Welcome to Gaia! ::


Wintry Dragon

User Image
Space, Sea Quest Battle Thread


Battle Rules


Failure to comply with anything listed in this battle thread, not just what is listed under Battle Rules, will result in a warning and possible suspension/removal of character(s) making the action.


Battle Rule #1: If you are in a battle with multiple people, EVEN IF someone talks to you in a post after you have already posted, do NOT post again until everyone posts with a turn. This is only overruled if someone is MIA, on hiatus, hasn't posted in a number of days *3+ days* (at which case, you may ask Caomhnoir Angel to auto-post as that person). Or their only other post being waited on is a response post to being knocked out.

Battle Rule #1.a: If someone has not posted in response to being fainted, and you are waiting to capture that person, you must wait at least 3 days before capturing the fainted fusion. If someone used a revive after their fainted post, and they have not responded with a waking up post, you cannot capture them (because technically they are at 50% health even if they have not posted)

Battle Rule #2: If for some reason, you do have two actions in one turn *for example you were attacked twice*, you cannot attack the same person twice. It's an unfair advantage and doesn't let that person retaliate if they faint *unless I happen to notice and step in before another turn is taken or it gets too far in the battle for me to do anything about it* If by chance it does happen, see reasons above, or because the attacking fusion couldn't for some reason target anyone else, then the defending fusion can retaliate equal to the number of times it was hit. If it was fainted on the last attack given by the attacking fusion, then it can only retaliate to the attack(s) that came before the K.O.

Battle Rule #3: A fusion cannot be captured until the user posts their character's reaction to getting hit and actually fainting. And to add onto this, the user who has the fainted character cannot wait the number of posts, then post the reaction to fainting and waking up in the same post. If I see that, I will tell the other rpers to disregard the waking up and to treat the fusion as if it were fainted.

Battle Rule #4: You CANNOT find an item/use an item and attack in the same post. Finding an item counts as one turn, using the found item counts as another turn, and attack is a third turn.

Battle Rule #5: You can only find a maximum of 3 items during a battle. If someone joins the battle after you knock the original foe out, you don't get any additional items to find, that just drags the battle on and on. Add-on: You can only find one item per turn during battle.

Battle Rule #6: The only way you can overrule battle rule #4 is if for some reason you are owed a turn *see battle rule #2 for example*, then I will allow you to use an item and attack or, find an item and use an item in the same turn/post, or find an item and attack in the same post. This is the ONLY exception.

Battle Rule #7: Passing an item counts as one turn, due to it being used in the past to make sure their comrade could heal them while they attacked at the same time. Add-on: Receiving the item does NOT count as a turn. 2nd Add-On: Items such as Leftovers, Shell Bell, or Power Boost cannot be transferred during battle or to any person(s), pokemon in battle!

Battle Rule #8: Revives can only be used on OTHER people *not yourself*, and only after the fusion has a post that is in reaction to themselves fainting *as dumb as this sounds*.

Battle Rule #9: Battles cannot be started, that is to say the first attack cannot be used, until both sides have posted at least once (meaning ALL people present arriving on scene that are going into the battle must post before the first attack can be thrown). So they should at least know the other person is there before the other person comes charging out and attacks from nowhere. No ninja attackers in other words. This applies EVEN IF a battle is already started with the fusion you are planning to attack. If I see anyone being a ninja-attacker, I will ask them to re-read the battle guidelines, and it will result in a warning.

Battle Rule #10: If you are in a multiple person battle, and your 'partner' faints, you do not get the turn that was owed to that person. The post that comes in response to being knocked out is the response to the attack, because no one can throw a ball or use a revive until the person posts being knocked out. [add-on: Once the post has been made by the person who fainted, the opposing team gets one turn for that reaction. (so if there's two for Team Rocket, and one gets knocked out and posts being knocked out, while the second one attacks; the person they're up against gets two turns.)]

Battle Rule #11: You cannot attack someone who has had a revive used on them until they make their waking up post in response.

Battle Rule #12: If your character KOs someone in the rp thread, the only way someone else can capture or free captured pokemon from the fusion knocked out, is if your rp character actually says something in the rp thread. Otherwise your characters are just acting without permission and going ahead with something that is otherwise not allowed.

Battle Rule #13: If a battle has already started in an area, only two people are allowed to join in from each side. If a side is near losing, as in the fusion(s) losing have less than half their health left, no one can join in the battle at that time.

Battle Rule #14: I feel this rule was a long time coming and I apologize for not putting it out earlier. You may NOT attack a trainer if there is a pokemon in play. Even if the trainer is fusion, you may NOT attack it if it has a pokemon in play. It's rather unfair for human trainers especially to be attacked when there's a pokemon in play. That's why this rule is now added. You may of course attack once the pokemon is out of the way...

Battle Rule #15: This rule was REALLY a long time coming as a lot of people are using this a lot more. This concerns the status condition sleep and what it does in battle.
a) if you're one on one and you're asleep, the opponent can attack, find an item, or flee.
b) if you're two on one and one of your teammates is asleep, the opponent has just the one reaction considering the other opponent's move
c) if you're involved in a two on two battle and you're asleep, see rule a.
d) if you're involved in a one on two battle and you're asleep, your two opponents can attack, find an item, or flee, and since that's two attacks, that's two move turns of sleep that's already up.


Battle Guidelines


Random generate a number between 0 and 10. If your move has a secondary effect, the effect will take place on the numbers 3, 6, or 9, but you MUST have it in your post here in the battle thread that it can land a status condition! [[example: ____ used Flamethrower! _____ effective and has a chance of burn! ]]
Tri Attack will cause paralyze on 3, freeze on 6, and burn on 9.
0 - 2 = miss
3 - 7 = normal hit
8 - 10 = critical hit


Unless otherwise noted, use this damage scale:
Normal hit: 15% damage (10% not very effective) (double not effective 5%)
Critical Hit: 30% damage (20% not very effective) (double not effective 10%)
Super effective normal hit: 35% damage
Super effective critical hit: 50% damage
Double effective normal hit: 55% damage
Double effective critical hit: 70% damage


All other moves:


Instant KO moves *such as Sheer Cold, Guillotine, etc*: Random generate a number between 0-10. The numbers 3, 6, 9, and 10 will grant you the instant KO.

Moves that have a base pp of 5 (includes charge/recharge moves with a base pp of 5), the generator will be slightly altered to reflect the power from the move. If your attack has a base pp of 5, and it has a secondary effect, the effect will take place if you hit an even number that is not a miss. [[example: Sacred Fire's burn would take effect on 6, 8 or 10.]]
0 - 4 = miss
5 - 8 = normal hit
9 - 11 = critical hit


Damage counts in this case:

Normal Hit: 40% (25% not very effective) (double not effective 15%)
Critical Hit: 55% (40% not very effective) (double not effective 20%)
Super-Effective Normal Hit: 60%
Super-Effective Critical Hit: 75%
Double-Effective Hit: 80% damage
Double-Effective Critical Hit: 95% damage


Moves that require a charge/recharge stage [add-on: any attack that takes two turns] that do NOT have a base pp of 5

Damage counts in this case:

Normal Hit: 35% (20% not very effective) (double not effective 10%)
Critical Hit: 50% (30% not very effective) (double not effective 20%)
Super-Effective Normal Hit: 55%
Super-Effective Critical Hit: 70%
Double-Effective Hit: 75%
Double-Effective Critical Hit: 90%


Moves that have a higher chance of critical hit [[example: Aeroblast, Air Cutter, Attack Order, Blaze Kick, etc...]]. Use the following generator.
0 - 2 = miss
3 - 6 = normal hit
7 - 10 = critical hit


Moves that, by definition, never miss [[example: swift, aerial ace, aura sphere]]:
0 - 7 = normal hit
8 - 10 = critical hit

Normal hit: 10% damage (5% not very effective) (double not effective 1%)
Critical Hit: 20% damage (15% not very effective) (double not effective 5%)
Super effective normal hit: 30% damage
Super effective critical hit: 40% damage
Double effective normal hit: 50% damage
Double effective critical hit: 60% damage


Moves that increase in power due to having no held items: damaged is doubled +15% off of the normal scale. (If you get a normal hit that does a 15% health decrease, add 15% more damage for not having a held item)
Add-Note: Held Items include items such as BlackGlasses, Softsand, Light Ball (not ordinary items like Super Potion, Revive, or Key Items)

Moves that can hit multiple times in one turn (Fury Attack, Icicle Spear, etc):
Random generate like you would for a normal attack (0-10) to see if the move hits. If it does, random generate a second time (2-5) to determine how many times you hit your opponent.


Damage Scale in this case

Normal Hit (x2): 15% (10% not very effective) (double not effective 5%) damage - Critical Hit (x2): 30% damage (20% not very effective) (double not effective 10%)
Normal Hit (x3): 20% (15% not very effective) (double not effective 10%) - Critical Hit (x3): 35% (25% not very effective) (double not effective 15%)
Normal Hit (x4): 25% (20% not very effective) (double not effective 15%) - Critical Hit (x4): 40% (30% not very effective) (double not effective 20%)
Normal Hit (x5): 30% (25% not very effective) (double not effective 20%) - Critical Hit (x5): 45% (35% not very effective) (double not effective 25%)

Super Effective Normal Hit (x2): 35% - Super Effective Critical Hit (x2): 50%
Super Effective Normal Hit (x3): 40% - Super Effective Critical Hit (x3): 55%
Super Effective Normal Hit (x4): 45% - Super Effective Critical Hit (x4): 60%
Super Effective Normal Hit (x5): 50% - Super Effective Critical Hit (x5): 65%

Double Effective Normal Hit (x2): 50% - Double Effective Critical Hit (x2): 65%
Double Effective Normal Hit (x3): 55% - Double Effective Critical Hit (x3): 70%
Double Effective Normal Hit (x4): 60% - Double Effective Critical Hit (x4): 75%
Double Effective Normal Hit (x5): 65% - Double Effective Critical Hit (x5): 80%


Moves that can hit twice in one turn (such as Double Hit, Double Slap, Double Kick, etc...):

Damage Scale in this case:

Normal Hit: 20% (15% not very effective) (double not effective 5%) - Critical Hit: 35% (25% not very effective) (double not effective 15%)
Super-Effective Hit: 40% - Super Effective Critical Hit: 55%
Double-Effective Hit: 60% - Double Effective Critical Hit: 75%


If you are using a move such as Echoed Voice or Rollout, you must random generate each turn, but for each consecutive turn that the attack is used *and hits the target* it will do an additional +5% damage. [[example: First attack: 15%, second attack: 20%, third attack *critical*: 45% ]] The example I used a critical at the end to show that you can still add the damage on to, you do not get an auto-critical at attack three. Second attack you would add +5%, third attack you would add +10%, fourth would be +15% and so on.

If you are using a move that ONLY afflicts a status condition (such as Hypnosis, Sing, Sleep Powder, StunSpore, Poison Powder, Toxic, and even Attract), and does not do any damage at all, please use the following number scale:

0, 4, 6, 7, 9 - miss
1, 2, 3, 5, 8, 10 -status condition takes effect


There are few moves known to double in power when the opponent is afflicted with a status ailment. Two of which are Venoshock and Hex. Venoshock doubles in power if the opponent is already poisoned. Hex doubles in power if the opponent is afflicted with a major status ailment, such as sleep, poison, burn, freeze, or paralysis. When you generate a number between 0-10 you will double the percentage of the number you get.
0-2 is a miss and therefore power will not be doubled.
3-7 is a normal hit.
8-10 is a critical hit.

Normal hit: 15% damage (10% not very effective) (double not effective 5%) and double it
Critical Hit: 30% damage (20% not very effective) (double not effective 10%) and double it
Super effective normal hit: 35% damage and double it
Super effective critical hit: 50% damage and double it
Double effective normal hit: 55% damage and double it
Double effective critical hit: 70% damage and double it


If you are using a move such as Outrage or Petal Dance (remember you cannot stop using this move until it is over for however many turns it takes; unless the battle ends):

Outrage
First round- random generate 0-10
Second round- random generate 0-10, 0-5 stops Outrage and you are now confused the attack still hits if you get a 3-4, this just stops the consecutive use and you can use a different attack next turn.. 6-10 keeps it going for another round.
Third round- random generate 0-10, outrage stops automatically after this round and you are confused.


Petal Dance
First Round: Random generate 0-10
Second Round: Random generate 0-10
Third Round: 0-5 stops the dance and you are now confused. 6-10 continues it.
Fourth Round: You are confused after attacking this turn.


If you are using a move such as Return or Frustration...
Return
Still counts as a normal attack with normal base damage in a normal turn.
However, if you are in a battle with more than one person on your side, even if that person is knocked out, Return will do +10% more damage to your opponent.

Frustration
Still counts as a normal attack with normal base damage in a normal turn.
However, if you are in a battle with more than one person not on your side, (even if one of them is knocked out), Frustration will do +10% more damage to your opponent.


If, by some chance, you have run out of PP and need to use Struggle:
Struggle is a normal based attack that will follow the normal generator. However, you must also take damage equal to half of the damage you inflicted on the other person/pokemon/fusion (so if you do 15%, take 5% damage, 30% take 15% damage. I don't think it should go any higher).

If you are attacking something without a health bar (like a door or restraints), take 5% damage each time you fail to break whatever it is you're attacking [only when you're using Struggle].


If by some chance you have a move that has set damage such as super fang. You will still throw in a 0-10 random number generator.
0-2 miss
3-10 the move does what it's supposed to do


All moves that have set amount of damage will never get critical hits. Such moves include:
Sonicboom which does 15HP damage
Dragon Rage that does 20HP damage
Super Fang that halves the opponents HP.


Partially Trapping Moves


Partially trapping moves such as Wrap, Fire Spin, and Clamp are generated for and deal damage as ordinary moves, with the exception of Magma Storm, which is also a 5 PP move and thus is generated for and uses damage from that table. If the move hits, the target is partially trapped. The attacker then generates a number between 4 and 5 to see how many rounds the target is trapped for, the target being released from the partially trapped move at the end of the last round of the duration, after healing from Leftovers and the like takes place. At the end of each round that the target is partially trapped, prior to any healing from Leftovers or the like, the target takes 10% damage. While the target is partially trapped, the user of the partially trapping move can still take other actions. In addition, the partially trapped Pokemon, fusion, or trainer, if the situation arises, cannot flee or switch out, though they can still use a Pokedoll to flee. If the target uses the move Rapid Spin while partially trapped, they are freed from the partially trapping effects. Likewise, if the fusion or Pokemon that used the partially trapping move faints or otherwise leaves the battle the victim of the attack is instantly freed from the partially trapping effects.

Trainers


Trainers, you carry more pokemon on you than you will ever encounter in a battle (more than likely). For this reason, there is going to be limitations on your battling so you can't keep sending out pokemon after pokemon each time one gets knocked out, that isn't fair to the fusion you're battling.

You can only send out the number of pokemon equal to the number of fusions you are facing. If you're only up against one fusion, then one pokemon is all you can use. One on one battle (if you are up against two, but you have an ally on your side in addition to your pokemon, you can still only use one). You can switch out if you decide you do not want to use that pokemon anymore, however, if the fusion has 35% or lower, then the fusion then has the option to run away without generating a random number to do so.

When you do switch out pokemon, keep in mind that this takes up the entirety of your turn. You cannot find an item/use an item/or attack in that same post. If the fusion does not have 35% health or less, or decides to stay in battle, then it would be that fusion's turn to attack/find an item/use an item.

If your pokemon is(are) knocked out by the fusion(s), you must bow out of the battle. Either let the fusion run away, or 'white out' or something. Keep in mind, that just because you're a trainer, it does not mean that fusions can't attack you. They can decide to target you instead of your pokemon. Not recommended since that means they have a lesser chance of KOing the pokemon in front of them, but, that is an option available to the fusions.. *this has been changed to say that if a pokemon is in play, you cannot attack the trainer.*

If you are a trainer who runs out of "health", just collapse on the floor in a state of unconsciousness. You can not be captured in a pokeball but you can be locked into a cell where you must get out to retrieve your pokemon from the storage room on Deck 11. If you are elsewhere and your pokemon are taken from you, you'll have to steal them back. Somehow.


Held Items


If you are holding a held item that ups your attack, like Black Glasses, Soft Sand, Twisted Spoon, or anything like that, then add 10% to the attack if the type matches up. Black Glasses ups Dark-type moves for example, so a Dark-type move like Bite would do 25% damage. This does not increase power of all your moves, only the types that get the boost from the item. You can only hold one of these items at a time.

Status Conditions


If you are afflicted by a status condition, please add the following numbers into the answer you get:
If you are poisoned or burned, 5% damage per post in the roleplay thread.
If you are paralyzed or confused, the numbers are as follows *since you can still miss while paralyzed and confused*
0-2 is a miss, 3-5 is a normal hit, 6-8 means you're paralyzed and you can't do anything, means you hit yourself and cause 10% damage, 9-10 is a critical hit.

If you are paralyzed and confused, the numbers are as follows:
0-1 is a miss, 2-4 is a normal hit, 5-6 means you're paralyzed and you can't do anything, 7-8 means you're confused and you hit yourself for 10% damage, 9-10 is a critical hit.

If you have a move or item that ups your attack, or someone uses swagger on you to up your attack
+10% to the receiving target. ***If you're confused and you hit yourself, it's 10% for the attack power raise +10% for the normal damage you would take for being confused= 20% damage***


Flinching lasts for one attack turn, you cannot make an attack, find an item, or use an item during this turn. The person attacking you who gave you the flinch effect, MUST have it in their battle post AND in their rp post *otherwise, unless you check the battle thread after every attack; you have no way of knowing if you're supposed to flinch or not*
Confusion goes away after 3 attack posts made by you.
Poison goes away after 6 posts made by you. *does not have to be attack posts*
Burn goes away after 6 attack posts made by you.
Paralysis goes away after 3 attack posts made by you.
Sleep goes away after 3 posts made by you. *number of posts subject to change*
Frozen status goes away after 4 posts made by you *number of posts subject to change*


HP Restoring Moves Guidelines


When you use the move Rest, you must be asleep for at least one post before waking up again. And try to have at least two posts made by other people in between the sleeping post and the waking up post. Just so there's a little bit of time spent in the Rest stage. Only HP is recovered in Rest, using Rest does not recover your PP.

If you have a move that restores HP *such as Synthesis* the following conditions apply for using it:
If you are outside where sunlight is visible, you can heal 50% health in one post.
If you are in a room with no sunlight coming in *such as a hallway or a storage room* you can heal 25% health.

If you have Recover
You can heal 20% in one post.

Moves that drain HP and restore attacker's HP:
Normal Hit, non critical: 5% health regained
Normal Hit, critical, 15% health regained
Super Effective, non critical: 20% health regained
Super Effective, critical: 30% health regained
Doubly Effective, non critical 35% health regained
Doubly Effective, critical, 45% health regained


Heal Blocking


Because I had no idea what else to call it. Heal Block prevents the usage of any and all healing moves for 5 turns by the opposing team. This means if the person using heal block is up against four people, then all four opposing people cannot use healing moves. Add on/edit due to inquiry: Moves affected: Ingrain, Aqua Ring, Moonlight, Morning Sun, Roost, Recover, Heal Order, Rest, Softboiled, Wish, Milk Drink, Slack Off, and Synthesis.

The moves Absorb, Mega Drain, Giga Drain, Leech Life, Dream Eater, Drain Punch, and Leech Seed will still inflict damage, but will not restore HP.

All other abilities and items which restore HP during battle will continue to work as normal. Heal Block wears off after 5 turns.

Heal block also prevents the effect of Leftovers, but does not affect Shell Bell.


Fainted Guidlines


If you faint for any reason, you can wake up under the following conditions:
-You can be revived by someone holding a reviving item
-You can be taken to a recovery point.
-Once 20 posts are made by other people. *can be any type of post, not just attack posts* *number of posts is subject to change, please keep an eye for updates in the roleplay thread*

-If you are in a battle with four or more people [including those who are fainted], even if other people join the fight for either side, you cannot "wake up" until the battle is completely over. Which means the other side has retreated to safety or moved you to the appropriate cell. (your rp character can be conscious/laying on the floor but not able to attack/find items/use items.) This is just to keep the battle from dragging on any longer than it has to be (this only applies if you wake up after the 20 post minimum. It does not apply if someone uses a revive.)

-If you wake up from the number of posts being made, you wake up at 10% health.


Dazed Condition


If you are in the "dazed" state, which is what I am calling conscious but not able to battle, those against you can still attempt to capture you. But any attempt to do so will nullify your dazed state, as will any attack, miss or hit.

-Someone can use an item on you at this point, but you still cannot re-join the battle once you are in the dazed state ((unless of course you're attacked or have a ball thrown at you))

Add on: The dazed fusion can heal themselves, but they still cannot re-join the battle.

Add-on: If you are fainted and captured, being captured automatically puts you at 10% health and you are not dazed if you are called out of the pokeball while the battle is still going on.

Add-on: Dazed status goes away after five posts made by the fusion who is dazed. ((There MUST BE posts from EVERY fusion in the battle between the posts! You can NOT post five times after each attack and then become undazed. ))


Fleeing From Battle


In a battle that does not seem to be going your way? No worries! Just random generate between 0-10:

2, 4, 6, 8 to successfully escape from battle (you can NOT be attacked by anyone around you for a minimum of two posts by you) *changed October 2013 from 2 and 8*
Any other number- you do not escape and the person(s) fighting you gets to attack you now.

If you want to escape and take someone with you, that person must also random generate to flee. However, if they are fainted, you can just carry them with you.

Warning: Those who flee battle whether it be by random generating, using an item, or any other way that comes up, those who fled cannot start a battle with the same group that they just ran away from, even if all previous members are fainted and there are new people battling in the same room, that counts as the same battle, because chances are they're fighting for their fainted comrades. However, if someone gives chase to you, that person can attack you (after the minimum two posts are made by your character). If they use an item to heal themselves before attacking you, you still cannot attack them, because the battle has not officially started until the first attack is thrown, and that attack must be by the other person (the one who did not flee from battle originally).

*added*:

If you have a status condition, such as confusion or paralysis in effect, regardless of what the status indicators are (6-8 you're paralyzed, you're confused you hit yourself), if you generate a 2 or an 8, you're free to go. That being said, if you generate a 6 or 7, your status condition does come into effect. So any time you generate a 2, 4, or an 8 to flee from battle, you're gone from battle. You've successfully escaped. Huzzah!


Double Fusions


Double fusions have four more moves in addition to the ones in their posts. These moves can only be found during battle. If you are a double fusion *and you will know who you are*, please use the following random generator:
0-2 is a miss, 3-7 is a normal hit, 8-10 is a critical hit. If you get the number 1, you use one of your hidden moves but the attack misses. If you get the number 4, you use a hidden move and the attack hits for normal damage. 8 is a critical hit with a hidden move. You cannot decide which hidden move you use, that is why they're hidden, your character doesn't know that he/she knows those moves. If you get a 1, 4, or 8 and you have hidden moves, random generate a second time with 1-4. Whichever number you land on is the move you get.

If you didn't keep track of what moves your double fusion has, PM me *or meebo me if you're on my friendslist* and I will give you the corresponding move that you generated the number to.

*added*:

You can only find two hidden moves per battle and if multiple battles happen on the same deck, only two per deck.
Meaning: if you already found two in a battle and you get into another battle on the same deck, you can't find any other hidden moves, regardless if you get a 1, 4, or 8.


Triple Fusions


Triple fusions are the latest breakthrough for the Team Rocket scientists. Currently there is only ONE character fused with three pokemon. These fusions have the outward appearance of their original pokemon they were fused with. Triple fusions do not have the same weaknesses/resistances as the pokemon that matched their outward appearance. They have the weaknesses/resistances of the second pokemon they were fused with. They have a new set of moves from the third pokemon fused with them.

The only scientist that knows how to do a Triple Fusion without encountering critical error is Scientist Xan (due to the fact that she’s the one who built the machine for most bases and that Scientist Ux taught her before she went off the grid).

*added*:

You can only find two hidden moves per battle and if multiple battles happen on the same deck, only two per deck.
Meaning: if you already found two in a battle and you get into another battle on the same deck, you can't find any other hidden moves, regardless if you get a 1, 4, or 8.


Pokemon Capture Guidelines


If you are trying to capture another pokemon, please follow the guidelines below:
-Pokemon/gijinka target must have 35% health or lower
-use the random number generator
-even if the pokemon/gijinka is asleep, you still have to throw a pokeball to catch it. sleeping pokemon/gijinka can still break free.
-if a pokemon is at 0% health, it can be automatically captured by throwing any type of pokeball.
0 2 4 6 8 10- pokemon is captured
1 3 5 7 9 11- pokemon is not captured
You may try as many times as you want, but keep in mind this takes up your full "turn". *You can only throw one ball per turn* You can not attack and throw a pokeball in the same post. This applies for double battles as well.

-Make sure the one you are attempting to capture is not a storyline character. These characters include (but are not limited to [in the case of a new one joining]): none at this time

-Only the person/gijinka who knocked out the pokemon/gijinka is the one who can capture it. (added to prevent ninja captures from stealing someone else's hard work [mostly only counts for team rocket as far as hard work goes, but precautions are precautions.])

-If you throw a dark ball and the pokemon is successfully captured, that pokemon/gijinka is Rocket loyal and must follow Team Rocket orders. *That's why they were designed that way*

-If you throw a regular pokeball, the pokemon/gijinka does not have to follow orders and can goof off, lay around, *but it can't attack you* warning: it can however, attack your teammates or your other pokemon/fusions that may be out of their pokeballs.

-You cannot have one post after the other. Have at least 3-4 posts from other rp characters between. It can be others you control in between, but they better be having a decent conversation with a point to it (unless you are in a battle with more than one person, than you MUST wait for ALL members of the battle to post BEFORE you capture the fainted fusion/pokemon)

-A non-team rocket member cannot use a dark-ball captured hybrid/pokemon in a battle

-Dark-ball captured pokemon can only act when given an order by a Team Rocket member. Otherwise they just stand there and look confused.


Freeing Captured Pokemon Guidelines


If you captured any fusion you can release them at any time for any reason.
If you knock someone out who has captured fusions, whether the knocked out pokemon is Team Rocket or escapee, you have the ability to do the following: *this is only AFTER the person you knocked out has posted in response to being knocked out.*

-If you are Team Rocket or former Team Rocket, you can release pokemon captured by a dark ball. Only people who are Team Rockets *or former* can do so, UNLESS someone is told how to deactivate a dark ball by a member of Team Rocket.

-If you are not a Team Rocket member, you can only release pokemon from regular-type pokeballs, this includes Pokeball, Great Ball, Ultra Ball. It does NOT include: Dark Ball, Compassion Ball.

-Only the person who captured the fusion in the Compassion Ball can release the pokemon. *Simply because the fusion inside would become emotionally unstable if released by someone else*

-You can keep the captured fusions in the pokeballs *you are also allowed to free one and keep one in a ball if you so desire*

-Keep note, however, that just because you free a fusion, does not mean they will automatically like you. In fact it may become the exact opposite. Fusions in pokeballs, even regular standard pokeballs, do start to have some feeling towards their "trainer" even if they are not in a compassion ball. If they see their "trainer" has been knocked out, you may be setting yourself up for a battle without realizing it.

-Releasing fusions from their pokeballs takes up 1 turn. You can release multiple fusions in one turn, but you cannot attack or use an item/find an item in the same turn. Keep this in mind as well.

-You can ONLY take pokeballs off of someone if they are at 0% health, and ONLY if you are the one who knocked out that "trainer" (added to prevent people from waiting until the person is fainted before trying to be a ninja-releaser/ninja-stealer) and this takes up 1 turn as well. You cannot take pokeballs and release them in the same post, you cannot take a pokeball and attack/use an item/find an item in the same post.



Custom Pokeballs


These are specially designed pokeballs invented by members of Team Rocket/Team Plasma, such as Scientists, but is not limited to just that rank. Some of these custom balls include:

Compassion Ball: Makes the captured fusion/pokemon friendly towards their "trainer" faster.

Dark Ball: Any fusion captured in one, is under the control of Team Rocket, and cannot refuse an order (add-note: if they were captured by a Team Rocket member, they will only follow the orders of the one who captured them).

Full Heal Ball: Fully restores all HP, PP, and Status Effects of the captured fusion/pokemon.

Autolock Ball: Automatically captures any fusion/pokemon with a status effect *even if the health is not 35% or below*

SelfControl Ball: Captured fusions follow orders of their "trainer" without using the "trainer's" turn.

Thief Ball: "Trainer" automatically gets *any* and *all* items the captured fusion was holding. All items go into a "bag" and counts as one item. (Except Key items. Key items automatically go into your key item section. If there is a held item it stays with the fusion. Held items are items that power up your type moves by 10%.) The bag then disintegrates after the last item is used from the bag.

Restore Ball: Captured fusion/pokemon gains 10% health back every turn *including non-battle turns*

Element Ball: Captured fusion/pokemon gets a 10% attack bonus when using an attack that matches their element. *fire-type fusions using a fire-type move*

Conversion Ball: Captured fusion's type changes to that of the trainer's type.


Doors, Cages, and Cells in the Infrastructure


If you're trapped in a cage or in a cell, chances are you want to break out, right? Well here's how to. Generate a number between 0-10.

If you're in a prison cell, the door will break open with a critical hit of 8-10. (Decks 3 - 5 and 11)
If you're in a cell with an energy door, and are breaking down the door, the door will open with a number of 9-10. (Decks 6 - 8 )
If you're in a containment area (legendary cell blocks with energy volts covering the bars), you must generate a 10 to break free. (Decks 9 - 10)

*added*:

if you're breaking out of a normal prison cell (Decks 3 to 5 and 11) the door lock will break on attempt 5. (you must attempt at least 5 times and then the door will unlock from repeated effort.)

if you're breaking out of cells with energy doors (Decks 6 to 8 ), the door will deactivate and open on your 8th attempt. (you must attempt 8 times before the door will deactivate.)

if you're breaking out of the containment area with energy volts covering the bars, as doors won't hold a legendary back though the walls will, (Decks 9 and 10) the volts will deactivate and the cage door will open upon attempt number 10. (you must generate a number 10x before the cage deactivates itself due to it being a legendary prison cell and therefore will be stronger and harder to break out of)
*added*:
If you're using a move with the base pp of 5 and it has an attack power above 100% (such as roar of time, hydro pump, fire blast, solar beam, etc) use generator 0-11. If you get the numbers 9-11 the door will break apart.

If you're just planning on knocking down a random door that requires *no authorization but is locked (which is elevator doors (VTS))* you are required to generate 8-10.
Doors that require *authorization* cannot be knocked down. An alarm will sound instead if you try.

Posting Guidelines


When making a post in this thread to determine the type of hit that is landing, please have the following information in your post.

-Who the attack is against
-What move you're using
-Super Effective, Not Very Effective, etc.
-Secondary effect, if applicable


Questions?


And if there is a question that someone is not battling fair, I will look at the posts if I have to and determine what is going on. If need be, battle rules are subject to change, I will make an announcement in the roleplay thread.
If there are questions. PM me and ask. Do not start arguing amongst yourselves.

Caomhnoir Angel generated a random number between 0 and 10 ... 4!

Wintry Dragon

Example Post:

Espeon uses psybeam against Electrode! Normally effective! Chance of Confusion!

Edit: Hits for 15% damage, no confusion

Caomhnoir Angel generated a random number between 0 and 10 ... 6!

Wintry Dragon

Vapor throws a Shadowball at the cell door.

Edit: the door absorbs the attack...

Caomhnoir Angel generated a random number between 0 and 10 ... 4!

Wintry Dragon

Kinetic aims a shadowball at the door!

Edit: the door absorbs the attack!

Lia Syuki generated a random number between 0 and 10 ... 0!

Ice-Cold Rogue

Nicole tries to pick the lock of her cell door with a hairpin.

Edit: ...I think the pin broke...

Caomhnoir Angel generated a random number between 0 and 10 ... 4!

Wintry Dragon

Vapor slashes at the door with another shadowball!

Edit: the door absorbs the attack again...

Lia Syuki generated a random number between 0 and 10 ... 9!

Ice-Cold Rogue

New lockpicking attempt from Nicole, here's hoping she can get her door open.

Edit: So a hairpin couldn't do it, but the pin from a belt could? Well, whatever, at least she's free!

Caomhnoir Angel generated a random number between 0 and 10 ... 9!

Wintry Dragon

Kinetic aims a shadowball at the door again!

Edit: Kinetic is free!

Lia Syuki generated a random number between 0 and 10 ... 0!

Ice-Cold Rogue

Nicole found the door to the storage room, and is now trying to pick the lock.

Edit: The door says no.

Lia Syuki generated a random number between 0 and 10 ... 5!

Ice-Cold Rogue

Let's try this again. Nicole wants in the storage room, so she tries to pick the lock.

Edit: Better than last time, but no luck.

Caomhnoir Angel generated a random number between 0 and 10 ... 6!

Wintry Dragon

Vapor once again uses shadowball against the cell door lock.

Edit: to no avail...

Mindsya generated a random number between 0 and 10 ... 3!

5,375 Points
  • Brandisher 100
  • Timid 100
Muru Launches an Aura sphere at the cell bars.

Edit : Aura sphere does nothing noticeable to the bars.
Edit 2: For my second post x3

Caomhnoir Angel generated a random number between 0 and 10 ... 2!

Wintry Dragon

Vapor launches a shadowball at the door for a fourth attempt!

Edit: the door lock is laughing at him.... he can tell.

Lia Syuki generated a random number between 0 and 10 ... 9!

Ice-Cold Rogue

Nicole tries, yet again, to break into the storage room.

Edit: And the lock clicks open!

Caomhnoir Angel generated a random number between 0 and 10 ... 0!

Wintry Dragon

Vapor gives the door one last shadowball attack.

Edit: and the door is really laughing at him now....

Re-edit: fifth attempt, the lock breaks and the door is now open.

Quick Reply

Submit
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum