Pokemon RPG
   Eternal Champions


 
Pokemon RPG
NAVIGATION
Rules
Members
Sagas/Battle Records
Pokemon Info
Training/Attack Descriptions
Items/Potions/Boosts






    
These Are The Rules for our RPG
(We will add more as the Rpg progresses.)
 
1. You must respect all of the Admins. You will not argue with their decision and you will not beg them for a Legendary Pokemon. Breaking this rule could get you kicked out.
2. There will be no breeding of Pokemon unless we decide otherwise in the future.
3. There will be sagas in this rpg that all should attend. They give great EXP for your pokemon and are fun to be in. Legendary Pokemon sagas could also let you capture a Legendary Pokemon or if we have enough people that want that legendary pokemon, then we will have a tournament. The winner will have to fight the Legendary pokemon and if he/she wins then they can capture the pokemon, but if they lose then another tournament will be held which the previous winner will not be in. The winner of the new tournament will then face the winner of the previous tournament to decide who has the rights to the Legendary pokemon. There will be a limit on how many Legendary Pokemon a trainer can obtain but I have not decided on the exact number yet.
4. In this Rpg each member will control TWO characters. One will start in Johto and the other will start in Kanto. These two characters will meet up with each other during certains parts of the Rpg.
5. All characters in this Rpg will be made up. None will be from the show unless it is someone used in a Saga.
6. To join send an e-mail to Soldier131@AOL.com and Chronojoint@yahoo.com telling me what your characters names are(First AND last name), what starter pokemon each of your characters will have, and what you want your home town to be(It needs to be a town in either Kanto or Johto).
8. If you are having trouble with anything in the rpg then ask one of the Admins instead of someone else in the Rpg who may not know the correct way either.
9. To train you simply take your pokemon out into the wild and fight wild Pokemon.
10. If you wish to take the League Challenge then you must take 2 days to travel to a city and 1 day to find the gym leader in the city and beat him/her. You must have 8 badges before you can fight the Elite Four and the Champion. If you do manage to beat the Elite Four and the Champion then you will become the champion but you must defend your title against others who defeat the elite four.
11. You can only carry 6 pokemon around with you at one time.
12. You may only capture the same pokemon 3 times. (Ex. You can only catch 3 Weedles or 3 Caterpies) This is to prevent people from catching tons and tons of pokemon that we would have to mark down.
13. After you train with your pokemon, the EXP you gain will not be added until we update. That means your pokemon will not level up until the next update.
14. You must respect all of the other members in this Rpg. That means no constant arguing and if you do argue and an Admin says to stop but you don't, you may get kicked out. If you start an argument with the Admin you WILL get kicked out.
15. All training done are to be sent to Chronojoint@yahoo.com AND Soldier131@aol.com , please use an appropriate Heading for the e-mail because AOL can not determine Spam e-mails from useful ones.
16. To Catch a Pokemon, you must send a 10 minute log of catching the pokemon to Chronojoint@yahoo.com AND Soldier131@aol.com . All pokemon you catch start at level 5, they cannot be starter pokemon, and you can only catch the lowest evolved form of any pokemon. you must have a pokeball bought from the item section in order to do this.  If you decide to make a log thats more than 10 minutes of catching a pokemon... i will roll over the minutes and count it as a training session as well as a "catching" session.


This is the Battle Guide We Use
Battle
System Calculations
*Note: This is only used when Trainers challenge other Trainers and Some certain Saga Situations.  Also, some Attack's effects are exceptions to this explanation.
This RPG will be Turn-based, and there will be math involved, but I promise it will be easy to do. This system is based off the very Battle system used in the Games. Pay attention because this will be a long instruction booklet.  First lets start with describing each of the pokemons stats.
 
Note: Although this guide explains how trainer against Trainer Fights Work, only the admins can evaluate an official battle.  We will do the math to determine the damage caused by attacks, all you have to do is roll.  Also, some attacks might have different effects which may alter some steps in this guice.
 
HP:  HP is an abbreviation for "Hit Points."  This is the standard name for a pokemon's Life. 
 
Attack:  This stat helps determine the Pokemon's "Physical" Damage.
 
Defense:  This stat helps determine the "Physical" damage reduced on the pokemon.
 
Speed:  All this stat does is determine which pokemon gets to attack first.
 
Special Attack:  This stat helps determine the Pokemon's "Special" Damage.
Special Defense:  This stat helps determine the "Special" damage reduced on the pokemon.
 
Now, lets move on to the Damage calculations, but be aware that even though this SEEMS simple, there are MANY factors that change the damage. To calculate Damage, the first step will be....
 
Step 1:
 
Determine If the attack you use is "Physical" or "Special."
 
 
Usually,  Offensive attacks in the pokemon universe follow under 2 categories.  Either Physical or Special. 
 
Normal, Fighting, Ground, Flying, Bug, Rock, Ghost, Poison, and Steel are "Physical" Attacks.
 
Fire, Water, Electric, Grass, Ice, Psychic, Dragon, and Dark are "Special" Attacks.
 
 
Step 2:
 
Determine the Damage of the attack (before including Pokemon-Type effects) .
 
If the attack is physical, what you do first is refer to the 2nd e-mail sent at the starting of this rpg and find the "Damage" of the attack you use.  After you find the damage of the attack, you ADD the damage with your pokemon's ATTACK Stat, and you SUBTRACT the amount you get from that by the Enemy Pokemon's DEFENSE.  When you use "Special" attacks, the only difference is that you use the SPECIAL ATTACK stat and the SPECIAL DEFENSE stat.
 
Step 3:
 
Calculate the bonuses added to the damage.
 
Here is where things get complicated.  Not only does every Pokemon have different traits, but their abilities have different traits as well.  For example, the grass pokemon, Bulbasaur, can use a normal attack, Tackle.  This plays a big role to the bonuses added to the damage calculated from Step 2.  When a pokemon uses an attack that is the same type as itself, you multiply the damage calculated from step 2 by .5, then you add this answer to the damage calculated from step 2.  When a pokemon uses an attack that does not have the same type as itself, no damage is added.  If you have an item that adds .5 damage to a certain type of damage, add this into the total damage now.
 
Step 4:
 
Calculate the "Type Vs Type" Bonuses.
 
 
 
After getting the total damage from step 3, you will have to refer to this guide to calculate the damage further.  First, take a look to the left and see which type is the same as the attack you are using.  Then you match it with a type to the top of the graph.  The key is as follows:
 
RED SQUARE:  Is Weak against
 
GREEN SQUARE:  Is Strong against
 
SKULL:   Will not damage AT ALL
 
WHITE SQUARE:  No bonus in Damage 
 
For example, lets say a Fire pokemon uses a Fire type attack on a grass type pokemon, Bulbasaur.  First look to the left of the graph and find "FIRE."  Then you match it to "GRASS" on the top and you follow the directions of the Square.  Here are the bonuses for each square:
 
RED SQUARE:  With the damage you obtained from step 3, MULTIPLY IT BY 2.
 
GREEN SQUARE:  With the damage you obtained from step 3, DIVIDE IT BY 2.
 
SKULL:  With the damage you obtained from step 3, MULTIPLY IT BY ZERO!!!!!! Basically meaning you dont do any damage at all and forget the rest of the steps in this guide.
 
WHITE SQUARE:  No damage is multiplied or divided.
 
 
Heres the complicated part of this.  Some pokemon have 2 TYPE characteristics for example, Pidgey, who is a FLYING/NORMAL type.  When you encounter one of these, you might have to Multiply the damage by 2, but then divide it by 2.  Or you might have to divide the total by 4 or multiply it by 4! So becareful.
 
Step 5: Critical Hits!
 
This step is simple.  All you do is roll the dice! In chatrooms, you can say "//roll" to have a dice rolled.  When you say "//roll" take a look at the dice you rolled.  If you roll 2 numbers that sum up to "7", congratulations, you get to increase the damage u got in step 5 by x2!
 
 
 
Finally, we are done with figuring out the damage!


 


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