Data [TLR DATA] Power Plant

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Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Created by Frosty, Flavour done by YellowAdminSilver and Mowtom (boss only), approved by both TLR leaders

Power Plant

Pokemon:

Lackeys:

Electabuzz
Raichu

Trap:

Electivire
Muk
Grimer
Electrode

Nest:
Pikachu

Guardians:

Rotom-W
Plasmanta

Boss:

Ampharos
Zapdos

Profiles:

Lackeys:


Electabuzz (X)
NATURE
: Hasty (+15% Speed, +25% Accuracy, -1 Def)

TYPE: Electric
ABILITIES: Static / Vital Spirit (H)

STATS
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 18

EC: 4/9
MC: 0
AC: 5/5

ATTACKS
Leer
Thunder Shock
Low Kick
Swift
Shock Wave
Thunder Wave
Electro Ball
Thunder Punch
Light Screen
Discharge
Screech
Thunderbolt
Thunder

Cross Chop
Dynamic Punch
Ice Punch
Fire Punch
Focus Punch

Psychic
Brick Break
Iron Tail
Focus Blast
Protect

MC Allocation: 10

Raichu (X)
NATURE
: Naive (+15% Speed, +19% Accuracy, -1 SpD)

TYPE: Electric
ABILITIES: Static / Lightningrod (H)

STATS
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 127 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17

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

ATTACKS
Thunder Shock
Quick Attack
Play Nice
Spark
Nuzzle
Slam
Wild Charge
Tail Whip
Swift
Growl
Thunder Wave
Electro Ball
Double Team
Feint
Thunderbolt
Agility
Discharge
Thunder
Light Screen

Disarming Voice
Fake Out
Flail
Reversal
Tickle

Brick Break
Focus Blast
Grass Knot
Protect
Hyper Beam

MC Allocation: 10


Traps:


Electivire (X) @ Electirizer
NATURE
: Naive (+Spe, -1 SpD, +14% accuracy)

TYPE: Electric
ABILITIES: Motor Drive / Vital Spirit (H)

STATS
HP: 100
Atk: Rank 5 [6]
Def: Rank 3
SpA: Rank 3 [4]
SpD: Rank 2 (-)
Spe: 110 (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

ATTACKS
Discharge
Electric Terrain
Electro Ball
Fire Punch
Giga Impact
Ion Deluge
Leer
Light Screen
Low Kick
Quick Attack
Screech
Shock Wave
Swift
Thunder
Thunder Wave
Thunderbolt
Thunderpunch
Thundershock

Dig
Protect
Psychic
Substitute
Taunt

Barrier
Cross Chop
Feint
Focus Punch
Ice Punch

Dual Chop
Helping Hand
Magnet Rise
Signal Beam
Sleep Talk

MC Allocation: 12

Muk (X) @ Poison Barb
NATURE
: Quiet (+1 Spe, -15% Spe, -10% Evasion)

TYPE: Poison
ABILITIES: Stench / Sticky Hold / Poison Touch (H)

STATS
HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 43 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 6/6
MC: 0
AC: 5/5

ATTACKS
Acid Armour
Belch
Disable
Fling
Gunk Shot
Harden
Memento
Minimise
Mud Bomb
Mud-Slap
Poison Gas
Pound
Screech
Sludge
Sludge Bomb
Sludge Wave

Flamethrower
Protect
Rock Slide
Substitute
Thunderbolt

Acid Spray
Imprison
Lick
Mean Look
Shadow Sneak

Dark Pulse
Giga Drain
Ice Punch
Pain Split
Thunder Punch

MC Allocation: 12

Grimer (X)
NATURE
: Quiet (+1 Spe, -15% Spe, -10% Evasion)

TYPE: Poison
ABILITIES: Stench / Sticky Hold / Poison Touch (H)

STATS
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 21 (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 13

EC: 0/6
MC: 0
AC: 5/5

ATTACKS

Acid Armour
Belch
Disable
Fling
Gunk Shot
Harden
Memento
Minimise
Mud Bomb
Mud-Slap
Poison Gas
Pound
Screech
Sludge
Sludge Bomb
Sludge Wave

Flamethrower
Protect
Substitute

Acid Spray
Imprison
Shadow Sneak

Giga Drain
Ice Punch
Thunder Punch

MC Allocation: 5

Electrode (-) @ Magnet
NATURE
: Timid (+15% Speed, +30% Accuracy, -1 Atk)

TYPE: Electric
ABILITIES: Soundproof / Static / Aftermath (H)

STATS
HP: 60
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 161 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 18

EC: 6/6
MC: 0
AC: 5/5

ATTACKS
Magnetic Flux
Charge
Eerie Impulse
Spark
Rollout
Screech
Light Screen
Charge Beam
Electro Ball
Sonic Boom
Self-Destruct
Swift
Magnet Rise
Discharge
Explosion
Gyro Ball
Mirror Coat

Foul Play
Magic Coat
Zap Cannon
Taunt
Signal Beam

Thunderbolt
Torment
Protect
Reflect


MC Allocation: 10


Nests:

Pikachu (X) @ Light Ball
NATURE
: Hasty (+15% Speed, +19% Accuracy, -1 Def)

TYPE: Electric
ABILITIES: Static / Lightningrod (H)

STATS
HP: 100
Atk: Rank 2 [4]
Def: Rank 1 (-)
SpA: Rank 2 [4]
SpD: Rank 2
Spe: 104 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 4/9
MC: 0
AC: 5/5

ATTACKS
Thunder Shock
Growl
Play Nice
Tail Whip
Quick Attack
Swift
Double Team
Electro Ball
Thunder Wave
Spark
Nuzzle
Discharge
Slam
Thunderbolt
Feint
Agility
Wild Charge
Discharge
Thunder
Light Screen

Charm
Sweet Kiss
Nasty Plot

Disarming Voice
Encore
Fake Out
Surf

Helping Hand
Knock Off
Thunderbolt


Icicle Crash (Pikachu Belle)
Flying Press (Pikachu Libre)
Electric Terrain (Pikachu Ph.D)
Draining Kiss (Pikachu Pop Star)
Meteor Mash (Pikachu Rock Star)

MC Allocation: 5


Guardians:

Rotom-W (-) @ Ring Target
NATURE
: Modest (+SpA, -Atk)

TYPE: Electric/Water
ABILITIES: Levitate

STATS
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 3
Weight Class: 4
Base Rank Total: 20

MC: 0
AC: 5/5

ATTACKS

Discharge
Charge
Trick
Astonish
Thunder Wave
Thunder Shock
Confuse Ray
Uproar
Double Team
Shock Wave
Ominous Wind
Substitute
Electro Ball
Hex

Hydro Pump

Foul Play
Electroweb
Pain Split
Signal Beam
Snatch

Trick

Light Screen
Reflect
Thunderbolt
Thunder
Shadow Ball

MC Allocation: 12

Plasmanta (X) @ Rare Candy
NATURE
: Calm (+SpD, -Atk)

TYPE: Electric/Poison
ABILITIES: Storm Drain / Vital Spirit / Telepathy

STATS
HP: 90
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 5 [6]
SpD: Rank 5 (+)
Spe: 100
Size Class: 7
Weight Class: 9
Base Rank Total: 22

EC: 6/6
MC: 0
AC: 5/5

ATTACKS
Poison Sting
Thunder Shock
Supersonic
Acid
Encore
Thunder Wave
Clear Smog
Ion Deluge
Poison Tail
Aqua Tail
Parabolic Charge
Psywave
Discharge
Cross Poison
Swagger
Thunder
Eerie Impulse

Haze
Signal Beam
Shock Wave
Water Pulse
Wide Guard

Gastro Acid
Electro Web

Sludge Bomb
Sludge Wave
Thunderbolt
Flash Cannon
Dazzling Gleam

MC Allocation: 12

Boss:

Ampharos (X) @ Ampharosite
NOTE: Ampharos is Mega-Evolved by default
NATURE: Brave (+Atk, -Spe, -10% evasion)

TYPE: Electric/Dragon
ABILITIES: Static / Plus / Mold Breaker (H)

STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 7
SpD: Rank 4
Spe: 39 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 23

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

ATTACKS
Zap Cannon
Magnetic Flux
Ion Deluge
Dragon Pulse
Fire Punch
Tackle
Growl
Thunder Shock
Thunder Wave
Cotton Spre
Charge
Take Down
Electro Ball
Confuse Ray
Thunder Punch
Power Gem
Discharge
Signal Beam
Light Screen
Thunder

After You
Agility
Guillotine
Iron Tail
Reflect
Safeguard

Counter
Electro Web
Endure
Focus Punch
Heal Bell
Outrage

Hyper Beam
Rain Dance
Protect
Substitute
Focus Blast
MC Allocation: 15

Zapdos (-) @ Everstone
NATURE
: Hasty (+Spe, - Def, +15% accuracy)

TYPE: Electric/Flying
ABILITIES: Pressure / Static (H)

STATS
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 5 [6]
SpD: Rank 3
Spe: 115 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 21

MC: 0
AC: 5/5

ATTACKS
Peck
Thunder Shock
Roost
Zap Cannon
Drill Peck
Thunder
Thunder Wave
Agility
Detect
Pluck
Ancient Power
Charge
Discharge
Light Screen
Rain Dance

Heat Wave
Shock Wave
Signal Beam
Sky Attack
Snore
Tailwind
Air Cutter
Endure
Ominous Wind
Twister

Roar
Toxic
Razor Wind
Hyper Beam
Mimic
Aerial Ace
Protect
Substitute
MC Allocation: 15



RP Overview:

Like with Glacial Cave, time is of essence here. A long time during the battles will grant you a very hard final boss fight. The deterrent of this TLR comes in the form of static: nearly all pokemon pack it. So avoiding contact moves may be advisable. As is bringing a Gravity user.

Arenas:

Arena Type: Industrial

The Hall of the Power Plant. All the static energy seems to be affecting the electric types, giving them the ability to float a couple centimeters above ground.

Effects:
  • Electric pokemon get the effects of Levitate. Electric pokemon with levitate gain full immunity to Ground moves.
Arena Type: Industrial

The huge motor takes most of the room and even with ear protectors, the noise is loud to the point of insanity. You can't grasp how can anyone think, let alone meditate in this enviroment. Static energy affects electric types binding them to their items.

Arena:
  • Electric Types get the effects of sticky hold.
  • Focus Punch can only be disrupted by a Multi-Hit move.
Arena Type: Industrial

What seems to be the old resting place of the employees...back when there were employees to begin with. There isn't much wiggle room for mutual helping. Static energy affects electric types binding them to their items.

Arena:
  • Electric Types get the effects of sticky hold.
  • A move can be boosted only by one Helping Hand per action.
Arena Type: Outside. No ball is boosted. Consider it water for Nature Power and Secret Power.

Outside the Power Plant there is a small port. Some small ships are docked there, but they have seen better days. Even outside it is bursting with energy and electric pokemon continue to mysteriously float around. Also it is raining...obviously... and the seas are simply out of control.

Arena:
  • Permanent Rain. Other weathers can be called upon, but they will revert to Rain after time is up.
  • Electric pokemon get the effects of Levitate. Electric pokemon with levitate gain full immunity to Ground moves.
  • Under Gravity, Rotom still levitates.
  • Storm Drain doesn’t redirect allies’ water moves.
Arena Type: Industrial

All the waste left on the Power Plant and the lack of maintenance in years lead to Poison types calling this home, which lead to tons and tons of Sludge being produced in a short time. The sludge is up to your knee and you can hardly move. Same goes for your pokemon not used to that kind of enviroment. Also, a mysterious gas can be smelled and you are afraid it might cause an explosion at some point.

Arena
  • Opponents cannot use Explosion/Self-Destruct until the second round ends. After that, those moves are allowed.
  • Upon sendout, the speed of all Non-poison pokemon is lowered by 2 stages.
Arena Type: Industrial

The source of the power is this Generator, fueled by the almighty power of the Legendary Electric Bird. The power affects Electric pokemon in many ways. Everything is so erratic that taking cover is rather problematic, as is guarding wide areas. The ceiling has fell what seemed to be a long time ago and, obviously, it is raining.

Arena:
  • Permanent Rain. Can’t be changed by other weather effects.
  • Electric pokemon get the effects of Levitate. Electric pokemon with levitate gain full immunity to Ground moves.
  • Under gravity, Zapdos still flies.
  • Static also activates for non-contact moves.
  • Electric Types gain the ability Motor Drive
  • For every 6 Combat Updates [Any update that involves both the player's team and the "house" (as in the Pokémon the referee controls) issuing actions and then being calculated] made on the entire TLR until that point a Pikachu with Light Ball and random costume and horde status will spawn. They will appear at the end of R1 (max of 6) and will continue to spawn every 3 updates.
  • A move can be boosted only by one Helping Hand per action.
  • Ground Types now resist electric instead of being immune to it. They can be paralysed by electric moves as well.
  • Wide Guard has no effect.


Scenarios:

The Kanto Power Plant was abandoned for a long time, rumored that it was inhabited by powerful forces, due to the static electricity that seemed to emanate from it. Ten years ago, that energy vanished and an exploration squad investigated the area and concluded that the Power Plant was safe once more. Six months were spent rebuilding the Power Plant and putting it in full operation and, after that period, the Power Plant was generating energy.

One year ago, a massive thunder stroke on the Power Plant, frying the circuits. Coupled with that, the Power Plant was swarmed with electric pokemon and all human life fled the place…or at least the people that managed to do so safely.

Exploration teams were formed to investigate the area and you are on one of them. Perhaps you will get lucky? Perhaps not. The place is not exactly safe and a foul smell comes from the place. Get ready.
Arena: Power Hall

You take a step into the Power Plant, fearing it would fall on your heads. Still, you move forward, with your teammates, trying to get as little attention as possible. Except it didn’t work out. Obviously. As soon as you enters the entrance hall, you are forced to jump to the side to escape a thundershock coming your way. Be thankful you play many videogames and have good reflexes...

You look forward and see about twenty electric pokemon facing your way. Not friendly, mind you. You are in ten, so you decide to tackle 2 of them. Fate puts you against a Raichu and an Electabuzz. You cross your fingers and hope for the best.

[Initiate Battle against Raichu and Electabuzz]

[After Battle]

You managed to deal with the lackeys well enough and most of your teammates did the same. But one of them was suddenly attacked by a pair of Emolgas on top of the two he was dealing with. While in the end he was victorious, his team was too hurt to continue. And on the very beginning of this ordeal, you already lost one member of the exploration team…not a good start.

[Give a Reprieve and Go to Between a Rock and a Hard place]
The exploration team continues to move forward, moving room after room in the looks of the source of the strange electricity that emanates from the place. You navigate through the maze that is the Power Plant with a small energy detector that has picked a strange signal. Hopefully it isn’t leading you towards disaster…

As you continue to follow the signal, you reach a hall with two open doors. One leads to a big corridor apparently harmless, while the other leads to a tight room with many wires and an unsettling buzzing coming from it. The problem is that the signal is coming, obviously, from the tight room, not the corridor. The other members of the exploration team went through the corridor, so maybe you can go the long way around? What will you do?

Player Options

A) Follow the signal to the tight room
B) Go the long way around through the corridor

You decide to cut to the chase to enter the room. You see many mixed live wires around, but it doesn’t seem that there is any electricity running on them. Luckily, as you as your pokemon can’t possibly move forward without stepping on a wire here and there. But aside from that, all is running well.

[REF Note: Roll a d2, If 1 include the below. If not Jump the hide tag below]

And it seems that it is your lucky day! As you move forward, you find an old bag from what seemed to be a previous exploration squad. You open it and bingo! 3 Ultra Balls and an Ether ready for usage. Isn’t that lovely?


You continue to move forward, stepping on wires as you go. Sure, it would be tragic if an electric surge happened right about now…

[REF NOTE: Roll a d2 for every pokemon out]

Ever heard of the Murphy’s Law? As you took your next step, the buzzing went suddenly much louder and a bang was heard! It seems that an electric surge happened just as *insert pokemon affected* stepped on the wire, causing a small explosion that damaged your pokemon! While they can move forward well enough, that surely won’t help later on…

[Affected mons lose 10hp and are paralysed. Electric and Ground types only lose hp]


Emphasis on “would”. Nothing happened while you are crossing the wires, so you are good to go!


You finally crossed the room into a corridor and you are picking a very strong signal with your gadget. Luckily, there is only one way to go, so you just carry on.

[Go to Static Stance]


You decide to go with the majority through the long corridor. You continue moving forwards, never moving your eyes away from your gadget and the readings just keep getting lower and lower. The morale of your squad is dropping just as much and more than one are suggesting you go back and try the other way around....

...until you reach a heavy iron door. As you open it, your gadget catches a very strong reading, going beyond your expectations. Whether it is good or not remains to be seen.

[Go to Endless Energy]
Arena: Motor Room

You continue following the signal through the corridor. You hope the way your teammates took also got to your goal, or else things would be very tough from here on… for you.

You walk for some minutes, going left and right, in and out of abandoned rooms, up stairs and down stairs, when you begin a hear a faint sound. As you continue the sound goes stronger and stronger and last thing you know, you can’t even hear the voices in your head. I mean your thoughts, not the ghosts that haunt you…

Luckily for you, one of the rooms you passed had some ear-protective devices (can you say deus ex machina?), so you go back there, grab one, and move forward. You reach a door where the source of the unnerving sound seems to be. You open it, to find a room with a big motor inside, working as if the power plant were fully functional, which cause the noise. And next to it you notice an Electivire Meditating even with all that noise and before you could do anything about it, it attacked your *pokemon chosen by ref* with a Focus Punch, sending it flying towards the wall, causing debris to fall separating you and your pokemon. You calculate that you will need 2 rounds to get close enough for it to hear your orders. Good luck with that.

[Initiate Trap with Electivire. Trap Moves: Meditate and Focus Punch]

[After the Battle]

You manage to deal with the Electivire properly and just run as fast as you can away from that room before you and all your pokemon get deaf.

[Go to Facing the Storm]
Arena: Lounge

As you open the door, and enter…well, let’s just say that “flabbergasted” doesn’t begin to cover how your team felt upon that sight. On the room you just entered there were dozens and dozens of the cutest pikachus trying out costumes!

After you manage to overcome that overwhelming urge to yell "OMFG THIS IS SO KAWAII DESU~!”, you confront the Pikachus and they, obviously, confront you back. They don’t seem eager to let you move, so you might as well fight them, before you break it and just hug them and squeeze them and love them and call them george.

Your team divide themselves to deal with the pikachus, and you are left fighting 3 Pikachus with the *3 Costumes chosen by ref* costumes. Get ready.

[Initiate fight vs 3 Pikachu and 3 ref-chosen costumes]

[After Battle]

You manage to defeat the three Pikachus assigned to you, but the same can’t be said about many others in your team. There are just too many Pikachus. Before you succumb to despair, two of your teammates yell to you and the others ordering you to go on as they “will handle the rest”. After taking a second to appreciate the cliché in this, you oblige and run forward as your teammates back you up. You manage to exit the room safely, just before you hear a big -BANG-. You even tried to open the door, but it was shut close. Looks like there is no other way but forward.

Worried about the others, you and the remaining trainers carry on, picking a strong signal in the way. Hopefully towards your destination.

[Go to Facing the Storm]
Arena: Thunderstorm

You open yet another door at the Power Plant that leads….outside. You check your gadget again to make sure you weren’t going the wrong way, but it continues to detect a strong signal from what appears to be the back of the Facility. You follow the signal, going around the power plant, until you reach a small port. It seems that this is where the boats arrived and many old boats are indeed on that place. And with a sigh of relief, you notice that your teammates are already on the port, waiting for you. Luckily their way also directed to that place.

But before you could distribute hugs and kisses etc, a loud thunder was heard. You look around and notice many small lights coming from the boats. Before you could do anything, a Rotom possessing a Washer jumped at you from a nearby boat and tricked *Random pokemon without a mega stone* (disregard if all pokemon are holding mega stones) into exchanging items with it. And before you could handle it, several Plasmantas, coming from the direction of the Power Plant approached you and your teammates and as a welcome gift, one of them attacked your *Random pokemon* with Gastro Acid. You are surrounded!

You have no choice other than facing those foes and hope your partners can do the same. It seems to have 20 pokemon at all, and there are 7 of your team only. Not good odds.

[Initiate Battle with Plasmanta and Rotom-W. Rotom-W uses Trick on a Random Pokemon without a Mega Stone and Plasmanta uses Gastro Acid on a random pokemon before the battle begins]

[After the Battle]

You manage to deal with two of the pokemon attacking your crew, but 2 out of 20 isn’t that much. You are still outnumbered. You feel it will end up being necessary to fight more of them, but you are not sure your pokemon will handle it...the last battle was heavy on them.

But before despair took you, you and 3 of your teammates notice that 3 of your partners were giving you a sign. You approach them and receive the order “find the signal and continue. Run at the command ‘explosion’”.

Not a good sign at all.

Your 3 valiant partners called their pokemon back to their pokeball and sent out Mega-Glalie, Drifblim and Lickilicky. Upon the sight of those pokemons, you did the dreadful math. With your gadget, you notice that the signal comes from where the Plasmantas came. You give a signal to your comrades to follow you and as you get ready to run..

“GLALIE, DRIFBLIM, LICKILICKY! EXPLOSION!”

Without looking back you ran. You ran until you are back just outside the Power Plant. You refuse to look back to see what happened, even though the tremors and heat you felt gave enough clues. Your only choice is to continue moving forward.

[Go to Power Waste]
Arena: Sea of Sludge

You reach what appears to be the sewer system of the Power Plant and are greeted by a huge pipe looking your way. You look to your gadget and, obviously, it is directing you to enter the pipe. You take a moment to appreciate how badly it smells and, grudgingly, enters it.

The pipe still has a little bit of sludge on it, but you can walk on it just fine. But as you move forward, the level of the sludge slowly rises and, before you know it, it is already on your knees. Moving becomes that much harder and the smell got even worse. You can feel that there appears to be a gas leak somewhere, but before you can understand how that can happen on a shut-down power plant, part of the sludge seems to be taking shape before your very eyes! That can be either bad or really bad….

Player Options
a) Get your pokemon in fighting stance and attack the sludge as soon as possible.
b) Watch closely.
c) Ruuuuuuuuuuuuuuuuuuuuuuunnnnnnn.
You send out your pokemon and get ready to attack anything that appears. A few seconds later, your suspicions prove to be spot on as a Muk emerges from the sludge and, sensing danger, attacks your team with Sludge Wave. You see a metal object stuck on Muk’s body, but you can’t be bothered. You order your pokemon to attack. To counter it, Muk calls upon a Grimer, which also attacks your team with a Sludge Wave and both attack your team. You decide to face them, always keeping an eye on that mysterious metal gadget on Muk's body.

[Calculate Sludge Wave Damage from Muk and Grimer on your team. Initiate Battle vs Muk and Grimer]

[After Battle]


After the battle, you just want to leave, so you keep moving forward on the pipe. Eventually, you find a hole to where the sludge is leaking and, after looking at your gadget, you enter it into the next room. But not before picking the metal gadget from Muk's body, since it can be useful. You guess it seems like a metal detector. Hopefully it still works.

[Go to Ticking Bombs]
You move away from the moving Sludge and tell your pokemon to wait. You watch carefully as the sludge take the shape of a Muk. At first you don’t attack it and it doesn’t attack you back. You notice Muk has a metal gadget stuck on his body and upon further examination it seemed to be a metal detector. You try to bargain and challenge Muk to a duel for the Metal Detector. Surprisingly enough, it removes the detector from his body and accepts the challenge, waiting for your move. And while you decide on which pokemon to send out, Muk stockpiles some of the sludge and begins to emit an Imprisioning wave in preparation for the battle.

[Initiate Rare Encounter vs Muk. Muk uses Stockpile and Imprison (moves chosen by the ref). This happens before the challenger sends out a pokemon]

[After the Battle]
After the battle, the damaged Muk smiles at you and gives you the Metal Detector before leaving. You just want to leave as well, so you keep moving forward on the pipe. Eventually, you find a hole to where the sludge is leaking and, after looking at your gadget, you enter it into the next room.

[Go to Ticking Bombs]
You just want to leave, so you keep moving forward on the pipe. Eventually, you find a hole to where the sludge is leaking and, after looking at your gadget, you enter it into the next room.

But it can hear clearly that you are being followed by whoever was on that sludge. And, strangely enough, you hear some strange *KLINK* sounds from time to time. Like metal hitting metal.
[Go to Ticking Bombs]
Arena: Sea of Sludge

To be honest "enter" isn't the most exact word. You actually fell into that room. Into a sea of goo about 2-feet high, which softened the fall somewhat. You and your teammates get up and explore the room with your energy detector gadget.

The first thing that called your attention was the big metal door to your left. You try to open, but it was locked and when you approached your gadget, the reading went through the roof! You can sense in your gut that your final destination is beyond that door.

You analyse the door further top to button and you see four keyslots. It seems that you need to use three keys simultaneously to open it. You check the room for clues to where those keys may be. If the keys are on the floor, then finding them in the sludge will prove to be extremely hard...and dangerous.

As you walk around the room, your foot hits a medium plastic ball, which showed to be a pokeball. You pick it from under the sludge and open it, just to find what appears to be a key! Jackpot!

You tell your partners what you've found and all of you search the room for pokeballs, finding 12 of them. You line them up on a table and get ready to open them, since they can hold...you know....pokemon?

And to make things worse, you continue to hear the metal sound from above. You better move fast...


You take a deep breath, choose a pokeball and hope for the best...

There are 12 Item Balls, as such:

- 6 2/2/2/2/100 Voltorbs
- 3 60hp Electrodes holding Magnet
- 3 Keys

Do according to the following steps:

1) IF Muk wasn't defeated yet, skip this step otherwise: Roll a d5 before rolling for a ball. If 1, initiate a Trap (Trap Moves Acid Spray and Command (Store)) vs Muk and the pokemon with lowest hp. If Muk uses Explosion, the player won't get the metal detector. The player get the metal detector after the battle otherwise;
2) IF Player has Metal Detector, skip this step otherwise: Remove all remaining Voltorb Balls;
3) Remove all balls already opened;
4) Roll a RNG among the remaining balls, doing the following in which case:
a) If Voltorb is rolled, roll between Self-Destruct and Zap Cannon. Self-Destruct hits all pokemons sent out (apply spread multiplier). Zap Cannon hits a non-paralysis immune random pokemon and never misses. Abilities (e.g. Aftermath, Damp or Lightning Rod) won't affect this but typings will.
b) If Electrode is rolled, initiate Trap.
c) If Key is rolled, player gets one Key.

After that, return to Step 1 until all 3 Keys are collected.

But before you can grab the ball, you hear a huge -SPLAT- on the floor. A Muk fell from the hole on the ceiling and proceeded to attack *pokemon with lowest hp* with Acid Spray and store toxins on its body for the fight. You and your other pokemon are submerged under the sludge and you will take a while to get out. You better hope your pokemon can work it out on the meantime.

[Initiate Trap vs Muk. Trap Moves: Acid Spray and Command (Store)]

[After Battle]

The explosion from Muk destroyed much of the room, while leaving the pokeballs unscatched. Unfortunately, the metal thing on Muk's body was destroyed. Hopefully it wasn't useful...
You manage to defeat Muk before it could explode. You get closer to it and find a Metal Detector fully operational! Very useful!

You push the button, but the pokeball doesn't open. So you try to do it the old-fashioned way, by throwing it on the other side of the room. You can see that the ball opened, but you couldn't see what came out. As you get closer...

-BOOM-

...bad luck. Try again?

[Calculate Self-Destruct off 2atk including spread multiplier against all mons sent out. Abilities don't matter.]

[Give Reprieve]
As you open the ball, a Voltorb comes out. You take a couple steps back, but before you can send out your pokemon, the voltorb launches a swift Zap Cannon on *Non-Paralysis Immune random pokemon* and escapes through the hole you came from.

[Calculate STAB SpA 2 Zap Cannon against Non-Paralysis Immune random pokemon]
[Give Reprieve]
You open the ball and an Electrode comes out. Nope, it doesn't look like a key to me. Also, it seems that the Electrode is damaged for some reason...

The Electrode hits you with a Headbutt and traps *pokemon with lowest en* with Light Screen. It then started hovering above the sludge with Magnet Rise. It seems you have no other choice but to fight it.

[Initiate trap vs 60hp Electrode. Trap Moves Light Screen and Magnet Rise]

[After Battle]

Electrode out. Next ball?

[Give Reprieve]
You open the ball and BINGO! A Key! Lucky Break!

[Don't give Reprieve unless it is the final key]


[When Player Gets all Keys]

You and your team finally managed to get all 4 keys. Luckily, there is a key for every one of you, so turning down all at the same time is easy peasy.

And you do so, and hear a very loud -CLINK-, which, you assume, means that the door is unlocked. But you know the old saying, about "assume", right? It is bad and you shouldn't do it. As you tried to open the door, it just wouldn't budge! It seems that the years have affected this door in more ways than one and, now that it is unlocked, your only option is to remove it by force.

That is the good part. The bad part is that the you weren't the only one that heard the unlocking noise. As some kind of weird security system, it seems that the sense of self-preservation was activated on the local pokemon, and you can fee some agitation on the room and you hear ominous sludge-like noise from the ducts you came from. You better deal with the door quick, or else...

[REF NOTE: Begin the round against a 240/0/3/0/3/0 SC:7 WC:9 Steel-Typed Wall. Before the first round. After each round, roll a d4 three times, the first one for the Voltorb hazards, the second for Electrode and the third for Grimer. If the result is "1" apply the hazard (Voltorb uses an attack, Electrode with no trap moves and 60hp and Grimer with no trap moves and 60hp). If a pokemon is spawn, it becomes a target together with the wall]

[After the Wall is destroyed]

You managed to open the door by force, but as you do so, you are suddenly swarmed by Grimers that seem to be sprouting from nowhere. You reach to your pokeball, but before you do so, two of your comrades beat you to it and send out their pokemon to hold position. Having seen this too many times in this operation, you just move forward with your remaining partner, hoping you can solve this mistery and deal with things before it is too late. For your sake and for the sake of the others...

[Go to Thunderstruck]
Arena: Generator Room

As you reach the next room, you take a moment to observe your surroundings. This room is host to a large generator, evidently the main one for the plant. Bits of machinery are strewn about the floor, and there are signs that people evacuated in a hurry. Clearly, something has gone terribly wrong here. And not too long ago, at that.

Turning on your gadget, you watch it start to beep wildly until it explodes! Uh...this can't be a good sign.

As despair started to take over, you hear a loud -CLANK-. You swivel around and see a large machine part has fallen, blocking your way back to the entrance. Inspecting the large hunk of metal, you notice a Shock Flute
stuck to it and gently pry it off. You place it in your bag and move forward, certain that whatever is causing of this is within grasp.

After you take a couple of steps a crackle of electricity and a gust of wind could be felt! A strong Thunder hits the ceiling, making it fall...on you. Luckily, your partner manages to save you from it by pushing it, at the cost of a sprained ankle. You try to look at the source of the thunder and you can see a yellow mass of Pikachus coming your way. Not a good sign.

The Pikachus all start looking up. As you turn around, you notice they are the least of your problems. Two Electric-types appear, stronger than any Pokemon you've seen in this place before. A Regal-looking Zapdos and its servant, an Ampharos, holding a strange stone. The Ampharos appears to be getting power from that stone and transformed right away. You reckon these must be the source of the strange energy. You tell your partner to handle the pikachus as possible, while you would deal with the Zapdos. A Tall order for both.

You grab your Pokeballs and prepare to fight, not just to save the power plant, but also yourself!

[Initiate Battle vs Zapdos and Mega Ampharos]
 
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