Intro
Sorry to keep you waiting! Welcome to the world of Pokémon! My name is Acacia. But everyone calls me the Pokémon Professor. Before we go any further, I'd like to tell you a few things you should know about this world! This world is widely inhabited by creatures known as Pokémon. We humans live alongside Pokémon as friends. At times we play together, and at other times we work together. Some people use their Pokémon as companions. Some enter them in contests or competitions. Others use them to battle and develop closer bonds with them. Myself, I make a living studying them. Whatever your choice, I wish you good luck on your adventure, I'm sure I'll be seeing more of you young trainer!
Pokedex
Here you can fine a list of where each Pokemon are known to be found. However, don't be fooled! You may be able to find other Pokemon in a place where they are not listed in being in!
Battling
Battling is done by calling out commands to the Pokemon by the trainer. The trainer whose Pokemon is no longer able to fight is the loser. In this roleplay, the roleplayer can control the actions of the their created trainer and their Pokemon to battle other trainers. You do not take turns hitting each other and instead approach battles at a much more fluid pace. Roleplayers can continue to battle until they request a GM to make a final ruling on an outcome. Use the moves that the Pokemon knows and their physical abilities to come up with cunning strategies that would help you win battles and become a Pokemon Master!
Pokemon Moves
Unlike the games, Pokemon never forget what moves they learned nor do they have levels! To learn moves, it has to be taught to them through training, gaining battle experience (where they can instinctively know new moves), or through Technical Machines.
However, you must be wondering what moves your Pokemon know from the start. Although there aren't levels, let's use the learn set from the games as a reference. Note: These moves are from leveling up only.
Searching for Pokemon
Each Pokemon is classed by rarity and determines how easy or hard it is to find a certain Pokemon. The classifications are:
When you're walking around in the wilderness, odds are you're going to come across a wild Pokemon. To determine what kind of Pokemon you find, a GM will run a twenty-sided die.
Then the GM rolls another die to determine what specific Pokemon you encountered based on the area you are in. For example, if you were in Mt. Visus and rolled a 20, then you could potentially encounter a Charizard, Typhlosion, Blaziken, Flygon, Salamence, Metagross, Hydreigon, or Volcarona. The number of potential Pokemon that can be encountered determines the amount of sides of the die the GM will roll.
However, that's not all. Once the Pokemon that you will encounter is determined, the GM will roll a twenty-five-sided die to determine whether or not it has any mutations.
Capturing Pokemon
To capture a Pokemon, a trainer has to use a Pokeball and throw it at a Pokemon. Pokemon are easier to capture if they are weakened or if they have taken a liking to the trainer and thus allowing themselves to be captured. To weaken a Pokemon, a trainer has to battle it with their own. A GM will determine whether or not a Pokemon is captured by a number of factors:
A GM will take these percentages as the base before adding or subtracting the factors that determines the catch rate. The higher the percentage, the more likely a trainer can catch the Pokemon:
Then a GM will roll a die to observe whether or not you were able to catch the Pokemon after all the necessary factors have been noted.
Evolution
Many Pokemon can evolve into more powerful forms. In most cases, Pokemon evolve by gaining more and more experience or by the use of evolutionary stones. Of course, you must be wondering about the Pokemon that evolve through trading in the games. You don't trade them. They will evolve when they're ready through gaining lots of experience. For those that evolve through trading while holding an item, just have the Pokemon hold the item and train them and eventually, they would be ready to evolve.
Remember, Pokemon don't evolve until their ready.
Type "Immunities"
On the topic of Type Immunities. There are at least four of them in the world of Pokemon. Here, you'll see how they translate into the role play.
1: Flying vs Ground
It depends on two things:
First: Is the Flying Type airborne?
Second: What Ground move is it?
Then it's just common sense. Earthquake won't hit something in the air, but flying won't help you automatically avoid a wad of mud fired via Mud Shot.
2: Dark vs Psychic
In this case, we have decided that while Dark will take less damage from Psychic attacks, they will not be immune to it.
3: Normal vs Ghost
This immunity is one we've decided to uphold. Normal type attacks do not effect ghost type pokemon and vice versa.
4: Electric vs Ground
And now we come to the hotbed of the issue. For this, we've adopted a hybrid approach based on the Flying-Ground and Dark-Psychic. Most Ground Types will have a resistance to Electricity (meaning reduced damage); how much resistance depends on who is attacking who; an Onix will have more resistance than an Excadrill against the same attacker. Generally speaking, a ground type will be nearly invulnerable (note the nearly) against something much smaller than it. The exception, of course, is if the electric type is awesome and has trained itself to up its voltage (like how Pikachu was able to take out the Rhydon, "Aim for the horn" be damned).
5: Fighting vs Ghost
This immunity stays the same, fighting type attacks have no effect on ghost type pokemon.
6: Fairy vs Dragon
Fairy types will resist dragons instead of being completely immune.
Essentially, how much damage is taken will be based on GM discretion, but you may appeal to any GM if you feel it has been unfairly decided.
Updates
For this RP, there will be two types of updates. The first are Training updates, which will be short and fast. Training updates will involve searching for, capturing, and training pokemon. The second type are story updates which will be far more detailed and involve things like challenging a Gym, doing a side quest, defeating a criminal organization, etc. though these updates will be less frequent (about once a week as opposed to once a day).
Battling
Battling is done by calling out commands to the Pokemon by the trainer. The trainer whose Pokemon is no longer able to fight is the loser. In this roleplay, the roleplayer can control the actions of the their created trainer and their Pokemon to battle other trainers. You do not take turns hitting each other and instead approach battles at a much more fluid pace. Roleplayers can continue to battle until they request a GM to make a final ruling on an outcome. Use the moves that the Pokemon knows and their physical abilities to come up with cunning strategies that would help you win battles and become a Pokemon Master!
Pokemon Moves
Unlike the games, Pokemon never forget what moves they learned nor do they have levels! To learn moves, it has to be taught to them through training, gaining battle experience (where they can instinctively know new moves), or through Technical Machines.
However, you must be wondering what moves your Pokemon know from the start. Although there aren't levels, let's use the learn set from the games as a reference. Note: These moves are from leveling up only.
Baby Pokemon: Knows all moves up to Level 15
1st-Tier in Two-Evolution Families: Knows all moves up to Level 25
2nd-Tier in Two-Evolution Families: Knows all moves up to Level 50
Final Tier in Two-Evolution Families: Knows all moves up to Level 75
1st-Tier in One-Evolution Families: Knows all moves up to Level 30
Final Tier in One-Evolution Families: Knows all moves up to Level 60
Non-Evolving Pokemon: Knows all moves up to Level 40
Legendary Pokemon: Knows all moves up to Level 100
1st-Tier in Two-Evolution Families: Knows all moves up to Level 25
2nd-Tier in Two-Evolution Families: Knows all moves up to Level 50
Final Tier in Two-Evolution Families: Knows all moves up to Level 75
1st-Tier in One-Evolution Families: Knows all moves up to Level 30
Final Tier in One-Evolution Families: Knows all moves up to Level 60
Non-Evolving Pokemon: Knows all moves up to Level 40
Legendary Pokemon: Knows all moves up to Level 100
Each Pokemon is classed by rarity and determines how easy or hard it is to find a certain Pokemon. The classifications are:
Common
Uncommon
Rare
Rarer
Rarest
Uncommon
Rare
Rarer
Rarest
When you're walking around in the wilderness, odds are you're going to come across a wild Pokemon. To determine what kind of Pokemon you find, a GM will run a twenty-sided die.
1-8: Common
9-14: Uncommon
15-17: Rare
18-19: Rarer
20: Rarest
9-14: Uncommon
15-17: Rare
18-19: Rarer
20: Rarest
Then the GM rolls another die to determine what specific Pokemon you encountered based on the area you are in. For example, if you were in Mt. Visus and rolled a 20, then you could potentially encounter a Charizard, Typhlosion, Blaziken, Flygon, Salamence, Metagross, Hydreigon, or Volcarona. The number of potential Pokemon that can be encountered determines the amount of sides of the die the GM will roll.
However, that's not all. Once the Pokemon that you will encounter is determined, the GM will roll a twenty-five-sided die to determine whether or not it has any mutations.
1: Shiny
2-3: Giant (1.5x to 2x average size)
4-50: Normal
2-3: Giant (1.5x to 2x average size)
4-50: Normal
Capturing Pokemon
To capture a Pokemon, a trainer has to use a Pokeball and throw it at a Pokemon. Pokemon are easier to capture if they are weakened or if they have taken a liking to the trainer and thus allowing themselves to be captured. To weaken a Pokemon, a trainer has to battle it with their own. A GM will determine whether or not a Pokemon is captured by a number of factors:
Basic Pokemon Percentages
Baby Pokemon: 60%
1st-Tier in Two-Evolution Families: 40%
2nd-Tier in Two-Evolution Families: 20%
Final Tier in Two-Evolution Families: 10%
1st-Tier in One-Evolution Families: 40%
Final Tier in One-Evolution Families: 20%
Non-Evolving Pokemon: 20%
Legendary Pokemon: 5%
Baby Pokemon: 60%
1st-Tier in Two-Evolution Families: 40%
2nd-Tier in Two-Evolution Families: 20%
Final Tier in Two-Evolution Families: 10%
1st-Tier in One-Evolution Families: 40%
Final Tier in One-Evolution Families: 20%
Non-Evolving Pokemon: 20%
Legendary Pokemon: 5%
A GM will take these percentages as the base before adding or subtracting the factors that determines the catch rate. The higher the percentage, the more likely a trainer can catch the Pokemon:
Pokemon Factors
Full Health: -10%
Yellow Health: +10%
Red Health: +20%
Full Health: -10%
Yellow Health: +10%
Red Health: +20%
Fainted: +40%
Pokeball: +0%
Great Ball: +5%
Ultra Ball: +10%
Specified-Usage Balls: +15% (if requirement is met)
Master Ball: +100%
Status Ailment: +10%
Sleep/Frozen: +15%
Common Pokemon: +20%
Uncommon Pokemon: +10%
Rare Pokemon: +0%
Rarer Pokemon: -10%
Rarest Pokemon: -15%
Legendary Pokemon: -20%
Pokeball: +0%
Great Ball: +5%
Ultra Ball: +10%
Specified-Usage Balls: +15% (if requirement is met)
Master Ball: +100%
Status Ailment: +10%
Sleep/Frozen: +15%
Common Pokemon: +20%
Uncommon Pokemon: +10%
Rare Pokemon: +0%
Rarer Pokemon: -10%
Rarest Pokemon: -15%
Legendary Pokemon: -20%
Then a GM will roll a die to observe whether or not you were able to catch the Pokemon after all the necessary factors have been noted.
Evolution
Many Pokemon can evolve into more powerful forms. In most cases, Pokemon evolve by gaining more and more experience or by the use of evolutionary stones. Of course, you must be wondering about the Pokemon that evolve through trading in the games. You don't trade them. They will evolve when they're ready through gaining lots of experience. For those that evolve through trading while holding an item, just have the Pokemon hold the item and train them and eventually, they would be ready to evolve.
Remember, Pokemon don't evolve until their ready.
Type "Immunities"
On the topic of Type Immunities. There are at least four of them in the world of Pokemon. Here, you'll see how they translate into the role play.
1: Flying vs Ground
It depends on two things:
First: Is the Flying Type airborne?
Second: What Ground move is it?
Then it's just common sense. Earthquake won't hit something in the air, but flying won't help you automatically avoid a wad of mud fired via Mud Shot.
2: Dark vs Psychic
In this case, we have decided that while Dark will take less damage from Psychic attacks, they will not be immune to it.
3: Normal vs Ghost
This immunity is one we've decided to uphold. Normal type attacks do not effect ghost type pokemon and vice versa.
4: Electric vs Ground
And now we come to the hotbed of the issue. For this, we've adopted a hybrid approach based on the Flying-Ground and Dark-Psychic. Most Ground Types will have a resistance to Electricity (meaning reduced damage); how much resistance depends on who is attacking who; an Onix will have more resistance than an Excadrill against the same attacker. Generally speaking, a ground type will be nearly invulnerable (note the nearly) against something much smaller than it. The exception, of course, is if the electric type is awesome and has trained itself to up its voltage (like how Pikachu was able to take out the Rhydon, "Aim for the horn" be damned).
5: Fighting vs Ghost
This immunity stays the same, fighting type attacks have no effect on ghost type pokemon.
6: Fairy vs Dragon
Fairy types will resist dragons instead of being completely immune.
Essentially, how much damage is taken will be based on GM discretion, but you may appeal to any GM if you feel it has been unfairly decided.
Updates
For this RP, there will be two types of updates. The first are Training updates, which will be short and fast. Training updates will involve searching for, capturing, and training pokemon. The second type are story updates which will be far more detailed and involve things like challenging a Gym, doing a side quest, defeating a criminal organization, etc. though these updates will be less frequent (about once a week as opposed to once a day).
Welcome to Junnis
Regional Map
Cities and Towns:
Landmarks:
Cities and Towns:
Paradime City: A large industrial city teeming with life; it has one of the highest populations in Junnis. However, the city’s factories cause large amounts of pollution, clogging skies and canals.
Haystock Town: A quiet, rural town that holds a large musical festival once a year, attracting hundreds of people from all over to attend.
Rhasta Town: A town residing on a tropical beach island where many go to relax and have fun.
Arcadia City: A huge city with a large scientific community home to a number of well-known scientists and professors, marking itself as one of the most technologically advanced areas in Junnis.
Spectre Town: A town on the border of the Great Desert. It has a small population, making it seem like a ghost town. It’s the only source of water for miles before entering the desert and is the last chance for adventurers to stock up on supplies.
Kerning City: A large city home to several private businesses with a large divide between the rich and poor. Although crime is rampant in the streets, citizens of the city are able to live a peaceful life.
Forte Village: A village residing in the peak of Mt. Tellus. The people living in the village take on a traditional life of living freely with Pokemon.
Melody Town: The town of beginning for many new trainers eager to start their journey!
Opus City: A city built years ago that sports a classical baroque architecture. At its center lies a large abandoned tower rumored to be the resting grounds for ancient legendary Pokemon.
Dewey City: A bustling metropolis filled to the brim with people. It is the center for entertaining in the region, containing large shopping centers, Pokemon Musicals, and Pokemon Contests!
Allegro Town: Another town of origin for many upcoming trainers. It is famed for its pastries and Pokemon treats. It is a haven for many Pokemon breeders looking for a peaceful settlement to care for Pokemon.
Bluegrass Town: A small town built atop of the largest tree in the center of Tellus March. The people of the town are a little different from others in the region, but they are genuinely kind and welcoming as any other.
Funky Town: A fun little town known for its nightlife entertainment and for being stuck in the pop culture that ended decades ago.
Shred City: A precariously placed city at the base of Mt. Visus. It is surrounded by strong Pokemon and experienced trainers come to the city to test their skills against others.
Adagio City: Built on an icy island just off the coast of Junnis, the trail to the city is unforgiving and exalts pressure on those that attempt to enter it. It is the domain of the Elite Four and the final test for trainers.
Haystock Town: A quiet, rural town that holds a large musical festival once a year, attracting hundreds of people from all over to attend.
Rhasta Town: A town residing on a tropical beach island where many go to relax and have fun.
Arcadia City: A huge city with a large scientific community home to a number of well-known scientists and professors, marking itself as one of the most technologically advanced areas in Junnis.
Spectre Town: A town on the border of the Great Desert. It has a small population, making it seem like a ghost town. It’s the only source of water for miles before entering the desert and is the last chance for adventurers to stock up on supplies.
Kerning City: A large city home to several private businesses with a large divide between the rich and poor. Although crime is rampant in the streets, citizens of the city are able to live a peaceful life.
Forte Village: A village residing in the peak of Mt. Tellus. The people living in the village take on a traditional life of living freely with Pokemon.
Melody Town: The town of beginning for many new trainers eager to start their journey!
Opus City: A city built years ago that sports a classical baroque architecture. At its center lies a large abandoned tower rumored to be the resting grounds for ancient legendary Pokemon.
Dewey City: A bustling metropolis filled to the brim with people. It is the center for entertaining in the region, containing large shopping centers, Pokemon Musicals, and Pokemon Contests!
Allegro Town: Another town of origin for many upcoming trainers. It is famed for its pastries and Pokemon treats. It is a haven for many Pokemon breeders looking for a peaceful settlement to care for Pokemon.
Bluegrass Town: A small town built atop of the largest tree in the center of Tellus March. The people of the town are a little different from others in the region, but they are genuinely kind and welcoming as any other.
Funky Town: A fun little town known for its nightlife entertainment and for being stuck in the pop culture that ended decades ago.
Shred City: A precariously placed city at the base of Mt. Visus. It is surrounded by strong Pokemon and experienced trainers come to the city to test their skills against others.
Adagio City: Built on an icy island just off the coast of Junnis, the trail to the city is unforgiving and exalts pressure on those that attempt to enter it. It is the domain of the Elite Four and the final test for trainers.
Landmarks:
Raze Forest: A small forest swarming with Bug Pokemon! It can be difficult to maneuver through as powerful webs spun by Pokemon are made between trees. Researchers are trying to find a reason why the forest is popular with Bug Pokemon.
Bellus Forest: A forest that contains a special tree that sports white leaves. Many berries and herbs can be found here. Strangely, there are not many Pokemon that live in the area despite the abundance of resources.
Mt. Tellus: A large, winding mountain range inhabited with all sorts of wild Pokemon. Trainers can’t walk two steps without coming across one!
Tellus Marsh: A swampy marsh that lies at the eastern base of Mt. Tellus.
Mt. Visus: A large, volcanic mountain that has several powerful Pokemon living inside it.
Lake Oros: The largest lake in the region. Divers sometimes can find rare gems within its waters. At night, the water glows a fluorescent green but researchers have yet to discover why.
Mt. Forte: A small mountain in Junnis where many trainers go to train. It connects to Aurora's Cave through a network of tunnels.
Aurora’s Cave: One of the largest caves in Junnis, it is difficult to navigate through. It is at its most dangerous during winter due to the frost and snow that covers it.
Arune Forest: The largest forest in Junnis. It is said that many trainers have entered it and became forever lost.
The Great Desert: A larger desert at the southern portion of the region. It is dangerous to cross without properly supplying yourself and many trainers opt to ignore enter it.
Crescendo Pyramid: A massive, ancient labyrinth at the end of the Great Desert buried beneath its sands. Some say that the remains of Pokemon long extinct are hidden within its walls, but many explorers become lost in their search for them.
Underwater Caves: A complex, underwater cave system that runs throughout the entire region. It has yet to be fully mapped out and many have been lost attempting to do so.
Grimm’s Crossing: A crossroad between Grimm Tower that connects to Kerning and Arcadia City.
Grimm Tower: An old abandoned tower at Grimm’s Crossing. It is said that those who visit the tower would come across great misfortune.
Grimm Cemetery: A large cemetery that starts at the base of Grimm Tower that houses the spirits of the departed.
Orislo Power Plant: An abandoned plant that once provided power to its surroundings town. It was shut down after an accident and its remains are inhabited by Pokemon.
Denue Bridge: A large bridge above the Dennir River that allows passage between Dewey City and Forte Village. It is a hub for trading as well as a prime location with challenging other trainers on their journey.
Dennir River: A long river that divides the whole of Junnis with only one bridge across it. However, there are several spots where it can be crossed safely on foot.
The Mayone Plateau: A large jagged plateau that had legends say had once been a mountain until it was crushed by a meteor. There is no evidence to support this theory and some say it was a Pokemon.
Bay of Tepigs: A large bay south of Melody Town where the Tepig evolutionary line frequently migrates to. On its northern beach lies a set of ruins.
Safari Zone: A large preserve for wild Pokemon. Trainers can enter and attempt to catch some of the Pokemon found there.
Treble Glacier: A large land mass made of ice situated out at sea. Many kinds of ice Pokemon can be found there as well as several rare Pokemon.
Tempest Isle: A small island surrounded by an eternal storm that rages fiercely. Even the most stouthearted captains refuse to even attempt to go near it. Only a brave trainer with an exceptionally strong Pokemon has a chance of reaching it. Only the best of the best have returned from the island with stories that others refuse to believe. However, one known fact is that the isle is the stomping ground for powerful Pokemon.
Bellus Forest: A forest that contains a special tree that sports white leaves. Many berries and herbs can be found here. Strangely, there are not many Pokemon that live in the area despite the abundance of resources.
Mt. Tellus: A large, winding mountain range inhabited with all sorts of wild Pokemon. Trainers can’t walk two steps without coming across one!
Tellus Marsh: A swampy marsh that lies at the eastern base of Mt. Tellus.
Mt. Visus: A large, volcanic mountain that has several powerful Pokemon living inside it.
Lake Oros: The largest lake in the region. Divers sometimes can find rare gems within its waters. At night, the water glows a fluorescent green but researchers have yet to discover why.
Mt. Forte: A small mountain in Junnis where many trainers go to train. It connects to Aurora's Cave through a network of tunnels.
Aurora’s Cave: One of the largest caves in Junnis, it is difficult to navigate through. It is at its most dangerous during winter due to the frost and snow that covers it.
Arune Forest: The largest forest in Junnis. It is said that many trainers have entered it and became forever lost.
The Great Desert: A larger desert at the southern portion of the region. It is dangerous to cross without properly supplying yourself and many trainers opt to ignore enter it.
Crescendo Pyramid: A massive, ancient labyrinth at the end of the Great Desert buried beneath its sands. Some say that the remains of Pokemon long extinct are hidden within its walls, but many explorers become lost in their search for them.
Underwater Caves: A complex, underwater cave system that runs throughout the entire region. It has yet to be fully mapped out and many have been lost attempting to do so.
Grimm’s Crossing: A crossroad between Grimm Tower that connects to Kerning and Arcadia City.
Grimm Tower: An old abandoned tower at Grimm’s Crossing. It is said that those who visit the tower would come across great misfortune.
Grimm Cemetery: A large cemetery that starts at the base of Grimm Tower that houses the spirits of the departed.
Orislo Power Plant: An abandoned plant that once provided power to its surroundings town. It was shut down after an accident and its remains are inhabited by Pokemon.
Denue Bridge: A large bridge above the Dennir River that allows passage between Dewey City and Forte Village. It is a hub for trading as well as a prime location with challenging other trainers on their journey.
Dennir River: A long river that divides the whole of Junnis with only one bridge across it. However, there are several spots where it can be crossed safely on foot.
The Mayone Plateau: A large jagged plateau that had legends say had once been a mountain until it was crushed by a meteor. There is no evidence to support this theory and some say it was a Pokemon.
Bay of Tepigs: A large bay south of Melody Town where the Tepig evolutionary line frequently migrates to. On its northern beach lies a set of ruins.
Safari Zone: A large preserve for wild Pokemon. Trainers can enter and attempt to catch some of the Pokemon found there.
Treble Glacier: A large land mass made of ice situated out at sea. Many kinds of ice Pokemon can be found there as well as several rare Pokemon.
Tempest Isle: A small island surrounded by an eternal storm that rages fiercely. Even the most stouthearted captains refuse to even attempt to go near it. Only a brave trainer with an exceptionally strong Pokemon has a chance of reaching it. Only the best of the best have returned from the island with stories that others refuse to believe. However, one known fact is that the isle is the stomping ground for powerful Pokemon.
Trainer Card
Name: What most people will be calling you
Age: The age of your trainer. It must be ten or above.
Theme: What music plays when someone battles you!
I.D. Picture: Place the picture of your character here.
Background: A brief paragraph of your trainer's life before he set off on his journey. State your goals and aspirations. Feel free to also include a short statement of your character's personality. Also, it's only been a few days since you started your journey.
Hometown: Where you originated from.
Current Location: Must be adjacent to your hometown.
Bag:
10x Poke Ball
10x (Choose any type of Pokeball that isn't a Master Ball. Only one type. You can't split them.)
5x Max Potion
5x Full Heal
3x Full Restore
In order to replenish your items, you will have to visit a Pokemon Center or a town/city. You can only replenish up to half of what you have at a Pokemon Center while on the road.
You may get more items later on.
Pokemon:
Choose 2 Pokemon at their basic form and no dream abilities; the exception to this is when their abilities are deemed not that useful within the role play. One of the pokemon must be part of a three stage evolutionary line (e.g. Charmander -> Charmeleon -> Charizard) and will be allowed one move that can be learned through breeding/move tutor/TM at the start.
Trainer Perks:
Depending on the decisions you make during the RP you may be granted special perks that can aid you on your pokemon adventure. These perks can range from having all your pokemon stronger in battle to having a better chance of finding rarer pokemon to being able to breed more pokemon at once.
Age: The age of your trainer. It must be ten or above.
Theme: What music plays when someone battles you!
I.D. Picture: Place the picture of your character here.
Background: A brief paragraph of your trainer's life before he set off on his journey. State your goals and aspirations. Feel free to also include a short statement of your character's personality. Also, it's only been a few days since you started your journey.
Hometown: Where you originated from.
Current Location: Must be adjacent to your hometown.
Bag:
10x Poke Ball
10x (Choose any type of Pokeball that isn't a Master Ball. Only one type. You can't split them.)
5x Max Potion
5x Full Heal
3x Full Restore
In order to replenish your items, you will have to visit a Pokemon Center or a town/city. You can only replenish up to half of what you have at a Pokemon Center while on the road.
You may get more items later on.
Pokemon:
Choose 2 Pokemon at their basic form and no dream abilities; the exception to this is when their abilities are deemed not that useful within the role play. One of the pokemon must be part of a three stage evolutionary line (e.g. Charmander -> Charmeleon -> Charizard) and will be allowed one move that can be learned through breeding/move tutor/TM at the start.
Trainer Perks:
Depending on the decisions you make during the RP you may be granted special perks that can aid you on your pokemon adventure. These perks can range from having all your pokemon stronger in battle to having a better chance of finding rarer pokemon to being able to breed more pokemon at once.