Post by Kiran Chandra on Nov 7, 2017 18:03:47 GMT -8
WELCOME
A greenhouse within a greenhouse, the Verian League's grass gym sits in the gardens above Sinclair's third car. It is quite large and cylindrical in design, and divided into six total areas inside.
Upon entering, one will find a long, wide hall of sorts circling the entire outer perimeter. There are four entrances into it with a small help desk across from each, though it is not uncommon for these to be empty other than a small visitor's brochure. Typically at least one or two staff will be working, but they often rotate desks or get up to walk around and tend the various parts of the garden that fill the hall. A beautiful array of flowers and ivies line the walls, and along the outer wall are quite a few community plots and projects with instructions for their care and sheets to sign off when something has already been done on a given day. Visitors are welcome to come tour this hall at all hours whether they have any interest in the proper gym or not.
In the very center of the gym is a small, round, private room where Kiran can retreat when not tending the gardens or taking on challengers.
The rest, however, is divided into four chambers of equal size, the entrances to which are situated halfway between each of the outer entrances. The chambers are climate controlled to simulate different effects, each cycling at a staggered rate from the next, and lighting effects are put into place for the duration of each battle. All are roughly double the size of a standard battle arena, abeit shaped into an arc, and contain a mixture of lightly wooded and flatter field areas.
Challengers are asked to call in advance or schedule a match online before showing up; same day openings are common, but Kiran often wanders off to other parts of the roof gardens or sometimes down into the city and will need to know when to show up. Once a challenger arrives, they can wait in the community hall if Kiran is either out or busy with another challenger, and once both are ready the challenger may choose any of the four rooms to start their challenge.
RULES:
- Challenger's choice of two to four battles, challenger's choice of format.
(i.e. 2-4 single battles, or 2-3 double battles, or 2 triple battles.)
- No substitutions on either side. Each battle is stand-alone, not an ongoing chain.
- Once a battle ends, the challenger chooses an adjacent room to move to. The same room cannot be battled in twice in a challenge.
- Each KO is worth 1 point. In the case of a tie, the challenger "wins".
- Non-calc preferred, but calc will be implemented to settle disputes or if over-dodging becomes a problem.
- Max two moves used per turn.
- Weather and terrain changing moves are forbidden.
(Arena-based weather chance is rolled on a die.)
SPRING The spring arena is filled with blooming flowers and very pastel aesthetics. The artificial sky is modified to simulate a gentle sunrise.WEATHER CHANCE: 40% Sunny, 40% Rainy, 20% Clear TERRAIN: Misty Terrain | SUMMER The summer arena is filled all shades of green. The artificial sky is always bright and clear, and a gentle breeze blows through often. WEATHER CHANCE: 100% Sunny TERRAIN: Grassy Terrain |
AUTUMN The autumn arena is characterized by falling leaves and vibrant colors. The sky mimics a blazing sunset, and sometimes flashing storm clouds. WEATHER CHANCE: 40% Fog, 40% Rain, 20% Clear TERRAIN: Electric Terrain | WINTER The winter arena contains many dormant trees and shrubs, but also things like mistletoe and snowdrop. The sky is always a starry night. WEATHER CHANCE: 40% Hail, 40% Fog, 20% Clear TERRAIN: Psychic Terrain |
{Fog Notes}Reduces all accuracy by 25% / reduces visibility RP-wise.
Doubles the power of Weather Ball (but does not change its type).
Causes Solar Beam to have its power halved.
Causes Moonlight, Synthesis, and Morning Sun to only recover ¼ of max HP.
Doubles the power of Weather Ball (but does not change its type).
Causes Solar Beam to have its power halved.
Causes Moonlight, Synthesis, and Morning Sun to only recover ¼ of max HP.