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Reply RP: Pokemon: Kansai Region
Kansai Region RP Rules and Mechanics

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Dakazo
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PostPosted: Wed Apr 06, 2011 3:57 pm


(In Editing Process)


Basic Rules
> Guild Rules
> Teams: Each Trainer's Team may have up to 6 pokemon. each Pokemon on a team may learn up to FIVE moves in this RP. Post ur Character info and Team in the Character Bios Thread.
> HMs and Feild Moves: HM moves and other feild moves do not need to be in a Pokemon's moveset for it to use the ability outside of battle. (for example, your Blastoise doesn't have to know Surf for you to be able to ride it in water, and your Raticate doesn't have to know Headbutt to help you shake trees.)
List of HMs and Field Moves: Cut, Fly, Surf, Strength, Flash, Rock Smash, Whirlpool, Waterfall, Dig, Headbutt, Rock Climb, Teleport, Sweet Scent, Softboiled
> Banned Pokemon: The Following Pokemon are banned from all teams (and therefore not allowed to be captured).
BANNED POKEMON
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> Restricted Pokemon: Some pokemon that are legendary or considered to be legendary will be allowed, but they are restricted in the RP to be considered as having normal stats (meaning treat them as if they are NOT legendary)

RESTRICTED POKEMON
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Simple Mechanics

Time
> Day and Night: Some Wild Pokemon only appear at certain times of day, and some Pokemon only evolve at certain times of day. Day and Night in this RP is determined by Central Standard Time (CST = GMT -6 hours).
Day is 6am - 6pm CST.
Night is 6pm - 6am CST.

> Seasons: Some Wild Pokemon appear in defferent areas during different seasons. Deerling and Sawsbuck have different forms depending on the season. The seasonal cycle in the RP will be the same as in the 5th Gen games.
Spring: January, May, September
Summer: Feburary, June, October
Autumn (Fall): March, July, November
Winter: April, August, December


Battles
> The RP is intended to use a Hybrid of the Game and Anime system of battles. Statistics and such from the mainstream games (up-to-date 5th Gen data is used) are used to determine the effectiveness of attacks, but the battles are meant to be more dynamic than simple turn based combat, like in the anime.

Wild Pokemon
> The indigenous wild Pokemon in each location are shown in the location description (very first post of the thread). Each image should be a link to it's detailed Pokedex entry. (if you find that any links do not work or go to the wrong page, contact Dakazo for them to be fixed) Any of the Wild Pokemon listed in the description can be encountered any time you desire.

Type Match Up Chart
For the Reference use of all! Contains Match-ups for all currently existing type combinations.

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Advanced Mechanics
The Mechanics listed below may be a bit advanced for some players. If you do not fully understand how to implement them, you may disregard them. These mechanics are set in place to add to the experience, help with conflict resolution, remove ambiguity about Auto-hitting, and experiment with use of the dice system. These Mechanics are optional to use.

Battles
> Accuracy: When making a post to launch an attack, accuracy is determined by the "Roll Dice" post action. Select the 10 sided die and in the "Number of Dice" box, put 10. If the total dice roll result is higher than the base accuracy of the move, the move fails. (Example: Sheer Cold has an accuracy of 30. If the dice roll is 31 or higher, the move fails.) Never-miss moves such as Aerial Ace and Swift do not require a dice roll at all. For every level a Pokemon's accuracy stat is reduced (such as by Sand-attack) add 1 die to the Number of dice rolled for an attack. For every level a Pokemon's accuracy stat is increased, remove 1 die to the Number of dice rolled for an attack. The minimum number of dice that can be rolled for accuracy is 7 and maximum is 13.
> Critical Hits: If, after rolling dice for accuracy, 6 or more of the dice have the same number, the attack lands a critical hit. For every level the C.H. Ratio is increased (see info on the page linked to above), one less die needs to match, so that a bare minimum of 2 must match for a Critical. The moves Frost Breath and Storm Throw always result in Critical Hits and, thus, disregard this procedure.

Wild Pokemon
> Catching Pokemon: When trying to catch a wild Pokemon, select "Roll Dice" for your post action and roll one 20 sided die. Multiply the outcome by the Pokeball modifier (or add it in the case of the Heavy Ball. Check Pokeball Modifiers in the page linked above). If the result is above 12, the catch is successful. The Master Ball always result in a catch and thus disregards the procedure.
> Shiny Pokemon: When making a post where you wish to encounter a wild Pokemon, select "Random Number" for your post action. Put 1 as the lowest number and 8192 as the highest number. If the random number generated is 1, your encountered Pokemon will be shiny.


Credits
Pokemon Sprites from The Cave of Dragonflies's Sprite Generator
Animated Sprites from Arkeis.com's Sprite Library
Pokedex info and mechanics research from Serebii.net  
Reply
RP: Pokemon: Kansai Region

 
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