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[PHALLA]mon: Red/Blue Edition - Finale: Champ retains the title! (Gizzy Victory)

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    Rawkking GoodguyRawkking Goodguy Registered User regular
    everyone

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    DaypigeonDaypigeon Registered User regular
    Who killed me?

    the elite four and rawk's team

    or me, if you take that whole "transitive property" thing seriously

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    MatevMatev Cero Miedo Registered User regular
    Game Notes (WARNING: Very messy)

    General Game Notes
    [Phalla]mon: Red/Blue Edition

    HP-Based


    Trainers
    -7 Gym Leaders are specials
    -Everyone has 2 pokemon, which have powers.
    -Trainers start with Stage Is. Gym Leaders Start with a Fully Evolved Pokemon in addition to a spare Stage I Pokemon. Badge gives them a power

    Boulder: Roleblocker
    Cascade: Busdriver
    Thunder: Total guard (Prevent all damage against target, as well as thievery)
    Rainbow: Revive 1 Pokemon a night
    Marsh: Thrall/The Boss (Cover: You get one extra pokemon)
    Soul: Alignment Seer
    Volcano: Vig
    Earth: Action Seer

    (Shuffle the badges so Earth isn't necessarily the thrall)

    GOAL: Get rid of Team Rocket and Become the Champion (Trainer with most HP left standing after the dust has settled is the new champion. Gym leaders and eE may also shuffle)



    Team Rocket (Mafia) (10)
    -"The Boss" (Thralled as a Gym Leader)
    -Steals pokemon (Mafia Kill), may use that pokemon once before it must be imprisoned/killed.
    -Start out with Stage I Rocket pokemon and one other.

    Mewtwo
    -Serial Killer
    -SK which gains the powers of pokemon he defeats.

    GOAL: Free all pokemon from their human oppressors


    Elite Four
    -Other Mafia
    -Eliminate (Mafia Kill)
    -Want to beat all the trainers, Keep champ champ

    -2 fully Evolved Pokemon

    Champion
    -3 fully Evolved Pokemon
    -Wants to retain title

    Typing System
    -Attacks have super effective, not very effective, neutral typing (Will need to link in the OP)

    Background:
    -Kanto League Championships, all trainers entered have won their badges and are ready to prove themselves as pokemon masters. Team Rocket has infiltrated the tournament and wishes to steal the most powerful pokemon.

    "Multi Mon Melee"

    OPs

    PMs
    Standard Role:

    Trainer

    You are a Pokemon Trainer! Having collected badges from the 8 Gyms of Kanto, you've come to the Indigo Plateau to compete for the title of Champion! You're going to be the very best, like no one ever was. You've heard rumors that Team Rocket has infiltrated the competition, so hold on tight to your pokeballs!


    Goal:

    -Eliminate all threats to the Pokemon Championship!
    -Become the Champion by having the strongest pokemon standing at the end of the tournament

    You have:


    Once per day(round), you may use one of your pokemon's powers


    ***

    Gym Leader

    You are the Leader of the Gym! Having proved your mastery of X-type pokemon, you've come to the Indigo Plateau to compete for the title of champion. All is not well though, as the gang Team Rocket has managed to sneak in and plans to steal all the pokemon. Stay on your toes, and fight for your gym's honor!

    Goal:

    -Eliminate all threats to the Pokemon Championship!
    -Become the Champion by having the strongest pokemon standing at the end of the tournament

    You have:


    Once per day(round), you may use one of your pokemon's powers

    Additionally, you possess the Y Badge! Badges are not only a display of prowess, your badge also confers the following power on you:

    Instead of using your pokemon's power, you may


    ***

    Elite Four

    You are a member of the Elite Four! Surpassing even the Gym Leaders, you are a pokemon trainer par excellence. You and your fellow elite 4 members are a tight group and will put all pokemon trainers on the field to the test. The Pokemon crime syndicate Team Rocket has infiltrated not only the tournament, it's also rumored that their elusive boss is competing as a gym leader! Beat up the bad guys, fend off the challengers, just another day.

    Goal:

    -Eliminate all threats to the Pokemon Championship!
    -Ensure the Champion is not defeated
    -Fend off all challengers and have the strongest pokemon standing at the end of the tournament

    You have:

    Once per day (Round) You may come together as a team and use your pokemon together to eliminate a challenger from the melee

    Your fellow Elite Four are:


    ***

    Champion

    You are the current Champion of the Pokemon League! A proven Pokemon Master, you are a one trainer army that will stop at nothing to ensure your championship is preserved against the pretenders and criminals stalking your battlefield. You know the Elite Four are here to help seperate the wheat from the chaff, but some things you have to do yourself.

    Goals

    -Eliminate all threats to the Pokemon Championship!
    -Retain your title as the League Champion by having the strongest pokemon standing at the end of the tournament

    You have:


    ***

    Team Rocket Grunt

    [Team Rocket Poster]

    About time you got here, recruits! Welcome to the world of crime! My name is GIOVANNI. Some people call me the ROCKET BOSS, and I'm the leader of TEAM ROCKET.

    This world of ours is filled with lots of ways for criminals to quickly get rich. Crime means different thing to different people.

    Some rob people...

    [Grunts with Vacuum packs]

    Some blackmail people...

    [Silph Co. Magazine]

    Some even kill people...

    [Mewtwo burning Everything]

    But, to most criminals, POKéMON are their chief concern.

    Luckily, many people have POKéMON that we can take to help us. These people train the POKéMON, and in return we steal the POKéMON out from under their noses. It's a beneficial arrangement for the both of us!

    While many people are foolish enough to work to take new POKéMON from the wild, we prefer to stay in cities and towns. These others venture out into this wilderness are the main targets of our efforts.

    We call these foolish individuals POKéMON TRAINERS. They capture and tame POKéMON to while traveling in the most dangerous areas of the world. Thus, while they are risking life and limb in pursuit of their goals, they are isolated from police and others who would help them.

    So, tell me, do you think you have what it takes to be a member of TEAM ROCKET?


    You are a Grunt in Team Rocket! You've been brought to the Pokemon Championship as it's a gathering of the most powerful pokemon in the region. Who cares who the champion is? Take the pokemon and use them for the glory of Team Rocket!

    Your fellow Rocket Grunts are:

    The Boss is:
    (Leader of the Y Gym)

    Collectively, once per day (Round) you can gang up on one person and steal their pokemon (Mafia Kill) You (The Mafia) may then use those pokemon the next day. These pokemon take the place of a normal pokemon action for one of your group and are discarded once they're used ("Shipped off for 'conditioning'")



    Goals

    -Outnumber the other pokemon trainers present
    -Eliminate all other threats

    You have:


    ***

    Team Rocket Boss

    [Giovanni Portrait]

    About time you got here, recruits! Welcome to the world of crime! My name is GIOVANNI. Some people call me the ROCKET BOSS, and I'm the leader of TEAM ROCKET.

    This world of ours is filled with lots of ways for criminals to quickly get rich. Crime means different thing to different people.

    Some rob people...

    [Master Ball]

    Some blackmail people...

    [Silph Co. ruined]

    Some even kill people...

    [Cloyster killing Magmar]

    But, to most criminals, POKéMON are their chief concern.

    Luckily, many people have POKéMON that we can take to help us. These people train the POKéMON, and in return we steal the POKéMON out from under their noses. It's a beneficial arrangement for the both of us!

    While many people are foolish enough to work to take new POKéMON from the wild, we prefer to stay in cities and towns. These others venture out into this wilderness are the main targets of our efforts.

    We call these foolish individuals POKéMON TRAINERS. They capture and tame POKéMON to while traveling in the most dangerous areas of the world. Thus, while they are risking life and limb in pursuit of their goals, they are isolated from police and others who would help them.

    So, tell me, do you think you have what it takes to be the Boss of TEAM ROCKET?

    Hello, Team Rocket franchise owner #4479! Welcome to the business of running a pokemon criminal syndicate! As the leader of the Y Gym, you have used your influence to gather a band of thieves and racketeers to your banner. Your plan is to use the chaos of the Pokemon Championships to swipe the most powerful pokemon in the region and use them as you see fit. Or sell them for a profit, whichever's more convenient.

    Collectively, once per day (Round) you can gang up with your Rockets on one person and steal their pokemon (Mafia Kill) You (The Mafia) may then use those pokemon the next day. These pokemon take the place of a normal pokemon action for one of your group and are discarded once they're used ("Shipped off for 'conditioning'")

    You will seer as a normal gym leader when someone tries to investigate you. If defeated, you will be revealed in the narration.

    You possess the Z Badge and have gained control of an extra pokemon!


    Goals

    -Outnumber the other pokemon trainers present
    -Eliminate all other threats

    You have:


    ***

    Mewtwo


    You are Mewtwo, the Ultimate Pokemon! After escaping from a Team Rocket laboratory, you came to the conclusion that people are inferior to pokemon, and that all pokemon are inferior to you. You have come to this tournament to reveal your existence to the world, establish your superiority over the "strongest" trainers and their pokemon, and begin your dominion. You will not rest until all bow to you.

    You have the following stats:


    Additionally, when you help to defeat a pokemon, you take control of it, gaining it's powers. (Any non-redundant moves/powers the pokemon had when it was defeated are added to your arsenal)

    Goals

    -Defeat all trainers and their pokemon

    "Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
    Hail Hydra
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    I needed anime to post.I needed anime to post. boom Registered User regular
    The Langly/INANTP/Baidol/Spoit/Mill team also came out swinging at you.

    liEt3nH.png
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    premiumpremium Registered User regular
    Hahaha the mafia hit me so many times

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    tzeentchlingtzeentchling Doctor of Rocks OaklandRegistered User regular
    Yeah, I never got invited to a squad. Told Langly more or less the truth, but I guess he still figured out I was mafia. So it goes!

    After day 3 I thought we had a good chance - still 6 mafia left. Then 3 in one night, and the rest followed soon after. It was ridiculous how fast we went from upper hand to doomed.

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    DraygoDraygo Registered User regular
    Which resulted in a huge mason and got me thinking about the kill colors. So Zombie its all your fault really.

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    enlightenedbumenlightenedbum Registered User regular
    @Matev

    In addition to the stuff I've said in PM, never add roleblockers. They're the worst. I've done them before and it's always a bad idea.

    Self-righteousness is incompatible with coalition building.
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    MatevMatev Cero Miedo Registered User regular
    Pokemon powers 1-76 (A whole mess in and of itself)
    Bulbasaur - Leech seed: does 1 Grass damage, you heal 1 damage OR Vine Whip: Do 2 Grass Damage

    Ivysaur - Razor Leaf: 4 Grass Damage OR Wild Growth: +2 Grass Damage to attacks (passive)

    Venusaur - Solar Beam: On the round after this one, do 8 Grass Damage OR Toxic: Do 2 Poison Damage and Badly Poison the target (Target takes 2 Damage every round unless healed)

    Squirtle - Water Gun: Do 2 Water Damage OR Tail Whip: Next attack against the target deals double damage

    Wartortle - Bubblebeam: 3 Water Damage, 30% chance to confuse the target OR Withdraw: Reduce all damage taken by 2 (Passive)

    Blastoise - Hydro Pump: 5 Water Damage OR Rapid Spin: The next attack against you is redirected to a random part of the field (Usable only every other round)

    Charmander - Ember: Do 2 Fire Damage OR Growl: Target's next attack deals half damage

    Charmeleon - Flare: +2 Fire Damage to attacks (passive) OR Flamethrower: 3 Fire damage, 30% chance to burn opponent

    Charizard - Fire Spin: Do 4 Fire damage to the target for 2 rounds. The opposing trainer may not use another pokemon for this time. OR Seismic Toss: 2 Fighting Damage against Stage I pokemon, 4 Fighting Damage against stage II Pokemon, 6 Fighting Damage against stage III Pokemon

    Caterpie - String Shot: Opponent may not target you with their next attack

    Metapod - Harden: Next attack does 1/4 Damage (May only use every other round)

    Butterfree - CHOOSE 2: Confusion: 3 Psychic Damage, 50% Chance to confuse the target OR Sleep Powder: Put the opposing pokemon to sleep OR Poison Powder: Poison the target OR Stun Spore: Paralyze the target

    Weedle - Poison Sting: 2 Poison Damage, 20% chance to poison the target OR String Shot: Opponent may not target you with their next attack

    Kakuna - Harden: Next attack does 1/4 Damage (May only use every other round)

    Beedrill - Twineedle: 3 Damage to 2 different targets OR Pin Missile: Do 3-12 damage

    Pidgey - Gust: 2 Flying Damage OR Growl: Target's next attack deals half damage

    Pidgeotto- Whirlwind: 3 Flying Damage and the opponent cannot use that pokemon next round OR Wing Attack: 4 Flying damage

    Pidgeot - Aerial Ace: 6 flying damage OR Fly: Immune to most attacks for 1 turn, then deal 4 Flying damage

    Ratatta - Bite: 1 Dark damage, 20% chance of making the target flinch OR Tail Whip: Next attack against the target deals double damage.

    Raticate - Hyper Fang: Do 1/2 Target's remaining health damage OR Crunch: 3 Dark Damage

    Spearow - Peck: 2 Flying Damage or Sand Attack: opponent's attack in the next round has 50% chance to miss.

    Fearow: Mirror Move: Use the Opponent's last move on them OR Drill Peck: 10% Chance to Knock Out Opponent's Pokemon

    Ekans - Poison Sting: 2 Poison Damage, 20% chance to poison the target OR Bite: 1 Dark damage, 20% chance of making the target flinch

    Arbok - Bind: Do 2-8 damage over 1-4 rounds. Both you and the opposing trainer may not use another pokemon for this time. OR Glare: 75% Chance to Paralyze the target

    Pikachu - Thundershock: 2 Electric Damage OR Quick Attack: 1 Damage and the next attack against you has a 25% chance to miss

    Raichu - Thunderbolt: 5 Electric Damage OR Thunder: 3 Electric damage and 30% chance to paralyze the target

    Sandshrew - Sand Attack: The opponent's next attack has a 75% chance to miss OR Defense Curl: Next attack against you does half damage

    Sandslash - Fury Swipes: Do 2-8 Damage OR Slash: Deal 5 Damage

    Nidoran (Female) - Scratch: Do 2 Damage OR Double Kick: Do 1-4 Fighting Damage

    Nidorina - Poison Sting: 2 Poison Damage, 20% chance to poison the target OR Bite: 1 Dark damage, 20% chance of making the target flinch

    Nidoqueen - Dig: Immune to most attacks for 1 turn, then deal 4 Ground damage OR Superpower: 8 Fighting Damage. Next attack's damage is halved.

    Nidoran (Male) - Poison Sting: 2 Poison Damage, 20% chance to poison the target OR Peck: 2 flying Damage

    Nidorino - Horn Attack: 4 Damage or Fury Attack: 2-8 Damage

    Nidoking - Earthquake: OR Megahorn: 6 Bug Damage

    Clefairy - Cosmic Power: Next attack against you does half damage OR Encore: The Opponent must use the same move again

    Clefable - Meteor Mash: 4 Steel Damage, 20% Chance the next attack's damage is doubled OR Metronome: Use a random move against the target

    Vulpix - Ember: Do 2 Fire Damage OR Will O' Wisp: Burns the Target

    Ninetales - Flamethrower: 3 Fire damage, 30% chance to burn opponent OR Confuse Ray: Confuse the target

    Jigglypuff - Sing: Put the target to sleep OR Pound: Deal 3 Damage

    Wigglytuff - Doubleslap: Do 2-8 Damage OR Disable: The opponent's pokemon may not use one of their moves

    Zubat - Supersonic: 75% chance to confuse the target OR Leech Life: Deal 1 Bug damage, Gain 1 health

    Golbat - Poison Fang: 4 Poison Damage, 30% Chance to Badly Poison the Target OR Air Cutter: 4 flying damage, 20% chance to double damage

    Oddish - Leech seed: does 1 Grass damage, you heal 1 damage or Poison Powder: Poison the target

    Gloom - Stun Spore: Paralyze the target OR Acid: 4 Poison Damage, 10% Chance next attack against the opponent does double damage

    Vileplume - Giga Drain: Deal 6 Grass Damage, heal 3 Damage OR Petal Dance: Does 12-18 Grass Damage over 2-3 turns, then Vileplume becomes confused

    Paras - Stun Spore: Paralyze the target OR Poison Powder: Poison the target

    Parasect - Aromatherapy: Cure target's status effect OR Giga Drain: Deal 6 Grass Damage, heal 3 Damage

    Venonat - Foresight: Next attack on the target will automatically hit OR Supersonic: 75% chance to confuse the target

    Venomoth - Poison Powder: Poison the target OR Silver Wind: Deal 4 Bug Damage, 10% Chance next attack will deal double damage, 10% next attack against this pokemon will do half damage.

    Diglett - Dig: Immune to most attacks for 1 turn, then deal 4 Ground damage OR Magnitude: Deals 1-12 Ground damage

    Dugtrio - Earthquake: Deal 6 Ground Damage (Pokemon using Dig take 12 Damage) OR Fissure: 10% to KO the opposing pokemon

    Meowth - Payday: 2 Damage. If you take down an opponent with this move, gain double XP. OR Scratch: 3 Damage

    Persian - Fury Swipes: Do 2-8 Damage OR Swagger: Confuse the Target. Their next attack does double damage.

    Psyduck - Water Gun: Do 2 Water Damage Or Disable: The opponent's pokemon may not use one of their moves

    Golduck - Confusion: 3 Psychic Damage, 50% Chance to confuse the target OR Hydro Pump: 5 Water Damage

    Mankey - Leer: Next Attack will deal double damage OR Scratch: 2 Damage

    Primeape - Rage: 3 Damage, this attack will do double damage if you are hit in the same turn OR Thrash: Does 12-18 Damage over 2-3 turns, then Primeape becomes confused

    Growlithe - Ember: Do 2 Fire Damage OR Growl: Target's next attack deals half damage

    Arcanine - Roar: The Opponent cannot use the same pokemon next turn OR Extreme Speed: 5 Damage

    Poliwag - Water Gun: Do 2 Water Damage OR Bubble: 1 Water Damage, 50% chance the target's next attack does half damage

    Poliwhirl - Doubleslap: Do 2-8 Damage OR Hypnosis: 75% chance the opponent will fall asleep

    Poliwrath - Submission: 8 Fighting Damage, take 2 damage OR Belly Drum: Lose Half your HP, your next attack does x4 damage

    Abra - Teleport: The next attack against the target will miss

    Kadabra - Confusion: 3 Psychic Damage, 50% Chance to confuse the target OR Kinesis: 60% chance the target's next attack will miss

    Alakazam - Psychic: 5 Psychic Damage, 10% chance the next attack against the opponent does double damage OR Future Sight: Deals 12 Psychic Damage 2 rounds after use

    Machop - Low Kick: Deal 1 fighting damage against Stage I pokemon, 2 Fighting Damage against stage II Pokemon, 3 Fighting Damage against stage III Pokemon OR Karate Chop: 2 Fighting Damage 30% chance to do double damage

    Machoke - Seismic Toss: 2 Fighting Damage against Stage I pokemon, 4 Fighting Damage against stage II Pokemon, 6 Fighting Damage against stage III Pokemon OR Submission: 8 Fighting Damage, take 2 damage

    Machamp - Dynamic Punch: 8 Fighting Damage, confuses the Target OR Cross Chop: 8 Fighting Damage, 50% chance to deal double damage

    Bellsprout - Vine Whip: Do 2 Grass Damage OR Wrap: Does 1-5 damage over 1-5 turns. The opponent may not use other pokemon during this time

    Weepinbell - Acid: 4 Poison Damage, 10% Chance next attack against the opponent does double damage OR Razor Leaf: 4 Grass Damage

    Victreebel - Stockpile: Stores 1-3 energy charges (May have up to 3 charges at one time) AND Spit Up: 6 Damage Per energy charge (Expends all charges) OR Swallow: Either heal X HP Per charge or Heal target for Y HP per charge (Expends all charges)

    Tentacool - Poison Sting: 2 Poison Damage, 20% chance to poison the target or Constrict: 1 Damage, 25% chance target's next attack will do half damage

    Tentacruel - Wrap: Does 2-10 damage over 1-5 turns. The opponent may not use other pokemon during this time OR Acid: 4 Poison Damage, 10% Chance next attack against the opponent does double damage

    Geodude - Rock Throw: 2 Rock Damage OR Defense Curl: Next attack against you does half damage

    Graveler - Rock Blast: 1-5 Damage OR Double Edge: 6 Damage, Take 2 Damage

    Golem - Rollout: 3 Rock Damage, Damage doubles each subsequent turn it's used, resetting after 4 turns OR Explosion: 20 Damage, this pokemon faints

    "Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
    Hail Hydra
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    MatevMatev Cero Miedo Registered User regular
    Pokemon powers 77-??
    Ponyta - Stomp: 1 Damage, 30% chance to make the target flinch OR Ember: 2 Fire Damage

    Rapidash - Fire Blast: 6 Fire damage, 30% chance to burn the target OR Overheat: 10 Fire Damage, next 2 turns damage is cut in half

    Slowpoke - Yawn: The target will fall asleep next round if used OR Growl: Target's next attack deals half damage

    Slowbro - Confusion: 3 Psychic Damage, 50% Chance to confuse the target OR Disable: The opponent's pokemon may not use one of their moves

    Magnemite - Thundershock: 2 Electric Damage or Thunderwave: Paralyzes the target

    Magneton - Zap Cannon: 6 Electric Damage, Paralyze the Target OR Tri Attack: 2 Fire Damage, 2 Electric Damage, 2 Ice Damage, 20% Chance to burn target, 20% chance to paralyze target, 20% chance to freeze target

    Farfetch'd - Swords Dance: Next attack does double damage AND Peck: 2 Flying Damage AND Fury Cutter: 1 Bug Damage, Power Doubles with each subsequent use (Resets after 3 uses)

    Doduo - Peck: 2 Flying Damage OR Pursuit: 1 Dark Damage. If the opponent uses a different pokemon from the one used last turn, damage is x4

    Dodrio - Tri Attack: 2 Fire Damage, 2 Electric Damage, 2 Ice Damage, 20% Chance to burn target, 20% chance to paralyze target, 20% chance to freeze target OR Drill Peck: 8 Flying Damage

    Seel - Headbutt: 3 Damage OR Aurora Beam: 1 Ice Damage, 30% for the target's next attack to do half damage

    Dewgong - Ice Beam: 6 Ice Damage, 30% to freeze the target OR Signal Beam: 6 Bug Damage, 30% Chance to confuse the target

    Grimer - Poison Gas: Poisons the Target OR Pound: Deal 3 Damage

    Muk - Sludge: 4 Poison Damage, 30% chance to poison the target OR Acid Armor: Reduce all damage by 3 (Passive)

    Shellder - Withdraw: Reduce all damage done to you by 2 (Passive) OR Icicle Spear: 1-5 Ice Damage

    Cloyster - Spike Cannon: 2-10 Damage OR Protect: Prevent all damage done to target for 1 round (Useable only every other round)

    Ghastly - Spite: Opponent cannot use the same move again next turn OR Curse: Pay 1 HP, Deal 4 Damage to opponent

    Haunter - Lick: 3 Ghost Damage, 30% chance to paralyze the target OR Hypnosis: 75% chance to put the target to sleep

    Gengar - Dream Eater: 0 Damage, 8 Psychic Damage if target is asleep OR Night Shade: 6 Ghost Damage

    Onix - CHOOSE 3: Bind: 2-10 damage over 1-5 turns. The opponent may not use another pokemon during this time OR Rock Throw: 2 Rock Damage OR Iron Tail: 6 Steel Damage, 30% for the next attack on the opponent to deal double damage OR Sturdy: This pokemon cannot be killed in a single round while it has full HP (Passive) OR Dragon Breath: 4 Dragon Damage, 30% chance to paralyze the target

    Drowzee - Hypnosis: 75% chance to put the target to sleep OR Pound: Deal 3 Damage

    Hypno - Dream Eater: Dream Eater: 0 Damage, 8 Psychic Damage if target is asleep OR Psychic: 5 Psychic Damage, 10% chance the next attack against the opponent does double damage

    Krabby - Water Gun: 2 Water Damage OR Hyper Cutter: This pokemon's damage cannot be reduced except by typing (passive)

    Kingler - Crabhammer: 6 Water Damage, 10% Chance to deal double damage OR Metal Claw: 4 Steel Damage, 30% Chance for double damage on the next attack

    Voltorb - Self-destruct: Deal 8 Damage, this pokemon faints AND Spark: 1 electric damage, 30% chance to paralyze target OR Sonic Boom: Always does 2 damage, regardless of typing

    Electrode - Rollout: 3 Rock Damage, Damage doubles each subsequent turn it's used, resetting after 4 turns OR Swift: 4 Damage, Never Misses

    Exeggcute - Barrage: 1-5 Damage OR Leech Seed: Deal 1 Grass Damage, Heal 1 Damage

    Exeggutor - Stomp: 3 Damage, 30% chance to make the target flinch OR Egg Bomb: 6 Damage

    Cubone - Bone Club: 1 ground Damage, 30% chance to make the target flinch OR Tail Whip: Next attack against the target deals double damage

    Marowak - Bonemarang: Does 3 Ground damage, 30% chance to confuse the target OR Bone Rush: Does 2-10 Ground damage

    Hitmonchan - CHOOSE 3: Mega Punch: Do 5 Damage OR Fire Punch: Do 3 Fire Damage, 10% Chance to burn the target OR Thunder Punch: Do 3 Electric Damage, 10% to paralyze the target OR Ice Punch: Do 3 Ice Damage, 10% chance to freeze the target OR Comet Punch: Do 2-12 Damage OR Sky Uppercut: 3 Fighting Damage, ignores Fly Effects

    Hitmonlee - CHOOSE 3: Mega Kick: Do 5 Damage OR Hi Jump Kick: 6 Fighting Damage, Take 3 Damage if this attack misses OR Rolling Kick: 3 Fighting Damage, 30% Chance to make the target flinch OR Reversal: 16 Fighting Damage, -1 damage for each remaining HP on Hitmonlee OR Double Kick - 3-6 Fighting Damage OR Limber: This Pokemon cannot be paralyzed (Passive)

    Lickitung - Lick: Lick: 3 Ghost Damage, 30% chance to paralyze the target AND (Choose 2): Wrap: Does 2-10 damage over 1-5 turns. The opponent may not use other pokemon during this time OR Stomp: 3 Damage, 30% chance to make the target flinch OR Own Tempo: This pokemon cannot be confused (Passive) OR Refresh: Cure target of their status effect

    Koffing - Poison Gas: Poisons the Target OR Smog: 2 Poison Damage, 30% chance to poison the target

    Weezing - Sludge: 4 Poison Damage, 30% chance to poison the target OR Destiny Bond: If Weezing faints this turn, the target will faint as well.

    Rhyhorn - Stomp: 3 Damage, 30% chance to make the target flinch OR Fury Attack: 2-6 Damage

    Rhydon - HP: 16 Horn Drill: 10% Chance to Knock Out Opponent's Pokemon OR Take Down: 8 Damage, take 2 Damage

    Chansey - CHOOSE 3: Softboiled: Heal the target For 3 damage OR Doubleslap: Do 2-8 Damage OR Refresh: Cure target of their status effect OR Light Screen: Reduce Typed Damage (Non-Normal/Fighting) against the Target by 3 this round OR Double Edge: 6 Damage, Take 2 Damage OR Natural Cure: This pokemon is healed of status effects when it is not used for 1 round.

    Tangela - CHOOSE 3: Bind: Does 2-10 damage over 1-5 turns. The opponent may not use other pokemon during this time OR Mega Drain: Deal 4 Grass Damage, heal 2 Damage OR Poison Powder: Poison the target OR Slam: 4 Damage OR Tickle: Target's next attack does half damage, next attack against the target deals double damage. OR Ingrain: The opponent cannot use a different pokemon next round, heal 1 damage

    Kanghaskan - CHOOSE 3: Dizzy Punch: 3 Damage, 40% chance to confuse the target OR Fake Out: This move can only be used if you used a different pokemon the previous round. 2 Damage, causes the target to flinch OR Bite: 1 Dark damage, 20% chance of making the target flinch OR Scrappy: This Pokemon can hit ghost types with it's attacks, regardless of typing (Passive) OR Mega Punch: Do 5 Damage OR Rage: 3 Damage, this attack will do double damage if you are hit in the same turn

    Horsea - Smokescreen: 50% chance target's next attack will miss OR Water Gun: 2 Water Damage

    Seadra - Hydro Pump: 5 Water Damage OR Twister: 2 Dragon Damage, 30% chance to make the opponent flinch

    Goldeen - Peck: 2 Flying Damage OR Supersonic: 75% chance to confuse the target

    Seaking - Waterfall: 4 Water Damage, 30% chance to make the target flinch OR Horn Drill: 10% Chance to Knock Out Opponent's Pokemon

    Staryu - Harden: Next attack does 1/4 Damage (May only use every other round) OR Water Gun: 2 Water Damage

    Starmie - Swift: 4 Damage, Never Misses OR Rapid Spin: The next attack against you is redirected to a random part of the field (Usable only every other round)

    Mr. Mime - CHOOSE 3: Reflect: Reduce untyped Damage (Normal/Fighting) against the target by 3 this round OR Light Screen: Reduce Typed Damage (Non-Normal/Fighting) against the Target by 3 this round OR Substitute: Spend a 1/4 of this pokemon's Max HP, create a doll that will absorb 1/4 HP's worth of damage and take status effects, after which it breaks OR Barrier: Take Half Damage from all attacks this round (Usable only every other round) OR Soundproof: This pokemon is Immune to Growl, Roar, and Sing (Passive) OR Psychic: 5 Psychic Damage, 10% chance the next attack against the opponent does double damage

    Scyther - CHOOSE 3: Swarm: +2 Bug Damage to attacks (Passive) OR Fury Cutter: 1 Bug Damage, Power Doubles with each subsequent use (Resets after 3 uses) OR Slash: Deal 5 Damage OR Wing Attack: 4 Flying damage OR Double Team: 25% Chance next attack against this pokemon will miss OR Pursuit: 1 Dark Damage. If the opponent uses a different pokemon from the one used last turn, damage is x4

    Jynx - CHOOSE 3: Pound: 3 Damage OR Lick: Lick: 3 Ghost Damage, 30% chance to paralyze the target OR Lovely Kiss: 95% chance to put the target to sleep OR Powder Snow: 2 Ice Damage, 10% chance to freeze targert OR Forewarn: Learn Target's strongest move when attacking (Strongest means higher damage, in case of tie, a random power will be revealed) (Passive) OR Blizzard: 5 Ice Damage, 5% chance to freeze the target

    Electabuzz - CHOOSE 3: Thunder Punch: Do 3 Electric Damage, 10% to paralyze the target OR Thunderbolt: 5 Electric Damage OR Thunder: 3 Electric damage and 30% chance to paralyze the target OR Swift: 4 Damage, Never Misses OR Light Screen: Reduce Typed Damage (Non-Normal/Fighting) against the Target by 3 this round OR Quick Attack: 1 Damage and the next attack against you has a 25% chance to miss

    Magmar - CHOOSE 3: Fire Punch: Do 3 Fire Damage, 10% Chance to burn the target OR Smog: 2 Poison Damage, 30% chance to poison the target OR Flamethrower: 3 Fire damage, 30% chance to burn opponent OR Confuse Ray: Confuse the target OR Fire Blast: 6 Fire damage, 30% chance to burn the target OR Flame Body: first attack against you each round has a 30% chance of burning the attacking pokemon (Passive)

    Pinsir - CHOOSE 3: Guillotine: 10% Chance to Knock Out Opponent's Pokemon OR Seismic Toss: 2 Fighting Damage against Stage I pokemon, 4 Fighting Damage against stage II Pokemon, 6 Fighting Damage against stage III Pokemon OR Submission: 8 Fighting Damage, take 2 damage OR Revenge: 2 Fighting damage, does 8 fighting damage if you lost a pokemon last round OR Bind: Does 2-10 damage over 1-5 turns. The opponent may not use other pokemon during this time OR Hyper Cutter: This pokemon's damage cannot be reduced except by typing (passive)

    Tauros - CHOOSE 3: Tail Whip: Next attack against the target deals double damage OR Horn Attack: 4 Damage OR Pursuit: 1 Dark Damage. If the opponent uses a different pokemon from the one used last turn, damage is x4 OR Rage: 3 Damage, this attack will do double damage if you are hit in the same turn OR Thrash: Does 12-18 Damage over 2-3 turns, then Tauros becomes confused OR Anger Point: This Pokemon's next attack deals double damage if it is dealt an attack with double damage (Passive)

    Magikarp - Splash: Does 1 Water Damage

    Gyrados - Dragon Rage: Does 4-16 Dragon Damage AND Hyper Beam: 12 Damage. You may not take an action the round after this is used.

    Lapras - Choose 3: Surf: Do 6 Water Damage OR Ice Beam: 6 Ice Damage, 30% to freeze the target OR Perish Song: Both Lapras and the target faint in the round after this one OR Water Absorb: When this pokemon is hit with Water Damage, prevent all damage from the attack and regain 1/4 of it's HP (Passive) OR Mist: Lapras' next attack cannot be affect by damage modifiers (except typing) OR Confuse Ray: Confuse Ray: Confuse the target

    Ditto - Transform: Become a copy of the opposing Trainer's current pokemon (Except health and type) You retain this power even while transformed

    Eevee - Bite: 1 Dark damage, 20% chance of making the target flinch OR Quick Attack: 1 Damage and the next attack against you has a 25% chance to miss

    Vaporeon - Hydro Pump: 5 Water Damage OR Acid Armor: Reduce all damage by 3 (Passive)

    Jolteon - Pin Missile: Do 3-12 damage OR Thunder: 3 Electric damage and 30% chance to paralyze the target

    Flareon - Fire Spin: Do 4 Fire damage to the target for 2 rounds. The opposing trainer may not use another pokemon for this time OR Smog: 2 Poison Damage, 30% chance to poison the target

    Porygon - Tri Attack: 2 Fire Damage, 2 Electric Damage, 2 Ice Damage, 20% Chance to burn target, 20% chance to paralyze target, 20% chance to freeze target AND Conversion2: Porygon's Type changes to random type that is either resitant or Immune to the last attack against it AND (Choose 1) Zap Cannon: 6 Electric Damage, Paralyze the Target OR Recover: Recover 2 Health

    Omanyte - Withdraw: Reduce all damage taken by 2 (Passive) OR Water Gun: Do 2 Water Damage

    Omastar - Ancient Power: 4 Rock Damage, 10% Chance to double next attack's damage, 10% chance to halve damage of next attack against Omastar OR Spike Cannon: 2-10 Damage

    Kabuto - Scratch: 2 Damage OR Harden: Next attack does 1/4 Damage (May only use every other round)

    Kabutops - Ancient Power: 4 Rock Damage, 10% Chance to double next attack's damage, 10% chance to halve damage of next attack against Kabutops OR Mega Drain: Deal 4 Grass Damage, heal 2 Damage

    Aerodactyl - CHOOSE 3: Ancient Power: 4 Rock Damage, 10% Chance to double next attack's damage, 10% chance to halve damage of next attack against Aerodactyl OR Bite: 1 Dark damage, 20% chance of making the target flinch OR Wing Attack: 4 Flying damage OR Pressure: Opposing pokemon attacked by Aerodactyl cannot use the same move next turn (Passive) OR Take Down: 8 Damage, take 2 Damage OR Supersonic: 75% chance to confuse the target

    Snorlax - Rest: Recover 4 Health and fall asleep (CHOOSE 2) AND Body Slam: Deal 5 Damage OR Thick Fat: Fire and Ice moves do half damage against Snorlax (Passive) OR Yawn: If the opposing trainer uses the same pokemon next round, they will fall asleep OR Sleep Talk: Randomly use another move. Only usable while sleeping OR Rollout: 3 Rock Damage, Damage doubles each subsequent turn it's used, resetting after 4 turns

    Articuno - CHOOSE 3: Blizzard: 5 Ice Damage, 5% chance to freeze the target OR Sheer Cold: 10% Chance to Knock Out target OR Mist: Articuno's next attack cannot be affect by damage modifiers (except typing) OR Reflect: Reduce untyped Damage (Normal/Fighting) against the target by 3 this round OR Pressure: Opposing pokemon attacked by Articuno cannot use the same move next turn (Passive) OR Gust: 2 Flying Damage

    Zapdos - CHOOSE 3: Pressure: Opposing pokemon attacked by Zapdos cannot use the same move next turn (Passive) OR Drill Peck: 8 Flying Damage OR Thunder: 3 Electric damage and 30% chance to paralyze the target OR Light Screen: Reduce Typed Damage (Non-Normal/Fighting) against the Target by 3 this round OR Charge: 50% Chance damage from next attack will be halved, Zapdo's next Electric attack will do double damage OR Thunderwave: Paralyzes the target

    Moltres - CHOOSE 3: Pressure: Opposing pokemon attacked by Moltres cannot use the same move next turn (Passive) OR Sky Attack: do nothing, then next round, 12 Flying Damage, 10% chance to make the target flinch OR Heat Wave: 8 Fire damage, 10% chance to burn the target OR Safeguard: This trainer's pokemon cannot be targeted by status effects and Confusion for the next turn or Fire Spin: Do 4 Fire damage to the target for 2 rounds. The opposing trainer may not use another pokemon for this time OR Flamethrower: 3 Fire damage, 30% chance to burn opponent

    Dratini - Shed Skin: Each turn, Dratini has a 30% chance to cure itself of status effects (Passive) OR Wrap: Does 2-10 damage over 1-5 turns

    Dragonair - Twister: 2 Dragon Damage, 30% chance to make the opponent flinch OR Thunderwave: Paralyzes the target

    Dragonite - HP 24 Dragon Rage: Does 4-16 Dragon Damage OR Outrage: 8 Dragon Damage for 2-3 turns, after which Dragonite is confused

    Mewtwo - Psycho Cut: 4 Psychic Damage, 50% chance to do double damage AND Shadow Ball: Deal 4 Ghost Damage, 50% Chance to for next attack against the target to do double damage AND Recover: Recover 2 Health AND Barrier: Take Half Damage from all attacks this round (Usable only every other round)

    Mew - Transform: Become a copy of the opposing Trainer's current pokemon (Except health and type) You retain this power even while transformed AND Ancient Power: 4 Rock Damage, 10% Chance to double next attack's damage, 10% chance to halve damage of next attack against Mew AND Metronome: Use a random move against the target



    TEAM ROCKET EXCLUSIVE

    Houndour - Ember: Do 2 Fire Damage OR Bite: 1 Dark damage, 20% chance of making the target flinch

    Houndoom - Fire Fang: Do 3 Fire Damage, 10% Chance to Burn the target, 10% chance of making target flinch OR Faint Attack: 4 Dark Damage, never misses

    "Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
    Hail Hydra
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    DaypigeonDaypigeon Registered User regular
    The Langly/INANTP/Baidol/Spoit/Mill team also came out swinging at you.

    oh, right

    this was also me

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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    I was really quiet this game, partially because I was busy, but mostly because drawing attention to yourself in this game was not a winning move. Since the total HP was what mattered at the end of the day and I had no defensive powers, my only hope was that people would forget I was playing. I reached out enough so that Langly wouldn't think I was mafia and order me killed.

    So, I'm a little irritated with Draygo for just deciding "Fuck actually winning."

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    MrBlarneyMrBlarney Registered User regular
    I can't say I followed the game too closely after getting eliminated, but thanks for hosting the game, Matev. Though there isn't much there to look at since there's only three days worth of conversation, the proboards for my squad can be found here.

    4463rwiq7r47.png
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    enlightenedbumenlightenedbum Registered User regular
    premium wrote: »
    Hahaha the mafia hit me so many times

    You and Langly were basically immortal. This was frustrating and kept a lot of our dudes from evolving.

    Self-righteousness is incompatible with coalition building.
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    MatevMatev Cero Miedo Registered User regular
    edited August 2013
    Fun Pokefacts:

    -Oddish was the most distributed pokemon, beating out all the Ghastlys and Magnemites I had to hand out.

    -4/5 Legendaries were distributed. We were unable to roust Articuno from it's nest in the Seafoam Islands.

    -There was 1 Ratatta and 1 Pidgeot (Pidgey family) in the entire tournament.

    -3 starters were distributed. 2 Squirtles and 1 Bulbasaur. Sorry Charmander, you'll always suck my book, and apparently in RNG's too.

    -Team Rocket only had 1 Ekans and Koffing, but not Meowth, the one of which was given to poor @kime . Sorry you didn't get a chance to play more! T_T

    -Much to my disappointment, no one got Eevee, which would have been the only pokemon the owner got to choose the evolution for.

    Matev on
    "Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
    Hail Hydra
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    GizzyGizzy i am a cat PhoenixRegistered User regular
    Randomness:

    So .. I picked ghost without looking at the chart just because I wanted my name to be like oooo something's wrong .. a ghost!
    Then I named every single pokemon Pikachu .. thinking that attacking would reveal names, and I thought it would be hilarious for Pikachu to have all these crazy attacks.
    Thennn having only knowledge about pokemon from 1 - 2 episodes watched over 10 yrs ago I had no concept of what my dudes really were. So I ended up telling ZH everyone of my pokemon Day 1 not realizing they were fully evolved - and he was pretty much like ..wait a min ....

    Switch Animal Crossing Friend Code: SW-5107-9276-1030
    Island Name: Felinefine
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    DraygoDraygo Registered User regular
    edited August 2013
    premium wrote: »
    Hahaha the mafia hit me so many times

    You and Langly were basically immortal. This was frustrating and kept a lot of our dudes from evolving.

    We were putting out fires as you started them, you can check the village proboard on that. I still think it would have been better if you were spread into the hit squads, you would have leveled your pokemon while becoming strong with the ones you stole. I think it still would have been hard to win. Too many powerful abilities on village, without much to compensate for mafia, and the free poke-masons weren't helping.

    Like if my busdrive only affected pokemon this would have been an entirely different game.

    Draygo on
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    LanglyLangly Registered User regular
    yes yes, reading the mafia proboards about killing me and premium is very nice.

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    MillMill Registered User regular
    Yeah, I'm surprised I only got attack once this whole game. Still going through the mafia board, so maybe it was more, I see my name has been brought up during day 6.

    Anyways, thanks for hosting this @Matev. Despite a few issues (second wincon not being workable and getting moves on my poliwrath that had recoild [plus, taking damage from recoil when my target was voted out]), I had a lot of fun this game.

    Experience wise, might be worth having even the non-evolving pokemon level up and get new moves after a certain exp level. I didn't get my poliwrath to level six before final narration, so maybe it got a health boost. Anyways something like:
    1: evolve if possible. Gain new move. Gain 10hp
    3: evolve if possible. Gain new move. Gain 10hp
    6. Gain new move. Gain 10hp. If pokemon has four moves, player chooses to either learn new move and lose a current skill or to not learn the new skill.

    If you have some sort of mafia. Please, don't go for a only one person can win wincon.

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    MatevMatev Cero Miedo Registered User regular
    edited August 2013
    Definitely a lot of tweaking to do if I do another one like this (Entirely possible, but not too soon, this was incredibly consuming and I've got other tasks waiting for me...!)

    I tried to build it to be as self-running as I could manage, though it still had more than it's share of kinks.

    Matev on
    "Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
    Hail Hydra
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    I needed anime to post.I needed anime to post. boom Registered User regular
    Hahahaha oh man you're never gonna have a self-running battle phalla.

    liEt3nH.png
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    MatevMatev Cero Miedo Registered User regular
    Hahahaha oh man you're never gonna have a self-running battle phalla.

    I noticed. But it gave me a much better idea of what to expect if I do it again.

    "Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
    Hail Hydra
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    MillMill Registered User regular
    Should talk with Blarney, I'm sure he could help you set some stuff up on self automation. You're still going to have to do something yourself it looks like and from what I saw with Blarney's stuff, always a risk the site handling all the automation will have issues.

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    MatevMatev Cero Miedo Registered User regular
    Yah, Blarnfidel noted that I could've used their interface with some tweaks. I had thought about consulting them as I thought it would be helpful, but no one responded when I asked for someone to look over my notes for this game. Oh well, I'm hoping someone steps in next time to help cut down on my excesses.

    "Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
    Hail Hydra
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    DraygoDraygo Registered User regular
    I might dump some of my pms, if you are ok with this you can indicate that in the pm or dump it yourself.

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    blahmcblahblahmcblah You pick your side and you stick - you don't cut and run when things get ugly. Registered User regular
    blahmcblah wrote: »
    This feels like FFXIV all over again.

    Can I join the mafia?

    I turn off the safety on my gun...

    From the clarifications Matev gave us (in spoiler), I think the E4 also won, but I don't really care. I don't enjoy survival Phalla, and will make sure to ask my questions before it actually starts next time so I can withdraw without fucking anything up for those that do.
    blahmcblah August 12
    Unless I've completely misunderstood, there is no Champion role, the Champion is whoever has the highest HP Pokemon remaining at the end of the tournament, according to the OP. So what does that mean for our goal?

    Goal:

    -Eliminate all threats to the Pokemon Championship!
    -Ensure the Champion is not defeated
    -Fend off all challengers and have the strongest pokemon standing at the end of the tournament


    Matev: Do we lose if any of us are defeated (fail to fend off all challengers)?

    Do we lose if we don't have the strongest pokemon standing at the end of the tournament?

    Can one of us be Champion?

    Actually, could you just explain in greater detail what exactly our wincon is?


    If we have to kill the mafia and also ensure that only we have the highest HP, we're not really a mason/vig group, and more of an SK group. I don't understand how we could have the highest HP, be undefeated, and not also ensure the Champion is not defeated, since that will certainly be one of us.

    Matev August 12
    My apologies, I seem to have given you conflicting goals, which was not supposed to be the case.

    Your goal as the Elite Four is to keep the current Champion (Who is an actual role) active through the end of the tournament, in addition to eliminating all threats to the championship. You are more akin to a "Neutral Mafia" to parse it into game terms.

    If the champion is defeated, you may have a chance to compete for the championship yourselves. If one of you falls, you may still win. Does that make things more clear?


    blahmcblah August 12
    It's somewhat clearer now. So basically there's partial wins available in this game? Like we get a partial win if all threats are eliminated, but the champion is defeated? Also, what about having the strongest pokemon standing? I still don't understand where that fits in.

    Matev August 12
    A partial win is indeed possible. The strongest pokemon standing shouldn't have been included in your goals (yet at least) so just ignore it for now

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    LucedesLucedes might be real Registered User regular
    @Rawkking Goodguy

    i was trying to figure out who hit me on night 7, since i knew it was someone with Dragonite and I knew your pokemon had used Twister on one of the days.

    i was so pissed when the results came in that night.
    i was second-most HP in the game, then i see: "DRAGONITE OHKO's your DRAGONITE!" which basically ruined my shot at winning.

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    blahmcblahblahmcblah You pick your side and you stick - you don't cut and run when things get ugly. Registered User regular
    Also predicted the mafia would be pissed about a four-person, pro-village mason group with a vig. Didn't know they were underpowered to boot. But there wasn't really a village in this game, so whatever. If everyone had played to their silly wincons, the mafia might've cleaned up (if not for colored pokemon kills, I guess). Sucks people didn't believe we were pro-village (to our knowledge) and that the champion didn't bother trying to get into contact with us, but the mafia/inactivus killed us anyway, and apparently you can't win if you're dead, so meh, fuck it.

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    LucedesLucedes might be real Registered User regular
    also, the actual wincons sucked

    but the pokemon were awesome

    thanks for running this, matev!

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    NeoTomaNeoToma Registered User regular
    OH NO

    How could I lose with the powerhouse team of Parasect and Venonat!

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    MatevMatev Cero Miedo Registered User regular
    That's the gist of what I'm hearing, and apparently less specials.

    So, if I'd made this just as straight village vs. mafia, and made the champion a straight up SK (as was suggested to me in a private chat a couple nights ago) would that have gone over better?

    "Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
    Hail Hydra
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    EgosEgos Registered User regular
    edited August 2013
    make everyone a SK and go tourney style . yay baby yay

    Egos on
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    MatevMatev Cero Miedo Registered User regular
    edited August 2013
    NeoToma wrote: »
    OH NO

    How could I lose with the powerhouse team of Parasect and Venonat!

    VenoMOTH, you ingrate! You raised him with tender care, how could you speak of BuzzBuzz so poorly!?

    Matev on
    "Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
    Hail Hydra
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    GizzyGizzy i am a cat PhoenixRegistered User regular
    Well if I had known I was neutral I def would have contacted E4 myself. But bc my role PM was green I kept revealing to the village instead. Also I know nothing about Pokemon soooo I thought you guys were like a cult.

    Switch Animal Crossing Friend Code: SW-5107-9276-1030
    Island Name: Felinefine
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    MatevMatev Cero Miedo Registered User regular
    Gizzy wrote: »
    Well if I had known I was neutral I def would have contacted E4 myself. But bc my role PM was green I kept revealing to the village instead. Also I know nothing about Pokemon soooo I thought you guys were like a cult.

    That was my fault, I'd totally put the wrong color in your PM and didn't think anything of it until kills started getting connected (I shouldn't have colored kills, such a terribad habit of mine)

    "Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
    Hail Hydra
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    blahmcblahblahmcblah You pick your side and you stick - you don't cut and run when things get ugly. Registered User regular
    Mewtwo was a pretty cool SK, shame we killed him so fast.

    Thanks for putting so much work into this Matev. The wincons were my only real complaint, but the rest of the game seemed pretty solid.

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    blahmcblahblahmcblah You pick your side and you stick - you don't cut and run when things get ugly. Registered User regular
    edited August 2013
    Gizzy wrote: »
    Well if I had known I was neutral I def would have contacted E4 myself. But bc my role PM was green I kept revealing to the village instead. Also I know nothing about Pokemon soooo I thought you guys were like a cult.
    blahmcblah wrote: »
    "Entering the fray with the challengers will be the Illustrious Elite Four!" The crowd roared even louder as the quartet walked down the steps from the main building towards the stadium floor. Some called them the Four Fiends, and they did nothing to discourage their fearsome reputation. They stood across from the trainers, barring the staircase, as if guarding the tournament's final entrant."

    In the video game, you have to defeat the Elite Four before you can face the Champion. From the narration, it seems to me that in this game, they're guarding the Champion, trying to ensure he lives to see the end. I sincerely doubt they're opposed, or that the Champion is an SK (Mewtwo was definitely the SK; another would be silly). Maybe they're neutral, but I would guess they're more likely to be village-aligned, since they probably want the tournament to continue (eliminate all threats to the Pokemon Championship).


    I TRIED TO BE OBVIOUS

    blahmcblah on
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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Yeah, as I said, having a psudo-survival wincon with no defensive abilities in a battle phalla was... uh... odd.

    Also having XP do nothing for my Jinx (that didn't actually know any psychic moves) that was laying out the Sword Dance'd Blizzards left me feeling kinda... unsatisfied with kills.

    Ah well. Psychic Mantis lived to complain, so I guess there's that.

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    MrBlarneyMrBlarney Registered User regular
    Matev wrote: »
    Yah, Blarnfidel noted that I could've used their interface with some tweaks. I had thought about consulting them as I thought it would be helpful, but no one responded when I asked for someone to look over my notes for this game. Oh well, I'm hoping someone steps in next time to help cut down on my excesses.

    Heh, I didn't respond partially because I was still busy and partially because I wanted to actually play! Also, I hadn't a clue what your game entailed, but yeah, knowing what was inside the game, a private pages interface would've helped out immensely with adjucation. Never hurts to ask actively rather than passively. (Though come to think of it, I should really get on finishing doing the math on .phalla so I can finally put that together or decide to scrap the design for something different...)

    4463rwiq7r47.png
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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Whoops, didn't notice that post, Matev. I pretty much agree with it. One way to make the village wincon would be say that we're the Face Pokemon Trainers and just want to be able to have a good competition, so we're happy with however it ends as long as the Heel Team Rockets get removed.

    Then we can fight for friendship, motherhood, and the Kanto way of life!

    Still! I enjoyed myself, so good job!

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