• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fandom A pokemon adventure ooc

"I'll read it in the morning". e.e

BUM
What'chu mean?

I still haven't read it
Things+i+ve+apparently+said+in+my+sleep+according+to+friends+_36b9d03bcf3091c618d2aedc9eae0ee6.png
 
Battle rules
Why Dice?
Combat in this rp will be a mix of narrative and dice rolls. The big difference between a regular rp where the players have complete control of whether they succeed or not, is now they have a dice roll that decides that for them. I believe this will help keep the rp's outcome unbiased, allow people to have stronger characters, and even make it feel a little more like a game. Because now if there's direct confrontation between two people, they have a limited number of resources at their disposal to make something happen. That could play very well into drama and make the stakes feel more real, as opposed to one person choosing to lose.


Basic dice procedure
  • Each player will roll one 10 sided dice, to determine if their attack succeeds or fails.
  • 1-4 = failure under normal circumstances. This means your move missed entirely
    5-10 = success, your attack hits. You don't have to write it as if it can miss.


Stunts
This has its roots in fate core, but is essentially as what its name suggests, a stunt. A stunt is used to perform a special tactic or to make a miracle happen in a situation where it otherwise would have not happened. This can range from custom techniques like draco meteor climb, to dodging an attack that would have hit by performing a miracle limbo move right under the flamethrower. A stunt can even be used to simply perform a second attack that will hit unless defended by another stunt.

You get 3 stunts to start off a battle. On your fourth turns, you get 1 extra stunt.(3 of your turns must pass before getting another).


How damage is calculated
Damage from a neutral source, ember vs a hitmonlee, will be 3 hp
Damage from a super effective source, water gun vs onix, will be 5 hp
Damage from a not very effective source, thunderbolt vs a raichu, will be 2 damage

  • Moves which inflict damage over time, such as bind or leech seed, are determined by a 6 sided dice. The result determines how long the moves will deal 1 damage per turn.
  • Burns, are inflicted by fire attacks, if the player gets a roll of 10. These burns will last 3 turns and take 1 hp per turn.
  • Poison, will sap 1 hp per turn. Toxic is the exception, which will deal double damage each turn its not cured for 3 turns(for a total of 7 damage).
  • Moves that literally hit multiple times that turn they're used, such as bone rush and double slap, will have the player roll a 6 sided dice. Multiply 1 x the result, then divide by 2. And add it to the base damage it would have done. Example: A jigglypuff who succeeded in landing double slap will deal 3 damage guaranteed, and have a chance of dealing 3 bonus damage.
  • Moves with a charge time, such as solar beam, will deal one bonus damage under all circumstances.
  • Moves which one hit ko, will have to roll a 100 sided dice. Only 1,11,22,33,44,55,66,77,88,99 will succeed. No stunts allowed.
  • Moves with recoil will deal 1 bonus damage under all circumstances, but they will also deal 2 damage to the user.
  • Moves with huge area of effect, will be able to hit multiple targets. However that move will have to roll for 6-10 on a ten sided dice, to succeed. Roll one dice for each target.
  • Moves which buff an user, such as ancient power, will allow the user to deal +1 damage only the next turn.
  • Critical strikes, are applied only on a roll of 8. These attacks will deal 2 extra damage.
  • Moves which always hit, such as a thunder shock during rain dance or swift, will always deal 1 less damage.
  • Confused pokemon might hurt themselves. Play roll a 2 sided dice. Any roll that is 1 will inflict one damage to the confused pokemon,but they may attack. Confusion lasts for 3 turns.
  • Moves that put the user out of harms way, such as fly or dig, will deal 2 less damage across the board.
  • Moves with recharge, such as hyper beam, will do a bonus 2 damage but the user cannot use a stunt or attack next turn.



Status effects
Confusion, on moves such as confusion must roll a 10 on attack dice to inflict a status effect. This status makes the pokemon ignore its surroundings and occasionally bash its head into its surroundings. Confuse ray automatically inflicts confuse.

Recharge: when your Pokémon is recharging, it has a higher chance of being hit. Their opponent only needs to roll 3-10 to hit their target.

Lowered defense: if a move such as screech is used, the player must roll a 10 sided dice under normal attack rules to see if it suceeds. If the move lowers defense, such as psychic. The player must roll a 10 on their attack roll to inflict lowered defense. Lowered defense makes the afflicted take 1 extra damage per attack, for 3 turns.

Frozen: Pokemon which are frozen, are helpless for 2 turns or until they are attacked or defrosted. Frozen is inflicted on ice moves with a 10 on attack dice.

Sleep is inflicted by moves which specifically put Pokémon to sleep. These moves have a special condition in which the person must roll a 8-10 on a ten sided dice to succeed. Sleep lasts for 2 turns and is not broken by attacks. Only by item can sleep be reversed.

Burn, inflicted by fire moves when the player rolls a 10 on a ten sided dice.

Paralysis is an effect that may stop a player from moving. It is inflicted by moves which inflict paralysis specifically such as thunder wave, by rolling a 10 on a ten sided dice using an electric attack.The afflicted must roll a four sided dice to see if they would have attacked, along side their regular attack roll. Any roll of 1 on the four sided dice is paralysis and the player can't attack. Paralysis lasts for 3 turns.

Destiny bond: if it is not cleansed by switch out, both players Pokémon will faint in 3 turns. The destiny bonder must survive for 3 turns to work.

Can't switch out: a status where you can't switch out. Is inflicted by moves which specifically prohibit and falls under normal conditions to inflict an attack.

Poison: covered in damage section. Only thing left is noting that if a move doesn't automatically inflict poisoning success, like toxic. That it only is inflicted on a roll of ten on a ten sided dice on moves such as poison sting.

Moves that lower accuracy, such as sans attack must be rolled in a normal manner, as if it were an attack. If it succeeds, the afflicted Pokémon will lose accuracy and hit far less. The afflicted rolls a 10 sided dice. Anything hit 8-10, will fail to hit for 3 turns or until healed.

Moves that heal, automatically suceeed but count as that player's turn. Moves that heal once heal 3 hp under normal circumstances. Moves like synthesis, which are weather effected either heal for 2 under bad conditions or 4 in good.

Moves that leech, such a drain punch and leech seeds, heal for 1 damage if successful.

Moves that lower evasion, such as sweet scent, increase the likely hood of successive attacks if afflicted. A move such as sweet scent must be rolled on a 10 sided dice to see if it succeed under normal attack rules. If it succeeeds, that player's odds of hitting their opponent for 3 turns will be changed to 3-10(80 percent chance).

Attract: player using must roll a 8-10 on a ten sided dice to inflict attract. This effect lasts the until the Pokémon is switched out or either faints. The afflicted by roll a 4 sided dice to see if they can attack. Any roll of 1 is a failed attack.


Berries and items
Items must be retrieved by roleplaying. A player must have bought poke balls from a store or picked berries in the wild, prior to an battle. Berries must be giving to a poke to hold onto as well.

While normal items such as heal, will take a player's turn. Berries activate automatically when conditions are right if they heal an effect and do not take a turn. Berries that heal also don't take a turn, but only trigger when the holder is under half its hp for 3.

Catching pokemon: Players can only get better balls through the tournament as a prize. Regular poke balls roll a 10 sided dice. 1 always fails, 10 always succeed. Player must roll 7-10 to succeed when the target is full hp. For each interval of 25 percent hp missing, the change to succeed increases by 1. So at half hp, player must roll 5-10 to succeed, rather than 7-10.

TM: Gained through winning a prize during a tournament. Grants one extra move. Essentially allowing the player to break their limit of 4 moves.


Abilities
Such a swift swim or rock head. These are all accepted on a case by case basis. Because there are too many out there. Some don't fit with the rp, others need to be tweaked.


Buffs
A buff that increases defense makes the user take 2 less damage for 3 turns. Automatically applies(such as harden)

A buff that increases attack, such as dragon dance, will give the Pokémon an extra attack next turn. Automatically applies but the user can't attack that turn. This includes skills that increase special attack.

Moves that raise speed, will in this rp raise evasion. Unlike stunts which automatically allow for a player to evade an attack, moves that increase speed give the player a special defensive stunt(which they can use their next turn. These special stunts, called evasive stunts, are gotten separately by using moves such as agility and give the player a chance to avoid damage their next turn. Roll a four sided dice and any roll of 3 or 4, evades.

Note: all buffs except speed can only be used once per 6 turns. Since they auto apply.


Weather
Sunnyday: While Sunny Day is in effect, the base power of Fire-type moves will be increased by 1, and the base power of Water-type moves will be decreased by 1. In addition to this, the moves Synthesis, Morning Sun, and Moonlight will recover twice as much HP as under clear conditions, and SolarBeam will not require a turn to charge. The accuracy of Thunder is also lowered to 50%.(So instead of a d10 for thunder perhaps one would have to roll a 20d and anything from 1-10 would miss and anything from 10-20 would hit for that 50% during sunny day )

Rain dance: While Rain Dance is in effect, the base damage of Water-type moves will be increased by 1, whereas the base damage of SolarBeam and Fire-type moves will be decreased by 1 Additionally, Synthesis, Morning Sun, and Moonlight will recover only half as much HP as under clear conditions. Thunder hits 100% of the time, ignoring evasion and accuracy completely.

Sandstorm: (Either natural effect in the environment or caused by ability)
At the end of each turn, damages each Pokémon for 1 damage unless it is Rock-, Steel-, or Ground-type; has one of the Abilities Sand Force, Sand Rush, Sand Veil, Magic Guard, or Overcoat; or is holding the Safety Goggles.
Raises the defense of rock type pokemon by +2 against any special attacks.
.


  • Causes Shore Up to recover ⅔ of max HP instead of ½.

Hail (can be by ability or in environment)
Credit goes to Loki777 Loki777


This is a draft, but mostly done I think. Here I've tried to cover as many things as possible, to leave as little unanswered questions as possible for basic mechabics. Let me know if something needs to be changed in your opinion. Or if something important is missing.
repost for visibility

edit: SUN OF A CUNTTT I CANT TYPE TODAY
 
Last edited:
Scrubnoppon Scrubnoppon Loki777 Loki777 Dreamtique Dreamtique Bum Bear Bum Bear

bum bear is living up to his name all too much xd <3

So I'll just add the new rules. Read over them carefully and you may edit yer teams to your liking to take advantage the new rules. If yer still satisfied with yer moves and pokes, we'll just move on without a second thought
 

Users who are viewing this thread

Back
Top