Combat in this world uses Dice mechanics, combat should be taken seriously as injury is possible as well as character death (unless you have a revival)
Pokemon moves effect if you use a strength, intelligence or wisdom modifier to your rolls. They do not effect overall power.
Physical moves add a strength Modifier
Special moves add an Intelligence modifier
Status moves add a Wisdom modifier
When fighting you must roll a D20 for your own attack as well as the enemy, a battle should go as following
Player Rolls a D20 for their characters attack with "Ice beam - special move" (eg: Character rolls a 12 + 2 modifier)
Outcome is then subtracted from Targets HP (eg: Target started at 50 HP, now reduced to 36/50 HP
Player Rolls a D2O for Targets Attack to player with "close combat - physical move" (eg: Target Rolls a 5 + 5 modifier)
Outcome is then subtracted from characters HP (eg: Character started at 50HP, now reduced to 40/50 HP )
If a player/target rolls a nat 1, the attack misses.
If a player/target rolls a nat 20, the attack crits and hits for 50 instead.
Feel free to rp and put as much flavour text as you like between each strike, but please keep battle at one move each per round.
You may use items at any time and flee at any time.
Players may generate their own wild pokemon at anytime to fight in rp, these should always spawn at 50 hp.
Monster pokemon are only generated via the quest board, these will have unique stats and be harder to take down.
Some status moves induce status inflictions such as Poison, Burn, Sleep, Freeze, Paralyze.
Some status moves may also heal a target or self.
Please check the unique conditions of each status type to include in your roll.
All rolls are effected by your + Wisdom Modifier
For a status move without one of the listed above effects, it is considered a regular attack roll with your wisdom modifier.
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Healing Moves: You may now use a move that results in healing in battle.
Gameplay:
Usage: once per turn instead of attack | Roll: 1 D20 = points of HP returned to single player
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Poison Moves: You may now use a move that results in inflicting the status Poison.
Gameplay:
Usage: once per turn to activate instead of attack does not stack and cannot be used again until duration finished |
Roll: 1 D8 = points of damage per turn | Roll a second: D8 = turns of duration (including current turn)
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Burn Moves: You may now use a move that results in inflicting the status Burn.
Gameplay:
Usage: once per turn to activate instead of attack does not stack and cannot be used again until duration finished |
Roll: 1 D8 = points of damage per turn | Roll a second: D8 = turns of duration (including current turn)
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Sleep Moves: You may now use a move that results in inflicting the status sleep.
Gameplay:
Usage: once per turn to activate instead of attack does not stack and cannot be used again until duration finished |
Roll: 1 D3 = turns of duration the single target is asleep and can not attack. (including current turn)
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Freeze Moves: You may now use a move that results in inflicting the status Frozen.
Gameplay:
Usage: once per turn to activate instead of attack does not stack and cannot be used again until duration finished |
Roll: 1 D3 = turns of duration the single target is frozen and can not attack. (including current turn)
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Paralyze Moves: You may now use a move that results in inflicting the status Paralyzed.
Gameplay:
Usage: once per turn to activate instead of attack does not stack and cannot be used again until duration finished |
Roll: 1 D3 = turns of duration the single target is Paralyzed and can not attack. (including current turn)
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If a player/target rolls a nat 1, the effect fails.
If a player/target rolls a nat 20, the effected status lasts the whole battle / heal to full health
Feel free to rp and put as much flavour text as you like between each strike, but please keep battle at one move each per round.
You may use items at any time and flee at any time.
Players may generate their own regular wild pokemon at anytime to fight in rp, these should always spawn at 50 hp.
These battles are standard combat where you must roll for yourself and Target by rolling a regular D 20 for your targets returned attacks.
These battles will reward you with a flat 100 exp and increase your battle count. (there are no other unique rewards)
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Monster pokemon can not be generated by players and are only generated via the Quest Board Bounties,
these will have unique stats / battle conditions and be harder to take down.
Taking down these pokemon come with greater risk but greater rewards including unique items, G and bonus exp.
All conditions and prizes will be unique and listed on each bounty. These bounties last a month and can be battled multiple times until de-listing.
These pokemon you may also catch with tamer gloves!
Please see section in Battle buddys below on how to catch
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These are plot relevant events! An insanely powerful pokemon is approaching and only the town can defend themselves!
These will be an event with a set day / time and real time battle DM'd by mod with unique responses from your target pokemon.
Participation is completely optional!
Prizes and awards will be large and unique to each event. Details will be in event info releases.
Players have the chance to tame a wild monster pokemon from a bounty quest using Tamers gloves (item in shop).
If caught these pokemon will battle along side you in future battles.
Each battle buddy will have a unique battle card with stats based off their bounty listing and a randomized moveset
but name/appearance/nature is customizable by player.
Battle buddies work the same as other units in battle, taking a turn after the player and using one of their four moves.
Battle buddies may also just be pets [however poke adopted as pets from the shelter can not be battle buddies]
New Items for your buddies and pets will be available in the future via the training grounds and pokeshop.
If you have purchased this item you have a chance to catch a wild bounty pokemon for either a pet or battle buddy.
To catch a bounty pokemon you must do the following:
Step 1: Reduce your target pokemon to zero hp
Step 2: roll three D20 dice
Step 3: If all three D20 roll over 10 each the catch is successful!
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If you fail your roll you do not lose your gloves, but you won't be able to attempt to catch this unique pokemon again.
If you are successful your gloves are used and the pokemon is instantly yours!
Please also register with Mayors office to let them know of your new friend and if they are pet or battle buddy.
This game will give consequences to the ill-prepared and unlucky by supporting permadeath,
but don't fear, there are plenty of ways to cheat death here.
When you reach zero hp in battle your character will faint/become unconscious (you won't die yet)
Permadeath only follows if you leave your character where they were, or decide not to revive at the clinic.
Time is of the essence, if you leave them unattended they'll perma-die in one game day (1 week real time),
if you get them to a clinic they can last up to 10 in game days (1 month real time) until they perish.
The character slot/house deed can go on to a new character of your choice [you dont need to re-earn a house deed for a new character]
anything in their inventory can go to your own or others characters. After this point they can no longer be revived as they were.
Every new resident will start with one complimentary Revive [after that you're on your own]
There are also ways to obtain new Revivals as well as "free" revivals for the desperate.
A Revival can be purchased from the shop [Pharmarcy] or earnt during events/quests,
these revives bring you back to full health like nothing happened.
[ Players have the option to decide if they want scars or lasting effects for flavour text. ]
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If you're down on your luck and out of G in your pocket, Dr. Mari will put your back together free of charge.
However the character will receive a randomized penalty to stats and appearance.
[Player will be giving randomized options to pick from]
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There are rumors of an old woman that can weave souls back into hand crafted masks of their former selves,
but they don't seem to come back quite the same as they left.
Perhaps if someone was desperate enough to bring a loved one back, They might find a letter from her appear under their door.
[THIS CAN START A GLOBAL EVENT/STORY LINE AND UNLOCK A NEW LOCATION/ITEM]
Only activates after first group death / only starts based on players choice