As winter approaches Kwandrivia, a spine chilling wind covers the lands as a dark force is felt...

Pokemon (Last Updated: 27/11/2017)

Aspects are the unique to Kwandrivia abilities and powers your character can learn. Read about them here.
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Thundarius
Tartarian of the Order
Posts: 232
Joined: Tue Mar 12, 2013 7:54 am

Pokemon (Last Updated: 27/11/2017)

Sun Sep 29, 2013 7:22 pm

Do you have what it takes to defeat the 6 Gyms and challenge the Order to become a Pokemon Master? Ah, but like all great masters, they have to start somewhere. Pokemon on Kwandrivia are not level based, they do however rely on the skill of the trainer roleplaying them. (Pokemon can only be used in character battles if the opposing opponent also has a Pokemon. This rule is made so Civilians can possess Pokemon but do not need a rank for it.) Pokemon do not count as an aspect.

Starters
A aspiring Pokemon Trainer looking to get anywhere in Kwandrivia must begin their adventure by attaining their very first Pokemon. This first Pokemon can be attained at any of Kwandrivia's City-State Pokemon Gyms by seeking either the Gym Leader or the Gym's Starter Master.


-Federation City Starters-

Rock
Spoiler:
Geodude
Larvitar
Aron
Rhyhorn
Ice
Spoiler:
Swinub
Spheal
Vanillite
Dragon
Spoiler:
Gible
Axew
Goomy
Deino
Bagon
Jangmo-o

-Fortress Peak Starters-

Steel
Spoiler:
Beldum
Klink
Aron
Honeedge
Magnemite
Rock
Spoiler:
Geodude
Larvitar
Aron
Rhyhorn
Electric
Spoiler:
Pichu
Magnemite
Elekid
Mareep
Shinx
Tynamo
-Keiz Starters-
Grass
Spoiler:
Bulbasaur
Oddish
Chikorita
Hoppip
Treecko
Bellsprout
Seedot
Budew
Turtwig
Sewaddle
Snivy
Chespin
Lotad
Rowlet
Water
Spoiler:
Squirtle
Horsea
Poliwag
Totodile
Froakie
Dratini
Azurill
Mudkip
Lotad
Piplup
Oshawott
Tympole
Popolio
Poison
Spoiler:
Nidoran (male)
Nidoran (female)
Zubat
Venipede
Budew
Bellsprout
Oddish
Weedle
Bug
Spoiler:
Weedle
Caterpie
Wurmple
Venipede
Scatterbug
Sewaddle
Grubbin
Psychic
Spoiler:
Abra
Ralts
Gothita
Solosis
Beldum
-Wild Isles Starters-
Poison
Spoiler:
Nidoran (male)
Nidoran (female)
Zubat
Venipede
Budew
Bellsprout
Oddish
Weedle
Bug
Spoiler:
Weedle
Caterpie
Scatterbug
Wurmple
Venipede
Sewaddle
Grubbin
Grass
Spoiler:
Bulbasaur
Oddish
Chikorita
Hoppip
Treecko
Bellsprout
Seedot
Budew
Turtwig
Sewaddle
Snivy
Lotad
Rowlet
Water
Spoiler:
Squirtle
Horsea
Poliwag
Totodile
Dratini
Froakie
Azurill
Mudkip
Lotad
Piplup
Oshawott
Tympole
Popolio
-Acadia District Starters-
Ground
Spoiler:
Rhyhorn
Sandile
Larvitar
Trapinch
Geodude
Swinub
Flying
Spoiler:
Pidgey
Starly
Fletching
Pidove
Hoppip
Zubat
Pikipek
Fighting
Spoiler:
Machop
Timburr
Fire
Spoiler:
Charmander
Magby
Cyndaquil
Torchic
Chimchar
Tepig
Fennekin
Litwick
Litten
-the Order Starters-
Normal
Spoiler:
Cleffa
Igglybuff
Togepi
Happiny
Porygon
Slakoth
Whismur
Starly
Lillipup
Pidove
Pidgey
Pikipek
Fairy
Spoiler:
Cleffa
Togepi
Flabebe
Ralts
Azurill

-Zen City Starters-
Grass
Spoiler:
Bulbasaur
Oddish
Chikorita
Hoppip
Treecko
Bellsprout
Seedot
Budew
Turtwig
Sewaddle
Snivy
Lotad
Rowlet
Bug
Spoiler:
Weedle
Caterpie
Wurmple
Venipede
Scatterbug
Sewaddle
Grubbin
Flying
Spoiler:
Pidgey
Starly
Pidove
Fletching
Hoppip
Pikipek
Zubat
-Death City Starters-
Psychic
Spoiler:
Abra
Ralts
Gothita
Solosis
Beldum
Dark
Spoiler:
Sandile
Deino
Ghost
Spoiler:
Gastly
Honeedge
Litwick
Duskull
-Port Fortune Starters-
Dark
Spoiler:
Sandile
Deino
Flying
Spoiler:
Pidgey
Starly
Pidove
Fletching
Hoppip
Zubat
Pikipek
Water
Spoiler:
Squirtle
Horsea
Poliwag
Froakie
Totodile
Dratini
Azurill
Mudkip
Lotad
Piplup
Oshawott
Tympole
Popolio
Catching
After one obtains their starter Pokemon they are also given 6 Pokeballs. Pokeballs are used to catch Pokemon that can be found in any of the lands scattered about the world. A trainer is only capable of carrying up to 6 Pokemon at any time, and additional Pokemon caught are warped to the Order. To Catch a Pokemon, one must first weaken it. After weakening it a Pokeball is used and a single sided die is rolled to determine whether or not the Pokemon is caught. Rolling a 1, 3 or a 5 results in the Pokemon that is being caught to escape. When a Pokemon being caught fails, that Pokeball is gone forever. Rolling a 2, 4, 6 results in the Pokemon being successfully captured and added to your roster.

Gyms
Each city-state of Kwandrivia has their own gym, and each gym has a single leader. Each gym leader can be challenged in order to win a single Pokemon badge. Each Gym Leader usually specializes in one type of Pokemon, and their battlefield usually represents their chosen type.

-Future Badge: Electric (Federation City)
-Shadow Badge: Dark (Death City)
-Flora Badge: Grass (Zen City)
-King Badge: Fire (Acadia District)
-Chromium Badge: Steel (Fortress Peak)
-Claw Badge: Poison/Bug (Wild Isle)
-Knowledge Badge: Psychic (Keiz)
-Buccaneer Badge: Water (Port Fortune)

After a trainer attains all 8 Badges, they have the change to take on the big 3. The Big 3 are the Order who each use two 3rd tier Pokemon and one legendary type. A person who gains all 8 badges and defeats the Big 3 are given the rights and responsibilities of a Pokemon gym leader. They take over leadership of a gym of their choice.

Evolution
Evolution is based on the number of Wins your Pokemon has in battle.

- 1st Stage Evolution - 16 Wins
- 2nd Stage Evolution - 26 Wins
- 3rd Stage Evolution - 36 Wins

Types
All Monster and Pokemon of Kwandrivia are first divided into types. Types signify a Monster or Pokemons attributes and the types of moves they usually have. These Types determine what the Pokemon or Monster is super effective against, which other Types it is not very effective against, and which Types it is completely ineffective against. Some Monsters or Pokemon have dual types. Eventually, some of the natural Monsters of Kwandrivia will be added to the list of Pokemon


The Types are as follows.

Bug

Weaknesses: Fire, Flying, Poison1, Rock
Resistances: Fighting, Grass, Ground
SuperEffective: Dark, Grass, Poison, Psychic
Not effective: Fighting, Fire, Flying, Ghost, Poison2, Steel

Dark

Weaknesses: Bug, Fighting
Resistances: Dark, Ghost
Immunities: Psychic
Super Effective: Ghost, Psychic
Not effective: Dark, Fighting, Steel

Dragon

Weaknesses: Dragon, Ice, Fairy
Resistances: Electric, Fire, Grass, Water
Super Effective: Dragon
Not effective: Steel

Electric

Weakness: Ground
Resistances: Electric, Flying, Steel
SuperEffective: Water, Flying
Not effective: Electric, Grass, Dragon
No effect: Ground

Fighting

Weaknesses: Flying, Psychic
Resistances: Bug, Dark, Rock
SuperEffective: Dark, Ice, Normal, Rock, Steel
Not effective: Bug, Flying, Poison, Psychic
No effect: Ghost3

Fire

Weaknesses: Ground, Water, Rock
Resistances: Fire, Grass, Ice, Bug, Steel
SuperEffective: Grass, Ice, Bug, Steel
Not effective: Fire, Water, Rock, Dragon

Flying

Weaknesses: Electric, Ice, Rock
Resistances: Bug, Fighting, Grass
Immunities: Ground
SuperEffective: Bug, Fighting, Grass
Not effective: Electric, Rock, Steel

Ghost

Weaknesses: Dark, Ghost
Resistances: Bug, Poison
immunities: Normal, Fighting
SuperEffective: Ghost, Psychic
Not effective: Dark, Steel
No effect: Normal

Grass

Weaknesses: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water
SuperEffective: Ground, Rock, Water
Not effective: Bug, Dragon, Fire, Flying, Grass, Poison, Steel

Ground

Weaknesses: Grass, Ice, Water
Resistances: Poison, Rock
Immunities: Electric
SuperEffective: Electric, Fire, Poison, Rock, Steel
Not effective: Bug, Grass
No effect: Flying

Ice

Weaknesses: Fighting, Fire, Rock, Steel
Resistances: Ice
Super Effective: Dragon, Flying, Grass, Ground
Not effective: Fire, Ice, Steel, Water

Light/Fairy

Weakness: Poison, Steel
Resistance: Fighting, Dark, Bug
Immunities: Dragon
Super Effective: Dragon, Grass, Bug, Fighting
Not Effective: Poison, Steel, Fire,

Normal

Weaknesses: Fighting
Immunities: Ghost
Not effective: Rock, Steel
No effect: Ghost

Poison

Weaknesses: Bug1, Ground, Psychic
Resistances: Bug2, Fighting, Grass, Poison
SuperEffective: Bug1, Grass
Not effective: Ground, Poison, Rock, Ghost
No effect: Steel

Psychic

Weaknesses: Bug, Dark, Ghost2
Resistances: Fighting, Psychic
Immunities: Ghost (Pre-GSC, see Ghost-type vs. Psychic type)
SuperEffective: Fighting, Poison
Not effective: Psychic, Steel
No effect: Dark

Rock

Weaknesses: Fighting, Grass, Ground, Steel, Water
Resistances: Fire, Flying, Normal, Poison
SuperEffective: Bug, Fire, Flying, Ice
Not effective: Ground, Steel

Steel

Weaknesses: Fighting, Fire, Ground
Resistances: Bug, Dark, Dragon, Flying, Ghost, Grass, Ice, Normal, Psychic, Rock, Steel
Immunities: Poison
SuperEffective: Ice, Rock
Not Effective: Electric, Steel, Water

Water

Weakness: Electric, Grass
Resistance: Fire, Water, Ice, Steel
Super Effective: Fire, Ground, Rock
Not Effective: Water, Grass, Dragon


Pokemon Battles
Participating in Pokemon battles does not take into account your character’s rank. Because you are strictly using your Pokemon, Pokemon battles earn you a different amount of Gold Credits than a character versus character battle would.

Baby Pokemon
Wild Win - 4
Opposing Trainer Battle Win - 6
Loss/Tie - 4

1st Tier
Wild Win - 7
Opposing Trainer Battle Win - 12
Loss/Tie - 4

2nd Tier
Wild Win - 14
Opposing Trainer Battle Win - 28
Loss/Tie - 4

3rd Tier
Wild Win - 35
Opposing Trainer Battle Win - 36
Loss/Tie - 4

Legendary
Wild Win - 75
Opposing Trainer Battle Win - 111
Loss/Tie - 4
User avatar
Thundarius
Tartarian of the Order
Posts: 232
Joined: Tue Mar 12, 2013 7:54 am

Re: Pokemon (Last Updated: 12/10/2014)

Wed Dec 10, 2014 9:07 am

[Updated] Pokemon Battles have been added.
User avatar
Thundarius
Tartarian of the Order
Posts: 232
Joined: Tue Mar 12, 2013 7:54 am

Re: Pokemon (Last Updated: 27/11/2017)

Mon Nov 27, 2017 12:20 pm

Added the 7th Generation

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