Definitions SE: Super-Effective IE: Inefective Base Power: In Pokemon games, the number above Accuracy. In-RP, an attack's normal damage. ___pool: All values from 1-20 that represent the attack result (hit, miss, crit, etc.). Affected by Stat-Changing moves. Battle: In this RP, a battle is begun when all Pokemon have entered the field and ends when all losers have been KOed and all victors have gained EXP. FL: Friendship Level Damage: HP lost after applying multipliers and stat-changing moves to Base Power. Damage Output: See Damage. Power: See Base Power. HP, PP, EXP, Atk, Def, Sp. Atk, Sp. Def, Spd, Acc, Eva, Crit: Hit Points, Power Points, Experience Points, Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion, Critical Points: various definitions depending on context. (i.e. Hit Points, Damage Output points, Friendship points) RIG: see Random Item Get. Random Item Get: A "realistic" system where a Trainer's lead Pokemon may pick up something randomly. Other terms?
Wild Encounters / NPC Battles Battle order is determined by the base Speed of all participants. A Snivy will move before a Poochyena, which will move before a Wurmple.
Roll two 20-sided dice. The first die represents your Pokemon's value and the second number represents your enemy's value. Disregard the result (third number).
Attack HITS: Values 2, 4, 8, 10, 14, 16, 18, 20 Attack MISSES: Values 1, 5, 7, 9, 13, 15, 17, 19. Attack is a CRITICAL HIT: Values 6 and 12. Multiply the attack's base power by 1.5 (ie Tackle = 50 * 1.5 = 75). Attack GLANCES OFF: Values 3 and 11. Multiply the attack's base power by 0.75 (ie Tackle = 50 * 0.75 = 37.5 = 38 ). DELAYED Attack: Moves like Future Sight and Razor Wind are rolled when the move is first called and implemented two turns later. Attack has NO EFFECT: Zero HP is lost, effects are not applied (duh). Attack is SUPER EFFECTIVE: Multiply the attack's base power by 1.5 (ie Tackle = 50 * 1.5] = 75). Can stack with Crit and Glancing Blows. (Applied before either) Attack is NOT VERY EFFECTIVE: Multiply the attack's base power by 0.5. Can stack with Crit and Glancing Blows. (Applied before either)
If your final damage calculation gets a decimal, 0.5 and above rounds up.
Stat Moves
Self-Boost: Moves that boost the user's stats are guaranteed to hit UNLESS the user is Confused, Paralyzed, or Sleeping.
Attack: Physical damage dealt (by moves like Tackle) increases or decreases by 10 points until the affected Pokemon faints or is switched out. Rage increases damage output by 10 points every time the enraged Pokemon is hit, caps at 100. Defense: Damage taken by physical moves (ie Tackle) increases or decreases by 10 points until the affected Pokemon faints or is switched out. Special Attack: Damage dealt nonphysically (by moves like Psychic) increases or decreases by 10 points until the affected Pokemon faints or is switched out. Special Defense: Damage taken by nonphysical moves (ie Psychic) increases or decreases by 10 points until the affected Pokemon faints or is switched out. Accuracy: Each use of accuracy-boosters (ie Coil, Hone Claws) progressively adds numbers 1, 5, 9, 13, 17, and 19 to the hitpool. Each use of accuracy-reducers (ie Sand-Attack) progressively removes numbers 2, 8, 10, 14, 16, and 18 until the affected Pokemon faints or is switched out. Evasion: % Chance to avoid an attack, see misspool for percent chances to avoid an attack. Evasion-boosting moves (ie Double Team) progressively subtract numbers from Attacker hitpools while Evasion-reducing moves (ie Sweet Scent) progressively add numbers from Attacker hitpools. Speed: When a Speed-boosting/-reducing move is used, or if it is a side-effect, increase/decrease the base Speed stat of the Pokémon by 10. The stat is reset if the Pokémon switches or faints.
Other-Effect Moves
"Hit-and-Run" Moves: Fly, Dive, and Dig enable the user to dodge any attack except when it is targeted by moves that affect the same region (ie Dig and Earthquake/Magnitude both affect underground; Fly and Thunder/Hurricane both affect sky), previously targeted with Precision-Hit moves like Lock-On, or targeted by Pokemon with No Guard. If the former, the same-element move does 1.5x its Power as damage. Focus Moves: Numbers 2, 8, 16, 4, 10, 16, 20, and 14 will be added progressively to the critpool until the affected Pokemon faints or is switched out. Yes, it's possible to get a Crit/Miss situation, but would you last long enough to exploit it? Precision-Hit Moves: Moves like Mind Reader, which guarantee the user a hit for a time, make dice-rolling unnecessary (except for status effects) for two turns. Never-Miss Moves: Moves like Aerial Ace eliminate all numbers from the misspool; these moves will always hit their target. Rolling the dice may still grant you a crit. These moves still do not make contact if the target escapes using Fly, Dive, or similar moves. Snatch: Snatch status allows the Pokemon to steal its foe's next attack. The moves and tactics behind this move are found here. Bide: The user waits for two turns and absorbs all damage it is dealt. Two turns later, the user unleashes a physical attack that deals damage equal to double the absorbed damage. Does not hit targets that escaped with Fly, Dive, and Dig. Absorb: User restores half of the damage dealt as HP.
Status conditions
Moves that only inflict status conditions, such as Thunder Wave, use normal hit/miss numbers. Critical Hit numbers (6 and 12) are added to the hitpool while 'Glancing Blow' numbers (3 and 11) are added to the misspool.
Attack Side Effects: Roll one 100-sided die per target. Since you can only roll one type of dice-block per post, this should be done in your character profile. The side effect is successful if the number you roll falls below the attack's probability of inflicting the status condition. Side-Effect probabilities are found here. (For instance, Blaze Kick has a 10% chance of Burning, so if a roll of the 100-die yields numbers 0-10, the Defending Pokémon is Burned.) These effects are obviously added onto whatever damage the Pokemon receives from attacks. If the attack itself misses, the side-effect is not applied.
Status Condition effects are applied after Attack Results. If a Pokemon launched a Critical Supereffective Megahorn while it was Burned, the attack would do (120*1.5*1.5)-10=270 damage.
Burned: Affected Pokemon loses 10HP per turn until it either heals or faints. Attack power of physical moves is also reduced by 10. Frozen: Roll two 20-sided dice on your next turns. If the first number is 5, 10, 15, or 20, the Pokemon thaws out on its own. The second number determines whether or not the Pokemon's attack hits if it is thawed out. Ice-types and Sunny weather make Freezing impossible. Attacking the frozen Pokemon with Fire also deals it damage, and thaws it immediately. Poison: Affected Pokemon loses 10HP per turn until it either heals or faints. Defense is also lowered by 10. Toxic (Badly poisoned): Affected Pokemon loses 10HP on the first turn and increases 5 points per turn (-10HP on first turn, -15HP on second turn, etc.) until it either heals or faints. If the Pokemon is switched out, then back in, the consecutive damage resets to 10 and increases again. Paralysis: Numbers 16, 18 and 20 are removed from the hitpool. Base Speed is reduced by 40% (multiply previous base Speed by 0.60). Sleep: If numbers 1, 2, 5, 6, 10, or 11 are rolled, the Pokémon wakes and the regular roll is applied. After 5 turns of consecutive Sleep status, the Pokémon wakes and the regular roll is applied. Rest-induced Sleep lasts two turns; Resting Pokemon can only awaken early with Chesto or Lum Barries.
Sub-Status ("Volatile") Conditions (Can be stacked)
Confusion: If numbers 8, 10, or 16 are rolled, the affected Pokemon inflicts 10 damage on itself. Can be healed with switching out. Sapped: Affected Pokemon loses 10HP per turn until it faints or switches out. This condition includes Cursed status as well, but the Cursed status can also be removed by KOing the Cursing Pokemon. Flinch: Affected Pokemon does not attack on its next turn. This makes unnecessary rolling the dice block for one turn. Identified: *Foresight: Affected Ghost-types can be hit by Normal- and Fighting-type moves. Also negates evasion stat-boosts (Does not reset the stat!!!). Normal hit/misspool applies. *Miracle Eye: Affected Dark-types can be hit by Psychic-type moves. Also negates evasion stat-boosts (Does not reset the stat!!!). Normal hit/misspool applies. Infatuated: Numbers 2, 8, and 14 are removed from the hitpool. Affected Pokemon is infatuated until either Pokemon faints or is switched out. This also applies to Double battles, Triple Battles, and Hordes. Trapped (damage): Moves like Fire Spin and Wrap remove 5HP from the affected Pokemon for 4 turns. If the trapper faints or switches out before then, the trapped Pokemon is freed. Trapped (non-damaging): Moves like Mean Look prevent the switching/fleeing of opposing Pokémon. If the user faints or switches, the opponent is no longer affected. Perish Song: All combatants faint in three turns unless switched out or KO'd beforehand. Taunt: The Affected Pokemon can only use offensive moves for 3 turns. Torment: The Affected Pokemon cannot use the same move twice in a row. A Pokemon holding a "Choice" item must Struggle every other turn. Encore: The affected Pokémon must use the same attack for 4 turns (prior to Encore)
<<< SHR Note (2/7/2014): Slight edits to a few areas, clarified a few things. Added extra info in places. Not finished with edit though. >> <>
Trainer Battles Since godmodding of active players is obviously not allowed, when battling with other players, you may only roll dice for your own attacks. You may NOT roll dice for your ally's or foe's attacks if either is controlled by an active player. After being encountered by an NPC Trainer (excluding Gym Leaders), I will be relinquishing control of said NPC to the player that's battling them. Please do try to make the NPC a decent opponent.
Since Triple and Rotation Battles are characteristic of the Unova region, both types of battling are going to be present here. Horde Battles will also be included because of X and Y Versions.
Single Battles: Only one 20-sided die is rolled to determine the success of your Pokemon's attack on your single foe. The dice values are the same as wild encounters, see the post above.
Double Battles: Roll 1 20-sided die to determine the success of a single-target attack and 2-3 dice for a multiple-target attack. The universal dice system still applies.
Triple Battles: First, determine where your Pokemon is relative to everyone else and whether you are using a single- or multiple-target attack. If the former, roll 1 20-sided die as usual. For the latter, roll 2 20-sided dice if your Pokemon is in a corner position and 3 20-sided die if your Pokemon is in the center. If your Pokemon is in a corner, you will be rolling to determine whether your move hits either or both of the 2 foes closest to you; if in the center, you can be rolling for all 3 enemies.
Rotation Battles (Beta, Unlikely to Appear): Rotation Battles are treated the same as Single Battles, but before your attack occurs in your post, you may rotate your Pokemon left or right. The three Pokemon you send out will be (1) Left, (2) Center, and (3) Right.
Horde Battles (Beta): Horde Battles are treated the same as Single and Double Battles, but your one Pokémon faces five wild Pokémon. When you make your attack, please describe at which of the five foes your Pokémon is directing its attack (Foe 1, Foe 2...) unless you are using a multiple-target move, in which case you will be rolling for all five foes. You will also be rolling a die for every unFainted foe's attack.
*If moves that affect all combatants (ie Earthquake) are used in Double and Triple Battles, 3 20-sided dice must be rolled in a Double Battle, and 3 or 5 20-sided dice must be used in a Triple Battle depending on whether you are in a corner (and can only hit 1 ally) or in the center (and hit both allies). Respective Pokémon must be labelled.
<> << SHR Note (2/7/2014): Minor addition to Trainer Battles, and Horde Battles added as Beta. >> <>
For this roleplay, we will be using a simple post-based experience system. Players will still have to manage their team's Experience points, I really don't want to go through the hassle of monitoring everyone.
Every level 5 Pokémon starts with a EXP requirement of 15 points, and this requirement increases by one every level-up, and caps at 30 points. Each "out-of-battle" post gives 1 EXP to every Pokémon on a player's team, (so every post that isn't a battle would give your entire team 1 point,) while each Wild Pokémon battle gives 3 EXP, and NPC Trainer battles give 5 EXP per Pokémon that the NPC uses. Battles against other players will earn 6 EXP, as will Gym Leader battles.
Capturing a Wild Pokémon awards 3 EXP to the participating Pokémon, as it would in the X and Y versions. If Pokémon are swapped out in battle, then each of them earns EXP based on what category of Pokemon they defeated, so if two Pokémon are used to defeat one wild Pokémon, then both of the player's Pokémon will earn 3 EXP each. Fainted Pokemon will also gain half of the Exp from a battle, rounded down.
This will cap off at 30 points, because if it gets any higher, then it would be tedious to get to the required amount to level.
If a battle gives you more EXP than you need to level up, the difference is contributed to your next level. For example, let's just say your Pichu just went from 0/15 EXP at Lv. 5 to X/16 at Lv. 6, but you had an Exp gain of 20 points from four NPC Pokémon. You would subtract 15 from 20 to obtain a number of 5, which is immediately applied towards your next level.
The "Friendship Factor"
Pokémon that evolve by Friendship will also be included, and will work as such (This also applies to moves such as Return and Frustration): Each Pokémon has a Base Friendship, which is equal to their Base Happiness. Whenever a Pokémon defeats an opponent, it gains 10 "Friendship points." Whenever a Pokémon is defeated, it loses 5 points.
As soon as a Pokemon reaches a Friendship Level of 200, it can evolve the next time it levels up (or immediately if it reaches FL 200 and levels up from the same battle). If the FL falls below 200 before the next level, evolution cannot occur until 200 is reached again. Daytime and nighttime conditions are also included; if this criteria isn't met, but the Friendship points is, the evolution does not occur at level-up.
<> << SHR Note (2/7/2014): Changed Experience from word-based to post-based (it's easier to manage.) and added to description of Base Friendship = Base Happiness (from Serebii.net). >> <> <>
Posted: Fri Jan 31, 2014 10:03 pm
xxxxxx*BATTLE SYSTEM*
Hit Points System
Every Lv. 1 Pokemon begins with 80 HP. Moves deal the same amount of damage as their Power rating, rather than by real (and complex!) Pokemon mechanics. For example, Scratch has a power of 40; therefore, when a Lv. 5 Pokemon hits another Lv. 5 Pokemon normally without critical hits, the hit Pokemon will have 80 HP left. Similarly, if a Lv. 5 Pokemon were hit by Earthquake (Power = 100), it would have 20 HP left.
A Pokemon gains 10 HP per level and 20 HP after reaching levels 10, 20, 30, etc.
EDIT TO THE POWER SYSTEM: The power of a move will double for every 10 levels of difference. If a Lv. 15 Pokemon Scratches a Lv. 5 Pokemon (for a normal base power of 40), its Scratch's power is doubled from 40 to 80 because the Lv. 15 Pokemon is 10 levels higher than its Lv. 5 opponent. Similarly, if a Lv. 25 Pokemon is battling a Lv. 5 Pokemon, its Scratch's power is quadrupled, dealing 160 damage instead of 40. Damage is doubled for every 10 levels (+10 is *2, +20 is *2*2 = *4, +30 is *2*2*2 = *8...) AFTER factoring in critical hit, not very effective, Abilities, etc.
Catching System
One 12-sided dice will be rolled. This table will be used to determine successful and unsuccessful catching values.
Safari Ball: Behaves like a Great Ball. [Safari Zone only.]
Fast Ball: Behaves like an Ultra Ball if the target's Base Speed is 120 or higher. Behaves like a Great Ball if the target's Base Speed is 60 to 119. Behaves like a Poké Ball if the target's Base Speed is 59 or lower. Friend Ball: Behaves like a Poké Ball. Pokémon captured gain x1.5 Friendship Points. Heavy Ball: Behaves like an Ultra Ball if the target's Weight is 1000 lbs or higher. Behaves like a Great Ball if the target's Weight is 500 lbs to 999 lbs. Behaves like a Poké Ball if the target's Weight is 499 or lower. Level Ball: Behaves like an Ultra Ball if the difference between your Pokémon's Level and the target's Level is 20 or higher. Behaves like a Great Ball if the difference between your Pokémon's Level and the target's Level is 10 to 19. Behaves like a Poké Ball if the difference between your Pokémon's Level and the target's Level is 9 or lower. Love Ball: Behaves like an Ultra Ball if the target's Gender is the opposite. Behaves like a Poké Ball if the target's Gender is the same. Lure Ball: Behaves like an Ultra Ball if the target was encountered using a Fishing Rod. Behaves like a Great Ball if the target was encountered by Surfing. Moon Ball: Behaves like an Ultra Ball if the target can evolve using a Moon Stone.
Net Ball: Behaves like an Ultra Ball when capturing a Water- or Bug-type Pokémon and like a Poke Ball otherwise. Dive Ball: Behaves like an Ultra Ball when capturing a Pokémon underwater and like a Poke Ball otherwise. Nest Ball: Behaves like an Ultra Ball when capturing a Pokémon with 40% or less of its maximum HP and like a Poke Ball otherwise. Repeat Ball: Behaves like an Ultra Ball when capturing a previously caught Pokémon and like a Poke Ball otherwise. Timer Ball: The first time this is thrown, the Successful Capture values are the same as Poke Ball (1, 2, 3, 6, 8, 10, 11, 12). For each consecutive use of the Timer Ball, values 4, 5, and 7 will be added. Yes, this means that a very persistent Trainer in this system can have a Timer Ball that behaves better than an Ultra Ball! biggrin Luxury Ball: Behaves exactly like a Poké Ball. Adds 40 points to the Base Happiness stat. (Helps with training Pokémon that evolve by Friendship) Premier Ball: Behaves exactly like a Poké Ball.
Dusk Ball: Behaves exactly like a Poké Ball. When inside a cave or at night, behaves like an Ultra Ball. Heal Ball: Behaves exactly like a Poké Ball. Restores a captured Pokémon's HP and status conditions. Quick Ball: Behaves like an Ultra Ball for the first two rounds of a battle. Behaves like a Great Ball for the third and fourth rounds. Behaves like a Poké Ball after the fifth round.
Cherish Ball: Behaves like a Poké Ball. Cannot be obtained unless by special means. Reunion Ball: Behaves like a Master Ball. A special Poké Ball for the Reunion Spring area only.
<< Nin10 Note (2/7/14): "Revised for flow.">> << SHR (5/13/14): "Finally added the remainder of the Poké Balls, as well as a brand new Reunion Ball." >>
This will also be getting revised later. Gen 4, 5, and 6 Abilities will need to be added at some point.
xxxxxx*BATTLE SYSTEM*
ABILITIES Abilities up to Generation 6 will be included, and Hidden Abilities may come up at random points. (Ask if you want one for a specific Pokémon.) All abilities are given here. Abilities are applied after factoring in Crit, Ineffective, etc. (ie Dice and Type) but before Self-Boosters (ie Harden, Howl).
For things that affect Speed, refer to Serebii.net for the Pokemon's base Speed to determine whether or not the Pokemon's attack order has changed. For other stat changes, refer to Post 1 (Stat-Changers).
Power Boosters: Multiply Attack/Sp. Attack Power of Applicable-type moves by 1.5 if the Ability is...
Blaze: Fire moves used at 40% or less HP Flash Fire: If hit by Fire attacks, stacks up to *6.0 [4 times] Guts: if afflicted by Burn, Poison, or Toxic; Burn's stat reduction is negated and Attack increases as usual Huge Power: Automatic and permanent Hustle: Automatically boosts Attack at the cost of lowered Accuracy [remove 2, 18 from hitpool] Minus: Boosts Special Attack if Plus is on the field Overgrow: Grass moves used at 40% or less HP Plus: Boosts Special Attack if Minus is on the field Pure Power: Automatic and permanent Swarm: Bug move used at 40% or less HP Torrent: Water move used at 40% or less HP
Other Boosters: Boosts the indicated stat if...
Chlorophyll: Speed; Speed*2 in intense sunlight. Compoundeyes: Accuracy; Accuracy +1 stage, Pokemon's hitpool includes 5. Marvel Scale: Defense; if Pokemon has a Status Condition. Sand Veil: Evasion; Evade +1 stage during Sandstorm. Sand Veil Pokemon dodges attacks if the Attacking Pokémon rolls 10. Speed Boost: Speed; Speed+10 every turn for up to 10 turns. Swift Swim: Speed; Speed*2 in rain.
Reducers: Negatively affects the foe’s indicated stat.
Intimidate: Attack; Enemy Pokémon's Attack -10. Pressure: Power Points (PP); Attacking Pokémon's PP usage is doubled if Attacker targets the Pokémon with this Ability. We aren't counting PP, but the Pokémon are affected by Pressure by tiring out a little faster. Rough Skin: HP; Attacking Pokémon takes damage equal to 1/10 of maximum HP if Pokemon is physically attacked. (For example, Lv 40 Gyarados' Hyper Beam against Lv40 Sharpedo will not result in Gyarados taking Rough Skin damage, but a Tackle will result in Gyarados taking 490*0.1=49HP damage from Rough Skin.) Liquid Ooze: HP; Attacking Pokémon lose HP equal to what they would have recovered if using an Absorbing move. (For example, if a Tentacool with Liquid Ooze is targeted with Absorb, it takes no damage while the Absorber takes 20/2=10HP damage.)
Status Inflicters: If a Pokémon with these Abilities is targeted by any other Pokémon, values 6, 12, and 18 on the Attacking Pokémon's 20-sided die cause the Attacking Pokémon to be afflicted with:
Cute Charm: Infatuation Effect Spore: Random* (6 is poison, 12 is paralysis, 18 is sleep) Flame Body: Burn Poison Point: Poison Static: Paralysis Synchronize: Varied* (if Sync Pokemon is Afflicted, either by a move or by its side-effect, the Attacker is also Afflicted with the same Status. Freeze and Sleep are exempt)
Recoveries: Allows speedy recovery of the indicated status condition:
Early Bird: Sleep* (Numbers 1, 2, 3, 5, 6, 7, 8, 11, 13, 14, or 18 wake the Pokemon up) Natural Cure: All (upon switching out) Rain Dish: HP (+1/10HP in rain) Shed Skin: All (after 1-2 turns) Volt Absorb: HP (target recovers HP equal to half of foe’s Electric attack) Water Absorb: HP (target recovers HP equal to half of foe’s Water attack)
Weather-Changers: Summons the indicated weather. Can be overridden by a weather-changing move. If not cancelled out by a weather-changing move, this weather condition will end 4 turns after the Pokémon faints or is switched out. If a weather-changing move is used, the weather will revert back to the Ability-induced if it remains in battle, and after the move has worn off. Air Lock and Cloud Nine prevent weather from changing, even if a move is used.
Air Lock: Clear (Cannot be overridden by a move.) Cloud Nine: Clear (Cannot be overridden by a move.) Drizzle: Rain Drought: Sunny Sand Stream: Sandstorm Snow Warning: Hail
Sure Trap/Sure Escape: Prevents or guarantees escape regardless of any trapping moves used previously.
Sure Trap:
Arena Trap: Flying-types and Levitate Ability are exempt Magnet Pull: Steel-types trapped Shadow Tag: All are trapped until Ability holder switches or faints
Sure Escape:
Run Away: Enables escape even from Arena Trap and Shadow Tag
Shield: Prevents the indicated battle criterion (move, weather, status, etc.) from affecting the Pokémon. Pokémon with Stat Shield Abilities can still have the stat boosted.
Battle Armor: Critical damage Cacophony: Sound-based moves (ie Uproar, Echoed Voice) Clear Body: Any stat reduction Damp: Explosions (protects all combatants from Selfdestruct and Explosion) Hyper Cutter: Attack reduction Immunity: Poisoned Inner Focus: Flinching Insomnia: Falling asleep (self-inflicted sleep is exempt) Keen Eye: Accuracy reduction Levitate: Ground-type moves Lightningrod: Electric-type damage (protects all combatants) Limber: Paralysis Magma Armor: Being frozen Oblivious: Becoming infatuated Own Tempo: Becoming confused Rock Head: Recoil damage (Pokémon takes no self-damage from Take Down, etc.) Shell Armor: Critical damage Shield Dust: Side-effect Status Conditions Soundproof: Sound-based moves Sturdy: 1-Hit KO (includes all moves that would KO in a single strike, multi-strike moves such as Fury Swipes will KO on the second hit if the first would be a OHKO.) Sticky Hold: Item theft (Knock Off and similar moves cannot cause Pokémon to lose item) Suction Cups: Switch-out moves (Roar and Whirlwind won’t make these Pokémon flee, but Baton Pass will work) Vital Spirit: Falling asleep Water Veil: Burned White Smoke: Any stat reduction Wonder Guard: Any non-super effective move (only super-effective attacks, harmful status afflictions (Burn, Poison, Confuse, etc), and bad weather conditions will do damage)
Miscellaneous: Unique Abilities that do not fit into any of the above categories.
Color Change: Changes the Pokémon’s type to the foe’s move after damage. Pokémon takes on all strengths/weaknesses associated with that type. Forecast: Transforms with the weather. Aesthetic only. Illuminate: Raises the likelihood of meeting wild Pokémon. Trainers carrying Pokémon with this ability should get attacked more often while wandering. Pickup: The Pokémon may pick up items. See RIG (below) for how to use this. Stench: The stench helps keep wild Pokémon away. Trainers carrying Pokémon with this ability engage in fewer random battles. Serene Grace: % chance of side-effects is multiplied by 1.5. (For instance, Blaze Kick from a Pokémon with Serene Grace would have a 10*1.5=15% chance of Burning.) Thick Fat: Raises resistance to Fire- and Ice-type moves. (Fire- and Ice-type attacks do 75% of regular damage) Trace: The Pokémon copies a foe's Ability. Truant: The Pokémon can't attack on consecutive turns. (IE Slakoth can attack on Turns 1, 3, 5, ...)
<< SHR Note (2/7/2014): Minor aesthetic changes made, Cloud Nine and Air Lock moved to Weather subsection, and I haven't added in Gen 4, 5 or 6 Abilities yet. >>
Posted: Fri Jan 31, 2014 10:06 pm
xxxxxx*BATTLE SYSTEM*
RANDOM ITEM GET
When encountering wild Pokemon or when carrying a Pokémon with Pickup, you can roll two 20-sided dice. Also, once every two IRL weeks, the first Pokemon in the Trainer's TEAM section (or any Pokemon previously described as walking alongside the Trainer) can randomly find something using this system. This first number determines the type of item, and the second number determines the specific item. The third number, the total, does nothing.
Any Pokémon that are outside of their Poké Balls has a random chance of finding an item on the ground, using the RIG system stated above. At random, I will be giving items to Pokémon that are traveling outside of their Poké Balls. This action overrides the need to perform the RIG, since I will be selecting a specific random item for all of the various Pokémon traveling with the group.
First number: 1-6: Poke (minimum amount: 30P) 7-12: Berry 13-17: Poke Mart item 18-20: Nothing
Second number: Poke: Add the value of the second die to the minimum Poke value given above to find the total Poke found. Berry: Each die number corresponds to a range of Berries you can find. 1 means you can find Berries #1-3, 2 means you can find Berries #4-6, and so on. If the second number is 15-16, you can pick any of the #43 Berries. If your second number is 17-19, you receive a "used Berry". If the second number is 20, you can pick a Berry from anywhere on the list. Poke Mart: Use the Bulbagarden list to find the specific item you get. The first column corresponds to Die 2 values 1-10 and the second column to Die 2 values 11-19. 20 means you can pick the item.
For instance, a roll of (7, 1) would earn a single Berry of types #1-3.
<< SHR Note (2/7/2014): Put a small restriction on TM finding/gifting. Added in extra information on Pokémon traveling outside, and the overriding effect of my randomized item gifting that will be implemented. >> << SHR (3/5/2014): Removed TM's from the RIG, I will be handing out TM's along the adventure. >>