Post by Serena on Mar 20, 2016 20:03:43 GMT
01. BATTLING + FIELD ACTIONS
In this roleplay, we don't exactly have much of a restricted numerical system. Most of the time, moderators and players will roll a virtual D10 in order to gauge the effectiveness of a move against another Pokemon. This also goes for field actions, such as being able to light a fire, scale a gap or dodge an incoming rock. Rather, we encourage users to go absolutely wild with their imaginations when writing battles, friendships and character growth! In your profile, there are specific sections where you can write your interpretation of what certain moves and abilities do. Naturally, things like general strength levels of attacks and possible added effects can contribute to battle, so it's best to either have a functioning knowledge of the game or at least access to a resource site like Serebii. Think of this like Dungeons and Dragons- while you have items and parties and rolls and all that other stuff, imagination is what makes it come true.
02. POKEMON CONTROL + OTHER FACTORS
You control your character and any Pokemon in their possession. When you battle a Wild Pokemon and attempt to capture it... if the moderator playing the wild encounter deems that the catch is successful, that Pokemon now goes into your roster and you have control of it! That also goes for interactions among players, such as trading Pokemon. Once the trade is done, each player gains control of their new Pokemon unless specifically stated otherwise. Players can freely trade or give away Pokemon at any moment in time, but should quickly update their character profiles in order.
In addition, Pokemon generally appear in their natural route homes, and Pokemon located outside of Kalos will only be found in the Safari Zone and through trades and events. Legendary Pokemon are off limits outside of events.
You may start out with any Pokemon you'd like and however many you'd like, but please do not start with Legendary Pokemon, the Kalos starters, the Kanto starters or the Hoenn starters and their evolutions.
03. ITEMS
As for items, they come in three main forms:
- Consumables. These include things like Berries, Potions, X Defense and Poke Balls. After one use, they can't be used again. They generally cost way less than other types of items, due to their ease of use. But they also often come in various strengths, such as Super Potions and Hyper Potions. While a Potion is a little weak and might only be sufficient healing for a very small or young Pokemon, a Hyper Potion restores much more health and is adequate for even large, fully-evolved Pokemon.
- Hold Items. These items can be given to Pokemon for a variety of effects. Some, such as the Silk Scarf, can increase the power of specific attacking moves. Others, like Leftovers, can restore some health every post or so. Still others, like the Lucky Punch and the Big Root, only have an effect for certain Pokemon or moves. We might make up some of our own items based on mechanics, so have your characters ask shopkeepers for details if you're ever confused as to what something does.
- Key Items. These can be used infinite times and should best be kept on a character's person. Examples include a Pokedex, a Snag Machine, a Holo Caster, a map, or even a flashlight or diving gear. Generally, it's anything that might be of use during your adventure physically. TMs and HMs, as well as Mega Stones, also count as Key Items- they're rare, but can be used infinitely in order to get the desired effect!
Items may be bought in shops with cash earned in battle or from quests, or may be found during specific parts of the RP during moderator interaction segments.
04. GROWTH
Throughout the roleplay, your Pokemon will grow. While a moderator will inform you a new Pokemon's beginning moves, they can learn new ones chronologically for every three battles or Contests they participate in. These moves should be ones learned by leveling up, as TM and tutor moves can be gained through events, or by obtaining it by learning it from another Trainer's Pokemon through simultaneous training. For a Pokemon to evolve, you must first ask a moderator, and after a set amount of battles, your Pokemon will evolve. If the Pokemon evolves by the use of the item, we will make the item available for you to use within a short pocket of time.
05. QUESTS AND THE POINT SYSTEM
While you'll earn some money by participating in Contests and certain battles, the main way of getting stuff in this RP is through Quests. Quests will be posted in the Bulletin, and they're essentially missions that characters can take on in order to flesh out side plots and overcome certain tasks with the power of teamwork. Besides just being a darn good time, these quests can win you lots of money, in-game items and a little something called KP. KP, or Karma Points, can be exchanged at a special shop in the Claims center in order to tip luck in your character's favor just a bit. Whether it's something like stumbling across a rare Pokemon (or even a canonized Shiny!), finding an egg or uncovering a rare item or fossil, earning enough KP can give you some pretty cool perks.
06. SHADOW POKEMON
Shadow Pokemon are extremely powerful but difficult-to-control Pokemon that are kept in special Ebonite balls that close off their hearts and allow them to utilize special moves and abilities that they wouldn't otherwise have. They can be turned against anyone or anything that their master commands up to and including past Trainers, and will often recall very little before their capture. They are one of few kinds of Pokemon that are perfectly willing to attack others, including people, to the point of drastic harm.
Shadow Pokemon can enter something called a Fever during battle, at which point their attack strength doubles in power but they will not follow commands. Only a master's call can snap them out of this unbridled rage, and a Pokemon who goes through many Fevers in a short period of time can become exhausted and critically ill.
For characters who use Shadow Pokemon, there are a number of attacks that they specifically have access to. Once purified, these attacks can be replaced with Egg Moves of your choice. Shadow Attacks are considered super-effective against non-Shadow Pokemon, and therefore do increased damage, but have little effect on other Shadow Pokemon.
- Shadow Rush (learned by Normal and Fighting types): A wild, uncontrollable charging attack that does damage to all foes in range.
- Void Skies (learned by Water and Poison types): Creates an overhead weather condition of acid rain. Causes some damage every turn to non-Shadow Pokemon.
- Energy Siphon (learned by Grass and Bug types): Drains some health from a foe and restores equal health to the attacker.
- Black Flame (learned by Fire and Dragon types): Unleashes a dark-colored, tarry spitfire at a single opponent.
- Invisible Cuffs (learned by Ground and Fairy types): Drastically lowers the Speed and Evasion of all Pokemon in range. Prevents escape.
- Mind Breaker (learned by Ghost and Psychic types): Causes the Confusion status to all non-Shadow Pokemon in range, lowers defense.
- Nullify (learned by Dark and Electric types): Temporarily removes an enemy Pokemon's resistances and immunities to attacks for the next turn.
- Dark Crusher (learned by Steel and Rock types): A powerful clawing attack that targets a single foe in range.
- Fell Wind (learned by Flying and Ice types): Creates a howling whirlwind that's launched at the foe. Can throw them out of battle and forced them to be recalled.
Shadow Pokemon can be manually recaptured using a Snag Machine, a device originally used to steal Pokemon from Trainers with normal Poke Balls, or by forcibly breaking the Ebonite Ball it has been kept in. Being away from Ebonite dampens the effect of the crystals, and allows for a Pokemon to slowly regain its mind. Pokemon can begin the rehabilitation process simply by being placed in a comfortable and non-aggressive environment, but items that raise the bond between a Pokemon and its Trainer such as colognes and Soothe Bells can assist in the process.
Purification cannot be fully completed without something known as a Sacred Ring- a quiet, sanctified environment where a Pokemon can be alone with its own mind and make the decision to open its heart to a person. While natural ones can be found in specific sites such as Santalune Forest and Reflection Cave, a Sacred Ring can be formed in a laboratory environment by inserting a Pokemon into a digital PC and allowing it contact with only Trainer-owned non-Shadow Pokemon. When a Pokemon is purified, it may emerge with moves it had not known previously.
07. CONTESTS
Pokemon Contests, brought over from the Hoenn Region in the last few years, are two-part exhibitions that demonstrate the more artistic and strategic sides of battling as well as being geared towards all kinds of Pokemon- not just the strongest. This makes Coordination a prime ground for breeders, fashionistas, and others whose talent lies in showmanship rather than brute force.
The Contest League is made up of five various ribbon championships, not unlike Gyms. Contest locations change each year, and top coordinators tend to be traveling performers whose shows aren't held down to one city or even one region.
The five ribbons of Kalos are Citrus, Mint, Mocha, Rose and Passion- scattered around the region, each specializes in a different contest aspect.
Those who complete the challenge of obtaining each Ribbon get a chance to participate in the annual Grand Festival- an elaborate contest battle tournament where only one Coordinator can be crowned victorious. In a way, it's much more competitive than the Elite Four challenge due to its limitations!
Each competition is viewed by up to three neutral "judge" figures, often veteran Coordinators themselves, who rate each display and decide the winner of each Contest.
Contests are two-part showcases divided into two main sections- the Appeal round and the Battle round.
The Appeal round is singular and based on simply pleasing an audience. It's where a Pokemon makes its appearance, so dressing up a Pokemon with accessories, using Seals in order to make a grand entrance or other eye-catching actions should be used here. Pokemon choose moves to use up on the stage in order to make the most thrilling display they can muster. Trainers can be up on stage with their Pokemon, so good choreography and acting skills are needed by both the Coordinator and their partner.
The Battle round is a competitive round that directly pits two Coordinators and their Pokemon against one another, battling not only to knock each other out but for style points. Even if a Pokemon is knocked out, it can still pull a victory in the Battle round if it is decided that it earned more points. Points are deducted for using underhanded and pragmatic techniques, using moves that fully obscure the Pokemon or ones that nullify another performance. It's meant to be as graceful as possible!
In this roleplay, we don't exactly have much of a restricted numerical system. Most of the time, moderators and players will roll a virtual D10 in order to gauge the effectiveness of a move against another Pokemon. This also goes for field actions, such as being able to light a fire, scale a gap or dodge an incoming rock. Rather, we encourage users to go absolutely wild with their imaginations when writing battles, friendships and character growth! In your profile, there are specific sections where you can write your interpretation of what certain moves and abilities do. Naturally, things like general strength levels of attacks and possible added effects can contribute to battle, so it's best to either have a functioning knowledge of the game or at least access to a resource site like Serebii. Think of this like Dungeons and Dragons- while you have items and parties and rolls and all that other stuff, imagination is what makes it come true.
02. POKEMON CONTROL + OTHER FACTORS
You control your character and any Pokemon in their possession. When you battle a Wild Pokemon and attempt to capture it... if the moderator playing the wild encounter deems that the catch is successful, that Pokemon now goes into your roster and you have control of it! That also goes for interactions among players, such as trading Pokemon. Once the trade is done, each player gains control of their new Pokemon unless specifically stated otherwise. Players can freely trade or give away Pokemon at any moment in time, but should quickly update their character profiles in order.
In addition, Pokemon generally appear in their natural route homes, and Pokemon located outside of Kalos will only be found in the Safari Zone and through trades and events. Legendary Pokemon are off limits outside of events.
You may start out with any Pokemon you'd like and however many you'd like, but please do not start with Legendary Pokemon, the Kalos starters, the Kanto starters or the Hoenn starters and their evolutions.
03. ITEMS
As for items, they come in three main forms:
- Consumables. These include things like Berries, Potions, X Defense and Poke Balls. After one use, they can't be used again. They generally cost way less than other types of items, due to their ease of use. But they also often come in various strengths, such as Super Potions and Hyper Potions. While a Potion is a little weak and might only be sufficient healing for a very small or young Pokemon, a Hyper Potion restores much more health and is adequate for even large, fully-evolved Pokemon.
- Hold Items. These items can be given to Pokemon for a variety of effects. Some, such as the Silk Scarf, can increase the power of specific attacking moves. Others, like Leftovers, can restore some health every post or so. Still others, like the Lucky Punch and the Big Root, only have an effect for certain Pokemon or moves. We might make up some of our own items based on mechanics, so have your characters ask shopkeepers for details if you're ever confused as to what something does.
- Key Items. These can be used infinite times and should best be kept on a character's person. Examples include a Pokedex, a Snag Machine, a Holo Caster, a map, or even a flashlight or diving gear. Generally, it's anything that might be of use during your adventure physically. TMs and HMs, as well as Mega Stones, also count as Key Items- they're rare, but can be used infinitely in order to get the desired effect!
Items may be bought in shops with cash earned in battle or from quests, or may be found during specific parts of the RP during moderator interaction segments.
04. GROWTH
Throughout the roleplay, your Pokemon will grow. While a moderator will inform you a new Pokemon's beginning moves, they can learn new ones chronologically for every three battles or Contests they participate in. These moves should be ones learned by leveling up, as TM and tutor moves can be gained through events, or by obtaining it by learning it from another Trainer's Pokemon through simultaneous training. For a Pokemon to evolve, you must first ask a moderator, and after a set amount of battles, your Pokemon will evolve. If the Pokemon evolves by the use of the item, we will make the item available for you to use within a short pocket of time.
05. QUESTS AND THE POINT SYSTEM
While you'll earn some money by participating in Contests and certain battles, the main way of getting stuff in this RP is through Quests. Quests will be posted in the Bulletin, and they're essentially missions that characters can take on in order to flesh out side plots and overcome certain tasks with the power of teamwork. Besides just being a darn good time, these quests can win you lots of money, in-game items and a little something called KP. KP, or Karma Points, can be exchanged at a special shop in the Claims center in order to tip luck in your character's favor just a bit. Whether it's something like stumbling across a rare Pokemon (or even a canonized Shiny!), finding an egg or uncovering a rare item or fossil, earning enough KP can give you some pretty cool perks.
06. SHADOW POKEMON
Shadow Pokemon are extremely powerful but difficult-to-control Pokemon that are kept in special Ebonite balls that close off their hearts and allow them to utilize special moves and abilities that they wouldn't otherwise have. They can be turned against anyone or anything that their master commands up to and including past Trainers, and will often recall very little before their capture. They are one of few kinds of Pokemon that are perfectly willing to attack others, including people, to the point of drastic harm.
Shadow Pokemon can enter something called a Fever during battle, at which point their attack strength doubles in power but they will not follow commands. Only a master's call can snap them out of this unbridled rage, and a Pokemon who goes through many Fevers in a short period of time can become exhausted and critically ill.
For characters who use Shadow Pokemon, there are a number of attacks that they specifically have access to. Once purified, these attacks can be replaced with Egg Moves of your choice. Shadow Attacks are considered super-effective against non-Shadow Pokemon, and therefore do increased damage, but have little effect on other Shadow Pokemon.
- Shadow Rush (learned by Normal and Fighting types): A wild, uncontrollable charging attack that does damage to all foes in range.
- Void Skies (learned by Water and Poison types): Creates an overhead weather condition of acid rain. Causes some damage every turn to non-Shadow Pokemon.
- Energy Siphon (learned by Grass and Bug types): Drains some health from a foe and restores equal health to the attacker.
- Black Flame (learned by Fire and Dragon types): Unleashes a dark-colored, tarry spitfire at a single opponent.
- Invisible Cuffs (learned by Ground and Fairy types): Drastically lowers the Speed and Evasion of all Pokemon in range. Prevents escape.
- Mind Breaker (learned by Ghost and Psychic types): Causes the Confusion status to all non-Shadow Pokemon in range, lowers defense.
- Nullify (learned by Dark and Electric types): Temporarily removes an enemy Pokemon's resistances and immunities to attacks for the next turn.
- Dark Crusher (learned by Steel and Rock types): A powerful clawing attack that targets a single foe in range.
- Fell Wind (learned by Flying and Ice types): Creates a howling whirlwind that's launched at the foe. Can throw them out of battle and forced them to be recalled.
Shadow Pokemon can be manually recaptured using a Snag Machine, a device originally used to steal Pokemon from Trainers with normal Poke Balls, or by forcibly breaking the Ebonite Ball it has been kept in. Being away from Ebonite dampens the effect of the crystals, and allows for a Pokemon to slowly regain its mind. Pokemon can begin the rehabilitation process simply by being placed in a comfortable and non-aggressive environment, but items that raise the bond between a Pokemon and its Trainer such as colognes and Soothe Bells can assist in the process.
Purification cannot be fully completed without something known as a Sacred Ring- a quiet, sanctified environment where a Pokemon can be alone with its own mind and make the decision to open its heart to a person. While natural ones can be found in specific sites such as Santalune Forest and Reflection Cave, a Sacred Ring can be formed in a laboratory environment by inserting a Pokemon into a digital PC and allowing it contact with only Trainer-owned non-Shadow Pokemon. When a Pokemon is purified, it may emerge with moves it had not known previously.
07. CONTESTS
Pokemon Contests, brought over from the Hoenn Region in the last few years, are two-part exhibitions that demonstrate the more artistic and strategic sides of battling as well as being geared towards all kinds of Pokemon- not just the strongest. This makes Coordination a prime ground for breeders, fashionistas, and others whose talent lies in showmanship rather than brute force.
The Contest League is made up of five various ribbon championships, not unlike Gyms. Contest locations change each year, and top coordinators tend to be traveling performers whose shows aren't held down to one city or even one region.
The five ribbons of Kalos are Citrus, Mint, Mocha, Rose and Passion- scattered around the region, each specializes in a different contest aspect.
Those who complete the challenge of obtaining each Ribbon get a chance to participate in the annual Grand Festival- an elaborate contest battle tournament where only one Coordinator can be crowned victorious. In a way, it's much more competitive than the Elite Four challenge due to its limitations!
Each competition is viewed by up to three neutral "judge" figures, often veteran Coordinators themselves, who rate each display and decide the winner of each Contest.
Contests are two-part showcases divided into two main sections- the Appeal round and the Battle round.
The Appeal round is singular and based on simply pleasing an audience. It's where a Pokemon makes its appearance, so dressing up a Pokemon with accessories, using Seals in order to make a grand entrance or other eye-catching actions should be used here. Pokemon choose moves to use up on the stage in order to make the most thrilling display they can muster. Trainers can be up on stage with their Pokemon, so good choreography and acting skills are needed by both the Coordinator and their partner.
The Battle round is a competitive round that directly pits two Coordinators and their Pokemon against one another, battling not only to knock each other out but for style points. Even if a Pokemon is knocked out, it can still pull a victory in the Battle round if it is decided that it earned more points. Points are deducted for using underhanded and pragmatic techniques, using moves that fully obscure the Pokemon or ones that nullify another performance. It's meant to be as graceful as possible!