Looks like I have another Gym Match to ref. ^_^
may I participate?
if so I choose Happiny and I choose to challenge Darkly!
Looks like I have another Gym Match to ref. ^_^
o.O What? Uhh ok >> I can't be having no more close calls like last time.
i Judge your entertainment!
Entertaining quotes!
From textsfromlastnight.com:
(518): I legitimately just tried to piss above my head. I got to my chest at highest. There's piss everywhere.
(801): I can't help but be optimistic. I'm like a ball of slutty sunshine.
uh i know i had to forfeit last time.... well that was because i had no access to a computer..... now i would like to continue. I challenge MLG with a Happiny. if that i alright. we can satrt all over.
Darkly told the newbies to Gym Leadership to post their Gyms, so here's mine:
CODENAME: B.L.I.T.Z.
Battleready Lateral Interstellar Template Zone
The arena is in the vast expanse of an alien planet of decaying ruins and broken, abandoned cities. Stuck in a state of constant and erratic polar shift, the planet is turbulent and unpredictable, and thus there is only one safe place to battle: the sky.
There is no specific Gym arena: The entire atmosphere is free to use. Both Pokemon battle from atop magnetic platforms that can alter in size from tiny plate-sized objects capable of holding a Caterpie, to fifty-foot dais that can support a Wailord. These platforms act as magnets to their riders, so there is no danger of being knocked off of them.
It is recommended that you use stick with special attacks during this battle: Using physical attacks require the crafts to burn much energy moving around as well as crash into one another. This will eventually cause them to lose altitude and crash, resulting in an automatic KO.
It is also recommended that you watch your altitude: Drop too low and you could get Confused by the magnetic waves of the ground below. Conversely, ascending too high could cause Freezing by the frigid upper atmosphere.
Banned moves: Moves that require the land or sea (Surf, Fissure, Earthquake, Waterfall, etc.). Rock attacks are usable thanks to the ruins below.
Altered moves: Sunny Day (The turbulent magnetosphere sometimes allows unfiltered sunlight to break through. Can cause Burns. Ever see the Golden Gate Bridge scene in The Core? It's kinda like that.) and Rain Dance (Magneticism = electricity. Starting a Rain Dance will cause rain as usual, but it will also cause superstorm-level lightning. If you see it moving towards you, you better watch out!)
Also, one last note: Since we're gonna be battling in the sky, shooting at each other over a barren, polarized planet, we of course need some badass music. Our battle theme will be Ikaruga's epic boss music: Butsutekkai.
My Badge:
Radiant Badge
A Badge crafted by yours truly, it doesn't come with any fancy gimmicks or stories attached. It's just metal and plastic... But if you stick a watch battery in it, it's compatible with any console.
Er... right. Here's mine:
TEAM
THE ROOM
a large square room with no doors or windows. how you've gotten there is a
mystery, and how you'll leave is worrysome. the walls, floor, and ceiling are all bare and
white, except for one large orb-like device in the center of the ceiling. every three rounds,
the orb will change it's color to either green, black, pink, blue, yellow, or red. the walls of
the arena will match the orb the following round, causing unusual effects:
green - "venom"
each pokemon will feel their lifeforce drain: 1% per action (3% per round).
black - "blind"
each pokemon will be temporarily blinded: accuracy will be reduced by 50%.
pink - "regen"
each pokemon will feel their lifeforce recover: +1% per action (+3% per round).
blue - "energy"
each pokemon will feel completely revitalized: energy costs will be reduced by 50%.
yellow - "agility"
each pokemon will act with increased reaction time: speed will be increased by 1.
red - "wrath"
each pokemon will act more hastily, without thinking most of the time: pokemon
can only attack directly; attack power will be increased by 1; energy costs will be increased by 50%
during the battle, however, each pokemon will be induced with an auto-safeguard. the
only status ailments that can be afflicted to each pokemon will be the ones caused by the
white room. the white room will change in color every three rounds, using a random
number generator to decide what color the room will turn into. the room cannot be the
same color twice in a row, however. there is no water in the white room, however. all
pokemon battling must be able to survive on dry land.
BADGE
The Power Coin
-Grey
Ok here is my gym open for business.
The Strategym
The Strategym starts off as a normal Indigo Plateau arena but as each round progresses the arena is teleported to a different site chosen at random from the pool of arenas by the ref. In each arena different things maybe happen but one constant thing is that a certain attack type will be powered up and one will be powered down. No moves or Pokemon are banned in this gym because anything and everything needs to be utilised for strategies to work.
The arenas are as follows:
Normal Field: The Plains of Karashi
The plains of Karashi are a vast near endless plains of grass with near to no landmarks. The only things that can be seen for miles are a great Savannah tree with many branches and leaves good for cover, a small pond filled with muddy water and a small outcrop of 3 rocks in a triangular formation.
Attacks powered up: Normal
Attacks weakened: Ghost
Fire Field: The Fire ridge of Orin
A deep red hot caldera on the top of a very active volcano. Several holes of boiling hot magma litter the battle field and will on occasion burst out possibly damaging the pokemon currently out. It also has a pesky habit of overflowing the magma beneath onto the battle field, the only areas on this field that are safe from this magma are a hardened wave of rock on the east and west side of the field. (Fire pokemon are not affected by the lava.)
Attacks powered up: Fire
Attacks weakened: Water
Water Field: Island of Noshi'Korota
A small secluded sandy island in the middle of a vast deep ocean. The island contains a single coconut palm tree with 3 coconuts (use them as you wish) medium length grass lazily sways back and forth from the gentle ocean breeze while it is girt by pure white sand of the finest quality.
Attacks powered up: Water
Attacks weakened: Fire
Electric Field: Thunder Fields of Adorna
A field of blackened soil and charred earth, the fields of Adorana are always constantly under siege by a never ending thunderstorm of a dangerous class. Gale force winds make it nigh impossible to fly and constant thunder strikes batter the ground without relent. (Electric Pokemon are immune to the Lightning)
Attacks powered up: Electric
Attacks weakened: Flying
Grass Field: The Forest of Satarashi
This battle field is deep within the forest; it is strewn with tree roots, entangling vines, hollow trunks and the fruit of the nearby trees (Not all of them beneficial). The grass here is in varying heights from very long on the outsides and growing short in height as they reach the middle to be only an inch high.
Attacks powered up: Grass
Attacks weakened: Ground
Ice Field: Ice Caves of the Bogra Titans
A cave of pure ice carved in perfect circles like it was done with a machine or a very large animal. Its surface is smooth and will cause near to no friction at all, stalagmites are on the ground beneath while stalactites precariously hang from the ceiling above even the slightest shake might bring them down.
Attacks powered up: Ice
Attacks weakened: Rock
Fighting Field: Dojo of Mahareta
Just a standard fighting dojo with many ornate armour and swords donning the walls (wink) and tatami mats lining the floor beneath, there are four pillars that hold the dojo off the ground they are sturdy but can be broken with enough force.
Attacks powered up: Fighting
Attacks weakened: Dark
Poison Field: Sludge fens of Ruguon
A proverbial sea of waste coming from the many inhabitants of the world just chucked in one place causing to it form into a amorphic sludge of a blackish purple nature. The field is dotted with small puddles of the waster as well as having the shore of the sludge sea on the eastern side of the field, any contact with this sludge may result in poisoning (Poison pokemon are immune to this affect)
Attacks powered up: Poison
Attacks weakened: Grass
Ground Field: Labyrinth of the Kualas Minotaur
This labyrinth is almost impossible to solve yet after the many centuries it has stood the walls of it are now very brittle and are on breaking point. The maze has no ceiling to speak of so jumping on the walls to "cheat" is always a possibility.
Attacks powered up: Ground
Attacks weakened: Electric
Flying Field: Tree tops of the Satarashi forest
Now into the tree tops of the Satarashi forest the air is open and the breeze is gentle. Flying pokemon will have a big advantage here since there are no obstacles to get in their way and the air conditions are right for flying. The tops of the trees are sturdy enough for most pokemon to stand on them and can be easily hopped from one to the next like platforms.
Attacks powered up: Flying
Attacks weakened: Bug
Psychic Field: Gravity Chamber
A huge glass chamber with gravity constantly beating down on the fighters making movement harder, physical attacks are harder to do while special attacks are easier to perform.
Attacks powered up: Psychic
Attacks weakened: Fighting
Bug Field: Hives of the Mirashi Wasps
A gigantic bee hive with hexagon shaped holes in the walls all dripping with honey. There is a possibility that a swarm of bees will blanket the field and cause Bug type damage to both combatants. There is some honey on the floor as well this is extremely sticky but can be removed by shaking wildly.
Attacks powered up: Bug
Attacks weakened: Dragon
Rock Field: Blockstone Quarry
A giant stone quarry with deep white walls made from pure stone. There are a few digging machines around the field as well as piles of cut up rocks which can be picked up and thrown. The ground in the quarry is sort of hard but easy enough to dig through.
Attacks powered up: Rock
Attacks weakened: Ice
Ghost Field: Ghost ship
An eerie broken up ghost ship docked in an old harbour, there a numerous holes in the sides of the ship to due old age and wood rot. The sail are tattered and as you go into the bowels of the ship there are several plants growing on the sides of the walls and possibly a random ghost pokemon floating through. The floors of the decks are very brittle and might break if stepped on too hard.
Attacks powered up: Ghost
Attacks weakened: Normal
Dragon Field: Birthing grounds of the Sky Dragons
A series of pillars on top of a mountain several thousand metres above the ground. It is a very dangerous field because both fighters need to hop from one pillar to another to get to each other unless they can fly. If a pokemon falls off then they are rescued by a mysterious dragon but at the cost of 5HP.
Attacks powered up: Dragon
Attacks weakened: Steel
Dark Field: Bat Caves of Androzeni
A pitch black cave with next to no visibility what so ever, Dark type pokemon have no problem seeing in this cave. There is also a possibility that a swarm of bats will fly through the cave and possibly damage both pokemon with Dark type energy.
Attacks powered up: Dark
Attacks weakened: Psychic
Steel Field: Cliemen’s Steel Mill
A normal run of the “mill” steel mill. There are random machines going on and off beeping all the time running numerous tests. Huge steel beams swing over head held together by fragile cables which may break at any second. Other then that there a piles of steel beam lying on the ground which provide excellent cover and shields.
Attacks powered up: Steel
Attacks weakened: Poison
Here is the Badge:
Strategym Badge
I might add more description of fields maybe even pictures later on/Change name of arenas/add some music but the basic principle of each arena will always stay the same.
Last edited by Crazy Elf Boy; 23rd July 2009 at 03:49 AM.
~*~*~* Unown Awards *~*~*~"Y"earning | "B"anner Guy | "K"urosakura's
New Gym Stuff
Arena: The desert.
Sand as far as the eye can see. There is one big rock pillar in the middle, shaped like an obelisk. Various strange symbols are drawn in the sand, but seem to dissapear now and then. There's a four turn Sandstorm, then two turns without. Weather-moves are only usable in the two turns that the sandstorm is subdued. As soon as the two turns are over, the sandstorm is back. Earthquake is pretty ineffective due to all the sand; and the drought slightly lessens the power of water-pokemon or water-moves.
Badge
A silverwhite round stone with a sharp edge. It is according to rumors the combination of his former badge and that of his master. It consists only of pure minerals.
Last edited by MeLoVeGhOsTs; 19th December 2009 at 06:02 AM.
Gym
Temple of the Yoroi
You finished climbing the mountain of stairs to reach this ancient training ground. A solitary pagoda-style roofed home awaits you at the top. Entering this space, you only see darkness, until the torches flare up on their own in a square, outlining the edges of the arena.
Along the walls however, is the "ace in the hole" so to speak. There are 9 armors in total, standing around the arena, as if to judge the match for themselves. At any time, they may come to life and join in the battle. They will stay in the battle no longer than 2 rounds, and will inflict comparable damage to either enemy using only Normal, Fighting and well Steel attacks (since I mean, its armor...). Or they may aid in some sort of healing endeavor (cure blindness, remove poison, stuff like that) depending on how the armor wants to act..
However, if you are clever enough to harness the power of the Armor-you will gain that Armor for the rest of the 2 round Period. All attacks by the opponent will still hit the wearer for normal damage (You don't gain a resistance to grass if yer wearing the Fire armor, bascially.) with the exception of Normal attacks (that will be halved.). Harnessing the armor means to think like the armor at the exact same time.
You will be able to use the Armor's signature elemental attack at any time until the Armor departs. Once that attack is used-the armor will lose most of its power and return to the edge of the arena. You will also need an action to recharge (Its a *ridiculously overpowered* combo move basically) and an orb will light up in its corresponding color....
....the secret of the orbs however, remains a mystery...
The armors and attacks are:
Wildfire (Fire)~Flare Up Now (Flare Blitz+Blast Burn)
Torrent (Water)~Super Wave Smasher (Crabhammer+Hydro Cannon)
HardRock (Rock)~Iron Rock Crusher (Rock Slide+Rock Wrecker)
Hailo (Electric)~Thunderbolt Cut (Charge+Thunder+Volt Tackle)
Strata (Flying)~Arrow Shock Wave (Aeroblast+Hyper Beam)
Shadow (Dark)~Black Lightning Slash (Faint Attack+Dark Pulse)
Illusion (Psychic)~Web of Deception (Trick Room+Psychic)
Wrath (Steel)~Quake With Fear (Gyro Ball+Magnet Bomb)
Delusion (Poison)~Snake Fang Strike (Cross Poison+Toxic*)
Badge
Kikoutei badge. Shape to come later. But its said to help achieve balance of the warrior's heart with the world.
SHUSH BLADE! I'm trying a different idea.
Last edited by DarkestLight; 15th November 2009 at 02:33 PM.
i Judge your entertainment!
Entertaining quotes!
From textsfromlastnight.com:
(518): I legitimately just tried to piss above my head. I got to my chest at highest. There's piss everywhere.
(801): I can't help but be optimistic. I'm like a ball of slutty sunshine.