Post by NinjaDeathStrike on Oct 29, 2011 0:52:23 GMT -5
During any kind of battle each character (player and NPC) gets to do two things per turn, a trainer action and a pokemon action.
1) Pokemon Action
This is any uses of an attack on any target.
2) Trainer Action
This is almost anything the trainer wants to do outside of talk or give their pokemon an order. Trainer actions include but are not limited to:
Returning a pokemon, sending another pokemon out, or switching pokemon
Using an Item
Using an ability
Attacking with a weapon or power
Remember EVERY player gets to use an action and a pokemon order. There are also special cases for attacking with a weapon.
WEAPON FIGHTS
Weapons fights are special instances. To you a weapon, a play MUST have the weapon carrier ability. Letting them do so without it, is not fair. Players without weapon carrier may only use weapons on defeated foes and not in battle. Each weapon must be given an name, a damage power, and an accuracy like so:
Switchblade (1d20, 75acc)
Accuracy checks should be done on a d100. Players may only attack one target per turn. If a player tries to use a weapon and doesn't have the weapon carrier abilities, the damage is ALWAYS: 1d12, 50acc. Below is a list of weapons, their weapon tiers, and their prices (if they can be bought)
Pictures of lots of the weapons here
Weapons List: Name (tier, damage, accuracy, price)
Unskilled Weapon Attack (T0, 1d12, 50acc)
Baseball Bat (T1, 1d12, 80acc, 10,00P)
Pen Knife (T1, 1d16, 80acc, 3000P)
Kuni (T1, 1d20, 95acc, 5000P)
Switchblade (T1, 1d20, 70acc, 3000P)
Stiletto (T1, 3d10, 80acc, 12,000P)
Bowie Knife (T1, 2d20, 65acc, 10,000P)
Machete (T1, 4d12, 70acc, 15,000P)
Small Ax (T2, 2d20, 70acc, 3000P)
Mace (T2, 4d20, 60acc, 20,000P)
Manrikigusari (A long chain with weighted metal ends, it can entangle foes) (T2, 3d10, 75acc, 10000P, can easily trap/disable foes)
Aikuchi (a short blade with no hand guard) (T2, 5d10, 20,000P, 85acc (70 when thrown), can be thrown)
Blowgun (can fire a variety of darts) (T2, 1d20, 75acc, 10,000P (500P for 10 regular darts. 2000P for 10 status darts), silent)
Kaiken (a short thin blade favored by female warriors) (T2, 5d10, 90acc, 20,000P, easy to hide)
Shuriken x10 (ninja stars) (T2, 5d10, 75acc, 25,000P, come in packs of 10, may be collected after being thrown)
Wakizashi (curved short sword, often worn with Katana) (T3, 4d20, 85acc, 50,000P)
Katana (T3, 5d20, 80acc, 100,000P)
Kusarigama (A hooked blade attached to a chain) (T3, 6d12, 80acc, 50,000P, can be thrown and returned and used to trap/disable foes, delimb foes, and used as a grappling hook)
Naginata (a staff with a curved blade at the end) (4d20, 85acc, 75,000P)
Battle Ax (T3, 6d20, 60acc, 100,000P)
Bow (T3, 4d20, 90acc, 100,000P (10 arrows 3000P), ranged, silent, x2 sneak attack)
Cutlass (T3, 7d12, 75acc, 95,000P)
Rapier (T3, 6d12, 80acc, 70,000P)
Katar (T3, 4d20, 80acc, 90,000P, Can bypass defensive abilities (other than on guard) on a DEX roll of 18 or higher)
Handgun (F1, 4d20, 75acc, 50,000P (20 bullets 2000P), 8 rounds)
Hunting Rifle (F1, 4d20, 85acc, 50,000P (20 bullets 5000P), 5 rounds)
Derriger (F1, 5d10, 70 acc, 10,000P (20 bullets 2000P), 2 rounds, extremely concealable)
Revolver (F2, 7d10, 70acc, 40,000P (20 bullets 2000P), 6 rounds)
Rifle (F2, 5d20, 80acc, 150,000P (20 bullets 5000P), 5 rounds)
Shotgun (F2, 4-7d20, 70acc, 150,000P (10 shells 5000P), 5 rounds)
Maxim machine gun (F3, 4d20-7d20 (roll a d4 to decide), 65acc, 200,000P (5000P ammo), 20 rounds)
Sharpshooter's Rife (F3, 6d20, 85acc, 175,000P (20 bullets 5000P), long ranged, 1 round)
Hand Cannon (F3, 8d20, 50acc, 200,000P (5 bullets 5000P), 1 round)
NOTE: The MAXIMUM resell value for any weapon is 50%. However, because of the high value of the weapons, you need to do a roll for their condition. Here's how it works.
Roll 1d10 then multiply the roll by 5. That's the percentage of the original price the player will get. For example, if they roll a 1, they would only get 5% of the value, while a 5 would be 25%, and a 10 would be the full 50%.
Feel free to create your own weapons!
1) Pokemon Action
This is any uses of an attack on any target.
2) Trainer Action
This is almost anything the trainer wants to do outside of talk or give their pokemon an order. Trainer actions include but are not limited to:
Returning a pokemon, sending another pokemon out, or switching pokemon
Using an Item
Using an ability
Attacking with a weapon or power
Remember EVERY player gets to use an action and a pokemon order. There are also special cases for attacking with a weapon.
WEAPON FIGHTS
Weapons fights are special instances. To you a weapon, a play MUST have the weapon carrier ability. Letting them do so without it, is not fair. Players without weapon carrier may only use weapons on defeated foes and not in battle. Each weapon must be given an name, a damage power, and an accuracy like so:
Switchblade (1d20, 75acc)
Accuracy checks should be done on a d100. Players may only attack one target per turn. If a player tries to use a weapon and doesn't have the weapon carrier abilities, the damage is ALWAYS: 1d12, 50acc. Below is a list of weapons, their weapon tiers, and their prices (if they can be bought)
Pictures of lots of the weapons here
Weapons List: Name (tier, damage, accuracy, price)
Unskilled Weapon Attack (T0, 1d12, 50acc)
Baseball Bat (T1, 1d12, 80acc, 10,00P)
Pen Knife (T1, 1d16, 80acc, 3000P)
Kuni (T1, 1d20, 95acc, 5000P)
Switchblade (T1, 1d20, 70acc, 3000P)
Stiletto (T1, 3d10, 80acc, 12,000P)
Bowie Knife (T1, 2d20, 65acc, 10,000P)
Machete (T1, 4d12, 70acc, 15,000P)
Small Ax (T2, 2d20, 70acc, 3000P)
Mace (T2, 4d20, 60acc, 20,000P)
Manrikigusari (A long chain with weighted metal ends, it can entangle foes) (T2, 3d10, 75acc, 10000P, can easily trap/disable foes)
Aikuchi (a short blade with no hand guard) (T2, 5d10, 20,000P, 85acc (70 when thrown), can be thrown)
Blowgun (can fire a variety of darts) (T2, 1d20, 75acc, 10,000P (500P for 10 regular darts. 2000P for 10 status darts), silent)
Kaiken (a short thin blade favored by female warriors) (T2, 5d10, 90acc, 20,000P, easy to hide)
Shuriken x10 (ninja stars) (T2, 5d10, 75acc, 25,000P, come in packs of 10, may be collected after being thrown)
Wakizashi (curved short sword, often worn with Katana) (T3, 4d20, 85acc, 50,000P)
Katana (T3, 5d20, 80acc, 100,000P)
Kusarigama (A hooked blade attached to a chain) (T3, 6d12, 80acc, 50,000P, can be thrown and returned and used to trap/disable foes, delimb foes, and used as a grappling hook)
Naginata (a staff with a curved blade at the end) (4d20, 85acc, 75,000P)
Battle Ax (T3, 6d20, 60acc, 100,000P)
Bow (T3, 4d20, 90acc, 100,000P (10 arrows 3000P), ranged, silent, x2 sneak attack)
Cutlass (T3, 7d12, 75acc, 95,000P)
Rapier (T3, 6d12, 80acc, 70,000P)
Katar (T3, 4d20, 80acc, 90,000P, Can bypass defensive abilities (other than on guard) on a DEX roll of 18 or higher)
Handgun (F1, 4d20, 75acc, 50,000P (20 bullets 2000P), 8 rounds)
Hunting Rifle (F1, 4d20, 85acc, 50,000P (20 bullets 5000P), 5 rounds)
Derriger (F1, 5d10, 70 acc, 10,000P (20 bullets 2000P), 2 rounds, extremely concealable)
Revolver (F2, 7d10, 70acc, 40,000P (20 bullets 2000P), 6 rounds)
Rifle (F2, 5d20, 80acc, 150,000P (20 bullets 5000P), 5 rounds)
Shotgun (F2, 4-7d20, 70acc, 150,000P (10 shells 5000P), 5 rounds)
Maxim machine gun (F3, 4d20-7d20 (roll a d4 to decide), 65acc, 200,000P (5000P ammo), 20 rounds)
Sharpshooter's Rife (F3, 6d20, 85acc, 175,000P (20 bullets 5000P), long ranged, 1 round)
Hand Cannon (F3, 8d20, 50acc, 200,000P (5 bullets 5000P), 1 round)
NOTE: The MAXIMUM resell value for any weapon is 50%. However, because of the high value of the weapons, you need to do a roll for their condition. Here's how it works.
Roll 1d10 then multiply the roll by 5. That's the percentage of the original price the player will get. For example, if they roll a 1, they would only get 5% of the value, while a 5 would be 25%, and a 10 would be the full 50%.
Feel free to create your own weapons!