Explorer: Tortferngatr (Eternal Forest)

Also in. If it's possible to spend CC/UC on stuff "TLR-style" (i.e. in the RP thread itself), I'll spend 4 CC (4->0 CC) on a Revive, then spend 14 UC (16->2 UC) on 2 Potions [2 UC], 2 Ethers [2 UC], 4 Dusk Balls [4 UC] and 8 Level Balls [6 UC].

NOTE:
21:43 akela I will temporarily approve it.
21:43 akela Pending a discussion with IAR regarding purchases for beta testing of rps
21:43 Tortferngatr alright
21:44 Tortferngatr Can I post those in writing in my post (or my profile)?
21:44 Tortferngatr *the temporary approval
21:45 Tortferngatr statement
21:45 akela Yes. I would recommend making it obvious that it is temporary and might change in the future

Healing Items: (8 CC)
Potions: 2/2 (2 CC)
Ethers: 2/2 (2 CC)
Revives: 1/1 (4 CC)
TLR Item Spare Pocket: 0/1

Pokeballs: (14 CC)
8 Level Balls (6 CC)
4 Dusk Balls (4 CC)
2 Heal Balls [from profile] (4 CC)

Battle items:
Syclant: Rare Candy
Sigilyph: Life Orb
Cyclohm: Expert Belt

Total: 22/22 CC
antrevamp.png

Syclant [Male] [Freeze]
Types: Ice/Bug
Abilities:
Compoundeyes/Mountaineer/Technician (Unlocked)
Nature: Rash (+1 Rank special attack, -1 Rank special defense)

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 23

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

Attacks: 54/83

Level Up
Ice Punch
Fury Attack (*)
Leer (*)
Leech Life (*)
Ice Shard (*)
Focus Energy (*)
Slash (*)
Icy Wind (*)
Scratch (*)
Bug Bite (*)
Icicle Spear (*)
Bug Buzz
Hail
Sheer Cold
Ice Beam
X-Scissor
Freeze Dry
Icicle Crash
Avalanche

Egg
Earth Power (*)
Tail Glow (*)
Spikes (*)
Water Pulse (*)
Counter (*)
String Shot
Pin Missile

Gen 6 TMs/HMs/Gen 5 TMs obtained prior to gen 6
Blizzard (*)
Struggle Bug (*)
Hidden Power [Electric] (*)
U-Turn (*)
Brick Break (*)
Stone Edge
Acrobatics
Protect
Substitute
Quash
Taunt
Focus Blast
Rain Dance
Dig
Rest
Toxic
Rock Slide
Double Team
Facade
Frost Breath
False Swipe
Venoshock
Solar Beam
Earthquake

Gen 4 TMs/HMs
Natural Gift
Endure
Sleep Talk
Secret Power
561.png

Sigilyph [Female] [Falsefalcon]
Types: Psychic/Flying
Abilities:
Wonder Skin/Magic Guard/Tinted Lens (Unlocked)

Nature: Modest (-1 rank in attack, +1 rank in special attack)

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 2
Base Rank Total: 19

MC: 0
AC: 5/5

Attacks: 49/70

Level Up
Gust (*)
Miracle Eye (*)
Hypnosis (*)
Psywave (*)
Tailwind (*)
Whirlwind (*)
Psybeam (*)
Air Cutter (*)
Light Screen (*)
Reflect
Air Slash
Psychic
Mirror Move
Gravity
Cosmic Power
Synchronoise

Egg
Roost (*)
Stored Power (*)
Psycho Shift (*)
AncientPower (*)
Skill Swap (*)

Gen 6 TMs/HMs/Gen 5 TMs obtained prior to gen 6
Ice Beam (*)
Shadow Ball (*)
Calm Mind (*)
Energy Ball (*)
Protect (*)
Hidden Power [Ground]
Smack Down
Trick Room
Substitute
Toxic
Psyshock
Flash Cannon
Thunder Wave
Safeguard
Telekinesis
Charge Beam
Psych Up
Double Team
Rest
Solarbeam
Dream Eater
Fly
Dazzling Gleam

B2/W2 Tutors
Magic Coat
Heat Wave
Signal Beam
Trick
Icy Wind
frontnormal-mcyclohm.png

Cyclohm [Male] [Ao Shin]
Type: Electric/Dragon
Abilities: Shield Dust/Static/Overcoat (unlocked)

Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +10% increase in accuracy (92^2/870, rounded) on this Pokemon's attacks)

Stats:
HP:
110
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 4
SpD: Rank 3
Spe: 92 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 1
AC: 5/5

Attacks: 47/89
Levelup moves
Whirlwind (*)
Bide (*)
Weather Ball (*)
Tri Attack (*)
Tackle (*)
Growl (*)
Leer (*)
Twister (*)
Dragon Rage (*)
Charge (*)
Thundershock (*)
Rain Dance (*)
Sonic Boom (*)
Double Hit (*)
Ion Deluge (*)
Slack Off
Hurricane
Discharge
Dragon Tail
Zap Cannon

Egg Moves
Heal Bell (*)
Hydro Pump (*)
Magnet Rise (*)
Power Gem (*)
Spark (*)

Gen 6 TMs/HMs; Gen 5 TMs/HMs obtained prior to gen 6
Fire Blast (*)
Thunder (*)
Volt Switch (*)
Protect (*)
Light Screen (*)
Torment
Thunder Wave
Substitute
Hidden Power [Grass]
Thunderbolt
Rest
Blizzard
Trick Room
Double Team
Hail
Ice Beam
Nature Power

Current-gen tutors
Draco Meteor

Gen 4 TMs/HMs; Gen 5 TMs/HMs obtained during or after gen 6
Dragon Pulse
Endure
Sleep Talk

Past-gen Tutors
Signal Beam

Starting point: 3

You arrive at your destination by helicopter, and immediately take a look around. You landed on a riverbank, in an area with a slightly wider clearing alongside it. Around the river, there are woods that you cannot see through very well. However, you can see that the river comes from the east and flows to the west and takes a turn southwest a bit downstream. You are on the north bank. According to your GPS, you current coordinates are 4,9.

What do you do?
 
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Hmm.

I should probably try to find something to catch--I think I overstuffed my backpack a bit.

Let's take out notes for capture targets:

folded slightly crumpled sheets of paper in pants pockets said:
Confirmed and on your radar:
Ralts (M)--do not act hostile; likes positive dispositions. Have Sigilyph try to communicate w/ fellow psychic-type
Cupra--found in trees; likes strong trainers (here's hoping 3 FE mons with decent movepool investment count)
Abra--evasive, but sleepy. Have Sigilyph try to communicate w/ fellow psychic-type
Froakie--waterfront/swamp
Bulbasaur--likes sunlight?
Goomy--prefers shade, damp environments
Magikarp--aquatic, harmless without event moves/bounce. beware flail tho
Minccino--likes tidy habitats, area should look easy to clean
Budew--likes sunlight?
Solosis--possibly in damp areas? membrane likely needs water. Have Sigilyph try to communicate w/ fellow psychic-type
Pichu--possibly in forest areas.

Confirmed, not on your immediate radar (some useful for survival):
Necturine--having a second one could be useful if you want separate sketch moves, likes attaching to trees, looks like a white or gold berry
Ralts (F)--Bold Gardevoir might be useful; telepathy is nice; see Ralts (M) for capture details
Azurill--waterside mon; azumarill could be neat but eh.
Scyther--powerful; potential trade fodder due to CC worth. Likely forest
Kecleon--powerful; potential trade fodder due to CC worth/unique playstyle. Likely forest, hopefully Syclant's compound eyes or Sigilyph's Miracle Eye can detect red zigzag stripes
Timburr--can carry stuff around but you already have a conkeldurr
Squirtle--can scout water areas, Water Gun hydration
Pansear--have something use Protect on Syclant; tree mon; can scout through trees
Skiddo--Milk Drink!!!! friendly to humans; might be able to catch w/o a fight

Unconfirmed, likely
Brattler--can make edible fruit, forest floor mon
Breezi--might blow in somehow?? has Heal Pulse, likely a ***** to catch though
Oddish--inferior bulbasaur/budew; mail directly to Colorado
Exeggcute--can make edible fruit, forest habitat
Phantump--ad carry maokai prevo!!!
Surskit--rivers, lakeshores. neat type
Turtwig--has Wide Guard; lives near lakes
Carnivine--damp, acidic, swampy areas. Lacks an ability that lets it eat Bug-type moves; therefore harmless ^_^ (wait, rage powder/sleep powder/synthesis is useful, consider catching)
Pansage--can scout through trees, tree mon
Panpour--can scout through trees, tree mon, Water Gun hydration
Sewaddle--d'aww; has Sticky Web. Not that useful otherwise; Leavanny might be fun though
Venipede--neat mon; decent poison damager. Keep away from Syclant, poison OP
Nincada--likely near tree roots, Shedinja and Ninjask are both niche
Paras--can Spore, found in damp areas
Shroomish--can Spore, found in damp areas
Caterpie--maybe you can evolve it into butterfree for sleep powder?
Weedle--just have Syclant use Quash then Sigilyph use Whirlwind; not worth fighting -_-
Kricketot--see Weedle
Ledyba--see Weedle
Spinarak--see Weedle
Burmy--only catch if you have enough used Pokeballs to qualify as "litter" for Trash cloak evolution; else use Weedle strategy
Scatterbug--Vivillon OP; so is Friend Guard; so is Rage Powder. Catch if you can. Beware Stun Spore though
Deerling--attacks hit surprisingly hard. Forest mon.
Pineco--OH GOD EXPLOSION, RUN

Hmm.

Syclant can scout for food near the river. Report back early if you find a Skiddo, a Brattler, an Exeggcute, or a dungeon. If you have to cross the river to get a good food source or check something odd you notice, use Acrobatics to leap across if there's nowhere you can safely cross through wading/hovering.

Sigilyph can Fly up to scout the area more effectively.


Cyclohm can scout for food in the larger clearing. Report back early if you find a Skiddo, a Brattler, an Exeggcute, or a dungeon.
 
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You send out your pokemon to scout around the area. (-10 en all, -1 fullness all, -1 hydration all) Syclant doesn't manage to find anything pokemon-wise except a really angry Basculin who just sat in the river, glaring at him. However, he did find an apple tree and a Rindo Berry bush. Unfortunately, you do not have enough space in your bag to carry the food. Shucks. Cyclohm similarly does not find anything of use, aside from a Tanga Berry bush that, again, you don't have enough space in your bag to use. Sigilyph, however, spots a large lake to your southwest. In addition, to woods to the south, well past the river, are taller.

antrevamp.png

100 hp/90 en/9 fullness/9 hydration/6 hours awake

561.png

100 hp/90 en/9 fullness/9 hydration/6 hours awake

frontnormal-mcyclohm.png

110 hp/90 en/9 fullness/9 hydration/6 hours awake
Healing Items: (8 CC)
Potions: 2/2 (2 CC)
Ethers: 2/2 (2 CC)
Revives: 1/1 (4 CC)
TLR Item Spare Pocket: 0/1

Pokeballs: (14 CC)
8 Level Balls (6 CC)
4 Dusk Balls (4 CC)
2 Heal Balls [from profile] (4 CC)

Battle items:
Syclant: Rare Candy
Sigilyph: Life Orb
Cyclohm: Expert Belt

Total: 22/22 CC
It is currently noon, and you are still at 4,9.

What do you do?
 
Syclant: Basculin...is stronger than Magikarp, but Gyarados is stronger still. It's good we know there's an apple tree around if we need to eat something, though.

Sigilyph: Good work. We can probably find something closer to that lake--let's head downstream.

Cyclohm: Eh. Misses happen. At least we know there isn't much up there.

Party goes southwest. Follow the river.
 
(Just a note: You get a pseudo-combat round between each exploration round to heal up.)

You decide to head southwest, toward the lake. (-15 en all, -1 hydration all, -1 fullness all) The trip there is uneventful, aside from the angry Basculin obtaining two friends and tripling the angry glare. After a long walk, with the sun at your back, you arrive at the lake. It is enormous, and you can't see the other bank very well at all. You estimate that it would take about a day to walk around it. You can see many fish in the lake, including several Magikarp and Goldeen, in addition to a few Barboaches at the bottom, a school of Remoraid, and a pair of Feebases swimming around. To your south, across the river, you see a small group of Deerling drinking from the lake. You also see some Turtwigs around 20 feet to your northwest. There are many other species around the lake, but you cannot easily make out their figures from the current distance.

antrevamp.png

100 hp/75 en/8 fullness/8 hydration/12 hours awake

561.png

100 hp/75 en/8 fullness/8 hydration/12 hours awake

frontnormal-mcyclohm.png

110 hp/75 en/8 fullness/8 hydration/12 hours awake
Healing Items: (8 CC)
Potions: 2/2 (2 CC)
Ethers: 2/2 (2 CC)
Revives: 1/1 (4 CC)
TLR Item Spare Pocket: 0/1

Pokeballs: (14 CC)
8 Level Balls (6 CC)
4 Dusk Balls (4 CC)
2 Heal Balls [from profile] (4 CC)

Battle items:
Syclant: Rare Candy
Sigilyph: Life Orb
Cyclohm: Expert Belt

Total: 22/22 CC
It is currently dusk, and you are at 3,8.

What do you do?
 
*checks Pokedex*
http://veekun.com/dex/pokemon/turtwig
387.png

Level pool: Gets Synthesis and Leech Seed. Lots of Grass-type attacks. Has Crunch (might hurt Sigilyph)
Egg pool: Gets Grassy Terrain, Worry Seed, and Wide Guard. Has Earth Power (might hurt Ohm). Also has Superpower.

Turtwig are fairly nice. It might be good to have one, but not necessary--and we might be able to find better stuff later.

We can catch an intact Magikarp for use on our team later, but for now I think Syclant is going to want meat for dinner. Sigilyph is probably going to be our "diplomat," Cyclohm can find food.

Syclant: Chill, Chill. Drink some water from the lake.
Sigilyph: Chill, Chill. Drink some water from the lake.
Cyclohm: Chill, Chill. Drink some water from the lake.

After that:
Syclant: Use Taunt to lure a Magikarp to shore to fight down.
Sigilyph: Use Reflect between what Syclant is doing at the shore and the Turtwig--get the Turtwigs' attention, but make sure they know we don't mean them harm. If possible, use the Reflect to outright protect all the Turtwig.
Cyclohm: Search for food in the woods. Eat what you find as long as you're hungry, but once you're full report any remaining food sources you find to me. Also report any Pokemon you notice.
 
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You allow your pokemon a quick breather, and let them drink water from the lake. (+24 en all, +2 hydration all) You then have Syclant Taunt a Magikarp, angering it greatly. (-10 en Syclant) The Magikarp launches itself out of the water and into Syclant! (Tackle: -1 hp Syclant, -3 en Magikarp) Meanwhile, Sigilyph decides to protect the Turtwig, putting up a reflective shield to defend them. (-9 en Sigilyph) You also order Cyclohm to search the forest for food and stuff. (Cyclohm is gone for the next 6 hours)

antrevamp.png

99 hp/89 en/8 fullness/10 hydration/12 hours awake

561.png

100 hp/90 en/8 fullness/10 hydration/12 hours awake

frontnormal-mcyclohm.png

110 hp/99 en/8 fullness/10 hydration/12 hours awake/Currently away
Healing Items: (8 CC)
Potions: 2/2 (2 CC)
Ethers: 2/2 (2 CC)
Revives: 1/1 (4 CC)
TLR Item Spare Pocket: 0/1

Pokeballs: (14 CC)
8 Level Balls (6 CC)
4 Dusk Balls (4 CC)
2 Heal Balls [from profile] (4 CC)

Battle items:
Syclant: Rare Candy
Sigilyph: Life Orb
Cyclohm: Expert Belt

Total: 22/22 CC

Order vs Magikarp.
 
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Syclant: Solar Beam (Magikarp)--Freeze Dry (Magikarp)--Solar Beam (Magikarp)
IF Magikarp uses Dodge AND it did not use Dodge successfully the previous action, use Focus Energy on the first instance and Chill on subsequent instances.

Sigilyph: Light Screen (Turtwigs)--
keep guarding them.
 
Tackle ~ Flail ~ Flail+Flail (All @ Syclant)
Magikarp vs Tortferngatr
129.png
vs
WcZWviH.png
561.png

KO|HP|93|100
KO|EN|77|81

KO|Status|Fine|Fine
1/2/0/1|Stats|5/3/5/2|1/3/5/3
Syclant used Solar Beam!
-8 en

Sigilyph used Light Screen!
-9 en

Magikarp used Tackle!
Crit? (<76) 576 no
-6.667 en
-(4-3)=1 hp Syclant

Syclant used Solar Beam!
Crit? (<76) 13 yes
-(12+3+6)*1.5=31.5 hp Magikarp

----------

Syclant used Freeze-Dry!
Freeze? (<121) 400 no
Crit? (<76) 810 no
-4 en
-(7+3+6)*1.5=24 hp Magikarp

Magikarp used Flail!
Crit? (<76) 305 no
-6 en
-(8-3)=5 hp Syclant

----------

Syclant used Solar Beam!
Crit? (<76) 806 no
-8 en
-(12+6)*1.5=27 hp Magikarp
KO
You quickly dispatch the Magikarp, and, with help from a convenient crit, avoid its deadly combo. Meanwhile, Sigilyph protects the Turtwigs from any spillover damage that might result. You now have a dead Magikarp that would probably be tasty.
 
Syclant: Eat the dead Magikarp; you need it. After that, stand guard.
Sigilyph: Stand guard.

I'll pitch a tent, from the same part of my backpack my week's worth of Trainer Rations that are magically preventing me from going hungry come from.
 
Syclant happily devours the Magikarp, while you wait for Cyclohm to come back. (+2 fullness Syclant, +23 en Syclant, +19 en Sigilyph, -10 en Cyclohm, -1 fullness all, -1 hydration all) When Cyclohm returns, he comes back with a stomach full of apples. (+3 fullness Cyclohm) It turns out that Cyclohm found an apple tree, and ate some. In addition, your pokemon are starting to get tired.

As for the tent, for didn't pack one because it was too bulky. (Read: No, you don't get free shelter. You have to find some >.>)

antrevamp.png

93 hp/100 en/9 fullness/9 hydration/18 hours awake

561.png

100 hp/100 en/7 fullness/9 hydration/18 hours awake

frontnormal-mcyclohm.png

110 hp/89 en/10 fullness/9 hydration/18 hours awake
Healing Items: (8 CC)
Potions: 2/2 (2 CC)
Ethers: 2/2 (2 CC)
Revives: 1/1 (4 CC)
TLR Item Spare Pocket: 0/1

Pokeballs: (14 CC)
8 Level Balls (6 CC)
4 Dusk Balls (4 CC)
2 Heal Balls [from profile] (4 CC)

Battle items:
Syclant: Rare Candy
Sigilyph: Life Orb
Cyclohm: Expert Belt

Total: 22/22 CC
It is currently midnight, and you are at 3,8.

What do you do?
 
Last edited:
crud.

why does Cyclohm have 19 hours awake though

Looks like it's out in the open tonight.

Syclant: Chill, Chill.
Sigilyph: Chill, Roost on a tree branch. If you can't notice anywhere you can fit without hurting yourself, Roost beneath a tree instead.
Cyclohm: Chill, Chill

Me: Use backpack as pillow. Sleep beneath tree near shore.

Syclant: Keep watch towards the forest. Hopefully Compound Eyes will be enough to help detect movement. If you need to alert us, use Tail Glow to get our attention and prepare.
Sigilyph: Sleep wherever you've Roosted.
Cyclohm: Keep watch by the lakeshore. Hopefully the starlight/moonlight are bright enough to see in that direction. If you need to alert us, alert Syclant to use Tail Glow.
 
You take a quick breather, and allow Sigilyph to sleep. (+11 en Cyclohm, -1 fullness all, -1 hydration all) Meanwhile, you have Syclant and Cyclohm stand guard. Nothing attacks you, probably because Syclant and Cyclohm are scary motherfuckers.

antrevamp.png

93 hp/100 en/8 fullness/8 hydration/24 hours awake/Sluggish until rest

561.png

100 hp/100 en/6 fullness89 hydration/0 hours awake

frontnormal-mcyclohm.png

110 hp/100 en/9 fullness/8 hydration/24 hours awake/Sluggish until rest
Healing Items: (8 CC)
Potions: 2/2 (2 CC)
Ethers: 2/2 (2 CC)
Revives: 1/1 (4 CC)
TLR Item Spare Pocket: 0/1

Pokeballs: (14 CC)
8 Level Balls (6 CC)
4 Dusk Balls (4 CC)
2 Heal Balls [from profile] (4 CC)

Battle items:
Syclant: Rare Candy
Sigilyph: Life Orb
Cyclohm: Expert Belt

Total: 22/22 CC
It is currently dawn of day 2 and you are at 3,8.

What do you do?
 
Syclant: Chill, Chill
Sigilyph: Chill, Chill
Cyclohm: Chill, Chill

Time to go fishing for an ally. Are the Turtwigs still there?

Syclant: Sleep away from the shoreline.
Sigilyph: Hover over the lake behind a Magikarp, then use Psychic to chuck that Magikarp onto the shore.
Cyclohm: Sleep away from the shoreline.
 
(If I don't say anything about them disappearing, assume they're still there)

You allow the team to take an entirely pointless breather, considering that they had like 6 hours to take one a bit ago, before telling Syclant and Cyclohm to take a nap. Then Sigilyph throws a Magikarp to shore with SUPER PSYCHIC POWERS. (-5 en Sigilyph) The Magikarp flops around a bit on shore, unable to do anything.

antrevamp.png

93 hp/100 en/8 fullness/8 hydration/24 hours awake/Sleeping, Sluggish

561.png

100 hp/95 en/6 fullness89 hydration/0 hours awake

frontnormal-mcyclohm.png

110 hp/100 en/9 fullness/8 hydration/24 hours awake/Sleeping, Sluggish
Healing Items: (8 CC)
Potions: 2/2 (2 CC)
Ethers: 2/2 (2 CC)
Revives: 1/1 (4 CC)
TLR Item Spare Pocket: 0/1

Pokeballs: (14 CC)
8 Level Balls (6 CC)
4 Dusk Balls (4 CC)
2 Heal Balls [from profile] (4 CC)

Battle items:
Syclant: Rare Candy
Sigilyph: Life Orb
Cyclohm: Expert Belt

Total: 22/22 CC
Time and location are the same.

What do you do?
 
No, it wasn't used to throw the Magikarp around, just to bring it onto the beach, so it's still unharmed.

You have Sigilyph lift Magikarp into the air using her telekinetic powers, which prevents Magikarp from retaliating. Then you put Magikarp to sleep.

Telekinesis: -6 en Sigilyph
Chill: +11 en Sigilyph
Hypnosis: 2/3 1a sleep, -5 en Sigilyph
/lazyreffing

Magikarp is now asleep for 0a.

What do you do?
 
Did Magikarp at least *try* to retaliate to expend energy so it won't be a waste of Pokeballs to catch [(21 [Sigilyph's Nest Ball value against Magikarp]-8-10)*2=6, meaning I'd have to spend all 8 Nest Balls on Magikarp if I wanted to capture it, let alone without risking it simply flopping back into the lake during a free capture round]? >_>

This could be karma from when I subreffed dogfish's Phione TLR, but meh.

Release Magikarp from Telekinesis--See what Magikarp does

IF Magikarp tries to keep fighting, use Energy Ball on it turn 3.

IF Magikarp retreats to the lake, abandon the fight and spend the rest of the morning looking for food where you can navigate in the forest.
 
Last edited:
(Sorry if it seems like I'm being mean, but I'm just trying to be somewhat realistic. Magikarp did do attempt to flail around a little, but spent a negligible amount of energy, enough that it would still get a capture round.)

You tell Sigilyph to release Magikarp, and the fish promptly flops off into the water. You then, having been unable to do anything with the Magikarp, send Sigilyph out to look for some food for herself. (-10 energy Sigilyph, -1 fullness all, -1 hydration all, +7 hp Syclant) Sigilyph flies off to the spot where Cyclohm found some apples, and eats one. (+3 fullness Sigilyph) As Sigilyph comes back, the sun peeks out from behind some clouds and starts to shine brightly.

antrevamp.png

100 hp/100 en/7 fullness/7 hydration/0 hours awake

561.png

100 hp/85 en/8 fullness/7 hydration/6 hours awake

frontnormal-mcyclohm.png

110 hp/100 en/8 fullness/7 hydration/0 hours awake
Healing Items: (8 CC)
Potions: 2/2 (2 CC)
Ethers: 2/2 (2 CC)
Revives: 1/1 (4 CC)
TLR Item Spare Pocket: 0/1

Pokeballs: (14 CC)
8 Level Balls (6 CC)
4 Dusk Balls (4 CC)
2 Heal Balls [from profile] (4 CC)

Battle items:
Syclant: Rare Candy
Sigilyph: Life Orb
Cyclohm: Expert Belt

Total: 22/22 CC
It is currently noon of day 2, and you are at 3,8.

What do you do?
 
Last edited:
I know.

Sigilyph: Chill*2
Syclant: Chill*2
Cyclohm: Chill*2

In retrospect, I think I should just buy Magikarps. In retrospect Turtwig wouldn't be as helpful as Bulbasaur (or another mon) anyway.

Everyone: Drink from the lake, then head northwest.

IF we notice a Cupra or Bulbasaur or Goomy, stop and observe.
 
Last edited:
You decide to have the team do some more pointless chilling, and then head onwards, after taking a quick drink, to the northwest. (+15 en Sigilyph, +3 hydration all, -15 en all, -1 fullness all, -1 hydration all) Nothing happens on the way there, but when you the sun falls, a pair of Oddishes reveals themselves. The pair soon takes note of you, and decides that they want you gone. The sun is still shining brightly, despite it having fallen below the horizon (???)

antrevamp.png

100 hp/85 en/6 fullness/9 hydration/6 hours awake

561.png

100 hp/85 en/7 fullness/9 hydration/12 hours awake

frontnormal-mcyclohm.png

110 hp/85 en/7 fullness/9 hydration/6 hours awake
Healing Items: (8 CC)
Potions: 2/2 (2 CC)
Ethers: 2/2 (2 CC)
Revives: 1/1 (4 CC)
TLR Item Spare Pocket: 0/1

Pokeballs: (14 CC)
8 Level Balls (6 CC)
4 Dusk Balls (4 CC)
2 Heal Balls [from profile] (4 CC)

Battle items:
Syclant: Rare Candy
Sigilyph: Life Orb
Cyclohm: Expert Belt

Total: 22/22 CC
It is currently dusk of day 2, and you are at 2,9.

What do you do?
 
Last edited:
>_<

Tortferngatr is possessed by the ghost of 3 AM postings!

Syclant: Blizzard, Icicle Spear Oddish 1
Sigilyph: Safeguard, Psychic Oddish 1
Cyclohm: Fire Blast Oddish 2, Ice Beam Oddish 2
 
Oddish 1: Moonlight ~ Acid
If Blizzard misses a1, then use Acid a1
Oddish 2: Acid ~ Acid

Round 1
Tortferngatr vs Oddishes
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ann_cyclohm.png
vs
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71|77|83|HP|KO|45
72|70|70|EN|KO|92

Safeguard 3r|-2 SpD|-1 SpD|-1 SpD|Status|KO|Fine
6/3/5/2|1/3/5/3|1/5/4/3|Stats|1/2/4/3|1/2/4/3
You decide that the best way through every encounter is violence, and assault the Oddish duo. You manage to kill one, and cripple the other. The remaining Oddish is visibly terrified.
Syclant used Blizzard!
Hit? (<1093) 1189, 1087 miss Oddish 1
Freeze? (<121) 309 no
Crit? (<76) 448 no
-7 en
-(11*.75+3+1+3)*1.5=22.875 hp Oddish 2

Sigilyph used Safeguard!
-10 en

Cyclohm used Fire Blast!
Hit? (<1141) 778 yes
Burn? (<121) 257 no
Crit? (<76) 840 no
-8 en
-(11+2+1.5)*1.5=21.75 hp Oddish 2

Oddish 1 used Acid!
-SpD? (<121) 561, 848, 1 yes Cyclohm
Crit? (<76) 1082, 431, 573 no
-2 en
-(4*.75+3+3)=9 hp Syclant
-(4*.75+3+1.5)=7.5 hp Sigilyph
-(4*.75+3+1.5)=7.5 hp Cyclohm
-1 SpD Cyclohm

Oddish 2 used Acid!
-SpD (<121) 60, 394, 1142 yes Syclant
Crit? (<76) 1009, 487, 1086 no
-2 en
-(4*.75+3+3)=9 hp Syclant
-(4*.75+3+1.5)=7.5 hp Sigilyph
-(4*.75+3+1.5)+2=9.5 hp Cyclohm
-1 SpD Syclant

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Syclant used Icicle Spear!
# of hits? 1159 5
Crit? (<76) 446, 211, 1113, 812, 509 no
-6 en
-(3*5*1.5+3+1+6)*1.5=48.75 hp Oddish 1
holy fuck

Sigilyph use Psychic!
-SpD? (<121) 145 no
Crit? (<76) 894 no
-4.5 en
-(7+3+3+3)*1.5=24 hp Oddish 1

Cyclohm used Ice Beam!
Freeze? (<76) 1027 no
Crit? (<76) 159 no
-7 en
-(9+2+1.5)*1.5=18.75 hp Oddish 1
KO

Oddish 2 used Acid!
-SpD? (<121) 1197, 26, 35 yes Syclant and Sigilyph
Crit? (<76) 833, 350, 188 no
-6 en
-(4*.75+3+3)+2=11 hp Syclant
-(4*.75+3+1.5)=7.5 hp Sigilyph
-(4*.75+3+1.5)+2=9.5 hp Cyclohm
-1 SpD Syclant, Sigilyph
Oddish 2: Acid ~ Acid
 
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