CAP ASB Adventure Battles (Closed for Maintenance)

Create-A-Pokémon Anime Style Battling Adventure Battles

A chance for trainers to get in on the action, exploring strange and dangerous locals alongside their Poke’mon, or just simply training with them.

In Adventure Battles, there are many threats to potentially deal with. Mighty beasts to defeat, distant locations to see, items to obtain...

Did we mention that the trainers are considered “on the field” in these?

On the field, the trainer can act as they please, assisting their Poke’mon with attacks, support, and orders. While trainers are varied people, and quite possibly more varied than the Poke’mon they command, they don’t have the strength of most Poke’mon. But that doesn’t mean that they can’t make a difference on the battlefield.

Just be aware that since you are on the field, you are considered fair game to opponents and can be caught in area attacks.

Trainers:

Before you go out on an adventure, you must decide what your statistics are. Keeping in mind some sense of realism and that Poke’mon are usually more dangerous than trainers, a point buy system has been created where you buy your types, abilities, stats, and even your control of Poke’mon. You can change your statistics between adventures, but you are expected to have similar statistics for the sake of continuity.

Trainers start with a base stat spread of 80/2/2/2/2/55, with Normal typing and no abilities, and have 100 points to spend across five categories: Typing, Abilities, Stats, Temporary Items, and Stat-Altering Natures. Each of the options has different point costs, allowing one to change their spread for the adventure as they see fit.

Oh, and you can access your berry pouch mid-battle, allowing you to eat berries or give them to Poke’mon, assuming that you aren’t incapacitated.

Adventure Types:

Much like the Raid Zone, trainers can choose which adventure to take. Sometimes its just against another opponent in the Adventure Zone, but that doesn’t give potent rewards. Instead, the real loot lies with going out and participating in Adventures, where you can partake in a battle with your Poke’mon, and can unfold a story beyond what could be expected.
Crossed-Out Adventure Types are currently LOCKED!

Allied Delve: Work together with up to three other trainers to discover the mysteries of the area. The Referee, or the Delve Guide, describes a “dungeon,” a limited area the participants have access to, and the trainers and their Poke’mon react to the environment. This will usually cumulate in a “boss” that must be defeated to complete the delve.
Rivaled Exploration: The task is to explore an area and loot it of any treasures you might find, and potentially catch Poke’mon. However, your opponents are to do the same things, and the environment is also an enemy. Note that you will have to purchase your own bag to bring stuff in.
Epic Rivaled Exploration: Explore a wide area, potentially gaining a lot of goodies to take out with you. However, your opponents are here to do the same things, assuming the environment does not take them out first! With very mighty foes in the area, it is unlikely you will last very long alone, but if you’re after the same prize as them, backstabbing them will become a very attractive option. Think about the Icy Forest, only longer, more patience, and able to catch the Poke’mon in it.

Storied Quest: Take part with one of your Poke'mon and at least one other trainer and one of their Poke'mon to partake in events that advance part of a story. This may involve pieces of Allied Exlploration or Hunt, with certain objectives that must be fulfilled in order to complete the "Chapter" of the story (defeat key opponents, obtain a certain item, survive a certain ammount of time against a supposedly undefeatable opponent, or something else).

Rewards:

What is the point of heading out on an adventure if you have nothing to show for it at the end? For each stage of the adventure completed each of the trainer’s Poke’mon gains the standard for a battle (1 EC/2 MC/1 DC or 3 MC). The trainer also gains CC based on how dangerous the adventure is. However, successfully completing an adventure also nets additional prizes.

Depending on the adventure completed successfully, the trainer can gain additional CC, special Exploration Tokens, and, in the case of more difficult adventures, Heroism Badges. The Tokens and Badges can be converted into additional CC (exchange rate currently unknown), but their primary use is to purchase items for trainers to use, like a stronger sword, a sturdier shield, a gun, ammunition for the gun, or perhaps some earmuffs (which essentially grant Soundproof). The Badges can be used with Exploration Tokens to purchase some really powerful items that can grant capabilities far beyond a typical trainer. You could get a simple sword with just some Exploration Tokens, but if you save up your Heroism Badges, you could get a sword that allows use of an attacking type that you can’t get any other way.

In addition, you might be able to find a dropped item or two in your adventures. That powerful sword that the final boss has in a storyline? If you manage to defeat him while completing a certain challenge, you might have a chance to obtain the sword after the battle. Of course, you’ll have to discuss with any allies who gets it, since there’s only one...

These rewards of trainer items allows the bearer to use the permenent items instead of the temporary items, allowing the trainer to spend the saved points elsewhere in the spread. Still, a couple of the temporary items may prove situationally useful.

Player DQ: DQed players only earn 2 CC + rewards for their Pokémon for each encounter they completed before they were DQed. They forfeit any Adventure Battle specific rewards (items, Exploration Tokens, and Heroism Badges). Note that most Adventures require 2+ people for them to continue, so if one isn't careful, they could force an early end to their companion's adventure.

For Potential Referees:

In the past, there was a series of flash matches that were flavorless and were just to get quick counters to all participants. If you prefer those matches, this isn’t the role-play for you. Where those battles are about the math, these battles are mainly about the flavor. After all, if there’s no flavor, there’s no story. While I do not expect (or even want) flavor rivaling the Icy Forest in every post (that would leave me searching for more refs as they perished from work overload), I do expect refs to lean in that direction. Refs are compensated based on the adventure run. However, assuming that the battle was not a Training battle, instead of claiming the UC, they can instead claim 1 Exploration Token for every 5 Universal Counters converted, up to a max of 3 Exploration Tokens gained from an adventure (they cannot claim UC, and then convert it to Exploration Tokens; they can only use the UC gained in reffing an Adventure Battle to gain the tokens, and only if they claim it then).
One note: this will be with high standards of reffing. The leaders of the Adventure Battles will hold the right to replace any referee that is not putting in the flavor needed, and prevent such referees from claiming Exploration Tokens with UC from the Adventure Battles.

Allied Delve: For Allied Delve-type adventures, refs gain 1 UC per creature involved in a fight, an additional UC for every update the ref posts, an additional 0.5 UC for every round in a boss battle (round up at end of Delve), and an additional 1 UC for completing the Adventure.
Rivaled Exploration: For Rivaled Exploration-type adventures, refs gain 1 UC per creature involved in a fight, 2 UC per "Boss" creature, an additional UC every round once the Exploration begins, and an additional 2 UC for completing the Adventure. This reflects the amount of off-screen Pokémon the referee must also control, each with their own combat styles.
Epic Rivaled Exploration: For Rivaled Exploration-type adventures, refs gain 1 UC per creature involved in a fight, 3 UC per "Boss" creature, an additional 2 UC every round once the Exploration begins, and an additional 5 UC for completing the Adventure. This reflects the amount of off-screen Pokémon the referee must also control, each with their own combat styles. Furthermore, the limit of transfering UC earned into Exploration Tokens is doubled (15 UC for 3 ET to 30 UC for 6 ET).
Storied Quest: For Storied Quests, refer to Allied Delve.

Ref DQ: If the ref is DQed, then he only gets the UC he would have gotten if the adventure had ended when he got DQed. However, he forfeits the UC of each creature in the current battle (if a battle is going on), and that Adventure's ability to turn earned UC into Exploration Tokens. The Replacement Ref gains the UC from creatures involved in the current battle (if any).

Active Referees:
Eternal Drifter
The Wanderer
Maxim
Gale Wing Srock

Non-active Referees:
Ragnarokalex

Fired Referees:
Leethoof

Table of Contents:
Introduction
-Overview
-Adventure Types/Overview
-Authorized Referees
Trainer Creation
-Types
-Stats
-Natures
-Abilities
Temporary Items
-Item Carriers
-Pokémon Support
-Supplies
-Trainer Defense
-Trainer Weapons
-Utility
Permenent Items
-Purchasable Items
--Item Carriers
--Pokémon Support
--Supplies
--Trainer Defense
--Trainer Weapons
--Utility
--Other
-Found-Only Items
--Trainer Defense
--Trainer Weapons
--Other
Move Sets
-Base Movepool
-Normal Movepool
-Dark Movepool
-Fighting Movepool
-Psychic Movepool
-Poison Movepool
-Rock Movepool
-Ghost Movepool
-Steel Movepool
-Sword Moves
Notes and Trainer Actions
Special Types
-Shadow
-Light
Avaliable Adventure Battles
Last Trainer Setups
Updates
 
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Trainer Building

Its time for the trainers to take a stand alongside their Pokémon. Just like there are truely no two Pokémon alike, there are no two trainers exactly the same. How they've trained, and what they wield, each tells a different story of how they got there, and how they respond to dangers themselves.

Stats:
Trainers start with a base stat spread of 80/2/2/2/2/55, with Normal typing and no abilities, and have 100 points to spend across five categories: Typing, Abilities, Stats, Temporary Items, and Stat-Altering Natures. Each of the options has different point costs, allowing one to change their spread for the adventure as they see fit.

Trainers can spend points to increase their stats. They can also reduce a stat (of Attack, Defense, Special Attack, and Special Defense) they don't think they need for extra points to spend elsewhere.

Attack, Defense, Special Attack, and Special Defense:
Rank 1: -5 Points
Rank 2: 0 Points
Rank 3: 15 Points
Rank 4: 30 Points

HP:
80 HP: 0 Points
90 HP: 15 Points
100 HP: 30 Points

Speed:
Speed is odd. You can change your speed from 55 on a point by point basis, either up or down, to a minimum of 35 speed and a maximum of 80 speed (before natures are taken into account). In example, if you pay 20 points, you can have 35 or 75 speed. This is because of Trick Room, which makes low speeds move faster.

Natures:
For a cost of ten (10) Points, a trainer can choose one of the twenty stat-altering natures to alter their stats further. Trainers can also choose from Bashful, Docile, Hardy, Quirky, or Serious at no cost; if no Nature is decided on, it defaults to Serious.

Types:
There are EIGHT types that trainers can use (not counting the two Special Types). Each type has an assosiated movepool that is added to the base movepool, as well as access to (or discounts for) certain abilities. If typing is not touched, the trainer defaults to the Normal type (0 Points), but combinations with the normal type increase its cost by 5.

Normal-Type: 0 Points (or 5 Points if taken in combination with another type (EX: Ghost/Normal costs 25))
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Additional Moves: (Added to the Trainer's Movepool)
DoubleSlap
Follow Me
Foresight
Protect
Quick Attack
Retaliate
Work Up

Normal-Accessable Abilities:
Adaptability (20 Points)
Normalize (20 Points)
Pick Up (10 Points)
Scrappy (20 Points)


Dark-Type: 5 Points
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Additional Moves: (Added to the Trainer's Movepool)
Beat Up
Faint Attack
Fake Tears
Sucker Punch
Taunt
Thief

Dark-Accessable Abilities:
Infiltrator (10 Points)
Pickpocket (20 Points)
Prankster (20 Points)


Fighting-Type: 5 Points
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.

Additional Moves: (Added to the Trainer's Movepool)
Detect
Double Kick
Foresight
Karate Chop
Low Kick
Rock Smash
Seismic Toss

Fighting-Accessable Abilities:
Defiant (15 Points)
Inner Focus (5 Points)
Iron Fist (20 Points)
Justified (10 Points)


Psychic-Type: 5 Points
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.

Additional Moves: (Added to the Trainer's Movepool)
Confusion
Kinesis
Psywave
Telekinesis
Zen Headbutt

Psychic-Accessable Abilities:
Filter (10 Points)
Magic Bounce (20 Points)
Persistent (10 Points)
Synchronize (10 Points)
Telepathy (20 Points)


Poison-Type: 10 Points
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Additional Moves: (Added to the Trainer's Movepool)
Block
Poison Gas
Poison Sting
Sludge
Toxic Spikes

Poison-Accessable Abilities:
Infiltrator (10 Points)
Liquid Ooze (5 Points)
Poison Point (20 Points)
Poison Touch (20 Points)


Rock-Type: 10 Points
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Additional Moves: (Added to the Trainer's Movepool)
Harden
Rock Polish
Rock Smash
Rock Throw
Smack Down

Rock-Accessable Abilities:
Battle Armor (5 Points)
Mountaineer (10 Points)
Rock Head (10 Points)
Solid Rock (10 Points)
Sturdy (20 Points)


Ghost-Type: 20 Points
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Additional Moves: (Added to the Trainer's Movepool)
Astonish
Destiny Bond
Grudge
Mean Look
Night Shade
Spite
Will-O-Wisp

Ghost-Accessable Abilities:
Cursed Body (20 Points)
Shadow Tag (30 Points)


Steel-Type: 20 Points
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Additional Moves: (Added to the Trainer's Movepool)
Harden
Iron Defense
Iron Head
Metal Burst
Metal Sound

Steel-Accessable Abilities:
Battle Armor (5 Points)
Heatproof (20 Points)
Heavy Metal (10 Points)
Iron Barbs (20 Points)
Light Metal (15 Points)


Abilities:
Trainers must choose at least one (1) ability before going on an Adventure Battle, and can choose up to three (3) abilities. However, to prevent the neglect of their stats, the third ability costs an additional 5 Points (or gives 5 less points). Note that typing determines which abilities can be chosen, and some types get discounts to certain abilities. If no ability is chosen, the ability defaults to Reckless.

Normal Abilities:
Adaptability (20 Points)
Normalize (20 Points)
Pick Up (10 Points)
Scrappy (20 Points)


Dark Abilities:
Infiltrator (10 Points)
Pickpocket (20 Points)
Prankster (20 Points)


Fighting Abilities:
Defiant (15 Points)
Inner Focus (5 Points)
Iron Fist (20 Points)
Justified (10 Points)


Ghost Abilities:
Cursed Body (20 Points)
Shadow Tag (30 Points)


Poison Abilities:
Infiltrator (10 Points)
Liquid Ooze (5 Points)
Poison Point (20 Points)
Poison Touch (20 Points)


Psychic Abilities:
Filter (10 Points)
Magic Bounce (20 Points)
Persistent (10 Points)
Synchronize (10 Points)
Telepathy (20 Points)


Rock Abilities:
Battle Armor (5 Points)
Mountaineer (10 Points)
Rock Head (10 Points)
Solid Rock (10 Points)
Sturdy (20 Points)


Steel Abilities:
Battle Armor (5 Points)
Heatproof (20 Points)
Heavy Metal (10 Points)
Iron Barbs (20 Points)
Light Metal (15 Points)


Drawback Abilities (Taken by any type, but only ONE may be taken):
Defeatist (-15 Points)
Klutz (-10 Points)
Slow Start (-15 Points)
Traunt (-15 Points)


General Abilities:
Analytic (5 Points)
Anger Point (5 Points)
Anticipation (10 Points)
Battle Armor (10 Points)
Clear Body (20 Points)
Competitive (10 Points)
Contrary (20 Points)
Dry Skin (0 Points)
Early Bird (0 Points)
Flare Boost (5 Points)
Forewarn (10 Points)
Friend Guard (20 Points)
Frisk (10 Points)
Gluttony (0 Points)
Guts (10 Points)
Healer (20 Points)
Hustle (0 Points)
Infiltrator (20 Points)
Inner Focus (15 Points)
Insomnia (5 Points)
Intimidate (5 Points)
Keen Eye (0 Points)
Limber (5 Points)
Magic Guard (20 Points)
Magician (15 Points)
Mold Breaker (20 Points)
Moody (10 Points)
Moxie (0 Points)
Natural Cure (0 Points)
No Guard (20 Points)
Overcoat (10 Points)
Own Tempo (5 Points)
Pressure (10 Points)
Quick Feet (5 Points)
Rattled (15 Points)
Rebound (10 Points)
Reckless (0 Points)
Regenerator (10 Points)
Rough Skin (10 Points)
Run Away (0 Points)
Serene Grace (20 Points)
Sheer Force (10 Points)
Simple (5 Points)
Skill Link (5 Points)
Sniper (20 Points)
Soundproof (5 Points)
Speed Boost (15 Points)
Stall (0 Points)
Steadfast (5 Points)
Super Luck (5 Points)
Tangled Feet (0 Points)
Technician (20 Points)
Thick Fat (20 Points)
Toxic Boost (5 Points)
Unaware (10 Points)
Unburden (0 Points)
Unnerve (10 Points)


Size/Weight Classes of Trainers:

Before abilities and other modifications, trainers have a Size Class of 3 and a Weight Class of 4. Heavy Metal increases the Weight Class to 5, and Light Metal decreases it to 3.
 
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Temporary Items

Sure, you may not be able to keep items like this, but such an item, like a revival herb, could spell the difference between bringing down your enemy and falling yourself.
Temporary Items are purchased with trainer creation points and last for the adventure. Usually, more permenent versions of the items can be bought with Exploration Tokens and Heroism Badges.

Item Carrying:
Simple Backpack: When you simply need SOMETHING to store your loot. This backpack has enough room to carry 15 Currency Counters worth of items. Regardless of what is packed in it, it can carry a maximum of 1 Potion item and 1 Revive item, and 1 other non-consumable costless item. Note that not all Poke’mon will be catchable, and items to go into this bag are sold (or collected) separately.
Cost: 10 Points


Pokémon Support:
Arceus Amulet: Allows use of Heal Pulse, Light Screen, Reflect, Safeguard, and Wish.
Price: 20 Points
Corrupted Blood Orb: Favored by the trainer that seeks power at any cost, even their own health, the Orb increases the power of all of the trainer's Pokémon's attacks by 2, but after the Poke'mon uses a damaging attack once, the trainer loses 2 health an action.
Price: 20 Points
Necklace of Sacrifice: Favored by the trainer that wants to keep their Pokémon standing at any price, once the trainer's Pokémon is damaged, the trainer loses 2 health an action, but the trainer's Pokémon regains an equal ammount of health.
Price: 15 Points
Noisemaker: Allows the trainer the ability to play the noisemaker as its action, causing any pokemon targetting one of its allies to lose focus, reducing the accuracy of any offensive moves they are using that action by a flat 25%. Creatures with the Soundproof ability are immune to this accuracy drop. This action has +1 Priority and has a 20% chance to cause the noisemaker to break, making it unusable.
Price: 15 Points


Supplies:
Antidote: Stored in either the Potion or Ether item slot of a backpack (or held, if the trainer picks nothing else), this one-use medication can be used to cure Poison of any strength. It can only be used on Pokémon.
Cost: 5 Points
Burn Heal: Stored in either the Potion or Ether item slot of a backpack (or held, if the trainer picks nothing else), this one-use medication can be used to cure Burns of any strength. It can only be used on Pokémon.
Cost: 5 Points
Extra Amunition: Sometimes the starting amount of amunition isn't enough. That is why you can get spares. Choose one item that has a limited ammount of amunition (like the Pistol). You have one extra set of amunition, though for some items it takes an action to reload (4 Energy).
Cost: 5 Points
Revival Herb: This herb, when used on an unconcious creature, fully restores its HP, but restores its energy to 1. This item goes into the Revive Pocket of an item carrier, and can be used on trainers.
Cost: 30 Points


Trainer Defense:
Arceus Shield: When the trainer is targeted by attacks, this shield reduces the base power of the incoming attack by 2. However, it can only reduce attacks by a total of 10 before breaking. Assuming the shield is not broken, it repairs itself automatically, restoring the ability to block 1 base power each round it is not damaged (cannot restore above 10).
Price: 20 Points
Flame Necklace: When the trainer is damaged by fire-typed attacks, this necklace reduces base power of the attack by 5. It also provides immunity to burns. However, if the trainer would be damaged by a fire attack which would burn the trainer, the necklace breaks after the attack's results are determined.
Price: 10 Points
Steel Shield: Reduces base power of attacks targeted at the trainer by 2 until the shield breaks by reducing attacks by a total of 16 base power. Electric attacks instead have their base power increased by 3, and automatically paralyze the trainer if they normally have a chance of paralyzsis.
Price: 5 Points
Wooden Shield: Reduces base power of attacks targeted at the trainer by 2 until the shield has lowered attacks by a total of 16 base power, upon which the shield brakes. Fire attacks are not reduced, and destroy the shield outright, automatically burning the trainer if the attack has a chance of burning.
Price: 5 Points


Trainer Weapons:
Longsword: This sword allows use of the base sword moves and sword moves based on the user's type.
Cost: 10 Points
Ancient Sword: Slain by forces unknown, a spirit by the name of Cassida was bound to this sword. Cassida doesn't want others to share her fate too soon, so she is (usually) willing to give information when called upon. This sword allows use of the base sword moves and sword moves based on the user's type. Also, when pointed at something as an action (be it object, trainer, or Poke'mon), the spirit within will (usually) give a comment on it. Finally, if the wielder appears stuck, the referee may have Cassida act on its own to inform the wielder of something going on. However, Cassida can only talk; she cannot interact with the environment in any other way.
Cost: 15 Points
Claymore: This sword allows use of the base sword moves and sword moves based on the user's type, and its massive size also increases the user's Attack Rank by 1 while it is held.
Cost: 20 Points
Pistol: Grants a ranged 8 BAP 100% accurate Dark-typed attack (physical, non-contact, Energy Cost 6). The Pistol can hold up to six (6) shots before requiring reloading. 6 shots come free with the Pistol. Firing the pistol is noisy, and can draw attention from a distance (wanted or unwanted).
Cost: 15 Points
Expert's Poison Kit: This set of poisonous liquids have the potential to be very potent, contained in vials that can be thrown to have effects on the targets. This kit is attached to the trainer's belt, allowing quick an easy access to these liquids. Allows the use of Acid, PoisonPowder, Rage Powder, Smokescreen, Toxic, and Venoshock.
Cost: 20 Points
Requirement: Poison Typing
Rock Bag: Why would one carry a bag of rocks? To throw those rocks at enemies, of course! Allows the use of AncientPower, Rock Blast, and Stealth Rock. Also allows use of moves that require external rock sources for use, even when none are avaliable.
Cost: 10 Points
Requirement: Rock Typing


Utility:
Everburning Torch: Rumored to have fallen into our world from one with magic, this torch is permanently lit by a blue flame. The fire gives off light, but does not give off heat, does not spread, and can’t be extinguished (it even works underwater!). It can be safely stored in a bag without worry, and never goes out (the torch itself never burns out).
Cost: 10 Points
Flotation Device: Are you tired of having your gravllers sink in water? Or having to return your un-aquatic Pokémon when you head out to sea? Or even cross a river? Well fear no more! Using a Flotation Device allows the Pokémon to swim/cross/interact in deep water, where it would drown/be hindered. Also, if the Pokémon is a larger size class and weight class than yourself, you may ride on the pokemon, using it to cross large and small bodies of water.
Cost: 10 Points
Prisim Stone: Dropping this stone over the edge of a hole will tell how far down it is by giving off a series of noises that marks how many feet it fell (range 200 ft down it gives no noise). It can also be thrown at a non-boss creature for a chance to flinch it; on a critical hit, it deals a flat 5 damage to the target, auto-flinches it during its next action, and reduces its accuracy by 1.
Cost: 5 Points (For a set of 5); Can be purchased multiple times without taking up additional item slots (25 stones take up the same space as 5)


Other:
(None at Moment)
 
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Permenent Items:

From a backpack, to a gun, to a sword... what you may be able to keep a hold of might bring you through troubles again and again.

Purchasable:

Welcome to your friendly Poke'Mart. Here are some items for the more adventurous trainers! I hope there is something here you like!

Item Carrying:
Happiny Backpack: This backpack has enough room for 22 Currency Counters worth of medicine items. Regardless of costs, it can hold up to 22 Potion items, 11 Super Potion items, 22 Ether items, 5 Elixir items, 5 Revive items, and 1 spare Trainer item, with enough room left in the bag for 1 more item that does not cost Currency Counters. Items that go into this bag are sold (or found) separately. This backpack CANNOT carry Pokéballs, no matter how hard you try.
Cost: 5 Exploration Tokens
Chansey Backpack: This backpack has enough room for 33 Currency Counters worth of medicine items. Regardless of costs, it can hold up to 33 Potion items, 16 Super Potion items, 33 Ether items, 8 Elixir items, 8 Revive items, 1 Max Revive item, and 1 spare Trainer item, with enough room left in the bag for 1 more item that does not cost Currency Counters. Items that go into this bag are sold (or found) separately. This backpack CANNOT carry Pokéballs, no matter how hard you try.
Cost: Happiny Backpack, 4 Heroism Badges
Blissey Backpack: This backpack has enough room for 45 Currency Counters worth of items. Regardless of costs, it can hold up to 45 Potion items, 22 Super Potion items, 45 Ether items, 11 Elixir items, 11 Revive items, 1 Max Revive item, 1 Hyper Potion item, and 1 spare Trainer item, with enough room left in the bag for 1 more item that does not cost Currency Counters. Furthermore, it can also carry a small supply of Pokéballs, limited only to Poké Balls, Great Balls, Ultra Balls, and Heal Balls. Note that not all Pokémon will be catchable, and items that go into this bag are sold (or found) separately.
Cost: Chansey Backpack, 6 Heroism Badges
Cresselia Backpack: This backpack has enough room for 60 Currency Counters worth of items. It can hold, up to its CC limit, an unlimited supply of Potion items, Super Potion items, Ether items, Elixir items, and Revive items. It can also carry 2 Max Revive items, 2 Hyper Potion items, 1 Max Ether item, 1 spare Trainer item, and a small selection of Pokéballs (limited only to Poké Balls, Great Balls, Ultra Balls, and Heal Balls), with enough room left in the bag for 2 more items that do not cost Currency Counters. Note that not all Pokémon will be catchable, and items that go into this bag are sold (or found) separately.
Cost: Blissey Backpack, 12 Heroism Badges
Runner's Backpack (Training): This backpack has enough room for 22 Currency Counters worth of items. Regardless of costs, it can hold up to 2 Potion items, 2 Ether items, 1 Revive item, 1 spare Trainer item, and Pokéballs, with enough room left in the bag for 1 more item that does not cost Currency Counters. Note that not all Pokémon will be catchable, and items that go into this bag are sold (or found) separately.
Cost: 3 Exploration Tokens
Runner's Backpack (Legendary): This backpack has enough room for 33 Currency Counters worth of items. Regardless of costs, it can hold up to 3 Potion items, 1 Super Potion item, 3 Ether items, 1 Revive item, 2 spare Trainer items, and Pokéballs, with enough room left in the bag for 2 more items that do not cost Currency Counters. Note that not all Pokémon will be catchable, and items that go into this bag are sold (or found) separately.
Cost: Runner's Backpack (Training), 3 Heroism Badges
Runner's Backpack (Uber): This backpack has enough room for 45 Currency Counters worth of items. Regardless of costs, it can hold up to 3 Potion items, 2 Super Potion items, 3 Ether items, 1 Elixir item, 2 Revive items, 3 spare Trainer items, and Pokéballs, with enough room left in the bag for 4 more items of any category, including ones that do not cost Currency Counters. Note that not all Pokémon will be catchable, and items to go into this bag are sold seperately.
Cost: Runner's Backpack (Legendary), 5 Heroism Badges
Runner's Backpack (Arceus): This backpack has enough room for 60 Currency Counters worth of items. Regardless of costs, it can hold up to 4 Potion items, 2 Super Potion items, 4 Ether items, 1 Elixir item, 2 Revive items, 1 Max Revive item, 1 spare Pokémon Battle Item, 4 spare Trainer items, and Pokéballs, with enough room left in the bag for 4 more items that do not cost Currency Counters. In addition, there is a special pouch in the bag that allows one to store 1 Master Ball where it cannot be removed in any way except by the wearer of the backpack. Note that not all Pokémon will be catchable, and items to go into this bag are sold (or found) seperately (though good luck filling the bag!).
Cost: Runner's Backpack (Uber), 10 Heroism Badges
Warrior’s Backpack (Training): This backpack has enough room for 22 Currency Counters worth of items. Regardless of costs, it can hold up to 1 Potion item, 1 Ether item, 1 Revive item, 1 spare Pokémon Battle Item, 1 spare Trainer Item, and Pokéballs, with enough room left in the bag for 1 more item that does not cost Currency Counters. Note that not all Pokémon will be catchable, and items to go into this bag are sold separately.
Cost: 3 Exploration Tokens
Warrior's Backpack (Legendary): This backpack has enough room for 33 Currency Counters worth of items. Regardless of costs, it can hold up to 2 Potion items, 1 Super Potion item, 2 Ether items, 1 Revive item, 2 spare Pokémon Battle Items, 2 spare Trainer Items, and Pokéballs, with enough room left in the bag for 3 more items of any category, including ones that do not cost Currency Counters. Note that not all Pokémon will be catchable, and items to go into this bag are sold (or found) seperately.
Cost: Warrior's Backpack (Training), 3 Heroism Badges
Warrior's Backpack (Uber): This backpack has enough room for 45 Currency Counters worth of items. Regardless of costs, it can hold up to 2 Potion items, 2 Super Potion items, 2 Ether items, 1 Elixir item, 2 Revive items, 3 spare Pokémon Battle Items, 3 spare Trainer Items, and Pokéballs, with enough room left in the bag for 4 more items of any category, including ones that do not cost Currency Counters. Note that not all Pokémon will be catchable, and items to go into this bag are sold seperately.
Cost: Warrior's Backpack (Legendary), 5 Heroism Badges
Warrior's Backpack (Arceus): This backpack has enough room for 60 Currency Counters worth of items. Regardless of costs, it can hold up to 3 Potion items, 2 Super Potion items, 3 Ether items, 2 Elixir items, 3 Revive items, 1 Max Revive item, 4 spare Pokémon battle items, and 4 spare Trainer Items, with enough room left in the bag for 5 more items of any category, including ones that do not cost Currency Counters. In addition, there is a special pouch in the bag that allows one to store 1 Master Ball where it cannot be removed in any way except by the wearer of the backpack. Note that not all Pokémon will be catchable, and items to go into this bag are sold (or found) seperately (though good luck filling the bag!).
Cost: Warrior's Backpack (Uber), 10 Heroism Badges


Pokémon Support:
Arceus Amulet: Allows use of Heal Pulse, Light Screen, Reflect, Safeguard, and Wish, adding these moves to the bearer's movepool while the Amulet is equipped.
Cost: 2 Exploration Tokens
Magnifying Lens: Allows the Trainer to Focus Sunlight (Or Moonlight) on to an allied Pokémon, causing the effects of Sunny Day, but only for that Pokémon (Solar Power will be activated, Solar Beam won't have the charge up action, etc.). The trainer can maintain the beam on a Pokémon as its action for its turn. Requires a light source OTHER than the target.
Cost: 3 Exploration Tokens


Trainer Defense:
Cast Iron Shield: This metal shield allows use of Protect, regardless of type. In addition, it increases defense rank by 1, but lowers speed by 10.
Cost: 2 Exploration Tokens
Gas Mask: This mask ensures a constant supply of filtered air. While the air isn't very fresh, it prevents the trainer from being affected powder and smoke attacks from breathing it in. Note that vision may still be affected by such attacks. (Powder and Smoke Attacks include, but are not limited to: Poison Gas, PoisonPowder, Sleep Powder, Smog, Spore, Stun Spore, and Toxic)
Cost: 2 Exploration Tokens
Running Shoes: Increases base trainer speed by 20 (after nature adjustments), grants access to Agility, and increases evasive use of Agility to +2 when not used in a combo.
Cost: 2 Heroism Badges
Snuggly Ear-Muffs: Who doesnt love Ear-muffs! These super soft and special ear gear can prevent you from being hurt by any sound based moves (soundproof sort of). Also it helps keep you warm somewhat from nippy conditions (this item decreases the damage inflicted by an ice attack by 1, and makes freezing last only one action). However, the ear-muffs do their job too well, and when you wear them, you cannot hear anything at all. It is tough to communicate, and people could sneak up on you. (Free Soundproof ability, reduces damage from ice by 1, Freezing always lasts 1 action, and immunity to Heal Bell and Helping Hand.)
Cost: 3 Exploration Tokens, 2 Heroism Badges


Trainer Weapons:
Shortsword: This simple sword allows use of the base sword moves (does not give access to the sword moves based on type) and Scratch.
Cost: 1 Exploration Token
Sparkler: Gives the Trainer the ability to use Ember and Captivate while ignoring the gender requirement, adding these moves to their movepool while the item is equipped.
Cost: 1 Exploration Token
Longsword: This sword allows use of the base sword moves and sword moves based on the user's type.
Cost: 2 Exploration Tokens
Ancient Sword: Slain by forces unknown, a spirit by the name of Cassida was bound to this sword. Cassida doesn't want others to share her fate too soon, so she is (usually) willing to give information when called upon. This sword allows use of the base sword moves and sword moves based on the user's type. Also, when pointed at something as an action (be it object, trainer, or Poke'mon), the spirit within will (usually) give a comment on it. Finally, if the weilder appears stuck, the referee may have Cassida act on its own to inform the wielder of something going on. However, Cassida can only talk; she cannot interact with the environment in any other way.
Cost: Longsword and 1 Exploration Token
Claymore: This sword allows use of the base sword moves and sword moves based on the user's type, and its massive size also increases the user's Attack Rank by 1 while it is held.
Cost: Longsword and 2 Exploration Tokens
Sea Sword: This sword made of seashells allows use of the base sword moves (does not give access to the sword moves based on type) and Razor Shell.
Cost: 5 Exploration Tokens
Tree Sword: This wooden sword has been specifically enchanted to allow use of base sword moves (does not give access to the sword moves based on type) and Leaf Blade and Razor Leaf.
Cost: 5 Exploration Tokens
Pistol: Grants a ranged 8 BAP 100% accurate Dark-typed attack (physical, non-contact, Energy Cost 6). The Pistol can hold up to six (6) shots before requiring reloading. 6 shots come free with the Pistol. Firing the pistol is noisy, and can draw attention from a distance (wanted or unwanted).
Cost: 3 Exploration Tokens
Ocean Sword: This sword made of refined seashells allows use of the base sword moves, sword moves based on the user's type, and Razor Shell.
Cost: Sea Sword, 1 Exploration Token, 1 Heroism Badge
Nature Sword: This wooden sword has been specifically enchanted and reinforced to allow use of the base sword moves, sword moves based on the user's type, and Leaf Blade and Razor Leaf.
Cost: Tree Sword, 1 Exploration Token, 1 Heroism Badge


Utility:
Everburning Torch: Rumored to have fallen into our world from one with magic, this torch is permanently lit by a blue flame. The fire gives off light, but does not give off heat, does not spread, and can’t be extinguished (it even works underwater!). It can be safely stored in a bag without worry, and never goes out (the torch itself never burns out).
Cost: 1 Exploration Token
Night Vision Goggles: For the craftier trainer, or the night owl! These goggles allow the trainer to have perfect accuracy in all night conditions, or when they are in pitch black rooms/places. Also they are able to navigate freely and unhinderingly during night time, or when it is very dark.
Cost: 3 Exploration Tokens
Teleportation Beacon: When activated, allows anyone in the story to use Teleport to appear next to the Beacon, regardless of whether or not they can actually see it.
Cost: 3 Exploration Tokens
Iron Shovel: Allows the use of Iron Tail, regardless of the user's type. Furthermore, the user may take three actions to dig a hole in combat, or, when out of combat, dig a tunnel. Note that this does not allow the user to use the move Dig; they dig too slowly to use it. However, the hole can be used for other purposes (hiding in, or pushing a foe in, for example). Do note that you cannot dig on some surfaces.
Cost: 2 Heroism Badges


Other:
(None at Moment)

Found Only Items:

Some items are so powerful and/or rare, they can't be found in stores. You have to find them to make them your own.

Trainer Defense:
Blessed Pearl Necklace: This rare and beautiful necklace was made by people of an ancient civilization long ago, after harvesting the gems of departed gorebyss. The pearls are said to ward off evil spirits, as well as help keep the trainer afloat if in danger in water. This item prevents the wearer from being cursed or paralyzed, and will also keep the wearer afloat at all times when in any body of water (cannot drown, be pulled under).
Cost: N/A
Glamour Suit: A suit that causes the equipped trainer to be harder to follow in combat, Lowering the accuracy of any move used against them by a flat 10%, and allows use of the move Double Team.
Cost: N/A
Talisman of the Elements: This Talisman has been charged by the forces of nature, and when held by a trainer, they will slightly resist elemental attacks. (When the trainer is attacked by a ice/fire/water/grass/electric/ground/rock move, take 2 away from the final damage count). e.g if a fire punch deals 12 damage, the talisman makes it only deal 10.
Cost: N/A


Trainer Weapons:
Sword of the Red Rider: Grants access to the base sword moves, sword moves based on the user's type, and the move Secret Sword, regardless of type. If the wielder is already Fighting-Typed, increase damage of their Fighting-Typed attacks by 1.
Cost: N/A
Bow of the White Rider: Grants access to Fury Attack, Knock Off, Poison Jab, and Toxic. If the wielder is already Poison-Typed, increase damage of their Poison-Typed attacks by 1.
Cost: N/A
Staff of the Black Rider: Grants access to Lucky Chant, Mega Drain, and Pain Split. If the wielder is already Psychic-Typed, increase damage of their Psychic-Typed attacks by 1.
Cost: N/A
Scythe of the Pale Rider: Grants access to the base sword moves, sword moves based on the user's type, and the moves Night Slash and Pursuit, regardless of type. If the wielder is already Dark-Typed, increase damage of their Dark-Typed attacks by 1.
Cost: N/A
Blessed/Original Sword of the Red Rider: Grants access to the base sword moves, sword moves based on the user's type, and Fighting-Typed Sword Moves, regardless of type. Increases Attack Rank by 1. If the wielder is already Fighting-Typed, increase damage of their Fighting-Typed attacks by 1, and additionally grants access to the move Guillotine.
Cost: N/A
Blessed/Original Bow of the White Rider: Grants access to Acid Spray, Fury Attack, Gastro Acid, Knock Off, Poison Jab, and Toxic. Increases Attack Rank by 1. If the wielder is already Poison-Typed, increase damage of their Poison-Typed attacks by 1.
Cost: N/A
Blessed/Original Staff of the Black Rider: Grants access to Dispel, Giga Drain, Lucky Chant, Mega Drain, Pain Split, and Shadow Mend. Increases Special Defense Rank by 1. If the wielder is already Psychic-Typed, increase damage of their Psychic-Typed attacks by 1.
Cost: N/A
Blessed/Original Scythe of the Pale Rider: Grants access to the base sword moves, sword moves based on the user's type, and the moves Dark Pulse, Night Slash, and Pursuit, regardless of type. Increases Attack Rank by 1. If the wielder is already Dark-Typed, increase damage of their Dark-Typed attacks by 1, and additionally grants access to Shadow Sneak.
Cost: N/A
Sword of Annihilation: Grants access to the basic sword moves and Shadow sword moves, regardless of type. If the wielder is already Shadow-typed, the sword grants Shadow STAB to the wielder on their Shadow moves, regardless of whether or not the wielder is in Reverse Mode.
Cost: N/A
Flaming Gloves: These magical gloves can catch themselves on fire, allowing the wearer to gain a variety of fire attacks, without burning themselves.
-Trainer can use Fire Punch, Incinerate, and Inferno
-Trainer has a 30% chance to burn opponents/pokemon/items when wearing the gloves, and makes physical contact.
Cost: N/A
Frosted Bow (with Icicle Arrows): Allows the trainer access to 2 new attacks
-Icicle Assault: The trainer aims carefully, then sends a volley of 2-5 icicle arrows toward the target. 3BAP per hit, each hit has 90% accuracy. Ice Typed Contact attack (ranged).
-Piercing Frost: The Trainer aims at the opponent with an abnormally large Icicle Arrow, and fires. The large, ice cold arrow has a chance to freeze the opponent. 6BAP, 90% accuracy. Ice typed contact attack (ranged). 25% chance to freeze opponent.
Cost: N/A
 
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Moves:

There is always something one can do, even if it just resorts to headbutting your enemy in a grab.

While lacking the capabilities of the Pokémon they train, Trainers still can strike with a small variety of moves. Furthermore, trainers with certain types have access to certain moves that other types may lack.

Universal Moves: (ALL trainers have access to these moves, regardless of type)
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


Normal Moves:
DoubleSlap
Follow Me
Foresight
Protect
Quick Attack
Retaliate
Work Up


Dark Moves:
Beat Up
Fake Tears
Feint Attack
Sucker Punch
Taunt
Thief


Fighting Moves:
Detect
Double Kick
Foresight
Karate Chop
Low Kick
Rock Smash
Seismic Toss


Psychic Moves:
Confusion
Kinesis
Psywave
Telekinesis
Zen Headbutt


Ghost Moves:
Astonish
Destiny Bond
Grudge
Mean Look
Night Shade
Spite
Will-O-Wisp


Poison Moves:
Block
Poison Gas
Poison Sting
Sludge
Toxic Spikes


Rock Moves:
Harden
Rock Polish
Rock Smash
Rock Throw
Smack Down


Steel Moves:
Harden
Iron Defense
Iron Head
Metal Burst
Metal Sound


Base Sword Moves:
Aerial Ace
Cut
Fury Attack
Fury Cutter
Fury Swipes
Sharpen


Dark Sword Move:
Night Slash

Fighting Sword Moves:
Sacred Sword
Secret Sword


Normal Sword Moves:
False Swipe
Slash


Poison Sword Moves:
Cross Poison
Poison Jab


Psychic Sword Move:
Psycho Cut


Special Sword Moves (Requires Special Properties of a Sword to use):
Guillotine
Leaf Blade
Razor Leaf
Razor Shell
X-Scissor


Forbidden Moves: (Moves that Trainers CANNOT use under any circumstance. No, not even then)
Assist
Explosion
Fissure
Healing Wish
Horn Drill
Lunar Dance
Memento
Metronome
Mimic
Selfdestruct
Sheer Cold
 
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Notes and Actions

The Leaders of the Smogon Region are not liable for any injury a trainer may sustain while on an adventure. Read up so you don't have to make a trip to the Center!

ASB Adventure Battle Notes:
On explanations:

There are three different terms mentioned throughout these notes: Pokémon, Trainer, and Creature.
Pokémon refers to the Pocket Monster that is one of the known 649 Pokémon and/or one of the Smogon CAPs. They can be wild, or belong to a trainer, even if the trainer is nowhere in sight.
Trainer refers to the person that commands the Pokémon. 99.99% of the time, the trainer is human.
Creature means that it can be applied to either a Pokémon or Trainer.

On Abilities:
On Klutz (trainer with ability):

Klutz is a more significant burden in Adventure Battles than in normal battles, in particular for Trainers. While Klutz is active, the trainer gains a 10% accuracy boost to their attacks, but they lose the ability to use their items, including the attacks that the items grant. Furthermore, if they have an item-carrying bag, they cannot access it (and any items inside), preventing them from moving items around with Klutz active. Finally, regardless of Klutz's activeness, the trainer is unable to access their berry pouch.

On Magician (any with ability):
Magician allows the user to take most items from their targets. However, there are three exceptions: Trainer Battle Items (you have to knock out the trainer first, or get them to hand it over willingly), item-carrying bags, and anything that is in those bags (you want to steal that Pokéball or Potion, you have to wait for them to take the item out for you to get an opportunity).

On Unnerve (any with ability):
Unnerve prevents berry use by all opponents of the bearer of Unnerve. In addition, it prevents opposing trainers from accessing their berry pouches, preventing them from getting a berry out that they can use later after the Unnerving creature has departed.

On Combat:
On Attraction:

Trainers are immune to attraction, and cannot use anything related to attraction unless holding an item that specifically allows that.

On Catching Pokémon:
Throwing a Pokéball is a +7 Priority action, and prevents the trainer from ordering their Pokémon that round. Two or more trainers can try throwing Pokéballs at the same target; in such a case, the trainer with Prankster throws first; after that, speed determines who throws first and who throws second.
Note that powerful Pokémon either might not be able to be captured or requires dropping their HP to below their ASB HP before Pokéballs work. Furthermore, such powerful Pokémon may not be used in the Adventure Battle they are caught in, and return to normal stats for claiming.
A trainer can throw one Poke'ball an action, and there are usually two actions in a round in an Adventure Battle. Unlike other RPs, if the attempt fails, the Pokémon can continue its attacks, but if it has targeted a trainer trying to attack it, the attack WILL hit; if it chills out, it regains energy equal to 12* the number of failed attempts that action.
Master Balls bypass capture formulas, and can catch a (catchable) Pokémon at any health. However, its use may anger all other participants in the Adventure Battles if it is used to catch a Pokémon other trainers are trying to catch with normal Pokéballs (usually Legendary Pokémon). It is advised that if you bring a Master Ball, you also bring something that can protect you from the wrath of other trainers, whether that be speed to escape from their anger fast, or something that allows you to withstand their anger.

On Field Attacks/Effects:
Trainers are considered to be on the field in Adventure Battles. This means that they can be affected by attacks like Earthquake and weather effects like hail. It is advised that one knows what they are doing before ordering a move that will affect the trainer themselves as well.

On Mounts:
Trainers can ride Pokémon, and some Pokémon can ride trainers. Trainers can even go where they couldn't normally with their Pokémon supporting them, even into the sky or across the sea. However, it is important to note that the carrier must be large enough to carry the one being carried, and must be able to support the creature they are carrying. The rider expends no energy for moving while mounted, while the mount expends energy as normal. The mount must be at least 1 size class larger than the rider.

On Mounts (Grounded):
Trainers seeking to ride their Pokémon need their Pokémon to have either an Attack or Defense rank of at least the trainer's weight class -1. This allows the trainer to ride their Pokémon, but the Pokémon will be unable to use any of its attacks, and can only move. In order for attacks to be used by the Pokémon, the Pokémon's Attack or Defense rank must be at least the trainer's weight class. Rapidash and Zebstrika can always be used as mounts, regardless of other factors.

On Mounts (Flying):
Trainers seeking to ride their Pokémon into the air need their Pokémon to have the Flying type or the Levitate ability, and either an Attack or Defense rank of at least the trainer's weight class. This allows the trainer to ride their Pokémon into the air, but the Pokémon will be unable to use any of its attacks, and can only move. In order for attacks to be used by the Pokémon, the Pokémon must have an Attack or Defense rank greater than the trainer's weight class, and have either the Flying type or Levitate ability.

On Pokémon Riding Trainers:
Some Pokémon are able to ride on trainers. The potential rider must be have a size and weight class of exactly 1 and the trainer must have an Attack Rank of at least 1. Regardless of other factors, Diglett and Dugtrio cannot ride trainers.

On Raid Moves:
The Raid-earned moves Comet, Dispel, Holy Blade, Holy Fire, Holy Shock, Lusterstrike, and Shadow Mend can be used in Adventure Battles. However, they have to be earned or purchased from the raid zone first. Trainers can get around this restriction (for themselves, not their Pokémon) with certain rare items.

On Trainer KOs:
Trainers can and will get knocked out. While this does not mean the end of the adventure, there are still a few significant downsides of being knocked out.
First of all, the trainer is unable to command their Pokémon; while Pokémon can be smart enough to act by themselves, they will usually hold back with uncertainty if they are without orders, inflicting the Sluggish condition on them at the end of the round their trainer is KOed, which does not wear off until their trainer is revived.
Second, if the trainer has additional Pokémon, they are unable to send them out, unless someone else comes along and releases them. Even then, the Pokémon will retain the Sluggish condition.
Finally, any items the trainer had out can be used by anyone who comes along. You might have a mighty weapon, but if you fall and an enemy comes and grabs it, it just became that much harder for your side to come out successfully. Items still within any Item Carriers cannot be taken.


On Items:
On Berries:

All trainers have access to their berry pouches mid-adventure. They can use an action to pull out a berry in their berry pouch and eat it, gaining all of its effects. If one has a huge pile of Oran Berries, for example, they can engage in a continuous feast to keep their health high. However, note that the trainer cannot draw more berries than their berry pouch contains, and cannot draw a berry they do not possess (If you only have five Oran berries, you cannot try to draw six of them; you cannot draw a Sitrus Berry if you have none).
Also note that anything that would prevent trainers from acting (flinch, sleep, or full paralysis, for example) also prevents them from pulling out the berry to consume.
Instead of consuming a berry, the trainer can also keep a berry out to use automatically if attacked with a certain move (type-resist) or prevent a certain status (keeping Chesto out to prevent the bearer from falling asleep). They can also force-feed a berry to another creature (trainer or Pokémon) as long as the creature is not taking any action (flinch, sleep, or full paralysis, for example; Chill counts as an action); however, the trainer must take the berry out in one action and force-feed in another.
Trainers can also pass a berry they have out to one creature that is holding no items by using an action.

On Choice Items:
While they provide a power boost, they may prove to be a bane in this high role-play environment. Simply put, they prevent the Pokémon from wearing them from performing role-play actions, even those as simple as walking from one place to another, turning the Pokémon into a machine of pure destruction. They also prevent the bearer from swapping items with a trainer, so focused they are on their attacks. If you know for certainty that you are not going to be moving in location and simply want to destroy, then Choice Items might prove more of a help than a hindrance. Might.

On the Flame and Toxic Orbs:
Contrary to the rest of the Pokémon Battle Items, these items will affect the trainer if the trainer holds them (but they may not start the RP holding them; these orbs must be brought in by a Pokémon on in the trainer's backpack). Unless the Trainer puts them away quickly, these items will inflict their status on the trainer if they are held by the trainer. While this is a method to activate the ability Guts, make sure to have a plan in mind to heal yourself before you are overwhelmed by the damage.

On Holding Items:
Pokémon may hold onto one item they can use (Pokémon Battle Item, Berry, Herb, Etc...) and one item they cannot use (Medicines like Potions, Trainer Items, Pokéballs, Etc...). However, they may only start an adventure holding the item they can use.
Trainers can hold onto one item they can fight with (Trainer Battle Item) and one other item that either does not change their combat abilities (Medicine, Pokémon Battle Item, Pokéball, etc...) or a Berry. Trainers can also carry an Item Carrier, with which they can switch items at will. Trainers may only start an adventure holding the item they can fight with and their Item Carrier.

On Item Carriers:
Item Carriers enable the wearer to prepare for unexpected circumstances, allowing them to carry extra tools, medicines, weapons, Pokémon Battle Items, and some Pokéballs. The better the backpack, the more they can carry. However, it takes an action to pull an item out of their Item Carrier and use it.
There are three different kinds of backpacks available for purchase, each with four levels. (using Exploration Tokens and Heroism Badges, as well as the previous level of Backpack). They can roughly be divided into the Healer's Backpack, the Runner's Backpack, and the Warrior's Backpack.

On Medicines:
These include Potions, Revives, and Ethers. They require an action for a trainer to use them on a Pokémon. Trainers are immune to these items; it is considered a waste to attempt using one of these Pokémon medicines on a trainer.

On Pokémon Battle Items:
These include items like Charcoal, Life Orb, Power Band, Berserk Gene, Grass Gem, Expert Belt, Leftovers... etc. Trainers can hold them, but may not benefit from them. The only exeptions to this are the Flame Orb and the Toxic Orb (see above).

On Trainer Battle Items:
These include swords, shields, guns, goggles... etc. Pokémon can hold them, but may not benefit from them. When held by a trainer, they are immune to Knock Off to remove these items (but Knock Off may effect whatever else they are holding, other than the backpack).

On the Field:
Location!:

If you try something, make sure you can actually reach the target. It does no good to try using Cut on a target who is not next to you. The No Guard ability can help get around this; however, to close the distance makes the user sluggish next action, and can lead to disasterous concenquences if one is not careful (so you used Dynamic Punch on the Golem chucking rocks from the other side of the canyon; I hope you can survive falling down into said canyon!).

On Movement Moves:
Agility, Aqua Jet, Extremespeed, Quick Attack, and Teleport allow the user of the move to move quickly, changing their location faster, instead of just attacking with them. Teleport in particular can be used to teleport to anywhere the user can see, taking along a passenger for extra energy (this restriction does not apply to creatures that players do not control). Might want to be sure you are moving to somewhere safe, though, before you wind up in a den of Herdiers.

On Role-Play Options:
The options presented to trainers are never the only options; they are just the most obvious options. Trainers and Pokémon can attempt almost anything. The chance of it working, though, may vary, keeping in mind the capabilities of the creature doing the action. Sure, you're not supposed to attack certain creatures, but there's little stopping you from starting trying; just be aware that there will be concequences for each action, ranging from something that solves the current situation faster than expected and results in derailing the rest of the questline (siding with an enemy, for example) to actions that quite likely mean a quick end to the current adventure (charging alone headfirst into an army of enemies for example).

Actions Unique to Adventure Battles:

Force-Feed: Use an edible item on a target unable to act (ex: flinching, asleep, struck by full paralyzis, or unconcious). Edible items include herbs and berries.
Attack Power: -- | Accuracy: -- | Energy Cost: 2 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: None | Priority: 0 | CT: None

Run: The runner simply runs, trying to move through an area quickly. Normally, it takes 2 actions of running to get through an area; Trick Room increases this to 3 actions; other areas prevent running. Repeated running does not incur the repeated move energy penalty.
Attack Power: -- | Accuracy: -- | Energy Cost: 4 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: None | Priority: 0 | CT: None

Swap Items: Having an item out already, the user swaps items with the target. The target must also be performing the same action this action. Items are swapped at the end of the action. Choice-locked creatures cannot Swap Items.
Attack Power: -- | Accuracy: -- | Energy Cost: 3 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: None | Priority: 0 | CT: None

Throw PokéBall: The user throws a Pokéball at their target. The Pokéball may be drawn from the user's Item Carrier as a free action without incuring additional energy.
Attack Power: -- | Accuracy: -- | Energy Cost: 2 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: None | Priority: +7 | CT: None


Wait: The user simply idles an action, watching whatever goes on. May be useful if you don't want to risk catching your breath.
Attack Power: -- | Accuracy: -- | Energy Cost: 0 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: None | Priority: 0 | CT: None

Walk: The creature simply walks in a direction, trying to move through an area. Normally, it takes 3 actions of walking to get through an area; Trick Room reduces this to 2 actions. Repeated walking does not incur the repeated move energy penalty.
Attack Power: -- | Accuracy: -- | Energy Cost: 2 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: None | Priority: 0 | CT: None
 
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Special Types

There are things out there that should not have been created. There are things of power out there that we should not touch, because such power always has a price.
...Though if you are stuck with a Magikarp and don't have time to train it before you meet your fate, such power may be useful.

There are certain types that are whispered about only in the shadows. These types are so destructive, to both the bearer and their enemies, that combat is all the bearers of these types are good for. If you don't mind being seen as a humanoid monster, then they might be of value...

Shadow:
Discovered in the region of Orre, the Shadow type has been artificially induced by sealing a Pokémon's emotions by machines. While the technology can be adapted to break a human's will as well as a Pokémon's, there may be other ways to embrace the darkness...

Requirements: (UNKNOWN)
Allows Access to Shadow-typed attacks and Hidden Power
Bearer has a chance to go into a "Reverse Mode" at the end of a round; the longer in combat, the higher the likelier the chance (1% round 1, 3% round 2, 6% round 3, etc...)
Reverse Mode: Grants Shadow STAB, increases crit chance of Shadow Moves by 1 rank, but cannot use non-shadow moves or commands other than run, or order their Pokémon, and takes 2 damage at the end of every round

Shadow Type effectiveness:
Shadow moves ALWAYS have a *1.5 multiplier against those without the Light or Shadow types
Shadow moves ALWAYS deals normal damage to Light types
Shadow moves ALWAYS deals *0.67 damage to those with the Shadow type

Known Shadow Moves:
Shadow Blast: A wicked blade of air is formed using the user's own shadowy aura. The is shadowy wind has a high chance of a critical hit, and in Reverse Mode, the shadowy wind grows significantly stronger, guarenteeing critical hits with this attack while in Reverse Mode.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Blitz: The user shrouds itself in shadow energy and tackles its target.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: - | Contact: Yes | Typing: Shadow | Priority: 0 | CT: None
Shadow Bolt: The user summons a shadowy bolt of electricty to strike the target, which has a chance to paralyze it.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Break: The user surrounds itself with a shadowy aura before ramming the target.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: - | Contact: Yes | Typing: Shadow | Priority: 0 | CT: None
Shadow Chill: The user summons a beam of freezing shadows to strike the target with. These shadows may freeze the target in black ice.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Down: The user unleashes a burst of shadow energy that sharply cuts the Defense of up to three (3) adjacent opponents in a multi-battle by two (2) stages.
Attack Power: - | Accuracy: 100% | Energy Cost: 6 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow End: The user fuses its body with shadows and attempts to tackle its target. If the user hits its target, the shadowy energy bursts out of the tackler, empowering the attack. However, if successful, the attack saps the user's health, dealing damage to the user equal to half the user's health (rounded down), regardless of abilities. The user cannot drop below 1 HP by using this move.
Attack Power: 10 + User Weight Class/1.5 (round up) | Accuracy: 60% | Energy Cost: 6 + Weight Class/2.5 | Attack Type: Physical | Effect Chance: - | Contact: Yes | Typing: Shadow | Priority: 0 | CT: None
Shadow Fire: The user sends a wave of shadowy flames at the target, having a chance to burn.
Attack Power: 8 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Shadow | Priority: 0 | Priority: 0 | CT: None
Shadow Half: The user builds up a dangerous amount of shadow energy in its body and releases it all at once, striking all creatures in range. This move strikes all creatures on the field, including the user. All creatures in range lose half their health. The user is also Sluggish next action, as the shadows rebuild within the user's body.
Attack Power: - | Accuracy: 100% | Energy Cost: 10+5 Per affected | Attack Type: Special | Effect Chance: - | Contact: No | Typing: Shadow | Priority: -1 | CT: None
Shadow Hold: The user unleashes shadow energy and binds up to three (3) adjacent opponents in a multi-battle. While bound, the targets cannot flee from the user until the user faints.
Attack Power: - | Accuracy: - | Energy Cost: 8 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Mist: The user unleashes shadow energy which forms into a shadowy mist. This mist slows the movements of up to three (3) adjacent opponents in a multi-battle, reducing their Evasion by two (2) stages.
Attack Power: - | Accuracy: 100% | Energy Cost: 10 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Panic: The user releases a screech empowered by shadow energy, having a chance to confuse up to three (3) adjacent opponents in a multi-battle. Bearers of the ability Soundproof are immune to this attack.
Attack Power: - | Accuracy: 60% | Energy Cost: 8 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Rave: The user sends its shadow energy into the ground to summon shadowy spikes from the ground to strike the user's targets, up to three (3) adjacent opponents in a multi-battle.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Rush: The user surrounds itself with shadow energy before charging its target. In Reverse Mode, the shadow energy grows significantly more potent, increasing the critical hit rate by 2 instead of the normal 1 for being in reverse mode.
Attack Power: 3+Weight Class/1.5 (round up) | Accuracy: 100% | Energy Cost: 4 + Weight Class/2.5 | Attack Type: Physical | Effect Chance: - | Contact: Yes | Typing: Shadow | CT: None
Shadow Shed: The user unleashes a shadowy aura that clears the field of Reflect, Light Screen, and Safeguard. This move strikes all creatures on the field, including the user.
Attack Power: - | Accuracy: -% | Energy Cost: 8 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Sky: The creature channels some of its shadow energy into a ball and sends it into the sky, where it explodes with dark energy, turning the surrounding area dark and changing the weather to a "Shadow Sky" effect. Under the effects of Shadow Sky, all non-Shadow creatures take 2 damage at the end of each action, Light Typed attacks have 3 less base power due to the Shadows draining its power, and Weather Ball becomes Shadow-Typed for purposes of STAB and effectiveness (Forecast Pokémon do NOT change forms, and still take damage unless they are also Shadow-typed). This effect lasts for four rounds or until the weather is changed. This effect can be refreshed by using Shadow Sky again.
Attack Power: - | Accuracy: -% | Energy Cost: 10 | Attack Type: Status | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Storm: The user uses shadow energy to summon a tornado of shadows on its targets. The move targets up to three (3) adjacent opponents in a multi-battle.
Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None
Shadow Wave: The user sends out a wave of shadow energy to strike opponents. The move targets up to three (3) adjacent opponents in a multi-battle.
Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: - | Contact: No | Typing: Shadow | Priority: 0 | CT: None

Base Shadow Moves: (If a trainer gets the Shadow Type, they'll add these moves to their movepool)
Hidden Power (Non-Light, Non-Shadow)
Shadow Break
Shadow Rush


Light:
Discovered recently on the Isle of Lost Relics, not much is understood about this type. Of course, considering the only beings of the type so far have tried to kill those they encountered, it is not looked upon favorably just yet. But it is rumored, though not confirmed, that Light has a connection to a single powerful Pokémon. Yet, it shares so many similarities with Shadow that despite its orgins, a few people have outright stated: "Light is not Good". That hasn't stopped some people from seeking its power...

Requirements: (UNKNOWN; CANNOT YET BE OBTAINED)
Allows Access to Light typed attacks and Hidden Power
Bearer has a chance to go into a "Possessed Stance" at the end of a round; the longer in combat, the higher the likelier the chance (1% round 1, 3% round 2, 6% round 3, etc...)
Possessed Stance: Grants Light STAB, increases Attack and Defense Ranks by 1 each, but cannot use non-Light moves or commands, or order their Pokémon, reduces Special Defense Rank by 1, and takes 2 damage at the end of each round

Light type chart (from Zarator's ASB Raid Zone, credit to Zarator):
Light is supereffective against: Dark, Ghost, Poison, Psychic, Light
Light is not very effective against: Dragon, Steel, Fairy
Light is resistant to: Electric, Fighting, Fire, Grass, Ground, Ice, Normal, Poison, Psychic, Water, Rock, Steel, Bug
Light is immune to: Dark, Ghost
Light is weak to: Dragon, Light, Fairy


Extra piece: Light takes normal damage from: Shadow

Known Light Moves:
Holy Blade: A shining slash which ignores the foe's stat boosts.
Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Light | Priority: 0 | CT: None
Holy Fire: Summon a sacred flame onto the opponent, dealing damage and having a chance to burn the opponent.
Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Light | CT: None
Holy Shock: A powerful burst of light which cannot miss its target.
Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Special | Effect Chance: -- | Contact: No | Typing: Light | CT: None
Lusterstrike: A sword-based move that strikes with blinding light, having a chance to reduce the accuracy of the one hit by 1 stage.
Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Light | CT: None

Base Light Move: (If a trainer recieves the Light type, they'll add this move to their movepool)
Hidden Power (Non-Light, Non-Shadow)


Light Sword Moves: (If a trainer recieves the Light type and has a sword equipped, they'll add these moves to their movepool)
Holy Blade
Lusterstrike
 
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Avaliable Adventure Battles:

Sure, there's a threat out there. There is a LOT of threats out there. The question to you is: are you going to grab a friend and deal with them?

Avaliable Allied Delves:
To Defy the End (by Eternal Drifter)
Shrine of Ruin (2 Trainers)


Avaliable Rivaled Exploration: (WARNING! 3 Month Cooldown)
(None Recruiting)

Avaliable Epic Rivaled Exploration: (WARNING! 6-9 Month Cooldown!)
(None Recruiting)

Storied Questlines:
To Defy the End (by Eternal Drifter)
Prologue:

Three battles occurred. One of them was merely an ordinary battle with a disastrous epilogue, the second and third battles forced into a fight for survival.

The first battle occurred on the Sky Pillar that the former Smogon Flying Gym Leader used as his gym. While the leader was out, three trainers with a bunch of Pokémon, had a battle on the pillar. The trainer known as Lupus had his Poke’mon fight against Walker’s Pokémon... without Walker commanding them. Glacier Knight, the referee, noticed that the Spiritomb known as Itsumo was growing in power... and at the end, outwitting his opponent, commanding the Voltorb ally, and speaking, Walker noticed as well.

Deciding to try and end this early, Walker had Itsumo tossed off the platform, into the ocean far below... only for Decoy the Voltorb to recover and push Walker off as well. And thus Walker was not seen since, save for brief glimpses that could barely be accounted for.

Later, far to the north, five trainers traveled to a forest for what Walker had promised to be an interesting battle before his disappearance. “Interesting” became a word that was too weak for the chaos that unfolded, with the wild Pokémon not holding back from the trainers themselves. Furthermore, some of those Poke’mon were very powerful, the might of which was previously only seen on Stormrage Mountain far away. EspyOwner quickly fell to an Articuno, while Kevin tried to be the last one standing quicker, earning him a similar fate, but not before angering the Articuno enough to make the bird start actively hunting down other trainers. Frosty managed to get on the hungry side of a Herdier pack, while Alexander started looking around for clues to the area, but also tried to keep everyone but Kevin awake. Glacier managed to make a devastating discovery, though, where Itsumo proved powerful enough to finally break from his bonds in a place that a local called “The Temple of the End.”

After several hours of battle, Itsumo empowered the most powerful Pokémon in the forest in an attempt to finish the trainers off, and unleashed a powerful attack that left a crater where the forest once stood. Luckily for the trainers, they were all knocked out and teleported to (relative) safety. However, Itsumo disappeared once again, but with some of his power now unsealed.

As months passed, the Spiritomb repeatedly battled to increase his power even further, with a new man bearing the same name as the Spiritomb now appearing more frequently to command the Spiritomb’s servants. Eventually, it was confirmed what many suspected: the man and the Spiritomb were one and the same.

But Itsumo was not done yet. Instead of laying low, when trainers started training to deal with his threat, Itsumo struck for a third key battle, bringing out some of his might to eliminate them. One of them sided with Itsumo, and was struck down himself for his efforts. In the end, he was forced into Spiritomb form against his will, and defeated in the Realm of the Forgotten Demon King.

But still... he prepares to act. Itsumo is not done with the region. He grows in power, and it has been rumored that if he isn’t dealt with soon, he won’t be the only threat plaguing the region...

Chapter 1: In the Caves (2 Trainers)
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...

Chapter 2: Shadows Amid the Trees (3 Trainers)
In the caverns beneath Mt. Coronet, the Natu telepathically told the trainers to follow the footsteps of Walker to gain enough power to see the story to the end, and understand what the trainer saw. Walker was seen near Sandgem Town, but what he was doing there is unknown. The answer may lie in the forest between the town and the nearby lake...

Chapter 3: ??? (3 Trainers)
Chapter 4: ??? (3 Trainers)
Chapter 5: ??? (3 Trainers)
Chapter 6: ??? (4 Trainers)
Chapter 7: ??? (4 Trainers)
Chapter 8: ??? (4 Trainers)

Wish Upon a Star (by Maxim)
Prologue:
One day, while you were going about your usual routine, you get a letter in the mail. It is in a fine purple envelope, and is listed as being sent from somebody named Issac. You open the envelope to find the following message:

Dear Trainer,

You are receiving this letter because of your unusually good talents in Pokemon battling. I should give an introduction to myself, I am Issac Reese Meridas. I'm a collector of antiquities, and also a connoisseur of Pokemon in general.

I am sure you are wondering why a person such as myself is sending this letter. You see, several years ago my parents, being well to do and desiring a tropical island for whatever reason, purchased Star Island. As you can probably imagine, it's a tropical island in the middle of the ocean where few people are allowed to visit. However, it also has large network of caverns and dungeons that are rumored to contain treasure. Perhaps the rarest of these treasures is not a treasure at all, but a Pokemon. You know this Pokemon as the Wish Maker, Jirachi, and this particular one revives from it's slumber once every decade or so. I am offering you the chance of a lifetime, to meet Jirachi, and ask for any wish that you desire, within reason of course. Before you get too excited, I'm not going to let you capture said Pokemon, simply ask for a wish from it.

There is a bit of a problem though, you are not the only one who I have sent letters to. Many other trainers from many different regions have received this letter, and are on their way to Star Island. Obviously, trying to get so many trainers into such a tight spot and giving wishes to all of them would be difficult. For this reason, I am inviting you to a competition that nobody has ever seen before. I will give you the details of this competition when you arrive. Contained within is a ticket for the ferry nearest you to get you to Star Island and back when your business is concluded.

I expect to see you soon.

Sincerely,
Issac Meridas

Once you read the letter thoroughly, you see a ticket drop out of the letter, just as it said. Excited at the chance to meet Jirachi, you take the ferry to Star Island. After a long voyage at sea, you come to a relatively large island, most likely the largest island in that area of the ocean. A good look at the surrounding area tells you that you're in the middle of nowhere; getting back to the mainland with any method besides boat seems unlikely. The island itself seems like a beautiful tropical island with a large volcano in the far distance, with several smaller islands in the area around it, though some of them are little more than rocks jutting out from the surface of the water. Eventually, you reach landfall, eager to begin your adventure and to get your wish.

Once you get off of your ferry, an usher comes to greet you, and directs you to go down to Meridas Manor for instructions about the competition you will be undertaking. After he points you in the right direction, you find the manor easily, where a lot of trainers have gathered in the courtyard overlooked by the balcony in front of the mansion. It's a fairly typical rich person mansion, lots of white and modern luxuries, including a rather large pool. Eventually, the doors to the balcony open, and a man walks out. You surmise that this must be Issac, the person who invited you here.


"Welcome trainers to this slice of paradise! I know you've all come from far away to be here, and I am grateful for such an eager response. You have each been chosen for this endeavor because you are among the best of the best at Pokemon training. This opportunity only comes once in a lifetime after all!"

"Ah but you didn't come here for pleasantries. You came here for a competition, and I intend to give you one! You see, while I know exactly where Jirachi is (thanks to my long years of research on the matter), the fact is there are too many of you to take into one dungeon and expect a wish at the end. Thus, you will all fight for the right to enter the dungeon and claim a wish. All that I ask in return is that the winner escort me to Jirachi."

"As for the competition itself, the rules are quite simple. You see, the door to the dungeon where Jirachi lies is sealed shut by three keys, orbs of varying colors. These orbs reside in three different dungeons around Star Island. Each of you will pair up into teams of two trainers, and each of you will be allowed to bring one Pokemon with you to each dungeon. The first to each key will be declared the winner of that dungeon. Once all three keys have been discovered, the remainder will battle it out to see who gets all three. Whomever can bring me all three keys, and proves worthy will be declared the overall victor, and I will guide them and the next best team to the dungeon where Jirachi lies."

"Of course, I don't expect you all to do it alone. Each of you will be given a guide to help direct you to each dungeon and may give advice from time to time. Oh, and if they go missing, consider yourself disqualified. You will also be disqualified if you deal major injuries to a trainer or their Pokemon, or if you and your Pokemon faint. The only other thing to keep in mind is that whatever I say goes, and may supersede the rules if necessary. And with that...I bid you all good luck."

Issac then went back into the manor, while the trainers start pairing up around you. Eventually though, you find your own partner, and then you are approached by somebody. You are introduced to the guide that will help you, and the three of you make preparations to win the competition.

Chapter 1: The Ruinous Beginning
With everything ready to go, the guide says you can find the first of these keys in the ruins of a great city, known here as Mera. Without wasting any more time, you head down to the Mera ruins. On the way there you start wondering "What is it that I want to wish for?" There are many things you can get you muse, money, fame, friends, it seems that Jirachi's power would be limitless. Before you're able to finish deciding, you're already on the outskirts of the ruined city. The green valley stretches out for a long ways, before culminating in a coastal city of red brick and black cobbelstone. If the legends are true, it is said that legendary Pokemon were responsible for the destruction. Nowadays, the city is known for little more than hostile Pokemon and trainers willing to get treasure at any cost.

Do you have what it takes to defeat all competition and claim Jirachi's wish for yourself?


Chapter 2: Into the Abyssal Palace (LOCKED)

Chapter 3: Erupting Trouble (LOCKED)

Chapter 4: ??? (LOCKED)
 
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Last Versions of Trainers:

You want to know how others have trained? Well, there are options, I suppose...
akela:

Poison/Rock
HP: 80
Ranks: 2/5/2/2
Speed: 47 (-10% Evasion)
Abilities: Solid Rock/Overcoat/Limber
Nature: Relaxed
Item: Longsword (Temporary)
Total Cost: 105 ILLEGAL BUILD


AOPSUser:

Dark/Psychic
HP: 100
Ranks: 1/3/1/3
Speed: 55
Abilities: Regenerator/Prankster/Defeatist
Nature: Serious
Item: Arceus Amulet (Temporary)
Total Cost: 100


GemoftheDay: (Julia Daytona)
?
Normal/Psychic
HP: 80
Ranks: 1/2/4/2
Speed: 80
Abilities: Slow Start/Unburden/Speed Boost
Nature: Serious
Item: (none)
Total Cost: 65


Geodude6: (Nate)

Dark/Poison
HP: 90
Ranks: 1/4/1/3
Speed: 47 (-10% Evasion)
Abilities: Prankster/Defeatist/Regenerator
Nature: Relaxed
Item: (Unknown Item)
Total Cost: 85


Maxim: (Terra)

Poison/Psychic
HP: 90
Ranks: 3/3/0/3
Speed: 55
Abilities: Telepathy
Nature: Careful
Item: Ancient Sword
Total Cost: 100


Ragnarokalex: (Alexander)

Fighting/Psychic
HP: 80
Ranks: 5/2/1/2
Speed: 60
Abilities: Magic Bounce/Synchronize
Nature: Adamant
Item: Claymore (Temporary)
Total Cost: 80


SimonSays:

Normal/Psychic
HP: 90
Ranks: 3/3/0/3
Speed: 60
Abilities: Adaptability/Simple/Truant
Nature: Careful
Item: Claymore (Temporary)
Total Cost: 100


Starwarsfan: (Boba Fett)

Fighting
HP: 90
Ranks: 5/2/0/3
Speed: 55
Abilities: Intimidate/Analytic/Stall
Nature: Adamant
Item: Longsword (Temporary)
Total Cost: 95


SubwayJ:

Fighting/Ghost
HP: 90
Ranks: 4/2/0/2
Speed: 55
Abilities: Technician/Analytic
Nature: Adamant
Item: Ancient Sword (Temporary)
Total Cost: 100


UllarWarlord: (Zombocalypse)

Ghost
HP: 90
Ranks: 3/2/3/2
Speed: 38
Ability: Shadow Tag
Nature: Quiet
Item: Simple Backpack (Temporary)
Total Cost: 101 ILLEGAL BUILD
 
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Updates:

Just because that's the way things are now doesn't mean that they were always that way. Nor that they will remain that way. Things can and will change. How they change may not be known...
January 3, 2014: Massive Shadow nerf. Additions to Notes section (Flame and Toxic Orbs, Location, Mounts, Mounts (Grounded), Movement Moves, Pokémon Riding Trainers, Role-play Options)
January 22, 2014: Grand Opening of Adventure Battles. Added Competitive and Magician to avaliable trainer abilities.
January 25, 2014: Added information on Magician and Raid Moves to the Notes section.
July 9, 2014: Added the raid move Comet to the avaliable moves from the Raid Zone. Removed Vital Spirit from avaliable trainer abilities. Item-carrier overhaul: Replaced all versions of the Runner's Backpack with something closer to in line with Legend Run Backpacks with Currency Counter limits, creating the Happiny, Chansey, Blissey, Cresselia, Runner's (Training, Legendary, Uber, and Arceus), and Warrior's (Training, Legendary, Uber, and Arceus) Backpacks. Simple Backpack also altered to allow the bearer to carry a trainer item. Removed the item Removed the increased energy costs of the moves used through the Arceus Amulet. Clearified the usage of the Antidote and Burn Heal items. Clearified mounts further (allowing flying mounts). Updated the Light-type's effectiveness chart.
August 8, 2014: Update to the ref payment rules and payment in case of DQ. THIS IS EFFECTIVE IMMEDIATELY IN ALL CURRENT AND FUTURE ADVENTURES.
 
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Welcome! To get this off the ground, we are going to be holding a Gamma Test to show this off to the RP Council. And if this fails, well... there's always regular battles to use the data in...

To start this, we'll be running Chapter 1 of To Defy the End. Ragnarokalex will be the ref, as per the RP Council's conditions, and I have already PMed him the data for Storied Questline. I will be on hand for advice if he requests it, and will help with the selection of canidates, but now this chapter is his.

Which means that we need two trainers for testing.

Now, while I have an eye on a couple particulars, I am opening this up to everyone other than those that were in the social group in which the data was built (the group includes Eternal Drifter, Glacier Knight, Leethoof, Objection, Ragnarokalex, SubwayJ, The Royal Guard, and UllarWarlord). Sorry, you eight, but since you were in the group, I can't risk letting those that might know the details of this particular chapter get in and know exactly what will happen.

That leaves many other canidates. Is one of them you?

In 72 hours, you will find out.

Between then and now, in order to qualify for the test, you must post four things:
  • The trainer build you will intend to use (based on the information above). If you make an illegal build, you will not be considered.
  • The ONE Pokémon you intend to bring along, along with an item they are holding (item optional, Pokémon required)
  • Past experiences RPing (preferably Smogon) AND/OR quality flavor matches you reffed (and you applied the flavor for). Please only submit your top three if you have multiple categories.
  • Why would your trainer be interested in finding Walker AND/OR Why would your trainer stand against Itsumo, the Created Demon Lord of Destruction?
Note that canidates will also have their records examined, particularly for DQs. I'm sorry, but we would prefer that we risk DQ as little as possible for the first trial.

Sometime after 72 hours, either Ragnarokalex or myself will close submissions and then pick the best two canidates for the Adventure Battle, based on the answers given to us and records examined.

We hope to see you soon! Good luck, and can you even hope... To Defy the End?

DQ: 3 Days (Trainers)/5 Days (Ref)
Substitutions: 2
Pokémon Items: On
Abilities: All
Chills/Recovers: Infinite/Infinite
 
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I want in...as if that's a surprise to anyone.

Trainer:

Trainer: Terra (F)
Nature: Careful (Special Defense increased by 1, Special Attack lowered by 1)

Bio: Terra is a youthful trainer from the Unova region and an acclaimed actor for Pokestar Studios. She made her fame by defeating Ghetsis's second plan to take over Unova, and by making several well received movies. She currently has a contract with Pokestar Studios that allows her to do plenty of training as well as act on her schedule, but she has a hard time getting the paparazzi away from her. Through her acting career, she's gained a knowledge of many tricks and special effects that she sometimes uses elsewhere.

Her most famous method of battle is her relentless use of seismic moves, especially Earthquake. If she can't hit you with Earthquake, she'll simply use Gravity to make sure she can. That said, she isn't unaware of other tactics to bring down opponents. Those who underestimate her usually find themselves buried by her attacks.

Type:
Poison:
Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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.

Abilities:
Telepathy:
(Passive) This Trainer 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.

Stats:

HP: 90
Atk: 3
Def: 3
SpA: 0 (-)
SpD: 3 (+)
Spe: 55
Size Class: 3
Weight Class: 4

Attacks:

Basic:
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

Typing:
Confusion
Kinesis
Psywave
Telekinesis
Zen Headbutt
Block
Poison Gas
Poison Sting
Sludge
Toxic Spikes

Sword:
Aerial Ace
Cut
Fury Attack
Fury Cutter
Fury Swipes
Sharpen
Cross Poison
Poison Jab
Psycho Cut

Points Used: 100


Planned Pokemon:
Colossoil [Rosch] (M)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)

Type:
Dark:
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Rebound:
(Trigger) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Guts: (Passive) 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.
Pressure (DW): (Passive) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5
Attacks (32):Drill Run
Horn Attack
Peck
Leer
Tackle
Bubblebeam
Body Slam
Bite
Rapid Spin
Pursuit
Dig
Bounce
Magnitude
Crunch
Megahorn
Horn Drill

Encore
Fake Out
Thunder Fang
Sucker Punch

Aqua Tail
Endure
Snatch

Taunt
Brick Break
Protect
Earthquake
Double Team
Rock Slide
Stone Edge
Substitute
U-Turn


Past Experiences Roleplaying:
Well, I've certainly done my good share of roleplaying, especially recently. Main highlights include the roleplaying I've done in Zarator's Raid Zone (In fact, once they come up again, I plan to start on a special roleplaying project). I also used to be part of a roleplaying social group called Free RPG, which has declined alas, and the data to my roleplaying posts in that group have been basically lost.

Of course, there's also this, which is what happens when you combine me with the master of roleplaying The Wanderer.

Motivation:
Ah, hello, how is everyone doing? You want me to tell you all another story? Well...all right, I suppose I have an interesting story to tell. Long ago, back in the ASB League, you all know that I was dealing with the Old "God" Crisis. As it turns out, while I was dealing with this, about the time I was stranded on the Isle of Lost Relics, something else was brewing on the mainland that I didn't know about until somebody told me.

You see, before I left for Stormrage Mountain, there was a lot of hubbub about Walker's disappearance. I made several attempts to find him, but my only real conclusion was a short battle where he appeared for about 2 seconds before fleeing. As it turns out, the reason for his disappearance was his Spiritomb Itsumo. During my investigation, I concluded that his Spiritomb, while it might have played a role in his disappearance, was no real threat at all, and should be dealt with by the locals in due course.

Oh how wrong I was.

To be honest, this tale does not include me...well it does but...you'll see what I mean. Instead the main focus of my tale here is one of my old friends Terra. An actor for Pokestar Studios and a great trainer besides, she was probably the best bet we had for stopping Itsumo. You see, she was acting for the longest time, but lately the paparazzi had started spreading false rumors that she was involved in prostitution, which would be a gigantic disaster for the mostly family friendly image of Pokestar Studios. While the police, knowing her style from previous experiences, weren't taken up with it, a fair number of people believed this fabricated story. In order to get away from all of this crap, Terra left on a vacation to improve her training skills, and she eventually joined the ASB league.

While there, she heard about Walker's disappearance, and that he might have been seen in a cave far away. Interested in saving Walker, and in getting any goodies that might be in the cave, she grabbed her Pokemon, some supplies, and some old props and set out for the cave. She also suspected Itsumo to be behind more than he was letting on, so she also planned to confront him and stop him once and for all by heading for the cave. Little did she know just what she had gotten into...
 
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Let's give it a shot!


Typing: Normal/Psychic
HP: 90
Base Stats: 3/3/0/3/60
Abilities: Adaptability/Simple/Truant
Nature: Careful (+SpDef, -SpAtk)
Items: Claymore (Temp.),
Total Cost: 100/100



Slowking [Sleuth] [M]
Nature: Relaxed [+Def, -Spe, -10 Eva.]
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Own Tempo:
(Passive) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Oblivious: (Passive) This Pokemon is incapable of being affected by Attract or Cute Charm.
Regenerator (DW): (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 36 (30/1.15, rounded down)
-10 Eva.
Size Class: 3
Weight Class: 4
Base Rank Total: 19


EC: 6/6
MC: 4
DC: 5/5


Attacks:
Power Gem
Hidden Power (Grass, 7)
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Amnesia
Heal Pulse
Psychic
Swagger
Nasty Plot
Water Pulse

Belly Drum
Mud Sport
Zen Headbutt
Me First
Future Sight
Block

Trick Room
Telekinesis
Fire Blast
Scald
Protect
Toxic
Dragon Tail
Ice Beam
Focus Blast
Shadow Ball
Light Screen
Dive
Surf
Grass Knot
Brick Break
Thunder Wave

Aqua Tail
Pay Day
Magic Coat
Zap Cannon
Bide
DynamicPunch
Drain Punch
Recycle
Skill Swap
Icy Wind
Foul Play
Trick
Signal Beam
Avalanche
Counter

Moves: 54




I... I'm looking for Glacier Knight. I don't understand what happened; everything seemed fine. He was happy. And then... He's just gone. Nothing but a note saying he's not coming back. And that is not acceptable. He's my friend, and I need to know he's okay and I just.... Gahh. Look, I've been tracing his footsteps. And if I can find Walker, then maybe I can find clue as to where he's gone. Or maybe I'm just chasing another dead end... Either way, there's a lost trainer out there, and a threat to the community at large. That's not something that I can ignore. He'd.... He'd expect it of me.
 
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We started it...we must help finish it...


Trainer: AOPSUser (M)
Nature: Serious

Type: Dark/Psychic
Dark:
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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.

Abilities:
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Regenerator: (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Defeatist: (Trait) The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.

Stats:
HP: 100
Atk: 1
Def: 3
SpA: 1
SpD: 3
Spe: 55

Item: Arceus Amulet

Moves:

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

Beat Up
Faint Attack
Fake Tears
Sucker Punch
Taunt
Thief

Confusion
Kinesis
Psywave
Telekinesis
Zen Headbutt

Special (cost 1.5x energy before STAB):
Heal Pulse
Light Screen
Reflect
Safeguard
Wish

Total Cost: 100


Planned Pokemon:


Revenankh "Tutankhamen" (M)
Nature: Adamant (+Attack, -Special Attack)

Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Shed Skin: (Passive) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Passive) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW Unlocked): (Passive) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: N/A
MC: 0
DC: 5/5

Attacks:

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Punishment
Revenge
Vital Throw
Grudge

Shadow Sneak
Counter
Mach Punch
Focus Punch
Drain Punch
Endure
Superpower
Trick
Wide Guard
Destiny Bond
Curse
Secret Power

Taunt
Protect
Earthquake
Toxic
Substitute
Double Team
Brick Break
Bulldoze
Return
Telekinesis
Rest
Facade
Pain Split
Sleep Talk
Helping Hand
Ice Punch
Rock Slide
Smack Down
Payback
Low Sweep
Sunny Day
Sandstorm
Rock Tomb
Torment
Dual Chop
Knock Off
Poison Jab
Giga Impact
Bind
Snore

Dispel
Shadow Mend


Total: 58/90


Past experience roleplaying:

I did some Raiding back when that was alive, and I was one of the winning side in the Realm of the Demon King. I also do a flavor reffing piece for my milestone posts.


"Well. We did it. Good job Rev. Good job Alex. Good job Dusknoir. Now, let's find Walker, and call it a da---"

*KEKEKEKEKE...I am not done...*


"Um...boss? What the fuck was that?"

"It...sounded like...Itsumo. But it can't be. I banished him last time."

"Do banishments usually last forever?"

"On minor to moderate entities it lasts forever unless someone manages to reverse it. I assumed that after being bound to the Keystone Itsumo's power was reduced enough to make the banishment last forever. It appears that is not the case."

"Well, it'll still last a while, right? And this means we should look for Walker as quickly as possible-he may hold the secret to beating Itsumo for good."

"Yes, we probably should. Given Itsumo's initial power, I'd say the banishment would last about 2 weeks. But since things happened to him, the range of time we have is anywhere from 10 seconds to 10 billion years. It can't be permanent, because he's already recovered enough to speak."

"Does that mean...oh shit..."

"No, he's not back right now. He can speak through banishment while it weakens, which it does over time, unless it's permanent. My guess is that we have about 2 more weeks, give or take."

"Give or take how much?"

"...about 10 days."

"Great. Four days to save the world. Yippee."
 
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Geodude6

Look at my shiny CT!

Nate (M)
(Link if you don't know what this is for)
Nature: Relaxed (+1 Def, -15% Spe, -10% Eva)
Type: Dark/Poison
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Defeatist: (Trait) The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Regenerator: (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 90
Atk: Rank 1
Def: Rank 4+
SpA: Rank 1
SpD: Rank 3
Speed: 47- (-10% Eva)
Size Class: 3
Weight Class: 4

Attacks (37):
Amnesia
Bulk Up
Calm Mind
Dragon Dance
Growl
Headbutt
Leer
Meditate
Mega Punch
Nasty Plot
Pound
Quiver Dance
Rage
Sing
Slam
Snore
Stomp
Strength
Swords Dance
Tackle
Tickle

Beat Up
Block
Faint Attack
Fake Tears
Poison Gas
Poison Sting
Sludge
Sucker Punch
Taunt
Thief
Toxic Spikes

Heal Pulse
Light Screen
Reflect
Safeguard
Wish

Blaziken
(F)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Fire/Fighting
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 bushfire 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.

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 occurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 100
Atk: Rank 6+
Def: Rank 3
SpA: Rank 4
SpD: Rank 2-
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Attacks (53/106):
Hi Jump Kick
Fire Punch
Scratch
Growl
Focus Energy
Ember
Peck
Double Kick
Sand-Attack
Fire Spin
Bulk Up
Quick Attack
Blaze Kick
Flamethrower
Slash
Mirror Move
Brave Bird
Sky Uppercut
Flare Blitz

Agility
Baton Pass
Counter
Crush Claw
Curse

Endure
Featherdance
Feint
Flame Burst

Night Slash
Reversal
SmellingSalt

Focus Punch
Hone Claws
Roar
Toxic

Hidden Power (Ice, 7)
Sunny Day
Hyper Beam
Protect
Frustration
Solarbeam
Earthquake
Return
Dig
Brick Break
Double Team
Fire Blast
Rock Tomb
Aerial Ace
Facade
Flame Charge
Secret Power

Rest
Attract
Low Sweep
Round
Echoed Voice

Overheat
Focus Blast
Fling
Incinerate
Will-O-Wisp
Acrobatics

Shadow Claw
Giga Impact
Stone Edge

Swords Dance
Bulldoze
Captivate

Rock Slide
Work Up
Natural Gift
Poison Jab
Swagger

Substitute
Rock Smash
Cut
Strength
Rock Climb


Blast Burn
Body Slam
Bounce
Counter
Double-Edge

Dual Chop
DynamicPunch
Fire Pledge
Fury Cutter
Headbutt

Heat Wave
Helping Hand
Knock Off
Last Resort
Low Kick

Mega Punch
Mega Kick
Mimic
Mud-Slap
Role Play
Seismic Toss

Sleep Talk
Snore
Superpower
Swift
Thunderpunch
Vacuum Wave



===


(Note: Mudbucket is your stereotypical "Wild West" town)
(also warning: lots of animated gifs inside hide tag)
Sign outside the sheriff's office:
WANTED DEAD OR ALIVE


This man is believed to have murdered respected Smogon citizen Walker at the former Flying gym.

REWARD

"Hey, look at this ugly mug."
*Points to wanted poster*


"Wow. Wouldn't like to run into him down a long dark alley."


"Hey Nate, doesn't he look familiar?"


"Yeah, kinda... Can't put my finger on where I've seen him before though."


"Hey Blaziken, didn't you fight that guy's Spiritomb way back when?"


*Snaps fingers*
"THAT'S where we've seen him before! Now that you mention it, he DID seem a little shady..."


"And now he's killed somebody! We've gotta go after him!"


"He looks dangerous though. Shouldn't we let the sheriff handle this?"


*Lands and sees wanted poster*
"Hey. He seems familiar."
*Motions to wanted poster*


*All three simultaneously*
"We JUST had this conversation."


"No, I saw him not far from here. He's close enough we can go after him."


"Let's go!"


"No."


"What do you mean 'no'?"


"If all of us went after him he'd see us a mile away. I'm going after him, and ONE Pokemon can come with. I choose Blaziken because she's the strongest."


"I wanna help too. You can't just leave the rest of us out Nate."


"Gardevoir. I love you like a little brother and I could never forgive myself if I let something happen to you."


"I understand. I still wish I could help though..."
 
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Testing Sign-ups are now closed. The following four canidates have applied:

Maxim, SimonSays, AOPSUser, Geodude6

Thank you four for applying. Ragnarokalex and I will choose two of these canidates for the first Chapter and the (hopefully) last test.
 
Maxim and AOPSUser, congratulations! You two have been selected as testers! You will be running through Chapter 1 of to Defy the End: In the Caves. Please keep an eye out for the thread with your adventure going up. Ragnarokalex will be your referee for this Chapter. Good luck!

My apologies to SimonSays and Geodude6, the two applicants who failed to get into the test. While you may have to sit this round out, I hope to see you in the adventure battles once testing is complete.
 
Congratulations to AOPSUser and Maxim for completing Chapter 1 of To Defy the End! With the final test complete and Adventure Battles approved, we are officially open for buisness! I thank Ragnarokalex, Engineer Pikachu, and Frosty for giving us the go ahead on Adventure Battles! While this comes at a most awkward time, in the middle of one tournement and at the beginnings of another, I feel that with a little effort, we can move forward despite those distractions.

However, I must regrettably inform people that while Chapter 2 is near release ready, it is not yet ready for moving forward; I will be working closely with refs to bring this to fruitation as quickly as possible. However, I wouldn't suggest doing nothing beyond your regular battles. While waiting for your shot at this, I suggest building a trainer and going into a regular or casual battle to test your build (battle tower only; don't try this for serious matches!). You won't get any additional counters for battling with a trainer, but the referees should treat the trainers as a Pokémon when calculating their payment.

Can't wait for long? Itsumo is ready to go again in Chapter 1 (although the Chapter may have suffered a difficulty spike since the first run), and you can join the queue for Chapter 2 for when it is released. While it may take some time for referees to get around to taking you up right now, please, when posting for an Adventure:
  • Post which Adventure you are interested in. If posting for a Rivaled Exploration (Epic or Normal), skip the rest of these steps and instead PM the ref your choices for Pokémon, build, and bag contents when accepted.
  • Post an invite to someone or some group in particular, an open invitation for anyone to accept (though you'll have to accept the person in another post), or which person or group you are joining. You can instead refuse an invitation extended.
  • Post your trainer build, including legal item (purchased with points or either of the currencies used for Adventure Battles).
  • Post the Pokémon you intend to bring, with the item you choose for it.
  • Optional: If you are bringing an item carrier, post the size of the carrier and and its contents. Remember, some Pokémon will be catchable (though you may need to compete for them)!
  • Optional: Post RP leading up to why you are doing that particular chapter (could be something as simple as dreaming the adventure, if you need an excuse to repeat something that has already been done).
Once the Adventure is done, post in this thread with a link to the completed Adventure and claim your Adventure Battle prizes here. You can claim your Tokens and Badges, and you can spend them here. You can also claim other gains from Adventure Battles here. Just be sure to not claim the normal CC and MC rewards in this thread; only one of the refs has the capabilities to approve that! Speaking of refs, if one of them completely referees an adventure, they can claim up to 3 Exploration Tokens instead of 15 Universal Counters (5 UC to 1 ET) by claiming the Exploration Tokens here instead of the UC in the main claiming thread. Once they claim the UC, though, this opprotunity is lost.

Speaking of prizes... could the following people please post with their rewards for testing at various points in this thread to confirm that they have them? akela, AOPSUser, Frosty, Glacier Knight, Maxim, Ragnarokalex, SubwayJ, and The Royal Guard: You each have something that can either be used in Adventure Battles or Exploration Tokens that can be spent for items (which you can now spend for said items). This time, you do not have to post links to the tests, though it would be appreciated.

I've added a couple of new abilities avaliable for use for trainers with the generation shift: Competitive and Magician. Nothing else seems like trainers can use by themselves, though ideas for potential items

Finally, if you believe you have an adventure that can be run here, whether with chapters or a single shot adventure, you please PM myself with an intro to it, as well as a general overview of what you expect from this Adventure; I'll pass on word to the other refs, and if we approve of it, you will get the go ahead to present to us with a finished product. We may recruit you for reffing Adventure Battles if your work and reffing is good enough. If you even have just an item idea, or two, PM us, and you might just see it appear!

Thank you for your great patience, and helping us see this through all the way from its beginnings in the Icy Forest! May the adventures of the trainers and the Pokémon of the Region of Smogon begin!
 
I have so far gotten 5 Exploration tokens from various tests. I'll trade 2 of them for an Arceus Amulet.

New trainer:


Dark/Psychic
HP: 100
Ranks: 1/4/1/3
Speed: 55
Abilities: Regenerator/Prankster/Defeatist
Nature: Serious
Item: Purchased Arceus Amulet
Total Cost: 95


There was this battle a bit back. A new Adventure Battle questline shall start...whenever I feel like sending details to Eternal Drifter.

Also eventually I may try playing again. But, at the end of Chapter 1, my character is quite occupied. :P
 

"What? What do you mean you have to confiscate this sword!?"


"Sorry ma'am, but we found the previous owner of this sword and he wants it back."


"Ugh, isn't there anything you can do?"


"Not really...although I believe the owner is in the police department. I can take you there and you can take it up with him if you wish."

("Oh no, not that nut again.")


"Very well, that would be appreciated."

A few minutes later, and Terra was escorted to the police office of ASB


"Ah hello." (Note: This guy is supposed to be wearing orange, but I haven't gotten Ullar to recolor the sprite yet.)


"Dang it, give me that sword. I found it in the middle of a dungeon."


"True, but I, Kanil, found it first. That said...it hasn't been all that helpful in my current quest. I'll tell you what, if you can get me 3 Exploration Tokens from the Adventure Battle Guild, then I'll give the sword to you.


"...Bah, fine. Here you go."


"And here you go. A pleasure doing business with you."

Kanil, satisfied, left the police office.


"Well that was just great. What's with that guy anyways?"

("He's some kind of conisseur or something. He says he's looking for a Jirachi, and tried to use me to find one. I apparently disappointed him, as when he came to that door in Mount Coronet, he tried to break me in half to fit the keyholes. I decided to let him have it! Still, I worry that he might cause some kind of trouble in the future.")

("Geez, what a nut. Anyways, that Natu said to find some kind of shrine.")

("Shrines actually. I don't know where they are unfortunately.")

("Well that's just great.")

It was then that she was approached by another officer.


"Excuse me miss, but the ASB brass has sent a letter to you!"


"Really? Oh great they're probably chewing me out for sending such a ridiculous story."

She opened the envelope, but much to her surprise, inside was a ticket and a letter explaining that they believed her story, and that it warranted more investigation! It also had orders to head down to Sinnoh to follow up on some more sightings of Walker!

"Well, that's a surprise! They actually believed me! Well, let's ship off to Sinnoh!"


Claiming from here

Exploration Tokens: 0+3=3

Spending all three of those to get a Longsword and to convert it into an Ancient Sword.

Also signing up for Chapter 2: Shadows Amid the Trees. It's an open invitation, and I will post my new character sheet here now. My Pokemon will be chosen when the Chapter is actually opened, to make sure I'm not missing any moves.


Trainer: Terra (F)
Nature: Careful (Special Defense increased by 1, Special Attack lowered by 1)

Bio: Terra is a youthful trainer from the Unova region and an acclaimed actor for Pokestar Studios. She made her fame by defeating Ghetsis's second plan to take over Unova, and by making several well received movies. She currently has a contract with Pokestar Studios that allows her to do plenty of training as well as act on her schedule, but she has a hard time getting the paparazzi away from her. Through her acting career, she's gained a knowledge of many tricks and special effects that she sometimes uses elsewhere.

Her most famous method of battle is her relentless use of seismic moves, especially Earthquake. If she can't hit you with Earthquake, she'll simply use Gravity to make sure she can. That said, she isn't unaware of other tactics to bring down opponents. Those who underestimate her usually find themselves buried by her attacks.

Type:
Poison/Psychic


Abilities:
Magician/Infiltrator/Intimidate


Stats:

HP: 90
Atk: 3
Def: 3
SpA: 0 (-)
SpD: 3 (+)
Spe: 55
Size Class: 3
Weight Class: 4

Attacks:

Basic:

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

Typing:
Confusion
Kinesis
Psywave
Telekinesis
Zen Headbutt
Block
Poison Gas
Poison Sting
Sludge
Toxic Spikes

Sword:
Aerial Ace
Cut
Fury Attack
Fury Cutter
Fury Swipes
Sharpen
Cross Poison
Poison Jab
Psycho Cut

Points Used: 100
 
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Posting to say I'll sign up for Chapter 2: Shadows Amid the Trees, unless i have to do Chapter 1 first.

Boba Fett @ Longsword (10) (M)
Types: Fighting (5)
Abilities: Intimidate (5) / Analytic (5) / Stall (5)
Nature: Adamant (10)

Stats:
HP:
90 (15)
Atk: 5 (+) (30)
Def: 2
Spa: 0 (-) (-5)
Spd: 3 (15)
Spe: 55
Size: 3
Weight: 4
Total: 13

Moves:
Aerial Ace
Amnesia
Bulk Up
Calm Mind
Cut
Detect
Double Kick
Dragon Dance
Foresight
Fury Attack
Fury Cutter
Fury Swipes
Growl
Headbutt
Karate Chop
Leer
Low Kick
Meditate
Mega Punch
Nasty Plot
Pound
Quiver Dance
Rage
Rock Smash
Sacred Sword
Secret Sword
Seismic Toss
Sharpen
Sing
Slam
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Tickle

Also flavor to come.
 
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Ullar

card-carrying wife-guy
is a Smogon Discord Contributor
Iirc, I have a reward as well, but due to groups being lost, I can't seem to recall it.
 
http://www.smogon.com/forums/thread...-forgotten-demon-king-open-for-posts.3485263/ 1 Exploration Token


In addition, Trainer revision:


Trainer: akela
Nature: Impish (+1 Def, -1 SpA) (10)
Type: Rock (10)

HP: 80
ATK: Rank 1 (-5)
DEF: Rank 5 (+) (30)
SPA: Rank 0 (-) (-5)
SPD: Rank 3 (15)
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 14

Abilities:
Overcoat: Type: Passive (10)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Friend Guard: Type: Passive (20)
The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
Defeatist: Type: Trait (-10)
The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.

Item: None


A mutual ally to Itsumo is willing to go where he is needed.
 

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