*ONLY THE USERS RAINMAN LEGENDS, DOGFISH44, AND GLACIER KNIGHT SHOULD POST IN THIS THREAD. If you want to participate, go sign up in the Adventure Battles main thread!*
"Greetings, thrill seekers. My name is Cheyenne, and I will be your host as you make your way through perils and plights. I hope you two have got your thinking caps on snug and your imaginations kicked into gear! I expect us to have a grand time."
"Before we send you off into the heat of adventure, let's go over some of the rules- as well as look over your profiles. Shall we, gents?"
1) Rainman Legends and Dogfish44 have a DQ time of 3 days, andGlacier Knight Cheyenne has a DQ time of 5 days to keep things rolling. The best way to experience the wonder and challenge of Adventure Battles is to be on time and keep up a brisk pace, so keep that in mind!
2) This campaign will be using some special mechanics that are noted in the AB general thread. You may want to read up on them, if you haven't already.
3) In combat, you get two substitutions per round.
4) You and your pokemon get to equip items.
5) All abilities are available, except those locked or accessible only by mega evolution.
6) You can use as many recoveries or chills as you like, provided the ill wind count is not at zero
7) While Cheyenne cannot punish you for skipping on the flavor, it is highly recommended that you avoid doing so at all costs; If you want a flavor-less roleplay, you should sign up for a battle hall challenge and quickly be on your way
"And now, our rising stars! Let's get a little insight as to who we are going to be watching undertake the mysteries of the Adventure Battles!""Greetings, thrill seekers. My name is Cheyenne, and I will be your host as you make your way through perils and plights. I hope you two have got your thinking caps on snug and your imaginations kicked into gear! I expect us to have a grand time."
"Before we send you off into the heat of adventure, let's go over some of the rules- as well as look over your profiles. Shall we, gents?"
1) Rainman Legends and Dogfish44 have a DQ time of 3 days, and
2) This campaign will be using some special mechanics that are noted in the AB general thread. You may want to read up on them, if you haven't already.
3) In combat, you get two substitutions per round.
4) You and your pokemon get to equip items.
5) All abilities are available, except those locked or accessible only by mega evolution.
6) You can use as many recoveries or chills as you like, provided the ill wind count is not at zero
7) While Cheyenne cannot punish you for skipping on the flavor, it is highly recommended that you avoid doing so at all costs; If you want a flavor-less roleplay, you should sign up for a battle hall challenge and quickly be on your way
Team Rainman LegendsRainman [M]
Nature: Adamant (+Atk, -SpA)
Type: Dark/Ghost
Ability: Pressure/Mold Breaker/Dark Aura
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 55
Size: 3
Weight: 4
Attacks:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle
Fake Tears
Bite
Feint Attack
Snarl
Thief
Crunch
Embargo
Payback
Taunt
Torment
Dark Pulse
Foul Play
Punishment
Sucker Punch
Confuse Ray
Ominous Wind
Astonish
Shadow Punch
Spite
Night Shade
Bodyblock
Chill
Dodge
Shift
Take Cover
*Sprite Courtesy of Dogfish44*
Gardevoir (Terra Branford) (F)
Type:
Psychic: 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.
Fairy: The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).
Abilities:
Synchronize: Pokemon with this ability mentally link their condition to an opposing Pokemon and when inflicted by the major status ailments Burn, Poison, or Paralysis, will share their status condition with the opponent. Pokemon will not be inflicted by status conditions to which they are immune by virtue of typing, ability, etc.
Trace:When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. When facing a pokemon with Trace, the Player sending out last must send out the pokemon without orders, in order to give the opponent the opportunity to trigger trace and any orders eventually given will be ignored until given the opportunity for trace to be triggered. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced
Telepathy (H): This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Nature: Timid: +1 Def, -1 Atk, +10% Accuracy Boost
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 92 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 21
EC: 9/9
MC: 0
AC: 5/5
Nature: Timid: +1 Def, -1 Atk, +15% Accuracy Boost
*Sprite Courtesy of Dogfish44*
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 7
SpD: Rank 5
Spe: 115 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 25
*Sprite Courtesy of Dogfish44*
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 7
SpD: Rank 5
Spe: 115 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 25
Moves:
Level-Up:
Moonblast
Stored Power
Healing Wish
Draining Kiss
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Hypnosis
Dream Eater
Egg Moves:
Encore
Disable
Destiny Bond
Misty Terrain
Mean Look
TM Moves:
Psyshock
Dazzling Gleam
Taunt
Torment
Thunder Wave
Toxic
Light Screen
Protect
Safeguard
Shadow Ball
Double Team
Reflect
Rest
Echoed Voice
Focus Blast
Energy Ball
Will-o-wisp
Grass Knot
Substitute
Hyper Beam
Sleep Talk
Charge Beam
Hidden Power (Ground)
Move Tutors:
Endure
Swift
Heal Bell
Helping Hand
Hyper Voice
Icy Wind
Magic Coat
Pain Split
Shock Wave
Signal Beam
Skill Swap
Snatch
Trick
Team Dogfish44
There's not a security system in the world which can't be broke through by Eris. The fact that breaking through can vary from "picking a lock" to "triple homicide via a strategically placed cliff" really doesn't faze her either.
Nature: Quirky (-)
Type: Poison / Dark
Abilities: Infiltrator / Sniper / Run Away
Stats:
HP: 80
ATK: 3
DEF: 2
SPA: 3
SPD: 2
SPE: 60
Size Class: 3
Weight Class: 4
Items: Shortbow, Simple Backpack
Attacks:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle
Fake Tears
Bite
Feint Attack
Snarl
Thief
Crunch
Embargo
Payback
Taunt
Torment
Dark Pulse
Foul Play
Punishment
Sucker Punch
Venom Drench
Poison Gas
Acid Armor
Smog
Poison Sting
Toxic Spikes
Acid
Sludge
Clear Smog
Gastro Acid
Sludge Bomb
Poison Jab
Acid Spray
Toxic
Sludge Wave
Belch
Venoshock
Bodyblock
Chill
Dodge
Shift
Take Cover
Romeo (M)
Nature: Impish
+1 Def, -1 SpA
Type: Psychic / Fighting
Abilities: Steadfast / Justified [DW]
Stats:
HP: 100
Atk: 5
Def: 4 [+]
SpA: 2 [-]
SpD: 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Type: Psychic / Fighting
Abilities: Steadfast / Justified [DW] / Inner Focus
Stats:
HP: 100
Atk: 7
Def: 4 [+]
SpA: 2 [-]
SpD: 4
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 24
Attacks [133/133]:
Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Close Combat
Confide
Confuse Ray
Confusion
Cut
Dazzling Gleam
Defense Curl
Destiny Bond
Disable
Disarming Voice
Double Team
Double-Edge
Drain Punch
Draining Kiss
Dream Eater
Dual Chop
Earthquake
Echoed Voice
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Pulse
Helping Hand
Hidden Power (Steel)
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Memento
Mimic
Misty Terrain
Mud-Slap
Natural Gift
Night Slash
Nightmare
Pain Split
Poison Jab
Power-Up Punch
Protect
Psych Up
Psychic
Psycho Cut
Psyshock
Quick Guard
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Stone Edge
Stored Power
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Wide Guard
Will-O-Wisp
Wish
Wonder Room
Work Up
X-Scissor
Zen Headbutt
There's not a security system in the world which can't be broke through by Eris. The fact that breaking through can vary from "picking a lock" to "triple homicide via a strategically placed cliff" really doesn't faze her either.
Nature: Quirky (-)
Type: Poison / Dark
Abilities: Infiltrator / Sniper / Run Away
Stats:
HP: 80
ATK: 3
DEF: 2
SPA: 3
SPD: 2
SPE: 60
Size Class: 3
Weight Class: 4
Items: Shortbow, Simple Backpack
Attacks:
Growl
Leer
Meditate
Pound
Rage
Slam
Struggle
Tackle
Tickle
Fake Tears
Bite
Feint Attack
Snarl
Thief
Crunch
Embargo
Payback
Taunt
Torment
Dark Pulse
Foul Play
Punishment
Sucker Punch
Venom Drench
Poison Gas
Acid Armor
Smog
Poison Sting
Toxic Spikes
Acid
Sludge
Clear Smog
Gastro Acid
Sludge Bomb
Poison Jab
Acid Spray
Toxic
Sludge Wave
Belch
Venoshock
Bodyblock
Chill
Dodge
Shift
Take Cover
Romeo (M)
Nature: Impish
+1 Def, -1 SpA
Type: Psychic / Fighting
Abilities: Steadfast / Justified [DW]
Stats:
HP: 100
Atk: 5
Def: 4 [+]
SpA: 2 [-]
SpD: 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Type: Psychic / Fighting
Abilities: Steadfast / Justified [DW] / Inner Focus
Stats:
HP: 100
Atk: 7
Def: 4 [+]
SpA: 2 [-]
SpD: 4
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 24
Attacks [133/133]:
Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Close Combat
Confide
Confuse Ray
Confusion
Cut
Dazzling Gleam
Defense Curl
Destiny Bond
Disable
Disarming Voice
Double Team
Double-Edge
Drain Punch
Draining Kiss
Dream Eater
Dual Chop
Earthquake
Echoed Voice
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Pulse
Helping Hand
Hidden Power (Steel)
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Memento
Mimic
Misty Terrain
Mud-Slap
Natural Gift
Night Slash
Nightmare
Pain Split
Poison Jab
Power-Up Punch
Protect
Psych Up
Psychic
Psycho Cut
Psyshock
Quick Guard
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Stone Edge
Stored Power
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Wide Guard
Will-O-Wisp
Wish
Wonder Room
Work Up
X-Scissor
Zen Headbutt
"It seems as though we've got a pair of shady characters among us... adept in the art of cloak and dagger, will this couple be able to sneak their way past inevitable danger? I would like to note the aesthetic charm of a pair of assassins/thieves with a Gallade and Gardevoir to tote! I would like to think my gut is leading me in the correct direction when I take its word that this will be a good one!"
"Ready or not, here we go~"
_______________________________________________________________________
Chapter 1: In the Caves
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...
Location: Southern Sinnoh, on the edges of the Mt. Coronet mountain range
Music: Wilderness Whimsy
The area of Mt. Coronet that Walker was spotted in is no longer open to the public, due to events ranging from slightly ominous to down-right life endangering occurring in those deep, twisting tunnels. However, through some combination of luck or having the right connection and know how, you and your expedition mate have made it to the right place:
Though you find yourself at one of the most southern points of Sinnoh, the mountain ridges are thick with Spruces and Douglas firs; while nearly all the Mt. Coronet range is classified as an Alpine Biome, these southern parts are strangers to the harsh winter blizzards and pounding snow falls its northern brethren experience. You stocked up in Pastoria City, and then trekked through the thicker parts of the swamp to make it to the continental divide- though you havent seen a wooper or thick mud for at least a day or two. You are definitely in a different climate zone, as you stare at the foreboding entrance of the cavern system. The tunnel itself is fairly small- perhaps ten feet tall at the most, with a narrow width of seven or so feet. The surrounding mountainside is craggy, though it abruptly juts skyward as you get closer to the cavern entrance... definitely cant (or would want to) scale it. As you wait or prepare to enter the cavern, you can hear the surrounding flora and fauna loud and clear; that flock of starvia was no match for you and your pokemon, yet you could tell they were much more agitated than usual. While you havent been confronted or ambushed just yet, it would be best not to dilly dally....
Rainman Legends and Dogfish44 have 3 days to post opening flavor / talk to each other. Once the both explorers decide and act to enter the cave, or the 3 days have passed without a word, the Adventure Battle will truly begin. Best wishes~
(Dogfish has equipped already, and I advise Rainman to do the same now in his opening flavor)
Last edited: