they took pity on him. They decided that, since he had nobody else, they would train him. And train him they did. For 6 months they worked together, teaching the young electric type some ice type moves while shying away from moves that could prove dangerous should the baby ever turn on the larger group. After 6 months, the Elekid had learned all he could from the Beartic, but he was still not content. He told the Beartic that, in order to prove himself capable, he had to best the Haxorus. Despite their warnings, the Elekid set out once more up the mountain, returning to that fateful cave.

Before he even took a step inside, the Elekid heard a deafening howl from within the cavern. He took a moment to work up his nerve, and then scurried into the cave. Once there, he once again met his opponent. A fierce battle ensued, with Elekid fighting valiantly, combining his natural moves with those that he had been taught by the Beartic. After a long, long confrontation, the Haxorus finally went down, and the Elekid let out an echoing victory screech before hurrying down the mountainside to tell his companions his story.

Electabuzz (Electric): Electabuzz are able to recharge themselves more efficiently than other Electric types and, whenever they use only one attack in a round, they will automatically recover moderate energy at the end of the round. They are resistant to moves which induce sleep or drowsiness and will recover more quickly from these conditions.
[Electric]: Electric-types, in general, prefer areas where their electric attacks are most accurate. Thus, while hot temperatures don’t bother them, the fact that heat refracts electricity doesn't appeal to them. They are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water.


[Hidden Power]
Water

[Special Training: Kheimon's Blessing]
Zeus has gained an Ice Familiarity and can now use Ice Beam, Ice Shard and Powder Snow. Due to his training, he never learned any fire type moves. He also never learned Focus Punch, Cross Chop, Dynamicpunch, Rolling Kick, Brick Break or Rock Smash due to the Beartic he trained with being afraid of those moves in particular.

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

Amphitryon



[Level 4 Male Alakazam]
[Biography]
Amphitryon has an old soul. A clear leader in battle, he is adept at using his psychic abilities and the environment to his advantage. He has made a place for himself as a leader on my squad, and his versatility on the battlefield earns him a regular position on my teams.

Alakazam (Psychic): Alakazam emit special alpha waves as a byproduct of its psychic abilities. These waves induce headaches and will disrupt the concentration of Pokémon within 5 feet of it. Alakazam's telekinetic abilities allow it to lift Pokémon twice as heavy as normal for no increased energy cost. An Alakazam has one of the most acute minds amongst Pokémon, with the exception of some legendaries. Thus, they are difficult to deceive or outwit and any mentally effecting attack will be less effective and less likely to succeed against one. They are also more resistant (but not completely immune) to sleep-inducing attacks. Alakazam can see in the dark.
[Psychic]: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching and have higher levels of focus and concentration than other Pokémon. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This telepathy does not work on Dark typed Pokémon.


[Hidden Power]
Bug

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

Aeolus



[Level 3 Male Aerodactyl]
[Biography]
TBA

Aerodactyl (Rock/Flying): Aerodactyl are a terrifying sight and its fear-inducing attacks are more effective. Aerodactyl's biting moves are 1.2x more powerful than those of other Pokémon. Though not particularly agile, Aerodactyl are powerful fliers. They use less energy when carrying other Pokémon and can lift 1.5x the weight that most other Flying-type Pokémon could.
[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
[Flying]: Flying-type Pokémon are faster and more agile in their chosen mode of transportation than other Pokémon. Because of their skill in controlling their movement, they are more difficult to evade when using physical moves and more likely to succeed in dodging attacks. Flying type Pokémon are affected normally by the damaging effects of Ground-typed energy and take neutral damage from Ground type moves in the ASB. They fight more enthusiastically in spacious arenas but are not put off by cramped conditions.


[Hidden Power]
Fire

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

Euridyce



[Level 3 Female Breloom]
[Biography]
TBA

Breloom (Grass/Fighting): Breloom's arms are extremely stretchy, allowing them to hit their foe from a distance with punches. Breloom's spores and powders are somewhat more effective and spread in denser clouds than usual. They are resistant to being afflicted with status moves.
[Grass]: Grass-type Pokémon live anywhere that can support vegetation, though most prefer temperate to tropical climates, and are adept at concealing themselves in areas with lots of vegetation. Grass-types enjoy both bright sun and rain and fight more enthusiastically in the day time, though they are not put off by fighting at night. Rainstorms will heal them slightly every round the rain falls, while excessively bright sunlight will regenerate their energy instead. Healing moves cost slightly less energy when used by Grass-types and their draining moves will heal them by a greater amount (without draining any more from the opponent) while suffering only half of the usual diminishing returns. They are immune to spore based techniques like Sleep Powder and are more adept at using such attacks themselves, creating denser concentrations of spores which are harder to disperse and more potent in their effects.
[Fighting]: Fighting-type Pokémon train extensively, more than any other Pokémon type, which gives them greater endurance and readiness than other Pokémon and allows them to push themselves harder for longer. They are more accurate with their physical blows and are more adept at blocking and countering the physical strikes of attackers. They fight more enthusiastically in urban environments but are not adversely affected by more natural surroundings.


[Hidden Power]
Water

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

Tartarus



[Level 3 Male Haunter]
[Biography]
TBA

Haunter (Ghost/Poison): Haunter, while more solid than its preevolution and able to solidify, are composed primarily of gas, and prefers Gaseous or Ethereal over Solid. They may also go Invisible if required. Haunter's hands can move independently of it and can move with agility and decent speed. They are able to pass through solid objects even when Haunter is Solid or Gaseous, with somewhat more freedom to pass through objects than Haunter itself, allowing them to pass through thicker walls or other objects. Haunter’s Lick attack has a 50% chance to paralyze, instead of the usual 30%. Haunter levitate by default.
[Ghost]: Ghost-type Pokémon fight more enthusiastically at night, though are not put off by fighting in the day, and can see in the dark. They are resistant to attacks which induce confusion or other mental effects, impossible to poison and immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). Their fear inducing attacks are more effective than those used by other Pokémon. Ghost-types are not fully immune to Normal, Fighting or typeless attacks as in the games, taking neutral damage, but some may change their state in order to evade physical moves (see Ghost Pokémon information for details).
Solid: The solid state is the state that most pokémon, such as Pikachu or Marill, take. Solid pokémons' bodies can be harmed and damaged by physical blows as normal. Pokémon must be in the solid state to use physical attacks like Tackle and Fire Punch; if a pokémon cannot achieve the solid state, such as Gastly, it will use a half strength version of the move by generating an orb of energy in front of it to strike with instead of tackling, punching etc.
Ethereal: In this state, pokémon are visible, yet all attempts at physical damage pass right through. In contrast, while in this state pokémon are more vulnerable to 'special' attacks such as Flamethrower and Thunderbolt and take 50% more damage from them. Physical projectiles such as wind, rocks or water will also pass through pokémon in this state, though fire will strike them as a special move. Attacks such as Skull Bash, Zen Headbutt or Silver Wind which are physical in nature but have a 'glow' of energy will deal 50% of the damage they would usually do and do not trigger the 50% extra damage clause. Ref's discretion is advised where the situation is unclear. Pokémon in this state can pass through walls, roofs, floors, pokémon and any other obstacle in the arena, so long as they keep moving and are not in solid space for more than five seconds. This means Ghost Pokémon cannot go and hide underground in the ethereal state, though they can go under momentarily, coming back out a few seconds later for perhaps a surprise attack. Ghosts may not use Selfdestruct or Explosion whilst in the ethereal state.
Gaseous: This state is similar to the ethereal state. Like ethereal, gaseous pokémon can't be damaged by physical attacks, but the attacks passing through still produce a little effect, a 'funny feeling' that can become quite distracting if it's a large or fast 'hit'. 'Special' attacks are still more effective than physical ones and will deal about 25% extra damage. Attacks such as Skull Bash or Zen Headbutt which are physical in nature but have a 'glow' of energy will deal 75% of the damage they would usually do and do no trigger the 25% extra damage clause. Ref's discretion is advised where the situation is unclear. Gaseous ghosts are not capable of passing through walls, but can fit through even the tiniest of gaps, say, a crack or split in a wall. The time it takes to pass through this hole though will depend on it's size, obviously a while for a tiny crack or pinhole. Ghosts may not use Selfdestruct or Explosion whilst in the gaseous state.
Invisible: In this state, pokémon become invisible and cannot be seen with the naked eye. However, they will still make noise, emit odour etc and pokémon with enhanced senses may be able to detect them. Pokémon are solid whilst invisible and thus do not enjoy any of the benefits associated with the ethereal or gaseous state. Pokémon can only remain invisible for two rounds in total per battle, though they may split this time in to two rounds if they wish. Pokémon which are invisible can use attacks which involve physical contact,mind affecting moves such as Hypnosis or Confuse Ray and moves like Curse and Pain Split as normal. However, they may not used ranged attacks such as Thunder or Sludge Bomb and cannot use Explosion or Selfdestruct.
[Poison]: Poison-type Pokémon are highly resistant to poisoning. Their Poison-type attacks are slightly more likely to succeed in poisoning their targets than those used by other Pokémon and the effects will be slightly more potent. They also have an additional 5% chance to poison the target when using physical attacks with their most venomous appendages e.g. a Seviper’s tail, a Nidoking’s horn.


[Hidden Power]
Fire

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

Thanatos



[Level 3 Male Kabutops]
[Biography]
TBA

Kabutops (Rock/Water): Kabutops are sleeker than their previous form and thus much faster both in and out of water. Their slashing attacks deal 1.2x more damage than usual.
[Rock]: Rock-type Pokémon generally have hard bodies, which makes them resistant to physical hits and projectiles. They are difficult to burn or poison and prefer hot environments to cold ones. Most are so heavy that they will sink in water, so they stay away from deep-water sources if possible. They are adept at controlling rocks and will use less energy than other Pokémon when using Rock Tomb, Stealth Rock etc. to manipulate the arena. They have slightly more Ground energy than other Pokémon if they naturally learn attacks of that type.
[Water]: Water-type Pokémon are generally able to hold their breath and/or breathe underwater. The time varies, from several rounds in the case of birds, mammals and reptiles to indefinitely for fish and squid like Pokémon. They are generally good swimmers and are better at manipulating Water for moves like Surf and Whirlpool than other Pokémon. They have slightly more Ice-typed energy than other Pokémon if they naturally learn attacks of that type.


[Hidden Power]
Flying

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

May the Schwarz be with you.
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Quote:
Originally Posted by SoS View Post
I was wondering what the high-pitched ringing in my ears was all day, but it's probably kots screaming into a pillow.
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Old 11-14-2014, 04:36 PM   #5
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Ooh maybe I could use my Manty- oh.

G'luck fellas~

Rhyme: Female Noivern [Level 2]
Hidden Power Poison

Viserys: Shiny Male Gliscor [Level 1]
Hidden Power Steel
Birdkeeper's Token Attached

Varys: Male Galvantula [Level 1]
Hidden Power Ground

Jeanne: Female Medicham [Level 1]
A mysterious newcomer to the squad, Jeanne hails from lands as of yet unknown to our group. What we do know is that she is highly disciplined and analytical, devoting all of her training to taking her foes down from the inside out. Like her namesake, she has rapidly risen through the ranks of my team and advocates the path of righteousness for all. She does not stand for cheap shots in battle and has been granted, as she puts it, divine knowledge against the corrupting evils of type spam.
Signature Technique: Chi Block [Normal]
Jeanne swiftly jabs her opponent in a vulnerable place (a "pressure point," if you will). This jab only deals light damage, though the appeal of the move lies in its aftereffects. A significant amount of energy then surges throughout the opponent's circulatory system and subtly redirects blood flow, blocking off sources of "chi" (it should be noted that such alterations deal no additional damage). In this way Jeanne is able to barricade off a source of her opponent's type energy. The type that is blocked is off the most recent source called upon in battle. For example, had her foe previously used Water Pulse, Water energy would be blocked; for Earthquake, Ground energy; and so on and so forth. There are a few caveats, however. Firstly, type energies of an opponent's natural primary and secondary types are impossible to obstruct. In the same vein, as Normal energy is universal to all Pokemon it may also not be blocked. Secondly, those creatures without a circulatory system (eg. all those immune to toxins) are unaffected, as their "chi" is structured otherwise. Thirdly, opponents with high natural defenses (eg. heavily shelled Pokemon, opponents who have an Iron Defense boost, etc) are very resistant to this manner of attack. The chi blocking effect lasts for three rounds, at the end of which such sources are made accessible again. Jeanne can only use this maneuver when I order second, and cannot do so prior to the first round of battle so that she may examine her foe's weak points. She is permitted to use this technique twice per battle but never twice against the same opponent.
Hidden Power Steel
Medichamite Attached

Sonmi: Staryu [Level 1]
Hidden Power Flying

Phee: Female Mantyke [Level 1]

Birdkeeper's Token: The Birdkeeper's Token signifies freedom of thought and movement that transcends the art of the possible. It can be attached to Flying type pokémon and greatly enhances their natural abilities. They will be significantly faster and more agile than their peers in whatever their usual mode of transportation is, able to travel further and with more precision and dexterity than others without expending much more energy. At ref's discretion, they will be more able to dodge attacks and harder to evade when using their own. This token may be purchased during the week long Easter event and may be purchased up to one time per trainer.
Attached to Viserys

Medichamite: Medicham meditates constantly, and therefore has a very sharp mind. This makes it far more resistant to mind-altering statuses. Meditate and Calm Mind are slightly more effective. In its Mega Form, its focus reaches such a level that it is entirely immune to mind altering effects, including but not limited to confusion, sleep and fear. Its mentally-boosting techniques also double in their potency.
Attached to Jeanne

"Viserys."
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Old 11-14-2014, 05:26 PM   #6
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Please make this fight as crazy as possible. I want to practise my scenery-hentai-writing skills.

Also yes or no to tunnels? These includes brief, two rounds worth of darkness.
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Old 11-15-2014, 08:19 AM   #7
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Tunnels are fine.

Zeus, lock and load. Starting on a train car that Viserys is not on.

Begin with a glob of toxic, then follow with a psychic wave timed to intereupt an attack if possible.
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I was wondering what the high-pitched ringing in my ears was all day, but it's probably kots screaming into a pillow.

Last edited by kingothestone; 11-15-2014 at 08:27 AM.
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Old 11-16-2014, 10:11 PM   #8
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Sure to tunnels.

"Swiftly dive bomb him with a DC Earthquake, then U-Turn out to Jeanne."
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Old 11-17-2014, 10:06 AM   #9
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Round One: The Beginning

The train begins to accelerate, as it departs the station. A world of luxury, truly, with comfortable rooms for guests to stay in and dining carts serving delicacies from across the globe, it seems like guests can keep themselves entertained - albeit a bit more dangerously, by observing the battle that is about to happen on the roof at the train. As the two battlers exchange some words before the battle, they begin to back off to their respective ends of the train. Standing on the last car is the challenger, Kots, who goes up against Deebs, planting his feet tall on the front car. With a slight grin, the also-known-as-Water-GL tosses a Pokeball, revealing the Pokemon Gliscor called Viserys, the Ground/Flying type keeping himself balanced on the top of moving train. Countering him is a rather interesting choice of an Electabuzz by the name of Zeus, though it seems like the Pokemon's icy origins may have led to him being chosen.

The battle quickly gets underway, as Zeus goes for the first move. A gurgling sound from Zeus's throat, the Electabuzz narrows his eyes on the target, zooming in onto the foe. Spitting forth a blob of toxic, the poisonous substances wacks right into Viserys, the Gliscor hissing as he could feel his body protruded by the poison, but it seems like there has been no real effect yet. In return, Viserys launches himself in the air, the Gliscor hissing as he extends his wings, coating them with ground energy. Moving with surprising speed and agility, Viserys is clearly a special Gliscor, as he smashes his wings right into the face of the Electabuzz, transferring ground energy in a direct, straight up, no mercy manner. Face stuffed with typespam, Zeus hisses, the Gen I Electric type staggering in pain as Viserys lands, a sly grin on his face, seemingly delighting in the agony of the Electabuzz.

A little bit annoyed, the Electabuzz begins to step back, as he closes his eyes, concentrating. Working up the inner psychic within him, Zeus could feel energy coursing through his body, granting his yellow body a pale shade of violet. Stomping and breaking the temporary peace, Zeus sends forth a wave of psychic energy, the translucent wave moving through the air, a "wall of force" beating right into the body of Viserys, who ended up eating the blow due to those two being pretty close. Staggering, the Ground Type could feel what is to come - or at least his trainer could. An orb of light green energy expanding, a focused expression lights up the Gliscor's face, as with a howl, he bolts forward, rushes right into the opponent. The attack is quickly ensued with a red flash, as Viserys seemed to have potentially avoided certain death by icyness. Out comes Jeanne, a Medicham, as she quickly takes the field, the skilled fighter eyeing the Electabuzz with an aura of calmness. With both at a little bit more than combat range, what can happen? Well, what will happen, in the darkened tunnel that is to come?

...

A distance away, a cry could be heard. Perhaps a case? Those happen in books a lot according to novels.

Summary:

Viserys took a blow, but is definitely more well-off than Zeus, who received quite a nasty opening hit. Zeus and Viserys are still good for two, but the latter is taking a break in the Pokeball. Jeanne is fresh and completely healthy, though it will be interesting to see what will happen in the tunnel.
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Old 11-17-2014, 09:40 PM   #10
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"Go Mega, Jeanne, then knock your opposition with a Dynamic Punch."
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Old 11-18-2014, 10:23 PM   #11
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Really, not even a hello for your fellow hippie? Rude.

screech throught that punch, then volt switch the hell out of there and get Tartarus out to play.
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I was wondering what the high-pitched ringing in my ears was all day, but it's probably kots screaming into a pillow.
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Old 11-19-2014, 05:55 AM   #12
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Round Two: The Mega Switchmania

As the Medicham enters the battle, Jeanne smiles confidently, as she concentrates, calling onto the power of her hold item. With a royal glow, the Medicham begins to take another form, a Mega Form. Balanced skillfully, the Psychic Fighter smiles, completely unfazed as the trainer enters the tunnel, darkening the surrounding. Zeus looks around, slightly bewildered, before returning his attention to the battle, eyes glued to his opponent whose silhouette begins to darken. Jeanne smiles at the expression of the Electabuzz, the train's current location allowing her to pinpoint where her opponent is, yet it does not work the other way round. Tightening her fist into a hot red ball of energy, the Medicham grins, moving towards Zeus. The Electabuzz, distressed at the darkness, begins to scream out a sound, a headache-inducing sound that rings through the tunnel. Jeanne grimaces, but her will does not budge, being extremely focused thanks to her constant meditation, reducing the effectiveness of Zeus's attack - even to the point of nullifying it. With one yell, she sends the fist crashing right through the Electabuzz's body. Surprised by the sudden motion, the Gen I Electric Type certainly wasn't expecting the attack to go through, as a mini explosion sets off, pushing Zeus back. Thankfully for the Electric type, no confusion occurs, as the yellow humanoid backs off.

Realising the disadvantage he is at, Zeus closes his eyes, his mind focused on one thing, getting out of the battlefield. With an equally ferocious scream, the Electabuzz conjures a sphere of electricity, before shooting it blindly at where the punch came from. The Medicham manages to avoid most of the blow, taking a rather glancing, insignificant one as she snickers. However, it appears that Zeus has other plans of his own, the attack merely used to eject him out of the battlefield. Taken by surprise, a brief expression of worry draws on the usually poised Medicham, as a pair of red lights shoot back and forth. This time round, it seems like a new challenger has appeared - a Haunter by the name of Tartarus. The Gen I Pokemon grins playfully, but his eyes clearly shows that as a facade, masking the true, sadistic nature of the Ghost type.

Summary:

Zeus is out of his first third, and will be enjoying his break in the Pokeball. Jenna took negligible damage, and is extremely fresh. Tartarus is completely healthy and has expended no energy whatsoever.
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Old 11-19-2014, 08:32 AM   #13
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Alright so I kinda question how Screech failed. Even with MegaMedicham's enhanced concentration, screech isn't really so much "mind altering" as it is "oh my damn my ears are bleeding into my brain"
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I was wondering what the high-pitched ringing in my ears was all day, but it's probably kots screaming into a pillow.
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Old 11-19-2014, 08:58 AM   #14
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It's actually less of the mind altering part than the more focused part I suppose, which makes it harder to jam, whether by the "my ears are bleeding" way or the "i'm seeing stars" way :p

EDIT: Also kinda bad roll. I gave Screech a chance of failure from M-Medicham's SC so.
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Old 11-19-2014, 10:18 AM   #15
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I guess that makes sense.

Start with a Mean Look because no more switching for you. Follow with a shadow ball. Remain moving at all times. Trying to find you in the dark should prove difficult.
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I was wondering what the high-pitched ringing in my ears was all day, but it's probably kots screaming into a pillow.
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Old 11-19-2014, 11:10 AM   #16
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"Calm Mind, then repel the Shadow Ball and strike using a Psychic wave."
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Old 11-21-2014, 09:25 AM   #17
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Round Three: The End of the Choo Choo

Surroundings in darkness, the Haunter is eager to enter the playing field, ready to play. Jeanne smirks, as she focuses her eye on her opponent, able to see the Ghost type clearly, being no foreigner to the dark. The Ghost type is clearly sick of the switching and wants to put a stop to it, as he draws closer, focusing his eyes together in a menacing manner. A blue glow of energy surrounds Jeanne, the Medicham giving a low growl as she could feel an otherworldly force keeping her in battle. She knew what this was all about - a battle to the death (or fainted). Jeanne smiles at the challenger, rather unfazed, as she closes her eyes, settling down, focusing her mind on one tight spot and resetting her mental condition. With one sudden yell, the Medicham's eyes shoot open, grabbing a hefty boost from the boosting technique, further compounded by her SC Boost. Smirking, the Medicham zooms in right into her foe, ready to wait for his next move.

With the Haunter having an edge in freshness, the ghost type begins to concentrate, placing his two ethereal arms together. Pushing ghostly forces into one round sphere, the Gen I specimen begins to giggle menacingly, as he shoots forth a round orb of ghost energy. Unfortunately, Jeanne remains too slow to react fully, managing to push out a Psychic wave in the nick of time. With the Shadow Ball making the last stretches of a few centimetres, the wave-based move remains too slow to counter it, as both attacks go past one another for essentially no damage. Jeanne could only scream in pain as the ghostly sphere rushes right into her body, while the Haunter had just enough time to flicker into solid before tanking the blow, leaving a rather painful mark on both battlers, but with the newfound boosts stacking against Haunter's favour, it seems like the ghost type took a bigger one from that one. As the train exits the tunnel, the sun shines upon the battlers and the train, as the combatants lock eyes with one another, too busy to ignore the beautiful scenery of meadows of sunflowers to their left and right.

Summary:

Tartarus took a pretty fierce hit, below Jeanne in health. Both remain good for two.
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Old 11-23-2014, 08:07 PM   #18
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"Another Psychic wave, then let him eat a ranged Psycho Cut."
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Old 11-26-2014, 08:53 AM   #19
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Dazzling gleam into a shadow ball
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I was wondering what the high-pitched ringing in my ears was all day, but it's probably kots screaming into a pillow.
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Old 11-28-2014, 08:51 AM   #20
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Round Four: OH BETTER RUSH

A bit rushed, sorry guys.

With both combatants rather equal in energy standings and freshness, the Mega Pokemon, equipped with a nifty initiative, kicks off the typespam for this round. Closing his eyes, the Psychic Fighter concentrates, before letting out a harsh bellow, sending forth a speedy wave of psychic energy. Tartarus attempts to dodge, but with the attack being rather wide range, it's pretty difficult, allowing the wall of Psychic smashing into the Haunter, who remained solid from the previous round. Growling at the rather hurtful typespam, the Gen I specimen backs off, glowing with an aura of hot pink energy before directing a burst of magical energy right towards Jeanne, who manages to avoid a tad bit as the rest of the attack rips across her body, dealing quite a nasty bit to the Medicham.

Her hand glowing with a pink psychic glow, the Medicham growls, as she quickly slices the air in front of her. The energy solidifies into a cutter made of psychic energy, which quickly rushes through the air. Tartarus, seeing the attack's seemingly solid property, begins to flicker to his natural state - the ethereal state. However, he realised it was a trap, as the attack appears to also have a energy glow attached to it and wasn't entirely solid, causing the Haunter to have only half a second to regret his decision before the apsychic cutter slams into him. Reeling in pain from the slightly reduced but powerful blow, the Ghost of Gen I staggers backwards, placing his two hands together, as he pumps otherworldly energy into a sphere between his hands, a purple orb bursting into existence. With one wild fling, the ball of energy whacks right into the Medicham, who could not dodge a second time, causing the Psychic Fighter to take yet another nasty blow.

Summary:

Tartarus has dropped below half, and lags behind Jeanne. Both remain alright for two, but might need a break afterwards.
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Old 11-28-2014, 10:53 AM   #21
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Go for a shadow punch and then follow up with a night shade
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I was wondering what the high-pitched ringing in my ears was all day, but it's probably kots screaming into a pillow.
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Old 11-28-2014, 01:03 PM   #22
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Humph.

"Bide."
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Old 11-29-2014, 10:30 AM   #23
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Round Five: INCOMING BIDE

Jeanne closes her eyes, allowing a red glow to cover over her body as she takes a concentrated stance, enduring what is to come. Unfortunately, the Haunter is clueless to what the red aura means, the butt of many, many ASB jokes. Tightening his fists, Tartarus giggles, before rushing forth to deliver a pair of ghostly punches, smashing into Jeanne for a pair of rather nasty hits. However, the Medicham simply does not respond, her eyes sealed tight as the red aura seems to grow stronger. Despite this warning, Tartarus does not yield, as he snickers, thinking that his opponent has already given up hope and is surrendering to him. Backing up, Tartarus's eyes glow a menacing yellow, as a ghostly thunderbolt-shaped burst of energy sails forth, bashing right into the Psychic Fighter. The Gen III Pokemon, now smashed in rather hard, begins to condense the aura, the red glow around her turning into a small, concentrated orb in front of her. Too late. Tartarus's eyes widen in terror, the Ghost type's body locked in fear as a ghost typed Bide shoots forward like a gamma ray. The destructive beam of energy overwhelms the Ghost type, and quickly drowns out his desperate scream, cutting it off prematurely. It was obvious who the winner was after the exchange, as Tartarus lies limp on the top of the train.

Tartarus is unable to battle! Kots, your next Pokemon please.

Jeanne is extremely tired, and will not be doing anything next round. The Medicham is hosed down midpoint in health, and lies a small bit above halfpoint on energy standings.
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Old 11-29-2014, 12:36 PM   #24
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Psychic-off? Psychic off.

Amphitryon, lock and load. Start with a dazzling gleam, then transition into a psychic wave
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I was wondering what the high-pitched ringing in my ears was all day, but it's probably kots screaming into a pillow.
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Old 11-29-2014, 03:40 PM   #25
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"Light Screen when you can, hun."
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