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Mercury Gym

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TeenTitans4Ever
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PostPosted: Sat Apr 15, 2017 7:54 pm
Mercury Gym

The City
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The Gym
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The Gym serves as a battle arena for Ami Fury against trainers, dance studio, and home. On the bottom floor is the battle arena and stage and third floor is where she lives.


Gym Owner: Ami Fury
Gym Apprentice: ...?
Gym Type: Water
Gym Badge: the Aqua Badge

The Gym Challenge

Each trainer is allowed three Pokemon to battle against the gym leader in one on one matches. She is best for beginning trainers but that doesn't mean she'll go easy on you. Even if you are an experience trainer or choose to return to battle Ami again she'll battle you but of course with her stronger three other Pokemon.
Of course you will battle three trainers before battling Ami Fury to prove your worthiness. So choose wisely on who will be your three Pokemon for this gym.
 
PostPosted: Sat Apr 15, 2017 7:57 pm
The Gym Leader
 

TeenTitans4Ever
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TeenTitans4Ever
Captain

Dedicated Werewolf

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PostPosted: Sat Apr 15, 2017 8:00 pm
Battle Rules

See: Post Action - Roll Dice - Choose Sided Dice

Pokemon HP is ([Every 10th Level x 10] + lvl)

1 - 10 = 10 hp +lvl
11 - 20 = 20 hp +lvl

Example lvl 1 is 11hp, and lvl 9 is 19.


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To decide which Pokemon strikes first, roll a D20.
Pokemon with the highest roll strikes first.


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Attack, and defend (defending does not include the use of moves unless they are defensive in nature (light screen, etc). They can include dodging, and distracting actions.

Both Pokemon roll a D20, if the attacker rolls higher, they hit. If the defending Pokemon does they miss.

If anyone rolls a 1, they critically fail! (x2 damage if hit, or dodging Pokemon gets a +5 to their next attack roll).

If anyone rolls a 20, this is a critical hit! (x2 damage if hit, or dodging Pokemon gets a +5 to their next attack roll)


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For Damage!

Roll a D10! Every time your pokemon gains a tenth level, add an extra die.

Level 0 - 19 = 1
Level 20 - 29 = 2
Level 30 - 39 = 3
Level 40 - 49 = 4
Level 50 - 59 = 5
Level 60 - 69 = 6
Level 70 - 79 = 7
Level 80 - 89 = 8
Level 90 - 99 = 9
Level 100 = 10

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Status/Defensive Moves

For moves that improve the Pokemon's own defence/special defence such as: Light Screen, harden, agility, and double team.

+2 to defence rolls

For Moves that lower the other Trainer's Pokemon's defence/special defence such as: Tail whip, fake tears, and screech.

-2 to defence rolls

For moves that improve the Pokemon's own attack/special attack such as: Howl, coil, and quiver dance.

+2 to attack/damage rolls

For moves that lower the other Trainer's Pokemon's attack/special attack such as: Growl, Charm, Captivate, and Confide

-2 to the other Trainer's attack/damage roll

For a list of Status moves see:
Status Move - Bulbapedia


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Health Moves

For moves that draw health from the defending Pokemon such as: leech horn, absorb, mega-drain, and drain-punch.

Half of the Damage done to the defending Pokemon

For moves that continually draw health from the defending Pokemon such as: Leech seed

1/20 of the defending Pokemon's total health

For moves that continue to give health to the attacking Pokemon such as: Aqua Ring

1/20 of the attacking Pokemon's total health

For moves that return total, or half of the attacking Pokemon's health such as: Morning Sun, Wish, and Rest

Half to Full health (see move on Bulbapedia), and can only be used 3 times per battle

For List of all Attacking moves
Special - Bulbapedia
Physical - Bulbapedia


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Mega Evolution

Your character MUST be an experienced trainer in order to use Mega evolution.
You must have the appropriate stones.
Your character must have a long, and strong relationship with the Pokemon they are Mega evolving.
If you have questions, or are interested in using Mega Evolution please speak with a crew member first.

With Mega Evolution, the Pokemon gains +3 to ALL rolls


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Type Advantage/Disadvantage

For Damage Rolls impacted by type advantage and disadvantage. See the defending Pokemon on Bulbapedia:

NationalPokemon List

Go to "Type Effectiveness," multiply your damage rolls by the number shown.

For example... This is Bulbasaur's Type Effectiveness chart.

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Bulbasaur is weak against fire x2. This means any fire attack he is damaged by, would be doubled in damage. However, if he is damaged by a water attack, that attack would only do half damage.


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Example...

Lvl 5 Bulbasaur is being attacked by a lvl 7 Fennekin

Bulbasaur has 15 hp!

Fennekin uses howl (+2 to damage rolls), and later attacks with Ember.
The Damage roll (1 D10) is 3, and Bulbasaur is weak to fire attacks.

(3 + 2) x 2 = 10 damage!

Bulbasaur has 5 hp left!

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Lvl 5 Bulbasaur is being attacked by a lvl 7 Squirtle

Bulbasaur has 15 hp

Squirtle uses tail whip (+2 to damage rolls), and then water gun.
The Damage roll (1 D10) is 3, and Bulbasaur is resistant to water attacks.

(3 + 2) x 0.5 = 2.5

Bulbasaur has 12.5 hp left!

-

Lvl 5 Bulbasaur is being attacked by a lvl 7 Squirtle

Bulbasaur has 15 hp

Squirtle uses tail whip (+2 to damage rolls), and then tackle.
The Damage roll (1 D10) is 3, and Bulbasaur is damaged normally by normal attacks.

(3 + 2) x 1 = 5

Bulbasaur has 10 hp left!
 
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