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Post by Everest on Mar 5, 2012 20:31:10 GMT -5
OOC: I believe we're waiting on guardrail to make a move.
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Post by lxgan on Mar 6, 2012 9:04:46 GMT -5
Reposting the map. On your pokemon's turn please enter actions as follows
Shift: (State distance/direction and when during the turn) Attack: Roll AC Damage: Roll BASE DAMAGE+BASE MOD, ADD proper ATK stat, ADD STAB bonus, ADJUST FOR Weakness/Resistance.
MAP
Building ________________________________ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . l p2. . . . . . . . . . . . . . . S . . . . . . . . . . . . . . . . . . . . . . . . . .p1 . . . . . . . . . . . . . . . j . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A . a . . . . . prM . J . . . . . . Lu. . . . . . .s1s2 . .
Each dot=1 meter.
Order of Initiative
Humans: Aidan- A - (13) Luke- Lu - (12) Shinku- S - (10) Maxamillian- M - (9) Jackson- J - (0)
Pokémon: Big Bad Pinsirs - p1/p2 - (13) p2=KO Aqua - a - (12) Prime- pr - (9) Lulu- l - (8) Jet- j - (7) Fainted Scyther - s1/s2 (0)
The vicious brown bugs lock eyes on Aidan and Shinku The charge at the young men with horns lowered and open wide. Upon reaching their targets the bugs pick them up and jump incredibly high only to toss the young men to the ground with great force.
Pinisir 1 Shift: South-5; West-1 AC: Seismic Toss [dice=20] Damage: 11 damage to Aidan.
Pinsir 2 Shift: SouthWest-1 AC: Seismic Toss [dice=20] Damage: 11 damage to Shinku
OCC: please follow the order of initiative to take your pokemon's turn. also incude all dice rolls and damage modifies in one post, i will add up the total and announce any effects which have been caused by the attacks. (such as paralyzed on an 19 AC). If you have any questions regarding the posting format please pm myself or everest. THE BIG BAD PINSIR USED SEISMIC TOSS WHICH DEALS STATIC DAMAGE, YOUR ATTACKS WILL PROBABLY INCLUDE AT LEAST ONE DIE ROLL FOR DAMAGE PLUS A STATIC NUMBER [dice=6+6]; IF YOU NEED TO ROLL MULTIPLE DIE, ENTER AS SUCH [dice=6][dice=6]
After i have updated the movements on the map for your pokemon, i will change the name of the marquee to the next pokemon in line. [rand=864498043983098888117554677442573314503560301116353481786538496]
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Post by AweStriker on Mar 6, 2012 11:34:06 GMT -5
[OOC: First off, you have two p1s on the map. Might want to fix that.]
Aqua's beak opens with a sound, unleashing a rushing stream of water towards the insectoid Pokémon that Luke's Pokédex had just started analyzing.
AC: Water Gun [dice=20] Damage: On a hit, ([dice=12+17]-enemy Pinsir's Sp.Def)x1 damage to p1 (on the left) Shift: West 1[rand=0614048633724451073164478410035372129481604788452423970376490615308]
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Post by lxgan on Mar 6, 2012 12:33:27 GMT -5
[OOC: Pinsirs have been correctly labeled now, thank you ^_^]
The horned brown bug dodges Aqua's hard shot of water. (No damage). It still stands strong. The barbed horns on its head flex menacingly.
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Arthotus
Junior Member
Pok?Programmer
Posts: 55
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Post by Arthotus on Mar 6, 2012 17:31:27 GMT -5
Prime focuses her superior mental power on the further pinsir, using Confusion!
AC: 2 Confusion [dice=20]
Damage:[dice=16] +7 +1 (I'm a newb at this!)
Target is confused on AC of 19 or 20 [rand=743094947963289185196285868982300149888514332857653952961785791814]
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Post by lxgan on Mar 6, 2012 18:24:09 GMT -5
Arthotus- go ahead and reroll damage, enter each d8 separately (just click the dice button twice and change the value of both 6's to 8. So as not to roll 1d16 ^_^
i'm ok with the stab and attack stat being set aside or included in the dice roll, whichever you prefer as long as it is clear what has been done.
for each die of damage an attack deals just click the button once and adjust the die value, so an attack that deals 4d12 will be four clicks of the die button.
don't fret though, newness is OK
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Arthotus
Junior Member
Pok?Programmer
Posts: 55
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Post by Arthotus on Mar 6, 2012 18:28:59 GMT -5
OOC: Thought I could figure it out on the fly but nope! [dice=8][dice=8] +7 +1[rand=041134884628544033689044029869845770301216597671125390071052580444]
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Post by lxgan on Mar 6, 2012 18:32:29 GMT -5
The vicious bug winces for a moment, then locks eyes with the small psychic pokemon and begins to foam at its mouth. It appears the attack has dealt minimal damage and caused the pinsir to become enraged!
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Post by Keon Kamori on Mar 6, 2012 20:24:26 GMT -5
Shift: 5North 1 East Attack: None Damage: None
Riolu ran in front of Shinku and stopped. Not having been attacked Counter would have failed and now Riolu waited for another command from Shinku
((EDIT:Sorry about the typo))
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Post by lxgan on Mar 6, 2012 20:50:36 GMT -5
(OCC: Lulu can only shift 6 total, but also only needs to shift 5North and 1NE to get in front of Shinku)
Edit: Jet's attack was already rolled for Leer and it hits Pinsir 1, lowering DEF.
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Post by lxgan on Mar 6, 2012 21:42:56 GMT -5
SIDE NOTE On this upcoming round of Trainer Actions, we will follow the rules from the wiki a little more closely. Should help From the Wiki:
With that we will begin again on trainer actions.
Order of Initiative
Humans: Aidan- A - (13) Luke- Lu - (12) Shinku- S - (10) Maxamillian- M - (9) Jackson- J - (0)
Pokémon: Big Bad Pinsirs - p1/p2 - (13) Aqua - a - (12) Prime- pr - (9) Lulu- l - (8) Jet- j - (7) Fainted Scyther - s1/s2 (0)
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ikyle
New Member
Posts: 28
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Post by ikyle on Mar 7, 2012 9:48:10 GMT -5
Aiden flinches from the pain of being tossed up and slammed into the ground and retreats a few meters south. "Jet, we've gotta get payback for what he just did!"
Shift: 3 Meters South Trainer Action: None Free Action: None
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Post by AweStriker on Mar 7, 2012 21:31:47 GMT -5
Luke sighs at the sight of the missed attack, standing still and honing his focus.
Shift: Hold Position Trainer Act.: None Free Act.: None
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Post by lxgan on Mar 7, 2012 21:43:36 GMT -5
OOC: (Trainer turns can be kinda boring at level 0)
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Post by Keon Kamori on Mar 8, 2012 6:53:08 GMT -5
Shift: East 1 Trainer Act.: Attack [dice=20] Free Act.: None [rand=710049756843206458930725446970223105600310086864954884495615025]
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