Pokemon Battle Royal Rounds 7-10
Moderators: BrickSyd, Kommander Ken, Duerer, Elmagnifico
- tahthing
- rather undermines the point of ranks.
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i still think the invisble-cyborg-ninja-Piltogg-pirate-rideing a dinosaur should of won.
"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs"
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
"Triangalism! What's the fuckin' point!"

How's that compression ratio?
- Moronstudios
- Mega Blok
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Wait a minute! I said "if the mareep drops below 10 hp use Self Destruct on it." in my orders, and magnemite used Self Destruct when the mareep had more then 20 heath.MasterEcabob wrote:I was surprised with the result too, I didn't actually expect self-destruct to do more than 10 damage, let alone get a critical success!
Why is that?
Looking for Vancouver Island players: http://www.brikwars.com/forums/viewtopic.php?t=1194
- MasterEcabob
- Jaw-Jaw
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- MasterEcabob
- Jaw-Jaw
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- Ranger S2H
- Minifig
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- Location: deep in dimmy territory, fighting the hordes from the inside.
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- MasterEcabob
- Jaw-Jaw
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Sure! As you saw I just used an HP system instead of the regular armor system, but everything else more or less stayed the same.
I gave everyone different attacks, a CC attack, a ranged attack, a status-inflicting attack, and a "special" attack.
CC ones had an use of 2 and did 1d6 of damage, Ranged had an use of 3 and did 1d6+2 damage, status-inflicting moves had a use of 4.
As for each status:
Paralyzed - roll a 1d6. Can only move on a 4 or higher.
Confused - roll a 1d6. If 3 or lower must do the exact opposite of what it tried to do.
Asleep - cannot attack for 1d6 turns
Poisoned - looses 3 HP each turn.
That's all I really needed for my battle, so feel free to come up with your won rules too!
I gave everyone different attacks, a CC attack, a ranged attack, a status-inflicting attack, and a "special" attack.
CC ones had an use of 2 and did 1d6 of damage, Ranged had an use of 3 and did 1d6+2 damage, status-inflicting moves had a use of 4.
As for each status:
Paralyzed - roll a 1d6. Can only move on a 4 or higher.
Confused - roll a 1d6. If 3 or lower must do the exact opposite of what it tried to do.
Asleep - cannot attack for 1d6 turns
Poisoned - looses 3 HP each turn.
That's all I really needed for my battle, so feel free to come up with your won rules too!
jifel wrote:"Any fool can make something bigger and more dangerous, but it takes an intelligent man to do the opposite."
As if we care. More explosives!
- Almighty Benny
- Jaw-Jaw
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