Alright maggots, listen up! Only Gale Wing Srock, apt-get and The Wanderer should be posting in this thread! Failure to comply will result in things happening. Terrible things. Things that will make you piss yourself at the sight of salad tongs. YOU HAVE BEEN WARNED.
Hi there, gentlemen. I'm Wanderer, I'll be you're 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, and five days for me. Not that any of us ever pay attention to it, but still!
2) In combat, you get two substitutions a round. Use them well, or just use them to make yourself look like the round went just according to keikaku. (TRANSLATOR'S NOTE: Keikaku means plan)
3) Your pokemon get to equip items.
4) All abilities are available to you, except the locked ones and the mega evolution ones. You'll need to mega evolve for the latter.
5) You get unlimited chills and recoveries. Don't abuse them, however, or there will be consequences.
6) No playing in the crater. It upsets me.
7) NO MAGICAL REALMS. Nobody wants another piss forest.
Well, with that out of the way, let's look at your character sheets...

Hi there, gentlemen. I'm Wanderer, I'll be you're 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, and five days for me. Not that any of us ever pay attention to it, but still!
2) In combat, you get two substitutions a round. Use them well, or just use them to make yourself look like the round went just according to keikaku. (TRANSLATOR'S NOTE: Keikaku means plan)
3) Your pokemon get to equip items.
4) All abilities are available to you, except the locked ones and the mega evolution ones. You'll need to mega evolve for the latter.
5) You get unlimited chills and recoveries. Don't abuse them, however, or there will be consequences.
6) No playing in the crater. It upsets me.
7) NO MAGICAL REALMS. Nobody wants another piss forest.
Well, with that out of the way, let's look at your character sheets...
Gale Wing Srock:

Sher Khan (M)
Nature: Relaxed
Type: Normal/Dark
Abilities: Friend Guard, Slow Start, Prankster
Stats:
HP: 100
Atk: Rank 2
Def: Rank 4 (+)
SpA: Rank 1
SpD: Rank 3
Spe: 48 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 14
Moves:
Beat Up
Faint Attack
Fake Tears
Sucker Punch
Taunt
Thief
DoubleSlap
Follow Me
Foresight
Protect
Quick Attack
Retaliate
Work Up
Amnesia
Bulk Up
Calm Mind
Dragon Dance
Growl
Headbutt
Leer
Meditate
Mega Punch
Nasty Plot
Pound
Quiver Dance
Rage
Sing
Slam
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Tickle
Bodyblock
Chill
Dodge
Shift
Take Cover

____________________________________
Bubba Shrimp Co, is always lost in thought and determined to succeed. It is happy and cheerful, but is self centered and does not care about the world around it.
[Nature]
Timid (+Spd | -Atk)
[Type]
Water | Electric
Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Electric STAB; immune to paralysis status.
[Abilities]Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Electric STAB; immune to paralysis status.
Trace
(Trigger, MoldBreaker affects - No)
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. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Command: Activate Trace (target ability) - 5 En - Replace Trace with the target Ability for six (6) actions. When the copied ability fades, the user regains Trace.
Magic Guard (✓)
(Passive, MoldBreaker affects - No)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated.
Shell Armor (Unlocked)
(Passive, MoldBreaker affects - Yes)
This Pokemon's thick, bony outer shell prevents it from taking critical hits.
(Trigger, MoldBreaker affects - No)
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. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Command: Activate Trace (target ability) - 5 En - Replace Trace with the target Ability for six (6) actions. When the copied ability fades, the user regains Trace.
Magic Guard (✓)
(Passive, MoldBreaker affects - No)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated.
Shell Armor (Unlocked)
(Passive, MoldBreaker affects - Yes)
This Pokemon's thick, bony outer shell prevents it from taking critical hits.
[Stats]
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+)
Accuracy: +17
Size Class: 1
Weight Class: 2
Total: 22
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+)
Accuracy: +17
Size Class: 1
Weight Class: 2
Total: 22
[Tokens]
EC: 6 | 6
AC: 5 | 5
MC: 0
KOC: 0
AC: 5 | 5
MC: 0
KOC: 0
[Attacks]
Level Up ( 7 / 7 )
Bubble (7,2) | Charge (0,7) | Tackle (4,2) | Thunder Shock (7,2) | Detect (0,7+d) | Fairy Wind (4,3) | Zap Cannon (15,8) | Ice Shard (4,4) | Confuse Ray(0,5) | Aqua Jet (7,3) | Imprison(0,8) | Thunder(11,7) | Hydro Pump(11,7) | Copycat(0,2+m) | Heart Swap (0,8)
Still to get: Bubble Beam(10,4) | Discharge(11,5) | Guillotine(25,16)
Still to get: Bubble Beam(10,4) | Discharge(11,5) | Guillotine(25,16)
Egg ( 6 / 12 )
Counter (P*1.5,6+p/2) | Mirror Coat (P*1.5,6+p/2) | Mind Reader (0,6) | Sheer cold (25,18) | Muddy Water (12,6) | Metronome (0,7+f) | Signal Beam(8,6) | Whirlpool(15,3) | Me First | Follow Me
Still to get: Eerie Impulse | Follow Me | Me First | Shock Wave
Prev Gens (Tutor / TM / HM) ( 2 / 13 )Still to get: Eerie Impulse | Follow Me | Me First | Shock Wave
Dive (11,9) | Electro Web (9,4) | Endure(0,15) | Earth Power(9,7)
Still to get: Ice Punch(8,6) | Low Kick | Helping Hand | Icy Wind | Swift | Aqua Tail | Snore | Water Pulse | Secret Power | Recycle | Captivate | Natural Gift | Fury Cutter | Thunder Punch
Still to get: Ice Punch(8,6) | Low Kick | Helping Hand | Icy Wind | Swift | Aqua Tail | Snore | Water Pulse | Secret Power | Recycle | Captivate | Natural Gift | Fury Cutter | Thunder Punch
Gen 6 TM/HM ( 8 / 22 )
Volt Switch (10,4) | Thunder Wave (0,6) | Ice Beam (9,7) | Thunder Bolt (12,6) | Dazzling Gleam (8,5) | Substitute (0,12) | Rest (0,15) | Sleep Talk (3+f) | Double Team (0,4*C) | Hone Claws(0,6) | Earthquake(10,7) | Torment(0,10) | Blizzard(11,8)
Still to get: Toxic | Hail | Hidden Power | Hyper beam (15,10) | Protect | Rain Dance(0,9) | Safeguard | Frustration | Return | Facade(7,5/8) | Attract | Low Sweep(7,5) | Round | Echoed Voice | Scald(8,6) | Fling(5-17,3-9) | Payback(5,7) | Giga Impact(12,9) | Flash(0,4) | Bulldoze(6,5) | Rock Smash | Wild Charge | Confide | Cut | Surf(12,6) | Waterfall
Still to get: Toxic | Hail | Hidden Power | Hyper beam (15,10) | Protect | Rain Dance(0,9) | Safeguard | Frustration | Return | Facade(7,5/8) | Attract | Low Sweep(7,5) | Round | Echoed Voice | Scald(8,6) | Fling(5-17,3-9) | Payback(5,7) | Giga Impact(12,9) | Flash(0,4) | Bulldoze(6,5) | Rock Smash | Wild Charge | Confide | Cut | Surf(12,6) | Waterfall
Alright, you check out. What about you?
apt-get:
Apt-get (M)
Nature: Brave
Type: Fighting/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.
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.
Abilities: Technician, Simple
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Spe: 47 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 14
Moves:
Detect
Double Kick
Foresight
Karate Chop
Low Kick
Rock Smash
Seismic Toss
Confusion
Kinesis
Psywave
Telekinesis
Zen Headbutt
Amnesia
Bulk Up
Calm Mind
Dragon Dance
Growl
Headbutt
Leer
Meditate
Mega Punch
Nasty Plot
Pound
Quiver Dance
Rage
Sing
Slam
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Tickle
Bodyblock
Chill
Dodge
Shift
Take Cover

Larvesta [Male] [Flare]
Types: Bug/Fire
Abilities::
Flame Body / Swarm (H)
Nature: Brave (+1 Atk, Speed ÷ 1.15, -10% Evasion)
Stats:
HP: 90
Atk: 4 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 52 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 13
EC: 0/6
MC: 0
AC: 0/5
Attacks:
Level Up
Ember
String Shot
Leech Life
Take Down
Egg
Zen Headbutt
Morning Sun
Magnet Rise
Endure
Harden
TM/HM
Flame Charge
Fire Blast
Wild Charge
U-turn
Will-O-Wisp
Aaaaaaaand everything seems to be in order. Let's get this show on the road!
Chapter 1: In the caves
♫Agents of Fate
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 the two of you and your trusty pokemon 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...
You have 72 hours to post opening fluff and attach items to your mons. Whichever comes first, the campaign will begin proper.
Chapter 1: In the caves
♫Agents of Fate
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 the two of you and your trusty pokemon 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...
You have 72 hours to post opening fluff and attach items to your mons. Whichever comes first, the campaign will begin proper.