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Fandom A pokemon adventure ooc

It's fine by me, tho I am okay with taking things slow too. But since it had indeed been quite awhile, I think it's okay to move things forward for a bit if you wish so! :D
 
Okay, i will post something today or tomorrow. Was wanting to give the other two a chance but it looks like they are mia.
 
Well, Ya I had to pay. It was really hard ;-;
It’s okay, I was concerned about my other players who haven’t posted since September 19th. We’re skipping them. You’re fine since you were in the last batch of posting.

And I just got done with a round of exams. So it’s not like I can complain

To everyone else. No need to rush anything. Just don’t disappear for 3 weeks
 
Here is my public declaration of my pokemon's abilities. *ahem*
(Nocturne's ability)
Infiltrator: (abilities can bypass reflect, lightscreen and safeguard)

(Allegro's Ability)
Guts: (gains +2 attack when affected by status ailments)

(Grom's ability)
Chlorophyll: gains an extra stunt every 4 turns during Sunlight BUT only if Sunlight is active for all of those turns.

Also... we need some opinions. There are moves and an ability that we are trying to balance.

Roar
(in the games, this is famous for making a pokemon switch out. I personally thought this was bollocks when a tiny pokeom roared at my legendary pokemon and made it flee. Unless you guys are cool with your battle-hardened pokemon pissing themsleves enough to run back into their pokeball at a wee pokemon's roar.)
  • Causes an auto-flinch. (does the same thing as the Flinch effect but is guaranteed to work (if roar hits)) as a refresher, Flinch causes the afflicted pokemon to be unable to use moves but they can use an evasive stunt.
  • or Pokemon is forced out of battle.
  • or [your suggestion here! (if ye got one)]

Intimidate (ability)
(in the pokemon games, this causes enemies to do less damage to the intimidating pokemon)
  • if the intimidating pokemon deals damage on a pokemon (dodge and miss don't count) they will take 1 less damage during the opponent's turn.
  • OR [edit of ^] the intimidating pokemon must deal 4 damage to activate intimidate (-1 damage during opponent's turn). However, if the damage dealt is over 4 [or over 5 if we want to raise the threshold] the damage taken by the intimidating pokemon is -2.
  • OR -1 dmg is dealt all the time (cheesy option)
  • OR intimidate is banished like Romeo from Vienna
*As a suggestion, it can even be so that instead of taking -1 dmg the next turn, the intimidating pokemon takes -1 damage from the NEXT attack. So if you attack twice, the second attack is full damage again.


Scary Face (and every other debuff for speed)
  • Lowers enemy speed for 3 turns. Makes the enemy easier to hit (4-10 for user to hit opponent) and makes it easier for the user to evade (6-10 roll for opponent to hit user) which is a hybrid of evasion debuffs (evasion debuff= 3-10 roll for user to hit victim so in the case of a speed debuff the -2 is split into offense and defense)
 
Here is my public declaration of my pokemon's abilities. *ahem*
(Nocturne's ability)
Infiltrator: (abilities can bypass reflect, lightscreen and safeguard)

(Allegro's Ability)
Guts: (gains +2 attack when affected by status ailments)

(Grom's ability)
Chlorophyll:
gains an extra stunt every 4 turns during Sunlight BUT only if Sunlight is active for all of those turns.

Also... we need some opinions. There are moves and an ability that we are trying to balance.

Roar
(in the games, this is famous for making a pokemon switch out. I personally thought this was bollocks when a tiny pokeom roared at my legendary pokemon and made it flee. Unless you guys are cool with your battle-hardened pokemon pissing themsleves enough to run back into their pokeball at a wee pokemon's roar.)
  • Causes an auto-flinch. (does the same thing as the Flinch effect but is guaranteed to work (if roar hits)) as a refresher, Flinch causes the afflicted pokemon to be unable to use moves but they can use an evasive stunt.
  • or Pokemon is forced out of battle.
  • or [your suggestion here! (if ye got one)]

Intimidate (ability)
(in the pokemon games, this causes enemies to do less damage to the intimidating pokemon)
  • if the intimidating pokemon deals damage on a pokemon (dodge and miss don't count) they will take 1 less damage during the opponent's turn.
  • OR [edit of ^] the intimidating pokemon must deal 4 damage to activate intimidate (-1 damage during opponent's turn). However, if the damage dealt is over 4 [or over 5 if we want to raise the threshold] the damage taken by the intimidating pokemon is -2.
  • OR -1 dmg is dealt all the time (cheesy option)
  • OR intimidate is banished like Romeo from Vienna
*As a suggestion, it can even be so that instead of taking -1 dmg the next turn, the intimidating pokemon takes -1 damage from the NEXT attack. So if you attack twice, the second attack is full damage again.


Scary Face (and every other debuff for speed)
  • Lowers enemy speed for 3 turns. Makes the enemy easier to hit (4-10 for user to hit opponent) and makes it easier for the user to evade (6-10 roll for opponent to hit user) which is a hybrid of evasion debuffs (evasion debuff= 3-10 roll for user to hit victim so in the case of a speed debuff the -2 is split into offense and defense)
I think Bacon is open to most suggestions as long as it wouldn't serverly affect thy balance. :]

Roar-Causes flich on multiple targets? Sounds good. Cound be useful in multi battle! But I am not sure how will disabling their moves work.

Intimidate- Ooh. Second option looks good.

Scary face(debuff for speed)-Looking good!
 

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