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DraconicFeline Vice Captain
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Posted: Tue Oct 05, 2010 3:33 pm
Serebii.net linkTABLE OF CONTENTS: 1 (this post)- an introduction 2: the battling rules. Dice, damage, and death! 3: moves and movelists! 4: comprehensive ability list 5: itemshoppe!
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Posted: Fri Oct 29, 2010 12:52 pm
The basics of battling:
You have a basic attack and four other attacks, picked from some official level-up and move-tutor list, either found on serebii.com or mentioned by me (if its for an invented pokemon) The basic attack has no type, but it can be a special or a physical attack, depending on choice.
TM moves have to be purchased or earned in events or through Roleplay and simulations... Or by asking.
At any post where you are attacking, you get one attack. You roll 2 d100s. The first one is the "Hit" dice, and determines if you hit, and the second dice is the "Damage" dice, which are covered later.
From 1-9, it is a botch. Basically, you damage yourself. You count the damage roll, but you are the one that takes damage. Some moves have special botch conditions, and this is listed in their description.
From 10-50, the attack is a miss. The damage dice is not counted in any way. Some moves have conditions upon a miss, such as damaging or status effects.
From 51-91, the attack is a hit or is sucessful. Damage dice and conditions are as normal. if the dice is between 80-91, then side status conditions will activate, such as poison sting's poison or steel wing's defence boost.
From 92-100, it is a crit. The damage is doubled and certain status afflictions may occur. From 97-100, side status conditions will activate, as in a normal attack.
Base damage is determined, generally, by halving and rounding up the result of the damage dice. Certain moves will have modifiers for it. Critical hits double damage, type matchups can either halve it again, for not very effective, double it again, for super effective, or be negated. certain abilities and moves and statuses modify this, as do items.
The basic attack is free- no PP has to be used. But any move attack requires PP. Total PP is determined at the start of every expedition. As you post in the expedition for the first time, you roll 5 d100s. That is your PP limit.
IRP wise, its how much power you have. Some days are good some are bad. Each move has a specific PP cost. So, although they are more powerful than the basic attack and provide modifiers and status gains/losses/conditions, it would be wise to be careful.
HP is your health. Its how much you can take before falling unconcious.
HP is determined by class or species, and can be modified with items found around on expeditions or listed here. The HP of playable pokemon will be listed below.
You can take up to twice your listed health before your character is dead. typically, though, wild pokemon are adverse to killing, unless they are out hunting, and even trained pokemon are reluctant to do so. So, usually, once you've been knocked out, they'll just leave you alone or they'll drag you to some exit or whatever.
Fights, when introduced, will be marked as Lethal or nonlethal. If its nonlethal, your character will just be knocked out, and will either be teleported away or will be left where they are, awaiting assistance. If the whole party is knocked out, then they wake up back at the entrance to the area, healed to half health. In a LETHAL battle, your character MIGHT DIE. This could be because the enemy involved is extremely violent and doesnt care about you, or that they are too powerful to control themselves or such. Either way, you have the choice to opt your character out of these situations, and rejoin later after the battle has concluded. However, any prizes from the battle are forfeit if you do this. On the flip side, though, it will keep your character available for plot... and I'm all for that. So, its up to you. If everyone opts out of the battle, though, then the expedition will be considered failed because everyone ran away. It will have to be reentered, usually from the start of the expedition.
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DraconicFeline Vice Captain
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DraconicFeline Vice Captain
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Posted: Fri Oct 29, 2010 12:57 pm
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Posted: Fri Oct 29, 2010 1:02 pm
Ability List:
Pokemon usually have at least one ability and sometimes two.
Aeterreon Abilities
Telekinetic Shield (For all Aeterreons): Projectile attacks do 20% less damage. Projectile attacks involve anything being thrown at them, such as rock throw or bullet seed. Because of their innate control over their psychic powers, Aeterreons always instinctively have a force field of psionic energy around them. Things thrown at them, whether noticed or not, are slowed down slightly. It doesnt work at close range though.
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DraconicFeline Vice Captain
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