Climate - Normal Climate
Rules:
Battling:
The Battle system here is completely free hand meaning no stats. However, each Pokemon can only dodge an attack 2 times. Using moves like Fly, Dig, Surf, and other moves of that category can be used as dodges so if you use your 2 dodges, you cannot use those moves to dodge attacks. But you can overpower an attack. For example Water Gun can over power Flame thrower. So it depends on the types of attacks used. However, moves such as Magic Coat and Protection can be used as defense once every 4 turns.
Another way to help understand the Battle System would be:
Health: ■■■■■■■■■■■■ or 12/12
12 Attacks that are Not very Effective can take down an opponent - 1 Point Loss
6 Attacks that have normal Effectiveness can take down an opponent. - 2 Point Loss
3 Attacks that are Super Effective can take down an opponent - 4 Point Loss
Explosion and Self-Destruct cause both opponents to faint. However, you must roll 30-40 on (1) 100 sided-dice to hit the opponent. It can only be dodged if the user misses the 30-40 target. If it misses, only the user is ko'd
Fissure, Guillotine, Sheer Cold and Horn Drill are all one hit ko's. You must get 50-60 for these moves to hit.
If an attack has a base of 120+ it will add 2 points to the attack's effectiveness.
Healing Moves replenish 2 points
Draining Moves steal 2 health points from the opposition
Burn and Poison takes away 1 point per turn
The following two cannot be used more than twice per Pokemon:
Moves that effect Attack Power only reduce/increase targeted attacks by 1 point for 2 turns.
Moves that reduce/increase Defensive Power remove/add 1 Dodge from the opposition.
When using an attack that causes ailment roll a 10-sided dice. Even Number is ailment success. Odd is Ailment Failure.
These are used with (1) 100-sided Dice:
When using an attack that causes Flinching, Roll (1) 100-sided dice, if it lands on 20-30 the foe will flinch.
When a Pokemon is Confused, Infatuated or Paralyzed, you must roll a dice to attack, if the number is even, the attack passes. If odd, the negative side of the ailment is applied.
If confused and attack fails, you will receive half the damage of the attempted attack.
When a Pokemon is asleep or frozen, you must roll a dice. If you land between 30-50 you either awaken or thaw out. If not you stay in the ailment state for three turns. In all those turns you can roll dice to try and escape.
So keep this in mind an use it strategically.
All matches are reviewed by 2 crew members or The Captain before it is recorded. If there is any abuse of this system, 2 of the abusers Pokemon will be knocked out.
Legendary Pokemon on the other hand have Double Health
Legendary Health: ■■■■■■■■■■■■■■■■■■■■■■■■ or 24/24
A Pokemon can evolve after participating in 6 winning battles whether it is knocked out or not. Pokemon needing special items to evolve will have to receive those items after obtaining one.
After winning a Pokemon Battle your opponent must give you 15% of their Cash