Magnemite Mayhem: Magnemite Tracker
When the minimum number of Magnemite and Magneton are knocked out ( across any and all threads ), the random event will be complete!
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Magnemite Mayhem: Magnemite Tracker
When the minimum number of Magnemite and Magneton are knocked out ( across any and all threads ), the random event will be complete!
Magnemite Mayhem: Rules of Engagement
All interested trainers gather around Blue to determine the plan of attack. She briefs you all on what she's learned:
The rampant pokémon are concentrated in two areas of the Magnet Train station.
Group 1 consists of eight (8) Magnemite and three (3) Magneton. The pokémon in this group appear to be more aggressive and are transiting around the perimeter of the station. This group presents the highest risk to unsuspecting civilians. Blue intends to tackle this group herself.
Group 2 consists of five (5) Magnemite and four (4) Magneton. Group 2 is lingering near the fault and must be cleared so that the team of electricians and engineers assembled by the Goldenrod Crisis Management group can move in and conduct repairs. Unovan Champion Rosa ( @unovasrose ) has volunteered to lead this group.
Meanwhile, Goldenrod City Gym Leader Whitney is assembling all present members of the Johto League to help the citizens in need out on the streets and round up any stray electric pokémon attracted by Magnezone's powerful electromagnetic waves.
Defeat the magnet pokémon and restore power to the city!
You can choose to fight the threat alongside other gala attendees. The following are suggested rules to make battles more interesting:
Magnemite have 15 HP, Magneton have 45 HP.
Roll a 3 or a 4 on a D6 to determine if the opposing pokémon uses Magnet Rise, which enables it to avoid all ground-type moves.
Roll a D20 to determine amount of damage done to the opposing pokémon.
Roll a D100 to determine the accuracy of any moves that have less than 100% accuracy. (For example, to score a hit on a move with 85% accuracy, you must roll 15 or higher.) Rolls of 96 or higher are considered Critical Hits and can simply OHKO opposing pokémon.
Roll a 6 on a D6 to inflict a status condition on the opposing pokémon, if applicable (such as Arcanine inflicting a burn when using a fire-type attack).
Fire-, fighting-, and ground-type attacks are considered super-effective and inflict 2x the damage.
Feel free to get creative with your battles and how the opposing pokémon attack your team!
** Gala attendees who wish to bypass the battle aspect of the random event can simply proceed with their regular event threads, under the assumption that they are taking place before or after the blackout is resolved.
Part V: Magnemite Mayhem
Sentence starters are meant only for event participants. Please refrain from reblogging them if you are not taking part in the event.
"Uh... does this happen often?"
"Don't look at me! I'm not getting involved."
"Hey, the bar's still open. I'm staying right here."
"Do you think everything will be okay?"
"I can't just sit around and do nothing! I'm going!"
"I'll come with you! Otherwise, I'll just sit here worrying all night."
"It's dangerous out there. Will [ you / your pokémon ] be okay?"
"The sooner we take care of this situation, the quicker we can go back to the party!"
"I have to admit, this whole situation is kind of exciting!"
"Good, it was starting to get a little dull around here."
"Maybe I can catch me a [ Magnemite / Magneton ] before the night's over."
"Honestly, I'm glad someone else stepped up to the plate to lead. I'm tired of being the hero."
"You don't have to go! Others will take care of this."
"Please don't leave me alone..."
"Here, you look like you need this flashlight."
"Did you bring any pokémon with you?"
"I sure ain't sitting this one out but running around the city in this [ dress / suit / outfit / pair of shoes ] is DEFINITELY gonna be a pain!"
"Just how many of them are there?!"
"My [ electric-type pokémon ] really doesn't like this..."
"I didn't think Magnemite lived around this area."
Random Event: #12 Blackout!
A few curious trainers ( @evoblue , @mirroredranger , @heroftruth, @analuein , @timebranded ) approach the lobby, where event security seems to be caught in serious conversation with a member of the Goldenrod police department.
While they're doing their best to keep their volume to a minimum, those standing nearby can make out a few things. According to the briefing officer, there is a fault with the magnet train at the Goldenrod City Station. The intense electro-magnetic waves generated by the fault have attracted a hoard of Magnemite and several clusters of these Magnemite have since evolved into Magneton. The ensuing waves of electricity were so powerful that they caused both the blackout and all the interference with the electronic devices. To make matters worse, their presence is attracting more electric-type pokémon to the area.
The pokémon must be either calmed down, defeated, or captured before power can be restored and the PD fears their special task force might not be enough to handle the threat. What do you do?
Magnemite Mayhem: Magneton Capture
Listen up, trainers! With the Magnemite distractions out of the picture, you can attempt to capture a Magneton for your muse's roster!
Roll a d100 to attempt a capture:
If using a Poké Ball, Premier Ball, or Luxury Ball, roll a 75 or higher for capture.
If using a Great Ball, roll a 50 or higher for capture.
If using an Ultra Ball, Fast Ball, or Dusk Ball, roll a 25 or higher for capture.
If the Magneton's HP is dropped, add a +25 modifier to your roll.
If the Magneton is inflicted by a status condition, add a +15 modifier to your roll.