Chapter 1: Rise and Shine
Round 5

Spoiler:
Unknown
Magearna - Agender
150/150
100/100
Fine

Inventory: Ancient Pages, Old Pen, Ancient Haxorus Skull, Used Candle, Strange Seeds(x2)


Quote Originally Posted by Noblejanobii View Post
>>With seemingly nothing else to do, exit the room.
There doesn’t appear to be anything else of use or interest left in the room.
They slowly approach the door, examining it. There doesn’t seem to be a locking mechanism of any kind. They roughly shove at it. With an ear-piercing shriek, the door swings open on rusted hinges, sending ages of dust into the air.
Beyond the door is a hall. It is equally dark, and there doesn’t seem to be anything of interest here, either.
Until, in response to the door’s shriek, another, more feral shriek echoes down the corridor.
They temporarily glance back into the room, but curiosity wins out over fear and they begin to stride down the corridor, the clicks of their mechanical joints audible.
It is moments later when they meet their first living beings.
Two… strange creatures. The creatures look the same, or maybe it’s because they have never seen anything living before?
The creatures are quadrupedal, with long necks, and light blue scales. The creatures have big blue eyes, with multicolored frills. Those eyes are glaring at them.
They back up, uncertain.
One of the creatures lets out a growl.
What is this… feeling? Bubbling up in their core? No, not feeling.. Feelings?
It’s… panic. And… and almost eagerness, enthusiam? And it’s aggression, too…
It’s…
It feels like the creatures, the…
They know the name now.
The creatures are amaura.
And they can tell that the feral amaura want to fight.

Spoiler:
And so we enter our first battle.
Battling in PMD: Rent Spirits is done rather uniquely.
Each Pokemon has four moves, and two stats. Those stats are Life, and Aura.
Life is how much health each battler has. Most moves lower the opponent’s Life, but some moves restore your own. Aura is how you power your moves. The stronger the move, the more Aura it will drain.
Should Life fall to zero, the battler will fall unconscious. Their opponent can then leave them be, capture them, or attack again to kill them.
Should Aura fall to zero, the battler can Recharge to regain Life and Aura, use Life in order to fuel their moves, or end the battle.
There are six actions a battler can undertake while fighting.
The first is Fight, using a move. This is self-explanatory. Use a move in order to attack the opponent.
Recharge is the second action available to you. The battler takes a round to recover their Life and Aura, though they’re liable to be hit by a foe.
Item is similar to how it’s usually used. Use an Item in Lemura’s inventory on yourself or the foe.
Surrender is a tricky action. Should a battle seem to be entering dire straits, a battler may surrender to the foe. Be aware that not all foes may be willing to grant mercy.
Flee is also self-explanatory. Run away if it seems as though you cannot win or surrender. But remember, the foe may give chase!
The final action is Pass. Instead of using one of the aforementioned actions, you can wait the round out, or try talking a foe into surrendering themself.
Remember that type advantages and disadvantages are in play here.

To recap. That is Fight, Recharge, Item, Surrender, Flee, Pass.

Choose wisely.
Good luck.


Battle Begin

Spoiler:

Unknown
Steel/Fairy
150/150
100/100
Fine

Sonic Boom(Normal)-- Always inflicts 15 damage. Uses 10 aura.
Aura Sphere(Fighting)-- Inflicts 30 damage. Uses 20 aura.
Flash Cannon(Steel)-- Inflicts 30 damage. Uses 20 aura.
Fleur Cannon(Fairy)-- Inflicts 70 damage. Uses 50 aura.

Amaura 1
Rock/Ice
50/50
100/100
Fine

Amaura 2
Rock/Ice
50/50
100/100
Fine


Unknown is really nervous and wants advice…