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Old 06-16-2015, 05:38 PM   #526
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Originally Posted by Lucario188 View Post
Lucario188 (GT) vs. Ex-Admirl Insane (C)
6 vs. 6
Doubles
Slapstick
Equilevel 3
72 hr. DQ
Switch = Gym
Arena: The Fantastic Fireworks Factory
Spoiler: show

Battles take place in the warehouse room of the Fantastic Fireworks Factory. The 50-foot ceiling is made up of heat- and break-resistant skylights which allow the noon sun to come through, heating the room to over 100°F. This creates a permanent Sunny Day effect, and the indoor location means weather-alternating moves will fail.The floor is concrete and is virtually indestructible. Due to this, any arena-based ground-type or rock-type moves attempted through the floor will fail. Four raised conveyer belts come through the wall at an angle on the left side of the room, depositing boxes on the floor at their bases. If these boxes are moved roughly, or hit with an attack of decent damage or greater, they will explode and deal good damage to any pokémon within a five-foot radius.

The factory’s ventilation system isn’t the best, so dust and chemical vapor from the fireworks-manufacturing process get trapped in this warehouse. The dust dispersed throughout the air reacts with the iron present in all Ground- and Rock-type Pokémon. They will feel irritated and uncomfortable, slowing their reaction times and making it difficult for them to fully focus on the battle. The chemical vapor trapped inside extends about 40 feet below the 50-foot ceiling. Fire-types are unaffected by these chemicals, but if any non-fire pokémon ascends higher than 10 feet, the chemicals will cause them to flinch and cough incessantly, disrupting their moves. Also, due to the industrial setting, the Natural Gift attack will be Steel-typed.

Fire-types feel at home in the factory, and they can fight on average for one round longer than they normally would be able to before they start feeling tired.

And of course, it wouldn’t be a fireworks factory with fireworks! There are black tubes in the two right corners of the room opposite from the conveyer belts. At the beginning of every third round, fireworks are launched from them!
  • The explosions of the Red Rockets restore a mild amount of energy to all Fire-types on the field.
  • White Strobes flare briefly but brightly, producing a Flash-like effect that interrupts what would have been the first attack of the round.
  • Yellow Sparklers restore a mild amount of health to all Fire-types on the field.
  • Silver screamers emit silver sparks and a shrill whistle with a Screech-like effect, causing all pokémon to loose concentration, interrupting what would have been the first attack for each of them.
Each firework has a 25% chance of being launched, but the same firework will not be launched more than twice in a row. (In the event of three consecutive RNG rolls, the referee will re-roll until another firework is chosen.)
Okay. You've been waiting long enough. Your arena is crack and man the doubles but fuck it.
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Old 06-16-2015, 06:01 PM   #527
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Originally Posted by Miror View Post
Miror (GT) vs. RealMrGame10 (C)
6 v 6
Singles
Equiall 3
72 HR DQ
Switch = Gym
Slapstick
Arena: Mt. Gongo
Spoiler: show
Mt. Gongo
Deep in a dead wasteland lies Mt. Gongo, a semi-active volcano surrounded by miles of ash. This ash plain is the constant reminder of the horrors past, and in fact the surface that is walked upon is about 40 feet above the actual ground level, so deep are the volcanic remains. This compressed ash, while being solid enough to walk on and channeling Ground type moves like Earthquake and Bulldoze well, is still is easily dug through. Embedded in the layers of ash are plenty of volcanic rocks, which are easily manipulatable. Centuries of eruptions have left the air completely devoid of any moisture, making Grass, Water, and Ice types that aren't familiar with the arena all uncomfortable, with moves of the latter two types suffering a reduction in power as there is no water vapor to pull from, as well as the sheer amount of heat being generated by the mountain. A thick cloud of ash has engulfed the area, raining down the volcanic dust constantly, and thickening to almost impossible levels 20 feet above the top of the ash layer, leaving Flying types unable to ascend above that height due to the sheer unsurvivability. This ash cloud also prevents any sort of weather from being called upon, as neither sun nor clouds have any effect, which also makes moves dependent on the sun/moon nigh impossible. Sandstorms can be whipped up however, using either self-produced sand or the abundant ash. Battles will obviously take place on the field of ash, with the great mountain looming in the background, smoke billowing out perpetually.

B Grade Ref or higher if you would
I'll take this.
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Last edited by Connor; 06-16-2015 at 06:44 PM.
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Old 06-23-2015, 10:03 PM   #528
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Shadowshocker (GL) VS. Charminions (c)
4 vs 4
Singles
96 hr DQ
Slapstick
Equilevel
Return = KO (Gym Leader) = OK (challenger)
Ground Zero Gym:
The Ground Zero Gym Arena is a square area of 40 metres on each side -- specifically, it's a square block of reinforced concrete measuring 28 metres on each side and of three metres in height, sitting in a moat of sewage which is two metres deep, so a metre's height of concrete is exposed for battle.
On the concrete block lies four reactormajiggers linked by effluent pipe. The reactormajiggers are about three metres high and two metres in diameter, and the pipes about a metre in diameter. The reactormajiggers are indestructible, and the pipes will only break if they're hit by attacks as strong as Hyper Beam, in which sewage will spill out for two rounds until the self-regeneration technology fixes it. The reactormajiggers constantly belch out a combinations of poison gases which will float into the atmosphere, poisoning any Pokemon that stays airborne at heights of about five metres if they stay for over a round. However, as a result of the constant release of gases, the clouds above the gym have been severely affected by the poison. As a result, acid rain will have a 30% chance of falling onto the arena at the end of a round, lasting for four rounds, which will have one of the three following effects due to the cocktail of poisons within:
- A corrosive poison strong enough to make Rock and Ground-types feel more uncomfortable in the rain due to the strengthened acid, unless they're part Poison-type themselves. All Poison-types will be unaffected by this poison.
- Narcotic poisons in the acid rain will make Pokemon using Psychic-type moves feel more drained.
- A specific toxin targeted at the DNA structure of Steel-type Pokemon will make them uncomfortable as well.
Due to environmental concerns even the gym can't overwrite, the usage of Rain Dance is disallowed. However, using Sunny Day will not have the effect of breaking the acid rain spell.
However, at the end of each round, the reactormajiggers do have a 1 in 100 chance of falling out, in which a huge explosion will happen. The reactormajiggers will be destroyed without a trace, as well as their pipes, and all Pokemon on the field will faint (including Sector Shadow operatives). When this happens, the poison gas and acid rain effects will not be in play for the battle's remainder.
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Old 06-23-2015, 10:58 PM   #529
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Quote:
Originally Posted by Shadowshocker View Post
Shadowshocker (GL) VS. Charminions (c)
4 vs 4
Singles
96 hr DQ
Slapstick
Equilevel
Return = KO (Gym Leader) = OK (challenger)
Ground Zero Gym:
The Ground Zero Gym Arena is a square area of 40 metres on each side -- specifically, it's a square block of reinforced concrete measuring 28 metres on each side and of three metres in height, sitting in a moat of sewage which is two metres deep, so a metre's height of concrete is exposed for battle.
On the concrete block lies four reactormajiggers linked by effluent pipe. The reactormajiggers are about three metres high and two metres in diameter, and the pipes about a metre in diameter. The reactormajiggers are indestructible, and the pipes will only break if they're hit by attacks as strong as Hyper Beam, in which sewage will spill out for two rounds until the self-regeneration technology fixes it. The reactormajiggers constantly belch out a combinations of poison gases which will float into the atmosphere, poisoning any Pokemon that stays airborne at heights of about five metres if they stay for over a round. However, as a result of the constant release of gases, the clouds above the gym have been severely affected by the poison. As a result, acid rain will have a 30% chance of falling onto the arena at the end of a round, lasting for four rounds, which will have one of the three following effects due to the cocktail of poisons within:
- A corrosive poison strong enough to make Rock and Ground-types feel more uncomfortable in the rain due to the strengthened acid, unless they're part Poison-type themselves. All Poison-types will be unaffected by this poison.
- Narcotic poisons in the acid rain will make Pokemon using Psychic-type moves feel more drained.
- A specific toxin targeted at the DNA structure of Steel-type Pokemon will make them uncomfortable as well.
Due to environmental concerns even the gym can't overwrite, the usage of Rain Dance is disallowed. However, using Sunny Day will not have the effect of breaking the acid rain spell.
However, at the end of each round, the reactormajiggers do have a 1 in 100 chance of falling out, in which a huge explosion will happen. The reactormajiggers will be destroyed without a trace, as well as their pipes, and all Pokemon on the field will faint (including Sector Shadow operatives). When this happens, the poison gas and acid rain effects will not be in play for the battle's remainder.
Okay, I'll take this one.
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Old 06-24-2015, 07:34 PM   #530
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Apollo77 (GL) vs KamenAeons (challenger)
4 v 4
Singles
Equiall 4
72 Hour DQ
Switch = Gym
Slapstick

The Cage of Discipline
The Fighting Gym Arena is a rather large octagonal fighting ring, with a giant cage trapping the combatants inside. The cage cannot be passed through by ghosts, slipped through by small or fluid Pokémon, broken out of by attacks, or escaped through any other means other than return to a Poké Ball. The cage is about 20 feet high, as to not allow much room for flight. The ring is surrounded by a vast sea of onlookers, who number in the thousands. The roar of the crowd is borderline deafening, and makes it harder for Psychic types to concentrate, weakening their Psychic attacks. Psychic types who are part Fighting are not affected by this. Sound attacks are also partly drowned out by the noise. Red spotlights shine down on the arena, permanently inducing the effects of Foresight. The arena is in a highly urbanized area, making Fairy types that aren't part Fighting uncomfortable. The arena is indoors, so attacks involving the sun, moon, weather, etc will fail.
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Old 06-25-2015, 12:37 AM   #531
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Quote:
Originally Posted by Apollo77 View Post
Apollo77 (GL) vs KamenAeons (challenger)
4 v 4
Singles
Equiall 4
72 Hour DQ
Switch = Gym
Slapstick

The Cage of Discipline
The Fighting Gym Arena is a rather large octagonal fighting ring, with a giant cage trapping the combatants inside. The cage cannot be passed through by ghosts, slipped through by small or fluid Pokémon, broken out of by attacks, or escaped through any other means other than return to a Poké Ball. The cage is about 20 feet high, as to not allow much room for flight. The ring is surrounded by a vast sea of onlookers, who number in the thousands. The roar of the crowd is borderline deafening, and makes it harder for Psychic types to concentrate, weakening their Psychic attacks. Psychic types who are part Fighting are not affected by this. Sound attacks are also partly drowned out by the noise. Red spotlights shine down on the arena, permanently inducing the effects of Foresight. The arena is in a highly urbanized area, making Fairy types that aren't part Fighting uncomfortable. The arena is indoors, so attacks involving the sun, moon, weather, etc will fail.
Sure, as long as you two can stomach Jackie Chan references.
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Old 06-26-2015, 03:11 PM   #532
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Firewater (GL) v Deebs
Singles
4 v 4
Equal-Level (5)
72 Hour DQ
Gym Switching Rules (I can't, you can)
Slapstick

Arena: The Furnace

Panting, you manage to finish climbing up the mountain. Though there were other means of transportation, you had decided to take a challenge, to climb to the mountain where the gym exists. As you reach a winding path, with a sign that has an arrow, and a single word on it…
“Gym”
Soon afterwards, you finish walking down the path, and you walk into a small quarry. Allowing you to see the assembly lines, caked with dust, the inert furnaces, some with a bit of ash or coal still sitting in them, or even the few pieces of rock and material litters the floor. However, after a few more minutes, a doorway appears, and the entire area inside looks much, much newer than the rest of the building, in fact you hear something crash down as you stare at the arena itself, which is under an awning of strong rock, as a shelter to protect the workers from the elements, and you take a good look inside.

The arena is relatively large, as there are many jagged rocks strewn throughout the rock, though apparently only the sides look well mined, the ground appearing completely impenetrable, except for the strongest of Pokémon to be able to meld, or dig into it. The ceiling isn’t, and Pokémon can summon rock based attacks from the ceiling, though there will always be a small risk of a small rock slide occurring each time this occurs. Also, with the building being within high mountain peaks, it’s cold. Very cold. Cold to the point where Fire attacks take slightly more energy to use, as many Pokémon will often struggle to continue to control their body heat, and will be loath to lose it in the high altitudes and frosty atmosphere. Even then, there are complementary blankets, jackets, what have you for the faint of heart trainers to wear, and to administer to their fallen comrades. The lighting is quite strong and quite bright, preventing most forms of trickery or illusions to fail, as well as having the correct technological fixes to ensure that even ghost Pokémon will remain solid at all times. The rock, though well mined is still quite strong, meaning that attacks built from it, such as Stealth Rocks are incredibly durable, and will take more energy or strength to shatter or disrupt.

Firewater (GL) v Lost
Singles
4 v 4
Equal-Level (5)
72 Hour DQ
Gym Switching Rules (I can't, you can)
Slapstick

Arena: The Furnace

Panting, you manage to finish climbing up the mountain. Though there were other means of transportation, you had decided to take a challenge, to climb to the mountain where the gym exists. As you reach a winding path, with a sign that has an arrow, and a single word on it…
“Gym”
Soon afterwards, you finish walking down the path, and you walk into a small quarry. Allowing you to see the assembly lines, caked with dust, the inert furnaces, some with a bit of ash or coal still sitting in them, or even the few pieces of rock and material litters the floor. However, after a few more minutes, a doorway appears, and the entire area inside looks much, much newer than the rest of the building, in fact you hear something crash down as you stare at the arena itself, which is under an awning of strong rock, as a shelter to protect the workers from the elements, and you take a good look inside.

The arena is relatively large, as there are many jagged rocks strewn throughout the rock, though apparently only the sides look well mined, the ground appearing completely impenetrable, except for the strongest of Pokémon to be able to meld, or dig into it. The ceiling isn’t, and Pokémon can summon rock based attacks from the ceiling, though there will always be a small risk of a small rock slide occurring each time this occurs. Also, with the building being within high mountain peaks, it’s cold. Very cold. Cold to the point where Fire attacks take slightly more energy to use, as many Pokémon will often struggle to continue to control their body heat, and will be loath to lose it in the high altitudes and frosty atmosphere. Even then, there are complementary blankets, jackets, what have you for the faint of heart trainers to wear, and to administer to their fallen comrades. The lighting is quite strong and quite bright, preventing most forms of trickery or illusions to fail, as well as having the correct technological fixes to ensure that even ghost Pokémon will remain solid at all times. The rock, though well mined is still quite strong, meaning that attacks built from it, such as Stealth Rocks are incredibly durable, and will take more energy or strength to shatter or disrupt.

Firewater (GL) v Kingothestone
Singles
4 v 4
Equal-Level (5)
72 Hour DQ
Gym Switching Rules (I can't, you can)
Slapstick

Arena: The Furnace

Panting, you manage to finish climbing up the mountain. Though there were other means of transportation, you had decided to take a challenge, to climb to the mountain where the gym exists. As you reach a winding path, with a sign that has an arrow, and a single word on it…
“Gym”
Soon afterwards, you finish walking down the path, and you walk into a small quarry. Allowing you to see the assembly lines, caked with dust, the inert furnaces, some with a bit of ash or coal still sitting in them, or even the few pieces of rock and material litters the floor. However, after a few more minutes, a doorway appears, and the entire area inside looks much, much newer than the rest of the building, in fact you hear something crash down as you stare at the arena itself, which is under an awning of strong rock, as a shelter to protect the workers from the elements, and you take a good look inside.

The arena is relatively large, as there are many jagged rocks strewn throughout the rock, though apparently only the sides look well mined, the ground appearing completely impenetrable, except for the strongest of Pokémon to be able to meld, or dig into it. The ceiling isn’t, and Pokémon can summon rock based attacks from the ceiling, though there will always be a small risk of a small rock slide occurring each time this occurs. Also, with the building being within high mountain peaks, it’s cold. Very cold. Cold to the point where Fire attacks take slightly more energy to use, as many Pokémon will often struggle to continue to control their body heat, and will be loath to lose it in the high altitudes and frosty atmosphere. Even then, there are complementary blankets, jackets, what have you for the faint of heart trainers to wear, and to administer to their fallen comrades. The lighting is quite strong and quite bright, preventing most forms of trickery or illusions to fail, as well as having the correct technological fixes to ensure that even ghost Pokémon will remain solid at all times. The rock, though well mined is still quite strong, meaning that attacks built from it, such as Stealth Rocks are incredibly durable, and will take more energy or strength to shatter or disrupt.

please and thanks.
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Old 06-26-2015, 03:23 PM   #533
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Quote:
Originally Posted by Firewater View Post
Firewater (GL) v Deebs
Singles
4 v 4
Equal-Level (5)
72 Hour DQ
Gym Switching Rules (I can't, you can)
Slapstick

Arena: The Furnace

Panting, you manage to finish climbing up the mountain. Though there were other means of transportation, you had decided to take a challenge, to climb to the mountain where the gym exists. As you reach a winding path, with a sign that has an arrow, and a single word on it…
“Gym”
Soon afterwards, you finish walking down the path, and you walk into a small quarry. Allowing you to see the assembly lines, caked with dust, the inert furnaces, some with a bit of ash or coal still sitting in them, or even the few pieces of rock and material litters the floor. However, after a few more minutes, a doorway appears, and the entire area inside looks much, much newer than the rest of the building, in fact you hear something crash down as you stare at the arena itself, which is under an awning of strong rock, as a shelter to protect the workers from the elements, and you take a good look inside.

The arena is relatively large, as there are many jagged rocks strewn throughout the rock, though apparently only the sides look well mined, the ground appearing completely impenetrable, except for the strongest of Pokémon to be able to meld, or dig into it. The ceiling isn’t, and Pokémon can summon rock based attacks from the ceiling, though there will always be a small risk of a small rock slide occurring each time this occurs. Also, with the building being within high mountain peaks, it’s cold. Very cold. Cold to the point where Fire attacks take slightly more energy to use, as many Pokémon will often struggle to continue to control their body heat, and will be loath to lose it in the high altitudes and frosty atmosphere. Even then, there are complementary blankets, jackets, what have you for the faint of heart trainers to wear, and to administer to their fallen comrades. The lighting is quite strong and quite bright, preventing most forms of trickery or illusions to fail, as well as having the correct technological fixes to ensure that even ghost Pokémon will remain solid at all times. The rock, though well mined is still quite strong, meaning that attacks built from it, such as Stealth Rocks are incredibly durable, and will take more energy or strength to shatter or disrupt.
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Old 06-26-2015, 03:25 PM   #534
Connor
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Quote:
Originally Posted by Firewater View Post
Firewater (GL) v Kingothestone
Singles
4 v 4
Equal-Level (5)
72 Hour DQ
Gym Switching Rules (I can't, you can)
Slapstick

Arena: The Furnace

Panting, you manage to finish climbing up the mountain. Though there were other means of transportation, you had decided to take a challenge, to climb to the mountain where the gym exists. As you reach a winding path, with a sign that has an arrow, and a single word on it…
“Gym”
Soon afterwards, you finish walking down the path, and you walk into a small quarry. Allowing you to see the assembly lines, caked with dust, the inert furnaces, some with a bit of ash or coal still sitting in them, or even the few pieces of rock and material litters the floor. However, after a few more minutes, a doorway appears, and the entire area inside looks much, much newer than the rest of the building, in fact you hear something crash down as you stare at the arena itself, which is under an awning of strong rock, as a shelter to protect the workers from the elements, and you take a good look inside.

The arena is relatively large, as there are many jagged rocks strewn throughout the rock, though apparently only the sides look well mined, the ground appearing completely impenetrable, except for the strongest of Pokémon to be able to meld, or dig into it. The ceiling isn’t, and Pokémon can summon rock based attacks from the ceiling, though there will always be a small risk of a small rock slide occurring each time this occurs. Also, with the building being within high mountain peaks, it’s cold. Very cold. Cold to the point where Fire attacks take slightly more energy to use, as many Pokémon will often struggle to continue to control their body heat, and will be loath to lose it in the high altitudes and frosty atmosphere. Even then, there are complementary blankets, jackets, what have you for the faint of heart trainers to wear, and to administer to their fallen comrades. The lighting is quite strong and quite bright, preventing most forms of trickery or illusions to fail, as well as having the correct technological fixes to ensure that even ghost Pokémon will remain solid at all times. The rock, though well mined is still quite strong, meaning that attacks built from it, such as Stealth Rocks are incredibly durable, and will take more energy or strength to shatter or disrupt.
Kots is bae, I'll take this one on.
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Old 06-26-2015, 07:39 PM   #535
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Jerichi (GL) vs. Kindrindra (Challenger)
5 vs. 5
Switch = KO
Equiall 3
48 HR DQ
Slapstick

Spoiler: show
Shinka Workshop Gym (Advanced Indoor/Outdoor Arena)
On a peaceful hillside just outside Pallet, the Indigo League has funded a large art complex for the education of the Kanjohto citizens, which makes all official art, designs and architecture for official league buildings and functions. In recent years, it has fallen into disuse, prompting the league to turn to utilize its space and turn it into a Gym. With the assistance of breeders (and a contribution from Professor Oak), a crop of Eevees were bred for the league's first experimental Gym, an Eeveelution Gym. The Eevee were raised on the studio's grounds, and each soon took up art, working tirelessly in the workshop's many facilities.

Though the Eeveelutions prefer to work elsewhere, each of the combatants have their own space where they will face their foes. When the leader performs a successful switch, both Pokémon will be teleported to the appropriate arena.

The Sketchroom (Eevee)

A large, circular room that makes up the very center of the complex, the sketchroom is a well-lit, open room that is perfect for modeling and sketching. Plenty of tables, stools, stands and easels are peppered around the area, all stocked with art supplies. There's a lot of cozy spaces to cram in and hide for the tiny one that scampers about. The floor is a soft clay, making it easy to dig in and easy to get a firm grip.
When not battling, Scribbles spends much time here, perfecting her drawings and charcoal works.

The Dye Pool (Vaporeon)

A bright, open area on the north side of the building, the Dye Pool is used to dye, wash and treat fabric, as well as acting as the water source for the gardens outside and the rest of the complex, fed by a small spring at the very base. Its very pure water is perfect for dying and cleaning, and the lack of contaminants makes it a poor conductor of electricity. The pool itself is fairly large, about the size of a standard arena, and is about 15 feet deep. This northern part of the building tends to receive quite a bit of rain, and there is generally a small drizzle, though the impressive stained glass enclosure seals it off from the outside, as well as casting beautiful colors over the water.
Tincture spends much of her time in this room, dying her handmade Caterpie-silk textiles with silk harvested from the Viridian Forest.

The Calligraphy Studio (Jolteon)

This studio on the eastern wing has a bit of an Asian flair, lined with paper walls and covered in (quite springy!) tatami mats. Almost always exposed to the outdoors, it much of the time finds itself in the midst of storms, with rain rolling in off the ocean. Being a traditional, Japanese-style construction, use of arena-manipulating moves are heavily discouraged due to its fragile floor and foundation, and might just cause the user to fall through the floor! The space is wide and open, allowing a lot of room for movement and creativity.
Ink spends quite a lot of time in these rooms, perfecting his calligraphic arts.

The Kiln (Flareon)

The huge kiln in the west wing of the workshop doubles both as a pottery kiln and a blast fire for glass making, often both at once. This causes this part of the building on the southern wing to be particularly hot, making it much hotter than the rest of the complex. Fires blaze from both ends of the studio, giving it the feeling of a scorching desert, seeming as if it were under the influence of constant Bright Sun. The ground is solid concrete, making it quite hard to manipulate or affect. Plenty of hunks of clay lay all about the studio, ready for flinging, and even a few glass pieces might be around...
Strangely, Verre is the most common occupant of this part of the building, working on his carefully crafted glass, though Marble might fire her occasional clay sculpture.

The Gallery (Espeon)

A huge domed gallery occupies the entire second floor of the building, filled with walls displaying many works by the Eeveelution artists. All of the works are displayed in fire-, water- and shatter-proof frames and cases, though nothing is exactly pinned down to the floor, making it ripe for the chucking. The ceiling is decorated with sparkling gems made to look like stars that issue a strange influence over the arena, casting an effect similar to Miracle Eye over the area.

Brush often spends his time in the gallery, hoping to learn from his teammates and gather some inspiration for his next project.

The Darkroom (Umbreon)

This tight little room in the basement houses the photo development darkroom. This room is constantly bathed in a red light, making it difficult to see for those not used to the dark. The room is not very large - only 50 x 50 yards, and is lined with all kinds of development equipment, including some chemicals that may irritate or poison those unfortunate enough to come in contact with them.
Snapshot spends an awful lot of time down in this basement developing his photos, some of which still hang around the room.

The Sculpture Garden (Leafeon)

This garden occupies the southern portion of the complex, also acting as its entryway. This garden is sprawling and teaming with plant life, much of it growing to be quite big and full. Beautiful landscapes have been created from the plants here, many of them truly works of art themselves next to the impressive marble sculptures that are scattered about. A few paths cut through the gardens, though much of it can only be accessed by braving the tangle of plants, which act as perfect hiding places for Grass Pokémon who run around the area.
Though Tincture keeps up some of the grounds, Watercolor mostly tends to these gardens and often makes them the subject of her paintings.

The Sculpting Freezer (Glaceon)

Also in the basement is a special freezer, originally built to house blocks of ice for ice sculpting. This area, however, has become home to quite a few different types of sculptures over the years, with a few little warmer alcoves for other types of sculpture. Battles, however, take place in the ice freezer where sculptures and blocks are stored. This freezer is cooled to a crisp 20 degrees Fahrenheit, the optimal temperature for ice sculpture. Frost covers the walls and floors, making it particularly slick. The freezer itself is solid steel and cannot be manipulated in any way. A giant fan circulates air through the freezer, making it seem as if there is a constant snowstorm blowing through the area.
Preferring the cool to sculpt, Marble has made this into her sculpture workshop, working with clay, ice and her namesake, marble.

The Design Loft (Sylveon)
After the mysterious appearance of a strange new Eeveelution in the Shinka Workshop, a new section of the Gym was built to accommodate its newest member, Couture the Sylveon. This new studio has been built atop the existing facilities, residing in a rather spacious, well-lit loft space. The floor is lined with silky carpet, and the walls are draped with soft curtains and flowing ribbons. There are two concentric circles of thick, opaque curtains which divide the studio into three rings. The entire room is dotted with a number of dress forms, each with in-progress design projects. The inner most ring has two large, heavy drafting tables that can be hidden under. The outermost ring has a number of large bureaus which can be hidden behind or in.


Serebii, plz.
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Old 06-26-2015, 11:11 PM   #536
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Jerichi (GL) vs. Kindrindra (Challenger)
5 vs. 5
Switch = KO
Equiall 3
48 HR DQ
Slapstick

Spoiler: show
Shinka Workshop Gym (Advanced Indoor/Outdoor Arena)
On a peaceful hillside just outside Pallet, the Indigo League has funded a large art complex for the education of the Kanjohto citizens, which makes all official art, designs and architecture for official league buildings and functions. In recent years, it has fallen into disuse, prompting the league to turn to utilize its space and turn it into a Gym. With the assistance of breeders (and a contribution from Professor Oak), a crop of Eevees were bred for the league's first experimental Gym, an Eeveelution Gym. The Eevee were raised on the studio's grounds, and each soon took up art, working tirelessly in the workshop's many facilities.

Though the Eeveelutions prefer to work elsewhere, each of the combatants have their own space where they will face their foes. When the leader performs a successful switch, both Pokémon will be teleported to the appropriate arena.

The Sketchroom (Eevee)

A large, circular room that makes up the very center of the complex, the sketchroom is a well-lit, open room that is perfect for modeling and sketching. Plenty of tables, stools, stands and easels are peppered around the area, all stocked with art supplies. There's a lot of cozy spaces to cram in and hide for the tiny one that scampers about. The floor is a soft clay, making it easy to dig in and easy to get a firm grip.
When not battling, Scribbles spends much time here, perfecting her drawings and charcoal works.

The Dye Pool (Vaporeon)

A bright, open area on the north side of the building, the Dye Pool is used to dye, wash and treat fabric, as well as acting as the water source for the gardens outside and the rest of the complex, fed by a small spring at the very base. Its very pure water is perfect for dying and cleaning, and the lack of contaminants makes it a poor conductor of electricity. The pool itself is fairly large, about the size of a standard arena, and is about 15 feet deep. This northern part of the building tends to receive quite a bit of rain, and there is generally a small drizzle, though the impressive stained glass enclosure seals it off from the outside, as well as casting beautiful colors over the water.
Tincture spends much of her time in this room, dying her handmade Caterpie-silk textiles with silk harvested from the Viridian Forest.

The Calligraphy Studio (Jolteon)

This studio on the eastern wing has a bit of an Asian flair, lined with paper walls and covered in (quite springy!) tatami mats. Almost always exposed to the outdoors, it much of the time finds itself in the midst of storms, with rain rolling in off the ocean. Being a traditional, Japanese-style construction, use of arena-manipulating moves are heavily discouraged due to its fragile floor and foundation, and might just cause the user to fall through the floor! The space is wide and open, allowing a lot of room for movement and creativity.
Ink spends quite a lot of time in these rooms, perfecting his calligraphic arts.

The Kiln (Flareon)

The huge kiln in the west wing of the workshop doubles both as a pottery kiln and a blast fire for glass making, often both at once. This causes this part of the building on the southern wing to be particularly hot, making it much hotter than the rest of the complex. Fires blaze from both ends of the studio, giving it the feeling of a scorching desert, seeming as if it were under the influence of constant Bright Sun. The ground is solid concrete, making it quite hard to manipulate or affect. Plenty of hunks of clay lay all about the studio, ready for flinging, and even a few glass pieces might be around...
Strangely, Verre is the most common occupant of this part of the building, working on his carefully crafted glass, though Marble might fire her occasional clay sculpture.

The Gallery (Espeon)

A huge domed gallery occupies the entire second floor of the building, filled with walls displaying many works by the Eeveelution artists. All of the works are displayed in fire-, water- and shatter-proof frames and cases, though nothing is exactly pinned down to the floor, making it ripe for the chucking. The ceiling is decorated with sparkling gems made to look like stars that issue a strange influence over the arena, casting an effect similar to Miracle Eye over the area.

Brush often spends his time in the gallery, hoping to learn from his teammates and gather some inspiration for his next project.

The Darkroom (Umbreon)

This tight little room in the basement houses the photo development darkroom. This room is constantly bathed in a red light, making it difficult to see for those not used to the dark. The room is not very large - only 50 x 50 yards, and is lined with all kinds of development equipment, including some chemicals that may irritate or poison those unfortunate enough to come in contact with them.
Snapshot spends an awful lot of time down in this basement developing his photos, some of which still hang around the room.

The Sculpture Garden (Leafeon)

This garden occupies the southern portion of the complex, also acting as its entryway. This garden is sprawling and teaming with plant life, much of it growing to be quite big and full. Beautiful landscapes have been created from the plants here, many of them truly works of art themselves next to the impressive marble sculptures that are scattered about. A few paths cut through the gardens, though much of it can only be accessed by braving the tangle of plants, which act as perfect hiding places for Grass Pokémon who run around the area.
Though Tincture keeps up some of the grounds, Watercolor mostly tends to these gardens and often makes them the subject of her paintings.

The Sculpting Freezer (Glaceon)

Also in the basement is a special freezer, originally built to house blocks of ice for ice sculpting. This area, however, has become home to quite a few different types of sculptures over the years, with a few little warmer alcoves for other types of sculpture. Battles, however, take place in the ice freezer where sculptures and blocks are stored. This freezer is cooled to a crisp 20 degrees Fahrenheit, the optimal temperature for ice sculpture. Frost covers the walls and floors, making it particularly slick. The freezer itself is solid steel and cannot be manipulated in any way. A giant fan circulates air through the freezer, making it seem as if there is a constant snowstorm blowing through the area.
Preferring the cool to sculpt, Marble has made this into her sculpture workshop, working with clay, ice and her namesake, marble.

The Design Loft (Sylveon)
After the mysterious appearance of a strange new Eeveelution in the Shinka Workshop, a new section of the Gym was built to accommodate its newest member, Couture the Sylveon. This new studio has been built atop the existing facilities, residing in a rather spacious, well-lit loft space. The floor is lined with silky carpet, and the walls are draped with soft curtains and flowing ribbons. There are two concentric circles of thick, opaque curtains which divide the studio into three rings. The entire room is dotted with a number of dress forms, each with in-progress design projects. The inner most ring has two large, heavy drafting tables that can be hidden under. The outermost ring has a number of large bureaus which can be hidden behind or in.


Serebii, plz.
I'll take it. Why not?
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Old 06-28-2015, 01:33 AM   #537
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Originally Posted by Firewater View Post
Firewater (GL) v Lost
Singles
4 v 4
Equal-Level (5)
72 Hour DQ
Gym Switching Rules (I can't, you can)
Slapstick

Arena: The Furnace

Panting, you manage to finish climbing up the mountain. Though there were other means of transportation, you had decided to take a challenge, to climb to the mountain where the gym exists. As you reach a winding path, with a sign that has an arrow, and a single word on it…
“Gym”
Soon afterwards, you finish walking down the path, and you walk into a small quarry. Allowing you to see the assembly lines, caked with dust, the inert furnaces, some with a bit of ash or coal still sitting in them, or even the few pieces of rock and material litters the floor. However, after a few more minutes, a doorway appears, and the entire area inside looks much, much newer than the rest of the building, in fact you hear something crash down as you stare at the arena itself, which is under an awning of strong rock, as a shelter to protect the workers from the elements, and you take a good look inside.

The arena is relatively large, as there are many jagged rocks strewn throughout the rock, though apparently only the sides look well mined, the ground appearing completely impenetrable, except for the strongest of Pokémon to be able to meld, or dig into it. The ceiling isn’t, and Pokémon can summon rock based attacks from the ceiling, though there will always be a small risk of a small rock slide occurring each time this occurs. Also, with the building being within high mountain peaks, it’s cold. Very cold. Cold to the point where Fire attacks take slightly more energy to use, as many Pokémon will often struggle to continue to control their body heat, and will be loath to lose it in the high altitudes and frosty atmosphere. Even then, there are complementary blankets, jackets, what have you for the faint of heart trainers to wear, and to administer to their fallen comrades. The lighting is quite strong and quite bright, preventing most forms of trickery or illusions to fail, as well as having the correct technological fixes to ensure that even ghost Pokémon will remain solid at all times. The rock, though well mined is still quite strong, meaning that attacks built from it, such as Stealth Rocks are incredibly durable, and will take more energy or strength to shatter or disrupt.
I noticed this, and I'll take it.

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Old 07-15-2015, 07:45 PM   #538
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Shadowshocker (GL) VS. Sparkbeat (c)
4 vs 4
Singles
96 hr DQ
Slapstick
Equilevel
Return = KO (Gym Leader) = OK (challenger)
Ground Zero Gym:
The Ground Zero Gym Arena is a square area of 40 metres on each side -- specifically, it's a square block of reinforced concrete measuring 28 metres on each side and of three metres in height, sitting in a moat of sewage which is two metres deep, so a metre's height of concrete is exposed for battle.
On the concrete block lies four reactormajiggers linked by effluent pipe. The reactormajiggers are about three metres high and two metres in diameter, and the pipes about a metre in diameter. The reactormajiggers are indestructible, and the pipes will only break if they're hit by attacks as strong as Hyper Beam, in which sewage will spill out for two rounds until the self-regeneration technology fixes it. The reactormajiggers constantly belch out a combinations of poison gases which will float into the atmosphere, poisoning any Pokemon that stays airborne at heights of about five metres if they stay for over a round. However, as a result of the constant release of gases, the clouds above the gym have been severely affected by the poison. As a result, acid rain will have a 30% chance of falling onto the arena at the end of a round, lasting for four rounds, which will have one of the three following effects due to the cocktail of poisons within:
- A corrosive poison strong enough to make Rock and Ground-types feel more uncomfortable in the rain due to the strengthened acid, unless they're part Poison-type themselves. All Poison-types will be unaffected by this poison.
- Narcotic poisons in the acid rain will make Pokemon using Psychic-type moves feel more drained.
- A specific toxin targeted at the DNA structure of Steel-type Pokemon will make them uncomfortable as well.
Due to environmental concerns even the gym can't overwrite, the usage of Rain Dance is disallowed. However, using Sunny Day will not have the effect of breaking the acid rain spell.
However, at the end of each round, the reactormajiggers do have a 1 in 100 chance of falling out, in which a huge explosion will happen. The reactormajiggers will be destroyed without a trace, as well as their pipes, and all Pokemon on the field will faint (including Sector Shadow operatives). When this happens, the poison gas and acid rain effects will not be in play for the battle's remainder.
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Old 07-16-2015, 01:23 AM   #539
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Originally Posted by Shadowshocker View Post
Shadowshocker (GL) VS. Sparkbeat (c)
4 vs 4
Singles
96 hr DQ
Slapstick
Equilevel
Return = KO (Gym Leader) = OK (challenger)
Ground Zero Gym:
The Ground Zero Gym Arena is a square area of 40 metres on each side -- specifically, it's a square block of reinforced concrete measuring 28 metres on each side and of three metres in height, sitting in a moat of sewage which is two metres deep, so a metre's height of concrete is exposed for battle.
On the concrete block lies four reactormajiggers linked by effluent pipe. The reactormajiggers are about three metres high and two metres in diameter, and the pipes about a metre in diameter. The reactormajiggers are indestructible, and the pipes will only break if they're hit by attacks as strong as Hyper Beam, in which sewage will spill out for two rounds until the self-regeneration technology fixes it. The reactormajiggers constantly belch out a combinations of poison gases which will float into the atmosphere, poisoning any Pokemon that stays airborne at heights of about five metres if they stay for over a round. However, as a result of the constant release of I gases, the clouds above the gym have been severely affected by the poison. As a result, acid rain will have a 30% chance of falling onto the arena at the end of a round, lasting for four rounds, which will have one of the three following effects due to the cocktail of poisons within:
- A corrosive poison strong enough to make Rock and Ground-types feel more uncomfortable in the rain due to the strengthened acid, unless they're part Poison-type themselves. All Poison-types will be unaffected by this poison.
- Narcotic poisons in the acid rain will make Pokemon using Psychic-type moves feel more drained.
- A specific toxin targeted at the DNA structure of Steel-type Pokemon will make them uncomfortable as well.
Due to environmental concerns even the gym can't overwrite, the usage of Rain Dance is disallowed. However, using Sunny Day will not have the effect of breaking the acid rain spell.
However, at the end of each round, the reactormajiggers do have a 1 in 100 chance of falling out, in which a huge explosion will happen. The reactormajiggers will be destroyed without a trace, as well as their pipes, and all Pokemon on the field will faint (including Sector Shadow operatives). When this happens, the poison gas and acid rain effects will not be in play for the battle's remainder.
B+ referee, at your service.
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Old 07-24-2015, 11:03 PM   #540
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MtG and I are looking for a new ref. You know you wanna take it. :waggle~
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Old 07-26-2015, 12:55 AM   #541
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MtG and I are looking for a new ref. You know you wanna take it. :waggle~
~waggles back~
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Old 08-05-2015, 08:43 AM   #542
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Deebs (GL) VS. Connor (c)
4 vs 4
Singles
72 hr DQ
Slapstick
Equiall 3
Return = KO (Gym Leader) = OK (challenger)
Shipwreck Cove
Challengers to the Water Gym must prove themselves in the historic Shipwreck Cove, a waterlogged cavern that has claimed the vessels of many fine sailors throughout the centuries. The arena is entirely flooded, with shallower spots around the edges of the interior measuring about three feet deep and maximum depths of thirty feet in the center, with a steady slope along the two hundred foot diameter of the arena. The cove’s ceiling is relatively low in comparison to its width, reaching a maximum height of seventy feet at the center. There is no solid ground save for the cavern’s floor, bedrock buried beneath layers of fine white sand and mud. Instead, non-aquatic combatants find their footing on the cove’s numerous victims, the captured ships languishing in its ravenous clutches. Abandoned vessels litter the arena in various stages of decay. Heavier combatants will find difficulty acquiring a foothold depending on the wood quality. The ships and their debris may be destroyed with the use of moves and physical feats of strength by reasonably-sized battlers. Wrecks located in the deeper water tend to be larger and a bit more stable, however.

The scenery underwater is fairly diverse. Various forms of vegetation and rocks decorate the cavern’s floor, some of the larger forms of the latter poking up above the surface for additional platforms. There are plenty of smaller sunken ships available for exploration and hiding. For simplicity’s sake, rules regarding the presence of ships, rocks, and any reasonable floating debris in the arena follow standard Rock arena stipulations. Small amounts of natural light filters through the porous openings in the ceiling, too small for any aerial battlers to fly out of. Moves which rely on the sun will take longer to charge as a result. Weather-altering moves may be used, but because the arena is separated from the external environment the effects will be dramatically reduced. The cove is rich in natural minerals which have leeched into the water, conducting electricity well.

It's been agreed that I'll be taking this.
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Why are you always a pretty princess?
Quote:
Originally Posted by Son_of_Shadows View Post
Because I look damn good in a dress.
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Old 08-10-2015, 01:51 PM   #543
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Charminions (GL) vs biggggg5 (C)
4v4
Singles
Slapstick
Equilevel
48 HR DQ
Switch = Gym
The Devil’s Playground
Challengers that wish to challenge the Fire Gym would have to travel deep within the volcanic regions of Yupien to locate the recently flattened and concreted arena that is the Devil’s Playground. Battles take place at the peak of the day when temperatures easily reach up to 50 C or 120 F, while the skies remain clear of all clouds- making the use of Rain Dance or Hail ineffective at doing much aside from possibly bringing a small cloud or two on the very odd chance. This sunny weather coupled with the volcanic heat of the distant volcanoes make Water and Ice-type moves weakened accordingly while making those of that type feel very uncomfortable. Fire-types, on the other hand, greatly enjoy this weather and will fight more enthusiastically because of it.

The volcanoes have remained dormant for decades, leaving little fear of a volcanic eruption to interfere with ongoing battles, however, burning lava has been extracted from these volcanoes and have been scattered about the arena in several small circular pools. The lava pools are 6 feet in diameter and depth; and are contained safely from melting away at the concrete flooring. Pokémon that are not Fire-typed or particularly capable of dealing with lava will be taking continuous damage upon contact with the lava and will suffer burns at the area of contact- the severity of these burns increasing with the amount of time contact is made. The concrete platform itself is very compact and sturdy, preventing earth-based and rock-based attacks that depend on the arena such as Earthquake and Stealth Rock from working.

To top things off, moderate amounts of volcanic ash continually fall onto the arena. The amount of this ash is not enough to hinder the vision of any Pokémon; the arena being a great enough distance from the nearest volcanoes to not suffer from that. However, this ash contains a special quality that brings discomfort to Dragon-types in particular- negating the benefits the type would otherwise receive from the beating sun while also making them slightly less enthusiastic in battle. Dragon-types that are already a Fire-type do not suffer from this, the Fire-typing in their blood being too in sync with the effects of the arena to feel any discomfort. The arena is slightly larger than the standard size and battles will start at the center of the arena, with a few lava pools already nearby.
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Old 08-10-2015, 04:18 PM   #544
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Originally Posted by Charminions View Post
Charminions (GL) vs biggggg5 (C)
4v4
Singles
Slapstick
Equilevel
48 HR DQ
Switch = Gym
The Devil’s Playground
Challengers that wish to challenge the Fire Gym would have to travel deep within the volcanic regions of Yupien to locate the recently flattened and concreted arena that is the Devil’s Playground. Battles take place at the peak of the day when temperatures easily reach up to 50 C or 120 F, while the skies remain clear of all clouds- making the use of Rain Dance or Hail ineffective at doing much aside from possibly bringing a small cloud or two on the very odd chance. This sunny weather coupled with the volcanic heat of the distant volcanoes make Water and Ice-type moves weakened accordingly while making those of that type feel very uncomfortable. Fire-types, on the other hand, greatly enjoy this weather and will fight more enthusiastically because of it.

The volcanoes have remained dormant for decades, leaving little fear of a volcanic eruption to interfere with ongoing battles, however, burning lava has been extracted from these volcanoes and have been scattered about the arena in several small circular pools. The lava pools are 6 feet in diameter and depth; and are contained safely from melting away at the concrete flooring. Pokémon that are not Fire-typed or particularly capable of dealing with lava will be taking continuous damage upon contact with the lava and will suffer burns at the area of contact- the severity of these burns increasing with the amount of time contact is made. The concrete platform itself is very compact and sturdy, preventing earth-based and rock-based attacks that depend on the arena such as Earthquake and Stealth Rock from working.

To top things off, moderate amounts of volcanic ash continually fall onto the arena. The amount of this ash is not enough to hinder the vision of any Pokémon; the arena being a great enough distance from the nearest volcanoes to not suffer from that. However, this ash contains a special quality that brings discomfort to Dragon-types in particular- negating the benefits the type would otherwise receive from the beating sun while also making them slightly less enthusiastic in battle. Dragon-types that are already a Fire-type do not suffer from this, the Fire-typing in their blood being too in sync with the effects of the arena to feel any discomfort. The arena is slightly larger than the standard size and battles will start at the center of the arena, with a few lava pools already nearby.
Dibs.
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Why are you always a pretty princess?
Quote:
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Because I look damn good in a dress.
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PASBL
Wild Future
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Old 08-13-2015, 11:15 AM   #545
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Can we have a new ref here please?
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Old 08-24-2015, 03:01 PM   #546
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Match dump: UPN Gym edition!

KamenAeons VS. Ironthunder

4v4, three Pokémon down each side, just starting final matchup.

Feel free to PM me if you want my notes, would appreciate the SP I've earned since I kept the speedybonus up to this last round, but it'd be your call at the end of the day.
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Old 08-24-2015, 03:38 PM   #547
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Originally Posted by DaveTheFishGuy View Post
Match dump: UPN Gym edition!

KamenAeons VS. Ironthunder

4v4, three Pokémon down each side, just starting final matchup.

Feel free to PM me if you want my notes, would appreciate the SP I've earned since I kept the speedybonus up to this last round, but it'd be your call at the end of the day.
Mine.
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Quote:
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Why are you always a pretty princess?
Quote:
Originally Posted by Son_of_Shadows View Post
Because I look damn good in a dress.
Fizzy Bubbles Team
PASBL
Wild Future
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Old 08-29-2015, 08:38 AM   #548
Lanturn
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Looking for a replacement ref
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[ASB Squad][Wild Future][Mountain Stones]

[Current WF Adventure]
(lol totally should update these links)
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Old 08-30-2015, 04:18 AM   #549
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Schadenfreude (GT) vs. TalkSlick (C)
4 vs 4
Singles
Slapstick
Equilevel
72 HR DQ
Switch = Gym
Arena: The Sacking of King's Landing:

Spoiler: show
Founded by Aegon the Conqueror a millennium ago, King's Landing is the capital of the Seven Kingdoms. Since the city is being sacked, the city is eerily empty and on fire. Wildfire – a green mystical flame – has ignited several streets in a blaze. At first, the blaze will not be severe, but as the rounds proceed, more buildings will catch on fire. By the time ten minutes have past, the entire city will be on fire. While Fire Pokemon would take no damage from the flames and will feel invigorated in their presence, other Pokemon may take light, Fire-typed damage from the flames. Wildfire is also oil-based, which means that water will not douse it and may exacerbate the situation. Also, Wildfire is so fierce that the weather cannot be changed and is locked into a simulation of permanent bright sun.

The heat from Wildfire is intense which will blister the skin of Water-types and other very “moist” Pokémon and make them extremely uncomfortable, rendering them vulnerable to attack. Only Pokémon of the Fire-type will feel at ease at all in the burning arena, and others will find it harder to concentrate on higher level attacks, such as Rock moves, meaning that intense moves such as Head Smash may end up weaker or missing their targets entirely. Because Aegon and his sister-wives used their ancient dragons to blast the clay cobbles themselves, the roads are quite thick and hard. Unless you weigh over 400 pounds, the cobbles will not conduct Ground energy and will resist being broken. These cobbles provide the foundations for the buildings themselves too; hence these buildings are extremely unlikely to collapse. Also, on the northern hill is the old Dragonpit dome, which was used to control Aegon's dragons. Its magic still emanates a mystic aura which makes Dragons feel uncomfortable and lethargic. This same magic also prevents the dimensions of the city from being altered with Magic Room.
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Old 09-01-2015, 06:18 PM   #550
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Throwing this to the dogs because of an inactive battler.
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