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Pokémon RP- Kanto Region

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Pokémon Role play based in the Kanto region. An online Pokemon battle simulator determines battle results making this guild fair and fun! 

Tags: Pokémon, Kanto, Roleplay, Battle Simulator, Pokémon Online 

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g_jds
Vice Captain

PostPosted: Sun Jul 03, 2011 6:08 am


Bug Catching

Pokémon trainers catch bugs! (The good kind, not the viral kind.)

Who can compete:

Anyone!

The rules:

There are none!

How it works:

In the roleplay you will be in Viridian Forest, where the bug-catching contest takes place. The aim is to wander around the dark and dangerous forest searching under rocks, behind bushes and in the swathes of long grass for rare bug and grass pokémon.

When you encounter one, you must try to catch it, without battling it—your only tools are some crumbs of pokémon food, any rocks lying on the ground and a net.

At the end of the event, the trainer with the best pokémon wins and gets the opportunity to keep the pokémon they caught.

How to enter:

Like Team Rocket Events, Bug Catching Contests take place outside of your main storyline. If you want to compete, just start posting in the event thread.

Once you have registered and entered the forest, you can start catching pokémon. To do this, select Random Number from the Post Action option on the Post a Reply screen and input 1 as the lowest number and 200 as the highest.

The number will be generated when you post your reply. It matches up with the list at the end of this post to tell you which pokémon you have encountered. The higher the number, the better the pokémon.

If you think the pokémon you have encountered could be a winner, you can catch it and head back to Viridian City and wait for the contest to finish. Alternatively, if you think the pokémon you've caught is a loser (shame on you) you can release it and try again. However, once the pokémon is released, you can't get it back, and you may only encounter and catch a pokémon once a day.

Bug Catching Contests will run from Friday to Monday, but you may only catch three pokémon over the course of those four days (so one day you won't be able to catch anything). If you haven't got one at the end, that's tough luck. If you have, get in line as the results are announced in reverse order.

In the event of a tie, there will be a bug-catch-off between the competitors. Each trainer will go back to the forest and catch one pokémon, then return to the judges. This will continue until a clear winner is found.

As you can see from the list, there are some rare pokémon up for grabs, including some starters. No pokémon caught in the Bug Catching Contest will count toward your starter pokémon allocation. That means if you already have a mudkip and you win a Bug Catching Contest by catching a snivy, you can keep both pokémon.

If the winner doesn't want to keep their pokémon they can exchange it for an evolution token instead.

Second and third placed contestants will receive a rare candy and revive, respectively.

Now that all that's clear let's get huntin'!

1-10: Caterpie, 11-20: Weedle, 21-30: Paras, 31-40: Ledyba, 41-50: Spinarak,
51-60: Dwebble, 61-70: Wurmple, 71-80: Surskit, 81-90: Nincada, 91-100: Kricketot,
101-110: Burmy, 111-120: Combee, 121-130: Skorupi, 131-135: Pineco, 136-140: Joltik,
141-145: Venonat, 146-150: Yanma, 151-155: Ariados, 156-158: Illumise, 159-161: Volbeat,
162-164: Heracross, 165-167: Scyther, 168-170: Pinsir, 171-173: Beedrill, 174-176: Butterfree,
177-179: Beautifly, 180-182: Dustox, 183-185: Masquerain, 186-188: Forretress, 189-191: Venomoth,
192: Bulbasaur, 193: Chikorita, 194: Treecko, 195: Turtwig, 196: Snivy,
197: Snover, 198: Durant, 199: Shiftry, 200: Accelgor.
g_jds generated a random number between 1 and 200 ... 199!
PostPosted: Sun Jul 03, 2011 6:09 am


Example

I've encountered a Shiftry! Bow down before me, mortals!

g_jds
Vice Captain


g_jds
Vice Captain

PostPosted: Sun Jul 03, 2011 6:44 am


Fishing

Pokémon trainers catch something fishy! (Or turtley, or lobstery or... generally aquatic.)

Who can compete:

Anyone!

The rules:

There are none!

How it works:

In the roleplay you will be on Seafoam Islands, where the fishing contest takes place. The aim is to sit in a boat with a stick and some wire, hoping for a bite from a rare water pokémon.

When you get one, you must try to catch it, without battling it—your only tools are your rod, your lure and your net.

At the end of the event, the trainer with the best pokémon wins and gets the opportunity to keep the pokémon they caught.

How to enter:

Like Team Rocket Events, Fishing Contests take place outside of your main storyline. If you want to compete, just start posting in the thread.

Once you have registered and taken your boat out to sea, you can start catching pokémon. To do this, select Random Number from the Post Action option on the Post a Reply screen and input 1 as the lowest number and 200 as the highest.

The number will be generated when you post your reply. It matches up with the list at the end of this post to tell you which pokémon you have encountered. The higher the number, the better the pokémon.

If you think the pokémon you have encountered could be a winner, you can catch it and head back to Seafoam Islands and wait for the contest to finish. Alternatively, if you think the pokémon you've caught is a loser (*coughmagikarpcough*) you can release it and try again. However, once the pokémon is released, you can't get it back, and you may only encounter and catch a pokémon once every 24 (real world) hours.

Fishing Contests will run for three days, which means you only have three chances to catch a pokémon. If you haven't got one at the end, that's tough luck. If you have, get in line as the results are announced in reverse order.

In the event of a tie, there will be a fish-catch-off between the competitors. Each trainer will go back to sea and catch one pokémon, then return to the judges. This will continue until a clear winner is found.

As you can see from the list, there are some rare pokémon up for grabs, including some starters. No pokémon caught in the Fishing Contest will count toward your starter pokémon allocation. That means if you already have a snivy and you win a Fishing Contest by catching a mudkip, you can keep both pokémon.

As well as being allowed to keep the pokémon they caught, the winner of the contest will also receive an evolution token, a revive or a rare candy.

Now that all that's clear let's get fishin'!

1-10: Magikarp, 11-20: Feebas, 21-30: Goldeen, 31-40: Tentacool, 41-50: Krabby,
51-60: Shellder, 61-70: Corphish, 71-80: Clamperl, 81-90: Luvdisk, 91-100: Finneon,
101-110: Poliwag, 111-120: Psyduck, 121-130: Remoraid, 131-135: Lotad, 136-140: Ducklett,
141-145: Barboach, 146-150: Chinchou, 151-155: Seel, 156-158: Staryu, 159-161: Wooper,
162-164: Qwilfish, 165-167: Corsola, 168-170: Marill, 171-173: Spheal, 174-176: Buizel,
177-179: Sharpedo, 180-182: Carvanha, 183-185: Frillish, 186-188: Lumineon, 189-191: Crawdaunt,
192: Squirtle, 193: Totodile, 194: Mudkip, 195: Piplup, 196: Oshawatt,
197: Horsea, 198: Gyarados, 199: Milotic, 200: Dratini.
g_jds generated a random number between 1 and 200 ... 148!
PostPosted: Sun Jul 03, 2011 6:45 am


Example

After his awesome result at the bug catching contest last week (where he was awesome and won everything, including the world) G decided to try his hand at fishing.

Bring it on, fish.

Oh! A bite!

Chinchou, huh? Could zap the arse of anything you could catch smile

Excellent.

g_jds
Vice Captain


g_jds
Vice Captain

PostPosted: Sun Jul 03, 2011 4:23 pm


Pokémon Extreme Racing

Pokémon race against each other! (While pulling their trainer along behind them. Poor things.)

Who can compete:

Any pokémon whose body shape is categorised as serpentine, bipedal (with or without tail), with head and legs or insectoid may compete, unless they 1) can learn the HM Fly, 2) are water-going, 3) have ghost as (one of) their type(s), 4) are shorter than 2'00", 5) weigh less than 15lbs or 6) have an Extreme Racing Attribute (ERA) total that is not greater than zero.

The following pokémon are exceptions to the rules and may compete:
Scyther, Scizor, Kricketune.

If you think any other pokémon should be excepted, let us know and we'll look into it.

The Extreme Racing Attribute calculations are explained below. If for any reason you are not sure if your pokémon can compete, ask us and we'll let you know.

Those trainers who have no eligible pokémon or who would rather not enter with one of their own pokémon will be able to compete using a pokémon belonging to the organisers of Extreme Racing. These trainers should seek out the organisers, so that the pokémon they will use can be decided using the random number feature. The organisers' pokémon are listed at the end of this post.

The rules:

Races will be run using the random number generator and points, which are tallied using the following physical attributes (all values inclusive):

Legs:
Pokémon without legs/tentacles lose 5 points.
Pokémon with tentacles or an odd number of legs do not gain or lose any points.
Pokémon with two legs gain 5 points.
Pokémon with four legs gain 10 points.

Height:
Pokémon between 2'00" and 3'00" lose 5 points.
Pokémon between 3'01" and 5'00" do not gain or lose any points.
Pokémon between 5'01" and 6'06" gain 5 points.
Pokémon between 6'07" and 8'00" do not gain or lose any points.
Pokémon above 8'00" lose 5 points.

Weight:
Pokémon between 15lbs and 40lbs lose 5 points.
Pokémon between 41lbs and 80lbs do not lose or gain any points.
Pokémon between 81lbs and 100lbs gain 5 points.
Pokémon between 101lbs and 210lbs gain 10 points.
Pokémon between 211lbs and 350lbs gain 5 points.
Pokémon between 350lbs and 550lbs do not lose or gain any points.
Pokémon above 550lbs lose 5 points.

Speed:
Pokémon whose base speed is less than 50 lose 5 points.
Pokémon whose base speed is between 50 and 70 do not lose or gain any points.
Pokémon whose base speed is between 71 and 90 gain 5 points.
Pokémon whose base speed is between 91 and 120 gain 10 points.
Pokémon whose base speed is greater than 120 gain 15 points.

To find out these attributes for your own pokémon we recommend searching bulbapedia.

How it works:

In the roleplay you will arrive at the start/finish line, located at the cape north of Cerulean City. There you will tie a tether to your pokémon and get on a specially-designed skateboard. The aim is to race to the end of the cape and back as quickly as your pokémon can pull you.

The first pokémon across the start/finish line is the winner.

How to enter:

Like Team Rocket Events, Pokémon Extreme Races take place outside of your main storyline. If you want to compete, just start posting in the event thread.

When you sign up to take part, you can either register one of your own pokémon or use a pokémon provided by the organisers.

To use one of the organisers' pokémon you must post talking to the event manager, then choosing one of ten unmarked pokéballs from a barrel. Using the Random Number generator under the Post Action option, enter 1 as the lowest number and 10 as the highest, then submit your post.

You can then check the list at the end of this post to find out which pokémon is in the ball you picked, then post getting to know it before the big race.

The most important thing you need to know about your pokémon is its Extreme Racing Attribute. For the organisers' pokémon, this is given on the list at the end of this post. For your own pokémon, this can be calculated using the above information. If you can't work it out for yourself, we can do it for you.

Once the race has started, each and every one of your posts should include a Random Number generation, from the Post Action options.

The lowest number will always be 1. The highest number is your pokémon's Extreme Racing Attribute.

Arbok's ERA is 5, so if you are being pulled along by one your Random Number generator will be set from 1 to 5. If you are lucky enough to have a rapidash on the end of your tether, your Random Number generator will be set from 1 to 35.

As you post, the random numbers that are generated should be added up until you reach or surpass 100.

Bearing in mind that it might take a dozen or more posts for you to cross the finish line, it would be a good idea to keep each post concise. This does not mean you can get away with any two-sentence posts. We want to see progress in your writing, not just in your generated number total.

In your final post, in which you cross the line, you should leave an OOC note which tallies up the number of posts you made from the start of the race to the finish.

The winner of the race will be the trainer who reaches 100 in the fewest number of posts. In the event of a tie, the winner will be the trainer who generates the highest number in their last post. If this is also a tie, the winner will be the trainer with the highest total.

Due to the nature of the event it is likely that the first person to submit a post which shows their trainer and pokémon crossing the line will not be the winner of the race. As this is the case once the race has started we would prefer if your posts ignored the other human competitors and focussed on your own progress and that of any NPCs you wish to add to the action.

Once you have crossed the finish line you should refrain from posting until the other competitors have finished the race. The winner can then be announced and the prizes allocated.

The prize for winning a Pokémon Extreme Race ranges from an evolution token to a revive or a rare candy.

That's everything. Hopefully you're good to go.

Good luck. I assure you, you're going to need lots of it. On top of a helmet. And possibly knee- and elbow-pads. And a good doctor. Also probably a good idea to get a will drawn up.

Nah, you'll be fine. Absolutely fine.

ninja

Organisers' Pokémon

1. Exploud - ERA 15, 2. Donphan - ERA 15, 3. Jolteon - ERA 20, 4. Weavile - ERA 20, 5. Haxrous - ERA 25, 6. Miltank - ERA 25, 7. Sceptile - ERA 30, 8. Garchomp - ERA 30, 9. Zebstrika - ERA 35, 10. Rapidash - ERA 35.
g_jds generated a random number between 1 and 5 ... 1!
PostPosted: Sun Jul 03, 2011 4:29 pm


Example

If Glint ever entered a Pokémon Extreme Race using one of his own pokémon, he'd probably go with Gruff.

Gruff is a growlithe, so naturally walks on four legs.

That means he gets 10 ERA points.

Gruff's height is only 2'04" so unfortunately he loses five points for that, putting his ERA down to 5.

A weight of 41.9 means Gruff doesn't lose or gain any points there, leaving his ERA at 5.

Similarly, Gruff's speed is 60, so again he doesn't lose or gain any points.

This makes Gruff's - and any growlithe's - ERA 5, making him one of the slowest pokémon to compete. My Random Number generator is set from 1 to 5, and as you can see, I got a 1 from this post.

That means I've still got 199 left, and since the maximum I can get from a single post is 5, I've got a lo~o~o~ong way to go.

Giddy-up Gruff. We'll get there eventually.

g_jds
Vice Captain


g_jds
Vice Captain

PostPosted: Sun Jul 03, 2011 4:37 pm


Pokémon Firefighting

Pokémon fight fires caused by rampaging slugma!

Who can compete:

Only pokémon who have water as (one of) their type(s) and can learn four eligible water moves may compete.

Tier three pokémon are prohibited.

Those trainers who have no eligible pokémon or who would rather not enter with one of their own pokémon will be able to compete using a pokémon belonging to the organisers of Pokémon Firefighting. These trainers should seek out the organisers, so that the pokémon they will use can be decided using the random number feature. A list of the available pokémon appears at the end of this post.

The rules:

Only certain physical and special water-type moves may be used during competition. A list of prohibited moves appears towards the end of this post.

You may not use the same move twice in a row.

No held items are permitted.

How it works:

In the roleplay you will be in Vermilion City, where the firefighting event takes place. The aim is to take out as many fire pokémon as you can before your own pokémon faints.

You will primarily be fighting against hordes of slugma, but every second round there will be a ringleader you have to stop.

The trainer who stops the most fire pokémon wins and gets to keep one of the ringleaders they defeated.

How to enter:

Like Team Rocket Events, Firefighting events take place outside of your main storyline. If you want to compete, just start posting in the thread.

When you sign up to take part, you can either register one of your own pokémon or use a pokémon provided by the organisers.

To use one of the organisers' pokémon you must post talking to the event manager, then choosing one of ten unmarked pokéballs from a barrel. Using the Random Number generator under the Post Action option, enter 1 as the lowest number and 10 as the highest, then submit your post.

You can then check the list at the end of this post to find out which pokémon is in the ball you picked, then post getting to know it before things start burning down.

When you sign up to take part you will be given a ticket with a number on it and will have to wait for your number to be called before you can jump into the fire.

Once your number has been called you will enter round one, against six Lvl. 50 slugma.

If you manage to defeat them all, you will proceed to round two. Before you start round two you must find out who the ringleader of the swarm is. Do this using the Random Number generator under the Post Action option. Enter 1 as the lowest number and 50 as the highest, then submit your post.

The number will be generated when you post your reply. It matches up with the list at the end of this post to tell you which pokémon is leading the fiery assault. In round two you will face five Lvl. 52 slugma plus the ringleader.

If you manage to defeat them all, you will proceed to round three, where you will face six Lvl. 54 slugma.

In round four you will have to face another ringleader. This time when you post to find out who it is, enter 1 as the lowest on the Random Number generator and 80 as the highest, then submit your post. They will be accompanied by five Lvl. 56 slugma.

Round five holds a swarm of six Lvl. 58 slugma, who you will have to defeat in order to progress to the final round.

In round six you will face the final ringleader. To find out who it is, enter 1 as the lowest on the Random Number generator and 86 as the highest, then submit your post. The last ringleader will be protected by five Lvl. 60 slugma, and you'll have to wash them all away if you want to extinguish the fire once and for all.

As you can see from the list, there are some rare pokémon up for grabs, including some starters. No pokémon caught in the Firefighting event will count toward your starter pokémon allocation. That means if you already have a piplup and you win a Fishing Contest by catching a charmander, you can keep both pokémon.

As well as being allowed to keep one of the ringleader pokémon they defeated, the winner of the contest will also receive an evolution token, a revive or a rare candy.

Now that all that's clear... help me! I'm burning alive!

Organisers' Pokémon

1. Marill, 2. Bibarel, 3. Poliwhirl, 4. Golduck, 5. Palpitoad, 6. Floatzel, 7. Wartortle, 8. Croconaw, 9. Prinplup, 10. Dewott.

Prohibited moves:
Dive, Hydro Cannon, Hydro Pump, Muddy Water, Surf, Water Spout, Aqua Ring, Soak, Rain Dance, Water Sport, Withdraw.

1-10: Slugma, 11-20: Pansear, 21-30: Houdour, 31-40: Vulpix, 41-50: Growlithe,
51-55:Numel, 56-60: Torkoal, 61-65: Darumaka, 66-70: Heatmor, 71-75: Magmar, 76-80: Litwick,
81: Charmander, 82: Cyndaquil, 83: Torchic, 84: Chimchar, 85: Tepig, 86: Larvesta.
PostPosted: Mon Jul 04, 2011 12:00 pm


Trick House

Pokémon trainers try to find their way through the Trickmaster's Trick House.

Who can compete:

Anyone with at least one pokémon!

The rules:

All battles within the Trick House are 1v1. You won't know which pokémon you're up against until it's released from its pokéball.

You only have three attempts per day to get through the Trick House.

Once you have reached the end and been given a reward, you may not enter again until the next event.

How it works:

In the roleplay, you'll enter the big house through the front entrance, knowing that if you can successfully navigate your way to the exit, you'll receive a prize from the Trickmaster.

In the first room you will be posed with a question. Choose your answer wisely!

When you enter the second room you'll find yourself on a battlefield, facing a Trick House Trainer. The Trick House Trainer will only reveal their pokémon once you have chosen which one you will compete with.

If you win the battle you will proceed through the left-hand door. If you lose, you will proceed through the right-hand door.

In the third room you will see one exit. Unfortunately this exit will be on the opposite side of a pit which stretches from one side of the room to another.

If you won your battle, there will be five ropes dangling from the ceiling, which you can use to swing across the pit and get to the exit. One of these ropes will snap when you try to swing across it, and you'll fall into the pit and be sent back to the first room, where you'll have to start over, so choose carefully!

If you lost your battle, there will only be two ropes to choose from, so you only have a 50% chance of getting through to the next area.

In the fourth room your pokémon will be healed by an attending Nurse Joy. When you are ready to proceed you must choose one of five slides. One of the slides will send you back to room one. Each of the other four slides leads to a different room, where you will face one of the eeveelutions in battle.

Win or lose the final battle, you will be rewarded for reaching the end of the Trick House. But of course, the winners do get better prizes!

How to enter:

Like Team Rocket Events, Trick House Events take place outside of your main storyline. If you want to compete, just start posting in the event thread.

For each new room you enter, you should start a new post.

In the first room/post you can choose whichever answer you want. Different answers lead you on different paths, but you won't know which ones lead where.

In the second room/post you'll battle 1v1 against a pokémon whose type depends on your answer to the question posed in room one.

In the third room/post you must rely on the Random Number generator under the Post Action option to get you through. Generate between 1 and 5 if you won the battle in room two, or between 1 and 2 if you lost. In the third room a 1 sends you back to the first room. Only 2, 3, 4 or 5 sends you through.

In the fourth room/post, once your pokémon are healed, you must use the Random Number generator under the Post Action option again. All trainers must generate between 1 and 5. 1, 2, 3 and 4 all lead to different rooms, each with a different eeveelution inside. Generate a 5 and you're sliding all the way back to room one.

In the fifth room/post you'll battle 1v1 against a pokémon whose type depends on the number generated in room four.

In the sixth room you can claim your prize. Post crossing the finish line and the admins will reply as the Trickmaster, who will award you your prize.

Currently four prizes are on offer: a revive, a rare candy, an evolution token and an Eevee.

Only one path leads to the Eevee, and only one path to the evolution token. All other competitors will receive a revive or rare candy depending on the result of their battle with the eeveelution--a rare candy for a win, a revive for a loss.

Below is a map showing the routes through the Trick House. The question and answers in room one are only examples of what you might be asked during the real event.

User Image


That's all! We hope you enjoy your stay!

g_jds
Vice Captain


g_jds
Vice Captain

PostPosted: Wed Aug 24, 2011 3:48 pm


Kanto Underground Excavation

Pokémon trainers dig for treasure!

Who can compete:

Anyone with at least one pokémon!

The rules:

There are none!

How it works:

In the roleplay, you'll enter Mount Moon and join a team who are digging for fossils.

In the first cave you will be faced with three tunnels. Check your map and choose your path wisely!

When you enter the second cave you'll be facing two obstacles. Depending on your chosen route, you may be up against a giant boulder, a vast expanse of water, a mass of thick vines or a caved-in tunnel.

In order to proceed you must check your map and choose which obstacle you want to tackle. The boulder can be destroyed with rock smash, the water traversed with surf, the vines chopped down with cut and the tunnel cleared with dig.

If none of the pokémon you have with you can learn the required moves, you'll have to get to work yourself—using a hammer to break the rock, swimming across the water, carefully climbing through the vines or shovelling the rubble from the tunnel.

If your pokémon do the work, you'll have a much better chance of getting through to a decent mining area than if you try to clear the obstacles on your own, but either way, once the path is open, you can make your way into the final cave.

There are eight known caves in the underground in which treasures can be found. Each sits on a different point of the compass, heading out from the starting point, and each holds a different array of valuable materials and items.

To prevent over-digging in the area, each trainer may only retrieve three items from the ground. When they have found three pieces of treasure, they must head back through the tunnels to the starting point, where their finds will be appraised. Only then will you find out what you've got and what it's worth.

Items recovered from the underground can then be sold for credits, which you can exchange for revives, rare candies or even evolution tokens. The buy/sell prices of the treasures appear at the end of this post.

How to enter:

Like Team Rocket Events, Kanto Underground Excavation events take place outside of your main storyline. If you want to compete, just start posting in the event thread.

At the starting point you must generate between 1 and 10 to discover which route you'll be taking. Different routes lead you to different obstacles and treasures, but you won't know which route has the best treasures.

It is very important that you keep track of your location using the map.

If you generate a 1, 2, 3 or 4 you will take the first path, which will lead you to a cave in which there is an underground lake to your left and a tunnel to your right covered in vines which must be cut down.

If you generate a 5, 6, 7 or 8 you will enter a cave where you'll find a path shrouded in vines to your left and a caved-in tunnel which must be dug out to your right.

If you generate a 9 or a 10 a different caved-in tunnel will lie to the left of the cave you enter, and the right will show a path which is blocked by a massive boulder that you'll have to smash to pieces if you want to get past.

If one of the pokémon in your party is able to learn surf, cut, dig or rock smash (depending on the obstacle you face), you will be able to pass the water, vines, tunnel and boulder respectively with relative ease and should therefore generate a number between 1 and 10.

However, if you face two obstacles which none of your pokémon are capable of dealing with, you will have to choose one to tackle for yourself. This will wear you out, and you won't be able to do as good a job as a pokémon, so you can only generate between 1 and 7.

1, 2, 3, 4 or 5 gets you into the less impressive of the two treasure caves beyond the obstacle. 6, 7, 8, 9 or 10 get you into the more impressive cave.

This means that if your pokémon can handle the obstacles, you have a much better chance of getting into the better of the two caves than if you have to clear the obstacles for yourself.

In the treasure cave, you must generate a number between 1 and 10. The higher the number the better the treasure you will find. You may retrieve up to three pieces of treasure.

Once you have your three pieces of treasure, you should head back to the start point. Before you do though, be sure to check that you know which cave you were digging in! If you don't know what cave you were digging in, you won't know which treasures you found, and if you get it wrong and claim you found items you didn't you might be disqualified. For ease of reference the caves are labelled with compass points; N, NE, E, SE, S, SW, W and NW.

When the event is about to be closed a list will be posted detailing which caves hold which items. You can check this list to see what treasures you've got, and should then post again receiving your credits and buying whatever rewards you can afford. If you haven't posted and haven't forewarned us that you won't be able to post between the item list being published and the event closing you will not be able to exchange your credits for rewards.

In most cases the treasures you find must be handed over to the organisers for examination. They will compensate you for the finds with credits, which you can spend on rewards.

If you found revives or rare candies while digging, you can exchange them for credits if you wish, but you may keep them for your own personal use.

If you are lucky enough to find a fossil while digging, you can exchange it for credits, or you can send it off to a laboratory, where the DNA can be extracted and the pokémon it belonged to can be brought back to life.

It should be noted that unspent credits do not carry over to the next event.

In case you missed it, a map showing the routes in the underground caves can be found here. We recommend you keep this at hand while in the tunnels to keep from getting lost.

User Image


Sell List:

Brick Piece: c50, Red Shard: c50, Blue Shard: c50, Yellow Shard: c50, Green Shard: c50, Heart Scale: c50, Tiny Mushroom: c250, Pearl: c700, Relic Copper: c1000, Big Mushroom: c1000, Stardust: c1000, Rare Bone: c1500, Big Pearl: c1000, Star Piece: c3000, Pearl String: c4500, Nugget: c5000, Relic Silver: c5000, Revive: c5000, Rare Candy: c5500, Fossil: c5550, Comet Shard: c6000, Big Nugget: c6000, Relic Gold: c8000, Relic Band: c10000.

Buy List:


Revive: c5500, Rare Candy: c6000, Evolution Token: c10000.

Fossils:

Helix - Omanyte, Dome - Kabuto, Old Amber - Aerodactyl, Root - Lileep, Claw - Anorith, Skull - Cranidos, Armour - Shieldon, Cover - Tirtouga, Plume - Archen.
PostPosted: Fri Feb 10, 2012 1:01 pm


Battle Tower

Aim to reach the top of the battle tower!

Who can compete:

Anyone with at least one pokémon!

The rules:

All battles in Battle Tower are 1v1

You can only use one pokémon and you must choose your pokémon before you begin. The same pokémon must be used for all runs you attempt over the course of the event.

All opposing pokémon will be set to level 50 and their set-up will be decided by the crew member controlling them.

You only have one run through the tower per day and a maximum of three runs in total.

How it works:

In the roleplay you'll enter the Battle Tower and sign up for the special event. You'll have to choose one pokémon to battle with and leave your other five with the attendant at the counter. You'll then be taken through into a battle room, where your first opponent will be waiting.

You'll stay in that room taking on other trainers in 1v1 battles until you lose. Your pokémon will be healed between each battle by an attending Nurse Joy, so you'll not have to worry about that. Just keep battling 'til you come up against an opponent you can't best.

The person with the longest uninterrupted win streak at the end of the event is the winner.

How to enter:

Like Team Rocket Events, Battle Tower Events take place outside of your main storyline. If you want to compete, just start posting in the event thread.

Your first post should show you choosing your partner pokémon.

Your second post should show you being taken to the battle room. This post should include a random number generation between 1 and 637.

The generated number should be looked up on the National Pokédex, as the pokémon with the number you generate will be your opponent in the forthcoming battle.

When the number generated is that of a legendary pokémon (as outlined here) you should round the number down to that of the nearest non-legendary pokémon.

A crew member will be appointed to control your opponent(s) all the way through your run. It will be their choice what the stats, moves and ability of the opponent pokémon are. If you wish you may change your pokémon's stats, move set, ability and held item to account for the strengths and weaknesses of the pokémon you'll be up against.

Once the battle has been completed you should post it up - including your opponent's moves in your posts. This should be your third post and should end with the losing team leaving the battle room.

Assuming you are victorious in your first battle, your fourth post (and every even-numbered (6th, 8th, 10th, etc) post from then on until you lose) should show your next opponent entering the room and should include a random number generation, once again between 1 and 637.

The process repeats (with every odd-numbered post showing the battle and every even-numbered post introducing your next opponent) until you lose.

Before every battle you are permitted to amend your pokémon's stats, move set, ability and held item to account for the strengths and weaknesses of the pokémon you'll be up against.

Upon losing you should post going back to the main hall of the Battle Tower and having your other pokémon returned.

You have a maximum of three runs through the battle tower but no more than one per day.

The trainer with the highest winning streak by the end of the event is declared the winner.

First place prize in the Battle Tower Event is usually an evolution token, but if the winner has an extraordinary run (possibly >10 wins in a row, but this total might be too low - we won't know until we've done the event a few times) they might be awarded a Level Up.

Revives and Rare Candies will be given to the second- and third-placed competitors.

g_jds
Vice Captain

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