Post by NinjaDeathStrike on Nov 22, 2010 23:51:27 GMT -5
This thread will consolidate all of the rules and guides for getting creating and using characters and pokemon in the PLO RPG.
How to Role Play
Dice
Character Creation Guide
Pokemon Stats
Battling
Catching Pokemon
How to play
Once you have created a character and are ready to play, you'll need to know what to do. These are the rules and mechanics that will be in effect during your games.
1) All dice throws will be done by your AG. This is not negotiable. The AG will tell you your roll and the results of that roll on your character or pokemon. AG are there to help you so feel free to ask them question if you don't understand something, but their word is final. They are essentially the moderators of the RPG and should be treated as such.
2) A mission board will be posted with a list of all missions currently available. If a mission has prerequisites (badges, a level, or item) they will appear beside the mission name. There may also be secret missions that an AG will contact you privately about. Beginning a mission is easy, simply choose which mission you would like to attempt and then contact an AG. Your AG will create the people and pokemon you will interact with during your mission. You do not have to complete a mission in a single sitting. If you run out of time, just pick up where you left off at the next opportunity. You may play your mission via post (in your character's thread), chat box, or outside IM client (Skype, MSN, etc).
3) Exp is handled by your AG. Your character will gain one level for every successfully completed mission. You may also gain levels for other notable accomplishments or even other forum activities. Your AG will also assign levels to your pokemon. Like you, all pokemon in your party will gain a level upon a successfully completed mission (except pokemon level 90 or higher). Unlike you, it is your pokemon may level up several times during a mission. If your AG tells you that one of your pokemon has leveled up, you may immediately assign a stat point to it, and teach it any move that it would learn at that level.
4) AGs will have a general idea of what is necessary to complete a given mission, but it is largely up to you to decide how to go about accomplishing your goals. Don't be afraid to use your skills and creativity to try something. Nearly anything is possible as long as you pass a check. AGs will decide what skill would be required to complete your action and how hard the check should be to pass.
5) Travel will be somewhat different from the normal pokemon games. You will be able to take a train to any major city you've been to before. So once you traveled to a new city, you may add it to your travel options. If a mission begins in Celedon City, just take a train there from whichever city you're currently in. You may not fast travel in the wild. If you are stuck outside you can't fast travel until you get back to a city. Routes and areas will generally be opened to you from the begging, but the deeper you go into a certain area the more dangerous it will become. Exploring the Varidian Forest on a sunny afternoon will be very different from wondering down the deepest paths within it's heart. Just because you can go somewhere, doesn't mean you should. If you get eaten by a wild level 60 Charizard because you were too stupid to turn back it's probably your own fault.
6) TMs work like they do in BW. Once you receive a TM you may use it as many times as you want. There are no HMs. HM moves are now TMs. Navigating the environment is up to you and the pokemon you have with you. If you have a flying pokemon big enough to carry you, you can fly. If you have a water pokemon you can ride across the ocean, you can surf. Best of all, no more cut!
7) It's your job to keep track of your character and pokemon. AGs will try to help, but we have a lot of other things to take care of too. If you forget to assign a level or skill, too bad. Try to keep your character page info up to date. This includes: level, inventory, pokemon, and completed quest. If you successfully complete a quest post it in the first page of your profile.
8) Switching. Switching works differently in the RPG since things aren't happening simultaneously like they are in the game. Therefore, when EITHER player declares an attack, the other player cannot switch out. That means if an NPC uses close combat, you can't wait for him to declare the attack and then just switch to your ghost type. It's makes the game far too easy. In the same manner however, no NPC will every screw you over by going into a ground type AFTER you order a thunder attack. If a player orders an attack, it's too late to switch.
How to Role Play
This is not like a run-through of one of the already existing pokemon games. This is a whole new setting with a new story and characters.
You ARE your character, you decide everything. The AG (Adventure Guide) just sets it up for you. If you think of some unique thing to do, do it! Its possible. Also, its the most fun with the least amount of aside chatting, so stay in charictor! The AG (should) stay in their charictor, whichever it may be at the time.
Be sure to look around, check signs, talk to people. Even if you wouldn't in the game, doesn't mean you shouldn't here. You may miss out out on set ups for quests, free items, ect.
You ARE your character, you decide everything. The AG (Adventure Guide) just sets it up for you. If you think of some unique thing to do, do it! Its possible. Also, its the most fun with the least amount of aside chatting, so stay in charictor! The AG (should) stay in their charictor, whichever it may be at the time.
Be sure to look around, check signs, talk to people. Even if you wouldn't in the game, doesn't mean you shouldn't here. You may miss out out on set ups for quests, free items, ect.
Dice
Tabletop RPGs use dice to determine the outcome of many things. Including damage and skills. There are many different kinds of dice with many different numbers of side. Ranging for 4 sides to 100 sides. There is a standard abbreviation that looks like this 1d20 the (1) stands for the number of dice you should roll, (d) stands for dice, and (20) stands for how many sides it has. So 1d20 would mean roll one dice that has 20 sides, 2d4 would be two dice that have four sides, and so on.
Character Creation Guide
This section will show you how to make your on-site character, and explain how each stat effects you. To make your character, create a new topic titled by your characters name and your site name. As you level up and complete missions you can edit your stats and level.
Your character will begin at level one. You may chose your class, one skill, and your starter. Your starter MUST be able to evolve at least once.
Character name (your site name)
Class - Your character's specialty. Each class will give your character access to unique skills.
Description (optional)
Level - How experienced your character is. This, along with your class and stats determine what skills you can use.
Hit Points (HP) - How much health your character has. If it gets to 0 your mission is failed. Your character's HP is your Con x5
Strength (Str) - How strong your character is. Having a strong character allows them to move heavy objects and intimidate people.
Condition (Con) - This effects how well your character can take hits. Higher condition allows you to endure more pain and survive on your own for longer.
Intelligence (Int) - How smart you are. Intelligence allows your character to better use electronics and is also vital in the use of psychic abilities.
Dexterity (Dex) - How dexterous your character is. Having a high Dexterity increases your chances perform acrobatic maneuvers and also you to use your hands more nimbly increase your chances to pick locks or fix things.
Charisma (Cha) - This stat determines how likable you are. Having a high charisma may allows you to get discounts when shopping, convince others to help you, and even talk your way out of trouble.
Modifiers
Modifiers give your character a bonus in certain stats. For every 2 points over 10 you have in a stat, you get a +1 bonus when you do something that uses that stat.
So, if you have a Str stat of 12, your modifier would be +1. If it was 14, your modifier would be +2. Also, you lose one point for every stat below 10. So a Str of 8 would give you a -2 modifier.
Skills:
All of the skills you've chosen for your character
Items:
Anything your character has with you. Includes your journal (pokedex), pokeballs, healing items, etc. You start with a pokedex, one potion, 5 pokeballs, and 1000P.
Money:
Your cash
Party pokemon:
Pokemon 1 species
Nickname
Nature
Ability
HP
Str
Def
Sp Atk
Sp Def
Spd
Move 1
Move 2
Move 3
Move 4
Move 5
Move 6
Boxed pokemon:
Name (level)
Your character will begin with 60 points to split between Str, Con, Int, Dex, and Cha. You must have at least 5 points in each stat. For every 2 points you have in a single stat (starting at 12), you may add 1 to any roll for a check that involves that stat (called a modifier), if you have less than ten points in a stat, subtract 1 for every point below 10. So, for example, if your Int was 8, you would lose two points on anything that required you to use your INT score. When you level up, you may add one point to any stat you want. You gain a new ability for the first five levels and then every odd level after that.
Your character will begin at level one. You may chose your class, one skill, and your starter. Your starter MUST be able to evolve at least once.
Character name (your site name)
Class - Your character's specialty. Each class will give your character access to unique skills.
Description (optional)
Level - How experienced your character is. This, along with your class and stats determine what skills you can use.
Hit Points (HP) - How much health your character has. If it gets to 0 your mission is failed. Your character's HP is your Con x5
Strength (Str) - How strong your character is. Having a strong character allows them to move heavy objects and intimidate people.
Condition (Con) - This effects how well your character can take hits. Higher condition allows you to endure more pain and survive on your own for longer.
Intelligence (Int) - How smart you are. Intelligence allows your character to better use electronics and is also vital in the use of psychic abilities.
Dexterity (Dex) - How dexterous your character is. Having a high Dexterity increases your chances perform acrobatic maneuvers and also you to use your hands more nimbly increase your chances to pick locks or fix things.
Charisma (Cha) - This stat determines how likable you are. Having a high charisma may allows you to get discounts when shopping, convince others to help you, and even talk your way out of trouble.
Modifiers
Modifiers give your character a bonus in certain stats. For every 2 points over 10 you have in a stat, you get a +1 bonus when you do something that uses that stat.
So, if you have a Str stat of 12, your modifier would be +1. If it was 14, your modifier would be +2. Also, you lose one point for every stat below 10. So a Str of 8 would give you a -2 modifier.
Skills:
All of the skills you've chosen for your character
Items:
Anything your character has with you. Includes your journal (pokedex), pokeballs, healing items, etc. You start with a pokedex, one potion, 5 pokeballs, and 1000P.
Money:
Your cash
Party pokemon:
Pokemon 1 species
Nickname
Nature
Ability
HP
Str
Def
Sp Atk
Sp Def
Spd
Move 1
Move 2
Move 3
Move 4
Move 5
Move 6
Boxed pokemon:
Name (level)
Your character will begin with 60 points to split between Str, Con, Int, Dex, and Cha. You must have at least 5 points in each stat. For every 2 points you have in a single stat (starting at 12), you may add 1 to any roll for a check that involves that stat (called a modifier), if you have less than ten points in a stat, subtract 1 for every point below 10. So, for example, if your Int was 8, you would lose two points on anything that required you to use your INT score. When you level up, you may add one point to any stat you want. You gain a new ability for the first five levels and then every odd level after that.
Pokemon Stats
This page will tell you how to calculate your pokemon's stats. Similar to your character, your pokemon have points that it's up to you do distribute. Unlike in the game, you have complete freedom to build your pokemon however you want. Want a super fast Rhypiroer or a tankish Charizard? You can do it here. At level 1 each regular pokemon has 5 points in each stat, legends have 7, and Ubers have 10. It's nature will add two points to it's positive stat and subtract two from it's weak stat. For each level gained, you may assign 1 new point to the pokemon in any way you want. Using 2 vitamins will add one point to that vitamin's corresponding stat.
Pokemon Info:
Species
Nick name
Level
Nature
Ability
Max HP: Pokemon level + (HP stat x3)
Level:
HP: Health
Atk: Add this number to the total damage done by your pokemon's physical attacks. For every five points in this stat, your chance for a critical hit from a physical attack increases by 1%
Def: Subtract this number from any physical damage your pokemon takes. For every five points in this stat, you gain a 3% chance of dodging a physical attack.
Sp Atk: Add this number to the total damage done by your pokemon's special attacks. For every five points in this stat, your chance for a critical hit from a special attack increases by 1%
Sp Def: Subtract this number from any special damage your pokemon takes. For every five points in this stat, you gain a 3% chance of dodging a special attack.
Spd: The fastest pokemon goes first, pokemon of the same speed attack at the same time.
Pokemon Info:
Species
Nick name
Level
Nature
Ability
Max HP: Pokemon level + (HP stat x3)
Level:
HP: Health
Atk: Add this number to the total damage done by your pokemon's physical attacks. For every five points in this stat, your chance for a critical hit from a physical attack increases by 1%
Def: Subtract this number from any physical damage your pokemon takes. For every five points in this stat, you gain a 3% chance of dodging a physical attack.
Sp Atk: Add this number to the total damage done by your pokemon's special attacks. For every five points in this stat, your chance for a critical hit from a special attack increases by 1%
Sp Def: Subtract this number from any special damage your pokemon takes. For every five points in this stat, you gain a 3% chance of dodging a special attack.
Spd: The fastest pokemon goes first, pokemon of the same speed attack at the same time.
Battling
Battle rules will largely be left to your adventure guide. Most battles will revolve around using your attacks and allowing the Adventure Guide to roll and see how much damage they do. As with regular pokemon battles, players take turns. At the end of your turn you may also use a Trainer Action. This is your chance to use an item or ability or give a specific order to your pokemon. Here's a guide to base power and dice rolls.
IMPORTANT: If your character is attacked you may choose to have your active pokemon intercept the attack. YOU MAY ONLY DO THIS IF IT HASN'T MADE AN ACTION ALREADY. Doing this cause them to take the damage you would have taken. If entire team is fainted, you take a attacks directly and must reach a pokemon center before your team can be revived.
base power 1-19: 1d10
base power 20-29:1d12
base power 30-49: 1d20
base power 50-64: 2d20
base power 65-79: 3d20
base power 80-99: 4d20 (may only be used every other turn)
base power 100-149: 5d20 (may only be used once per battle)
base power 150+: 6d20 (may only be used once per day or once per mission)
Multipliers
Super Effective = x2
Not Very Effective = x.5
Burned = x.5
STAB:
Level Dice Used
1-10 1d4
11-20 1d6
21-30 1d8
31-40 1d10
41-50 1d12
51-60 2d8
61-70 1d20
71-80 3d10
81-90 2d20
91-100 5d10
lvx 6d10
Damage = (dice roll + STAB + Atk/Sp atk - Oppenent Def/Sp Def) x multipliers
Moves that have effects other than damage will be left to the Adventure Guide to decide. For example, if a move lowers accuracy, the accuracy check would have to increase. Now instead of only needing to roll higher than 1 hit, you might have to roll higher than 5. The Adventure Guide will also allow you to use special tactics or strategies as they see fit (Aim for the horn!)
In addition, battles here will have much more freedom. Bad people may choose to attack you directly. Angry, wild pokemon won't stop just because your pokemon has fainted. YOU OR YOUR POKEMON CAN DIE if you're not careful. If a pokemon reaches -100%hp it must survive a saving roll. If the roll is 7 or less, the pokemon is killed. For each subsequent attack the number needed to survive increases by 2. In addition if a pokemon reaches -200% hp it's saving throw is doubled. -300% hp is an automatic death.
IMPORTANT: If your character is attacked you may choose to have your active pokemon intercept the attack. YOU MAY ONLY DO THIS IF IT HASN'T MADE AN ACTION ALREADY. Doing this cause them to take the damage you would have taken. If entire team is fainted, you take a attacks directly and must reach a pokemon center before your team can be revived.
base power 1-19: 1d10
base power 20-29:1d12
base power 30-49: 1d20
base power 50-64: 2d20
base power 65-79: 3d20
base power 80-99: 4d20 (may only be used every other turn)
base power 100-149: 5d20 (may only be used once per battle)
base power 150+: 6d20 (may only be used once per day or once per mission)
Multipliers
Super Effective = x2
Not Very Effective = x.5
Burned = x.5
STAB:
Level Dice Used
1-10 1d4
11-20 1d6
21-30 1d8
31-40 1d10
41-50 1d12
51-60 2d8
61-70 1d20
71-80 3d10
81-90 2d20
91-100 5d10
lvx 6d10
Damage = (dice roll + STAB + Atk/Sp atk - Oppenent Def/Sp Def) x multipliers
Moves that have effects other than damage will be left to the Adventure Guide to decide. For example, if a move lowers accuracy, the accuracy check would have to increase. Now instead of only needing to roll higher than 1 hit, you might have to roll higher than 5. The Adventure Guide will also allow you to use special tactics or strategies as they see fit (Aim for the horn!)
In addition, battles here will have much more freedom. Bad people may choose to attack you directly. Angry, wild pokemon won't stop just because your pokemon has fainted. YOU OR YOUR POKEMON CAN DIE if you're not careful. If a pokemon reaches -100%hp it must survive a saving roll. If the roll is 7 or less, the pokemon is killed. For each subsequent attack the number needed to survive increases by 2. In addition if a pokemon reaches -200% hp it's saving throw is doubled. -300% hp is an automatic death.
Catching Pokemon
Catching pokemon is relatively simple. You simply throw a pokeball at it and then a roll is performed. If you roll equal to or over it's catch number, it's yours. All pokemon will have a catch number between 1-100 (a d100 roll) determined by the Adventure Guide. Rarer pokemon are obviously harder to catch (so a rattata's score will be 15 while zapdos' would be around 90). All Ubers have a catch rate of 110. In addition, weakening or giving a status condition will improve your chances. Here a list of the things effecting your catch rate.
More than 50% hp: -15
Less than 25% hp: +10
1 hp: +15
Poke balls:
Poke ball: -5
Great ball: 0
Ultra ball: +10
Master ball: +100
Level ball: +1 for every level higher your pokemon is than the one you're trying to catch
Moon ball: +20 on any pokemon that uses a Moon Stone in it's evolution line
Heavy Ball: -5 on light pokemon, +10 on heavy pokemon, +15 on massive pokemon
Quick ball: +30 on first turn, +10 on second, 0 after third turn
Net ball: +15 on bug and water types
Dusk ball: +15 inside caves or at night
Repeat ball: +25 on pokemon you've already caught once
other or custom made balls will be left up to the Adventure Guide.
More than 50% hp: -15
Less than 25% hp: +10
1 hp: +15
Poke balls:
Poke ball: -5
Great ball: 0
Ultra ball: +10
Master ball: +100
Level ball: +1 for every level higher your pokemon is than the one you're trying to catch
Moon ball: +20 on any pokemon that uses a Moon Stone in it's evolution line
Heavy Ball: -5 on light pokemon, +10 on heavy pokemon, +15 on massive pokemon
Quick ball: +30 on first turn, +10 on second, 0 after third turn
Net ball: +15 on bug and water types
Dusk ball: +15 inside caves or at night
Repeat ball: +25 on pokemon you've already caught once
other or custom made balls will be left up to the Adventure Guide.
How to play
Once you have created a character and are ready to play, you'll need to know what to do. These are the rules and mechanics that will be in effect during your games.
1) All dice throws will be done by your AG. This is not negotiable. The AG will tell you your roll and the results of that roll on your character or pokemon. AG are there to help you so feel free to ask them question if you don't understand something, but their word is final. They are essentially the moderators of the RPG and should be treated as such.
2) A mission board will be posted with a list of all missions currently available. If a mission has prerequisites (badges, a level, or item) they will appear beside the mission name. There may also be secret missions that an AG will contact you privately about. Beginning a mission is easy, simply choose which mission you would like to attempt and then contact an AG. Your AG will create the people and pokemon you will interact with during your mission. You do not have to complete a mission in a single sitting. If you run out of time, just pick up where you left off at the next opportunity. You may play your mission via post (in your character's thread), chat box, or outside IM client (Skype, MSN, etc).
3) Exp is handled by your AG. Your character will gain one level for every successfully completed mission. You may also gain levels for other notable accomplishments or even other forum activities. Your AG will also assign levels to your pokemon. Like you, all pokemon in your party will gain a level upon a successfully completed mission (except pokemon level 90 or higher). Unlike you, it is your pokemon may level up several times during a mission. If your AG tells you that one of your pokemon has leveled up, you may immediately assign a stat point to it, and teach it any move that it would learn at that level.
4) AGs will have a general idea of what is necessary to complete a given mission, but it is largely up to you to decide how to go about accomplishing your goals. Don't be afraid to use your skills and creativity to try something. Nearly anything is possible as long as you pass a check. AGs will decide what skill would be required to complete your action and how hard the check should be to pass.
5) Travel will be somewhat different from the normal pokemon games. You will be able to take a train to any major city you've been to before. So once you traveled to a new city, you may add it to your travel options. If a mission begins in Celedon City, just take a train there from whichever city you're currently in. You may not fast travel in the wild. If you are stuck outside you can't fast travel until you get back to a city. Routes and areas will generally be opened to you from the begging, but the deeper you go into a certain area the more dangerous it will become. Exploring the Varidian Forest on a sunny afternoon will be very different from wondering down the deepest paths within it's heart. Just because you can go somewhere, doesn't mean you should. If you get eaten by a wild level 60 Charizard because you were too stupid to turn back it's probably your own fault.
6) TMs work like they do in BW. Once you receive a TM you may use it as many times as you want. There are no HMs. HM moves are now TMs. Navigating the environment is up to you and the pokemon you have with you. If you have a flying pokemon big enough to carry you, you can fly. If you have a water pokemon you can ride across the ocean, you can surf. Best of all, no more cut!
7) It's your job to keep track of your character and pokemon. AGs will try to help, but we have a lot of other things to take care of too. If you forget to assign a level or skill, too bad. Try to keep your character page info up to date. This includes: level, inventory, pokemon, and completed quest. If you successfully complete a quest post it in the first page of your profile.
8) Switching. Switching works differently in the RPG since things aren't happening simultaneously like they are in the game. Therefore, when EITHER player declares an attack, the other player cannot switch out. That means if an NPC uses close combat, you can't wait for him to declare the attack and then just switch to your ghost type. It's makes the game far too easy. In the same manner however, no NPC will every screw you over by going into a ground type AFTER you order a thunder attack. If a player orders an attack, it's too late to switch.