Evening, Gents, and welcome to both the first new AB and the beta test of this particular campaign. I'm Wanderer, I'll be your DM for tonight. Before we get started, let's lay down some ground rules...
1) There's a DQ time of three days for you guys, and five days for me. Not that anyone pays attention to that, but still!
2) This campaign will be using some special mechanics that you might have noticed in the AB general thread. We'll bring those up as they come along. In addition to said mechanics, Glass Pyramid will also be using the light- and shadow-types that To Defy the End uses - if you have attacks of either type, they will work here.
3) In combat, you get two substitutions per round. If the enemy gets multiple attacks per action, the first attack takes precedence in regards to subs.
4) You and your pokemon get to equip items.
5) All abilities are available, unless they are locked or mega evolution only.
6) You have only two recoveries and five chills per character outside of battle. IN battle, however, you get all you want.
7) No barking like a Spheal. It upsets me.
8) NO MAGICAL REALMS. Time and place, this will ALWAYS be neither.
Alright, now that we've got that out of the way, let's take a look at your character sheets. Max, if you would?
1) There's a DQ time of three days for you guys, and five days for me. Not that anyone pays attention to that, but still!
2) This campaign will be using some special mechanics that you might have noticed in the AB general thread. We'll bring those up as they come along. In addition to said mechanics, Glass Pyramid will also be using the light- and shadow-types that To Defy the End uses - if you have attacks of either type, they will work here.
3) In combat, you get two substitutions per round. If the enemy gets multiple attacks per action, the first attack takes precedence in regards to subs.
4) You and your pokemon get to equip items.
5) All abilities are available, unless they are locked or mega evolution only.
6) You have only two recoveries and five chills per character outside of battle. IN battle, however, you get all you want.
7) No barking like a Spheal. It upsets me.
8) NO MAGICAL REALMS. Time and place, this will ALWAYS be neither.
Alright, now that we've got that out of the way, let's take a look at your character sheets. Max, if you would?
Maxim:
Xavier (M)
Nature: Quirky (No Effect on Stats)
Bio: "I wonder what would happen if we mixed a Lilipup with a Honedge? Oooh! Dogs riding blade scooters!"
Xavier is a trainer from Kalos, known for his lax attitude and cloudcuckoolander habits. He always has his Ice Pokemon, as well as his trusty (and ever beleaguered) Reuniclus Cosmo. As it would happen, he is one of the five heroes of Kalos, and as part of the radiation of the Ultimate Weapon he has developed some rather odd qualities.
Type:
Normal/Fairy
Abilities:
Fairy Aura/Pixilate
Stats:
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 55
Size Class: 3
Weight Class: 4
Attacks:
Universal:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle
Fairy:
Aromatherapy
Aromatic Mist
Baby-Doll Eyes
Charm
Crafty Shield
Dazzling Gleam
Disarming Voice
Draining Kiss
Fairy Lock
Fairy Wind
Flower Shield
Moonblast
Helping Hand
Misty Terrain
Play Rough
Sweet Kiss
Normal:
Covet
Echoed Voice
False Swipe
Follow Me
Foresight
Frustration
Helping Hand
Quick Attack
Return
Sing
Work Up
Commands:
Bodyblock
Chill
Dodge
Shift
Take Cover
Reuniclus [Cosmo] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
Psychic
Abilities:
Overcoat/Magic Guard/Regenerator (H)
Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 26 (30/1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 9/9
MC: 0
AC: 5/5
Attacks (23/80):
Level Up*:
Charm
Dizzy Punch
Endeavor
Future Sight
Heal Block
Hidden Power Ground
Light Screen
Pain Split
Psychic
Psyshock
Psywave
Recover
Reflect
Rollout
Skill Swap
Snatch
Wonder Room
Egg:
Acid Armor
Confuse Ray
Imprison
Night Shade
Trick
Tutor:
Signal Beam
TM:
Double Team
Energy Ball
Protect
Shadow Ball
Substitute
Thunder
Going mage, huh? Alright, you check out. Geo?
Geodude6:
Nathaniel (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Abilities:
Intimidate: (Trigger) When this creature initially goes out into the battlefield, it lets out an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage (and adjusting the natural stage) by one (1). If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Cursed Body: (Passive) When this creature is struck by an opponent's attack, there is a 30% chance that the attack will be disabled for six (6) actions. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. A creature with an attack disabled by Cursed Body cannot have another one disabled by Disable, and vice versa.
Mummy: (Passive) This creature's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Stats:
HP: 100
Atk: Rank 4+
Def: Rank 2
SpA: Rank 0-
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 12
Moves:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle
Astonish
Bite
Confuse Ray
Destiny Bond
Disable
Fake Tears
Feint Attack
Grudge
Hex
Night Shade
Ominous Wind
Phantom Force
Shadow Ball
Shadow Claw
Shadow Punch
Shadow Sneak
Snarl
Spite
Thief
Trick-or-Treat
Will-O-Wisp
Soldier [Gallade] (M)
Nature: Naive (+15% Spe, +10% Acc, -1 SpD)
Type:
: Psychic STAB; 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.
: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
"<And then, he used his fight money to buy TWO of every animal on earth, herded them onto a boat, and then BEAT THE CRAP OUT OF EVERY SINGLE ONE.>"
Abilities:
Steadfast: (Passive) 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.
Justified: (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3-
Spe: 92+
Size Class: 3
Weight Class: 4
Base Rank Total: 21
Soldier [Mega Gallade] (M)
Nature: Naive (+15% Spe, +19% Acc, -1 SpD)
Type:
Mega Ability:
Inner Focus: (Passive) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Stats:
HP: 100
Atk: Rank 7
Def: Rank 3
SpA: Rank 3
SpD: Rank 3-
Spe: 127+
Size Class: 3
Weight Class: 4
Base Rank Total: 24
EC: 9/9
MC: 0
AC: 5/5
Moves:
Close Combat
Leaf Blade
Night Slash
Fury Cutter
Leer
Slash
Swords Dance
Quick Guard
Wide Guard
Growl
Confusion
Double Team
Disarming Voice
Teleport
Lucky Chant
Calm Mind
Magical Leaf
Heal Pulse
Draining Kiss
Psycho Cut
Psychic
Helping Hand
Imprison
Feint
Future Sight
Charm
False Swipe
Hypnosis
Protect
Dream Eater
Stored Power
Confuse Ray
Destiny Bond
Disable
Encore
Mean Look
Misty Terrain
Shadow Sneak
Psyshock
Taunt
Hyper Beam
Light Screen
Thunderbolt
Earthquake
Shadow Ball
Torment
Façade
Focus Blast
Will-O-Wisp
Endure
Giga Impact
Stone Edge
Thunder Wave
Rock Slide
Poison Jab
Grass Knot
Substitute
Dazzling Gleam
Drain Punch
Fire Punch
Focus Punch
Ice Punch
Icy Wind
Low Kick
Magic Coat
Mimic
Pain Split
Skill Swap
Snatch
Thunder Punch
Vacuum Wave
Wish
===
2 (68 MC): Aerial Ace, Attract, Brick Break, Bulk Up, Bulldoze, Charge Beam, Confide, Cut, Echoed Voice, Flash, Fling, Frustration, Hidden Power, Low Sweep, Power-Up Punch, Psych Up, Rain Dance, Reflect, Rest, Retaliate, Return, Rock Smash, Rock Tomb, Round, Safeguard, Secret Power, Sleep Talk, Strength, Sunny Day, Swagger, Thief, Toxic, Trick Room, X-Scissor
3 (45 MC): Ally Switch, Body Slam, Captivate, Defense Curl, Double-Edge, Grudge, Headbutt, Memento, Mud-Slap, Natural Gift, Nightmare, Swift, Synchronoise, Telekinesis, Work Up
Total: 113 MC
Nathaniel (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Abilities:
Intimidate: (Trigger) When this creature initially goes out into the battlefield, it lets out an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage (and adjusting the natural stage) by one (1). If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Cursed Body: (Passive) When this creature is struck by an opponent's attack, there is a 30% chance that the attack will be disabled for six (6) actions. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. A creature with an attack disabled by Cursed Body cannot have another one disabled by Disable, and vice versa.
Mummy: (Passive) This creature's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Stats:
HP: 100
Atk: Rank 4+
Def: Rank 2
SpA: Rank 0-
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 12
Moves:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle
Astonish
Bite
Confuse Ray
Destiny Bond
Disable
Fake Tears
Feint Attack
Grudge
Hex
Night Shade
Ominous Wind
Phantom Force
Shadow Ball
Shadow Claw
Shadow Punch
Shadow Sneak
Snarl
Spite
Thief
Trick-or-Treat
Will-O-Wisp
Soldier [Gallade] (M)
Nature: Naive (+15% Spe, +10% Acc, -1 SpD)
Type:
"<And then, he used his fight money to buy TWO of every animal on earth, herded them onto a boat, and then BEAT THE CRAP OUT OF EVERY SINGLE ONE.>"
Abilities:
Steadfast: (Passive) 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.
Justified: (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3-
Spe: 92+
Size Class: 3
Weight Class: 4
Base Rank Total: 21
Soldier [Mega Gallade] (M)
Nature: Naive (+15% Spe, +19% Acc, -1 SpD)
Type:
Mega Ability:
Inner Focus: (Passive) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Stats:
HP: 100
Atk: Rank 7
Def: Rank 3
SpA: Rank 3
SpD: Rank 3-
Spe: 127+
Size Class: 3
Weight Class: 4
Base Rank Total: 24
EC: 9/9
MC: 0
AC: 5/5
Moves:
Close Combat
Leaf Blade
Night Slash
Fury Cutter
Leer
Slash
Swords Dance
Quick Guard
Wide Guard
Growl
Confusion
Double Team
Disarming Voice
Teleport
Lucky Chant
Calm Mind
Magical Leaf
Heal Pulse
Draining Kiss
Psycho Cut
Psychic
Helping Hand
Imprison
Feint
Future Sight
Charm
False Swipe
Hypnosis
Protect
Dream Eater
Stored Power
Confuse Ray
Destiny Bond
Disable
Encore
Mean Look
Misty Terrain
Shadow Sneak
Psyshock
Taunt
Hyper Beam
Light Screen
Thunderbolt
Earthquake
Shadow Ball
Torment
Façade
Focus Blast
Will-O-Wisp
Endure
Giga Impact
Stone Edge
Thunder Wave
Rock Slide
Poison Jab
Grass Knot
Substitute
Dazzling Gleam
Drain Punch
Fire Punch
Focus Punch
Ice Punch
Icy Wind
Low Kick
Magic Coat
Mimic
Pain Split
Skill Swap
Snatch
Thunder Punch
Vacuum Wave
Wish
===
2 (68 MC): Aerial Ace, Attract, Brick Break, Bulk Up, Bulldoze, Charge Beam, Confide, Cut, Echoed Voice, Flash, Fling, Frustration, Hidden Power, Low Sweep, Power-Up Punch, Psych Up, Rain Dance, Reflect, Rest, Retaliate, Return, Rock Smash, Rock Tomb, Round, Safeguard, Secret Power, Sleep Talk, Strength, Sunny Day, Swagger, Thief, Toxic, Trick Room, X-Scissor
3 (45 MC): Ally Switch, Body Slam, Captivate, Defense Curl, Double-Edge, Grudge, Headbutt, Memento, Mud-Slap, Natural Gift, Nightmare, Swift, Synchronoise, Telekinesis, Work Up
Total: 113 MC
Ow, think I cut myself on the edge, there. Huh? Oh, nothing, just muttering to myself. Everything seems to be in order, so let's get started!
Chapter 1: Better bring a whip along...and maybe some holy water.
♫Prologue
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.
You have 72 hours to post opening fluff. Whichever comes first, the campaign will begin proper.
Chapter 1: Better bring a whip along...and maybe some holy water.
♫Prologue
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.
You have 72 hours to post opening fluff. Whichever comes first, the campaign will begin proper.
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