CAP ASB Adventure Battles General Thread

Create-A-Pokémon Anime Style Battling Adventure Battles

A chance for trainers to get in on the action, exploring strange and dangerous locations alongside their Pokemon, or just simply training with them.

Table of Contents

  1. Introduction
  2. Gameplay Mechanics
  3. Notes and Hotfixes
  4. Submitting an Adventure Battle
  5. Currently Available Adventure Battles
What is an Adventure Battle?
Ah, I'm glad you asked! Adventure Battles are journeys, all around the world, there are mighty beasts to defeat, distant locations to see, items to obtain, and puzzles to solve. To combat these threats, you will need to roleplay more than ever before.

Oh, did I forget to mention that the trainers are considered “on the field” in these?

On the field, the trainer can act as they please, assisting their Pokemon with attacks, support, and orders. Trainers are varied people, each with their own methods of making a difference on and off the battlefield. You play as one of these trainers, and their Pokemon with the intent to complete a goal, whether that goal is to save the world, win a competition, of just get filthy stinking rich!

In essence, Adventure Battles are harrowing quests that test both Pokemon and Trainer to their utmost limits!

How do I join?
Well, first you are going to need to head on over to the Trainer Building department, located here. Once you are there, you will receive instructions on how to build a trainer. Once your build has been approved, come back to this thread to sign up for one of the available Adventure Battles!

If you are interested, check the mechanics down in the next posts!

Current Staff:
Admin: Has the final say in all matters pertaining to Adventure Battles
Maxim

Co-Admin: Have a large say in the process, can make some administrative decisions.
Eternal Drifter
Glacier Knight

Creators: Have say in all aspects of their Adventure Battles that do not conflict with the General Thread.
Eternal Drifter - To Defy the End
The Wanderer - Glass Pyramid
tavok - Political Issues
Canis Majoris - Chaotic War
Glacier Knight - The Supreme Sorceress

Registered Referees: Can referee Adventure Battles (a list of refs in training is found in the second post).
Eternal Drifter
The Wanderer
Maxim
Gale Wing Srock
Glacier Knight
 
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Gameplay Mechanics
For Players:

Challenging an Adventure Battle:

  • A player can only enter one challenge at a time, regardless of other factors
  • A challenge needs to specify which Adventure Battle is being challenged, and, if it is a Storied Quest, which chapter of that Storied Quest is being challenged.
  • Players can either invite a particular user to challenge the Storied Quest with them, or they can make an open challenge, free for anyone to pick up.
  • Notice: Players who have made a Storied Quest may only challenge their own Storied Quest AFTER another set of trainers have successfully completed that Storied Quest.
  • Once the challenge is accepted by the other party, any approved referee can take that challenge, unless that challenge is a Beta Test. If the challenge is a Beta Test, then the creator is encouraged to referee that Beta Test, if he opens it to any other ref, then any approved ref can take the challenge.
  • After this has happened, both players are required to send the ref both their approved trainer profile for the trainer they wish to use, as well as the profile of the Pokemon they wish to use.
  • The referee will then post the Adventure Battle

The Phases of Battle:
When an Adventure Battle begins, you will typically start in a town, or maybe the middle of the wilderness, maybe you will even be up against a boss. Regardless, the actions you will be able take will depend on what type of Phase you happen to be in. The Referee is responsible for posting what type of phase it is anytime one is entered. Here are the phases and how they affect you.

1. Town Phase:

From villages to cities, there are many towns spread out across the world. Trainers can explore these areas to find information and plan their adventures. Talking to townsfolk will give information related (or sometimes not-so-related) to the Adventure Battle, and in rare cases may even unlock a challenge to get an item. Most towns offer revival services, though there may be repercussions to this depending on the Adventure Battle.

Revival: Should one of the team members fall in battle, they can retreat to a town to try and revive one of their teammates. The catch though, is that this revival costs CC. Typically, this will be about 5 CC per revival, though the final cost is up to the designer of that Adventure Battle. Additionally, the designer can impose a penalty to it, such as the enemy Pokemon becoming stronger. Also, each trainer and Pokemon can only revive once per town.

2. Adventure Phase:

This is where the trainer goes into an area, and has to find out where to go next. Trainer actions are fairly wide ranged here; for instance, they can use a Pokemon to burn some brush to reveal a path or head to the hill over yonder to investigate a gleaming object atop it. Additionally, this is the only phase (besides town phases) that allow the trainers and Pokemon to heal outside of battle, however, there are often restrictions placed on this healing.

Recoveries/Chills:
Ordinarily an oft-forgotten feature of regular battles, this comes into Adventure Battles slightly differently. While healing inside of battle is generally considered to be infinite recoveries/chills, outside of battle you are limited to the number the designer allows you, which may very well be none at all! If an Adventure Battle does not specify, it is assumed to be 2 Recoveries/5 Chills per Pokemon in Adventure and Town Phases.

3. Puzzle Phase:

These phases look a bit like the Adventure Phases, but instead there's a clear goal, you need to get from point A to B, and need to figure out a way past the obstacles. Unlike TLRs where you choose option A and get hurt or option B to get hurt, this one is more about being presented a situation, and then finding a way to succeed. Again, roleplay actions are you friend here, you could use water to cool lava briefly to cross, but then you could just get burned instead that way. How successful you are depends on the referee, similar to combination attacks.

Subjectivity Scale:
This is a tool used in most Adventure Battles to help determine the reward/punishment for how well your puzzle solving antics go. Most of the time, the only cost will be the energy cost of the move used to get past. However, in cases where this is not clear, the subjectivity scale gives a clear reward/punishment scale for the referee to reference. The referee must post this scale in the thread if it is present, so that the challenger knows what the stakes are.

In general, using a cool roleplaying move will nullify the costs of the puzzle phase, while doing something abjectly stupid (like walking into lava unprotected) is likely to have severe repurcussions, maybe even an instant wipe! Also note that your character is important in these decisions, a fully armored knight isn't going to be wall jumping past a chasm, but an acrobat might.

Here's an example of the scale. While it should generally use the same scale shown here, the actual punishment should be wildly different depending on the puzzle:

Very Reasonable: No Energy Cost
Somewhat Reasonable: -7 Energy all team members
Iffy: -15 Energy all Team Members
Not Reasonable: -15 HP all Team Members, Retry
Too Dumb to Live: Instant death to all involved (full party wipe if all participated, instant ko for one trainer if only one did it).

4. Encounter Phase:

This is for phases where there may be an escalation into a fight, or simply avoidance. Some examples include trying to sneak by a sleeping Zangoose, or a part of an enemy's rant where you can either try to talk them down or just punch them in the face.

5. Battle Phase:

This is the basics of ASB. Two opposing sides fight each other until one of them is knocked out, or until one heads for the hills. These phases use all of the standard rules of ASB, except when noted otherwise.

6. Boss Phase:

This is like the Battle Phases above, but they tend to work differently. Firstly, escaping from a boss is no easy task, and in many cases is outright barred. Secondly, typically the bosses have very powerful special effects, making them that much harder. Finally, they may summon minions or even explode if you take too long to defeat them.

AI Mechanics:
  • All enemies use a slightly different system of determining their targets. Instead of enemies being fully controlled by the refs, they use the following system
  • Reffing AI chooses a target based on a similar system to the Raid Zone. That is, their target is determined by how much damage and healing is done by the opposition.
  • Anytime damage is done to the enemy, the Pokemon that made the damage will have their threat go up by whatever damage was taken. Anytime healing is done to an ally, the Pokemon that used the healing move will have their threat go up by a flat 15.
  • This threat must be present in a table below the encounter.
  • Notice: Raid Mechanics, such as the threat increase gained by Intimidate, do not apply in Adventure Battles.
  • The target is determined by who has the highest threat. However, once a Pokemon has gained threat, the enemy will not switch targets until they achieve a threat rating of [Threat of Current Target*1.3]
  • Once the target is determined, the referee will decide what move is used. The move used must hit the determined target, though it may use moves that hit other targets as well (such as Dazzling Gleam)
  • Each encounter and boss has a "Personality" that is hidden from the challengers. This gives the referee instructions (such as "Itsumo will never use Guillotine unless it is combined with Aerial Ace") that limit them to certain moves
Rewards:

What is the point of heading out on an adventure if you have nothing to show for it at the end? For each battle completed each of the trainer’s Pokemon gains the standard for a battle (1 EC/2 MC/1 DC or 3 MC). However, successfully completing an adventure also nets additional prizes.

Depending on the adventure completed successfully, the trainer can gain additional CC, but there are several tokens that can be obtained as well! These Tokens and Badges can be converted into additional CC, but their primary use is to purchase items for trainers to use, like a stronger sword, a sturdier shield, a gun, or perhaps some stylish earmuffs. A more detailed description of these counters is listed below:
  • Adventure Tokens: The basic currency of Adventure Battles, these allow you to purchase the majority of items used for the roleplay, and can be received both by reffing and by playing Storied Quests and Side Quests.
  • Heroism Badges: These are the advanced currency. While you will not need these for a while, they are required to get some of the stronger items in Adventure Battles. These are received as prizes for exploration and exceptional accomplishments (such as beating and entire Storied Quest, or beating a Hard Mode or bonus boss)
  • Legendary Relics: This is the ultimate currency, and it is not gotten easily. In order to get one, you need to defeat a legendary Pokemon (one that isn't part of the requirements to beat a Storied Quest anyway). Naturally, this is easier said than done, but if you obtain one of these, you can get one of the Legendary Artifacts in the game.
In addition, you might be able to find a dropped item or two in your adventures. That powerful sword that the final boss has in a storyline? If you manage to defeat him while completing a certain challenge, you might have a chance to obtain the sword after the battle!

Tiers and Rewards:
Every time an Adventure Battle is approved, it will be given one of four Tiers, based on the difficulty and the position of the chapter relative to the others. Typically, for an Eight Chapter Adventure Battle, Chapters 1 and 2 will be Tier 1, 3 and 4 will be Tier 2, 5 and 6 will be Tier 3, and 7 and 8 will be Tier 4. This tiering system mimics the system for items, and creators are encouraged to prepare their chapters accordingly.

With this in mind, the rewards that players will earn from Adventure Battles are:
  • 1 Evolution Counter per fight, if applicable (fight being defined as any confrontation where players or NPCs receive damage)
  • 2/3 Move Counters per fight
  • 1 Ability Counter per fight, if applicable
  • (5 X Tier of Adventure Battle) Currency Counters upon victory
  • 2 Currency Counters upon loss/forefit, or upon partner getting disqualified and Forefit is chosen
  • (5 X Tier of Adventure Battle) Adventure Counters upon victory
  • 1 Adventure Counter upon loss/forefit, or upon partner getting disqualified and Forefit is chosen
Note that Heroism Badges and Legendary Relics can only be obtained from bonus activities in Adventure Battles (typically, beating an optional boss).

Player DQ:

DQed players only earn 1 CC + rewards for their Pokémon for each encounter they completed before they were DQed. They forfeit any Adventure Battle specific rewards (items, Adventure Tokens, and Heroism Badges).

The player that was not disqualified has three options from this point:
  1. Forefit: This allows the trainer to get back into the queue for a new Adventure Battles. This trainer receive full rewards as described above.
  2. Go Alone: This allows the trainer to control themselves, and not their partner. Their partner is treated as though they got horrendously killed/mysteriously disappears/etc as their HP goes to 0. This is only recommended if you are inches away from killing the boss.
  3. Puppet: This allows one player to control both themselves and their partner. However, that player only obtains half the normal CC and AT.

On Loot:
During your many adventures you may find valuable objects that are worth a pretty penny! Assuming you survive your mission, you can then exchange these for CC or, in rare cases, UC. You will need a loot slot for each piece of loot you come across, so make sure you have enough!

[More information coming when we actually get an AB with Loot Items]

For Referees:

Referee Expectations:
WIP

Flavor is King:
Adventure Battles are a flavor-focused roleplay, and because of that, we look for our referees to have very good flavor. They should be creative, and be able to think outside the box whenever a player comes up with a creative solution for a problem. For this reason, we look for the following qualities for our referees.
  • Post on Time: Adventure Battles take a very long time, and the last thing anyone needs is to wait even longer because of the referee. Post within DQ time and you will be set.
  • Have a Proven Record for Flavor: Again, we take flavor seriously around here, so you need to have some record of reffing other ASB matches with flavor. Sending the Admin examples of your refffing history with flavor is a good idea!
  • Be a Competent Referee: This is self-explanatory. A good ref gets calculations correct and has an easy to read format for the calculations and statuses.
If you want to sign up for reffing, either contact the Admin on ASB on IRC or by PM.

ASB Rule:
Despite the fact that this is a flavor-centric role play, it is at it's essence an ASB roleplay. Because of this, all actions are to be taken as though they were in a serious match, unless the player states otherwise. What this means is that all mechanics default to their regular ASB status unless the players specifically state a flavor mechanic. For instance, Surf will still hit people in Dive, but Thunderbolt will not. However, if the player has a Pokemon that can go underwater and use Thunderbolt on him AND the player wants them to dive after the pokemon, that may work, depending on the referee's opinion.

Off the Rails:
Sometimes, the players will want to go to a place that outside the boundaries of the Adventure Battle. This is normal, and if a creator is diligent enough, they can sometimes plan for these. For unplanned escapades though, this needs to be curtailed. Yes this is a flavor focused role play, but if the referees are having to make things up, this can lead to a larger challenge than intended. For this reason, referees are required to keep the players in the defined boundaries of the Adventure Battle, even if they have to make up stuff to keep them out.

Important: Anytime a Post is made where a boundary has been hit, the referee is REQUIRED to post the word "OUT OF BOUNDS" in the flavor section to signify to the player that they cannot go this way. This helps to differentiate between a roadblock that the players are supposed to get past with ones they are not.

Note on Combinations:
As with the rest of ASB, Combination legality is subjective and based on what is realistic and the referee's thoughts. Generally speaking, combination legality matches that of standard ASB. However, creators can make arenas that allow for more unusual combinations, typically as an effect that has no direct effect on the battlers.

AI Mechanics:
  • All enemies use a slightly different system of determining their targets. Instead of enemies being fully controlled by the refs, they use the following system
  • Reffing AI chooses a target based on a similar system to the Raid Zone. That is, their target is determined by how much damage and healing is done by the opposition.
  • Anytime damage is done to the enemy, the Pokemon that made the damage will have their threat go up by whatever damage was taken. Anytime healing is done to an ally, the Pokemon that used the healing move will have their threat go up by a flat 15.
  • Notice: Raid Mechanics, such as the threat increase gained by Intimidate, do not apply in Adventure Battles.
  • The target is determined by who has the highest threat. However, once a Pokemon has gained threat, the enemy will not switch targets until they achieve a threat rating of [Threat of Current Target*1.3]
  • Once the target is determined, the referee will decide what move is used. The move used must hit the determined target, though it may use moves that hit other targets as well (such as Dazzling Gleam)
  • Each encounter and boss has a "Personality" that is hidden from the challengers. This gives the referee instructions (such as "Itsumo will never use Guillotine unless it is combined with Aerial Ace") that limit them to certain moves

Referee Payment:

In the past, there was a series of flash matches that were flavorless and were just to get quick counters to all participants. If you prefer those matches, this isn’t the role-play for you. Where those battles are about the math, these battles are mainly about the flavor. After all, if there’s no flavor, there’s no story. Refs are compensated based on the adventure run. However, instead of claiming the UC, they can instead claim 1 Adventure Token for every 5 Universal Counters converted, up to a max of 3 Adventure Tokens gained from an adventure (they cannot claim UC, and then convert it to Adventure Tokens; they can only use the UC gained in reffing an Adventure Battle to gain the tokens, and only if they claim it then).

People wishing to become new referees will be placed in the list "Referees In Training". These will be allowed to take one battle to referee. During this period what we will look for is promptness of reffing and quality of flavor. If you do well in both of these, then you will be moved into a permanent position.

One note: This will be with high standards of reffing. The leaders of the Adventure Battles will hold the right to replace any referee that is not putting in the flavor needed, and prevent such referees from claiming Adventure Tokens with UC from the Adventure Battles.

Payment: For all Adventure Battles, the referee is payed as follows:
  • 1 UC for every creature involved in a fight, including boss fights (basically just count the number of trainers and Pokemon involved in the fight)
  • 1 UC for each non-combat update
  • 0.5 additional UC for each round of a Boss Battle (round normally at the end of the AB).
  • 1 UC for completing the adventure (regardless of the outcome [DQ, finish, loss, etc])

List of Referees:
Active Referees:
Eternal Drifter
The Wanderer
Maxim
Gale Wing Srock
Glacier Knight

Referees in Training:
acidphoenix
Leethoof

Non-active Referees:
Ragnarokalex

Blacklisted Referees (Will need to PM me with reasons why they should be allowed to ref before going into training):
acidphoenix (reffed multiple simulators, but dragged his feet with AB)
 
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Notes and Hotfixes:
Transport Moves:

On Mounts:
Trainers can ride Pokémon, and some Pokémon can ride trainers. Trainers can even go where they couldn't normally with their Pokémon supporting them, even into the sky or across the sea. However, it is important to note that the carrier must be large enough to carry the one being carried, and must be able to support the creature they are carrying. The rider expends no energy for moving while mounted, while the mount expends energy as normal. The mount must be at least 1 size class larger than the rider. The mount cannot carry more than 10 WC of objects, regardless of other factors.

New Command: Mount

Mount: The being climbs onto another, larger being and rides on them. Said being must be able to support the smaller being's weight.
Attack Power: - | Accuracy: -- | Energy Cost: 5+(Mount's Weight Class - Carrier's Attack/Defense (whichever is lower), Min 1) Per Round | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Normal | Priority: 0 | CT: None

Dismount: The being climbs off the currently mounted being.
Attack Power: - | Accuracy: -- | Energy Cost: 1 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Normal | Priority: 0 | CT: None

Ground:
Trainers seeking to ride their Pokémon need their Pokémon to have either an Attack or Defense rank of at least the trainer's weight class -1. Pokemon seeking to ride their trainers must be have a size and weight class of exactly 1 and the trainer must have an Attack Rank of at least 1. Regardless of other factors, Diglett and Dugtrio cannot ride trainers. This allows the trainer to ride their Pokémon, but the Pokémon will be unable to use any of its attacks, and can only move. In order for attacks to be used by the Pokémon, the Pokémon's Attack or Defense rank must be at least the trainer's weight class. To safely bring a trainer up a mountainous ridge, the Pokemon must have the move Rock Climb. A Pokemon can bring a trainer with them using the Dig move, but must have the move Dig, as well as an Attack or Defense Rank greater than the trainer. The following Pokemon can always be mounted regardless of other factors:

Always Mountable Pokemon: Rapidash, Zebstrika Gogoat, Skiddo, Rhyhorn, and Mamoswine

Water:
Trainers seeking to ride their Pokémon need their Pokémon to have either an Attack or Defense rank of at least the trainer's weight class -1. This allows the trainer to ride their Pokémon, but the Pokémon will be unable to use any of its attacks, and can only move. In order for attacks to be used by the Pokémon, the Pokémon's Attack or Defense rank must be at least the trainer's weight class. To ride on mounts in the water, the Pokemon must start in the water, and have the move Surf to carry the trainer. To carry a trainer safely across a whirlpool, they must also have the move Whirlpool. To carry a trainer safely up a waterfall, they must also have the move Waterfall. The following Pokemon can always be ridden on, regardless of other factors (even if they do not have Surf):

Always Surf Mountable Pokemon: Lapras, Wailord.

Flying:
Trainers seeking to ride their Pokémon into the air need their Pokémon to have the Flying type or the Levitate ability, and either an Attack or Defense rank of at least the trainer's weight class. This allows the trainer to ride their Pokémon into the air, but the Pokémon will be unable to use any of its attacks, and can only move. In order for attacks to be used by the Pokémon, the Pokémon must have an Attack or Defense rank greater than the trainer's weight class, have either the Flying type or Levitate ability, and have the move Fly. Pokémon that have the flying type or levitate ability but lose it upon Mega-Evolution can still carry a trainer so long as the base Pokemon had the required moves.
==========================================
Other Transport and HM moves:

Teleport: Teleport can move a Pokemon to any point in their line of sight in an Adventure or Puzzle Phase. However, to use Teleport in this way requires 10 Energy (before STAB), and can only teleport the Pokemon itself, no objects can be held besides the typical held item. Teleport is treated as though all battles are Switch=KO for use in battles, and may be used to let the Pokemon escape from battle.

Strength: If the Pokemon has Strength, they may lift or push objects up to 2+(Attack Rank) in Weight Class. Ordinarily, the Pokemon would only be able to lift or push objects equal to their Attack Rank.

Rock Smash: If the Pokemon has Rock Smash, they may be able to smash rock type obstructions, such as large boulders and clear cave ins. Ordinarily, the Pokemon would only be able to do so if they take down the boulder's HP with repeated attacks. Not all cave ins or boulders can be smashed in this way. In these cases, the referee is required to inform them that it cannot be smashed, either when they reach the area or when they try to smash the obstruction.

Cut: If the Pokemon has Cut, they are able to cut through grass type obstructions, such as thick brushes with minimal effort. Ordinarily, the Pokemon would only be able to do so if they take down the obstruction's HP with repeated attacks. Not all thick brushes can be cut in this way. If this is the case, the referee is required to inform the players that it cannot be Cut, either when they reach the area or when they try to cut.

Flash: If the Pokemon has Flash, they can use the move in battle to cut their opponent's accuracy. In a dark area, they can illuminate the area for 3 Rounds (5 if they also have Illuminate), which allows the trainers to see clearly in the current room and any rooms directly adjacent to it.

Notice: Unless otherwise stated, field moves use the same energy as normal ASB.

On Trainer KOs:
Trainers can and will get knocked out. While this does not mean the end of the adventure, there is one significant downside of being knocked out. Any items the trainer had out can be used by anyone who comes along. You might have a mighty weapon, but if you fall and an enemy comes and grabs it, it just became that much harder for your side to come out successfully. Items still within any Item Carriers cannot be taken.

On Choice Items:
While they provide a power boost, they may prove to be a bane in this high role-play environment. Simply put, they prevent the Pokémon from wearing them from performing role-play actions, even those as simple as walking from one place to another, turning the Pokémon into a machine of pure destruction. They also prevent the bearer from swapping items with a trainer, so focused they are on their attacks. If you know for certainty that you are not going to be moving in location and simply want to destroy, then Choice Items might prove more of a help than a hindrance. Might.

On the Flame and Toxic Orbs:
Contrary to the rest of the Pokémon Battle Items, these items will affect the trainer if the trainer holds them (but they may not start the RP holding them; these orbs must be brought in by a Pokémon on in the trainer's backpack). Unless the Trainer puts them away quickly, these items will inflict their status on the trainer if they are held by the trainer. While this is a method to activate the ability Guts, make sure to have a plan in mind to heal yourself before you are overwhelmed by the damage.

On Pokémon Battle Items:
These include items like Charcoal, Life Orb, Power Band, Berserk Gene, Grass Gem, Expert Belt, Leftovers... etc. Trainers can hold them, but may not benefit from them. The only exeptions to this are the Flame Orb and the Toxic Orb (see above).

On Trainer Battle Items:
These include swords, shields, guns, goggles... etc. Pokémon can hold them, but may not benefit from them. When held by a trainer, they are immune to Knock Off to remove these items (but Knock Off may effect whatever else they are holding, other than the backpack).

On Role-Play Options:
The options presented to trainers are never the only options; they are just the most obvious options. Trainers and Pokémon can attempt almost anything. The chance of it working, though, may vary, keeping in mind the capabilities of the creature doing the action. Sure, you're not supposed to attack certain creatures, but there's little stopping you from starting trying; just be aware that there will be concequences for each action, ranging from something that solves the current situation faster than expected and results in derailing the rest of the questline (siding with an enemy, for example) to actions that quite likely mean a quick end to the current adventure (charging alone headfirst into an army of enemies for example).

Hotfixes:
10/22
: Modified Referee Payment to make it more clear how the UC is to be handed out.
10/23: Replaced Geomancy with Moonblast for Fairy Trainers.
10/30: Added rules on first time referees.
11/30: Patch 0.9.1
 
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Submitting an Adventure Battle

How to Submit an Adventure Battle:
The process is actually quite simple! All you need to do is to follow these simple steps:

1. Submit a Plot Synopsis

For this step, you will need to PM a plot synopsis to the admin of the Adventure Battles (currently this is Maxim). All that you need here is a short summary of what the trainers will be doing for each individual chapter. Heavy plot spoilers are not needed, just a basic overview of each chapter so that the Storied Quest can be fully constructed should you leave ASB at a later date.

[Size=5][b]Adventure Battle Title[/b][/Size]

[b]Chapter 1:[/b] Title
(Description)

[b]Chapter 2:[/b] Title
(Description)

[b]Chapter 3:[/b] Title
(Description)

[b]Chapter 4:[/b] Title
(Description)

[b]Chapter 5:[/b] Title
(Description)

[b]Chapter 6:[/b] Title
(Description)

[b]Chapter 7:[/b] Title
(Description)

[b]Chapter 8:[/b] Title
(Description)

Note: Add or subtract chapters as needed.


2. Create your first chapter

For this step, you will need to create only the first chapter of the Storied Quest. If you are making a Side Quest, then the Side Quest itself will be fine. You will be in charge of statting and flavoring the entire chapter, so make sure it's easy to understand! Once you have completed the Adventure Battle, PM the completed chapter to the Admin and await approval. Once you have been approved, you can move to the next step.

For help in completing this step, a format is provided here. It is not required that the format be followed exactly, but it is a good idea.

[b][Size=5]Chapter X: Title[/b][/Size]

[i]Introduction[/i]

[b]Start Area: Name
Type:[/b] (Town Phase, Boss Phase, Puzzle Phase, etc)
[b]Connected Areas:[/b] Areas that this area goes to

(Description)

========
[b]Area X: Name
Type:[/b] (Town Phase, Boss Phase, Puzzle Phase, etc)
[b]Connected Areas:[/b] Areas that this area goes to

(Description)

========
[b]Area X: Name
Type:[/b] (Town Phase, Boss Phase, Puzzle Phase, etc)
[b]Connected Areas:[/b] Areas that this area goes to

(Description)

========
[b]Area X: Name
Type:[/b] (Town Phase, Boss Phase, Puzzle Phase, etc)
[b]Connected Areas:[/b] Areas that this area goes to

(Description)

========
[b]Area X: Name
Type:[/b] (Town Phase, Boss Phase, Puzzle Phase, etc)
[b]Connected Areas:[/b] Areas that this area goes to

(Description)

========
[b]Final Area: Name
Type:[/b] (Town Phase, Boss Phase, Puzzle Phase, etc)
[b]Connected Areas:[/b] Areas that this area goes to

(Description)

========

(Thoughts)

[Supplemental material, such as Maps, are placed here]

Note: Add or subtract areas as needed.
Note 2: Please try to avoid using Quote tags. This makes it easier for me to get the chapter on the referee documents.


3. Run a beta test of the first chapter

This part is fairly involved. First, you will need to post in the General Thread that you will be running a beta test of your designed chapter. The players will then sign up for the beta test, and you will choose the two best qualified players to run the test. Then, you will need to decide whether to ref the Adventure Battle yourself, or have one of our refs test it out. We heavily suggest that the designer referee the Beta Test. This is because the beta test can give significant insights as to what worked and what did not work. Still, we understand if you cannot ref due to time constraints or similar. If one of our referees handles the beta test, you will be expected to closely follow the test and answer any questions the referee may have.

4. Create the remaining chapters

This part is self explanatory. Once you are happy with your first chapter, it will then be released as soon as you have completed the chapters. Whether you send the remaining chapters to the Admin to check them out is up to you, but bear in mind that if an Adventure Battle is deemed sufficiently broken, you may be asked to provide that data to the Admin.

Types of Adventure Battles:

Right now there are two types of Adventure Battles, with a third type being in the works. These are:

Storied Quests: These are Adventure Battles that follow a set story line. It is typically recommended to go through them in order, and they may be locked until you beat previous chapters. This is the main bulk of Adventure Battles, sending trainers through stories created by the community.
Side Quests: These are Adventure Battles that do not follow a story line. They may be affiliated with a Storied Quest, but can just as easily be its own thing.
Event Quests (Pending Approval): A Rare occurrence, these are Adventure Battles that only show up for a limited time, yet offer an enticing reward. A legendary Pokemon? Lots of CC or UC? It is all possible. Typically these will be geared towards trainers with legendary artifacts, but some (especially any early ones) may be for other trainers as a unique test of skill.
 
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Available Adventure Battles:

Author: Eternal Drifter
Approved On: Grandfathered

Overview:
Three battles occurred. One of them was merely an ordinary battle with a disastrous epilogue, the second and third battles forced into a fight for survival.

The first battle occurred on the Sky Pillar that the former Smogon Flying Gym Leader used as his gym. While the leader was out, three trainers with a bunch of Pokémon, had a battle on the pillar. The trainer known as Lupus had his Poke’mon fight against Walker’s Pokémon... without Walker commanding them. Glacier Knight, the referee, noticed that the Spiritomb known as Itsumo was growing in power... and at the end, outwitting his opponent, commanding the Voltorb ally, and speaking, Walker noticed as well.

Deciding to try and end this early, Walker had Itsumo tossed off the platform, into the ocean far below... only for Decoy the Voltorb to recover and push Walker off as well. And thus Walker was not seen since, save for brief glimpses that could barely be accounted for.

Later, far to the north, five trainers traveled to a forest for what Walker had promised to be an interesting battle before his disappearance. “Interesting” became a word that was too weak for the chaos that unfolded, with the wild Pokémon not holding back from the trainers themselves. Furthermore, some of those Poke’mon were very powerful, the might of which was previously only seen on Stormrage Mountain far away. EspyOwner quickly fell to an Articuno, while Kevin tried to be the last one standing quicker, earning him a similar fate, but not before angering the Articuno enough to make the bird start actively hunting down other trainers. Frosty managed to get on the hungry side of a Herdier pack, while Alexander started looking around for clues to the area, but also tried to keep everyone but Kevin awake. Glacier managed to make a devastating discovery, though, where Itsumo proved powerful enough to finally break from his bonds in a place that a local called “The Temple of the End.”

After several hours of battle, Itsumo empowered the most powerful Pokémon in the forest in an attempt to finish the trainers off, and unleashed a powerful attack that left a crater where the forest once stood. Luckily for the trainers, they were all knocked out and teleported to (relative) safety. However, Itsumo disappeared once again, but with some of his power now unsealed.

As months passed, the Spiritomb repeatedly battled to increase his power even further, with a new man bearing the same name as the Spiritomb now appearing more frequently to command the Spiritomb’s servants. Eventually, it was confirmed what many suspected: the man and the Spiritomb were one and the same.

But Itsumo was not done yet. Instead of laying low, when trainers started training to deal with his threat, Itsumo struck for a third key battle, bringing out some of his might to eliminate them. One of them sided with Itsumo, and was struck down himself for his efforts. In the end, he was forced into Spiritomb form against his will, and defeated in the Realm of the Forgotten Demon King.

But still... he prepares to act. Itsumo is not done with the region. He grows in power, and it has been rumored that if he isn’t dealt with soon, he won’t be the only threat plaguing the region...

Main Quest:
Chapter 1: In the Caves
Tier: 1
Requirements: None

While most trainers that come from the region of Smogon control their Pokémon, there is one exception: Walker, the Eternal Drifter. Missing for over half a year, search teams dried up, especially once he was spotted with a Natu in turn at a shopping mall, a cave, and a battlefield, all very briefly. But his state when others encountered him showed him to be deteriorating, and Demon Lord Itsumo is known to be chasing the trainer for his own reasons.
Which is why, when Walker was spotted in the caverns in Mt Coronet, that two trainers and their Pokémon were sent to try to bring him to safety back in the Smogon region.
However, with the general increase of hostility of Pokémon all around, the trainers had better be on their guard...


Chapter 2: Shadows Amid the Trees
Tier: 1
Requirements: None

In the caverns beneath Mt. Coronet, the Natu telepathically told the trainers to follow the footsteps of Walker to gain enough power to see the story to the end, and understand what the trainer saw. Walker was seen near Sandgem Town, but what he was doing there is unknown. The answer may lie in the forest between the town and the nearby lake...


Side Quests:
Shrine of Ruin
Tier: 1
Requirements: None

Rumors of the Shrine of Ruin have made their way to Mt Chimney in Hoenn, where the majority of the local wild Pokémon have vanished. The Cable Car comes to a stop with the two trainers sent by the growing Adventurer’s Guild of the Smogon region, to follow the advice of the Natu from beneath Mt. Coronet and find a weapon from the Shrine. However, even if the majority of the wild Pokémon in the area have gone to ground, it does not mean that all of them have...


Special Types

There are things out there that should not have been created. There are things of power out there that we should not touch, because such power always has a price.
...Though if you are stuck with a Magikarp and don't have time to train it before you meet your fate, such power may be useful.

There are certain types that are whispered about only in the shadows. These types are so destructive, to both the bearer and their enemies, that combat is all the bearers of these types are good for. If you don't mind being seen as a humanoid monster, then they might be of value...

Shadow:
Discovered in the region of Orre, the Shadow type has been artificially induced by sealing a Pokémon's emotions by machines. While the technology can be adapted to break a human's will as well as a Pokémon's, there may be other ways to embrace the darkness...

Requirements: (UNKNOWN)
Allows Access to Shadow-typed attacks and Hidden Power
Bearer has a chance to go into a "Reverse Mode" at the end of a round; the longer in combat, the higher the likelier the chance (1% round 1, 3% round 2, 6% round 3, etc...)
Reverse Mode: Grants Shadow STAB, increases crit chance of Shadow Moves by 1 rank, but cannot use non-shadow moves or commands other than run, or order their Pokémon, and takes 2 damage at the end of every round

Shadow Type effectiveness:
Shadow moves ALWAYS have a *1.5 multiplier against those without the Light or Shadow types
Shadow moves ALWAYS deals normal damage to Light types
Shadow moves ALWAYS deals *0.67 damage to those with the Shadow type

Known Shadow Moves:
Shadow Blast: A wicked blade of air is formed using the user's own shadowy aura. The is shadowy wind has a high chance of a critical hit, and in Reverse Mode, the shadowy wind grows significantly stronger, guarenteeing critical hits with this attack while in Reverse Mode.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Blitz: The user shrouds itself in shadow energy and tackles its target.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: - | Contact: Yes | Typing: Shadow | Priority: 0 | CT: None
Shadow Bolt: The user summons a shadowy bolt of electricty to strike the target, which has a chance to paralyze it.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Break: The user surrounds itself with a shadowy aura before ramming the target.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: - | Contact: Yes | Typing: Shadow | Priority: 0 | CT: None
Shadow Chill: The user summons a beam of freezing shadows to strike the target with. These shadows may freeze the target in black ice.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Down: The user unleashes a burst of shadow energy that sharply cuts the Defense of up to three (3) adjacent opponents in a multi-battle by two (2) stages.
Attack Power: - | Accuracy: 100% | Energy Cost: 6 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow End: The user fuses its body with shadows and attempts to tackle its target. If the user hits its target, the shadowy energy bursts out of the tackler, empowering the attack. However, if successful, the attack saps the user's health, dealing damage to the user equal to half the user's health (rounded down), regardless of abilities. The user cannot drop below 1 HP by using this move.
Attack Power: 10 + User Weight Class/1.5 (round up) | Accuracy: 60% | Energy Cost: 6 + Weight Class/2.5 | Attack Type: Physical | Effect Chance: - | Contact: Yes | Typing: Shadow | Priority: 0 | CT: None
Shadow Fire: The user sends a wave of shadowy flames at the target, having a chance to burn.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Shadow | Priority: 0 | Priority: 0 | CT: None
Shadow Half: The user builds up a dangerous amount of shadow energy in its body and releases it all at once, striking all creatures in range. This move strikes all creatures on the field, including the user. All creatures in range lose half their health. The user is also Sluggish next action, as the shadows rebuild within the user's body.
Attack Power: - | Accuracy: 100% | Energy Cost: 10+5 Per affected | Attack Type: Special | Effect Chance: - | Contact: No | Typing: Shadow | Priority: -1 | CT: None
Shadow Hold: The user unleashes shadow energy and binds up to three (3) adjacent opponents in a multi-battle. While bound, the targets cannot flee from the user until the user faints.
Attack Power: - | Accuracy: - | Energy Cost: 8 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Mist: The user unleashes shadow energy which forms into a shadowy mist. This mist slows the movements of up to three (3) adjacent opponents in a multi-battle, reducing their Evasion by two (2) stages.
Attack Power: - | Accuracy: 100% | Energy Cost: 10 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Panic: The user releases a screech empowered by shadow energy, having a chance to confuse up to three (3) adjacent opponents in a multi-battle. Bearers of the ability Soundproof are immune to this attack.
Attack Power: - | Accuracy: 60% | Energy Cost: 8 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Rave: The user sends its shadow energy into the ground to summon shadowy spikes from the ground to strike the user's targets, up to three (3) adjacent opponents in a multi-battle.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Rush: The user surrounds itself with shadow energy before charging its target. In Reverse Mode, the shadow energy grows significantly more potent, increasing the critical hit rate by 2 instead of the normal 1 for being in reverse mode.
Attack Power: 3+Weight Class/1.5 (round up) | Accuracy: 100% | Energy Cost: 4 + Weight Class/2.5 | Attack Type: Physical | Effect Chance: - | Contact: Yes | Typing: Shadow | CT: None
Shadow Shed: The user unleashes a shadowy aura that clears the field of Reflect, Light Screen, and Safeguard. This move strikes all creatures on the field, including the user.
Attack Power: - | Accuracy: -% | Energy Cost: 8 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Sky: The creature channels some of its shadow energy into a ball and sends it into the sky, where it explodes with dark energy, turning the surrounding area dark and changing the weather to a "Shadow Sky" effect. Under the effects of Shadow Sky, all non-Shadow creatures take 2 damage at the end of each action, Light Typed attacks have 3 less base power due to the Shadows draining its power, and Weather Ball becomes Shadow-Typed for purposes of STAB and effectiveness (Forecast Pokémon do NOT change forms, and still take damage unless they are also Shadow-typed). This effect lasts for four rounds or until the weather is changed. This effect can be refreshed by using Shadow Sky again.
Attack Power: - | Accuracy: -% | Energy Cost: 10 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Storm: The user uses shadow energy to summon a tornado of shadows on its targets. The move targets up to three (3) adjacent opponents in a multi-battle.
Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Wave: The user sends out a wave of shadow energy to strike opponents. The move targets up to three (3) adjacent opponents in a multi-battle.
Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None

Base Shadow Moves: (If a trainer gets the Shadow Type, they'll add these moves to their movepool)
Hidden Power (Non-Light, Non-Shadow)
Shadow Break
Shadow Rush


Light:
Discovered recently on the Isle of Lost Relics, not much is understood about this type. Of course, considering the only beings of the type so far have tried to kill those they encountered, it is not looked upon favorably just yet. But it is rumored, though not confirmed, that Light has a connection to a single powerful Pokémon. Yet, it shares so many similarities with Shadow that despite its orgins, a few people have outright stated: "Light is not Good". That hasn't stopped some people from seeking its power...

Requirements: (UNKNOWN; CANNOT YET BE OBTAINED)
Allows Access to Light typed attacks and Hidden Power
Bearer has a chance to go into a "Possessed Stance" at the end of a round; the longer in combat, the higher the likelier the chance (1% round 1, 3% round 2, 6% round 3, etc...)
Possessed Stance: Grants Light STAB, increases Attack and Defense Ranks by 1 each, but cannot use non-Light moves or commands, or order their Pokémon, reduces Special Defense Rank by 1, and takes 2 damage at the end of each round

Light type chart (from Zarator's ASB Raid Zone, credit to Zarator):
Light is supereffective against: Dark, Ghost, Poison, Psychic, Light
Light is not very effective against: Dragon, Steel, Fairy
Light is resistant to: Electric, Fighting, Fire, Grass, Ground, Ice, Normal, Poison, Psychic, Water, Rock, Steel, Bug
Light is immune to: Dark, Ghost
Light is weak to: Dragon, Light, Fairy


Extra piece: Light takes normal damage from: Shadow

Known Light Moves:
Holy Blade: A shining slash which ignores the foe's stat boosts.
Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Light | Priority: 0 | CT: None
Holy Fire: Summon a sacred flame onto the opponent, dealing damage and having a chance to burn the opponent.
Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Light | CT: None
Holy Shock: A powerful burst of light which cannot miss its target.
Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Light | CT: None
Lusterstrike: A sword-based move that strikes with blinding light, having a chance to reduce the accuracy of the one hit by 1 stage.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Light | CT: None

Base Light Move: (If a trainer recieves the Light type, they'll add this move to their movepool)
Hidden Power (Non-Light, Non-Shadow)


Light Sword Moves: (If a trainer recieves the Light type and has a sword equipped, they'll add these moves to their movepool)
Holy Blade
Lusterstrike


Ill Winds:
Ill Winds: Each time a chill is used by players or their Pokémon, add 1 to the time counter. Each time a Recovery is used by players or their Pokémon, add 3 to the time counter. When the time counter reaches the current number of Ill Winds, reset the time counter, reduce the number of Ill Winds by 1, and announce in the thread that an ill wind is blowing. All creatures mentioned being affected by Ill Winds gain +1 to attack, defense, special attack, and special defense each time the winds blow. This stacks with other stat bonuses, but never rises above 6 (as normal). If Ill Winds blow more than six times, start adding to the base ranks of the affected Pokémon. If Ill Winds reach 0, announce to players that they can no longer recover health or energy through recovery moves or chilling. Ill Wind stacks do not count for Punishment, and they cannot be Heart Swapped, Psych Uped, or inverted.[/SIZE]

Author: Maxim
Approved On: Pending First Chapter Writeup



Author: The Wanderer
Approved On: Awaiting Beta Test

Overview:
You're familiar with the story of Atlantis, right?

Of course you are. There's plenty of lost cities in myth - like Thule, or Ys, or Lemuria - but to the world at large, Atlantis is THE lost civilization. Several misguided fortune seekers have sailed off in search of the city, only to return empty handed. It's only to be expected - there never actually was an Atlantis. No, really! Plato made the whole thing up for an allegory on hubris!

...or so it seems.

A recent archaeological find - A set of tablets found in the depths of the Mediterranean - suggests the fabled acropolis actually existed at one point. Made of a golden metal that is most definitely not gold, these tablets turned out to be a set of records. Most of them seemed to be various bureaucratic files and whatnot, but one chronicles the research and development of a certain device. A device said to have brought the end of the Atlantean civilization. A device said to hold all the knowledge in the world. A device said to be capable of warping the very fabric of reality itself.

A device the world would dub the Glass Pyramid.

Main Quest:
Chapter 1 -Better bring a whip along...and probably some holy water
You arrive in the town of Teriblired, near the northwestern edge of Punney. Once, it was a podunk nowhere known for logging and little else, but with the advent of Dusk - a godawful book series about sparkly vampires - it expanded into a podunk nowhere swarming with tourist fangirls. Maybe you're one of them. Maybe you're dating one of them. Maybe you're here for something else entirely. Whatever the case, you're here for a few days.

While eating crappy burgers at a local restaraunt (one capitalizing on that book, of course), you overhear some rumors about how some bumbling researcher by the name of Horace disappeared in the nearby woods a few days ago. The cops had no luck with trying to find him - apparently every time anyone went in, they got driven out by a horde of Zubats shortly after. A couple of fangirls in the booth behind you get in on the conversation, gossiping that they might be the army of a vampire who kidnapped him for fresh blood.

In a bit of sordid humor, you imagine a vampire would've had better taste in victims. Nevertheless, missing people is a pretty serious affair. Army of Zubats or no, you decide to go into the woods and check it out.


Multiple attacks - Of all the times I ran To Defy The End, I've noticed how easy it was to win the damage race against bosses. I mean, it's not surprising, it was often four against one. While ill winds were introduced to mitigate this (among other problems), I'd like Glass Pyramid's bosses (and more difficult enemies) to take a different approach: give them multiple attacks per action. I'm not saying to give an enemy twenty moves; two or three will suffice. That said, there are still kinks to work out in this proposal, like whether or not certain moves should forfeit the extra attacks in the action. Here's a few of my suggestions:

-You forfeit multiple attacks that action when you use a combo, in addition to being stuck cooling down for the next. Alternatively, we could ban combos outright.

-Multiple attacks do not bypass the caveats on moves that can't be used twice in a row, like Protect. You still have to wait a couple of actions before you can use it again.

-Attack priority still applies. You may be in the middle of the order, but if you were to use Aura Sphere, then Quick Attack, then Counter, you'd still use Quick Attack first, Aura Sphere when your turn normally would have been, and Counter at the end.

-Because of this, for simplicity's sake, these opponents (save one, and it's a special case) cannot use charge moves, like Solarbeam or Sky attack.

Horde battles - In some situations, the party might get attacked by a horde. These work much differently than the ones in game; rather than five opponents, the horde is a single foe with a lot of HP, are difficult to flee from, and get the aforementioned multiple attacks per action. However, there are some advantages you have over them:

-Using a multi-target attack on a horde will triple the final damage, although it does suffer the spread penalty.

-Hordes lose attacks per action as you weaken them.

-If the horde is comprised of pokemon, you can throw balls at them. When a horde's CHP is brought to 0, said CHP will reset itself, and the horde will suffer a fixed amount of damage, around what the mon's base HP is (A zubat horde, for example, would suffer 90 damage). Any pokemon successfully caught from the horde will join the adventure after the battle, and they generally have a small chance of knowing unique moves (i.e. Shadow Rush).


Author: Tavok
Approved On: Pending First Chapter Make


Author: Canis Majoris
Approved On: Pending Chapter Synopsis


Author: Glacier Knight
Approved On: Pending Chapter One Writeup

Magic is a very powerful thing, and those that can control it and wield the power over others usually reign Supreme. In this world there are witches, Occultists, Druids, enchantresses, Shamans, Sorceresses... many different kinds of humans and pokemon alike take part in the art of wielding magic.

Recently however there have been rumors of ancient, primal magic that havent been seen for thousands of years returning to this world. The usually calm balance of good and evil has been teetering, and has reached its climax as the Supreme Sorceress, the most powerful wielder and the Keeper of Balance, has been murdered.

The entire world is now in the midst of a radical change in power, as Magic Wielders of all alignments and skill are thrown into a tizzy to take the Title of Supreme Sorceress (Or Sorcerer). Trouble seems to be bubbling up however, as a Clan of Malicious Magic Wielders seem to be growing in ranks and fighting (and winning) for the Coveted Position of Power. If the Clan and their Leader, Hazel Grimsbane, control the new Primal Magic and Head the Magic world, the entire population of the planet could be in trouble.

A new age of Tyranny could be upon us.

Main Quest:
Chapter 1: Shimmering Shinies, Sinister Swamp
In the Region of Torram, there lies a massive marsh that covers a large portion of the Guildern Peninsula. The largest town in the area, named Fourrais, has always been a fairly bustling tourist town. The port town can only be accessed by Air or by Sea, and is famous for many things; the town was built on ground that eventually liquefied and turned to swamp, so 90% of the community is built on stilts and connected by boardwalks. The locals are quite friendly (though their accents are a bit hard to understand), and the local cajun cuisine is to die for. But what Fourrais is most known for is it's biggest attraction:Swamp City.
"Swamp City" is a tiny settlement deep within the Bogradine Marshlands, which only has a few permanent residents. In the spring and summer, tourists come far and wide to rent cabins or tent space in Swamp City, and vacation in the exotic swamplands only found in that certain part of Torram. Many of the Fourrais residents work merchant shops, wilderness survival courses, and other jobs in Swamp City- though the "attraction" is all but bare in the colder, rainier seasons. A few of the natives to the swamp, whose families were born and raised under the mangroves and in the thicket, stay in Swamp City year round, but something unsettling began to happen at the end of this year's Tourist Season.

In the last few weeks of summer, there were exciting reports of a mysterious outbreak of shiny pokemon! No one was quite sure how, but tourists spending time in Swamp City would often spot two to three shiny pokemon a day! This brought a surge of collectors and other trainers to Fourrais, and spiked tourist profits up threefold. However, people spending the night at Swamp City suddenly started vanishing at an alarming rate. Within three days of the first known disappearance, Swamp City was shut down by the Resident Pokemon Rangers, and Fourrais was awash with panic and fear once they discovered the Rangers were missing as well.

Whether you were sent by higher forces in the Ranger Ranks, or you came for the Shiny Pokemon, or you love solving a good mystery, you find yourself outside/inside Fourrais' only pokemon center (its made out of wood and peat like the rest of the town's buildings). You are waiting for your partner, whoever that may be, before you embark on this dangerous and eerie mission.


 
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Okay, I think that does it.

Adventure Battles are Now Open!

Right now we're in a bit of a transitional phase, so not all of the items are available yet, but we have enough to take some challenges. To Defy the End is open as always, and The Wanderer should be opening his Adventure Battle for beta tests shortly. Remember to check out the Trainer Creation thread before signing up.

[Delete this part of the message at some point] Apologies that not everything is up. This Admin has some crazy IRL stuff going on so unfortunately you're going to have to wait about a week for everything to get implemented.

Also, if there's anything I've forgotten, please tell me so, I did this in one evening so it's entirely possible I missed something.
 
Prologue said:
You're familiar with the story of Atlantis, right?

Of course you are. There's plenty of lost cities in myth - like Thule, or Ys, or Lemuria - but to the world at large, Atlantis is THE lost civilization. Several misguided fortune seekers have sailed off in search of the city, only to return empty handed. It's only to be expected - there never actually was an Atlantis. No, really! Plato made the whole thing up for an allegory on hubris!

...or so it seems.

A recent archaeological find - A set of tablets found in the depths of the Mediterranean - suggests the fabled acropolis actually existed at one point. Made of a golden metal that is most definitely not gold, these tablets turned out to be a set of records. Most of them seemed to be various bureaucratic files and whatnot, but one chronicles the research and development of a certain device. A device said to have brought the end of the Atlantean civilization. A device said to hold all the knowledge in the world. A device said to be capable of warping the very fabric of reality itself.

A device the world would dub the Glass Pyramid.
As Maxim's previous post implied, Chapter 1 of Glass Pyramid is now up for beta testing!
You arrive in the town of Teriblired, near the northwestern edge of Punney. Once, it was a podunk nowhere known for logging and little else, but with the advent of Dusk - a godawful book series about sparkly vampires - it expanded into a podunk nowhere swarming with tourist fangirls. Maybe you're one of them. Maybe you're dating one of them. Maybe you're here for something else entirely. Whatever the case, you're here for a few days.

While eating crappy burgers at a local restaraunt (one capitalizing on that book, of course), you overhear some rumors about how some bumbling researcher by the name of Horace disappeared in the nearby woods a few days ago. The cops had no luck with trying to find him - apparently every time anyone went in, they got driven out by a horde of Zubats shortly after. A couple of fangirls in the booth behind you get in on the conversation, gossiping that they might be the army of a vampire who kidnapped him for fresh blood.

In a bit of sordid humor, you imagine a vampire would've had better taste in victims. Nevertheless, missing people is a pretty serious affair. Army of Zubats or no, you decide to go into the woods and check it out.
So, who's up for the challenge?​
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Looking for a partner to explore the Shrine of Ruin once more. Hopefully finish exploring before the partner and system collapse <_<
 
Gonna take Frosty and Gale to Shrine of Ruin. Let's see those mons!

Queue:
To Defy the end Chapter 1 (The Wanderer and Canis Majoris)
To Defy the end Chapter 1 (Rainman Legends and Dogfish44)
 
Ready for some fun Adventure Battle fun Rainman Legends and Dogfish44 ? Go ahead and PM your teams and we can get your expedition started!

Queue: none.


Alternatively, I am seeking a partner for Chapter One of Defy the End. Would anyone like to join me~? Open offer!

EDIT: I accept FortcolorCastle below.
 
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Seeking a partner for Defy the End Ch 1.


Rie (F)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Normal/Fairy
Abilities: Pixilate / Hustle / No Guard

Stats:
HP: 80
Atk: Rank 2
Def: Rank 2
SpA: Rank 4+
SpD: Rank 2
Spe: 47-
Size Class: 3
Weight Class: 4
Base Rank Total: 13

Attacks:
Aromatherapy
Aromatic Mist
Baby-Doll Eyes
Charm
Covet
Crafty Shield
Dazzling Gleam
Disarming Voice
Double-Edge
Draining Kiss
Echoed Voice
Extreme Speed
Fairy Lock
Fairy Wind
Fake Out
False Swipe
Feint
Flower Shield
Follow Me
Foresight
Frustration
Growl
Helping Hand
Hyper Voice
Leer
Meditate
Misty Terrain
Moonblast
Play Rough
Pound
Quick Attack
Rage
Return
Sing
Slam
Struggle
Sweet Kiss
Tackle
Tickle
Work Up

Venusaur (F)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type:

: Grass STAB; immunity to Leech Seed, Worry Seed, and all ʺPowderʺ based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.
: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.

Abilities:
Overgrow: (Passive) When this Pokemon's HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solar Beam from 12 to 14)
Chlorophyll: (Passive) During bright sunlight, this Pokemon's cells absorb more solar energy, doubling (x2) their speed.[/S]

Stats:
HP: 100
Atk: Rank 4+
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 69-
Size Class: 4
Weight Class: 4
Base Rank Total: 20


Mega Venusaur (F)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type:


Mega Ability:
Thick Fat: (Passive) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Stats:
HP: 100
Atk: Rank 5+
Def: Rank 5
SpA: Rank 5
SpD: Rank 5
Spe: 69-
Size Class: 5
Weight Class: 5
Base Rank Total: 25

EC: 9/9
MC: 0
AC: 5/5

Moves:
Tackle
Growl
Leech Seed
Vine Whip
Poison Powder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Double-Edge
Petal Dance
Synthesis
Worry Seed
Solar Beam
Seed Bomb

Endure
Grassy Terrain
Leaf Storm
Power Whip
Razor Wind
Skull Bash

Roar
Toxic
Venoshock
Hidden Power [Ice]
Hyper Beam
Light Screen
Protect
Earthquake
Reflect
Sludge Bomb
Bide
Bulldoze
Grass Knot
Substitute

Bind
Block
Frenzy Plant
Giga Drain
Knock Off
Mimic
Outrage

Ancient Power
Dig
Weather Ball
 
accepting the open challenge with Phoenix and Darmanitan



Phoenix [M]

Nature: Adamant (+Atk, -SpA)
Type: Normal / Fairy
Ability: Normalize / Scrappy / Hustle
Items: Rusty Dagger (+1 physical attack damage)

Stats:
HP: 90
Atk: Rank 5 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 55
Size: 3
Weight: 4

Attacks:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle

Work Up
Covet
Echoed Voice
Foresight
Helping Hand
False Swipe
Return
Frustration
Follow Me
Sing
Quick Attack
Extreme Speed
Feint
Hyper Voice
Fake Out
Double-Edge

Baby-Doll Eyes
Charm

Bodyblock
Chill
Dodge
Shift
Take Cover


Darmanitan [Male] [Truth]
Types: Fire
Claim Date: 3/31/15
Evolved: 4/10/15
Maxed: 5/30/15

Abilities::
Sheer Force / Zen Mode (Unlocked)

Nature: Brave (Atk +1, Spd / 1.15, Evasion -10%)

Stats:
HP: 110
Atk: 5(6)
Def: 2
SpA: 2
SpD: 2
Spe: 82 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 18

Type: Fire/Psychic
Stats:
HP: 110
Atk: 2 (3)
Def: 4
SpA: 5
SpD: 4
Spe: 47 (-)
-10% Evasion
BRT 21


Queue:
To defy the end ch. 1 (Glacier + Fort?)
To defy the end ch. 1 (Chinchou111 + acidphoenix)
 
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