The system makes it very hard to learn strong moves early. You don't want BattleLV 3 Dratini running around with Hyper Beam, for instance.
Immersa made a point here about why the BLV system balances out weak unevolved Pokemon learning strong moves early.
Regardless of whether it is "optimal" for my Pokemon's strength development (see my previous post), if I want my cute lil' Squirtle to stay a cute lil' Squirtle instead of becoming a big fat Blastoise, I should be allowed to level it up to its strongest moves without having to waste exp on unwanted evolution triggers along the way.
Immersa made a point here about why the BLV system balances out weak unevolved Pokemon learning strong moves early.
Regardless of whether it is "optimal" for my Pokemon's strength development (see my previous post), if I want my cute lil' Squirtle to stay a cute lil' Squirtle instead of becoming a big fat Blastoise, I should be allowed to level it up to its strongest moves without having to waste exp on unwanted evolution triggers along the way.
Short version:
1) If your pokemon evolves, it MUST learn a set number of moves (if possible) before being able to learn evolution.
2) To learn moves after an evolution, you MUST learn the evolution trigger first
3) After that point, you can only learn moves that are within THREE STEPS down the tree of the pokemon.
Basically, unless the pokemon has an odd move tree, any uber-powerful moves shouldn't be accessible for 4-5 Battle Levels, including people who try to game the system by learning the highest moves possible all the time.
Does the evolutionary trigger being a "stop-gap" in move advancement apply only to level-based evolution, or will it come into play with other evolutionary methods like Stone evolution (Nidoran, Roselia) and Beauty evolution (Feebas) as well?
Raptor will have to give the final word on that, but as we worked up that system we based it on experience evolutions only.
I would be inclined to say that alternate evolutions (happiness/stones/trade with held item/etc.) would default to the Three-Step system.
Nidorino, Nidorina, Sunkern, Gloom, Eevee, Scyther, Onix, Haunter, Graveler (I could go on, but you get the idea) . . . would ALL be subject to the Three-Step in that form, since they cannot learn the next evolution trigger.
Raptor will have to give the final word on that, but as we worked up that system we based it on experience evolutions only.
I would be inclined to say that alternate evolutions (happiness/stones/trade with held item/etc.) would default to the Three-Step system.
That's exactly what I've been thinking...
Also, while many on the alt evolution methods work well with the BLs system (Stones, Trade, etc...), I'm at a loss as to how Happiness will work... Does anyone have any ideas?
Private Mod Note
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Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Sadly, there's no good way to implement a Happiness mechanic. I think Happiness evolutions should be changed to be level-based like in PTA, or should be a time-based thing in combination with just paying attention to how the Pokémon have been treated. For instance, how often are they used in combat? How often are they pampered, per say? How often are their status ailments (especially KO) ignored? And when the player has more than six Pokémon, how long they're left in the computer?
It looks like there can be no hard and fast system, and should just be handled on a case-by-case basis.
Private Mod Note
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
I figure Happiness evolution should just be handled with RP instead of a mechanic.
If the owner of a Pokemon that evolves via Happiness doesn't care about it evolving, then just use the Three-Step system. If the player does care, the he/she should send a PM to the WPLs describing a "quest" of sorts to get the Pokemon to evolve, which would include RPing out a number of Happiness-raising sub-steps in and out of battle in order to trigger the evolution when a certain Battle Level is reached. This process can take as many or as few Battle Levels as makes sense to the WPLs and the player. It would be similar in principle to suggesting a quest that would result in the acquisition of an Evolution Stone if the player wants a particular Eevee evolution, for example.
Figured I'd add some racing tips in case people are confused by the formal rules page.
Pokémon Racing FOR DUMMIES
---
Those of you that have been watching the beta and preliminary races might be a bit intimidated by the calculations, rolls, and overall complexity of the mechanics behind the races. Even the rules document can be a bit confusing. Hopefully, this post will clean up some of the confusion regarding the way races work.
1) Pokémon Statistics and how they relate to Obstacles:
There are generally three different kinds of Obstacles: Speed-based, Reaction-based, and Endurance-based. Each Pokémon has a base stat corresponding to each type of Obstacle, from 1 to 30. These values are modified according to the Pokémon's BL--they reach double the Base at BL5, triple the Base at BL9, and so on (+25% per BL.) Generally, the higher the score, the greater the chance of passing the Obstacle on any given roll. Endurance is the rarest type of Obstacle (only one track currently has any at all) but has other uses you'll want to pay attention to later.
2) Declaring Actions for Obstacles
A detailed description of each Obstacle is presented in each of the WPL's posts. This description is the only piece of information you as a racer get when determining which action to take. It's very useful in determining when you should speed up, slow down, or even Boost.
You can Boost at an Obstacle, slow down, or run through it at full but unboosted speed. There may be other available actions, which will be made known in bold text in an Obstacle's description.
To run through at full speed, post your action as "Normal" if it isn't otherwise clear by the post.
To Boost, post your action as the name of the Boost move being used, if it isn't otherwise clear by the post.
To slow down, determine the number you want to raise your Reaction roll by for this Obstacle (at the expense of TP), and post your action as "Slowdown-##", filling in the appropriate number.
3) How to Post Effectively
Racers' posts typically have the RP behind their action in two pieces--the reaction to their result in the previous Obstacle and their handling of the next Obstacle, followed by the action they're taking, followed by a 1d20 roll. After all the players' rolls are in, the WPL will post what happened based on the roll result and the actions taken by all racers. The process continues until the race ends.
In summary, posts sequence like this:
Fluff from last obstacle
Fluff from this obstacle
Action
Dice roll
---
WPL's post
And the cycle repeats until race end.
General Tips:
Slowing down for Reaction-based Obstacles is recommended, especially if you have a Pokémon with a low Reaction value. Boosting through a Reaction-based Obstacle will levy a penalty on your Reaction roll--only do it if you're extremely confident in your Pokémon's Reaction score.
Running through full speed is used primarily on Speed-based Obstacles in which you want to conserve your Pokémon's Endurance for later in the race. Remember, a full wipeout will completely disqualify you. Try to hold back some Endurance in case something goes wrong (and natural 1s happen at the most inconvenient times, believe me.)
The trick to maximizing your odds of winning a race is careful utilization of braking and boosting. You want to slow down just enough to avoid wiping out in Obstacles, yet utilize your Endurance in the best way possible. More intense Boosts tend to be less efficient, but if you have little time before the finish line, or there are very few straightaways on the track, you may have to use a more powerful Boost. If there is a straightaway before the finish line, it's best to use whatever Endurance you have left in a Boost.
Your choice of Pokémon goes a long way in determining race performance. Picking a Pokémon with bad Speed on a track with tons of straightaways will assuredly lead to an awful performance. Choosing a Pokémon with bad Reaction can make it tough to even finish a twisty course.
Pay attention to the track difficulty. This will determine the approximate DC--the target number--of Obstacles on it. Some Obstacles will be easy; others will be challenging. The following table will give you an idea of what DCs are expected to be, sorted by track difficulty. The table applies to AMATEUR CLASS only. Obstacle DCs will scale with higher-level CLASSes to simulate Obstacles coming at you faster due to added speed from riding a higher-level Pokémon.
"Easy" DCs represent shallow turns and short jumps, "Medium" DCs represent sharper turns or non-trivial jumps, and "Hard" DCs represent wicked turns and long jumps where there is a realistic chance of failure.
So, because the rules document is a mess, I've taken the time to create my own version with cleaned up typos, added League competition rules, and (IMO) a more logical structure. Feel free to use and/or steal.
IMPORTANT: Generations 5 and 6 are now live. Changes to the rules document since the last update will be in orange.
How does this RPG work?
Basically, all you have to do is tell me what you want to do. There's (almost) no limit to what you can do. Since this game is entirely run by me, there's no such thing as an action that's "not built into the game." Here are some of the more common actions you might perform in a turn:
Talking to an NPC
Traveling to a different area
Talking, trading, challenging or allying with another player
Search for Trainers OR Items OR Pokémon OR Fish for Pokémon (Require D100 Rolls)
All you need to do is post what you want to do, including any or all of the above actions, and wait to get my update and see what happens next.
Rinse and repeat.
How do I travel between areas?
You may travel a number of areas equal to your badges plus 1. Some items (Running Shoes and Bikes) will increase your ability to travel. Riding mounted on a Pokémon may also increase your ability to travel. Traveling into an area that's not on the map yet, however, always ends your turn.
What does "Search for ___" mean?
Once per turn you may choose one of the following and then roll a D100...
Search for Trainer NPCs
Search for Items
Search for Pokémon
Fish for Pokémon
Rolling a die is done like this:
[DICE*] # [/DICE*]
# is the number of sides the die has (usually 100, unless specified by a WPL)
NOTE: Remove the two * for it to work.
Depending on the number you roll you will encounter different types of Pokémon, trainers and items. Each area has a different habitat so you won't find every Pokémon in one area...
Search for Items?
All four standard Poké Balls, Medicine (Potions, etc...), Berries, and Apricorns will be available throughout the game. TM/HMs will exist, but as special items and/or rewards for completing tasks. More specialized items (such as Evolution stones) will be found by either searching for them and/or by buying them at one of the two major Department Stores.
So... what about money?
Money is handled just like the games. Starting trainers all receive 5000 Pokédollars, and defeating an NPC trainer will yield small amounts as well. A player can buy/sell items (or even Pokemon) they find to shops/other trainers. Participation in events (whether WPL-run or town-based like contests), starting a job (a previous version of this WP had a character training to be a Poké Ball crafter), there's many ways to earn money if you really need to for whatever reason.
What about Held Items?
Yes, there will be held items in this game. You'll get them by either searching for them or through quests. Once you are eligible to enter the Pokémon League, you will be able to purchase almost any held item you want, but certain items such as Mega Stones could be hideously expensive.
Fishing?
Rods will be available for purchase in a couple locations, as will different colours of lures. This is where things deviate from the games. The colour of lure you use will have an impact on the type of creature you can catch while fishing. If something nibbles, you will be asked to make a roll. This is like a wild encounter, but DOES NOT guarantee a Pokémon will bite. The WPL will advise if a creature bites, then you make a post about whether you ignore the bite, or reel it in, with obvious results. The encounter continues normally from there.
Fishing will be possible in any Route with water along its the edges. Inland regions will most likely have some sort of water as well, whether it's a stream, pond, small lake, etc., that may be fishable.
I've caught a Pokémon. Now what?
Abilities (Sturdy, Rock Head, etc.), and natures?
Abilities and natures have been replaced by the Augments section.
Pokémon Genders?
Yes. Each Pokémon will have a gender, if able.
Breeding?
Yes. You will be able to breed Pokémon at the Pokémon Daycare. If you wish to be a breeder on your own, PM a WPL.
Trading?
Yes. You can trade both Pokémon and items between both NPCs and other trainers.
Can you trade a Pokémon back and forth to evolve it?
Yes. Just be careful, just like with the games someone could troll you by going through with the first half of the trade but not the second. Make sure you trust your trade partner. As per popular request, Pokémon that evolve via trade can learn the Evolution trigger as though it were a level-up Evolution trigger. Pokémon that evolve via trade under certain conditions (such as holding a certain item) must fulfill those conditions upon gaining the necessary levels to meet the Evolution trigger. For instance, an Onix must be holding the Metal Coat item and meet the level requirements for an Evolution trigger to evolve. This does not replace the evolution-by-trade functionality.
What about numbers? Are there PP, HP, levels, stats, etc. we need to keep track of?
This is a hybrid free-form RP. Experience & Battle Levels (see below) will be the only numbers that have any meaning.
Then how are we supposed to battle?
Again, free-form RP. But remember, YOU are responsible for YOUR TEAM ONLY! Be fair about what happens, your Pokémon will not avoid every single attack, and you do not decide if your attacks hit your opponent. Remember to set up a thread with your bio, Pokémon, etc in the QBU Sub-forum to participate in battles.
Many players use dice rolls in QBU threads to simulate game mechanics such as critical hits and accuracy of moves, as to show impartiality. This is encouraged but not mandatory.
Battle Levels?
Here in Ageos, Professor Pear and his research team have discovered a rather unique trait among the different species of Pokémon in the region. Specifically, it's how they grow.
It would appear that the individual growth of any one specific creature is at an accelerated rate when compared to the growth rates of identical species from other Regions. They tend to learn new moves faster in Ageos, as well as evolve on a more consistent basis.
As such, Professor Pear has issued the following statement to all trainers from other regions:
"I ask that any interested trainers come to the Ageos region. There are many aspects of this region's Pokémon that we do not yet fully comprehend. The more source information and data we are able to collect through the Pokédex and similar data systems, the faster we will be able to reach a more comprehensive understanding of what appears to be unique behaviors among the species present in the region. Any new trainers arriving in Shire Town should meet with me upon arrival, so assistance can be provided. Thank you."
What is a Battle Level?
It's the new system for this RP. A Pokémon's Battle Level is calculated by dividing its accumulated experience by 10, dropping the decimal, and adding one. Earning a total of 10 experience points gives you a new Battle Level, which means you can learn a new move, or evolution trigger, as described below.
A Rattata with 25 experience would be (25/10) = 2.5 . . . drop the decimal, 2 . . . plus 1 = BLv 3
A Lapras with 73 experience would be (73/10) = 7.3 . . . drop the decimal, 7 . . . plus 1 = BLv 8
Experience?
Experience can be gained both in and out of combat. Every time you win a battle your Pokémon will gain experience. Similarly, when one of your Pokémon uses an ability (such as Cut) outside of battle your Pokémon will gain experience. Certain storyline-related quests will award experience to every Pokémon in your party.
You can spend the experience points your Pokémon have earned to have the Pokémon learn new abilities and/or evolve. Starting at Battle Level 15, Pokémon may also learn Augments to further customize their capabilities (see new Augments section.)
How does choosing moves to learn work?
Any Pokémon in a trainer's possession can learn moves from its natural move tree in a staggered order. A Pokémon's move tree is determined by the moves it learns when leveling up based on information from the most current move lists. In this case, Pokémon X/Y's move lists.
Basically, any unlearned move that is either
a) before your highest known move, or
b) within three steps of your highest known move
can be learned when a new Battle Level is achieved.
However, you won't be able to learn moves past the level at which your Pokémon evolves until after raising up to that level by putting experience into evolving it. For example Numel evolves into Camerupt at level 33 but Numel doesn't learn Earth Power until level 35, in order for Numel to be able to learn Earth Power, you would have to first put experience points into evolving it to the point that it would evolve. Once you do you can choose to evolve it immediately or you can wait. If you decide to wait you can evolve Pokémon at anytime thereafter (yes even in the middle of a battle just like the anime).
Evolution?
In order to learn their evolution trigger (if any), a Pokémon needs to know THREE (3) of its pre-evolutionary moves in addition to its starting moves.
Starting moves for first tier Pokémon are any move known if it were caught at Level 5. (If there are not three moves to learn, then all those moves must be known). Starting moves for second tier Pokémon are any moves known if it evolved normally, like in the games. (If there are not three moves to learn, then all moves must be known).
Examples:
Starts with Tackle, Tail Whip, Quick Attack . . . evolves at level 20
Pre-evolution moves are Focus Energy, Bite, Pursuit, Hyper Fang, Sucker Punch.
Must learn 3 of the five pre-evolution moves before being able to obtain its evolution trigger.
Starts with Poison Sting, String Shot . . . evolves at level 7
No pre-evolution moves.
Able to learn evolution trigger immediately.
Starts with Tackle, Sand-attack . . . evolves at level 18
Pre-evolution moves are Gust, Quick Attack, Whirlwind.
Must learn all three pre-evolution moves before being able to obtain its evolutionary trigger.
Normally would know Tackle, Sand-attack, Gust, Quick Attack, Whirlwind . . . evolves at level 36
Pre-evolution moves are Twister, Featherdance, Agility.
Must learn all three pre-evolution moves before being able to obtain its evolutionary trigger.
Once its evolution trigger is obtained, then the Three-Step system is put into place.
The Three-Step system affects Pokémon in the following situations:
1) A Pokémon has obtained its evolution trigger for its current stage, or
2) A Pokémon is at its highest evolutionary stage.
How learning moves works under the Three-Step system is that a Pokémon can only learn a move if it is within three steps of its highest known move, according to the relevant move tree.
Rattata learns Bite, Pursuit, Hyper Fang, and Sucker Punch, which then enables it to learn its evolutionary trigger (occurring at level 20)
Once the trigger is learned, Rattata can now learn either Crunch, Assurance, or Super Fang, in addition to any unlearned moves. The trainer decides to have it learn Crunch. Once the move is learned, Rattata can now learn Assurance, Super Fang, or Double-edge, in addition to any unlearned moves.
Weedle learns its evolutionary trigger (which occurs at level 7), and is now able to learn Bug Bite before it evolves, should the trainer choose to do so. The trainer decides to have Weedle learn Bug Bite. There are no further moves left in the tree.
Level -- Move Learned
0 -- Sing
0 -- Growl
0 -- Water Gun
4 -- Mist
7 -- Confuse Ray
10 -- Ice Shard
14 -- Water Pulse
18 -- Body Slam
22 -- Rain Dance
27 -- Perish Song
32 -- Ice Beam
37 -- Brine
43 -- Safeguard
49 -- Hydro Pump
55 -- Sheer Cold
Let's say a trainer has a Lapras that knows Sing, Water Gun, Mist, and Ice Shard. Since Ice Shard is its highest move, it then has the ability to learn Water Pulse, Body Slam, or Rain Dance, as well as any previously unlearned moves. It may NOT, however, learn moves further along the tree until it has learned at least one of those three new moves.
Lapras then learns Body Slam. Now it has the ability to learn Rain Dance, Perish Song, or Ice Beam, in addition to any previously unlearned moves.
It then learns Ice Beam, which opens up Brine, Safeguard and Hydro Pump, in addition to any previously unlearned moves.
But what if a Pokemon learns a move when it evolves?
The Pokémon will still be able to learn that move when it evolves, as long as no post-evolution moves are known. If the Pokémon knows one or more post-evolution moves, then it will have to spend time to learn the move in question after evolving. Post-evolution moves are any move that would be learned by a Pokémon if its evolution trigger is delayed.
Examples:
Raticate learns Scary Face upon evolving at level 20 . . . a Rattata that knows Crunch or any higher attack will have to learn Scary Face as a normal move after evolving to Raticate.
Kakuna learns Harden upon evolving at level 7 . . . a Weedle that knows Bug Bite will have to learn Harden as a normal move while at the Kakuna stage before learning the evolution trigger to evolve into Beedrill.
Beedrill learns Fury Attack upon evolving at level 10 . . . a Kakuna that knows Bug Bite will have to learn Fury Attack as a normal move before evolving to Beedrill, since the starting Weedle would be higher level than when a Beedrill normally evolves.
If a Pokémon has learned all applicable moves and evolutions, it continues to grow. Every 10 experience will still earn a new Battle Level, but continued growth will take longer in this situation. Pokémon that aren't Legendary have a soft Battle Level cap of 20. Any Pokémon with a Battle Level of greater than 20 is considered to have abilities on par with a legendary Pokémon. Such a level can only be achieved through divine means.
How many moves can any single Pokemon have?
A Pokémon can know any number of moves. The Pokémon can learn new moves (or relearn already forgotten moves) by spending experience points. Non-natural moves such as TM moves, Egg moves, and Move Tutor moves are limited to four per Pokémon. This is cumulative. For instance, a Pokémon that knows four Egg moves cannot learn a Move Tutor move without first forgetting one of its already-known Egg moves. If a Pokémon could learn a level-up move that it already knows as an Egg move, it can learn that move by level-up and free a special move slot.
My Pokémon has learned all its moves. What now?
In order to open up additional moves for Pokémon in the "end game" phase, I've decided to implement supplementary moves in the form of HM moves. Unlike the games, these moves will only be unlocked when a Pokémon has reached the end of their natural move set. In addition, there will be a reasonable limit on which HMs Pokémon can learn. For example, a Skarmory wouldn't be able to learn Surf, Waterfall, Whirlpool, or Dive but would be able to learn Cut, Fly, Strength, Rock Smash, Rock Climb, Flash and Defog. They'll still be limited by the 20BL cap but up until then a Pokemon can learn any HM move that it could reasonable learn (once they've exhausted their natural move set of course) just like any other move. For the record there are 11 HM moves available:
Cut
Fly
Strength
Rock Smash
Rock Climb
Flash
Defog
Surf
Waterfall
Whirlpool
Dive
I have an extremely powerful Pokémon. Is there anything else?
To further make very powerful Pokémon unique, an Augment system, previously known as the Passive system, was implemented around the time the PCs' Pokémon started hitting Battle Level 15. This effective replaces the Nature and Ability system by allowing Pokémon to bend the rules through intense training only very strong Pokémon can endure. Every point of experience a Pokémon gains after Battle Level 15 also awards 1 AP.
Once a Pokémon reaches Battle Level 15, it can start training Augments instead of moves. An Augment is a passive ability that is always functioning. Instead of gaining a move, a Pokémon can gain an Augment. Some particularly powerful Augments may take multiple Battle Levels to learn. I will be putting up a full list of them within the next couple of days.
There are a series of Augments that improve a Pokémon's resistance to different types of attacks. The first improvement to a particular type will cost 10 AP, and the second improvement to the same type will cost 20 AP. A Pokémon's resistance to a particular type of attack cannot be improved by more than two categories unless it is Legendary. The hierarchy is as follows: Weakness -> Normal -> Resist -> Null -> Drain/Repel.
EXCEPTION: Any Pokémon that takes quad damage from a type of attack can only improve to normalized resistance at the total cost of 30 AP.
Normalize $TYPE
Removes a weak point to $TYPE attacks.
Resist $TYPE
Receive 50% less damage from $TYPE attacks.
Drain $TYPE
Changes $TYPE attacks into HP. Replaces Null $TYPE.
Repel $TYPE
Repels $TYPE attacks back at user, ignoring all damage multipliers. Replaces Null $TYPE.
There are a series of Augments that raise immunity to status conditions, such as sleep, paralysis, and confusion. These can be improved all the way up the ladder as long as there is enough AP to spend. Repelled status conditions always work on the attacker unless the attacker is immune or better. Repelled status attacks can only bounce once.
Resist $STATUS
AP Cost: 10
Resist $STATUS at a 50% rate.
Null $STATUS
AP Cost: 10
Immunity to $STATUS. Replaces Resist $STATUS.
Repel $STATUS
AP Cost: 20
Repels $STATUS attacks back at user. Replaces Null $STATUS.
Null Critical
AP Cost: 10
Bestows immunity to Critical Hits.
$TYPE Pierce
AP Cost: 30
Attacks of the chosen type deal normal damage to resistant or immune targets (but not repelling or draining.)
Boost
AP Cost: 20
User's attacks deal 30% additional damage, but lowers base accuracy by 10% and will wear the user out upon a miss as per Hyper Beam.
Overdrive
AP Cost: 10
User's attacks deal 30% additional damage while at 20% or less HP.
Break HP Limit
AP Cost: 30
Gives the Pokémon a divine source of toughness far beyond ordinary capabilities of its species (approximately 33% more than most of its kind and can exceed the normal cap.)
Break Damage Limit
AP Cost: 30
Gives the Pokémon a divine source of strength far beyond ordinary capabilities of its species (approximately 33% more than most of its kind and can exceed the normal cap.)
Can I compete in/be a member of the Pokémon League?
Do the Gyms need to be completed in a specific order?
No. Each Gym Leader will have multiple teams of Pokémon depending on the badge-count of the challenging trainer. The more badges you have, the stronger the team you will face.
How do I become a Gym Leader? What about a member of the Elite 4?
1) To become a Gym Leader, you must have at least 2 badges and a team of 6 Pokémon. Once this is met, you need to contact the Pokémon League Administration and book a test. Successful candidates will then be granted the ability to open ONE new Gym of their choosing.
2) Because the Pokémon League tournament structure has been revamped since Raptor1210 left as a WM, ask a WoP WPL about the process to becoming a member of the E4. Don't ask about this until you have a character eligible to enter the Pokémon League.
3) It's possible to annex a Gym and kick the current Gym Leader out. In order to annex a Gym you must...
Have defeated the Gym Leader once already.
Have at least 2 badges from other Gym Leaders (in other words you must have at least three badges)
A team of 6 Pokémon all of a combination of the Gym's current types.
You must defeat the Gym Leader a second time.
Once you have successfully annexed a Gym, you may...
Change the Gym's types. (Limit of 2 types per Gym)
Once you take over a Gym you will need to submit three list of teams to be used as "Gym Teams" (one easy, one medium and one hard). You don't not necessarily have to own the Pokémon listed, the Pokémon can be lent to the Gym for the purposes of Gym teams by the Ageos Pokémon League. However, those Pokémon are "for Gym use only" meaning that you can't take them out of the gym. If you change one of the teams' makeup and remove a lent Pokémon you'll have to return that Pokémon to the local Officer Jenny, from there she'll get it back to the Ageos Pokémon League.
Change the Badge
Recruit Apprentices
You can leave the Gym in the hands of an NPC Apprentice with you Gym team(s). Be careful though, someone else could try to annex your Gym from the NPC...
Do anything else you can think of which relates to how you would like to run your new Gym.
If you are unsatisfied about any of your Gym teams' makeup, you can, at any time, PM the WPL(s) and get that team's makeup changed.
Pokemon League tournament?
Eligible trainers must register at Twilight City's dock to Trinity City, presenting a Badge Case with eight Ageos badges or equivalent credentials issued by the League. An entry fee of pY 5,000 is required to participate in the League, with lodging for all participants furnished over the duration of the tournament. Spectators can purchase passes to Trinity City at Twilight City's docks or any Pokémon Mart in Ageos, at a rate of pY 500 per day or pY 3,000 for an unlimited pass. Passes or proper credentials are required to board the passenger ships to Trinity City. The rules, format, tournament structure, ban-lists, and minimum prize payout will be detailed in the following pages of this bulletin.
Trainers register their Pokémon upon arrival at Trinity City. Each trainer will register a team of six Pokémon. Pokémon may hold up to one item, use up to seven moves, and hold up to four Augments. Once those six Pokémon are registered, the trainer is committed to using that team for the entire tournament.
The tournament format will be divided into three stages of play.
Stage 1
Format: 6-3 Singles. Both trainers' teams are revealed pre-battle, then each trainer secretly selects three Pokémon to battle, including a lead Pokémon.
Rounds: Eight rounds of Swiss pairings. Round 1 will be a random-pair.
Timer: Rounds will be 15 minutes long with a 3-minute pregame timer.
Draws: If both players have the same number of Pokémon remaining when time expires, or there is a double KO with the trainers' final Pokémon, the match will be a draw. Trainers may agree to an intentional draw before a match starts, but must still play the match.
Cut: If attendance is 256 or less, 18 match points or top 32, whichever is greater. If attendance is 257 or more, 18 match points or top 64, whichever is greater.
Stage 2
Format: Full-Team Singles. Both trainers' teams are revealed pre-battle, then each trainer secretly selects a lead Pokémon.
Rounds: Determined by the number of trainers advancing from Stage 1. Round 1 will be manually paired using seeds from the Stage 1 Swiss standings. In the event of an odd number of trainers advancing, the bye will be given to the number 1 seed.
Timer: Rounds will be 30 minutes long with a 3-minute pregame timer.
Draws: If both players have the same number of Pokémon remaining when time expires, or there is a double KO with the trainers' final Pokémon, the match will be a draw. Trainers may agree to an intentional draw before a match starts, but must still play the match.
Cut: If attendance is 256 or less, top 8. If attendance is 257 or more, top 16.
Stage 3
Format: Full-Team Singles. Both trainers' teams are revealed pre-battle, then each trainer secretly selects a lead Pokémon.
Rounds: Three or four single-elimination rounds, as appropriate. Brackets will be constructed using seeds from the Stage 2 Swiss standings.
Draws: If there is a double KO with the trainers' final Pokémon, the side that initiated the attack causing the double KO loses. All other cases result in Sudden Death. In Sudden Death, battle as normal, except the first side to KO an enemy Pokémon wins.
Prize splits: If all trainers remaining in the tournament agree to a prize split, and all trainers agree to the same prize split, the remaining trainers may split prizes as agreed upon and play the remainder of the tournament for only the title and Worlds invite. Such a split must be agreed to before a round starts, and cannot be contingent on a match result.
Timer: Rounds will be untimed.
To maintain the highest level of play possible, a number of bans of varying complexity will be instated at registration and during the tournament itself. The following restrictions will be enforced during the tournament:
Baton Pass Clause: Only one Pokémon on any player's team may know the move Baton Pass.
Evasion Clause: Any move or item that raises Evasion is prohibited.
Freeze Clause: Simultaneously freezing multiple Pokémon on an opponent's team is prohibited.
Infinite Loop Clause: Any Pokémon and held item combination capable of intentionally causing a battle of indefinite length is prohibited.
Instant KO Clause: The moves Fissure, Guillotine, Horn Drill, Sheer Cold, and Spiritsever are prohibited.
Item Clause: Duplicate held items are prohibited.
Self-KO Clause: Using SelfDestruct, Explosion, Perish Song, or Destiny Bond with a trainer's last Pokémon is prohibited.
Sleep Clause: Simultaneously putting multiple Pokémon to sleep on an opponent's team is prohibited, with the exception of self-induced sleep.
Species Clause: Duplicate Pokémon species are prohibited.
The following Pokémon are prohibited from entering the Ageos Pokémon League:
There are Legendaries in each region that are specific to that area. Will Ageos have the same?
Yes. I'll be creating my own set of Legendary Pokémon for Ageos. Other canonical legendary Pokémon may show up from time to time. Legendary Pokémon are the only Pokémon that can exceed the Battle Level cap of 20.
Shiny Pokémon?
Yes, they exist. Don't expect to ever run into one, though.
Pokémon Racing?
Another interesting activity in Ageos is Pokémon Racing...
Pokémon Racing Federation: Rules, Regulations, and Resources
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I. Introduction
While all trainers strive to be the very best, not all trainers believe that combat prowess is the only, or even the best, indicator of bond between the two. Some people believe dance contests and appeals contests are the way to go. Some strive to breed Pokémon to create the perfect specimen.
But some trainers seek a different kind of battle: to make their Pokémon the fastest they can be. The Pokémon Racing Federation exists to allow these trainers to compete, bringing home cash prizes, trophies, fame, and most importantly, the title of "fastest Pokémon racer in the world." Each race in the Indigo Cup gathers tens of thousands of spectators. Watching dozens of Pokémon run, swim, or fly across a complex, challenging, and often dangerous track is a sight to behold.
As a participant in official Federation races, it is vital to know the rules and regulations. Even as a fan, knowledge of them can enhance your experience in watching and following races throughout the world.
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II. Eligibility
Any Pokémon capable of bearing its trainer as a rider is eligible to participate in a race. (If you're unsure about whether a Pokémon can do so, ask a WPL. Even if it's normally too small or too weak physically, you can often bend this rule a bit through repeated, specialized training.) The participant has to be directly mounted on his entered Pokémon in some way--for instance, constructing a sled and having the Pokémon pull him in it is not allowed.
Eligible Pokémon are placed into three divisions: Overland, Aquatic, and Aerial, and will only race with Pokémon in the same division.
Overland: The race takes place on a track crafted on the ground. The track's path is traced by colored markers on both sides of its bounds when terrain itself does not mark track bounds.
Aquatic: The race takes place on a track crafted on the surface of the water. Pokémon and trainer generally race on the water's surface, but may dive underwater when the track allows it. The track's path is traced by colored markers on both sides of its bounds when terrain itself does not mark track bounds.
Aerial: The race takes place on a track crafted in midair. The track's path is traced by colored markers on both sides of its bounds. Markers' height determines the maximum altitude permissible during a race, when terrain does not restrict upward movement.
In all divisions, shortcutting out of bounds is never permissible, and will result in an immediate RETIRE penalty. Pokémon eligible for multiple divisions must remain within the medium in which they are entered. For instance, a Pokémon that enters the Overland division but is also eligible for the Aerial division is not permitted to fly in an Overland race, and is not permitted to run in an Aerial race.
Four racing classes exist to attempt to divide racers into skill brackets, making races closer and more exciting. They are known as follows:
AMATEUR CLASS: For beginning racers, this class consists of racers who generally aren't serious about improving; to them, it's more of a hobby. Pokémon of Battle Levels 1 through 8 are eligible for this class.
VETERAN CLASS: For intermediate racers, this class consists of racers who are serious about improving their techniques. They aren't incredibly cutthroat, and only a few seriously consider trying to get on the pro circuit. Generally the toughest racers in the local area, but they rarely travel outside their region. Pokémon of Battle Levels 6 through 13 are eligible or this class.
PROFESSIONAL CLASS: For expert racers, this class consists of people who race Pokémon for a living, or people who actively seek to do so. They are willing to travel outside the region, and try to participate in every major race nationwide. Pokémon of Battle Level 11 and up are eligible for this class, and riders must have achieved at least two Veteran Class wins on the circuit.
ALL-STAR CLASS: The class that professionals dream to get into, entry into this class is a claim to fame. Everyone who races in this class is a celebrity among racers, and people from all over the world flock to watch races with such talented participants. Pokémon must be at least Battle Level 16 to be eligible, and riders must have at least three Professional Class wins on the circuit, one of which must be a major championship.
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III. Statistics
Each racing-eligible Pokémon has a set of three statistics per eligible division. These determine how well the Pokémon performs on the track in various conditions. The three statistics are called Speed, Endurance, and Reaction.
Speed: Represents the Pokémon's acceleration and maximum speed--how fast it is on sections of track with no obstacles and turns. Speed also represents how well a Pokémon can clear track obstacles that require a jump, such as a gap in the track.
Endurance: Represents the Pokémon's stamina. Performing a Boost consumes Endurance. Failing an Obstacle or incidental contact with other racers can also reduce Endurance. If a Pokémon's Endurance is reduced below zero, that Pokémon will RETIRE due to exhaustion. (A Pokémon with Endurance of exactly zero can continue, but anything that reduces Endurance will result in RETIRE.)
Reaction: Represents the Pokémon's ability to make turns and handle rough terrain. Pokémon with higher Reaction have to slow down less on difficult portions of the track, and some Pokémon with extremely high Reaction can afford to take tough areas at full speed or even Boost through them.
A Pokémon's base stats are common to each species, and range from 1 to 30 (these values are pulled from a table that only the WPLs have access to, and will be provided by PM when participants need them). A Pokémon of Battle Level 1 has stats equal to its base stats. Every Battle Level gained beyond the first will raise the Pokémon's stats by 25% of their base (keep decimals).
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IV. Obstacles
Each track consists of a certain number of Obstacles, usually somewhere between six and twelve. Obstacles are points of interest on the track, and do not necessarily have to be what would be considered an "obstacle." For instance, a long straightaway could be considered a Speed-based Obstacle. Obstacles come in the following varieties:
Speed-based Obstacle: These represent long, straight stretches of track where it's time to go all-out with speed, or a challenge that requires a minimum speed to cross, such as a jump.
Reaction-based Obstacle: These represent stretches of track full of tricky turns, or stretches of track full of obstructions to be dodged. Obstructions can be natural or man-made.
Endurance-based Obstacle: These represent stretches full of unavoidable, hazardous terrain. Certain Pokémon or Pokémon types may change the Difficulty Class of this type of Obstacle or remove it entirely. This type of Obstacle may be combined with either a Speed or Reaction Obstacle.
Each Obstacle will have an associated Difficulty Class attached to it. The WPL will provide a detailed description of the Obstacle, and reveal the type of Obstacle it is. From that information, it is the player's job to determine the appropriate action to be taken. After actions have been declared, the player will roll 1d20 and add the appropriate stat (Speed, Reaction, or Endurance). If the total result exceeds the Difficulty Class of the Obstacle, the Obstacle is cleared. Otherwise, the Obstacle is failed, and a penalty is levied according to the Obstacle's penalty chart. Penalties can range from as light as a loss of speed to as heavy as RETIRE.
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V. Actions
When confronted with an Obstacle, players have several options they can perform:
1) Boost. A Pokémon may use certain Federation-approved attacks to raise Speed at the expense of Reaction and Endurance in a single Obstacle. As such, there is a great risk to using Boost during Reaction-based Obstacles. Each Boost technique has a Speed bonus, a Reaction penalty, and an Endurance penalty. Using Boost in consecutive obstacles (essentially holding Boost through multiple Obstacles without cooldown time) levies an increasing penalty on Endurance, multiplying the penalty by the number of consecutive Boosts. If not enough Endurance is available to perform a complete Boost, all remaining Endurance can be used in a partial Boost.
Below is a list of universally-accepted Boost techniques, along with their relative strength level. Stronger techniques propel the Pokémon faster, but are more strenuous to perform. If you want to use a Boost technique not listed here, or you feel a technique is missing from this list, contact RaikouRider or a WPL for approval--many not listed here are acceptable, merely Pokémon specific.
Aerial Ace - Aerial only - Power 1
Agility - All - Power 5
Aqua Jet - Aquatic only - Power 1
Bug Buzz - Aerial - Power 2
Double Team - All - Power 5
Extreme Speed - All - Power 6
Flame Wheel - Overland - Power 2
Flare Blitz - Overland - Power 4
Hydro Cannon - Overland - Power 4
Quick Attack - Overland/Aerial - Power 1
Rock Polish - Overland - Power 3
Tailwind - Overland/Aerial - Power 3
2) Slowdown - Some Pokémon just don't have good turning that others do. In this case, it is often better to slow down through difficult, Reaction-based Obstacles and give up a little ground to more agile foes rather than blast through and risk wiping out in the Obstacle, giving up a lot of ground and possibly even not recovering at all.
3) Normal - You may choose to neither Boost nor Slowdown. This represents taking the current Obstacle at full speed.
4) Breakthrough - Certain Reaction-based Obstacles can be rammed down or trampled over by Pokémon with sufficient Endurance. When the WPL or race overseer tells you this option is available, you may instead take an Endurance penalty to convert the Reaction-based Obstacle into a Speed-based Obstacle with the same Difficulty Class. This represents your Pokémon brute-forcing its way through the Obstacle instead of maneuvering around it. This action may be combined with Boost.
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VI. Track Points
Due to the difficulty of following time and race position through a numerical system, race performance will be charted through the Track Points system.
On any particular Obstacle, the base Track Points awarded is the Pokémon's appropriate stat, plus the 1d20 roll, minus the Difficulty Class of the Obstacle. For instance, if a Pokémon's total roll on an Obstacle is 34, and the Obstacle's Difficulty Class is 30, the Pokémon receives 4 Track Points. If the result is negative, consult the Obstacle's penalty chart. However, there are things that can modify this value. This is where it can get a little confusing. This is a list of conditions that can modify the calculation of Track Points, and is not intended to be comprehensive; some tracks can modify these calculations in unique ways.
1) Boost. Boost directly increases your Speed on Speed-based Obstacles. However, if you are confident that you can pass a Reaction-based Obstacle with flying colors, you can Boost through it. If you choose to do so, and you pass the Obstacle, twice the value of the Speed increase your Boost gives will be added to Track Points (effectively removing the Reaction penalty and adding it to the score instead). However, if you fail the Obstacle while Boosting, the penalty for failure will be increased.
2) Slowdown. By slowing down, you can trade Track Points for Reaction in a Reaction-based Obstacle, on a 1.5-for-1 basis (effectively losing 0.5 Track Point per point converted on a successful Obstacle). The penalty for failing an Obstacle is always greater than 1.5 Track Points per point failed by, so slowing down to make sure you get through the Obstacle is often better than failing the Obstacle. You can also have your Pokémon slow down during Speed-based Obstacles to trade Track Points for Endurance on a 1.5-for-1 basis. If you fail the Obstacle, your traded Track Points are not refunded.
3) Terrain. Different types of terrain can confer Track Points bonuses or modify Difficulty Classes of obstacles. For instance, an icy turn would be a Reaction-based Obstacle that Ice-type Pokémon or Pokémon with clawed feet would have an easier time with, hence a reduced Difficulty Class.
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VII. Penalties
Several conditions can cause a Track Points penalty to be levied on a participant, or even a RETIRE penalty.
A racer is forced to RETIRE if he commits a serious infraction, or his Pokémon's Endurance is reduced to less than zero. (A Pokémon with exactly zero Endurance can still continue running.) A racer forced to RETIRE does not finish the race, and gets last place in the event. If multiple racers RETIRE, the lesser rank is awarded to the racer who RETIREd first.
RETIRE penalties are levied for the following infractions:
- Repeated or rough, clearly intentional contact with another racer.
- Short-cutting out of bounds.
- Traveling using a medium other than the one established prior to the start of the race.
- Using an unauthorized Pokémon technique, or using any natural or man-made device to interfere with the race in any way.
Track Points penalties are levied for most minor infractions, the most common being rough or repeated, but unintentional, contact.
Also can we put up a list of Abilities that work in the RP because the Pokemon they're on don't work very well otherwise? (Shedinja's Wonder Guard, Ditto's Impostor, etc.)
Immersa made a point here about why the BLV system balances out weak unevolved Pokemon learning strong moves early.
Regardless of whether it is "optimal" for my Pokemon's strength development (see my previous post), if I want my cute lil' Squirtle to stay a cute lil' Squirtle instead of becoming a big fat Blastoise, I should be allowed to level it up to its strongest moves without having to waste exp on unwanted evolution triggers along the way.
Avatar by Numotflame96 of Maelstrom Graphics
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Short version:
1) If your pokemon evolves, it MUST learn a set number of moves (if possible) before being able to learn evolution.
2) To learn moves after an evolution, you MUST learn the evolution trigger first
3) After that point, you can only learn moves that are within THREE STEPS down the tree of the pokemon.
Basically, unless the pokemon has an odd move tree, any uber-powerful moves shouldn't be accessible for 4-5 Battle Levels, including people who try to game the system by learning the highest moves possible all the time.
Does the evolutionary trigger being a "stop-gap" in move advancement apply only to level-based evolution, or will it come into play with other evolutionary methods like Stone evolution (Nidoran, Roselia) and Beauty evolution (Feebas) as well?
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
I would be inclined to say that alternate evolutions (happiness/stones/trade with held item/etc.) would default to the Three-Step system.
Nidorino, Nidorina, Sunkern, Gloom, Eevee, Scyther, Onix, Haunter, Graveler (I could go on, but you get the idea) . . . would ALL be subject to the Three-Step in that form, since they cannot learn the next evolution trigger.
That's exactly what I've been thinking...
Also, while many on the alt evolution methods work well with the BLs system (Stones, Trade, etc...), I'm at a loss as to how Happiness will work... Does anyone have any ideas?
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It looks like there can be no hard and fast system, and should just be handled on a case-by-case basis.
Emille, Seven-Sting Dancer Shalin Nariya
If the owner of a Pokemon that evolves via Happiness doesn't care about it evolving, then just use the Three-Step system. If the player does care, the he/she should send a PM to the WPLs describing a "quest" of sorts to get the Pokemon to evolve, which would include RPing out a number of Happiness-raising sub-steps in and out of battle in order to trigger the evolution when a certain Battle Level is reached. This process can take as many or as few Battle Levels as makes sense to the WPLs and the player. It would be similar in principle to suggesting a quest that would result in the acquisition of an Evolution Stone if the player wants a particular Eevee evolution, for example.
Avatar by Numotflame96 of Maelstrom Graphics
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Those of you that have been watching the beta and preliminary races might be a bit intimidated by the calculations, rolls, and overall complexity of the mechanics behind the races. Even the rules document can be a bit confusing. Hopefully, this post will clean up some of the confusion regarding the way races work.
1) Pokémon Statistics and how they relate to Obstacles:
There are generally three different kinds of Obstacles: Speed-based, Reaction-based, and Endurance-based. Each Pokémon has a base stat corresponding to each type of Obstacle, from 1 to 30. These values are modified according to the Pokémon's BL--they reach double the Base at BL5, triple the Base at BL9, and so on (+25% per BL.) Generally, the higher the score, the greater the chance of passing the Obstacle on any given roll. Endurance is the rarest type of Obstacle (only one track currently has any at all) but has other uses you'll want to pay attention to later.
2) Declaring Actions for Obstacles
A detailed description of each Obstacle is presented in each of the WPL's posts. This description is the only piece of information you as a racer get when determining which action to take. It's very useful in determining when you should speed up, slow down, or even Boost.
You can Boost at an Obstacle, slow down, or run through it at full but unboosted speed. There may be other available actions, which will be made known in bold text in an Obstacle's description.
To run through at full speed, post your action as "Normal" if it isn't otherwise clear by the post.
To Boost, post your action as the name of the Boost move being used, if it isn't otherwise clear by the post.
To slow down, determine the number you want to raise your Reaction roll by for this Obstacle (at the expense of TP), and post your action as "Slowdown-##", filling in the appropriate number.
3) How to Post Effectively
Racers' posts typically have the RP behind their action in two pieces--the reaction to their result in the previous Obstacle and their handling of the next Obstacle, followed by the action they're taking, followed by a 1d20 roll. After all the players' rolls are in, the WPL will post what happened based on the roll result and the actions taken by all racers. The process continues until the race ends.
In summary, posts sequence like this:
Fluff from last obstacle
Fluff from this obstacle
Action
Dice roll
---
WPL's post
And the cycle repeats until race end.
General Tips:
Slowing down for Reaction-based Obstacles is recommended, especially if you have a Pokémon with a low Reaction value. Boosting through a Reaction-based Obstacle will levy a penalty on your Reaction roll--only do it if you're extremely confident in your Pokémon's Reaction score.
Running through full speed is used primarily on Speed-based Obstacles in which you want to conserve your Pokémon's Endurance for later in the race. Remember, a full wipeout will completely disqualify you. Try to hold back some Endurance in case something goes wrong (and natural 1s happen at the most inconvenient times, believe me.)
The trick to maximizing your odds of winning a race is careful utilization of braking and boosting. You want to slow down just enough to avoid wiping out in Obstacles, yet utilize your Endurance in the best way possible. More intense Boosts tend to be less efficient, but if you have little time before the finish line, or there are very few straightaways on the track, you may have to use a more powerful Boost. If there is a straightaway before the finish line, it's best to use whatever Endurance you have left in a Boost.
Your choice of Pokémon goes a long way in determining race performance. Picking a Pokémon with bad Speed on a track with tons of straightaways will assuredly lead to an awful performance. Choosing a Pokémon with bad Reaction can make it tough to even finish a twisty course.
Pay attention to the track difficulty. This will determine the approximate DC--the target number--of Obstacles on it. Some Obstacles will be easy; others will be challenging. The following table will give you an idea of what DCs are expected to be, sorted by track difficulty. The table applies to AMATEUR CLASS only. Obstacle DCs will scale with higher-level CLASSes to simulate Obstacles coming at you faster due to added speed from riding a higher-level Pokémon.
"Easy" DCs represent shallow turns and short jumps, "Medium" DCs represent sharper turns or non-trivial jumps, and "Hard" DCs represent wicked turns and long jumps where there is a realistic chance of failure.
Emille, Seven-Sting Dancer Shalin Nariya
IMPORTANT: Generations 5 and 6 are now live. Changes to the rules document since the last update will be in orange.
How does this RPG work?
Rinse and repeat.
How do I travel between areas?
You may travel a number of areas equal to your badges plus 1. Some items (Running Shoes and Bikes) will increase your ability to travel. Riding mounted on a Pokémon may also increase your ability to travel. Traveling into an area that's not on the map yet, however, always ends your turn.
What does "Search for ___" mean?
Once per turn you may choose one of the following and then roll a D100...
[DICE*] # [/DICE*]
# is the number of sides the die has (usually 100, unless specified by a WPL)
NOTE: Remove the two * for it to work.
Depending on the number you roll you will encounter different types of Pokémon, trainers and items. Each area has a different habitat so you won't find every Pokémon in one area...
Search for Items?
So... what about money?
Money is handled just like the games. Starting trainers all receive 5000 Pokédollars, and defeating an NPC trainer will yield small amounts as well. A player can buy/sell items (or even Pokemon) they find to shops/other trainers. Participation in events (whether WPL-run or town-based like contests), starting a job (a previous version of this WP had a character training to be a Poké Ball crafter), there's many ways to earn money if you really need to for whatever reason.
What about Held Items?
Yes, there will be held items in this game. You'll get them by either searching for them or through quests. Once you are eligible to enter the Pokémon League, you will be able to purchase almost any held item you want, but certain items such as Mega Stones could be hideously expensive.
Fishing?
Fishing will be possible in any Route with water along its the edges. Inland regions will most likely have some sort of water as well, whether it's a stream, pond, small lake, etc., that may be fishable.
I've caught a Pokémon. Now what?
Abilities and natures have been replaced by the Augments section.
Pokémon Genders?
Yes. Each Pokémon will have a gender, if able.
Breeding?
Yes. You will be able to breed Pokémon at the Pokémon Daycare. If you wish to be a breeder on your own, PM a WPL.
Trading?
Yes. You can trade both Pokémon and items between both NPCs and other trainers.
Can you trade a Pokémon back and forth to evolve it?
Yes. Just be careful, just like with the games someone could troll you by going through with the first half of the trade but not the second. Make sure you trust your trade partner. As per popular request, Pokémon that evolve via trade can learn the Evolution trigger as though it were a level-up Evolution trigger. Pokémon that evolve via trade under certain conditions (such as holding a certain item) must fulfill those conditions upon gaining the necessary levels to meet the Evolution trigger. For instance, an Onix must be holding the Metal Coat item and meet the level requirements for an Evolution trigger to evolve. This does not replace the evolution-by-trade functionality.
What about numbers? Are there PP, HP, levels, stats, etc. we need to keep track of?
This is a hybrid free-form RP. Experience & Battle Levels (see below) will be the only numbers that have any meaning.
Then how are we supposed to battle?
Again, free-form RP. But remember, YOU are responsible for YOUR TEAM ONLY! Be fair about what happens, your Pokémon will not avoid every single attack, and you do not decide if your attacks hit your opponent. Remember to set up a thread with your bio, Pokémon, etc in the QBU Sub-forum to participate in battles.
Many players use dice rolls in QBU threads to simulate game mechanics such as critical hits and accuracy of moves, as to show impartiality. This is encouraged but not mandatory.
Battle Levels?
It would appear that the individual growth of any one specific creature is at an accelerated rate when compared to the growth rates of identical species from other Regions. They tend to learn new moves faster in Ageos, as well as evolve on a more consistent basis.
As such, Professor Pear has issued the following statement to all trainers from other regions:
"I ask that any interested trainers come to the Ageos region. There are many aspects of this region's Pokémon that we do not yet fully comprehend. The more source information and data we are able to collect through the Pokédex and similar data systems, the faster we will be able to reach a more comprehensive understanding of what appears to be unique behaviors among the species present in the region. Any new trainers arriving in Shire Town should meet with me upon arrival, so assistance can be provided. Thank you."
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What is a Battle Level?
It's the new system for this RP. A Pokémon's Battle Level is calculated by dividing its accumulated experience by 10, dropping the decimal, and adding one. Earning a total of 10 experience points gives you a new Battle Level, which means you can learn a new move, or evolution trigger, as described below.
A Rattata with 25 experience would be (25/10) = 2.5 . . . drop the decimal, 2 . . . plus 1 = BLv 3
A Lapras with 73 experience would be (73/10) = 7.3 . . . drop the decimal, 7 . . . plus 1 = BLv 8
Experience?
Experience can be gained both in and out of combat. Every time you win a battle your Pokémon will gain experience. Similarly, when one of your Pokémon uses an ability (such as Cut) outside of battle your Pokémon will gain experience. Certain storyline-related quests will award experience to every Pokémon in your party.
You can spend the experience points your Pokémon have earned to have the Pokémon learn new abilities and/or evolve. Starting at Battle Level 15, Pokémon may also learn Augments to further customize their capabilities (see new Augments section.)
How does choosing moves to learn work?
Any Pokémon in a trainer's possession can learn moves from its natural move tree in a staggered order. A Pokémon's move tree is determined by the moves it learns when leveling up based on information from the most current move lists. In this case, Pokémon X/Y's move lists.
Basically, any unlearned move that is either
a) before your highest known move, or
b) within three steps of your highest known move
can be learned when a new Battle Level is achieved.
However, you won't be able to learn moves past the level at which your Pokémon evolves until after raising up to that level by putting experience into evolving it. For example Numel evolves into Camerupt at level 33 but Numel doesn't learn Earth Power until level 35, in order for Numel to be able to learn Earth Power, you would have to first put experience points into evolving it to the point that it would evolve. Once you do you can choose to evolve it immediately or you can wait. If you decide to wait you can evolve Pokémon at anytime thereafter (yes even in the middle of a battle just like the anime).
Evolution?
In order to learn their evolution trigger (if any), a Pokémon needs to know THREE (3) of its pre-evolutionary moves in addition to its starting moves.
Starting moves for first tier Pokémon are any move known if it were caught at Level 5. (If there are not three moves to learn, then all those moves must be known). Starting moves for second tier Pokémon are any moves known if it evolved normally, like in the games. (If there are not three moves to learn, then all moves must be known).
Examples:
Pre-evolution moves are Focus Energy, Bite, Pursuit, Hyper Fang, Sucker Punch.
Must learn 3 of the five pre-evolution moves before being able to obtain its evolution trigger.
No pre-evolution moves.
Able to learn evolution trigger immediately.
Pre-evolution moves are Gust, Quick Attack, Whirlwind.
Must learn all three pre-evolution moves before being able to obtain its evolutionary trigger.
Pre-evolution moves are Twister, Featherdance, Agility.
Must learn all three pre-evolution moves before being able to obtain its evolutionary trigger.
Once its evolution trigger is obtained, then the Three-Step system is put into place.
The Three-Step system affects Pokémon in the following situations:
1) A Pokémon has obtained its evolution trigger for its current stage, or
2) A Pokémon is at its highest evolutionary stage.
How learning moves works under the Three-Step system is that a Pokémon can only learn a move if it is within three steps of its highest known move, according to the relevant move tree.
Examples:
0 -- Tackle
0 -- Tail Whip
4 -- Quick Attack
7 -- Focus Energy
10 -- Bite
13 -- Pursuit
16 -- Hyper Fang
19 -- Sucker Punch
22 -- Crunch
25 -- Assurance
28 -- Super Fang
31 -- Double-Edge
34 -- Endeavor
Rattata learns Bite, Pursuit, Hyper Fang, and Sucker Punch, which then enables it to learn its evolutionary trigger (occurring at level 20)
Once the trigger is learned, Rattata can now learn either Crunch, Assurance, or Super Fang, in addition to any unlearned moves. The trainer decides to have it learn Crunch. Once the move is learned, Rattata can now learn Assurance, Super Fang, or Double-edge, in addition to any unlearned moves.
0 -- Poison Sting
0 -- String Shot
15 -- Bug Bite
0 -- Sing
0 -- Growl
0 -- Water Gun
4 -- Mist
7 -- Confuse Ray
10 -- Ice Shard
14 -- Water Pulse
18 -- Body Slam
22 -- Rain Dance
27 -- Perish Song
32 -- Ice Beam
37 -- Brine
43 -- Safeguard
49 -- Hydro Pump
55 -- Sheer Cold
Lapras then learns Body Slam. Now it has the ability to learn Rain Dance, Perish Song, or Ice Beam, in addition to any previously unlearned moves.
It then learns Ice Beam, which opens up Brine, Safeguard and Hydro Pump, in addition to any previously unlearned moves.
But what if a Pokemon learns a move when it evolves?
The Pokémon will still be able to learn that move when it evolves, as long as no post-evolution moves are known. If the Pokémon knows one or more post-evolution moves, then it will have to spend time to learn the move in question after evolving. Post-evolution moves are any move that would be learned by a Pokémon if its evolution trigger is delayed.
Examples:
Raticate learns Scary Face upon evolving at level 20 . . . a Rattata that knows Crunch or any higher attack will have to learn Scary Face as a normal move after evolving to Raticate.
Kakuna learns Harden upon evolving at level 7 . . . a Weedle that knows Bug Bite will have to learn Harden as a normal move while at the Kakuna stage before learning the evolution trigger to evolve into Beedrill.
Beedrill learns Fury Attack upon evolving at level 10 . . . a Kakuna that knows Bug Bite will have to learn Fury Attack as a normal move before evolving to Beedrill, since the starting Weedle would be higher level than when a Beedrill normally evolves.
If a Pokémon has learned all applicable moves and evolutions, it continues to grow. Every 10 experience will still earn a new Battle Level, but continued growth will take longer in this situation. Pokémon that aren't Legendary have a soft Battle Level cap of 20. Any Pokémon with a Battle Level of greater than 20 is considered to have abilities on par with a legendary Pokémon. Such a level can only be achieved through divine means.
How many moves can any single Pokemon have?
A Pokémon can know any number of moves. The Pokémon can learn new moves (or relearn already forgotten moves) by spending experience points. Non-natural moves such as TM moves, Egg moves, and Move Tutor moves are limited to four per Pokémon. This is cumulative. For instance, a Pokémon that knows four Egg moves cannot learn a Move Tutor move without first forgetting one of its already-known Egg moves. If a Pokémon could learn a level-up move that it already knows as an Egg move, it can learn that move by level-up and free a special move slot.
My Pokémon has learned all its moves. What now?
I have an extremely powerful Pokémon. Is there anything else?
Once a Pokémon reaches Battle Level 15, it can start training Augments instead of moves. An Augment is a passive ability that is always functioning. Instead of gaining a move, a Pokémon can gain an Augment. Some particularly powerful Augments may take multiple Battle Levels to learn. I will be putting up a full list of them within the next couple of days.
There are a series of Augments that improve a Pokémon's resistance to different types of attacks. The first improvement to a particular type will cost 10 AP, and the second improvement to the same type will cost 20 AP. A Pokémon's resistance to a particular type of attack cannot be improved by more than two categories unless it is Legendary. The hierarchy is as follows: Weakness -> Normal -> Resist -> Null -> Drain/Repel.
EXCEPTION: Any Pokémon that takes quad damage from a type of attack can only improve to normalized resistance at the total cost of 30 AP.
Normalize $TYPE
Removes a weak point to $TYPE attacks.
Resist $TYPE
Receive 50% less damage from $TYPE attacks.
Null $TYPE
Nullify $TYPE attacks. Replaces Resist $TYPE.
Drain $TYPE
Changes $TYPE attacks into HP. Replaces Null $TYPE.
Repel $TYPE
Repels $TYPE attacks back at user, ignoring all damage multipliers. Replaces Null $TYPE.
There are a series of Augments that raise immunity to status conditions, such as sleep, paralysis, and confusion. These can be improved all the way up the ladder as long as there is enough AP to spend. Repelled status conditions always work on the attacker unless the attacker is immune or better. Repelled status attacks can only bounce once.
Resist $STATUS
AP Cost: 10
Resist $STATUS at a 50% rate.
Null $STATUS
AP Cost: 10
Immunity to $STATUS. Replaces Resist $STATUS.
Repel $STATUS
AP Cost: 20
Repels $STATUS attacks back at user. Replaces Null $STATUS.
Null Critical
AP Cost: 10
Bestows immunity to Critical Hits.
$TYPE Pierce
AP Cost: 30
Attacks of the chosen type deal normal damage to resistant or immune targets (but not repelling or draining.)
Boost
AP Cost: 20
User's attacks deal 30% additional damage, but lowers base accuracy by 10% and will wear the user out upon a miss as per Hyper Beam.
Overdrive
AP Cost: 10
User's attacks deal 30% additional damage while at 20% or less HP.
Break HP Limit
AP Cost: 30
Gives the Pokémon a divine source of toughness far beyond ordinary capabilities of its species (approximately 33% more than most of its kind and can exceed the normal cap.)
Break Damage Limit
AP Cost: 30
Gives the Pokémon a divine source of strength far beyond ordinary capabilities of its species (approximately 33% more than most of its kind and can exceed the normal cap.)
Can I compete in/be a member of the Pokémon League?
No. Each Gym Leader will have multiple teams of Pokémon depending on the badge-count of the challenging trainer. The more badges you have, the stronger the team you will face.
1st badge -- 600p
2nd badge -- 1000p
3rd badge -- 1400p
4th badge -- 1900p
5th badge -- 2500p
6th badge -- 3200p
7th badge -- 4000p
8th badge -- 5000p
How do I become a Gym Leader? What about a member of the Elite 4?
1) To become a Gym Leader, you must have at least 2 badges and a team of 6 Pokémon. Once this is met, you need to contact the Pokémon League Administration and book a test. Successful candidates will then be granted the ability to open ONE new Gym of their choosing.
2) Because the Pokémon League tournament structure has been revamped since Raptor1210 left as a WM, ask a WoP WPL about the process to becoming a member of the E4. Don't ask about this until you have a character eligible to enter the Pokémon League.
3) It's possible to annex a Gym and kick the current Gym Leader out. In order to annex a Gym you must...
Pokemon League tournament?
Eligible trainers must register at Twilight City's dock to Trinity City, presenting a Badge Case with eight Ageos badges or equivalent credentials issued by the League. An entry fee of pY 5,000 is required to participate in the League, with lodging for all participants furnished over the duration of the tournament. Spectators can purchase passes to Trinity City at Twilight City's docks or any Pokémon Mart in Ageos, at a rate of pY 500 per day or pY 3,000 for an unlimited pass. Passes or proper credentials are required to board the passenger ships to Trinity City. The rules, format, tournament structure, ban-lists, and minimum prize payout will be detailed in the following pages of this bulletin.
Trainers register their Pokémon upon arrival at Trinity City. Each trainer will register a team of six Pokémon. Pokémon may hold up to one item, use up to seven moves, and hold up to four Augments. Once those six Pokémon are registered, the trainer is committed to using that team for the entire tournament.
The tournament format will be divided into three stages of play.
Stage 1
Format: 6-3 Singles. Both trainers' teams are revealed pre-battle, then each trainer secretly selects three Pokémon to battle, including a lead Pokémon.
Rounds: Eight rounds of Swiss pairings. Round 1 will be a random-pair.
Timer: Rounds will be 15 minutes long with a 3-minute pregame timer.
Draws: If both players have the same number of Pokémon remaining when time expires, or there is a double KO with the trainers' final Pokémon, the match will be a draw. Trainers may agree to an intentional draw before a match starts, but must still play the match.
Cut: If attendance is 256 or less, 18 match points or top 32, whichever is greater. If attendance is 257 or more, 18 match points or top 64, whichever is greater.
Stage 2
Format: Full-Team Singles. Both trainers' teams are revealed pre-battle, then each trainer secretly selects a lead Pokémon.
Rounds: Determined by the number of trainers advancing from Stage 1. Round 1 will be manually paired using seeds from the Stage 1 Swiss standings. In the event of an odd number of trainers advancing, the bye will be given to the number 1 seed.
Timer: Rounds will be 30 minutes long with a 3-minute pregame timer.
Draws: If both players have the same number of Pokémon remaining when time expires, or there is a double KO with the trainers' final Pokémon, the match will be a draw. Trainers may agree to an intentional draw before a match starts, but must still play the match.
Cut: If attendance is 256 or less, top 8. If attendance is 257 or more, top 16.
Stage 3
Format: Full-Team Singles. Both trainers' teams are revealed pre-battle, then each trainer secretly selects a lead Pokémon.
Rounds: Three or four single-elimination rounds, as appropriate. Brackets will be constructed using seeds from the Stage 2 Swiss standings.
Draws: If there is a double KO with the trainers' final Pokémon, the side that initiated the attack causing the double KO loses. All other cases result in Sudden Death. In Sudden Death, battle as normal, except the first side to KO an enemy Pokémon wins.
Prize splits: If all trainers remaining in the tournament agree to a prize split, and all trainers agree to the same prize split, the remaining trainers may split prizes as agreed upon and play the remainder of the tournament for only the title and Worlds invite. Such a split must be agreed to before a round starts, and cannot be contingent on a match result.
Timer: Rounds will be untimed.
To maintain the highest level of play possible, a number of bans of varying complexity will be instated at registration and during the tournament itself. The following restrictions will be enforced during the tournament:
Baton Pass Clause: Only one Pokémon on any player's team may know the move Baton Pass.
Evasion Clause: Any move or item that raises Evasion is prohibited.
Freeze Clause: Simultaneously freezing multiple Pokémon on an opponent's team is prohibited.
Infinite Loop Clause: Any Pokémon and held item combination capable of intentionally causing a battle of indefinite length is prohibited.
Instant KO Clause: The moves Fissure, Guillotine, Horn Drill, Sheer Cold, and Spiritsever are prohibited.
Item Clause: Duplicate held items are prohibited.
Self-KO Clause: Using SelfDestruct, Explosion, Perish Song, or Destiny Bond with a trainer's last Pokémon is prohibited.
Sleep Clause: Simultaneously putting multiple Pokémon to sleep on an opponent's team is prohibited, with the exception of self-induced sleep.
Species Clause: Duplicate Pokémon species are prohibited.
The following Pokémon are prohibited from entering the Ageos Pokémon League:
- Darkrai
- Deoxys
- Dialga
- Genesect
- Giratina
- Groudon
- Ho-oh
- Hydrix
- Kyogre
- Kyurem
- Lugia
- Mewtwo
- Palkia
- Rayquaza
- Reshiram
- Shaymin
- Virikas
- Xerneas
- Yakshas
- Yveltal
- Zekrom
The following held items are prohibited:
- Bright Powder
- Gengarite
- Kangaskhanite
- Lucarionite
- Mawilite
- Soul Dew
Prize payouts will scale with the number of entrants. If at least 128 trainers enter, the following cash prizes will be guaranteed:
2nd: pY 100,000
3rd: pY 75,000
4th: pY 50,000
5th-8th: pY 25,000
9th-12th: pY 15,000
13th-16th: pY 10,000
17th-24th: pY 7,500
25th-32nd: pY 5,000
Rare Pokémon?
Yes. I'll be creating my own set of Legendary Pokémon for Ageos. Other canonical legendary Pokémon may show up from time to time. Legendary Pokémon are the only Pokémon that can exceed the Battle Level cap of 20.
Shiny Pokémon?
Yes, they exist. Don't expect to ever run into one, though.
Pokémon Racing?
Another interesting activity in Ageos is Pokémon Racing...
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I. Introduction
While all trainers strive to be the very best, not all trainers believe that combat prowess is the only, or even the best, indicator of bond between the two. Some people believe dance contests and appeals contests are the way to go. Some strive to breed Pokémon to create the perfect specimen.
But some trainers seek a different kind of battle: to make their Pokémon the fastest they can be. The Pokémon Racing Federation exists to allow these trainers to compete, bringing home cash prizes, trophies, fame, and most importantly, the title of "fastest Pokémon racer in the world." Each race in the Indigo Cup gathers tens of thousands of spectators. Watching dozens of Pokémon run, swim, or fly across a complex, challenging, and often dangerous track is a sight to behold.
As a participant in official Federation races, it is vital to know the rules and regulations. Even as a fan, knowledge of them can enhance your experience in watching and following races throughout the world.
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II. Eligibility
Any Pokémon capable of bearing its trainer as a rider is eligible to participate in a race. (If you're unsure about whether a Pokémon can do so, ask a WPL. Even if it's normally too small or too weak physically, you can often bend this rule a bit through repeated, specialized training.) The participant has to be directly mounted on his entered Pokémon in some way--for instance, constructing a sled and having the Pokémon pull him in it is not allowed.
Eligible Pokémon are placed into three divisions: Overland, Aquatic, and Aerial, and will only race with Pokémon in the same division.
Overland: The race takes place on a track crafted on the ground. The track's path is traced by colored markers on both sides of its bounds when terrain itself does not mark track bounds.
Aquatic: The race takes place on a track crafted on the surface of the water. Pokémon and trainer generally race on the water's surface, but may dive underwater when the track allows it. The track's path is traced by colored markers on both sides of its bounds when terrain itself does not mark track bounds.
Aerial: The race takes place on a track crafted in midair. The track's path is traced by colored markers on both sides of its bounds. Markers' height determines the maximum altitude permissible during a race, when terrain does not restrict upward movement.
In all divisions, shortcutting out of bounds is never permissible, and will result in an immediate RETIRE penalty. Pokémon eligible for multiple divisions must remain within the medium in which they are entered. For instance, a Pokémon that enters the Overland division but is also eligible for the Aerial division is not permitted to fly in an Overland race, and is not permitted to run in an Aerial race.
Four racing classes exist to attempt to divide racers into skill brackets, making races closer and more exciting. They are known as follows:
AMATEUR CLASS: For beginning racers, this class consists of racers who generally aren't serious about improving; to them, it's more of a hobby. Pokémon of Battle Levels 1 through 8 are eligible for this class.
VETERAN CLASS: For intermediate racers, this class consists of racers who are serious about improving their techniques. They aren't incredibly cutthroat, and only a few seriously consider trying to get on the pro circuit. Generally the toughest racers in the local area, but they rarely travel outside their region. Pokémon of Battle Levels 6 through 13 are eligible or this class.
PROFESSIONAL CLASS: For expert racers, this class consists of people who race Pokémon for a living, or people who actively seek to do so. They are willing to travel outside the region, and try to participate in every major race nationwide. Pokémon of Battle Level 11 and up are eligible for this class, and riders must have achieved at least two Veteran Class wins on the circuit.
ALL-STAR CLASS: The class that professionals dream to get into, entry into this class is a claim to fame. Everyone who races in this class is a celebrity among racers, and people from all over the world flock to watch races with such talented participants. Pokémon must be at least Battle Level 16 to be eligible, and riders must have at least three Professional Class wins on the circuit, one of which must be a major championship.
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III. Statistics
Each racing-eligible Pokémon has a set of three statistics per eligible division. These determine how well the Pokémon performs on the track in various conditions. The three statistics are called Speed, Endurance, and Reaction.
Speed: Represents the Pokémon's acceleration and maximum speed--how fast it is on sections of track with no obstacles and turns. Speed also represents how well a Pokémon can clear track obstacles that require a jump, such as a gap in the track.
Endurance: Represents the Pokémon's stamina. Performing a Boost consumes Endurance. Failing an Obstacle or incidental contact with other racers can also reduce Endurance. If a Pokémon's Endurance is reduced below zero, that Pokémon will RETIRE due to exhaustion. (A Pokémon with Endurance of exactly zero can continue, but anything that reduces Endurance will result in RETIRE.)
Reaction: Represents the Pokémon's ability to make turns and handle rough terrain. Pokémon with higher Reaction have to slow down less on difficult portions of the track, and some Pokémon with extremely high Reaction can afford to take tough areas at full speed or even Boost through them.
A Pokémon's base stats are common to each species, and range from 1 to 30 (these values are pulled from a table that only the WPLs have access to, and will be provided by PM when participants need them). A Pokémon of Battle Level 1 has stats equal to its base stats. Every Battle Level gained beyond the first will raise the Pokémon's stats by 25% of their base (keep decimals).
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IV. Obstacles
Each track consists of a certain number of Obstacles, usually somewhere between six and twelve. Obstacles are points of interest on the track, and do not necessarily have to be what would be considered an "obstacle." For instance, a long straightaway could be considered a Speed-based Obstacle. Obstacles come in the following varieties:
Speed-based Obstacle: These represent long, straight stretches of track where it's time to go all-out with speed, or a challenge that requires a minimum speed to cross, such as a jump.
Reaction-based Obstacle: These represent stretches of track full of tricky turns, or stretches of track full of obstructions to be dodged. Obstructions can be natural or man-made.
Endurance-based Obstacle: These represent stretches full of unavoidable, hazardous terrain. Certain Pokémon or Pokémon types may change the Difficulty Class of this type of Obstacle or remove it entirely. This type of Obstacle may be combined with either a Speed or Reaction Obstacle.
Each Obstacle will have an associated Difficulty Class attached to it. The WPL will provide a detailed description of the Obstacle, and reveal the type of Obstacle it is. From that information, it is the player's job to determine the appropriate action to be taken. After actions have been declared, the player will roll 1d20 and add the appropriate stat (Speed, Reaction, or Endurance). If the total result exceeds the Difficulty Class of the Obstacle, the Obstacle is cleared. Otherwise, the Obstacle is failed, and a penalty is levied according to the Obstacle's penalty chart. Penalties can range from as light as a loss of speed to as heavy as RETIRE.
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V. Actions
When confronted with an Obstacle, players have several options they can perform:
1) Boost. A Pokémon may use certain Federation-approved attacks to raise Speed at the expense of Reaction and Endurance in a single Obstacle. As such, there is a great risk to using Boost during Reaction-based Obstacles. Each Boost technique has a Speed bonus, a Reaction penalty, and an Endurance penalty. Using Boost in consecutive obstacles (essentially holding Boost through multiple Obstacles without cooldown time) levies an increasing penalty on Endurance, multiplying the penalty by the number of consecutive Boosts. If not enough Endurance is available to perform a complete Boost, all remaining Endurance can be used in a partial Boost.
Below is a list of universally-accepted Boost techniques, along with their relative strength level. Stronger techniques propel the Pokémon faster, but are more strenuous to perform. If you want to use a Boost technique not listed here, or you feel a technique is missing from this list, contact RaikouRider or a WPL for approval--many not listed here are acceptable, merely Pokémon specific.
Aerial Ace - Aerial only - Power 1
Agility - All - Power 5
Aqua Jet - Aquatic only - Power 1
Bug Buzz - Aerial - Power 2
Double Team - All - Power 5
Extreme Speed - All - Power 6
Flame Wheel - Overland - Power 2
Flare Blitz - Overland - Power 4
Hydro Cannon - Overland - Power 4
Quick Attack - Overland/Aerial - Power 1
Rock Polish - Overland - Power 3
Tailwind - Overland/Aerial - Power 3
2) Slowdown - Some Pokémon just don't have good turning that others do. In this case, it is often better to slow down through difficult, Reaction-based Obstacles and give up a little ground to more agile foes rather than blast through and risk wiping out in the Obstacle, giving up a lot of ground and possibly even not recovering at all.
3) Normal - You may choose to neither Boost nor Slowdown. This represents taking the current Obstacle at full speed.
4) Breakthrough - Certain Reaction-based Obstacles can be rammed down or trampled over by Pokémon with sufficient Endurance. When the WPL or race overseer tells you this option is available, you may instead take an Endurance penalty to convert the Reaction-based Obstacle into a Speed-based Obstacle with the same Difficulty Class. This represents your Pokémon brute-forcing its way through the Obstacle instead of maneuvering around it. This action may be combined with Boost.
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VI. Track Points
Due to the difficulty of following time and race position through a numerical system, race performance will be charted through the Track Points system.
On any particular Obstacle, the base Track Points awarded is the Pokémon's appropriate stat, plus the 1d20 roll, minus the Difficulty Class of the Obstacle. For instance, if a Pokémon's total roll on an Obstacle is 34, and the Obstacle's Difficulty Class is 30, the Pokémon receives 4 Track Points. If the result is negative, consult the Obstacle's penalty chart. However, there are things that can modify this value. This is where it can get a little confusing. This is a list of conditions that can modify the calculation of Track Points, and is not intended to be comprehensive; some tracks can modify these calculations in unique ways.
1) Boost. Boost directly increases your Speed on Speed-based Obstacles. However, if you are confident that you can pass a Reaction-based Obstacle with flying colors, you can Boost through it. If you choose to do so, and you pass the Obstacle, twice the value of the Speed increase your Boost gives will be added to Track Points (effectively removing the Reaction penalty and adding it to the score instead). However, if you fail the Obstacle while Boosting, the penalty for failure will be increased.
2) Slowdown. By slowing down, you can trade Track Points for Reaction in a Reaction-based Obstacle, on a 1.5-for-1 basis (effectively losing 0.5 Track Point per point converted on a successful Obstacle). The penalty for failing an Obstacle is always greater than 1.5 Track Points per point failed by, so slowing down to make sure you get through the Obstacle is often better than failing the Obstacle. You can also have your Pokémon slow down during Speed-based Obstacles to trade Track Points for Endurance on a 1.5-for-1 basis. If you fail the Obstacle, your traded Track Points are not refunded.
3) Terrain. Different types of terrain can confer Track Points bonuses or modify Difficulty Classes of obstacles. For instance, an icy turn would be a Reaction-based Obstacle that Ice-type Pokémon or Pokémon with clawed feet would have an easier time with, hence a reduced Difficulty Class.
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VII. Penalties
Several conditions can cause a Track Points penalty to be levied on a participant, or even a RETIRE penalty.
A racer is forced to RETIRE if he commits a serious infraction, or his Pokémon's Endurance is reduced to less than zero. (A Pokémon with exactly zero Endurance can still continue running.) A racer forced to RETIRE does not finish the race, and gets last place in the event. If multiple racers RETIRE, the lesser rank is awarded to the racer who RETIREd first.
RETIRE penalties are levied for the following infractions:
- Repeated or rough, clearly intentional contact with another racer.
- Short-cutting out of bounds.
- Traveling using a medium other than the one established prior to the start of the race.
- Using an unauthorized Pokémon technique, or using any natural or man-made device to interfere with the race in any way.
Track Points penalties are levied for most minor infractions, the most common being rough or repeated, but unintentional, contact.
Please post any questions you have here...
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!