A figure sits alone in a dimly lit living room. Surrounded by empty seats, they stare blankly at the television before them, its black screen reflecting at them. On an impulse, the figure reached for the remote beside them and pressed a button. A light on the television promptly turned on and soon the room was lit up with the bright light of the screen. Starring at the screen, footage of landscapes began to show in succession.
Color by hex code“Are you tired of the same old thing? Bored? Feeling down? Ready for some adventure?” the voice on the television inquired. The figure in the room gave no answer to the question.
“This is Starre. Home of a variety of Pokemon and people with a rich history and culture.” The voice continued, scenes of footage of Pokemon and people quickly flashing on the screen. Delicious food, happy people, and beautiful landscapes came in quick procession.
“Whether it’s the snowy slopes of Mt. Aquila, the scenic views of Windy Valley, or the luscious tropics of--” the voice was cut off with a click of a remote. The screen quickly flashed through multiple channels before it stumbled upon a selection. On the new channel, two news anchors sat, talking to one another, with the words “Starry News Network” in big bold letters at the top.
“That’s right, Joanne.” A man in a suit said, starring straight at the viewer. “We are seeing a rise in criminal activity all over Starre region from a mysterious group simply known as ‘Team Sleep.’ Don’t let their name fool you though; these aren’t individuals you want to take lightly. There have been many reports of this group stealing Pokemon and valuables alike. For more details we turn to--”
Click. Aiming the remote at the tv, the figure changed the channel. Flashing lights suddenly appeared on screen with a brief flicker of a masked individual as someone with a camera quickly tried to pursue them.
“Prince? Prince! Can you tell us about—” the paparazzi exclaimed as he pursued the masked individual. The footage was quickly cut off and replaced with a different one, the same masked individual but now in the center of the stadium. The figure was in the middle of a Pokemon battle; the camera focused on him.
“The Starry Prince; Starre’s biggest celebrity and biggest mystery is its own reigning champion who has yet to be dethroned. But who are they really? And what’s behind that mask? Stay tuned as we--”
Click.
“Are you a fan of Pokemon?” the voice on the television asked, footage of various Pokemon dressed up standing in line on a stage on the screen. “Do you crave fame and stardom but can’t get the knack for Pokemon battles? Then become a coordinator and join one of the many Pokemon contests across the Starre region! Show off your Poke--”
Click.
“Hey there, Pokemon fans!” Another voice erupted. The TV showed montages of various Pokemon battles in a large stadium. “The Starre Pokemon League season is just around the corner! Call the number on your screen to purchase seating tickets at the Diamond City Stadium so you too can experience those sizzlin’ hot battles in person! Don’t delay, call tod--”
Click. Purple smoke filled the television screen. Gentle, soothing music played in the background as the silhouette of a woman appeared. Walking closer, she soon became more visible and stood in the center of the screen.
“Hello. My name is Cassandra Stern.” The woman said calmly, with a stoic face. “I am the CEO of Morpheus. Here at Morpheus, we believe in providing a bright future for all. ‘How do they do that?’ you might ask. The answer to that is dreams. Dreams make up who you are, your ambitions in life, and influence your very perception of this world. Everyone dreams. But how do we use our dreams to better suit us? To help us lead to our full potential.
“With our cutting-edge technology here at Morpheus, you now can control your dreams.” The woman continued, the eyes in her serious stare flickering for but a moment. “See: the Dreamlink, which allows you to tap into your true potential with our dream therapy. With it, you will see drastic improvements in your quality of life in record time. Let Morpheus help your dreams come true.”
Click. The TV reverted to the news channel. A pair of familiar faces filled the screen.
“Just a reminder, everyone.” The female news host “Joanne” said. “The Institute is holding a grand event in Beryl Town for the celebration of the beginning of the League season. It is open to the public and seasoned trainers and trainers in training are encouraged to show. The Institute will be giving out free Pokemon and enlisting people in cataloguing their Pokedex. Free food and drinks will be served--”
Click. The television was now back at the channel it was from the beginning. A familiar voice could be heard over the footage of scenic montages. At the very end, a grand shot of Diamond City was displayed.
“—so what are you waiting for? Come on down to Starre: where dreams are made, and stars are born!”
~~
1. Don’t be a jerk. Play nice.
2. Respect the site’s rules.
3. If you decide you don’t want to participate anymore; please let me know. We can put you on hiatus if you aren’t sure. Same thing applies for anyone who applies to be a co-GM.
4. As of right now, I don’t plan on putting a limit on the RP as I don’t expect it to be that popular.
5. Follow the rules of the combat/contest stuff. Speak to me if you have any issues.
6. Starters start at level 5. Starters don’t have to be the typical “starter” Pokemon (like in the games), but just need to be the first of their line OR the only one of the line.
7. Everybody can get a free egg upon start. You can decide what kind of Pokemon egg it is and the gender.
8. You get one guaranteed shiny Pokemon. But after that it’s to be roll-tied.
9. Gym battles cannot be quick battles. I might end up reducing the size of their teams if things end up dragging too long, but they can’t be quick battles.
10. If people have ideas for quests/events for the characters to pursue, please let me know.
11. You don’t need to know Surf/Fly as moves to do those things with your Pokemon. You do need to have the TMs if you want to have the move in battle, though.
12. You can’t catch Pokemon inside of towns/cities/settlements.
13. While some mythicals/legendaries will make an appearance in the RP, at no point will they be catchable. You also cannot have a mythical or legendary Pokemon as your starter. Sorry.
14. The RP will mostly be using moves from Gen 8-9 but given that some Pokemon haven’t made appearances in the game series in a long time, I’ll take w/e. Just try to keep it most recent as possible. But if you just HAVE to have this old move, then as long as it works for the RP I'll fit it in.
15. This is not my first RP but this is my first RP here on this site so give me some grace. A lot of the mechanics of the rp I'm kind of winging it as I go along and so there will be a lot of re-writing as we try out what works and what doesn't.
16. Although there is a lot of information to read, it is meant to be casual.
[center](Character Image)[/center] [center](Image Credit Link Here, if possible, but not required)[/center] [b]Name:[/b] First and last. [b]Age:[/b] 16+. I’d PREFER characters to be at least in their twenties but it’s entirely your decision. [b]Gender:[/b] Gender (mandatory) and pronouns (optional). [b]Appearance:[/b] A written physical description to accompany the image (if there is one, if there isn’t describe the full appearance). Describe things that aren’t in the image (accessories or additional items) or just aren’t obvious (such as height). [hider=Optional Appearance][b]Contest Outfit:[/b] Mandatory for any character who is even thinking about doing contests. Describe or link an image of an outfit they would wear to formal events (such as contests). Can be multiple outfits. If you’re sure the character won’t be a coordinator, just leave it blank. You can always edit stuff later if you change your mind. [b]Swimsuit:[/b] Optional. Describe or link an image of a swimsuit they would wear to the beach. Can be multiple outfits. If you don’t want to write this out or find a picture, simply leave it blank. [b]Hot Outfit:[/b] Optional. Describe or link an image of an outfit they would wear in very hot weather (tropical setting, desert, etc.). Can be multiple outfits. If you don’t want to write this out or find a picture, simply leave it blank. [b]Cold Outfit:[/b] Describe or link an image of an outfit they would wear in very cold weather (snow) locations. Can be multiple outfits. If you don’t want to write this out or find a picture, simply leave it blank.[/hider] [b]Hometown:[/b] Town and region of origin. Can be outside of the Starre region and from one of the established canon regions. [b]Role:[/b] Adventurer [b]Personality:[/b] Character’s personality. Write up at least a paragraph or two. [b]Background:[/b] Character’s background. You don’t have to include everything, but go into a decent amount of detail (paragraph or three), please. [b]Talents/Weaknesses:[/b] What are they talented in and what are they NOT talented in. Can be related to Pokemon (battling, contests, etc.) or can be non-Pokemon related activities (cooking, singing, dancing, etc). [b]Aspirations:[/b] What are your character’s aspirations/ambitions? Do they want to pursue the Pokemon League, pursue the Pokemon contests, fill out the Pokedex, neither of these, or a mix of all of them? [b]Other:[/b] Anything that doesn’t fit into the other categories that you want to include into the profile. [b]Wallet:[/b] Where you display how much money you have. We’ll be using the game currency of Pokemon Dollar. You start with 500, but once the RP starts all characters will get a gift that’ll increase it. You’ll obtain more overtime via battles & events/quests. [hider=Inventory:]Items you have in your bag. You start with x1 Potion but will get more items shortly after. Over time they will be able to earn items as rewards and/or buy items from vendors with money. It is your responsibility to keep track/update of your character’s inventory. Once the rp starts, I recommend updating the profile occasionally, to reflect its current status.[/hider][/hider]
[hider=Pokemon Character Sheet](Optional Pokemon image here, preferably small) [b]Species:[/b] What is it? Remember, no mythicals or legendaries. [b]Name:[/b] Does it have a name? [b]Level:[/b] 5 for starters, 1 for egg Pokemon. [b]Type:[/b] Just for clarity for everyone, list the typing. [b]Gender:[/b] Male, female, or genderless. [b]Personality:[/b] (Nature). Followed by more description. Purely for roleplaying reasons, no gameplay effects. [b]Other:[/b] Anything you want to put here that doesn’t fit anywhere else. [b]Ability:[/b] Keep it appropriate to the species. If all regular ability options are in the banned list, you may use their hidden ability. If that is banned too, then you're just SOL. [b]Held Item:[/b] Starters get free pick of whatever you want. Every Pokemon after that you give them items you bought/earned as rewards. [b]Sheen:[/b] How many points in each contest division category (Coolness, Beauty, Toughness, etc.) have they earned? For now, keep it zero. You increase these with Pokeblocks/Poffins. [b]Ribbons:[/b] Ribbons earned. Include category and type of contest (Ex: Normal, Cool Ribbon). [hider=Movepool:] Up to 4 max. As long as a Pokemon has had it in one of the games, I will accept the move, even if they don't have it in S&V. Use levels it would gain from leveling. If you’re planning to do contests, copy and paste a blurb of their effects from [url=serebii.net/attackdex-xy/clever.shtml… just for notes. If you plan to do both battling and training, have two 1-4 lists with the first one being 1A-4A for battle moves, and 1B-4B for contests moves. They should be the same, just easier to have both descriptions available.
Starters and egg Pokemon may have egg moves, but may only have one egg move per Pokemon. Caught wild Pokemon may not have egg moves. Put an asterisk by the name of any egg moves or TM moves (for the future, no TM moves now) when writing them in the list. (1.) (2.) (3.) (4.) [/hider] [hider=Movebank:] A list of all of the moves they’ve acquired (that isn’t in the Movepool). This is mostly for as the RP progresses. You can change the moves from the Movebank to the Movepool at anytime.[/hider]
Located in the center of Starre region. Although large in size, most of the actual residential part of the town makes up only about half of the area. The rest are mostly large fields that belong to the Institute. The Institute of Beryl Town is the largest of its kind in the region and home to many Pokemon owned by various trainers. The fortifications of the Institute’s property are well kept and there have been no complaints from the Beryl Town residents in regard to the Pokemon there. Other than the Institute, there is the Starre Academy, a prestigious school for Pokemon trainers. It is tradition in the Starre region every year to hold a ceremony for the beginning of the Championship League season and to give trainers a Pokemon egg; a symbol of a new beginning and potential.
A rural town in the south full of farmers. It has lately gained a rise in popularity due to the efforts of its local gym leader, one of Starre’s most iconic influencers. The Peridot Gym is full of bug type Pokemon and a common early stop for trainers planning to take on the League
.
A bustling city in the south, Zircon’s major business lies in steel. At the head of the steel industry, is the tycoon Kouki Ito. Decades ago, he came to Starre from the east and set up business here, forever changing the face and progress of Zircon City. Kouki Ito is also the leader of the Zircon City gym, which specializes in steel Pokemon.
A large, grimy city full of smog and pollution from the local factories. The city is full of rampant crime, corruption, and gang activity. Years ago, it was much worse. It was only due to the influence and efforts of one Granny Mae that Obsidian City started to clean up its act. The city is split up into three districts; the center district being the safest (and nicest looking) of the three and the one that tourists are recommended to go to. The other two are full of gang territories, with battles breaking out there being a regular thing.
Due to Granny Mae’s influence, most Obsidian City gang members keep their illicit activities in the West or East Districts; Central District is a “neutral” zone and Granny Mae’s turf. And nobody crosses Granny Mae. But if that is not enough, visitors can rent Pokemon to protect them from criminals – for a price. At the heart of the Central District is Granny Mae Headquarters, home of Granny Mae’s famous cookies, which also serves as Obsidian City’s local Pokemon gym. Granny Mae is the gym leader and she’s proficient in dark types.
A small town to the west. Amethyst Town biggest name to itself is its Contest Hall, which is home to its Normal Rank Pokemon Contests. Otherwise, it’s simply your average-run-of-the-mill-town.
A moderate sized town in the central north, Jasper Town has been making some rapid growth and development over the years, all in due part of the mines located next to it. The town itself doesn’t have too many tourist attractions other than the local Pokemon gym, which features ground type Pokemon.
A cold, isolated city in the north, the people of Diaspore are a hardy bunch. When the weather isn’t extreme, you can find quite a variety of entertainment in Diaspore. Being the closest city to Mt. Aquila, numerous tours and tour guides of the mountain can be found here. Diaspore City also has its Contest Hall, home to Starre’s Super Rank Pokemon Contests.
Diamond City is the city of all cities. Stars are made and born here; many of them live here. Massive in size, the city lies between Mt. Cygnus and Mt. Corvus. It is said to be one of the oldest cities in the Starre region, built on top of the ancient ruins of its predecessor. A large metropolitan, Diamond City has multiple stadiums spread throughout, with the biggest being the Central Stadium. All five stadiums are used during the yearly Pokemon Championship League. Next to the Central Stadium is the Diamond City Contest Hall, where Starre’s Master Rank Pokemon Contests are held.
A large city in the north. Powered by the wind turbines in the Windy Valley, Alexandrite City is a bustling, vibrant city. As it lies as a connector between Victory Road and Diamond City, the Ophiuchus Canyon, and Emerald City; it’s a popular town for travelers and trainers alike. Alexandrite’s gym is home to dragon type Pokemon, and it’s building is instead a large dome where dragons and their trainers train.
A beautiful, vibrant city; Topaz City is the number one stop for travelers on the western side of Starre. It’s popular for its beautiful sandy beaches and deep blue waters. Unfortunately, its tourism has gone downhill over the years due to the increased pollution coming down from Obsidian City. Besides its beaches, Topaz City is famous for its fighting arena; the Combat Dome, where both Pokemon and people alike spar. Warriors of all different kinds come to Topaz City to train and show off their skill. Topaz’s gym is home to fighting type Pokemon, located in the center of the city not too far away from the Combat Dome.
If the arts are more your thing, then look no further for the "Under the Sea Theater” in the city. There, they do many themed water shows, including underwater ballet and underwater theater. Home of the famous songstress and Elite Four Member Serena Waters.
To the east of Starre and along the coast of the Eastern Starry Sea, is none other than the glistening Emerald City. Famous for its picturesque beaches and gorgeous scenery, it is one of the top ten of Starre’s tourist destinations next to Diamond City and Amber City. For things to do, look no further than Emerald’s City Contest Hall where Hyper Rank Pokemon Contests can be found. At Emerald City’s docks, one can usually find the S.S. Nereid; Starre’s number one cruise ship.
The most popular city in the Three Islands. Located on Mother Island, it’s a famous tourist trap. It has stunning tropical beaches and clear blue ocean waters, many of which can be seen from Amber City’s local amusement park. It is also home to a Pokemon Gym that focuses on rock-type Pokemon (many of which can be found at Mother Island Park).
A small sleepy town to the south of Starre. Not much happens in this town, the most exciting attraction is usually cited to be its Pokemon Gym. Its gym leader, Caelia Arkwright has recently taken up the helm as gym leader and specializes in fairy type Pokemon.
A small, quiet town on Maiden Island. It is a common stop for tourists who want a more “relaxing” vacation experience. Many of the residents living there work at the Maiden Island Reserve Park.
A small, but busy town on Crone Island. Tourists come through there on their way to Mt. Hekatea. Tour guides of Mt. Hekatea can be found at Coral Town. There is a large berry farm next to the town that sells berries.
A medieval fair full of historic reenactors for the amusement of its guests, it is only open for a season or two. Many of its workers come from Tourmaline Town for seasonal work.
Landmarks
A meadow full of bright, beautiful flowers that are home to many kinds of Pokemon. Nanab Berry trees can be found here.
Local ruins that have stood the test of time, but are slowly withering away. Murals of letters written in the Unown can be seen on the walls that remain standing. There isn’t much to be seen in the area, except for a large array of (mostly) psychic type Pokemon that are attracted to the energy of the lands.
There are rumors of a hidden door that leads underground, and the ruins are said to go much further there and at the end supposedly lies a great treasure. Those are just rumors though; the place has been picked clean of any treasures or remarkable artifacts for years now and no one has found a hidden door. Yet, at least. There are also rumors of a ghost knight rider that can be seen at night… Sitrus berry trees can be found here.
A dark, thick forest full of bright, colorful, neon mushrooms. The forest is full of mischievous, if not dangerous, Pokemon and travelers should take caution not to get lost. Bluk berry trees can be found here.
(1.) Tiny Mushroom (2.) Big Mushroom (3.) Balm Mushroom (4.) Oval Stone (5.) Nothing
An old mansion of the Arkwright family. The building has endured numerous fires over the centuries and is constantly being repaired. Many lives have been lost in that building over the years, so it is said to be haunted. Although owned by the descendants of the Arkwright family, it is said to mostly be now a habitat for ghost Pokemon.
(1.) Cracked Pot (2.) Chipped Pot (3.) Reaper Cloth (4.) Nugget (5.) Nothing
A large, sprawling mine system. Many Pokemon can be found here.
(1.) Sun Stone (2.) Moon Stone (3.) Fire Stone (4.) Thunder Stone (5.) Leaf Stone (6.) Shiny Stone (7.) Dusk Stone (8.) Dawn Stone (9.) Oval Stone (10.) Ice Stone (11.) Water Stone (12.) Everstone (13.) Nothing
At the end of a series of mountains is the tallest mountain in Starre region; Mt. Aquila. Covered in ice and snow most of the year, it is home to many ice type Pokemon and the Aquilan slopes. Although popular with tourists, some of the locations are dangerous and not to be trifled with.
The largest lake in Starre region. It gets its name from some of the dragon Pokemon that are known to reside there, but it is home to other kinds of Pokemon. Shuca berry trees can be found here.
A large, verdant valley with notable high winds. Numerous wind turbines can be seen throughout the area, as these power the nearby Alexandrite City. Belue berry trees can be found here.
(1.) Pretty Feather (2.) Fossilized Bird (3.) Plume Fossil (4.) Tart Apple (5.) Nothing
A park that features a variety of attractions. The first attraction being its archeological dig site, which is opened to the public, as well as the part of the park that is home to many revitalized fossil Pokemon in attempts to recreate a vision of what prehistoric Starre would’ve looked like. Its owner is the grandson of the founder of the park and is also the gym leader at Amber City’s gym. Enigma and Micle berry trees can be found here.
In the far east of the of the Scorpius Desert, lies the Desert Ruins. It is a series of tall ancient structures with murals of ancient text written in the figures of the Unown. Archeologists can be found studying the ruins. Lurking in the structures are also a variety of Pokemon.
(1.) Relic Copper – Sell for 1,000P (2.) Relic Silver – Sell for 5,000P (3.) Relic Gold – Sell for 10,000P (4.) Rare Bone (5.) Nothing
Formerly called the S.S. Calypso, seventeen years ago, the cruise ship crashed into a large rock formation and damaged its hull and began to fill with water. All occupants on the ship were swiftly evacuated and no one was majorly injured, however, it occurred shortly after a previous catastrophe; the daughter of a famous actress went missing and was presumed to fall overboard. Many people began to spread the rumor that the cruise ship’s demise was due to the little girl’s ghost cursing the vessel, and so nobody wanted to go near the ship.
But just as the owner of the S.S. Calypso finally found a crew willing to dismantle and salvage the ship for the parts; ecological groups swiftly stepped in and said they could not interfere with the ship as it had become home to many rare and protected Pokemon in that time frame. No one could legally touch the ship without facing serious penalty; so, it was promptly abandoned. Although it technically stands semi-afloat now (stuck between large rocks), it’s predicted to breakdown and sink at some point in the coming years.
(1.) Pearl (2.) Big Pearl (3.) Pearl String (4.) Stardust (5.) Star Piece (6.) Comet Shard (7.) Nugget (8.) Big Nugget (9.) Rare Bone (10.) Nothing
A large, active volcano on Crone Island and the only volcano in the Starre region. Many tours are given here, and trainers can find many fire type Pokemon roaming around the volcano.
(1.) Red Nectar (2.) Magmarizer (3.) Fire Stone (4.) Rare Bone (5.) Nothing
A large reserve of Pokemon. There are two halves; one open for the public (and for trainers to catch Pokemon in) and the other that is off-limits and mostly for the protection of certain Pokemon. The reserve often has a problem with poachers trying to get into the off-limits area. Custap and Jaboca berry trees can be found here.
(1.) Pink Nectar (2.) Sun Stone (3.) Nugget (4.) Big Nugget (5.) Nothing
One of the twin mountains to the north-east of Starre. An ancient temple is said to lie at the top of the mountain. Kee and Maranga berry trees can be found here.
(1.) Dusk Stone (2.) Stardust (3.) Star Piece (4.) Comet Shard (5.) Nothing
One of the twin mountains to the north-east of Starre. An ancient temple is said to lie at the top of the mountain. Rowap and Roseli berry trees can be found here.
(1.) Dawn Stone (2.) Stardust (3.) Star Piece (4.) Comet Shard (5.) Nothing
A quaint little trail with lots of greenery. As one gets closer to Floral Meadows, they’ll find flowers appearing more frequently. Cheri berry trees can be found here.
Regular grass fields soon begin to get more damp and mud-like as one gets closer to the marsh. It frequently rains here. Wiki berry trees can be found here.
(1.) Pretty Feather (2.) Honey (3.) Big Mushroom (4.) Nothign
Starting from Tourmaline Town, it’s mostly clear grassland but trees start appearing more as you go along the trail. Halfway through there is a turn to go to Ye Olde Starry Faire. Otherwise, you head straight into the Grimm Forest. Mago berry trees can be found here.
(1.) Pretty Feather (2.) Honey (3.) Rare Bone (4.) Nothing
The road is foggy, with trees covering up the sky along the path. The nearby grass is high and is knee length. The route is shady and dangerous, but is the only one to Obsidian City. Wepear berry trees can be found here.
The pathway starts out heavily wooded, having come from the forest. But as you continue through it starts to clear up and its mostly just grassland and some hills. Pinap berry trees can be found here.
(1.) Tiny Mushroom (2.) Big Mushroom (3.) Nugget (4.) Nothing
Coming from Lyra Cave, it starts off being surrounded by hills but eventually evens out to regular flat grassland. Pomeg berry trees can be found here.
(1.) Stardust (2.) Nugget (3.) Rare Bone (4.) Nothing
Coming from Amethyst Town, it starts out as grasslands and progressively trees start to appear more and more as you get to the woods. Kelpsy berry trees can be found here.
A long stretch of ocean, where in the middle you can see the remains of S.S. Calypso. Can be surfed or take the ferry. If you take the ferry, you can't have a treasure roll.
(1.) Pearl (2.) Big Pearl (3.) Star Piece (4.) Nothing
A short stretch of beaches and ocean, frequently filled with tourists and vacationers. Can be surfed or take the ferry. Ganlon and Salac berry trees can be found here.
(1.) Pearl (2.) Big Pearl (3.) Comet Shard (4.) Nothing
A short stretch of beaches and ocean, only really frequented by the most determined of ocean-goers. Can be surfed or take the ferry. Petaya and Apicot berry trees can be found here.
(1.) Pearl (2.) Star Piece (3.) Pearl String (4.) Nothing
You can use whatever Poke Ball you’d like (barring the Master Ball), but the catch rate is always the same and the cost is always the same.
Potion – Heals 2 HP. 300P
Super Potion – Heals 4 HP. 700P
Hyper Potion – Heals 7 HP. 1200P
Max Potion – Heals Max HP. 2,500P
Fresh Water – Heals 1 HP. 200P
Soda Pop – Heals 2 HP. 300P
Lemonade – Heals 3 HP. 400P
Moomoo Milk* – Heals 5 HP. Only available at Peridot Town. 600P
Full Restore – Heals max HP + cure status conditions. 3,000P
Revive – Revives Pokemon to half HP. 2,000P
Max Revive – Revives Pokemon to full health. 3,000P
Antidote – Cures poison. 200P
Burn Heal – Cures burn. 200P
Ice Heal – Cures freeze. 200P
Awakening – Cures sleep. 200P
Paralyze Heal – Cures paralyze. 200P
Full Heal – Cures any status condition. 400P
Lava Cookie* – Cures any status condition. Only available at Crone Island. 300P
Buy for 1,000P, sell for 250P.
X Speed – Increases by one stage.
X Sp. Atk – Increases by one stage.
X Sp. Def – Increases by one stage.
X Defense – Increases by one stage.
X Attack – Increases by one stage.
X Accuracy – Increases by one stage.
Guard Spec - Prevents stat reduction.
Buy for 3,000P each. Sell for 1,000P each.
Sun Stone
Moon Stone
Fire Stone
Thunder Stone
Leaf Stone
Shiny Stone
Dusk Stone
Dawn Stone
Oval Stone
Ice Stone
Whipped Dream
Sachet
Sweet Apple
Tart Apple
Syrupy Apple
Cracked Pot
Chipped Pot
Unremarkable Teacup
Masterpiece Teacup
Prism Scale
Linking Cord (Substitute for general trade evolutions)
Leek* (Only used for evolution, otherwise useless)
Upgrade
Strawberry Sweet
Love Sweet
Berry Sweet
Clover Sweet
Flower Sweet
Star Sweet
Ribbon Sweet
Protector
Electirizer
Magmarizer
Dubious Disc
Reaper Cloth
Razor Claw* (Only used for evolution, otherwise useless)
Razor Fang - Grants all attacking moves that do not already have a chance to flinch a 1/5 chance roll of causing each target to flinch.
Deep Sea Tooth - If held by a Clampearl, it maxes out its Special Attack.
Deep Sea Scale - If held by a Clampearl, it maxes out its Special Defense.
King’s Rock - Grants all attacking moves that do not already have a chance to flinch a 1/5 chance roll of causing each target to flinch.
Dragon Scale
Galarica Cuff
Galarica Wreath
Buy for 4,000P. Sell for 1,000P.
Bright Powder - Decreases the opponent’s accuracy by one stage OR increases the user’s evasion by one stage.
White Herb - It will restore any lowered stat in battle—but only once.
Mental Herb - If the holder is infatuated or affected by Taunt, Encore, Torment, Heal Block, or Disable (including from Cursed Body), it consumes the item and is cured of all these effects.
Choice Band - This headband boosts the holder's Attack stat to max but only allows the use of a single move.
Silver Powder - Boosts the power of Bug type moves by an additional .5 HP in damage.
Amulet Coin - Doubles the amount of money received from battles.
Everstone - Prevents evolutions. Mostly aesthetic item since you can choose not to evolve your Pokemon at any time/all the time.
Focus Band - An item to be held by a Pokémon. When the holder is hit with a move that should knock it out, it may be able to endure with .5 HP. It has a 1/10 chance roll of working.
Metal Coat - Boosts the power of Steel type moves by an additional .5 HP in damage.
Leftovers - Heals the user by .5 HP at the end of every turn.
Light Ball - Boosts Pikachu’s Attack and Sp. Atk stats to max.
Soft Sand - Boosts the power of Ground type moves by an additional .5 HP in damage.
Hard Stone - Boosts the power of Rock type moves by an additional .5 HP in damage.
Miracle Seed - Boosts the power of Grass type moves by an additional .5 HP in damage.
Black Glasses - Boosts the power of Dark type moves by an additional .5 HP in damage.
Black Belt - Boosts the power of Fighting type moves by an additional .5 HP in damage.
Magnet - Boosts the power of Electric type moves by an additional .5 HP in damage.
Mystic Water - Boosts the power of Water type moves by an additional .5 HP in damage.
Sharp Beak - Boosts the power of Flying type moves by an additional .5 HP in damage.
Poison Barb - Boosts the power of Poison type moves by an additional .5 HP in damage.
Never-Melt Ice - Boosts the power of Ice type moves by an additional .5 HP in damage.
Spell Tag - Boosts the power of Ghost type moves by an additional .5 HP in damage.
Twisted Spoon - Boosts the power of Psychic type moves by an additional .5 HP in damage.
Charcoal - Boosts the power of Fire type moves by an additional .5 HP in damage.
Dragon Fang - Boosts the power of Dragon type moves by an additional .5 HP in damage.
Silk Scarf - Boosts the power of Normal type moves by an additional .5 HP in damage.
Shell Bell - Heals the user by .5 HP every time they hit the target with a damaging move. It cannot heal a Pokémon affected by Heal Block.
Thick Club - Maximizes the Attack stat of a Cubone or Marowak that holds it.
Metal Powder - Maximizes the Defense stat of a Ditto that holds it.
Wide Lens - Boosts the user’s accuracy by one stage.
Muscle Band - Increases the base power of physical moves by .5 HP.
Wise Glasses - Increases the base power of special moves by .5 HP.
Expert Belt - Strengthens super effective attacks by .5 HP.
Light Clay - If the Pokémon holding this item uses Light Screen, Reflect, or Aurora Veil, the effects of those moves last eight turns instead of five turns.
Life Orb - Increases the damage of damage moves by .5 HP but receives .25 HP damage when using damage moves.
Power Herb - If the holder uses a move that has a charging turn (except Sky Drop), immediately after charging the move the user consumes the Power Herb and executes the final stage of the move.
Toxic Orb - At the end of the turn, this item badly poisons its holder.
Flame Orb - At the end of the turn, the item burns its holder.
Quick Powder - An item that if held by a Ditto, doubles its Speed stat. It does not work when Ditto is transformed.
Focus Sash - If the holder has full HP and is hit with a move that should knock it out, it will endure with .5 HP—but only once.
Zoom Lens - An item that boosts its wearer’s accuracy by one stage.
Iron Ball - It lowers the holder's Speed stat by one stage and makes the holder vulnerable to Ground-type moves even if it is a Flying type or is levitating.
Destiny Knot - Should the holder of this bright-red thread become infatuated, the Pokémon it is infatuated with will be similarly afflicted.
Black Sludge - If held by a poison type Pokemon, the Pokemon will gradually heal with .5 HP at the end of every turn. If held by a Pokémon that is not Poison-type, the holder takes damage equal to .5 HP at the end of each turn. Pokémon with the Ability Magic Guard are immune to this damage.
Icy Rock - If the Pokémon holding this item creates hail with the moves Hail, or the Ability Snow Warning, or the Pokémon creates snow with the moves Snowscape or Chilly Reception, it lasts eight turns instead of five turns.
Smooth Rock - If the Pokémon holding this item creates a sandstorm with the moves Sandstorm, or the Abilities Sand Stream or Sand Spit, it lasts eight turns instead of five turns.
Heat Rock - If the Pokémon holding this item creates harsh sunlight with the moves Sunny Day, or the Abilities Drought or Orichalcum Pulse, it lasts eight turns instead of five turns.
Damp Rock - If the Pokémon holding this item creates rain with the moves Rain Dance, or the Ability Drizzle, it lasts eight turns instead of five turns.
Grip Claw - It causes binding moves used by the holder to always bind for 7 turns.
Choice Scarf - This item boosts the user’s Speed stat to max, but only allows the use of a single move.
Sticky Barb - At the end of the turn, the item damages the holder by .5 HP each turn. If a Pokémon with no held item hits a Pokémon holding the item with a contact move, including Knock Off, the item will transfer to the Pokémon that used the move (even if the original holder has the Sticky Hold Ability). It does not damage Pokémon with the Ability Magic Guard.
Shed Shell - It allows the holder to switch out regardless of trapping moves and Abilities.
Big Root - If a Pokémon holding a Big Root uses a draining move or Strength Sap, it restores .5 HP more HP than it otherwise would. Additionally, a Pokémon holding this item regains .5 HP from Leech Seed, Ingrain and Aqua Ring. It also increases the damage taken by the holder from Liquid Ooze.
Choice Specs - This item boosts the user’s Special Attack stat to max, but only allows the use of a single move.
Eviolite - It boosts the Defense and Special Defense by one stage of a Pokémon that holds it if the holder is not fully evolved.
Float Stone - Halves the weight of the holder.
Rocky Helmet - It damages the Pokémon that hit the holder with contact moves by .5 HP.
Air Balloon - It makes the holder ungrounded.
Ring Target - The holder loses its type immunities to moves. It does not affect other type-based immunities, such as Grass-type Pokémon being immune to powder and spore moves, but does make Ground-type Pokémon vulnerable to Thunder Wave.
Absorb Bulb - It raises the holder's Special Attack by one stage when it is hit by a damaging Water-type move.
Cell Battery - It raises the holder's Attack when it is hit by a damaging Electric-type move.
Adrenaline Orb - This orb boosts the Speed stat by one stage if the holder is intimidated. It can only be used once.
Weakness Policy - It raises the holder's Attack and Special Attack if it is hit by a super-effective move. It can only be used once.
Luminous Moss - It raises the holder's Special Defense when it is hit by a damaging Water-type move.
Assault Vest - Raises the holder's Special Defense by one stage, but also prevents the holder from using any status moves except Me First.
Safety Goggles - It grants the holder immunity to powder and spore moves and damage from weather.
Snowball - If the holder is hit by an Ice-type damaging move, it consumes the item and its Attack is increased by one stage.
Throat Spray - After the Pokémon holding the item uses a sound-based move, it consumes the item and its Special Attack is raised by one stage.
Fairy Feather - Boosts the power of Fairy type moves by an additional .5 HP in damage.
Heavy-Duty Boots - The holder is unaffected by the effects of entry hazards.
Buy for 5,000P. Sell for 2,000P. Can only be bought.
Red Scarf
Blue Scarf
Pink Scarf
Green Scarf
Yellow Scarf
Buy for 300P. Sell for 150P.
Red Nectar
Yellow Nectar
Pink Nectar
Purple Nectar
Buy for 20,000P. Sell for 5,000P. Can only be bought.
Electric Seed - It boosts the holder's Defense in Electric Terrain. Can only be used once.
Psychic Seed - It boosts the holder's Special Defense in Psychic Terrain. Can only be used once.
Misty Seed - It boosts the holder's Special Defense in Misty Terrain. Can only be used once.
Grassy Seed - It boosts the holder's Defense in Grassy Terrain. Can only be used once.
Buy for 1,000P each. Sell for 100P. Can only be bought.
These will be potential finds scattered across the region and you have to roll for finding them.
Tiny Mushroom – Sell for 250P
Big Mushroom – Sell for 2,500P
Balm Mushroom – Sell for 7,500P
Pearl – Sell for 1,000P
Big Pearl – Sell for 4,000P
Pearl String – Sell for 10,000P
Stardust – Sell for 1,500P
Star Piece – Sell for 5,000P
Comet Shard – Sell for 10,000P
Nugget – Sell for 5,000P
Big Nugget – Sell for 10,000P
Rare Bone – Sell for 2,500P
Relic Copper – Sell for 1,000P
Relic Silver – Sell for 5,000P
Relic Gold – Sell for 10,000P
Pretty Feather – Sell for 500P
Sell for 2,500P.
Root Fossil
Claw Fossil
Helix Fossil
Dome Fossil
Old Amber
Armor Fossil
Skull Fossil
Jaw Fossil
Sail Fossil
Fossilized Bird
Fossilized Fish
Fossilized Drake
Fossilized Dino
Cover Fossil
Plume Fossil
Can be bought for 250P each, Sell for 100P each. But only at the Berry Farm in Coral Town. "formerly n/a" means I changed what the berry does in order to fit the RP. Or just gave it a benefit as some just didn't have any.
#1: Cheri Berry - Red berry, spicy flavor. Cures Paralysis.
#2: Chesto Berry - Blue berry, dry flavor. Cures Sleep.
Bike – A bike. Have one of your own or find other means of acquiring one. Can be rented & returned at various Bike Shops in each city/town. That way you don't have to carry one around in places you don't need it.
Contest Pass – Required for coordinators to have for Pokemon contests. It is a small card with your character’s Contest ID number and name on it.
Fishing Rod – A tool to catch Pokemon in the water. Can be acquired at Lake Clearwater or Dragon Lake via an NPC event/quest. Or you can just buy one at a PokeMart (no need to use actual currency).
Go-Goggles – Necessary for the sandstorms of Scorpius Desert. You can buy one in Alexandrite City or Emerald City. You don’t have to spend “actual” (RP recognized) currency for it.
Poffin Case – A container to store poffins. You can get one at any Contest Hall.
Pokeblock Kit – A container to store pokeblocks. You can get one at any Contest Hall.
Prop Case – A small case that can contain various props for Pokemon to wear in Pokemon contests. You can “buy” any props without spending actual (RP recognized) currency.
S.S. Ticket – A ticket for the S.S. Nereid. Discover in the RP how to acquire one.
There are many gangs in Obsidian City, but the two biggest ones are the Blue Houndooms in the West District and the Red Skuntanks in the East District. Most of their crimes are self-contained to Obsidian City, as they’re usually too busy fighting each other for territory gains.
In the old days, the gang fighting had a death toll and all the streets of Obsidian City were equally. But ever since the gangs turned their feuding to strictly Pokemon battles and kept their fighting out of the Central District, Obsidian City has been relatively better off for it.
Starre region’s most iconic brand: Granny Mae’s Cookies. There is no place in Starre that doesn’t have some kind of advertisement for Granny Mae’s Cookies, be it television, radio, or billboards. The cookies are rather tasty, but there have been some criticisms of Granny Mae’s ruthless business tactics as well as her growing monopoly on the cookie industry. Those criticisms don’t tend to stick around for long, one way or another.
To catch a Pokemon with a Poke Ball, the Pokemon in question must accept the trainer and must agree to be caught. If the Poke Ball fails, it means the trainer was rejected. Thus, the Starre Region Institute has deemed the Master Ball unethical as it forces Pokemon to be captured, regardless of their consent or lack of. It is illegal to own or use Master Balls in the region of Starre.
The company Morpheus was founded only a couple years ago. One of its founders, Cassandra Stern, hired Dr. Silas Walter and invested in his Dream World research. From its fruition came the Dreamlink; technology that allows to manipulate and control one’s dreams via dream therapy. Using the dream therapy, patient’s nightmares have been heavily reduced and using the art of suggestion, have been shown to have improved moods, reduced depression, and enabling a better sense of awareness and control in one’s waking hours. In its current state, the Dreamlink’s dream therapy is currently very expensive, and only the wealthy can afford it, but efforts are allegedly being put in to allow it for the general public.
A festival in Beryl Town where the giving of Pokemon eggs occurs. It originally started as a tradition of giving young people their first Pokemon egg as a right of passage, but in later years has evolved into the event where trainers starting out on their journeys receive a Pokemon egg for the occasion. Nowadays, it is led by the Institute, who provide and give out the eggs.
The Starre region’s most prestigious and well known school for academics as well as Pokemon training. Many of their students often end up taking up the Starre Region Gym Challenge and take on the Starre League. Some have even managed to challenge the champion, in some years. The Academy work closely with the Institute and many of the faculty at the Institute work as teachers of the Academy or, more often, guest speakers.
Starre’s Championship League is a yearly tournament that only lasts for a couple of days, but is preceded by the “Championship League season;” a time frame of a couple months where trainers are given time to prepare for the Starre Championship League. For some trainers that involves taking on the Gym Challenge first, but many often have already finished their Gym Challenge and merely must prepare for the League itself.
The League is split up into two parts. The first part, participants must challenge all four of the Elite Four members. The order is random. After successfully defeating all four, the participants must face off each other until one is left standing, who will then go onto challenge the Starre’s champion: the Starry Prince.
A legend about a knight, a princess, and a legendary Pokemon in the times of ancient Starre. Go to Ye Old Starry Faire to learn more.
A notorious gang that showed up only a few years ago. Their crimes mostly include Pokemon stealing, general thievery, and use of force to cause general mayhem. No one is quite sure what the actual goal is of Team Sleep, but what is known is that their crimes and general numbers have rapidly increased over the years. Their name was not self-chosen, but rather one given by the media for their crime tactics: putting Pokemon and people to sleep and committing crimes before they awake. These individuals can be seen masked (whether in a regular mask or a gas mask) and only the few that have been caught have been identified.
The Starre Region Institute is a collective academic institution spread across the region in many locations. The primary goal is to study Pokemon and cultivate a positive relationship between Pokemon and humans. The Institute Labs also serves as the primary Pokemon Storage and Transfer System for trainers in the Starre region. There are a total of seven Institute Labs across the Starre region. Their locations include: Amethyst Town, Beryl Town, Diaspore City, Diamond City, Emerald City, and Pearl Town. Beryl Town is the largest location.
Roughly seventeen years ago, six-year-old Charlotte Atlas-Stern, daughter of famous opera singer Cassandra Stern and business man Landon Atlas, went missing on the S.S. Calypso. The cruise ship was far along the Starry Sea and came to a crashing stop when the girl was announced missing. But by the time she was reported gone, the girl was nowhere to be found. The coast guard did find evidence to suggest the girl was lost at sea. After days of searching and finding nothing, the young girl was determined dead, much to the grief of her parents.
But while the girl was deemed officially dead, the public (and her mother) believed that the girl might still be alive. Cassandra Stern paid good money to have Charlotte’s face plastered over every news channel, newspaper, and website in hopes of finding her daughter, whom she believed to simply be missing. But after a month of intense searching, the public’s energy in finding the lost girl quickly died down and people gave up. Everyone but Cassandra Stern deemed the girl dead.
A few months after the girl was deemed dead, both the press and the public deemed Cassandra Stern to be responsible for the daughter’s death. Prior to the tragedy, there were rumors that Miss Cassandra Stern abused young Charlotte, but no one took them seriously as Cassandra Stern was one of Starre’s biggest stars and could do no wrong. But after the tragedy, these accusations came into light and focus, and there were even accusations that Cassandra Stern may have even murdered her own daughter. But while this was a popular theory at the time and many called for justice on behalf of the little girl, there was never enough evidence to prosecute.
Time has since passed, and the memory of Miss Charlotte Atlas-Stern and the tragedy of her death is long gone. Cassandra Stern may not be Starre’s bright-eyed darling as she used to be, but her reputation has since recovered and she no longer has to deal with cruel accusations of abuse, neglect, or murder of her child. But the loss of her daughter will always haunt her.
Pokemon that are stored in the computers at Pokemon Centers are not stored electronically, but merely transported electronically to a select location where the Pokemon is kept, fed, taken care of, and is allowed to interact with other Pokemon (much like a Day Care, just no leveling up). To retrieve the Pokemon, the trainer must send in a request for the Pokemon at a Computer System in a location such as a Pokemon Center and the Poke Ball with their Pokemon in it will be transferred electronically (teleported) to them.
When capturing a Pokemon after reaching max capacity on hand, the Poke Ball in question is not immediately transported/teleported into the Storage System like in the games, but the trainer in question must register the Pokemon and store it manually the next time they’re in town. For the sake of simplicity, I’m just going to ask that you only use 6 and any extras on hand not be able for use until after you register them at the next town.
In Starre, it’s considered negligent and against the law to allow those under the age of 16 to travel around the region unsupervised by an adult. In Starre, most minors stay in school until the age of 16-18 where they then may begin their Pokemon journey. Not all choose to go right away, as many can’t afford it and often wait until a couple years later to do so.
Tempted to do a quest-like system, but at the very least this is where I will write up the current status of things. If I have time.
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.
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.
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.
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.
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.
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.
Number of Pokemon Roll: 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.
Tiers: 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.
Tier Roll: 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.
Pokemon Selection: 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.
Mood Roll: 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.
Level: 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.
Gender Roll: 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.
Shiny Chance: 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.
Catch Rate: 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.
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.
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.
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.
Battle begins. It’s 1 on 1. GM rolls first to decide who goes first. First Strike Roll: 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. Dodge Roll: 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.
Status Conditions: 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. Status Condition Roll: 1/5. 1 Being successful in afflicting, 2-5 being not.
Poison: 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.
Burn: 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.
Paralyze: 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.
Sleep: 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.
Freeze: Same as sleep, just with freezing.
Confusion: 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).
Flinch: 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.
Infatuation: 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.
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.
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.
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.
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.
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.
First Strike Roll: 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.
(Pokemon #1) HP Amount: 5 HP points for fully health Tier 1 Pokemon Type: Just in case people forget. Gender: In case Attract is used or ability with charm effect. Level: Doesn’t really do anything except determine Tier. But good to list it. Ability: Listed in the Pokemon’s profile. Held Item: Keep in mind of held item as you’re doing calculations & stuff. Condition: 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. Attack: Stage 0 at start. Increase/decrease if buffed/debuffed. Sp Attack: Stage 0 at start. Increase/decrease if buffed/debuffed. Defense: Stage 0 at start. Increase/decrease if buffed/debuffed. Sp Defense: Stage 0 at start. Increase/decrease if buffed/debuffed. Speed: Stage 0 at start. Increase/decrease if buffed/debuffed. Accuracy: Stage 0 start. Increase/decrease if buffed/debuffed.
(Pokemon #2 – Beginning HP Amount) HP Amount: 5 HP points for fully health Tier 1 Pokemon Type: Just in case people forget. Gender: In case Attract is used or ability with charm effect. Level: Doesn’t really do anything except determine Tier. But good to list it. Ability: Listed in the Pokemon’s profile. Held Item: Keep in mind of held item as you’re doing calculations & stuff. Condition: 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. Attack: Stage 0 at start. Increase/decrease if buffed/debuffed. Sp Attack: Stage 0 at start. Increase/decrease if buffed/debuffed. Defense: Stage 0 at start. Increase/decrease if buffed/debuffed. Sp Defense: Stage 0 at start. Increase/decrease if buffed/debuffed. Speed: Stage 0 at start. Increase/decrease if buffed/debuffed. Accuracy: Stage 0 start. Increase/decrease if buffed/debuffed.
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.
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.
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.
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.
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.
Rinse and repeat all of these steps until someone’s Pokemon reaches 0 HP.
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.
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.
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.
Anger Point
Adaptability
Forewarn
Gluttony
Illuminate
Prankster
Pressure
Shell Armor
Stench
Super Luck
Technician
Battle Armor
Sniper
A tentative list of Pokemon moves that are modified for the RP. Please, check out here.
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.
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.
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).
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.
Each Contest Hall in the Starre region has its own rank attached to it. The rankings are as followed:
Amethyst Town – Normal Ranked Contests
Diaspore City – Super Ranked Contests
Emerald City – Hyper Ranked Contests
Diamond City – Master Ranked Contests
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.
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.
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.
To get Pokeblocks+ you have to roll for it. Odds are 1/4, 1 being the winning number.
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
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).
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 list of the potential combo move pairings.
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).
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.
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).
Woah! You've done a ton of set-up. I'm gonna bunker down and give all this a read before I start throwing out character concepts, but I'm majorly impressed. (And seeing a big ol' list of NPCs in the characters tab gives me faith that you've got plenty of cool stuff in mind for the players to experience.)
Woah! You've done a ton of set-up. I'm gonna bunker down and give all this a read before I start throwing out character concepts, but I'm majorly impressed. (And seeing a big ol' list of NPCs in the characters tab gives me faith that you've got plenty of cool stuff in mind for the players to experience.)
Thank you! And yeah, I have quite a bit cooked up. Still needs more organizing, but once things get moving I think it'll all come along.
~~
Also, big thanks to @Yankee for letting me know the Guild has a dice roller. That should make things a lot easier/smoother...once I figure out how to use it!
EDIT: Question for folks...do people here generally prefer it if dialogue is colored? I kind of prefer it not colored but I can see how it could be easier for some.
I'm a sucker for some pokemon! This is a style of RP mechanics I personally haven't done before so I'm game to try this out. And personally, I really like colored dialogue. It helps me distinguish each PC and better hone in on what is being internalized vs externalized by a character - useful for when writing reactions or envisioning a scene.
I'm a sucker for some pokemon! This is a style of RP mechanics I personally haven't done before so I'm game to try this out. And personally, I really like colored dialogue. It helps me distinguish each PC and better hone in on what is being internalized vs externalized by a character - useful for when writing reactions or envisioning a scene.
Awesome! We'd love to have you. And thanks for the feedback. I went ahead and colored the dialogue for the intro. Hopefully, it's easier to read. Let me know if any of the color choices are bad/hard on the eyes. Along with doing some of the stuff that I still need to complete (NPC profiles, mostly), I'll be working on making the OOC front page more visual friendly. I'll also continue working on the mechanics & updating the front page.
I'm not going to be posting Gym Leader's Pokemon teams as of right now. I designed the RP with the idea that players can go wherever they want/any particular path they desire (starting point is relatively in the middle of the region) and so because of that, each gym leader has technically 8 teams pre-planned that depends on what order our characters will challenge gym leaders. 90% of these teams aren't going to be used, but I drafted them up anyway cause I didn't know what order you guys would go in and wanted to be prepared (also it was fun). So, gym leader's teams won't be posted until the RP starts and I have an idea of where our characters will be going.
So, in order for the RP to start I need a minimum of 2-3 players. More would be ideal, but I'll take what I can get. There is no rush/pressure, we can start whenever. But that is the state of things. If anyone has any questions/issues, feel free to ask! :)
EDIT: Also, I'm changing the shiny rate to 1/30. We won't be having too many wild Pokemon encounters compared to the games so I've drastically rose the rate. But if it ends up too common, I'll reduce it.
So, in order for the RP to start I need a minimum of 2-3 players. More would be ideal, but I'll take what I can get. There is no rush/pressure, we can start whenever. But that is the state of things.
Say no more, chief.
Name: Alyssa Koharu Kasprzak
Age: 24
Gender: Female, she/her
Appearance: Kazu stands at an even 5' tall with stark white hair and indigo eyes. She's slim, though she's often in baggy clothes that hide her figure. Despite her slouchy, relaxed fashion choices however, she's someone who takes meticulous care of her appearance - her eyeliner is always symmetrical, her hair is tastefully tousled, and her skin is clear and well-hydrated.
Personality: Independent, worldly, and mature, Kazu gives off the air of someone cool and unbothered. She's quick to smile and has a dry sense of humor, but her upbringing left her ill-equipped for intimacy or real connection with others. She's guarded, reckless, competitive, and a perfectionist underneath her casual demeanor, and she's the first to try to handle a situation that she thinks needs handling, especially if that means looking out for others.
Background: Born to a young widow in the Sevii Islands, Alyssa Koharu Kasprzak (please, just call her Kazu) spent her early years with her grandmother as her mom traveled the world for work. For her tenth birthday, her mom finally decided to spend some time with her... by inviting her along on her travels. For the next eight years, Kazu was treated more as a friend than a daughter as she tried to keep up with her flighty mother. The constant travel made it difficult to build relationships with others, beyond the occasional call home to her grandmother or postcards to her cousin. Then news came of her grandma's failing health, and Kazu took it upon herself to go back home - her mother certainly wasn't going to. Kazu cared for her grandmother until her passing, three months prior to the start of the game. For the first time, Kazu found herself on her own - she wasn't trailing after her mother, nor tethered to her grandmother. She ended up in the one major region she's never been to before, Starre.
Talents: Kazu is quick on her feet, resilient, and determined. What most people don't know is she's also creative - she carries at least one sketchbook and a set of art supplies at all times and she's been experimenting with creating her own natural dyes recently. Her mother's career has also given her a solid foundation for understanding the ins and outs of contests, but the thought of participating leaves a sour taste in her mouth.
Weaknesses: While Kazu is a fairly competent individual, she's often too impulsive for her own good and overlooks potential consequences. She's also independent to a fault, incapable of asking for help or opening up to others. She's physically small, with little strength or experience battling, though at least her endurance is solid due to a running habit she took up in the last two years.
Aspirations: Become the champion of the Pokemon League.
Other: Daughter of a retired contest champion-turned-judge, internationally renowned and often invited to travel for contests, speaking arrangements, commercials, lectures, and the like.
Wallet: 500P
Potion x1
Species: Cleffa Name: Astra Level: 5 Type: Fairy Gender: Female Personality: Timid; Astra is a shy little thing, quick to run away and hide behind Kazu at the first sign of trouble. Her attention span is short though, so she’s easy enough to distract and soothe. Kazu has taken to keeping a stash of sweet treats available to calm her down. Other: Recently hatched, Astra was born from the last egg laid by Kazu's grandmother's Clefable. Thus, she is also the sibling of her mother's Clefairy. Ability: Magic Guard Held Item: Life Orb, as a small gem nestled in the curling tuft of fur on her head. Originally belonged to Kazu's grandmother. Sheen: 0 Ribbons: None
Copycat: Normal; status; does not make contact.
A: The user copies the last move that was used in the battle against the opponent. This does not count for the first half of charging moves, the wait period for recharging moves, or moves like bide. If there is no suitable move, the move fails.
B: Cute; 1 heart; affected by how well the previous Pokémon's move went.
Pound: Normal; physical; makes contact.
A: The target is physically pounded with a long tail, a foreleg, or the like.
B: Tough; 4 hearts; a very appealing move.
Heal Pulse: Psychic; status; does not make contact.
A: The user emits a healing pulse that restores the target’s HP by up to half its max HP.
B: Beauty; 2 hearts; excites the audience in any kind of contest.
Sing: Normal; status; does not make contact.
A: A soothing lullaby is sung in a beautiful voice that puts the target to sleep.
B: Cute; 2 hearts; makes the remaining Pokémon nervous.
Splash: Normal; status; does not make contact.
A: The user just flops and splashes around to no effect at all...
B: Cute; 4 hearts; makes the audience quickly grow bored when an appeal move has little effect.
So, a little update. I updated the map section & the exploration section to show what items can be found/discovered in the RP. Each time you go into a new area (landmark/route, not settlements), you get three item rolls: 2 basic item rolls and 1 treasure roll. The basic item list is just items you use for adventuring (potions, pokeballs, status restores, etc.). Treasure list is just for stuff you can find & sell for $$$.
Working on the combat aspect & gym leader teams, and I have a question for everyone: How many Pokemon on a Gym Leader's team would you like to see/face? Is 3-4 Pokemon per team the ideal or would you guys rather take on a full team of 6? Former has the advantage of being easier + more quicker to go through, but some may prefer the latter for the challenge of a full team. I'm conflicted.
I mean the obvious choice to me feels like do it how the games do it - small teams of two or three for the first couple gyms, then they slowly get bigger teams until by the end we’re at full parties of six.
I agree with c3p, start off with few just to see how it feels. And once the characters arrive at a point where they could use a full team of six, see how we want to do it then.
Also, I decided on a concept. Gonna rework a character from an old RP I never got to use, which I think will fit in well. Now I'm writing the character sheet!
Two quick questions though: our characters are intended to travel together around the region, right? Also, since exploration is handled in a certain way, would items like pure incense, repels, etc. effectively do nothing mechanically? I was thinking about taking a cleanse tag for the held item for aesthetic/RP purposes.
Okey dokie, we'll start with like 3 and work up from there.
I agree with c3p, start off with few just to see how it feels. And once the characters arrive at a point where they could use a full team of six, see how we want to do it then.
Also, I decided on a concept. Gonna rework a character from an old RP I never got to use, which I think will fit in well. Now I'm writing the character sheet!
Two quick questions though: our characters are intended to travel together around the region, right? Also, since exploration is handled in a certain way, would items like pure incense, repels, etc. effectively do nothing mechanically? I was thinking about taking a cleanse tag for the held item for aesthetic/RP purposes.
Great! Looking forward to your character.
Question number one: Yes that is my expectation/hope. You guys are free to go separately at various points if its more convenient but I figured it'd be more fun to stick together most of the time. If there was more of a turn out I could say we could split up into 2+ groups but we don't have the people for that.
Question number two: You're free to have it/"use" it, but mechanically it'd be useless, yeah.
Tossing around a few ideas at the moment as I start work on my sheet. Considering being an independent journalist traveling to the region in search for a good story. Thinking maybe his goal is to make it through the League Tournament in order to try and get an exclusive interview with the Starry Prince.
Both of those sound great to me! Really looking forward to your CSes!! <3
In other news, I updated the Pokemon list for the Fairy, Bug, Fighting, and Dark gym leaders. I know I said I wouldn't but...*shrugs*. In any rate, it should give you guys a better idea of what to expect both for the rp and what direction you guys may want to go in (as there is no particular order). I'm also organizing the CS page in general, as I can't fit all of the NPCs on one post.
EDIT: Updated the amended abilities & banned abilities list as well!
Ok so I lied, I didn’t actually get around to finishing her cs today lol. But! I did finally figure her out I think, so when I get to it tomorrow I’ll actually know what I’m writing lol.