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Mars Gym

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Axzulia
Crew

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PostPosted: Tue Dec 22, 2015 9:08 pm


Mars Gym


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Gym Leader: Reyna Pierce
Gym Leader's Apprentice:
Type: Fire
Badge: The Spirit Badge

All trainers of all levels of experience are welcomed to the Mars Gym! This gym is an intermediate level. But! the Mars Gym leader is willing to make exceptions for beginners.
PostPosted: Wed Feb 03, 2016 6:54 pm


The Gym Leader:


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Username: Axzulia
RPing Name: Reyna Pierce (“Rey”)
Age: 20
Residence: Mars
Rank/Occupation: Mars Gym Leader/Acting Mayor of Mars/ Healer
Ethnic: Caucasian/Japanese
Lover: N/A
Family:
Abigail (Katherine) – Grandmother (Zodiac Member/believed to be deceased)
Alexander – Grandfather
Adalynn – Mother (Kidnapped by Team Zodiac)
Killian – Father
Aden – Uncle
Clary – Younger Sister

Personality: Rey is a very “fiery” woman. She is determined, tough, and competitive. She is much like her mother in so many ways. She ended up becoming a “momma’s girl” unlike her sister, whom became a “daddy’s girl.”
Talents: Speaks to Pokemon/Healer (medicine)
Bio: Coming soon.....




Pokemon:
Gym Battle/Main:

Name: Houndoom
Nickname: Demonia
Level: 30
Gender: Female
Type: Dark/Fire
Nature:
Ability: Early Bird, Flash Fire, Unnerve (Hidden)
Moveset:
1.Fire Fang
2.Flamethrower
3.Dark Pulse
4.Bite

Name: Growlithe
Nickname: Dante
Level: 28
Gender: Male
Type: Fire
Nature:
Ability: Intimidate, Flash Fire, Justified (Hidden)
Moveset:
1.Flame Burst
2.Take Down
3.Fire Fang
4.Reversal
*More to come



The Gym Leader's Apprentice:

Axzulia
Crew

6,950 Points
  • Team Jacob 100
  • Signature Look 250
  • Person of Interest 200

Axzulia
Crew

6,950 Points
  • Team Jacob 100
  • Signature Look 250
  • Person of Interest 200
PostPosted: Wed Feb 03, 2016 6:56 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!

-

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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