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Old 04-17-2016, 09:14 PM   #1
Chalis
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UPN PASBL: Mozz Match: Aposteriori vs. Ironthunder

Quote:
Aposteriori vs IronThunder
Exhibition
Equiall 5
48HR DQ
Slapstick
Hidden Squads
Mozz Match Rules
Spoiler: show

The battle rules will be completely unlike any battle style or gym style in the league. The match will be individual 1 on 1 matches. The first trainer to gain a 2 match advantage wins. If no trainer is ahead by two after 4 matches, one of the 2 remaining types is selected, and the match is sudden death with that one type.
All battles will take place on the appropriate battlefield, the Layer changing after each 1 on 1 match to reflect the current type battling.
Battles begin this way:
The Opponent will post a link to an up-to-date listing of their squad. They will then select three types along with three Pokemon with their respective type they shall stand for. This means that dual-type Pokemon may only be used to represent one type, so choose wisely. (Since it is hidden squad, the opponent will only state which types.)
The Challenger will then select three other types, as long as the trainer has enough Pokemon to cover each selected type separately. The opponent will then select a Pokemon to represent each type. (Since it is hidden squad, the challener will select these pokemon via PM)
The challenger will then select the first type. The Challenger and Opponent will send their pokemon and orders via PM.
Whoever loses the previous 1 on 1 matchup will select the next type to battle, with the previous winner attacking first.
Unlike the old Mozz Gym rules however, type changes and signatures will be allowed because that was an old way of thinking. The way type changes work is that they may only be used in their original type, example: A Kabutops typechanged to water/ground can only be used in the water section and not in the rock or ground section.


The Gym is based off of Angelic Layer in that it is a computer-generated arena which uses futuristic technology to generate battlefields in which Pokemon. The area itself is about a quarter mile in diameter, as this Layer was created for Pokemon, not battle angels. The computer is able to generate weather as well, so moves which manipulate it will work in any arena in which the move would normally work. The height of the battle arena will be approximately 500 ft, and a maximum depth under "sea level" of 100ft. The boundary of the area is a standard Space-Age forcefield. No energy or matter can enter or leave the arena.

Arenas:
Spoiler: show

01. Normal - Town Square Arena: Battles here take place amidst an expansive, albeit abandoned, Town Square. The cobbled flooring provides more than ample footing for any battling within the arena, but will prevent attacks such as Earthquake or Stealth Rock. The exits to the Town Square have been blocked off to stop the battling from spilling out into the outer areas of Town. Scenic furniture from local cafes litter the arena, and in the center of the Square there is a sizable fountain, large enough for most aquatic Pokemon to reside in with somewhat restricted movement. As always, within reason, if one of the batters mentions positioning of an object, the battler is considered to be correct unless it contradicts a previous statement. This arena is outdoors only.

02. Dark – Cave Arena: Battles in this arena will take place situated within a rather large cave system. Most battles will take place in the most spacious of these caves, a rather sizable affair which will accommodate complex movements from even the most large of Pokemon. Both stalagmites and stalactites appear in the cave, offering cover for small Pokemon and roosting spots for Flying types respectively. Both may be used in the fueling of attacks such as Rock Slide. Although attacks such as Earthquake and Bulldoze work as normal in this arena, they are dissuaded, as they may damage the structure and cause a cave in. In the event of this, Pokemon will have ample time to escape to an adjoining area, though this will be understandably smaller while retaining the same features of the main room. Being within a cave system, this arena should be treated as if it were indoors.

03. Psychic - Zen Garden Arena: Battles here take place in the well kept garden of a monastery. The traditionalist surroundings are simple. The ground consists of well raked sand, underneath which are numerous boulders. While moves like Bulldoze or Earthquake will transmit somewhat worse here due to the sand, but moves such as Stealth Rock will still function as normal due to the embedded boulders. The garden is surrounded by a large wall, which for the purposes of the battle is unable to be scaled. Due to the calming influence of the arena, moves which improve the mental state such as Calm Mind or Amnesia are more potent, while moves which incite anger will be much less potent. Pokemon will also feel much more focused when battling within this arena, heightening their senses. However, these effects will begin to reverse slowly as the arena becomes more destroyed, with Pokemon becoming much more agitated. This arena is outdoors only.

04. Fighting – Dojo Arena: A simple Japanese Dojo. The floor underfoot is made of wooden timbers upon which tatami mats have been laid, meaning attacks such as Earthquake and Stealth Rock will fail entirely. The Dojo itself is rather small, though only exceptionally large Pokemon will find difficulty, and the structure itself is liable for destruction. Should the battling spill out of the Dojo for any reason, the battle will end up taking place in a Meadow. The meadow is a simple extension, being an expansive grassy plain with no special rules. Rocks can be easily summoned from underground for use in attacks like Stealth Rock, and attacks such as Earthquake will transmit readily.

05. Ghost – Graveyard Arena: The Graveyard is an ominous place, and the atmosphere created by the eerie surroundings will render all but the most staunch of Pokemon on edge when battling here. This effect does not extend to Ghost or Dark type Pokemon, who feel much more comfortable in these surroundings. Although the surrounding gravestones can be destroyed or used in attacks, this is not advised. Any sort of damage dealt to the gravestones will be immediately punished, with the spirits of those residing within the grave inflicting a debilitating curse on the Pokemon who damaged them, reducing their offensive stats slightly. The ground here is simply made up of a well kept lawn, meaning the ground is open to manipulation. Importantly, moves such as Bulldoze will have no effect upon the destruction of the gravestones. Battles in the Graveyard will always be undertaken at night, with all the appropriate effects, most notably reduced visibility for those unable to see well in the dark. This arena is outdoors only.

06. Rock – Rock Arena: [Outdoors] A simple arena, the Rock arena consists primarily of fairly easily manipulated soil. The ground underfoot is rife with rocks and other such minerals, meaning attacks such as Stealth Rock work with impunity, and attacks such as Earthquake will transmit readily. The main aspect setting the Rock arena apart is the numerous boulders interspersed across the field. These will provide ample cover for most smaller Pokemon, and are open for manipulation. This includes being used to fuel attacks such as Rock Slide, as well as being able to be thrown by some stronger Pokemon. Within reason, if one of the batters mentions positioning of a rock, the battler is considered to be correct unless it contradicts a previous statement.

07. Ground – Desert Arena: The Desert arena is situated amidst huge sand dunes. The elevated sand will provide unstable footing at best for those unsuited to navigating the arena, and the intense heat will render Water and Ice type Pokemon uncomfortable, while the arid conditions will leave Grass type Pokemon unfamiliar with the environment uncomfortable. Beneath the surface of the sand are numerous large rock suitable for use in attacks like Stealth Rock, and there are likewise boulders jutting from the surface of the dunes which can provide cover for smaller Pokemon and be used to fuel attacks such as Rock Slide. Within reason, if one of the batters mentions positioning of an arena aspect, the battler is considered to be correct unless it contradicts a previous statement. This arena is outdoors only.

08. Electric - Power Plant Arena: Situated due east of Cerulean City, this abandoned plant has quickly become the abode of many Electric type Pokemon. The equipment here retains some of the electrical energy which once surged through them constantly, and this excess power will cause Electric types to tire slightly slower than other Pokemon here. The structure itself is sound, leaving only the likes of Steelix able to manipulate it for attacks such as Rock Tomb or Earthquake. This arena is indoors only.

09. Fire - Volcano Arena: One of the most complex arenas, and definitely not recommended for newer trainers or referees. The battle will take place suspended within the bowels of a large, active volcano. The majority of the battle will be situated over a large concrete platform with is situated some distance above the surface of the lava below. The platform has more than ample space for battles to ensue, and indestructible metal girders hold it into the walls of the volcano, meaning it cannot be destroyed. This does not prevent battles from spilling down into the deeper sections of the volcano, however. Down here footholds will be more sparce, with numerous rocky ledges interspersed around the edges, providing ample foothold for even the largest Pokemon. There are also small 'crossing points' allowing Pokemon to make their way out onto the lava without incurring damage, but these footholds are less secure and Pokemon are liable to be knocked into the lava. Any Pokemon knocked into the lava will not struggle to get free, as panic coupled with the availability of ample foothold will see them escape in a timely manner. Pokemon dunked into the lava will suffer between Good and Significant damage, depending on how long they are exposed for. Damage may exceed Significant for exceptional cases. Pokemon are generally quite hardy, but will still suffer fairly nasty burns if they are within the lava for too long. This arena is considered to be conducted indoors.

10. Flying - Pummelo Arena: [Outdoors] A simple arena, the Pummelo arena consists primarily of fairly easily manipulated soil, with a large circular pool situated at the center of the arena. The pool is deep enough to accomodate most Pokemon, but larger Pokemon will be unable to do more complex maneuvers. The pool is roughly as wide as it is deep. The ground of the remaining arena is rife with rocks and other such minerals, meaning attacks such as Stealth Rock work with impunity, and attacks such as Earthquake will transmit readily. The main aspect setting the Rock arena apart is the numerous boulders interspersed across the field. These will provide ample cover for most smaller Pokemon, and are open for manipulation. This includes being used to fuel attacks such as Rock Slide, as well as being able to be thrown by some stronger Pokemon. Within reason, if one of the batters mentions positioning of a rock, the battler is considered to be correct unless it contradicts a previous statement.

11. Ice - Ice Path Arena: Situated to the East of Mahogany Town, Ice Path stands as the sole barrier preventing many trainers from reaching Blackthorn City. Battles here take place at the expansive entrance way. The battle field stretches out wide on either side, with the floor below being comprised of a thick, unbreakable layer of ice, meaning most Pokemon will struggle to find stable footing. Rocks jut from the ice here and there, and Pokemon can use these as means of support to belay their slipping. The air within the cave is also incredibly cold, and this will have an effect on the battling Pokemon not accustomed to the conditions, causing them to become tired at a slightly quicker pace. As always, within reason, if one of the batters mentions positioning of an object, the battler is considered to be correct unless it contradicts a previous statement. This arena is outdoors only.

12. Poison – Castelia Sewers Arena: In the underground of Castelia, the sewers have fallen into shoddy disrepair. The waters running through the system have become polluted, becoming much more like sludge than water. The filthy substance will leave any non-Poison Pokemon exposed to it for long enough under the Toxic status. On either side of the running sewers lie concrete walkways, their structures solid despite the neglect. As these walkways are made of pure concrete, very few Pokemon will be able to affect the terrain, with only the likes of Steelix being able to manipulate it for attacks such as Rock Tomb or Earthquake. This arena is indoors only.

13. Grass – Greenhouse Arena: A large metal and glass construct, typically in the shape of a dome. The Greenhouse envelops a large, indoors forest, with all manners of foliage imaginable. Most notably, numerous trees are interspersed throughout the surroundings. The ground underfoot is made simply of soil, and is easily manipulated. Sunlight coming from outside will be amplified by the glass, making moves such as Synthesis more efficient and allowing Solar Beam a quicker charge time. Grass Pokemon will feel much more comfortable in these surroundings than any other Pokemon. This arena is considered to be indoors.

14. Dragon - Dragonspiral Tower Arena: Battles here begin at the foot of the tower, the expansive hallway giving way to a carved stone spiral staircase winding upwards towards the summit. The stairway advances upwards for roughly four stories before giving access to the Tower peak, an open battlefield with numerous pillars extending upwards into the air, large enough to provide cover for Pokemon. The ground here is incredibly tough and rugged, meaning attempts to manipulate it will be near impossible for most Pokemon. The inside of the tower is strangely warm, with thermal currents rising constantly up towards the summit.

15. Steel – Concrete Arena: [Outdoors] A large concrete slab situated outside. As the ground is made of pure concrete, very few Pokemon will be able to affect the terrain, with only the likes of Steelix being able to manipulate it for attacks such as Rock Tomb or Earthquake.

16. Bug – Forest Arena: The trees of the Forest arena are fairly densely packed, but this will only restrict the movements of larger Pokemon. The trees will obviously offer some sort of cover for battling Pokemon, and are easily climbable. Flying Pokemon may find navigating the higher reaches of the Forest hard due to the density of the branches. Rocks are easily summonable from the arena, and attacks such as Earthquake and Bulldoze will transmit readily. Setting fire to the surroundings is dissuaded and difficult due to the danger it presents, but entirely possible. This arena is outdoors only.

17. Fairy - Mount Moon Clearing Arena: Located within the center reaches of Mount Moon, this clearing is held almost sacred by the local Clefairy and Clefable. Removed from any urban environment, the natural beauty of the surroundings maintain the calming, peaceful atmosphere. Pokemon will feel more at ease here, less liable to be affected by moves intended to intimidate or instill fear. In the center of the clearing rests a pond of perfectly clear water, deep enough to accommodate most aquatic Pokemon, but not deep enough to provide them with any serious hiding place. The ground here is soft and pliable, covered by a luscious grass field. Rocks can be easily summoned from underground for use in attacks like Stealth Rock, and attacks such as Earthquake will transmit readily. This arena is outdoors only.

18. Water - Pool [with Pontoons]: [Indoors/Outdoors] One of the more simplistic battling arenas. The primary focus of this arena is the large pool situated at the center. The pool is comfortably wide, unable to be crossed within a round. Likewise, the pool has a fairly deep base, able to accommodate even the largest of Pokemon, although their movements will be restricted somewhat. The water is clear and has a high degree of visibility, meaning Pokemon situated within the water can be easily located and targeted from outside. The outside of the pool itself is simple terrain, open to standard manipulation. Optionally battlers can include pontoons within the water, which will float on the surface and provide a fairly sturdy foothold for the majority of Pokemon, within reason.
So I'm crazy for agreeing to ref this. Regardless, it will be fun, and, well, crazy!

Pick your types, then send me your PMs!
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Old 04-18-2016, 01:56 PM   #2
Ironthunder
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ok... This is how I'll be rolling today.

I'll pick Flying, Water and Fire.
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Squad summary here.
TL3, 129.5 TP, 37 KOs, 3 SP
C grade ref.

WF quest log here.

FB stuff here.

Last edited by Ironthunder; 04-18-2016 at 02:02 PM.
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Old 04-18-2016, 02:04 PM   #3
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Bug

Psychic

Normal

Starting the match off with Psychic.

Last edited by Aposteriori; 04-18-2016 at 02:19 PM.
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Old 04-18-2016, 02:10 PM   #4
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Mon and orders are in.
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Squad summary here.
TL3, 129.5 TP, 37 KOs, 3 SP
C grade ref.

WF quest log here.

FB stuff here.
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Old 04-18-2016, 02:35 PM   #5
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PM sent. Good luck!
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Old 04-18-2016, 06:44 PM   #6
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Wait "mozz match" is a thing now??
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Mozz's Van, named after Bulbagardens creditor, was a hidden forum section where staff members could share pictures of their tiny penises and engage in homosex. Sadly, HAVA media, Bulbagardens new corporate overlord, forced it's closure. Can't have porn on a children's website.
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Old 04-18-2016, 06:45 PM   #7
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It is an exhibition!
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Old 04-18-2016, 09:21 PM   #8
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As we step foot into this futuristic arena, we know that only one will emerge victorious! Or something like that. As both battler take their positions, we hear a single word.

"Psychic."

Well, I don't under- wait, what's happening? The arena is morphing! It seems to have settled in a garden of some sort. Wow, these hedges are so well-trimmed! Let's get to the battle!

The duo of capsules tango in the air, each releasing a beam of light to strike the sandy floor. As each laser materializes, two forms are created, one clearly having an inherent advantage over the other.

Spoiler: show
Quote:
Originally Posted by Aposteriori
Level 6
Psychic:
Starcraft: Genderless Metagross
Biography: His name is Starcraft, he came back to fight the forces of evil, but to do that he had to become someone else; something else. Through his training, he acquired magical properties to his metallic core, expelling the evil forces roaming around the pokemon world. There was once a time where he could manage, but the earth's pokepolarity changed, morphing such ability. Out of energy, Starcraft can propel himself into the air, because guess what he was meant to fly.
Special Attack: Rocket Man [PS/ST]
Charging up a heavy amount of Psychic or Steel energy, Starcraft creates two large rockets of energy which launch him into the air, before he crashes down on the opponent, dealing heavy Psychic or Steel damage. The type must be stated when used. This attack fires fast, so it can be used to dodge attacks similar to Bounce with the same stipulations for paralysis.
Hidden Power: Water


Cubic Light Screen. Steel Rocket Man, make sure you pin.


Spoiler: show
Quote:
Originally Posted by Ironthunder
-Kitsune the Delphox, level 5, female, HP Ice- Charcoal attached.


Kitsune, lead with a Flamethrower into Will-O-Wisp.


The two begin charging their techniques at the same time, but Kitsune's is quicker. The Delphox, inhaling a great breath, unleashes a scorching stream of hot flame at Starcraft, who makes some weird beeps of pain. It doesn't break his concentration, though, and Starcraft, having created a magenta fog around himself, summons a cube of energy out of nowhere, protecting himself from future assaults. Kitsune pays no heed, though, and releases a small burst of blue flame from the tip of her twig. While it travels towards Starcraft, the Metagross' incredible intellect has already decided, and Starcraft, summoning jets of silver flame under his feet, rockets up and above the flame. As Kitsune makes a disappointed grumble, Starcraft comes crashing down upon her with a metallic wreath around himself, quickly turning Kitsune's disappointed expression into one of pure terror as she realizes she is pinned, and paralyzed to boot! Awww. At least she resisted the blow!

Starcraft took a big blow, moving through the first third. He is good for two despite the high energy usage. Kitsune took a slight blow, and is good for two as well. Kitsune has some not-so-severe physical paralysis on.

Apos to go first as per RNG.

Last edited by Chalis; 04-18-2016 at 09:48 PM.
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Old 04-18-2016, 09:25 PM   #9
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Technically, no RNG required. GDI, I forgot to filter for fully evolved stages.

DC Earthquake stomp, maintain your pin. Body Slam.
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Old 04-18-2016, 09:48 PM   #10
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I missed the paralysis part of the sig, so I edited the round. Kitsune is now paralyzed, if that changes anything.
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Old 04-18-2016, 09:49 PM   #11
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Orders remain. Cheers.
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Old 04-19-2016, 01:59 AM   #12
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Safeguard the DCEQ, pushing it off you as you do so. Then Foul Play the Body Slam.
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Old 04-19-2016, 05:07 AM   #13
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Starcraft, looking down at the pinned Kitsune, wreaths a limb in sandy energy. As Starcraft lifts up the cloaked arm, Kitsune decides she'll summon a shield to block the move and push Starcraft away. Something I've done a thousand times by now; my Pokémon always get pinned. Sadly, nothing comes? It would seem that the paralysis was mean to Kitsune, stopping her technique. As the hammer comes down, Kitsune shields her eyes from her imminent demise.

...

...

Kitsune feels the force of a truck crash into her face, and she is clearly in a lot of pain. Not very nice, Starcraft, you bully! She feel her limbs are no longer numb, though, the huge blow knocking it right out of her. Starcraft, appreciating his work, springs off the ground now, preparing to land with concussive force upon Kitsune. As this happens, Kitsune springs up, tapping a hand to guide Starcraft to the side. While he crashes partially onto her, Kitsune's light tapping allows her to guide Starcraft away, the Metagross landing beside her and taking a strong blow from Kitsune's technique. Way to go, Kitsune!

*cheers from the nonexistent audience*

We see Starcrafts health bar grind down, similarly to how one would in Accel World. Remember, Kitsune didn't escape unscathed!

Both are about tied for health, and Starcraft could do with a break, while Kitsune is fresh. Kitsune is no longer pinned, and no longer paralyzed.

Iron.
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Old 04-19-2016, 10:54 AM   #14
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Flame Charge, Flamethrower while backing away.
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C grade ref.

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Old 04-19-2016, 11:34 AM   #15
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Body Slam.
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Old 04-19-2016, 01:46 PM   #16
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Kitsune, now free from her oppressor, cloaks herself in a fiery wreath of flame, and, in a burst of speed, crashes into and past Starcraft, hearing a robotic whine from Starcraft as Kitsune lands some distance behind him. The Delphox, with a little remaining fire around her, absorbs it into her being, feeling empowered as her speed increases. Now, Starcraft is ready to deal hurt of his own, dashing, well, more like walking over to Kitsune and leaping into the air, crashing down upon the Delphox with sickening force. However, it seems Kitsune was able to move very slightly over to the side, lessening the amount of Starcraft that crashed onto her by a tiny bit. She is still pinned, and has paralysis that is milder than last time. Though, she seems to be lucky, as her next attack gets through, a burst of flame streaming from her mouth and onto Starcraft at point-blank range. The cube of energy buffers the attack, though. No burns, because what's the chance of a hot stream of fire burning things?
She is still paralyzed, though, and needs to be careful!

Kitsune opened up a lead, with Starcraft on the way to the final third, and herself not far behind. Both are good for two, and Kitsune is pinned and paralyzed, though her head is not pinned and she may be able to release some attacks.

Apost.
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Old 04-19-2016, 03:48 PM   #17
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DC Earthquake Stomp on the face. Rock Slide to the face.
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Old 04-19-2016, 04:13 PM   #18
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Blast Burn. Again if the first fails.
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C grade ref.

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Old 04-19-2016, 09:03 PM   #19
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Starcraft, towering over Kitsune, is going for the win; covering a limb in ground energy. He brings it crashing down on Kitsune, who closes her eyes in fear. As the muddy limb makes impact on her face, Kitsune can feel her consciousness leaving her, as well as her paralysis.

But no! She can't let that goddanged robot win! The good guys always win, right! If she could just

Stay determined...

...she'd have no problem! So she decides she'll do this. Bringing together a colossal amount of fire energy, Kitsune compacts it, forming an ultra-dense flame in front of her. She waits 'till the perfect moment, and then releases it.

An infernal pyroclasm rocks the otherwise peaceful garden as the dense flame unravels itself, the firestorm engulfing the pair. Hedges burn, grass chars, and the very air is turned into a thermal wind at the intense heat of the firestorm. After the flames die down, we can see Starcraft, worse for wear, panting on the ground some distance from Kitsune. She seems to have suffered a little recoil from the close proximity!

Starcraft now decides to end the round on a slightly less intense note, summoning rocks from beneath the soil to batter into Kitsune.

...she won't make it out of next round, will she? So much for determination.

Kitsune crashed right above critical this round, and she is tired. Starcraft is a ways above critical, and is good for two. Energy doesn't matter at this point.

Iron to order first, in the decisive round that follows!
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Old 04-20-2016, 02:07 AM   #20
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Safeguard to block one and throw it off, then Shadow Ball assuming you live that long.
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Old 04-20-2016, 07:49 AM   #21
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Light Screen as you approach her to elicit a reaction for safeguard. Shadow Ball after your opponent's Shadow Ball.
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Old 04-20-2016, 08:10 PM   #22
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The decisive round is here.

*epic music plays in the background*

Kitsune, with some concentration, puts together a ominous orb of raw shadow, the dark matter pulsing forebodingly in Starcraft's direction. He would rather not be struck by such a thing, though, and proceeds to form a shimmering pane of light, causing the ball to explode into a ghostly wind harmlessly on the screen. Starcraft, beeping with happiness, uses a similar ball of shadows to strike Kitsune, the Delphox felled by the cyclonic wind.

Starcraft teleports into another dimension to beat up a poor Clefable.

Wait a second, I recognize that Clefable...

Kitsune is unable to battle! Ironthunder, pick your next matchup!
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Old 04-21-2016, 03:59 AM   #23
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Welp, screwed regardless, so let's go to Fire.

Oh it's Primo. If I wasn't completely fucked before...

Apparently Infernape because equiall, and HP Ice.
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Last edited by Ironthunder; 04-21-2016 at 04:07 AM.
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Old 04-21-2016, 04:11 AM   #24
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Cecil Turtle: Male Olive Torkoal
Biography: The Sevii Islands are an archipelago of seven large islands. Mt. Ember is the home of several fire typed pokemon, such as Torkoal. Cecil Turtle comes from a different environment that is not common to his kind. Cecil is a fourth generation Torkoal representing the current population from the unnatural environment in which he was born in. He was born within the coastal range of Boon Island some time ago after several Torkoal were blown away by a strong Hurricane many generations ago. To explain what has occurred with his phenotype - the composite of an organism's observable characteristics or traits - we must first explain the possible prevalence of a genetic mutation that is currently present within his cohorts. Starting off three generations ago, the wildtype or normal phenotype had predisposition for death due to hypothermia. This specific phenotype was subsequently high as these Turtles did not have an immediate need to regulate temperate water temperatures. At least 80% of that population died out.
The following generation started to show signs of survivability, by the spontaneous introduction of a mutant gene that increased survivability or susceptibility to the change in temperature and better tolerance to water. The phenotype only provided a haploid amount of the enzymatic activity required to maintain full homeostasis within temperate water environments. As more Torkoal within the second generation began to die out, the remaining survivors had an evident a heterozygous loci for the gene that allowed survivability in the coastal region. It is what the Pokemon community would call familiarity over a certain element, or in this case water. The third generation faced what you would call a bottleneck effect and genetic drift as the DNA content for the Torkoal would shift to favor the ones that were carrier of the mutant water familiarity gene.
Fast forward one more generation, some of these Torkoal have a homozygous recessive genotype to the specific water familiarity gene, and shifting their coloration to a soft grayish-red. Unprecedented and previously unobserved before, a Torkoal with both recessive alleles creates a full compensation for temperate coastal environments. This genotype has a phenotypic expression indicative of a secondary water type, showing complete survivability and adaptability in the span of four generations of non-native Torkoal within the temperate coastal environments in northwestern regions of Boon Island with their coloration shifting to that of a soft olive color.
Type Change: Spontaneous Mutation Leads to Adaptation [WA]
Cecil Turtle is now Fire/Water with all the weaknesses and resistances associated with it. He is 1.5x weak to grass. He has learned how to use Surf, Bubble Beam, Scald, and Hydro Pump. The latter three can be alternatively fired from his shell's orifice if Cecil Turtle chooses to do so. Cecil Turtle moves at a respectable pace in the water, though he prefers shallow, slow water to deep, fast currents mimicking the same pace of a Quagsire when compared to other water typed Pokemon. His swimming capabilities are extended to lava, allowing him to survive in lava just as well as the Magmar line. Cecil can breathe underwater. He is no longer rock familiar, losing access to Stealth Rock, and Rock Slide. Bodily harm is out of the question; he loses access to Self Destruct and Explosion. His love for the beach inhibits his use of Fissure. Water moves cost an additional 10% of energy to use, but they do not lose power if exposed to heat.
Hidden Power: Ice

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Start off with Surf, but do not ride. Bubble Beam.

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My other option was Mega Charizard Y. I instantly regret my decision of not bringing it.
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Old 04-21-2016, 04:12 AM   #25
Ironthunder
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Torkoal will destroy me anyway, and probably a lot quicker.

Stone Edge, then Thunder Punch.
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