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Pokémon: The Alvato Region Tournament

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A region in which after countless years of fear, it is now acceptable to bond and battle with Pokémon. Join the fray! 

Tags: Roleplaying, Pokémon, Trainer, Battle, Adventure 

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Catching Pokemon

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How should we catch Pokemon?
  DM's Discretion, let them decide if a Pokemon is caught or not.
  Come up with a simple numbers system, behind the scenes or not.
  Impress or Convice a Pokemon to join you via RP
  Something else [Suggest it in the Mechanic Discussion thread!]
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DKrueger
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PostPosted: Mon Aug 15, 2016 7:43 pm
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The most common method of gathering new Pokemon allies in this world is by capturing them in the wild by using Pokeballs. These capsules come in a variety of types, determined by their components and their designated by the coloration. If a Pokeball looks different from another, you can bet that it has a different effect. Standard Pokeballs offer a decent, but minimal chance to capture compared to the others, while others offer higher chances all around, or in specific circumstances, but for a higher cost. Once captured, a Pokeball will also serve as a means of effectively keeping a Pokemon at your side, and at your call whenever you wish, however if you try and keep more than 6 Pokeballs on you, any beyond that total will be whisked away into the computer system.

More relevantly to this particular thread however is the explanation on how to make use of these capsules. Once purchases, Pokeballs exist in a reduced size, approximately the size of one's fingernail. In this state Pokeballs are innactive, but a click of a button will expand the Pokeball to fit snugly in one's palm and fingers. In this state, the Pokeball can be used. An unoccupied Pokeball can be thrown at a Pokemon at any time. Through the mysterious effects of the mechanical masterpieces, these balls always find their mark. Upon making contact with an Unowned Pokemon, the ball will convert the Pokemon into raw energy and suck it inside. For a brief period of time, the Pokeball will attempt to make sense of the Pokemon's energy signature, and bind it to the identification of the Trainer- which is recorded through their fingerprints. If this process completes successfully, the Pokeball ceases to rock back and forth and the button stops glowing. Up until that point, a Pokemon is capable of resisting however, and will be able to throw the ball open, breaking it and rendering it unusable.

In order to determine if your capture is successful or not, throw the Pokeball. It will make contact with the Pokemon and immediately begin to seal it within. If this fails to happen, such as against a Legendary Pokemon, a "Boss" Pokemon, or a Pokemon owned by another trainer, than this is an indication that a Pokemon cannot be caught. Should this happen, you can reclaim your ball.
Once you make your capture attempt, use a post action to generate a random number between 1 and 100. Low rolls are better! The goal is to get a number less than or equal to the percentage depicted on the table below. If your number is less than or equal to the percentage of the relevant conditions, then you have succeeded in capturing the Pokemon. If it is not, the ball breaks and the battle continues.


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For the sake of determining the challenge threshold for a capture attempt, use the highest level of a Pokemon in your current party.  
PostPosted: Tue Aug 16, 2016 10:36 pm
Under construction, some balls have their effects changed for the sake of RP, and variety of potency

Todo:

  • Standard effectiveness balls
      • Poké ball
      • Dream Ball [Reskin]
      • Premier Ball [Reskin]
      • Sport Ball [Reskin]
      • Safari Ball [Reskin]
      • Heal Ball
      • Friend Ball
      • Any type of ball without it's effect activated


  • Great effectiveness balls
      • Great Ball
      • Heavy Ball [On a Pokemon between 450lbs and 600lbs]
      • Timer Ball [After 5 posts of combat]
      • Moon Ball [Treat as Dusk Ball]
      • Fast Ball [Treat as Quick Ball]
      • Luxury Ball
      • Level Ball [Treat as Nest Ball]


  • Ultra effectiveness balls
      • Ultra balls
      • Heavy Ball [On a Pokemon more than 600lbs]
      • Timer Ball [After 7 posts of combat]
      • Dusk Ball [Effective at night or in dark locations]
      • Quick Ball [Effective on first turn]
      • Nest Ball [Effective on Pokemon 4 or 5 challenge thresholds less than your active Pokemon]
      • Love Ball [Effective on Pokemon with the opposite gender to your active Pokemon]
      • Net Ball [Effective on Water or Bug Pokemon]
      • Repeat Ball [Effective on species you've caught before]


  • Complete effectiveness balls- Event Rewards
      • Park Ball
      • Cherish Ball
      • Master Ball (unattainable, but in existence, capable of catching legendary Pokemon)


 

DKrueger
Captain

Enduring Tamer

12,600 Points
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DKrueger
Captain

Enduring Tamer

12,600 Points
  • The Perfect Setup 150
  • Person of Interest 200
  • Peoplewatcher 100
PostPosted: Wed Aug 17, 2016 10:45 pm
Under construction

Todo:

  • Pokemon who are calmed, happy, or charmed are easier to capture
  • Pokemon under status effects are easier to capture
  • Trainers who excel at Catching Pokemon receive a bonus to capture
  • Knocked out Pokemon can't be captured
  • Pokemon maintain the ball they are captured in
  • Pokeball types may be swapped for cosmetic reasons, but the previous ball remains unusable.
 
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