SirOni
Demon Girls #1 Fan
- Joined
- Nov 11, 2008
- Messages
- 7,206
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Battles
Initiative – Single Battles
Initiative is based on the Pokémon’s stage; a Pokémon of a higher stage will act before that of a lower stage unless it’s a Stage X Pokémon in which case the Stage X Pokémon will always act. If both Pokémon are at the same stage then the Pokémon that’s the highest level will act first. There are of course exceptions to this and will be dealt with as they come, though as a general rule rock types will almost always act last.
Double Battles
Much like with single battles, if any Pokémon are of the same stage then the highest level Pokémon goes first.
EXP Gain
As Pokémon battle they gain experience which, when they gain enough gives them the chance to evolve into more powerful forms. In this RP there are two types of EXP; Level and HP EXP.
Level EXP
Level experience is what allows Pokémon to grow and become stronger, allowing them to not only evolve but to gain new attacks. A Pokemon needs to earn a number of experience points determined by their stage and level.
Experience gained through battling
Experience points needed to level up
HP EXP
HP experience is gained by battling trainers, both NPC’s (in the form of normal trainers, gym leaders etc…) and other players. For every trainer battle a Pokémon takes part in the Pokémon gains 1HP EXP, and for every 10HP EXP the Pokémon gains an extra 1HP. Players are expected to keep track of their EXP and HP EXP though the GM/s will try to help keep track of them as well.
Same Type Attack Bonus (STAB)
Any Pokémon that uses an attack that is the same element as itself (eg. a fire-type Pokémon using a fire-type attack) deals an extra 50% damage rounded down, to a minimum of 1 extra damage.
Weakness and Resistance
An attack that is super effective against its target (eg. a fire-type attack being using against a grass-type Pokémon) deals double damage. An attack that is not very effective against its target (eg. a fire-type attack against a water-type Pokémon) deals half damage rounded down, to a minimum of 1 damage. STAB damage is taken into account before weakness and resistance is factored in.
Criticals
Unless stated in the attack description each attack has a 10% chance of dealing a critical hit.
Initiative – Single Battles
Initiative is based on the Pokémon’s stage; a Pokémon of a higher stage will act before that of a lower stage unless it’s a Stage X Pokémon in which case the Stage X Pokémon will always act. If both Pokémon are at the same stage then the Pokémon that’s the highest level will act first. There are of course exceptions to this and will be dealt with as they come, though as a general rule rock types will almost always act last.
Double Battles
Much like with single battles, if any Pokémon are of the same stage then the highest level Pokémon goes first.
EXP Gain
As Pokémon battle they gain experience which, when they gain enough gives them the chance to evolve into more powerful forms. In this RP there are two types of EXP; Level and HP EXP.
Level EXP
Level experience is what allows Pokémon to grow and become stronger, allowing them to not only evolve but to gain new attacks. A Pokemon needs to earn a number of experience points determined by their stage and level.
Experience gained through battling
Code:
[B]Your Pokemon - Stage 0[/B]
[I]Stage 0[/I] - Exp gain equal to opponents level
[I]Stage 1[/I] - Exp gain 1.5x opponents level
[I]Stage 2[/I] - Exp gain 2x opponents level
[I]Stage 3[/I] - Exp gain 3x opponents level
[I]Unstaged[/I] - Exp gain 2.5x opponents level
[I]Stage X[/I] - Exp gain 10x opponents level
[B]Your Pokemon - Stage 1[/B]
[I]Stage 0[/I] - Exp gain 0.5x opponents level
[I]Stage 1[/I] - Exp gain equal to opponents level
[I]Stage 2[/I] - Exp gain 1.5x opponents level
[I]Stage 3[/I] - Exp gain 2x opponents level
[I]Unstaged[/I] - Exp gain 1.75x opponents level
[I]Stage X[/I] - Exp gain 10x opponents level
[B]Your Pokemon - Stage 2[/B]
[I]Stage 0[/I] - Exp gain 0.25x opponents level
[I]Stage 1[/I] - Exp gain 0.5x opponents level
[I]Stage 2[/I] - Exp gain equal to opponents level
[I]Stage 3[/I] - Exp gain 1.5x opponents level
[I]Unstaged[/I] - Exp gain 1.25x opponents level
[I]Stage X[/I] - Exp gain 10x opponents level
[B]Your Pokemon - Stage 3[/B]
[I]Stage 0[/I] - Exp gain 0.1x opponents level
[I]Stage 1[/I] - Exp gain 0.25x opponents level
[I]Stage 2[/I] - Exp gain 0.75x opponents level
[I]Stage 3[/I] - Exp gain equal to opponents level
[I]Unstaged[/I] - Exp gain equal to opponents level
[I]Stage X[/I] - Exp gain 10x opponents level
[B]Your Pokemon - Unstaged[/B]
[I]Stage 0[/I] - Exp gain 0.25x opponents level
[I]Stage 1[/I] - Exp gain 0.5x opponents level
[I]Stage 2[/I] - Exp gain 0.75x opponents level
[I]Stage 3[/I] - Exp gain 1.5x opponents level
[I]Unstaged[/I] - Exp gain equal to opponents level
[I]Stage X[/I] - Exp gain 10x opponents level
[B]Your Pokemon - Stage X[/B]
[I]Stage 0[/I] - Exp gain 0.1x opponents level
[I]Stage 1[/I] - Exp gain 0.1x opponents level
[I]Stage 2[/I] - Exp gain 0.25x opponents level
[I]Stage 3[/I] - Exp gain 0.5x opponents level
[I]Unstaged[/I] - Exp gain 0.5x opponents level
[I]Stage X[/I] - Exp gain equal to opponents level
Experience points needed to level up
Code:
[B]Exp needed;[/B]
[I]Stage 0[/I] - The Pokemons next level
[I]Stage 1[/I] - The Pokemons next level x 2
[I]Stage 2[/I] - The Pokemons next level x 5
[I]Stage 3[/I] - The Pokemons next level x 10
[I]Unstaged[/I] - The Pokemons next level x 8
[I]Stage X[/I] - The Pokemons next level x 20
HP EXP
HP experience is gained by battling trainers, both NPC’s (in the form of normal trainers, gym leaders etc…) and other players. For every trainer battle a Pokémon takes part in the Pokémon gains 1HP EXP, and for every 10HP EXP the Pokémon gains an extra 1HP. Players are expected to keep track of their EXP and HP EXP though the GM/s will try to help keep track of them as well.
Same Type Attack Bonus (STAB)
Any Pokémon that uses an attack that is the same element as itself (eg. a fire-type Pokémon using a fire-type attack) deals an extra 50% damage rounded down, to a minimum of 1 extra damage.
Weakness and Resistance
An attack that is super effective against its target (eg. a fire-type attack being using against a grass-type Pokémon) deals double damage. An attack that is not very effective against its target (eg. a fire-type attack against a water-type Pokémon) deals half damage rounded down, to a minimum of 1 damage. STAB damage is taken into account before weakness and resistance is factored in.
Criticals
Unless stated in the attack description each attack has a 10% chance of dealing a critical hit.
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