[center][color=BA55D3][h1]Game Mechanics[/h1][/color][/center] [hider=Exploration Rules]As you explore the world of Starre, you will have opportunities to interact with it. There are four main activities to do (that involve GMs): looking for & battling wild Pokemon, battling trainers, harvesting berries, and finding random items in the wild. The first two will be discussed in depth down below, but as for the latter two… For every new area (most specifically routes, but some locations like forests, valleys, etc.) will have berry trees your character can harvest berries from. The type of tree is always pre-set, but how many berries you get is RNG based. You have to ask the GM for a “Berry Roll” and they’ll roll for you and tell you how many you get. You do this once per area and it’s a 1/10 roll. For items, there are two types of rolls. One is the basic item roll and the other is the treasure item roll. The basic item roll is a list based on your highest tier Pokemon, while the treasure item roll is based on the location your character is in. You can roll up to twice for the basic item roll, and once for treasure roll. You then have your character “discover” said items in the wild. You can do this all at once or separately, up to you. But once rolled for the area, that is set until the next in-game day. As you roleplay, make sure to tag me at the end of your post put a tl;dr “(@)GM, Berry or Basic/Treasure Item Roll please.” Or something similar at the bottom cause even if you have it in your post that your character is looking for berries/items, I might miss that. [hider=Basic Item Roll List For Tier 1] Number you roll = number listed. (1.) Pokeball 5x (2.) Potion – Heals 2 HP. 300P (3.) Fresh Water – Heals 1 HP. 200P (4.) Soda Pop – Heals 2 HP. 300P (5.) Lemonade – Heals 3 HP. 400P (6.) Revive – Revives Pokemon to half HP. 2,000P (7.) Antidote – Cures poison. 200P (8.) Burn Heal – Cures burn. 200P (9.) Ice Heal – Cures freeze. 200P (10.) Awakening – Cures sleep. 200P (11.) Paralyze Heal – Cures paralyze. 200P (12.) X Speed – Increases by one stage. (13.) X Sp. Atk – Increases by one stage. (14.) X Sp. Def – Increases by one stage. (15.) X Defense – Increases by one stage. (16.) X Attack – Increases by one stage. (17.) X Accuracy – Increases by one stage. (18.) Guard Spec - Prevents stat reduction.[/hider] [hider=Basic Item Roll List for Tier 2] Number you roll = number listed. (1.) Pokeball 5x (2.) Potion – Heals 2 HP. 300P (3.) Super Potion – Heals 4 HP. 700P (4.) Fresh Water – Heals 1 HP. 200P (5.) Soda Pop – Heals 2 HP. 300P (6.) Lemonade – Heals 3 HP. 400P (7.) Revive – Revives Pokemon to half HP. 2,000P (8.) Antidote – Cures poison. 200P (9.) Burn Heal – Cures burn. 200P (10.) Ice Heal – Cures freeze. 200P (11.) Awakening – Cures sleep. 200P (12.) Paralyze Heal – Cures paralyze. 200P (13.) Full Heal – Cures any status condition. 400P (14.) X Speed – Increases by one stage. (15.) X Sp. Atk – Increases by one stage. (16.) X Sp. Def – Increases by one stage. (17.) X Defense – Increases by one stage. (18.) X Attack – Increases by one stage. (19.) X Accuracy – Increases by one stage. (20.) Guard Spec - Prevents stat reduction.[/hider] [hider=Basic Item Roll List for Tier 3] Number you roll = number listed. (1.) Pokeball 5x (2.) Potion – Heals 2 HP. 300P (3.) Super Potion – Heals 4 HP. 700P (4.) Hyper Potion – Heals 7 HP. 1200P (5.) Fresh Water – Heals 1 HP. 200P (6.) Soda Pop – Heals 2 HP. 300P (7.) Lemonade – Heals 3 HP. 400P (8.) Revive – Revives Pokemon to half HP. 2,000P (9.) Antidote – Cures poison. 200P (10.) Burn Heal – Cures burn. 200P (11.) Ice Heal – Cures freeze. 200P (12.) Awakening – Cures sleep. 200P (13.) Paralyze Heal – Cures paralyze. 200P (14.) Full Heal – Cures any status condition. 400P (15.) X Speed – Increases by one stage. (16.) X Sp. Atk – Increases by one stage. (17.) X Sp. Def – Increases by one stage. (18.) X Defense – Increases by one stage. (19.) X Attack – Increases by one stage. (20.) X Accuracy – Increases by one stage. (21.) Guard Spec - Prevents stat reduction.[/hider] [hider=Basic Item Roll List for Tier 4] Number you roll = number listed. (1.) Pokeball 5x (2.) Potion – Heals 2 HP. 300P (3.) Super Potion – Heals 4 HP. 700P (4.) Hyper Potion – Heals 7 HP. 1200P (5.) Max Potion – Heals Max HP. 2,500P (6.) Fresh Water – Heals 1 HP. 200P (7.) Soda Pop – Heals 2 HP. 300P (8.) Lemonade – Heals 3 HP. 400P (9.) Full Restore – Heals max HP + cure status conditions. 3,000P (10.) Revive – Revives Pokemon to half HP. 2,000P (11.) Max Revive – Revives Pokemon to full health. 3,000P (12.) Antidote – Cures poison. 200P (13.) Burn Heal – Cures burn. 200P (14.) Ice Heal – Cures freeze. 200P (15.) Awakening – Cures sleep. 200P (16.) Paralyze Heal – Cures paralyze. 200P (17.) Full Heal – Cures any status condition. 400P (18.) X Speed – Increases by one stage. (19.) X Sp. Atk – Increases by one stage. (20.) X Sp. Def – Increases by one stage. (21.) X Defense – Increases by one stage. (22.) X Attack – Increases by one stage. (23.) X Accuracy – Increases by one stage. (24.) Guard Spec - Prevents stat reduction.[/hider][/hider] [hider=Wild Pokemon Mechanics]This rp heavily uses RNG to determine outcomes of most of the things. A GM is the one who rolls it for the players and logs the results & informs the players (which they then write out). Example: Players A & B go into an area for exploration and are looking for Pokemon. In the next post, GM rolls how many Pokemon will appear, what tier they will be, and once the tier is decided, what Pokemon will show up and what their mood will be (Calm or Hostile). Let’s break it down further. [b]Number of Pokemon Roll:[/b] 1-5. 1 is single battle, two is double. If it’s a 3+ group, you must pick one and the rest will disperse. If you have a group of 5, the GM rolls for all of you and each of you can take on one of the Pokemon in the group of 5. [b]Tiers:[/b] Pokemon are broken down into tiers. Technically there are 5, but mostly it’s going to be just three. Each tier consists of 20 levels per. Tier 1 is level 1-20, Tier 2 is level 21-40, Tier 3 is level 41-60, Tier 4 is level 61-80, and Tier 5 is level 81-100. [b]Tier Roll:[/b] For this, it’s a 1-10 roll. Rolling a 1 being the pull that gets you a Pokemon above your tier (so for the beginning, this would be Tier 2 and 3). Rolling a 2-10 gets you a same-tier Pokemon. So there is a 10% chance of coming across a Pokemon that is substantially stronger than you. [b]Pokemon Selection:[/b] Each area has its own selection of Pokemon that can show up (tiers and time of day as additional factors to consider). Roll between the list (which should be numbered) and whichever number rolls out is that respective Pokemon. For large groups, the GM can decide if it’s all one type of Pokemon (ex: 5 Marills) or different individual Pokemon in the group. If they choose the latter, the GM must roll for each one. In the section of the OOC page where the Pokemon are listed with their locations, there is a number attached to their names that will be the number you need to pull to get it. So in a place where there are 10 Pokemon total for that tier, and Chansey is a 7, you must roll a 7 to get the Chansey to appear. [b]Mood Roll:[/b] 50% chance roll (1/2) of if they’re calm or hostile. For groups, the rolled mood applies to ALL of them. If they’re calm, the players get guaranteed first hit. If they’re hostile, the wild Pokemon get guaranteed first hit for the first turn. [b]Level:[/b] For same-tier rolls, the wild Pokemon will always be the same level as the weakest Pokemon in your party. For group rolls, this will be the weakest Pokemon of the trainers in their group. For higher tier rolls, the Pokemon will always be 20-40 levels higher than your weakest Pokemon. [b]Gender Roll:[/b] Roll for gender. Only applies to Pokemon that can be of either female or male gender. Genderless and Pokemon of a single gender line do not apply for this. [b]Shiny Chance:[/b] 1/30 roll for every individual encounter. 1 being the number that gets you the shiny. If these end up too common, I'll lower the odds. [b]Catch Rate:[/b] At full health, a Pokemon has 1/10 chance of being caught. A GM runs the numbers between 1 through 10, if it pulls a 1 then it’s caught. If the player spends time to fight & lower the health of the Pokemon, then it goes down to 1/5th chance. GM sets the numbers between 1 through 5, and if it rolls a 1 then its caught. The Pokemon’s nature is something the player can decide one once caught. [/hider] [hider=Tiers]In this RP, Pokemon are grouped into things called “Tiers.” Tiers are determined by your level and have a set amount of HP. Level 1-20, 5 HP = Tier 1 Level 21-40, 10 HP = Tier 2 Level 41-60, 15 HP = Tier 3 Level 61-80, 20 HP = Tier 4 Level 81-100, 25 HP = Tier 5 (likely not gonna be used, but just for reference). There may be certain exceptions to this (certain...opponents, perhaps) but very few.[/hider] [hider=Pokemon Moves and Ranks]Pokemon moves that deal damage are categorized by Rank. There are 4 Ranks. Rank 1: Features damage moves with up to 60 damage from the games. Hits for 1 base HP. Rank 2: Features damage moves from 60 - 95 damage from the games. Hits for 2 base HP. Rank 3: Features damage moves from 100-150 damage from the games. Hits for 3 base HP. Rank 4: Features only the moves Explosion and Self-Destruct. Tier 1 Pokemon ONLY use Rank 1 moves. Tier 2 Pokemon can use Rank 1 or Rank 2 moves. Tier 3 Pokemon can use Rank 1, 2, or 3 moves. Tier 4 can use all Rank moves.[/hider] [hider=Battle Mechanics]This goes with the idea in mind that both Pokemon are on the same tier as one another (and close in levels). Tier 1 Pokemon have 5 “health points.” Each successful attack (barring a few exceptions) removes 1 health point from the other Pokemon. [hider=An example]Battle begins. It’s 1 on 1. GM rolls first to decide who goes first. [b]First Strike Roll:[/b] 50/50 chance between either parties. This is done at the beginning of EACH turn. Once that is decided, the person to go first writes a post about their initial attack. Once they’re done & posted it, GM then must roll for the other person if they can successfully dodge the attack or not. Notable Exception: If it’s a Wild Pokemon battle and the enemies are calm, players get first attack guaranteed. If they’re hostile, the wild Pokemon get first attack guaranteed. [b]Dodge Roll:[/b] 1/5 chance. Numbers are 1 through 5. If your roll is number one, you can successfully dodge the attack. Getting 2-5 will do nothing for you. If they roll a one, the other person can successfully dodge it. Otherwise, their Pokemon loses 1 health point. Rinse and repeat until one person’s Pokemon get down to 0 health points and faints. [/hider] [hider=How statuses will work][b]Status Conditions:[/b] Moves that have guaranteed status infliction are always guaranteed. Any attack/Pokemon ability that has a chance at status infliction (usually as a secondary effect), the GM must roll for it for each move. Abilities like Synchronize obviously don’t need this and will be automatic. [b]Status Condition Roll:[/b] 1/5. 1 Being successful in afflicting, 2-5 being not. [list][*][b]Poison:[/b] Once afflicted, it reduces your Pokemon’s HP by .5 points for every turn. No chance for it to be miraculously healed. Use an item or move to remove it. In cases such as Toxic, I’m currently setting so it starts out with .5 HP loss in the initial turn, and increases by .5 HP points of damage each turn. If that ends up too harsh/brutal, I’ll amend it, so it just poisons regularly. [*][b]Burn:[/b] Once afflicted, it reduces your Pokemon’s HP by .5 points for every turn. No chance for it to be miraculously healed. Use an item or move to remove it. [*][b]Paralyze:[/b] Each turn, you have a 1/4 chance of failing to attack. Getting a 1 means you are successfully paralyzed, 2-4 is safe. No chance for it to be miraculously healed. Use an item or move to remove it. [*][b]Sleep:[/b] Once afflicted, your Pokemon will have to roll for a chance to wake up, otherwise they can’t do any action (they’re asleep). For the first turn they are afflicted, it’s 1/5 chance, 1 being the number that means they can wake up. For the next turn, those odds are reduced to 1/4, next turn is 1/3, next turn is 1/2, and if by the next turn they still haven’t rolled a 1; they automatically wake up. [*][b]Freeze:[/b] Same as sleep, just with freezing. [*][b]Confusion:[/b] Once afflicted, your Pokemon will have a 1/4 chance of failing to attack, and instead hurting themselves in confusion. Getting a 1 means the attack failed and they hurt themselves in confusion, getting 2-4 is safe. After the first turn they are afflicted, they must additionally roll to remove the Confusion status. It’s 1/3 chance (1 being the number for snapping out of it, 2-3 for continuing the confusion state) and if by the fourth turn they haven’t rolled a 1, they automatically snap out of the confusion state. The cost for hurting oneself in confusion is.5 HP loss (for Tier 1 Pokemon). [*][b]Flinch:[/b] For moves that have the side effect of flinching, it’s a 50% chance (1/2 roll) of flinching and not being able to attack that turn. [*][b]Infatuation:[/b] Once afflicted, your Pokemon has a 50% chance (1/2 roll) of being “immobilized by love” each turn and not attack. This does not magically go away and lasts the whole battle. [/list][/hider] [hider=Stat Influencing]For the most part stats aren’t going to be too heavy into play as it’s mostly RNG. But here are a few amendments that should hopefully make them not entirely useless. For moves that increase attack/sp attack, every time you use the move you can roll for a chance at increasing your Pokemon’s power by half. Instead of inflicting 1 health point base damage per attack, you inflict 1.5 HP base damage. But it’s a 1/5 chance roll and not guaranteed success (Currently, I may change that depending on what move is being used). It can be rolled again for a chance at inflicting 2 HP base damage but that’s the highest it will go. For moves that decrease the opponent’s attack/sp attack, you roll for the chance of debuffing them so they only inflict half damage. If the stat is initially standard (-1 per attack) but was successfully rolled for debuff, they’d only do -.5 damage to you. It can be rolled again for a chance at -.25 damage but that’s the lowest it’ll go. Note: “Base” damage refers to the innate damage a Pokemon does at their respective tier. Tier 1 Pokemon = 1 damage. This does NOT include type advantage/disadvantage bonuses, stat buffs/debuffs, or the type match up bonus (where the Pokemon has the same type as the move being used). For moves that increase defense/sp defense, it’s the same as decreasing the opponents’ attack/sp attack; they just get halved. Lowest it’ll get to is -.25 HP damage. For moves that decrease defense/sp defense, it’s the same as increasing your attack/sp attack; the attack value increases by .25. Highest you can go to is -2 HP damage. Increasing/decreasing speed determines who goes first/last in the next turn. If your Pokemon increases their speed, they’re guaranteed to go first in the next turn PROVIDED that the opponent doesn’t also increase their speed. If they do, then it’s back to RNG roll (assuming they’re the same stage level). This effect stays and maxes out at Stage 5. Getting your speed reduced means your going last (provided again, that the opponent doesn’t get their speed reduced as well. If they do, roll time). The person with the highest speed stage can keep going first in the following turns. If both are the same level, they must roll. Increasing YOUR accuracy translates to your OPPONENT having a lower chance of dodging your attacks. Their dodge roll goes from 1/5 to 1/6 and goes up to 1/7 max. Getting YOUR accuracy reduced means the OPPONENT has a higher chance of dodging your attacks. Their dodge roll goes from 1/5 to 1/4 and goes up to 1/3 max. Moves that have secondary effects that result in the gain/loss of stats also must roll for it. 1/5 chance, 1 being the result that means they don’t lose anything if it’s a debuffer roll and 2-5 means they gain the penalty. If it’s a buffer roll, then 1 means they gained the stat increase and 2-5 means they gain nothing. [/hider] [hider=Damage Effect Calculations & Example]Effective moves get .5 HP bonus Least effective moves get halved by .5 HP Same typing gets .5 HP bonus Effective & same typing boost get total of +1HP damage (added onto base damage) Same typing but least effective just get +.5HP Example: Torchic uses Ember on Rowlet. Both are Tier 1 Pokemon. Ember is both Effective & Same Type move as Torchic. So instead of doing just 1 HP damage, they do 2 HP damage. If Torchic used Peck on Rowlet instead, Torchic would just get effective bonus instead, as Torchic isn’t a flying type. Torchic would do 1.5 HP damage instead of the normal 1 HP damage. If Totodile used Water Gun on Rowlet, it would be a least effective move. But they do get the same type bonus. So they would still do just 1 HP of damage (+5 bonus, -5 penalty cancel each other out) If Tadbulb used Water Gun on Rowlet, it would be a least effective move with no type bonus. So it’d do just .5 HP damage instead of the base 1 HP damage. [/hider] After the battle, loser coughs up about 1/4th of their money to the winner. Just multiple your current amount by “.25”. NPC battles will have fixed monetary amounts. In regards to battling stronger tiered Pokemon…concept is essentially the same. Just the stronger tiered Pokemon have about 5-10 more health points and hit harder than you do so the chances of successfully winning are very low. [/hider] [hider=Quick Battles]Quick battles are just as it’s written on the tin – a quick battle. It’s primarily for leveling, whether you battle non-important NPC trainers or wild Pokemon. You can mostly do quick/freeform battling just to say you did it. You don’t need to do any rolls for that. No shinies for wild mons in quick battles.[/hider] [hider=Experience]In PVP fights (NOT quick battles), levels are gained every 2 individual battles or for every 2 individual Pokemon defeated = level up. So, taking on a fellow player (or designated NPC) in a battle with a full team will net you 3 levels (6 mons total = 3 levels). Meanwhile, for quick battles it doesn’t matter how many Pokemon are on the team: you only get 1 experience point for the whole thing (and you need 3 to level up). It would take 2 separate quick battle posts to get 1 level up compared to the PVP full team fight = 2 levels. Regular battles are more intensive so hence the reason why. Fortunately, the equivalent of EXP share is a thing. The whole team gets the same experience gain of whichever Pokemon did the battling. You don’t have to grind them up individually.[/hider] [hider=Battle Codes for GMs - Start of Turn][b]First Strike Roll:[/b] Pick one of the participants and roll for them (1/2). If they get a 2, they go last. If they get a 1, they go first. List results here & the battling Pokemon’s Current Status Info blocks. [hider=Battling Pokemon’s Current Status Info] (Pokemon #1) [b]HP Amount:[/b] 5 HP points for fully health Tier 1 Pokemon [b]Type:[/b] Just in case people forget. [b]Gender:[/b] In case Attract is used or ability with charm effect. [b]Level:[/b] Doesn’t really do anything except determine Tier. But good to list it. [b]Ability:[/b] Listed in the Pokemon’s profile. [b]Held Item:[/b] Keep in mind of held item as you’re doing calculations & stuff. [b]Condition:[/b] The Pokemon’s status condition. Leave “Fine” for the beginning move and update it with the proper condition once a status inflicting move has been successful. [b]Attack:[/b] Stage 0 at start. Increase/decrease if buffed/debuffed. [b]Sp Attack:[/b] Stage 0 at start. Increase/decrease if buffed/debuffed. [b]Defense:[/b] Stage 0 at start. Increase/decrease if buffed/debuffed. [b]Sp Defense:[/b] Stage 0 at start. Increase/decrease if buffed/debuffed. [b]Speed:[/b] Stage 0 at start. Increase/decrease if buffed/debuffed. [b]Accuracy:[/b] Stage 0 start. Increase/decrease if buffed/debuffed. (Pokemon #2 – Beginning HP Amount) [b]HP Amount:[/b] 5 HP points for fully health Tier 1 Pokemon [b]Type:[/b] Just in case people forget. [b]Gender:[/b] In case Attract is used or ability with charm effect. [b]Level:[/b] Doesn’t really do anything except determine Tier. But good to list it. [b]Ability:[/b] Listed in the Pokemon’s profile. [b]Held Item:[/b] Keep in mind of held item as you’re doing calculations & stuff. [b]Condition:[/b] The Pokemon’s status condition. Leave “Fine” for the beginning move and update it with the proper condition once a status inflicting move has been successful. [b]Attack:[/b] Stage 0 at start. Increase/decrease if buffed/debuffed. [b]Sp Attack:[/b] Stage 0 at start. Increase/decrease if buffed/debuffed. [b]Defense:[/b] Stage 0 at start. Increase/decrease if buffed/debuffed. [b]Sp Defense:[/b] Stage 0 at start. Increase/decrease if buffed/debuffed. [b]Speed:[/b] Stage 0 at start. Increase/decrease if buffed/debuffed. [b]Accuracy:[/b] Stage 0 start. Increase/decrease if buffed/debuffed.[/hider] [hider=After Player #1’s opening post.] [hider=Is this an attack move? If yes, open.]Is the move super effective? If so, add +.5 HP to base damage (1 for Tier 1 Pokemon). Is the move least effective? If so, reduce -.5 HP from base damage. Is the move the same type as the Pokémon? If so, add +.5 HP to base damage. Does the move have any secondary effects? Status condition chances? Chances for stat buffs/debuffs? Roll for those and list the results if so.[/hider] [hider=Is this a status infliction move? If yes, open.]Is the status infliction guaranteed? If so, it’s successful and you must list that result. If not, roll for it. 1/5 chance. 1 means it’s successful, 2-5 means failure. List results. [/hider] [hider=Is it a stat debuff/buff move? If yes, open.]Is the stat debuff/buff guaranteed? If so, list the result and update the status of the Pokemon affected. If not, roll for it. 1/5 chance. 1 means it’s successful, 2-5 means failure. List the result and update the status of the Pokemon affected.[/hider] You must now do a Dodge Roll for Player #2. 1/5 chance. 1 being successful (they successfully dodge the attack), 2-5 being failure (and the attack lands). If in the previous turn, Player #1 used a move that increased accuracy, then Player #2’s Dodge Roll turns into 1/6 chance roll. Copy and Paste the Battle information post from Start of Turn now with updated information. Remember to consider Held Item & Ability as you’re doing calculations. Include the new HP for Player #2’s Pokemon if they failed the dodge roll. If the dodge roll was successful, they do not take damage and their HP stays intact. [/hider] [hider=After Player #2’s post] Rinse and repeat above (but with players switched) and the first turn ends. However, if nobody increased/decreased speed of either Pokemon; you must roll for First Strike Roll again for the next turn.[/hider] Rinse and repeat all of these steps until someone’s Pokemon reaches 0 HP. [/hider] [hider=Modified Abilities List]These are a list of Pokemon abilities that I most likely modified for the RP. Not all abilities are modified but are reposted here for convenience’s sake. [list][*]Aftermath: Damages the attacker by double base damage if it knocks out this Pokémon with a move that makes direct contact. [*]Anticipation: User can sense if the opponent has a super effective move against them, and will shudder. [*]Battery: Powers up ally Pokémon's special moves (doubles them). [*]Big Pecks: Prevents the Pokémon from having its Defense stat lowered. [*]Blaze: When HP is half or below, the base power of Fire-type moves is doubled. [*]Bulletproof: Protects the Pokémon from some ball and bomb moves. [*]Chlorophyll*: When sunny, the Pokémon’s Speed increases by one stage. This only happens once. [*]Clear Body: Prevents moves or abilities reducing the user’s stats. [*]Competitive: Boosts the Special Attack stat when a stat is lowered. [*]Compound Eyes: Increases the user’s accuracy for regular attacks by one stage, but NOT 1HKO attacks. [*]Contrary: Reverses any stat changes affecting the Pokémon so that attempts to boost its stats instead lower them—and attempts to lower its stats will boost them. [*]Cute Charm: When a Pokémon with this Ability is hit by a move that makes contact from a Pokémon of the opposite gender, there is a 1/3 chance that the attacking Pokémon will become infatuated. [*]Damp: Prevents all Pokémon from using Self-Destruct, Explosion, Mind Blown, and Misty Explosion. [*]Disguise: Once per battle, the Pokémon can withstand one damaging attack without receiving any damage. Damage inflicted through entry hazards, weather or status conditions will not break the disguise. [*]Dry Skin*: Restores the Pokémon's HP in rain or when it is hit by Water-type moves (half of base damage). Reduces HP in harsh sunlight (half of base damage). [*]Early Bird: Halves the sleep duration. [*]Effect Spore: Contact with the Pokémon may inflict poison, sleep, or paralysis on the attacker. 1/5 chance roll to inflict, 1/3 to determine what kind (1 = poison, 2 = sleep, 3 = paralysis). [*]Emergency Exit: The Pokémon switches out when its HP drops to half or less. [*]Filter: Neutralizes the power of supereffective attacks that hit the Pokémon (the supereffective attacks do not gain the bonus). [*]Flame Body*: The opponent has a 1/3 chance of being induced with Burn when using an attack, that requires physical contact, against this Pokémon. [*]Flash Fire*: Activates when user is hit by a damaging Fire-type move (including Fire-type Hidden Power). Once activated, user’s Fire-type moves deal double base damage. While this ability is in effect, this Pokémon is immune to damage from Fire-type attacks. For Fire-type Pokémon with this ability, Will-O-Wisp activates this ability without having an effect. If a non-Fire-type Pokémon has this ability, Will-O-Wisp will activate the ability and will have an effect. [*]Flower Veil: Prevents lowering of ally Grass-type Pokémon's stats. [*]Fluffy: User takes half damage from moves that make contact. It also takes double damage from Fire-type moves. Fire-type moves that make contact will deal regular damage. [*]Frisk: User can identify the opponent’s held item at the beginning of battle. [*]Fur Coat: Halves damage from physical moves. [*]Guard Dog: Boosts the Pokémon’s Attack stat if intimidated (instead of lowered). Moves and items that would force the Pokémon to switch out also fail to work. [*]Guts: If user has a status condition, their attack increases by one stage. [*]Healer: At the end of each turn, user has a 1/3 chance roll of curing an adjacent ally's status condition. [*]Heatproof: Fire attacks towards the user are halved in damage. [*]Honey Gather: After battle, the Pokemon has a 1/3 chance of collecting honey. [*]Huge Power: Raises the Pokemon’s attack by one stage. [*]Hunger Switch: When Morpeko enters a battle for the first time, it is in Full Belly Mode and Aura Wheel is Electric-type. At the end of each turn, Morpeko changes into Hangry Mode, where Aura Wheel becomes Dark-type. [*]Hustle: Boosts attack stat by one stage, but lowers accuracy (opponent has better odds at dodging moves). [*]Hydration: Cures the Pokémon's status conditions in rain. [*]Hyper Cutter: Prevents Attack reduction. [*]Ice Body: HP is restored by (1 HP for Tier 1, 2 HP for Tier 2, 3 HP for Tier 3) when its hailing. [*]Illusion: Comes out disguised as the Pokémon in the party's last spot. [*]Infiltrator: The Pokémon's moves are unaffected by the target's barriers, substitutes, and the like. Includes Reflect, Light Screen, Safeguard, and Mist. [*]Inner Focus: Prevents flinching and being affected by Intimidate (ability). [*]Insomnia: The Pokémon cannot be put to Sleep while having this ability. [*]Intimidate*: Upon entering battle or receiving the ability, the opponent’s Attack lowers one stage. In a Double Battle, both opponents’ Attack are lowered. Pokémon with the Clear Body, Hyper Cutter, or White Smoke ability are unaffected. [*]Iron Fist: Doubles the base damage of punching moves. [*]Justified: Raises Attack by one stage when hit by a Dark-type move. [*]Keen Eye: The Pokemon’s accuracy stat cannot be lowered. This can be ignored by abilities like Mold Breaker. [*]Klutz: User cannot use any held items. [*]Levitate: User is immune to ground type moves. [*]Limber: User cannot be paralyzed. [*]Magic Guard: It prevents damage caused by effects including weather, poison and burn, effects like Curse and Leech Seed, entry hazards, recoil (except from Struggle), crash damage, and damage from using Mind Blown or Steel Beam. Magic Guard prevents the damage inflicted by a Life Orb, but the holder still gains the power boost. [*]Mold Breaker: The Pokémon's moves are unimpeded by the Ability of the target. [*]Motor Drive*: The Pokémon takes no damage from Electric-type attacks and Speed raises by one stage when hit by one. [*]Moxie: Boosts Attack after knocking out any Pokémon. [*]Natural Cure: All status conditions are cured once the Pokemon is switched out. [*]Neutralizing Gas: While the Pokémon is in the battle, the effects of all other Pokémon's Abilities will be nullified or will not be triggered. [*]No Guard: All moves used by or against a Pokémon with this Ability cannot miss. It also allows Pokémon to be hit during the semi-invulnerable turn of Fly, Bounce, Dive, Dig, Shadow Force, Sky Drop, and Phantom Force. [*]Oblivious: User is prevented from becoming infatuated. [*]Overgrow*: When HP is half or below, the base power of Grass-type moves is doubled. [*]Own Tempo: User cannot become confused. [*]Pastel Veil: Prevents the Pokémon and its allies from being poisoned. [*]Pickpocket: The Pokémon steals the held item from attackers that make direct contact with it. [*]Pickup: After every battle, user has an extra chance to do an item roll. [*]Punk Rock*: Increases the base damage of Sound based moves by double. Reduces damage taken by this Pokémon by Sound based moves by half. [*]Pure Power: Raises user’s attack by one stage. This only happens once. [*]Poison Point: 1/5 chance that contact with the Pokémon may poison the attacker. [*]Poison Touch: This Pokemon's contact moves have a 1/5 chance roll of poisoning. [*]Quick Draw*: If not selected as first to go, they get an extra 1/3 roll to roll for going first in the fight. [*]Quick Feet: Boosts the Speed stat by one stage if the Pokémon has a status condition. [*]Rivalry*: Attack & Special Attack is increased by one stage if the foe is of the same gender; Attack & Special Attack is decreased by one stage if the foe is of the opposite gender. [*]Rough Skin: When the Pokemon is hit by a move that makes contact, the attacking Pokémon takes damage (.25HP for Tier 1, .50 for Tier 2, 1 HP for Tier 3). [*]Run Away: The user is guaranteed to run away safely from any wild Pokemon encounter and doesn’t have to roll for it. [*]Sand Veil*: Raises the Pokémon’s evasion during a sandstorm by one stage. This only happens once. [*]Screen Cleaner: When the Pokémon enters a battle, the effects of Light Screen, Reflect, and Aurora Veil are nullified for both opposing and ally Pokémon. [*]Serene Grace: Raises the likelihood of additional effects occurring when the Pokémon uses its moves. It takes the chance rolls and reduces them to increase the odds (1/5 -> 1/4). [*]Sharpness: Doubles the base damage of slicing moves. [*]Shed Skin: At the end of each turn, the user has a 1/3 chance to cure any status conditions (before they inflict damage). [*]Sheer Force: Removes additional effects to increase the power of moves (by 0.5 HP) when attacking. [*]Shield Dust: The user is protected from the additional effects of certain moves (side-effect statuses, flinching, etc.). [*]Snow Cloak: Boosts the user’s evasiveness by one stage when in a hailstorm. [*]Snow Warning: When user is summoned into battle, they start a hailstorm/snowstorm that lasts for 5 turns (8 turns if holding an Icy Rock). [*]Soundproof: Gives the Pokémon full immunity to all sound-based moves. [*]Speed Boost: Each turn increases the user’s Speed by one stage. [*]Static*: The opponent has a 1/3 chance of being induced with paralyze when using an attack, that requires physical contact, against this Pokémon. [*]Steadfast: Raises Speed by one stage each time the Pokémon flinches. [*]Sticky Hold: Prevents item theft. [*]Sturdy*: The Pokémon will remain with .5 HP if it was going to be knocked out by a move when at full Hit Points, and it is immune to One Hit KO moves. [*]Suction Cups: The Pokemon cannot be forceably switched out of the fight. [*]Swarm*: Bug type moves double in base damage when user is at half health or less. [*]Sweet Veil: Prevents itself and ally Pokémon from falling asleep. [*]Swift Swim*: When rainy, The Pokémon’s Speed increases by one stage. This only happens once. [*]Synchronize: If the Pokémon is burned, paralyzed, or poisoned by another Pokémon, that Pokémon will be inflicted with the same status condition. [*]Tangled Feet: If the user is inflicted with confusion, its evasion goes up by a stage. [*]Thick Fat*: Fire and Ice-type moves are halved by their base damage. [*]Tinted Lens: Neutralizes not-effective moves so they deal base damage instead. [*]Torrent: When HP is half or below, the base power of Water-type moves is doubled. [*]Trace: When it enters a battle, the Pokémon copies an opposing Pokémon's Ability. [*]Unburdened: Boosts the Speed stat if the Pokémon's held item is used or lost. [*]Unnerve: The opponent Pokémon will never use their held Berry while the Pokémon is in battle. [*]Vital Spirit: User cannot be put to sleep. [*]Volt Absorb: If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage. Amount of HP restored = power of the attack. [*]Water Absorb: If hit by a Water-type move, the Pokémon has its HP restored instead of taking damage (base damage worth of HP). [*]Water Bubble: Halves the damage dealt to the Pokémon by Fire-type attacks and doubles the power of Water-type moves. It also prevents the user from being burned. [*]Well-Baked Body: The Pokémon takes no damage when hit by Fire-type moves. Instead, its Defense stat is boosted by one stage. [*]White Smoke: Opponents’ moves which lower this Pokémon’s stats have no effect. However, this Pokémon may lower its own stats with its own moves. [*]Wimp Out: The user switches out when its HP reaches half or less. [*]Wind Rider: Boosts the Pokémon's Attack stat by one stage if Tailwind takes effect or if the Pokémon is hit by a wind move. The Pokémon also takes no damage from wind moves. [/list][/hider] [hider=Banned Abilities List]These abilities are banned entirely. Find another one. Note that if your Pokemon doesn’t have any other innate ability options, you MAY use their hidden ability (assuming its allowed) instead. Normally, I don’t allow hidden abilities but I’m making the exception just for that. Otherwise, your Pokemon just doesn’t…have an ability to use. [list][*] Anger Point [*]Adaptability [*]Forewarn [*]Gluttony [*]Illuminate [*]Prankster [*]Pressure [*]Shell Armor [*]Stench [*]Super Luck [*]Technician [*]Battle Armor [*]Sniper[/list][/hider] [hider=Amended Moves (for Battles)]A tentative list of Pokemon moves that are modified for the RP. Please, check out [url=https://docs.google.com/document/d/1qIzh5l2OlWiWWfyr-vErezmWwSGhWEdt5OLSzQttk9s/edit?usp=sharing]here[/url].[/hider] [hider=Contests][hider=Contest Rounds]There are three phases to a contest: 1. Introduction Round – Aka “Dressup Round.” Part of the contest where a character dress up their Pokemon in a costume and walk down the runway as they are evaluated based on their sheen & general appearance. Max of 20 points in this category (25 if you have a colored scarf equipped/on). 2. Dancing Round – Part of the contest where the Pokemon (in costume) all dance to one song and are evaluated on their performance. Each character gets 3 rolls of either success or fail (50% chance) and their rolls determines how well their Pokemon performs. Max of 15 points (5 per successful roll). 3. Talent Round – Part of the contest where Pokemon show off their moves to gain points or sabotage other contestants. There are four subrounds total.[/hider] [hider=What is sheen?]Sheen is the Pokemon’s condition. Basically how cute/tough/beautiful/clever/cool they look. Each sheen category has a cap of 20 points (barring the extension of the colored scarves your Pokemon can hold which will increase it by 5). There is no limit to the amount of sheen points you can accumulate. You increase your Pokemon’s sheen with either pokeblocks or poffins.[/hider] After the Introduction and Dancing Rounds, the Pokemon with the highest (collective) points leads the Talent Round. After that, the lead is based on whoever is doing the best in the Talent Round (barring any move that deigns participation order). [hider=Contest Rules]1. A Pokemon must have 4 moves in order to participate in contests. 2. If a move is newer (like gen 8-9) and doesn’t have a contest description associated with it, I’m going to ask that you find another move from the Pokemon’s Movebank to substitute it for the contests. If you have no backup moves, I’ll give you a freebie TM pick of your choice. 3. There needs to be four participants per contests (and at least one person acting as a judge and co-GM and collecting points/doing rolls). Sometimes, we can’t always get the right amount of actual characters to participate, so to encourage people to help out…if you play as a NPC participant you’ll get rewarded (your respective character will be “anonymously gifted” goodies to use in the rp) helping out. 4. You only need to win one ribbon in a lower rank to go to the next rank. It doesn’t need to be from the same category either. Ex: If I win one cute contest in normal rank, I can go to the next rank (super) in a cool contest if I want to.[/hider] [hider=Contest Hall Locations]Each Contest Hall in the Starre region has its own rank attached to it. The rankings are as followed: [list][*]Amethyst Town – Normal Ranked Contests [*]Diaspore City – Super Ranked Contests [*]Emerald City – Hyper Ranked Contests [*]Diamond City – Master Ranked Contests [/list][/hider] [hider=Poffins] Poffins are baked goodies you give to your Pokemon to improve their sheen. The difference between Poffins and Pokeblocks is that Poffins are made by berries of the same flavors while Pokeblocks are made by berries of the same color. They both give the same effects. You need 4 berries to make a poffin. There are two strengths of poffins, there are regular poffins and strong poffins. Regular pokeblocks and regular poffins give you 1 point of sheen in a category. Pokeblocks+ and strong poffins give you 2+ points. Regular Poffins. Gives 1+ Sheen [list][*]Regular Spicy Poffins: Cheri, Leppa, Figy, Razz, Pinap, Pomeg, Qualot, or Hondew berry (4x) [*]Regular Dry Poffins: Chesto, Oran, Wiki, Razz, Bluk, Kelpsy, Hondew, or Grepa berry (4x) [*]Regular Sweet Poffins: Pecha, Persim, Mago, Bluk, Nanab, Pomeg, Qualot, or Grepa berry (4x) [*]Regular Bitter Poffins: Rawst, Lum, Aguav, Nanab, Wepear, Pomeg, Kelpsy, or Hondew berry (4x) [*]Regular Sour Poffins: Aspear, Sitrus, Iapapa, Wepear, Pinap, Kelpsy, Qualot, or Grepa berry (4x)[/list] Strong Poffins. Gives 2+ Sheen [list][*]Strong Spicy Poffins: Tamato, Tanga, Babiri, Spelon, Enigma, Occa, Rindo, Chople, Shuca, Liechi or Petaya berry (4x) [*]Strong Dry Poffins: Cornn, Charti, Chilan, Pamtre, Micle, Passho, Yache, Kebia, Coba, Ganlon, or Apicot berry (4x) [*]Strong Sweet Poffins: Magost, Kasib, Roseli, Watmel, Custap, Occa, Wacan, Shuca, Payapa, Liechi, or Salac berry (4x) [*]Strong Bitter Poffins: Rabuta, Haban, Lansat, Durin, Jaboca, Passho, Rindo, Chople, Coba, Ganlon, or Petaya berry (4x) [*]Strong Sour Poffins: Nomel, Colbur, Starf, Belue, Rowap, Wacan, Yache, Kebia, Payapa, Salac, or Apicot berry (4x)[/list] To get Strong Poffins, you must mix 4 strong berries together. Not 1:3, 2:2, or 3:1 on the normal:strong ratio. All strong. If you mix any of those combinations, you’ll just get a regular poffin. Filler berries. There are 2-3 filler berries that don’t have a particular flavor (Kee, Maranga, and Hopo). If you put one in a lineup, it’ll count as a filler for whatever the major flavor is (ex: 3 Tamato, 1 Hopo will get you one Strong Spicy Poffin). If you do all 4 berries as filler berries you get…a random flavor poffin of your choice. All filler berries are “strong” berries. Mixed Poffins If you mix 2 stronger berries with 2 other stronger berries you get a Mixed Strong Poffin. Ex: 2 Tamato + 2 Cornn = 1 Strong Spicy-Dry Poffin. Mixed poffins only have two flavors and you can only do this for strong poffins, not regular ones. If you mix 4 berries that are all ones with 3+ flavors (Ex: Pomeg is Spicy, Sweet, and Bitter)...just pick a flavor for the poffin, mixed or single flavor. You can harvest berries, buy berries, or be gifted berries as part of a reward but you must have the correct amount of berries when making pokeblocks/poffins. [/hider] [hider=Pokeblocks]Pokeblocks are flavorful little candies that you give to your Pokemon to improve their sheen. The difference between Poffins and Pokeblocks is that Poffins are made by berries of the same flavors while Pokeblocks are made by berries of the same color. They both give the same effects. Like with Poffins, you need 4 berries to make a pokeblock. There are two strengths of pokeblocks: regular pokeblocks and pokeblocks+. Regular pokeblocks and regular poffins give you 1 point of sheen in a category. Pokeblocks+ and strong poffins give you 2+ points. We won’t be doing rainbow pokeblocks. Unlike poffins, you cannot mix colors for pokeblocks. Pokeblocks (Regular gives 1+ sheen. Pokeblock+ gives 2+ sheen. [list][*]Red PokéBlock. Mix 4 Red Berries together: Cheri Berry, Leppa Berry, Figy Berry, Razz Berry, Pomeg Berry, Tamato Berry, Occa Berry, Chople Berry, Payapa Berry, Haban Berry, Custap Berry, or Roseli Berry. [*]Blue PokéBlock. Mix 4 Blue Berries together: Chesto Berry, Oran Berry, Wiki Berry, Bluk Berry, Kelpsy Berry, Cornn Berry, Pamtre Berry, Belue Berry, Passho Berry, Yache Berry, Coba Berry, Ganlon Berry, Apicot Berry, or Rowap Berry. [*]Pink PokéBlock. Mix 4 Pink Berries together: Pecha Berry, Persim Berry, Mago Berry, Nanab Berry, Qualot Berry, Magost Berry, Spelon Berry, Kasib Berry, Colbur Berry, Petaya Berry, Lansat Berry, or Kee Berry. [*]Green PokéBlock. Mix 4 Green Berries together: Rawst Berry, Lum Berry, Aguav Berry, Wepear Berry, Hondew Berry, Rabuta Berry, Watmel Berry, Durin Berry, Rindo Berry, Kebia Berry, Tanga Berry, Babiri Berry, Salac Berry, Starf Berry, or Micle Berry. [*]Yellow PokéBlock. Mix 4 Yellow Berries together: Aspear Berry, Sitrus Berry, Iapapa Berry, Pinap Berry, Grepa Berry, Nomel Berry, Wacan Berry, Shuca Berry, Charti Berry, Chilan Berry, Liechi Berry, Enigma Berry, Jaboca Berry, Maranga Berry, or Hopo Berry.[/list] To get Pokeblocks+ you have to roll for it. Odds are 1/4, 1 being the winning number.[/hider] [hider=Move Type Effects Compatibility per Contest][list]Beauty Contests [*] Excites: Beauty [*] Neutral: Coolness, Cuteness [*] Lowers Excitement: Cleverness, Toughness Clever Contests [*] Excites: Cleverness [*] Neutral: Cuteness, Toughness [*] Lowers Excitement: Beauty, Coolness Cool Contests [*] Excites: Cool [*] Neutral: Beauty, Toughness [*] Lowers Excitement: Cleverness, Cuteness Cute Contests [*] Excites: Cute [*] Neutral: Beauty, Cleverness [*] Lowers Excitement: Coolness, Toughness Tough Contests [*] Excites: Tough [*] Neutral: Coolness, Cleverness [*] Lowers Excitement: Beauty, Cuteness[/list][/hider] [/hider] [hider=Contest Mechanics][hider=Core Mechanics]For each subround of the Talent Round, each Pokemon displays/uses a move and shows off their respective (trait)ness. You get points based on what kind of move it is. Each move gives a certain amount of red hearts that serve as points. Some moves are designed to sabotage other contestants, and “jam” their performance (startles them). Those moves have a certain amount of black hearts attached to them and those are the amount of points that is decreased on the Pokemon they successfully sabotage. Sometimes, this can lead to negative points for a Pokemon for that round. Points are collectively counted each subround and determine the order for the next subround (barring moves that put them in the front/last of the line). The total amount of points are documented for the Talent Round and combined with the Introduction and Dance Rounds. The Pokemon with the most points is the winner. The winner of the contest will receive a ribbon + prize(s). [/hider] [hider=Combos]Sometimes a Pokemon will use a move and start a combo. By using one move in one subround turn and following it up with a specific move in the next subround turn, they can earn +3 extra points. Here is a [url= https://www.serebii.net/omegarubyalphasapphire/contestcombos.shtml]list[/url] of the potential combo move pairings.[/hider] [hider=Conditions]Moves that pump up the users upgrades their condition. For each condition level they have per turn, they get an increased number of hearts. If you have lvl 1 condition you get +1 heart. Lvl 2 condition gets +2 hearts, etc. etc. Max level of condition is 3. Moves that cause opponents to “lose” energy remove that condition level (if they have lvl 2, just would remove one level for that turn).[/hider] [hider=Crowd Excitement]We will be using the Crowd Excitement mechanic. It can be raised/lowered based on what kind of move your Pokemon makes. For example, in beauty contests, a beauty move will increase it. Cool/cute moves will do nothing in beauty contests. While clever/tough moves will lower it in beauty contests. I've listed the move compatibility chart below. With the successful raising of the Excitement Meter, your Pokemon gets an additional point per round. This does not include moves like Whirlpool which stops the crowd from getting more excited. When the Excitement Meter is maxed out (which takes 5 successful points to get to), your Pokemon gets an additional +5 points (plus the +1 extra point they get for raising the meter). Performing the same move twice will lead to loss in points and loss in the Crowd Excitement Meter.[/hider] [hider=Move Explanation/Guide][list][*]Moves that say “good as the Pokemon before it performed” get the same number of hearts as the person before them plus 1 (not counting if the extra excitement meter point + any condition levels points). [*]"Makes the audience quickly grow bored when an appeal move has little effect." – A Pokemon will lose 2 hearts instead of just 1 when it uses a move that is deemed unappealing in a contest. [*]"Badly startles Pokémon that the audience has high expectations of." – Badly startles any Pokemon with a pending combo and disrupts it. [*]"Makes audience expect little of other contestants." – Breaks any combos pending. [*]“Effectiveness varies depending on when it is used.” – Not sure how it works in the games, but here it’ll just mean randomized points (you can get 1-8 possible points). TBD: [*]Works well if the user is pumped up [/list][/hider][/hider]