Lukeanon

Gym Battle: Fire

Oct 28th, 2024 (edited)
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  1. The following is a Gym battle I have thrown at my players, feel free to use it as writing exercise or in your own games. Keep in mind, turns in combat take 10 seconds of in-game time to complete. Gym Battles operate under league rules and rarely allow for trainers to enter combat themselves. There are exceptions: the Rider class, for example, doesn't have the trainer fighting but it does open them up to being hit by AoE or cone attacks. This is acceptable so long as the trainer does not attack another trainer or Pokémon.
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  3. Gym Leaders are meant to be challenging boss fights at any level, so equip them properly. I also like to impose limitations on how many Pokémon a Gym leader amd one challenger may use since the Gym Leader has a maximum of 6 (8 if counting Gym Trainers), and the players have a maximum of 18 collectively. Also, feel free include Gym Trainers if you feel you need give the players other targets to spread their focus to. These gym trainers should be more annoying than dangerous. Supporting, debuffing, and setting hazards should be their M.O. Gym trainers should be the same level as the players, and their Pokémon should be the same level as the player's Pokémon. Gym Trainers should have one Pokémon each, and aren't necessary to be defeated to earn the badge.
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  5. Gym Pokémon and Level:
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  7. 0 Badges - Two Pokémon, 10 levels higher than the average level of Player Pokémon used.
  8. 1 Badges - Two Pokémon, 15 levels higher than the average level of Player Pokémon used.
  9. 2 Badges - Three Pokémon, 15 levels higher than the average level of Player Pokémon used.
  10. 3 Badges - Three Pokémon, 1 Gym Trainer, 15 levels higher than the average level of Player Pokémon used.
  11. 4 Badges - Four Pokémon, 1 Gym Trainer, 20 levels higher than the average level of Player Pokémon used.
  12. 5 Badges - Four Pokémon, 2 Gym Trainers, 20 levels higher than the average level of Player Pokémon used.
  13. 6 Badges - Five Pokémon, 2 Gym Trainers, 20 levels higher than the average level of Player Pokémon used.
  14. 7 Badges - Six Pokémon, 2 Gym Trainers, 20 levels higher than the average level of Player Pokémon used.
  15. 8 Badges (rechallenging) - Six Pokémon, Gym Leader's ace Pokémon has Boss mechanics, 30 levels higher than the strongest Pokémon the players have on their side. Go all out. Make them cry.
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  17. Special Actions
  18. Leader Actions: twice per scene, The Gym Leader gets two Leader Actions they can use as a free action, but only one can be used per round. Leader actions only effect the Gym Leader's Pokémon.
  19. Gym Actions: At the top of the round, The Gym Leader can effect the battlefield with a Gym Action. gets two of these as a free action, but only one can be used per round.
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  21. FIRE GYM LEADER CINDY
  22. Classes: Type Ace (Fire), Duelist, Ace Trainer
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  24. Cindy Kemuri is a 20 year old with long charcoal hair, ashy gray eyes, and pale skin with a burn scar on her right hand (a reminder of what it means to fail) she covers the scar up with a glove. Cindy is fascinated by fire and the thought of controlling it. She wants to find better ways to prevent wildfires caused by Pokémon and/or irresponsible trainers by using her gym as an object lesson on how fire type Pokémon should be trained and cared for. Cindy has always been told that she was wise beyond her years a child, and this shaped how she viewed herself as she grew into an adult. She is analytical to fault and despite her affinity with fire, she often comes across as calm and reserved. However, a true challenge always brings out her fighting spirit.
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  26. Cindy's gym is an indoor prairie filled with beautiful wildflowers. New challengers will be surprised to see Gym Trainers with grass and ground types tending to the soil and nurturing the beautiful scene. Perceptive player characters (Novice rank or higher) will notice black patches along the walls. Really perceptive player characters (Expert or higher) will notice the Zen Mode Darmanitan on the ceiling is not actually light fixture as it appears to be, but a floating and meditating Pokémon. Unfortunately for those who challenge Cindy's gym, she tends to hold rather traditional views when it comes to Pokémon battles. This means she sees nothing wrong with a fight getting a little brutal. Things will come into focus as the player characters make their challenge; Cindy will accept by putting on a gas mask.
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  28. Leader Actions:
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  30. Bolster
  31. Allied Pokémon have either their Attack and Special Attack or their Defense and Special Defense stat increase by +1CS.
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  33. Perfect Precision
  34. Target Ally Pokémon's next move cannot miss.
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  36. Gym Actions:
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  38. Fan the Flames
  39. Create 1d6 fire hazards. Starting from an existing fire hazard, spread more fire hazards in a range of close blast 2, line 3, or burst 1.
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  41. Chokescreen
  42. Smoke hazards with the effects of the move Smokescreen emit in a range of close blast 2, line 3, or burst 1, from 1d6 fire hazards. In addition to the effects of the move Smokescreen, everything, except a fire type Pokémon that starts its turn within the Chokescreen will take a tick of damage.
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  44. COMBAT
  45. NOTE: This turn-by-turn is an example of a Gym Battle with four badges.
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  47. Turn 1: Cindy will send out her Rapidash and use Trail Blazer, this will light the carefully tended arena ablaze. Rapidash's job is to spread fire as much as possible with its Overland speed of 14. Each square (1 meter) crossed on the round Trail Blazer is used creates a Fire Hazard in those squares. Cindy's Gym Actions need fire on the field in order for it to be used. She will however, Bolster (+Attack&SpecialAttack) her Rapidash and use her Swift Action to mark the strongest Pokémon with a type advantage with Duelist (the Marked Target will change throughout depending on who is the biggest threat. Keep in mind switching the Mark resets Momentum). Gym Trainer(s) will also use Trail Blazer and have their Pokémon (Flareon or Torkoal) use Sunny Day. Rapidash will use Swords Dance.
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  49. Turn 2: Cindy will use Chokescreen if a foe is within range of a fire hazard. If not, she will choose to Fan the Flames. She will then use Perfect Precision to ensure the marked target will be hit. Do not roll for accuracy (yes this means you don't get to crit). As her Standard Action this round she will Bind 2 AP to activate Incandescence, allowing her to add half of her Rapidash's Physical Attack stat to its Special Attack stat and vice versa (to fire moves). Rapidash will then charge the marked target and use either Wild Charge or Drill Run. Rapidash's Exploit ability will activate. Gym Trainer(s) will use Focused Training from here on out. Their Pokémon will use AoE moves like Lava Plume to hit non marked targets as well as Rapidash so that its Flash Fire is activated.
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  51. Turn 3: Cindy will use Chokescreen if a foe is within range of a fire hazard. If not, she will choose to Fan the Flames. Cindy will then use Focused training as a standard action to increase accuracy. Rapidash will then use Kindled Thrash (Fire Typed Thrash), it will then use its Perism Berry Digestion Buff to rid itself of confusion. Gym Trainer Pokémon use Smokescreen (different from Chokescreen) on the Player's Pokémon.
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  53. Turn 4: Cindy will use Chokescreen if a foe is within range of a fire hazard. If not, she will choose to Fan the Flames. If Rapidash is still able to fight, use Morning Sun. Cindy will use Expend Momentum to regain the use of Kindled Thrash for next turn. If Rapdish is down, send out Arcanine and use Flaming Retaliation (Fire Typed Retaliate) on the Pokémon that made Rapidash faint. This is the course of action for every Pokémon that goes down.is downed before this point. Use 2 AP for Quick Switch if Arcanine Faints an enemy Pokémon. Houndoom will be switched in through this method.
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  55. Turn 5: Cindy will use Chokescreen if a foe is within range of a fire hazard. If not, she will choose to Fan the Flames. Houndoom's job is to Burn and (through its ability Brimstone) Poison an opposing tank. From there, fight until Houndoom faints then switch Arcanine in for another Flaming Retaliation.
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  57. Turn 6: Cindy will use Chokescreen if a foe is within range of a fire hazard. If not, she will choose to Fan the Flames. If players have been putting fires out she will use her second use of Trail Blazer. Arcanine stays in until defeated.
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  59. Cindy's Ace: A Zen Mode Darmanitan.
  60. After the rest of Cindy's Pokemon are defeated, her Zen Mode Darmanitan will descend and use a Pyro Beam (Fire Typed Hyper Beam) while hovering two meters off the ground.
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  62. Alternate win condition: Put out all the fires!
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