Its_A_Random
A distant memory
Hi, if you are not involved, please do not post until the completion of the TLR. Thank you.
Dual TLR, whee!
Lord Jesseus
Machamp(*) [Sigma] (Male)
Nature: Quiet (+SpA, -Spe)
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 48 (-)
Eva: -10%
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 9/9
MC: 1
DC: 5/5
Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Attacks:
Wide Guard
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Low Sweep(*)
Foresight(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)
DynamicPunch
Ice Punch(*)
ThunderPunch(*)
Fire Punch(*)
Encore
Bullet Punch
Knock Off
Payback(*)
Bulk Up(*)
Rock Slide(*)
Counter
Fissure
Smack Down
Stone Edge
Fire Blast
Rest
Earthquake
Dig
Focus Blast
Hidden Power (Grass 7)
Brick Break
Light Screen
Focus Punch
Protect
Sleep Talk
Bide
Endure
Helping Hand
Bulldoze
Substitute
Rotom [Gamma]
Nature: Timid (+Spe, -Atk)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 99 (+)
Acc: +11%
Size Class: 2 (1.3m)
Weight Class: 3 (25.3kg)
Base Rank Total: 20
MC: 1
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Substitute
Hex
Discharge
Charge
Electro Ball
Ominous Wind
Overheat
Toxic
Will-o-Wisp
Protect
Shadow Ball
Pain Split
Thunder
Rain Dance
Thunderbolt
Rest
Sleep Talk
Reflect
Light Screen
Endure
Volt Switch
Snatch
Signal Beam
Hidden Power (Ground 7)
Spite
Sucker Punch
Dark Pulse
Blaziken [Upsilon] (Female)
Nature: Rash (+SpA, -SpD)
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Attacks:
Fire Punch
Hi Jump Kick
Scratch
Growl
Focus Energy
Double Kick
Ember
Peck
Sand Attack
Fire Spin
Flamethrower
Mirror Move
Flare Blitz
Night Slash
Reversal
Counter
Low Kick
Will-o-Wisp
Rock Slide
Dig
Protect
Endure
Brick Break
Focus Punch
Earthquake
Rediamond
Gardevoir* [Dreamer] (Female)
Nature: Bold (+* Defense, -*Attack)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
Hp: 100
Atk-: Rank 2
Def+: Rank 4
SpAtk: Rank 5
SpDef: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Trace: (Can be activtated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Attacks: 42
Growl*
Healing Wish
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Heal Pulse*
Calm Mind*
Hypnosis
Imprison
Charm
Future Sight
Captivate
Will-o-wisp*
Shadow Sneak*
Destiny Bond*
Disable
Dream Eater
Encore
Confuse Ray
Pain Split
Magic Coat
Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Ground (7)
Substitute
Focus Blast
Taunt
Light Screen
Reflect
Toxic
Sunny Day
Hyper Beam
Shadow Ball
Rain Dance
Protect
Torment
Telekinesis
Safeguard
Ninetales (F) [Sunshine] (Female)
Nature: Timid (+Speed, +16% accuracy, -Att)
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Stats:
Hp: 100
Att: 2(-)
Def: 3
SpAtt: 3
SpDef: 4
Spe+: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Drought: (Innate) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin
Inferno
Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split
Disable
Hex
Heat Wave
Magic Coat
HP Ground 7
Protect*
Toxic*
Return*
Dig
SolarBeam
Bide
Psyshock
Double Team
Safegaurd
# of moves: 36
Volcarona [Flare] (F)
Nature: Bold (+Def, -Att)
Type:
Bug/Fire: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Stats:
HP: 100
Atk-: Rank 1
Def+: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks: 44
Ember
String Shot
Leech Life
Take Down
Gust
Hurricane
Fiery Dance
Quiver Dance
Heat Wave
Fire Spin
Whirlwind
Rage Powder
Bug Buzz
Flame Charge
Bug Bite
Amnesia
Silver Wind
Flame Wheel
Double Edge
Flare Blitz
Endure
Magnet Rise
Morning Sun
String Shot
SolarBeam
Psychic
Hidden Power (Water 7)
Flamethrower
Toxic
Hyper Beam
Light Screen
Sunny Day
Protect
Safegaurd
Double Team
Fire Blast
Rest
Overheat
Acrobatics
Will-o-Wisp
Struggle Bug
Substitute
U-Turn
Wild Charge
Fly
And with that, TLR Begin!
TIMELESS TOWER
Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.
The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it.
The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable.
A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag.
As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the centre of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-coloured except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge.
What could this all mean? And where do you go from here?
Your Options are as follows...
a) Enter Ice Spire.
b) Enter Rock Crag.
c) Enter Iron Dungeon.
d) Enter Heaven's Ascent, which you cannot do at the moment.
e) Leave Timeless Tower.
Good Luck, folks!
Also, guys, update your descriptors...6.6
Dual TLR, whee!
Lord Jesseus
Machamp(*) [Sigma] (Male)
Nature: Quiet (+SpA, -Spe)
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 48 (-)
Eva: -10%
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 9/9
MC: 1
DC: 5/5
Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Attacks:
Wide Guard
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Low Sweep(*)
Foresight(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)
DynamicPunch
Ice Punch(*)
ThunderPunch(*)
Fire Punch(*)
Encore
Bullet Punch
Knock Off
Payback(*)
Bulk Up(*)
Rock Slide(*)
Counter
Fissure
Smack Down
Stone Edge
Fire Blast
Rest
Earthquake
Dig
Focus Blast
Hidden Power (Grass 7)
Brick Break
Light Screen
Focus Punch
Protect
Sleep Talk
Bide
Endure
Helping Hand
Bulldoze
Substitute
Rotom [Gamma]
Nature: Timid (+Spe, -Atk)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 4
Spe: 99 (+)
Acc: +11%
Size Class: 2 (1.3m)
Weight Class: 3 (25.3kg)
Base Rank Total: 20
MC: 1
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Substitute
Hex
Discharge
Charge
Electro Ball
Ominous Wind
Overheat
Toxic
Will-o-Wisp
Protect
Shadow Ball
Pain Split
Thunder
Rain Dance
Thunderbolt
Rest
Sleep Talk
Reflect
Light Screen
Endure
Volt Switch
Snatch
Signal Beam
Hidden Power (Ground 7)
Spite
Sucker Punch
Dark Pulse
Blaziken [Upsilon] (Female)
Nature: Rash (+SpA, -SpD)
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Attacks:
Fire Punch
Hi Jump Kick
Scratch
Growl
Focus Energy
Double Kick
Ember
Peck
Sand Attack
Fire Spin
Flamethrower
Mirror Move
Flare Blitz
Night Slash
Reversal
Counter
Low Kick
Will-o-Wisp
Rock Slide
Dig
Protect
Endure
Brick Break
Focus Punch
Earthquake
Potion: 0/2 free slots
2x Potion
Super Potion: 0/1 free slots
1x Super Potion
Ether: 2/2 free slots
Revive: 0/1 free slots
1x Revive
Pokeballs: 15/50 free slots
11x Heal Ball
2x Luxury Ball
3x Poke Ball
1x Premiere Ball
10x Sport Ball
8x Ultra Ball
Berries: 30/30 free slots
Battle Items: 17/20 free slots
1x Exp. Share (Equipped)
2x Expert Balt (Equipped)
Gems: 20/20 free slots
Spare Pocket (any item): 2/3 free slots
1x Elixir
2x Potion
Super Potion: 0/1 free slots
1x Super Potion
Ether: 2/2 free slots
Revive: 0/1 free slots
1x Revive
Pokeballs: 15/50 free slots
11x Heal Ball
2x Luxury Ball
3x Poke Ball
1x Premiere Ball
10x Sport Ball
8x Ultra Ball
Berries: 30/30 free slots
Battle Items: 17/20 free slots
1x Exp. Share (Equipped)
2x Expert Balt (Equipped)
Gems: 20/20 free slots
Spare Pocket (any item): 2/3 free slots
1x Elixir
Rediamond
Gardevoir* [Dreamer] (Female)
Nature: Bold (+* Defense, -*Attack)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
Hp: 100
Atk-: Rank 2
Def+: Rank 4
SpAtk: Rank 5
SpDef: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Trace: (Can be activtated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Attacks: 42
Growl*
Healing Wish
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Heal Pulse*
Calm Mind*
Hypnosis
Imprison
Charm
Future Sight
Captivate
Will-o-wisp*
Shadow Sneak*
Destiny Bond*
Disable
Dream Eater
Encore
Confuse Ray
Pain Split
Magic Coat
Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Ground (7)
Substitute
Focus Blast
Taunt
Light Screen
Reflect
Toxic
Sunny Day
Hyper Beam
Shadow Ball
Rain Dance
Protect
Torment
Telekinesis
Safeguard
Ninetales (F) [Sunshine] (Female)
Nature: Timid (+Speed, +16% accuracy, -Att)
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Stats:
Hp: 100
Att: 2(-)
Def: 3
SpAtt: 3
SpDef: 4
Spe+: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Drought: (Innate) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin
Inferno
Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split
Disable
Hex
Heat Wave
Magic Coat
HP Ground 7
Protect*
Toxic*
Return*
Dig
SolarBeam
Bide
Psyshock
Double Team
Safegaurd
# of moves: 36
Volcarona [Flare] (F)
Nature: Bold (+Def, -Att)
Type:
Bug/Fire: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Stats:
HP: 100
Atk-: Rank 1
Def+: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks: 44
Ember
String Shot
Leech Life
Take Down
Gust
Hurricane
Fiery Dance
Quiver Dance
Heat Wave
Fire Spin
Whirlwind
Rage Powder
Bug Buzz
Flame Charge
Bug Bite
Amnesia
Silver Wind
Flame Wheel
Double Edge
Flare Blitz
Endure
Magnet Rise
Morning Sun
String Shot
SolarBeam
Psychic
Hidden Power (Water 7)
Flamethrower
Toxic
Hyper Beam
Light Screen
Sunny Day
Protect
Safegaurd
Double Team
Fire Blast
Rest
Overheat
Acrobatics
Will-o-Wisp
Struggle Bug
Substitute
U-Turn
Wild Charge
Fly
Potion: 2/2 free slots
Super Potion: 1/1 free slots
Ether: 2/2 free slots
Revive: 1/1 free slots
Pokeballs: 30/50 free slots
1x Cherish Ball
2x Net Ball
2x Poke Ball
5x Sport Ball
5x Timer Ball
5x Ultra Ball
Berries: 30/30 free slots
Battle Items: 17/20 free slots
1x Charcoal (Equipped)
2x Memtal Herb (Equipped)
Gems: 20/20 free slots
Spare Pocket (any item): 3/3 free slots
Super Potion: 1/1 free slots
Ether: 2/2 free slots
Revive: 1/1 free slots
Pokeballs: 30/50 free slots
1x Cherish Ball
2x Net Ball
2x Poke Ball
5x Sport Ball
5x Timer Ball
5x Ultra Ball
Berries: 30/30 free slots
Battle Items: 17/20 free slots
1x Charcoal (Equipped)
2x Memtal Herb (Equipped)
Gems: 20/20 free slots
Spare Pocket (any item): 3/3 free slots
And with that, TLR Begin!
TIMELESS TOWER
Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.
The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it.
The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable.
A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag.
As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the centre of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-coloured except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge.
What could this all mean? And where do you go from here?
Your Options are as follows...
a) Enter Ice Spire.
b) Enter Rock Crag.
c) Enter Iron Dungeon.
e) Leave Timeless Tower.
Good Luck, folks!
Also, guys, update your descriptors...6.6