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Pandii [Trainer]

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Pandaphilic
Vice Captain

Intellectual Powerhouse

PostPosted: Sat Dec 03, 2011 12:17 pm


ToC or something.
PostPosted: Sat Dec 03, 2011 12:21 pm





The Trainer

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PokeTrainer!Panda is an awkward girl that knows little about pokemon. She is on a mission to collect lots of cute Pokemon, and will not
even look twice at ugly Pokemon, no matter how strong they are. She's not much of a battler, nor does contests interest her. She just leisurely collects
cute Pokemon to play with, and to keep her company.




Trainer Info

Name: Pandii
Age: 17
Height: 5'2"
Weight: 106 lbs
Profession: Leisurely Trainer
Home Town: Hearthome City, Sinnoh
Personality: Cute, emotional, caring

Description: Pandii loves the color pink, so she is mostly seen wearing different shades of pink. She wears her golden hair in
pigtails that reach her lower back. Her eyes are dark purple in color. Pandii loves accessories, frills, and cute clothing.

Pandii likes keeping her Pokemon out of their Pokeballs, as it is what is natural for citizens of Hearthome, and is what she is used to. The only time
she keeps her Pokemon in a Pokeball is when they are injured, tired, or if they want to be in the Pokeball.

She believes Pokemon should have the freedom to do whatever they wish, and therefore never forces them into battles, or contests just to win a prize for
herself. Although Pandii loves cute Pokemon, she would never take them if they didn't want to come with her. So, because of this, she doesn't have very many Pokemon and loves the ones the does have.

Her first Pokemon was an Umbreon named Tsukiya, that was like a family pet. Her parents decided it would be a good idea for Tsukiya to go with Pandii
on her journey to explore the Pokemon world. She has lived in a big city all her life, and traveling through forests is new to her. Pandii loves seeing all the different types of Pokemon, though.

Pandaphilic
Vice Captain

Intellectual Powerhouse


Pandaphilic
Vice Captain

Intellectual Powerhouse

PostPosted: Sat Dec 03, 2011 12:51 pm





Tsukiya, the Umbreon


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Pokemon Info

Nickname: Tsukiya, meaning "Moon and To Be" in Japanese
Species: #197 Umbreon
Type: Dark
Gender: Male
Height: 3'0"
Weight: 57 lbs

Egg Group: Ground
Classification: Moonlight Pokemon
Strength: Psychic
Weakness: Fighting, Bug

Specialty: Companion
Coloration: Normal/Shiny Recessive
Personality: Egotistic, Unwavering, Independent

Moves: Serebii.net Entry // Extrasensory Attack Dex

Description: The light of the moon changed Eevee's genetic structure. It lurks in darkness for prey. When darkness falls,
the rings on his body begin to glow, striking fear into the hearts of anyone nearby.



Backstory: Tsukiya is not interested in making friends. He only helps those that are close to him, yet it is difficult for
him to become close to someone. The one person he protects is his trainer. He is defensive by nature, and will only fight when absolutely necessary. He
dislikes moving about in the daytime, and is most active and at ease at night.



Current Story: One day, Pandii accidentally wandered herself into a stadium battle with an Emolga. Tsukiya
stepped up to fight this battle for her, but unfortunately lost due to one bug move he was weak to. He then became determined to train and be stronger,
so that he could take down any opponent that comes his way. Tsukiya also has become smarter and will turn down matches with Pokemon that have
moves that are strong against him.

Pandii and Tsukiya's second match was with a Ponyta in a treacherous canyon field. The canyons proved to be quite a challenge, as when he
struggled to move gracefully, he got hit a few times. The Fire Pokemon dealt him a couple of kicks, but he pulled out ahead by lowering her defense with
Iron Tail. This team is ecstatic for their first win!

Tsukiya might have gotten in a bit over his head, as his third match was against the legendary, Mew. He was reluctant to use tickle on his opponent,
but it proved to be worth it, as he didn't lose too badly. The next time, he might even win!





Role Plays and Battles


Active Role Plays: N/A



Completed Role Plays: N/A



Completed Battles:
1. Tsukiya vs. Dusty the Emolga // Verdict: LOSE
2. Tsukiya vs. Rasha the Ponyta // Verdict: WIN
3. Tsukiya vs. Shadow the Mew // Verdict: LOSE
4. Tsukiya vs. Gormlaith
5. Tsukiya vs. Mephistopheles // Verdict: WIN



Tsukiya's Attack Dex:


Stat Change

Moonlight [Normal] - Roll 1 10-sided dice. 1-3 = no heal. 4-7 = 50 HP heal 8-9 = 100 HP heal. 10 = 150 HP heal. This move is not effected by type weaknesses/resistances.

Torment [Dark] - Your opponent's pokemon can not use the same move two times in a row until your opponent's pokemon faints/switches out

Taunt [Dark] - For 3 turns, your opponent can only use damage-inflicting moves - moves that cause damage immediately

Guard Swap [Psychic] - Switches all DEFENSE stat increases/decreases with opponent

Psych Up [Normal] - Copies opponent's stat changes (this overrides any current stat changes you have)

_____________________

Tickle [Normal] - OPTION 1: Lower attack or defense until your opponent's pokemon faints/switches out.

Growl [Normal] - Lower opponent's attack until fainting/switching out

Charm [Normal] - Lowers opponent's attack until fainting/switching out

Captivate [Normal] - Can only be used towards pokemon of opposite gender (cannot be used on pokemon with no gender). Lowers opponent's attack until fainting/switching out.

Tail Whip [Normal] - Lowers opponent's defense until your opponent's pokemon faints/switches out

Screech [Normal] - Lowers opponent's defense until your opponent's pokemon faints/switches out

Fake Tears [Normal] - Lowers opponent's defense until fainting/switching out


Status Effect
Attract [Normal] - Can only be used towards pokemon of opposite gender (cannot be used on pokemon with no gender). Roll two 4-sided dice to make your opponent's pokemon become infatuated. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Curse [Ghost] - IF NON-GHOST POKEMON: Raise your attack or defense until fainting/switching out. IF GHOST POKEMON: Curse Roll two 4-sided dice. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Confuse Ray [Ghost] - Confusion Roll two 4-sided dice. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Swagger [Normal] - Confusion Roll two 4-sided dice. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

_____________________

Toxic [Poison] - Poison Roll two 4-sided dice. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Facade [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. If your pokemon is burned, paralyzed, or poisoned, then use this instead: 1 = miss, 2-5 = 150 damage, 6 = critical hit (base damage is 150)


Sleep
Rest [Psychic] - Heals 100 HP; Roll 1 4-sided dice to see how many turns your pokemon will fall asleep

Snore [Normal] - Can only use if your pokemon is asleep. Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Sleep Talk [Normal] - Can only be used when your pokemon is asleep. List 4 of the moves you have used/will use. Roll 1 4-sided dice in your RP post to see which move your pokemon will perform. Then make a second post using that attack and doing the necessary dice rolls/whatever for it.

_____________________

Yawn [Normal] - Roll two 4-sided dice in order to try to put your opponent's pokemon to sleep. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Dream Eater [Psychic] - Can ONLY be used when an opponent is sleeping. Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. You recover 50% of the damage inflicted


Stat Change + Attack
Iron Tail [Steel] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lower opponent's defense until fainting/switching out

Psychic [Psychic] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lowers your opponent's defense until your opponent's pokemon faints/switches out

Shadow Ball [Ghost] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lower your opponent's defense until your opponent's pokemon faints/switches out.


No Dice Roll
Faint Attack [Dark] - Does100 damage, but can not critical hit. No dice rolling required

Swift [Normal] - Does 100 damage always, but can not critical hit. No dice rolling required


Normal
Assurance [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Bite [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Dark Pulse [Dark] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Payback [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Pursuit [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Sucker Punch [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Dig [Ground] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Mud-slap [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Sand-attack [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Covet [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Cut [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Flail [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Flash [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Frustration [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Giga Impact [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Hyper Beam [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Last Resort [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Quick Attack [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Return [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Tackle [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Take Down [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Trump Card [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit
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