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  1. #1
    Shōrai no Kaizoku-ō Trainer17's Avatar
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    Default National Park Encyclopedia

    Index


    Welcome to the National Park. This Encyclopedia offers detailed information for how the Park mechanics work, as well as some miscellaneous information and event details. As always, if someone has any questions, feel free to ask any Ranger or post in our General Discussion/Feedback/Questions thread. Below is a guide for easy Park Pedia navigation:



    Original info by T17, Eraizaa-kun, Dog of Hellsing, and previous Park Staff. Rewritten by WinterVines.
    Last edited by WinterVines; 17th December 2014 at 05:12 PM.

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    Shōrai no Kaizoku-ō Trainer17's Avatar
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    Default Park Staff

    -------------
    Park Staff
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    -Head Rangers-
    ChainReaction01 & WinterVines

    -Park Warden-
    HKim

    -Elite Rangers-
    Akinai
    Dinobot

    -Active Rangers-
    Felly
    Meow Wow

    -Inactive Rangers-
    AmericanTreeFrog
    Ataro
    Buoy
    Buzzer
    Crossover
    DarkGardevoir
    Dragoness
    Dog of Hellsing
    Ebail
    Eeveedude
    Eraizaa-kun
    Gliscorman
    gmandiddy
    Iridium
    KantoMasta
    Lord Khajmer
    MaverickKaiser
    MuddyMudkip
    Nekogal
    Nitro
    Nyurgh
    PokeViper
    Professor Yew
    ragnarock0420
    RainbowMoondust
    rockman0
    Sec
    sheepskinfuton
    Siless
    Sky Lark
    sorocoroto
    Splishee
    Synthesis
    Taither
    TheProtobabe
    Timpeni
    Trainer17
    Tyranitex
    VeloJello
    WebMaster
    Windchaser54321
    Zolar
    Last edited by WinterVines; 16th December 2014 at 09:30 AM. Reason: updating
    Love RPGs? Currently helping a friend of mine on a RP-esque forum, PM me if you're interested!

    I'm back! l Paired with ♥ Peaceful Moonlight ♥

  3. #3
    Shōrai no Kaizoku-ō Trainer17's Avatar
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    Default Damage Equation and Status Conditions

    Roleplaying


    The National Park works as an area in the URPG where all Pokemon, barring legendaries, can be caught. To do this, Trainers pick an area from our Location List and pair up with a Ranger to go exploring in a roleplay.

    A roleplay is like an interactive story for two or more people, so feel free to get creative. There aren’t really any set ways to do this, so Rangers have free reign to come up with things like plot, the way Pokemon appear, etc. This means that not every run is just going to be an assembly line of battling wild Pokemon. There can be plot problems to solve, hard choices to make, or even a technical boss fight. It all depends on what the Ranger comes up with and works out with the Trainer. If a Trainer wants nothing but a stream of battles, that’s perfectly fine, but if they want something more fun, that’s fine too.

    Despite the type of run it is, a Trainer can really get into the role and play out their character like they think he or she would act in their posts. There are a couple things to keep in mind, however:

    Communication:
    This is key. A successful roleplay is about communication as much as creativity. If a Trainer is confused about what a Ranger wrote or wants more detail about something specific, like the environment, it’s important to ask, either in a post or through VM/PM/instant messenger. Likewise, if a Trainer wants to contribute to plot or request a simple run with just many battles, they should communicate that too. We can’t read minds!

    Quality:
    Many things in the Park depend on the quality of a Trainer’s posts, since that is the only thing Rangers have to work with. This is not a perfect science job, with strict rules like reffing. Much of what Rangers do is judgment-based, so there is no definite format. That is where the Trainer’s job comes in to impress them.

    To keep quality high, put some effort into posts. Include things like what your character is doing/thinking, environment, how their partner Pokemon is acting, etc, just like you would in a story. Be descriptive. If outside of battle, solve problems creatively. Staying in character, for both a Trainer and their Pokemon, also adds points to this. Here are some other things that contribute:

    1. Realism: Could the attack really happen? Is the Pokemon the type to execute that type of move and are they healthy enough to do it? Can the Pokemon follow a long string of commands that gets confusing or complicated? If not, then the move may not work out the way a Trainer plans. Keep in mind that Pokemon also aren’t stuck in one place—they can move around and dodge. Just don’t expect to dodge all attacks; that wouldn’t be plausible.

    2. Practicality: Trainers will encounter many different environments, outside factors, and details as they travel through the Park. Pay attention to these, as they can affect battles and interactions with Pokemon. For example, using Vine Whip on a Lapras’ shell will probably do less damage than using it on the soft underbelly. Likewise, trying to use Quick Attack through a muddy patch may slow the Pokemon down. A Trainer can use the surroundings to their advantage—as well as being used against them.

    3. Base Power (BP) and Power Points (PP): While moves don’t always work in the Park the same they do in game, there are still some things to keep track of. Base Power (BP) refers to how strong a move is—higher BP moves are likely to do more damage. Power Points (PP), however, don’t refer to how many times you can use a move. Instead, it’s a guide to see how hard the move is to perform—moves that have few PP, like Hyper Beam, are harder to use than moves with a lot of PP, like Tackle.

    4. Creativity: Just calling out attacks may not get a Trainer anywhere, either in or out of battle. If in battle, come up with unique ways to use moves, and really describe them too. Many people forget that. Try to use combinations, like Sweet Scent to disorient a wild Pokemon before a Trainer’s charges in with Headbutt. If outside of battle, think of non-standard ways to solve the issues that come up. Use quirks; try something weird.

    5. Basic Grammar: While this doesn’t need to be perfect, a post that has many typos or an odd structure can be hard to understand, and that may not translate clearly what a Trainer wants to happen. Keep in mind that other people read these posts, so a basic proofread or breaking up text into paragraphs can really help. If unsure, checking Ranger posts may provide a good example.

    MCR:
    Every post made by both Rangers and Trainers must be at least 500 characters (not words). This is to ensure that the run actually makes some progress. Also, it’s hard to have high quality with a string of short posts. Each Pokemon encountered also has a Minimum Character Requirement (MCR) guideline.

    MCR is what determines how many characters, and thus how much effort, should go into getting a Pokemon. Each Rank has its own MCR; in order to capture a Mon, a Trainer must meet the MCR for the Pokemon they want to catch. Going over the MCR will give them a bonus to help their odds of successfully catching a Pokemon; being under the limit will penalize them and make it harder. The MCR will reset upon each encounter ending, with the exception of Legendary Pokemon—characters during a Legend encounter carry over into the next encounter.

    A Pokemon's MCR can be lowered by special Items available in the Park Shop. A Pokemon's MCR can be reduced by 20%. The following is a list of MCRs and how many total characters can be removed from them:

    *Common: 4,000 Characters - 800 characters can be removed for 20%
    *Uncommon: 9,000 Characters - 1,800 characters can be removed for 20%
    *Borderline: 15,000 Characters - 3,000 characters can be removed for 20%
    *Intermediate: 25,000 Characters - 5,000 characters can be removed for 20%
    *Rare: 35,000 Characters - 7,000 characters can be removed for 20%
    *Special: 45,000 Characters - 9,000 characters can be removed for 20%

    We also have an ongoing Park Plot that gradually expands, as well as some other roleplay tips. See them here.
    Last edited by WinterVines; 17th December 2014 at 03:07 PM.

  4. #4
    Shōrai no Kaizoku-ō Trainer17's Avatar
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    Default Natures

    Starting a Run


    Join URPG
    Trainers must be a member of URPG in order to take a run through the Park. Sign up here. There is also a Start-up Guide available for a quicker breakdown of the basics.

    Character Creation
    Once signed up, Trainers can make a post with a character in the Sign-up for use in a roleplay. There is no limit on the amount of characters you can create, but a Ranger does have to approve them. Any useful or interesting details about characters can be listed here, as well as a piece of art if it’s appropriate.

    This area is where you’ll keep track of which Pokemon you bring into and take out of the Park—as well as their natures. Your own Pokemon natures can be kept in your regular URPG stats if you like, but be sure to keep Park captures in your sign-up for easier tracking. Any Park items you own can also go on the sign-up or in your normal stats.

    Park Shop
    Before a Trainer goes out on a run, they need supplies from the Park Shop. The only required items are Parkballs to catch Pokemon, but there are many other useful items, such as Voice Disks to attract a specific Pokemon, repellents to keep certain Pokemon away, and healing items if Trainer Pokemon get too hurt in battle. All supplies must be purchased before the run begins—they can’t be added while the run is progressing.

    The only items a Ranger carries with them for sale are Pokedolls, which give 100% escape rate from any wild Pokemon. These can be bought during the run for 500 each if a Trainer doesn’t want to buy them beforehand. Money for them is subtracted from stats in a Trainer’s next post just as it would be in the Mart or Shop.

    Pokemon
    A basic run fee covers two Pokemon accompanying a Trainer on a run—up to six Pokemon can be brought if extra permits are purchased. That being said, a run is possible with just one Pokemon, but it’s not advised.

    This is a trap a lot of new members who want to get into the Park right away fall into. If it’s a Trainer’s first run, the Beginner Run RP serves as a cheaper, low-risk run to help introduce new people into the Park. If the Beginner Run isn’t appealing, keep in mind that a regular run is a little tougher, and there are a couple things to make it easier:

    1. Evolve Starter Pokemon. Not only will a fully-evolved Pokemon operate better in the roleplay, but extra money from the battles will help buy more supplies that can make the run easier, such as extra Parkballs or a healing item.

    2. Get a second Pokemon. The entry fee covers two Pokemon, so take advantage of it. Now that our starter package includes a free Mart mon voucher, this is much easier. Evolve that Pokemon too, and Trainers are set up with two fully-fledged Pokemon to navigate the Park with. It can make a lot of difference.

    There are people who like the challenge of doing a run with unevolved Pokemon, for either plot, story, or personal reasons, and that’s fine too—just know that Rangers will not go easier on a Trainer just because they have unevolved partners.

    Once a Trainer decides which Pokemon they will take with them on a run, they have to decide two things:

    Ability: If a Pokemon has more than one ability, a Trainer must choose which one they want to use for the duration of their run. Most of them work like they do in-game, with a few exceptions.

    Nature: This is a little bit harder. Every Pokemon also has a nature which partly dictates how it acts in battle or otherwise. When a Trainer brings a Pokemon into the Park to go on a run, they can choose their own Pokemon natures. Once entered in a run, this nature cannot change except by using an item from the Park Shop, so choose wisely. Wild Pokemon a Trainer captures will also be assigned a nature, but these cannot be changed at all.

    Nature is not the be-all-end-all as far as personality. All Pokemon, under the right circumstances, can be persuaded or act out in a way that’s not totally in-line with their nature. Quality of post will determine the majority of what a Trainer can ask their Pokemon to do that is not in-character. Keeping aligned with the correct nature often wins points in a Trainer’s favor, while ignoring nature can have negative effects. Some natures are harder to roleplay, such as Sassy, but there are a few basic starting ones too, like Brave or Hardy.

    See here for a list of natures, abilities, and other anime realisms.

    Applying for a Run
    Once all preparations are made, a Trainer is ready to apply to go on a run. The first thing to do is pick out an area from our Locations List. We have ten different areas to pick from, all with a different selection of Pokemon:
    • Great Lakes: Around the docks and in the lakes, the Water-types are of a fresh water likeness.
    • Sandy Beach: Salt water Water-types can be found here among the sands and islands.
    • The Woods: Many Bug-types make their home here in the different assortment of foliage.
    • Mt. Deckbi: This active volcano is home to many Fire, Rock, and Ground-types who can take the heat.
    • Botanical Gardens: This pleasant area hosts many Grass, Normal, and Fairy-types, though not all are as nice as the scenery.
    • Abandoned Power Plant: Sporting many loose wires and broken walls, a lot of Electric and Steel-types call this place home.
    • Mt. Oktori: The frozen mountain is not a joke. Many tough Ice and Fighting-types live here.
    • Meteor Valley: This field sports tall grasses, some trees, caves, and a pond in the back. Psychic-types dwell here.
    • Ruined Manor: The Manor appeared to once be a dwelling for a group of people but has long since been abandoned. It’s home to many Ghost and Dark-types.
    • Enigma Ruins: This abandoned underground lab was revealed when the Outer Heavens collapsed. It’s a scientific lab focused around studying all Pokemon, so every species can be found here.


    After picking an area, a Trainer has to select what type of run they want to do. There are three sections to choose from:

    Beginner RP: This area is for new members of the Park on their first run. It’s a simple run, consisting of 5 encounters that only costs $1,000. Trainers are only allowed to take one Pokemon home from the expedition, but a starter kit of supplies is provided, which the Trainer gets to keep if they don’t use: 3x Park Balls, 1x Energy Powder, 1x Lava Cookie, and 1x Pokedoll.

    Only Trainers who have been with URPG two months or less can sign up for a Beginner Run. It also must be their first run in the Park—those who have already been through are not eligible.

    Individual RP: This type of run is for Trainers who want to roleplay by themselves with a Ranger. They don’t encounter any other Trainers from other roleplays and their encounter lists aren’t modified by any event in any other area.

    Main RP: This is for Trainers who wouldn’t mind running into other people during their run or if they want to go on a run with a friend in a Team Run. Rangers can have their Trainers interact from separate runs, and Trainers in this type can also have their encounters modified by events in other areas.

    There are also three different types of runs in these categories:

    Normal Run: This is the standard expedition. For $2,500, a Trainer gets 15 encounters and can take 3 Pokemon home with them. These can be done in the Individual or Main RP areas.

    Team Run: This is the type of run where a Ranger takes two Trainers through the Park at the same time. To apply, both Trainers must say they’re going on a Team Run and with whom. All battles will be double battles, but other than that, the rest of the run works as a Normal Run.

    Teammates may choose to swap Pokemon if each person agrees, but it must be done at the beginning of the encounter. That means, if Trainer X wants Trainer Y’s mon, they must swap when they first see the Pokemon, not in the middle of the interaction or after the Pokemon has been captured. This can only be done for the current pair of Pokemon as well—encounters that have already passed or been captured cannot be swapped.

    Rangers also get double pay plus 500 for each Team Run post they do. At any time, the Trainers can split up (say if one goes inactive or wants to leave early). The Run then becomes like a normal run and Ranger pay returns to normal.

    Endurance Run: This type of run is an extended version of a normal run that can be done individually or as a team. It costs $3,500 but a Trainer gets 20 encounters and can take 4 Pokemon home with them.

    There are also some added rules: No Voice Disks to attract certain Pokemon or Repellents to chase certain Pokemon away can be used during the run. Additionally, only 5 healing items of any kind can be used, so it’s a good idea to bring more than two Pokemon on the expedition. Also, no Honey can be used to generate an additional encounter.

    Preparations Complete:
    After everything is decided, a Trainer can fill in the right information in the Front Gate application of Beginner, Individual, or Main (LINKS) and wait for a Ranger to accept their run. Happy catching!
    Last edited by WinterVines; 18th December 2014 at 03:17 PM.

  5. #5
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    Default Pokemon Abilities

    Natures, Abilities, and Realism


    Here is a list of natures, abilities, and moves to use in the Park. These will help with realism and quality of posts. Remember, natures are not everything, as creativity/plot/etc. can make exceptions. That is up to the Ranger to decide. The same goes with abilities and moves. If a Trainer can explain it well enough, it can probably happen.

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    Natures
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    Natures will not alter your Pokemon's stats. These are simply guidelines to help you roleplay your Pokemon's personality, as it will have an effect on their performance.

    1. Adamant(Stubborn): This Pokémon is usually immune to persuasion because its set in its beliefs. It'll be likely to ignore Encore, Taunt, Follow Me, Covet, Attract, Captivate, and moves of that sort. In fact, it might make this Pokémon more determined if someone uses those moves on it. If it does fall for one of those moves, it probably won't admit it's under an attack's effect and will willingly let itself deeper into the affliction. It's also likely to ignore the Trainer if the Pokémon feels the Trainer's suggestion isn't the best (this could be a possible penalty if the member's post requires one). This Pokémon isn't a good team player. It really hates using added moves except for BMs.

    2. Bashful(Silent and Reserved): This Pokémon will usually obey unless it feels bad for some reason. Either way, it won’t show emotions or complain. However, when disobeying, all this Pokémon will do is retreat or sit there and do nothing. It’s an excellent team player and nice for making combos. It might have preference when using its level up moves or added moves, but it won’t let a Trainer know what it is. Whether it prefers using one or the other is secretly randomized by the Ranger and the Trainer should just pay attention to the way the Pokémon behaves. This could make for a good bonus if the Trainer notices or a penalty if the Trainer doesn’t get it after a few tries.

    3. Bold(Show off): This Pokémon should be more prone to give everything it’s got, not being afraid of anything, and being risky/accident prone. It might also be likely to run towards incoming attacks to dodge at the last second and strike the opponent head on, so it will not be as likely to dodge. This kind of Pokémon should be a bit more creative when using dangerous surroundings because it has a need to show that it's brave and daring. It doesn’t mind using its level up moves or BMs, but it loves using the added ones.

    4. Brave (Courageous): This Pokémon won't be easily intimidated and won't back away from a fight. However, it's not necessarily daring. Just because it's brave it doesn't mean it's dumb or accident prone. However, this Pokémon might have a bit of conflict when its partner or its Trainer cowers or if they don't believe in this Pokémon’s capabilities. It doesn’t have preference when using its level up moves or added moves.

    5. Calm (Peaceful and Serene): This Pokémon prefers to dodge moves and attack, dodge and attack, and so on. It also pays attention to strike in a way were it would cause the most effect. Note that this Pokémon will ignore Taunt and is really likely to not fall under the effects of Outrage, Rage, Thrash, and Petal Dance. It’s a good team player and nice for making combos. This Pokémon doesn’t have preference when using its level up moves or added moves, although it prefers to not have to make direct contact.

    6. Careful(Cautious and Wise): This Pokémon likes to play it defensively and, if possible, wait out the battle. It’s a master of defensive moves, healing moves, or any move that hinders the target’s attack. It enjoys playing ninja with the surroundings. This Pokémon doesn’t like attacking the opponent unless it’s using moves to decrease the target’s power or moves to inflict a status condition. However, it won’t question using damaging moves once it feels safe enough to attack. This Pokémon really dislikes using added damaging moves, including BMs, but it has no problem with its own level up moves and added non-damaging moves.

    7. Docile (Silent and Obedient): This Pokémon would never disobey its Trainer and will try to please them even when its health won't allow it. This Pokémon’s Trainer should be considerate and more aware of their Pokémon’s health as it may get itself KO'd while trying to obey. Rangers should be very strict on a Trainer using this Pokemon. Still, it is good for making complex combos. It doesn’t have preference when using its level up moves or added moves.

    8. Gentle (Peaceful and Kind): This Pokémon prefers to dodge moves and attack lightly, dodge, and attack lightly, and so on. It’s fully aware that the enemy Pokémon is meant to be captured, so it will try its best to not deliver a KO. Note that this Pokémon might ignore Taunt and has a slight chance of not falling under the effects of Outrage, Thrash, and Petal Dance due to its peaceful tendencies. It’s an excellent team player and nice for making combos. This Pokémon prefers weaker moves and may be hesitant to use a more powerful one.

    9. Hardy (Courageous and Daring): This Pokémon should be more prone to give everything it’s got and not be afraid of anything. It might also be likely to run towards incoming attacks to use those attacks to its advantage somehow, so it might be a bit less likely to dodge. It is probable that this kind of Pokémon will take charge in a tricky situation and show no fear. The actions it takes may work wonderfully or fail miserably due to its risk-taking. It doesn’t have preference when using its level up moves or added moves.

    10. Hasty (Impatient): This Pokémon prefers straightforward battling and will tend to act on its own if the Trainer commands more than one non-damaging move. It prefers to attack head-on rather than from the distance, and it’s very vengeful on anyone who either hurt it or delayed it. It’ll fall blindly for any Taunts but will ignore completely any Encore on a non-damaging move. This Pokémon does require to be praised by the Trainer for a job well done. It prefers to use level up moves and BMs. It has nothing against added moves, but having it do a level up move instead of an added one is a plausible penalty if one is needed.

    11. Impish (Mischievous): This Pokémon will get bored and ignore the Trainer if the commands tend to be too straightforward. This Pokémon likes to do really complex combos and loves doing tricky moves. It easily masters non-damaging moves other than Attract, Captivate, Encore, and Charm, and it won't give its all when doing damaging moves unless it feels that it’s about to give the last blow. It loves the idea of placing the target in an embarrassing scenario. This member should get a good bonus for placing traps or making pranks; suggesting these to the Pokémon should also make it snap out of Taunt and Encore if well thought-out. It doesn’t have preference when using its level up moves or added moves but prefers non-damaging moves over damaging ones.

    12. Jolly (Happy and High Spirited): This Pokémon is very optimistic and seems to enjoy almost everything. It believes in itself and in others, so it’s a perfect team player. It is a master of charming moves (Attract, Captivate, Charm, Tickle, etc), and it’s hard to bring this Pokémon’s spirit down. However, this Pokémon might be really sensitive to what its own Trainer has to say. It doesn’t require cheering, but cheering for it wouldn’t hurt either. This Pokémon is likely to make friends with the wild Pokémon, even while in battle, so asking it to hurt a wild Pokemon too much might cause it to hesitate. This Pokémon tends to be very aware of others’ capabilities so it’s very unlikely for it to KO a wild Pokémon. It doesn’t have preference when using its level up moves or added moves.

    13. Lax (Lazy, Doesn't feel anxiety or worry): This Pokémon isn't good for making combos. It'll probably just do the first attack it’s told if it thinks the combo is too complex for it. It'll be very unlikely to fall for Encore, Taunt, Follow Me, Covet, Captivate, Attract and moves of that sort. Sleep moves will work well on this Pokémon. It won't give its best all the time as it's not that motivated. It'll respond better if the Trainer offers a reward for a job well done. Be warned, this Pokémon is completely vengeful about having its rest and relaxation be disturbed. It'll act viciously to whatever or whoever is responsible for disturbing it. It really hates to use added moves except for BMs.

    14. Lonely (Sad without companionship): This Pokémon requires support from its Trainer. It's likely to do better if the Trainer cheers for it and to be careless if the Trainer remains silent. It should do great when teamed with another Pokémon and give its all when helped by a team move such as Helping Hand, Acupressure, Follow Me, etc. It should refuse to battle if it somehow feels betrayed by its partner or Trainer. It prefers using its level up moves rather than the added ones, but it will attempt one or two added moves in a battle.

    15. Mild (Peaceful and Easy-going): This Pokémon’s level of obedience is very good, although it will dramatically drop if the Trainer acts harshly in any way, including towards the opponent. It loves to get encouraged by the Trainer, but it tends to be afraid of hurting the target too bad. This Pokémon does perform combos excellently and is compatible to team with any other nature. It doesn’t have preference when using its level up moves or added moves.

    16. Modest (Humble and Moderate): This Pokémon will refuse to do Contest-Styled battling or show off in any way. It prefers everything simple and well-balanced. Because of that, this Pokemon does not need a lot of praise, since it's fairly confident in its skills. In fact, too much praise might fluster or embarrass this Pokemon and make it mess up or refuse to act. It also doesn’t like people or Pokemon who boast too much and may attack them first if it has multiple options. It likes battles to have little to no tricks and to use mainly level up moves and BMs.

    17. Naive (Inexperienced and Trusting): This Pokémon is usually obedient, but it’s not so good at making combos. When commanded to do combos, it might skip the non-damaging moves or any move in the combo the Pokémon doesn’t really see the point in using. However, it’s perfect for two-on-two battles, as it’ll play along with whatever its partner starts. Also, this Pokémon will hardly ever fall for Taunt, Covet, Attract, Encore, Charm, Captivate, Fake Tears, and moves of the sort, as it doesn’t understand them. On top of that, even when sick or tired, this Pokémon will give it its best shot as it’ll still expect its moves to be at full power—a Trainer should watch out for this. This Pokémon requires lots of encouragement and coaching from its Trainer because at times it might even forget it’s in a battle or will allow the opponent to get too close as it tends not to expect attacks. It uses BMs and level up moves best, but it doesn’t have preference when using its level up moves or other added moves.

    18. Naughty (Badly Behave and Mildly Indecent): This Pokémon will be prone to disobey the Trainer (as a penalty) or it will aim at the target's face, behind, and possibly at the target's mouth if it's opened. The Trainer could get creative by treating this Pokémon as a child and/or using reverse psychology on it, since asking it to do nicer things might not go over well. A Trainer also has to watch out for it being too mean to others. This Pokémon might be hard to deal with, so Rangers should go easy on a Trainer using one. It doesn’t have preference when using its level up moves or added moves.

    19. Quiet (Silent and Shy): This Pokémon won't dare show off, and it doesn't do combos at all. It prefers to attack from the distance, but it won’t panic when facing an incoming Pokémon. Instead, it’ll flinch, use Teleport, use a move that’s altered if the user is attacked (Counter, Destiny Bond, Avalanche, etc.), or on rare occasions it might use Roar or Whirlwind. The Trainer must keep this Pokémon on its toes to keep that from happening. One thing to note about Quiet Pokémon is that they are always paying attention to everything and are really focused during the battle. They will study the opposing Pokémon and tend to always aim at whatever seems to be the Pokémon’s weak spot (“It’s always the quiet ones”). Still, when attacking from the distance, this Pokémon is extremely cautious and is very likely to dodge most attacks. It does not like company, but it won’t complain about it either. It doesn’t enjoy using added moves, including BMs.

    20. Quirky (Eccentric, Original, and Unpredictable): This Pokémon loves using moves such as Metronome, Sleep Talk, and Assist. It’s very dedicated when it comes to using moves that have no STAB bonus. It’ll always try do something odd when attacking, usually involving the weather and the surroundings; something that a normal Pokémon wouldn’t do in a battle. But make no mistake, this Pokémon is fully aware of what’s going on, usually, and is likely to dodge incoming attacks. The enemy Pokémon is often caught off-guard by this Pokémon’s weird ways. This Pokémon prefers to use added moves, including BMs, and dislikes using level up moves.

    21. Relaxed (Does not feel anxiety or worry): This Pokémon isn't good for making complex combos. It'll probably just do the first attack it’s told if it thinks the combo is too complex for it. It'll be very unlikely to fall for Encore, Taunt, Follow Me, Covet, Captivate and moves of that sort (except maybe Attract). It will also be likely to ignore Worry Seed, and it’s pretty rare to see this type of Pokemon fretting about anything. The Pokémon will ignore the Trainer if the Trainer puts too much pressure on it. It doesn’t have preference when using its level up moves or added moves.

    22. Rash (Impulsive and Reckless): This Pokémon prefers straightforward battling and will act on its own if the Trainer commands a non-damaging move. It prefers to attack head-on rather than from the distance, and it’s very determined to knock out its target. The Trainer must be firm with this Pokémon as they won’t get a chance to capture the target Pokémon if it does get KO’d. This type of Pokemon will fall blindly for any Taunts, since it’s basically self-taunted to begin with, but will ignore completely any Encore on a non-damaging move. This Pokémon does not require cheering or praises of any kind. It prefers to use level up moves and BMs. It has nothing against added moves, but having it do a level up move instead of an added one is a plausible penalty if one is needed.

    23. Sassy (Lively, Stylish, and Disrespectful): This Pokémon just loves to strut, and it demands Contest-Styled battling. It craves attention and is a master of moves like Fake Tears, Charm, Attract, and Captivate. If this Pokémon doesn’t think the Trainer is helping it to show off while battling, it might just stand there and strike a pose. Still, wild Pokémon are likely to become puzzled and get caught completely off-guard when facing a Pokémon like this one. It's a bad team player unless the partner helps to make this Pokemon look better, but it's excellent for making complex combos. This Pokemon has no preference when using its level up moves or added moves.

    24. Serious (Dedicated, Humorless): This Pokémon will always obey if the Trainer acts serious as well. With this Pokémon, it’s better for it and the Trainer to be on the same page at all times as it might become puzzled if the Trainer suggests something it doesn’t expect. This Pokémon doesn’t like overdoing anything, but it will always give its best. Since this Pokémon is completely self-aware, it won’t try to do anything it can’t do, and it will become mad if the Trainer insists on something it doesn’t want to do. This Pokémon is likely to ignore Attract, Captivate, Charm, and Encore, as well as being likely to ignore the secondary effects of Outrage, Thrash, and Petal Dance. Its ability to be a team player depends on how compatible it is with the partner’s personality. It doesn't have a preference when it comes to added moves or level up moves.

    25. Timid (Shy): This Pokémon won't dare show off and it doesn't do combos at all. It prefers to attack from the distance. If a wild Pokemon gets too close, this Pokemon will probably panic and attack the incoming Pokémon with more force than if the target were further away. However, this Pokémon is extremely cautious and very likely to dodge most attacks. Since this Pokémon doesn't like battling much, it'll perform moves that will get it outside of battle (Baton Pass, Explosion/Self-destruct, Memento, U-turn, etc) better than any other moves. It's a plausible penalty for this Pokémon to use moves like those if it gets too scared. This Pokémon does not like company and won’t do well when partnered. It doesn’t enjoy using added moves, including BMs.

    -------------
    Pokemon Abilities
    -------------


    These are the Pokemon Abilities that are slightly modified for anime style. If the Ability isn’t listed, it works like in game.

    Adaptability - Moves matching the this Pokemon's type will be more powerful and better performed.

    Analytic - This Pokemon is cautious and tends to let the foe attack first so it can plan its own attacks more efficiently.

    Anger Point - When hit on a weak spot, Pokemon will become angry and strike with greater force than normal.

    Anticipation - This Pokemon can feel danger coming its way.

    Battle Armor - This Pokemon's armor decreases damage and has no weak spots.

    Cheek Pouch – This Pokemon restores 5% HP if an Apricorn is successfully found (only when out of ball).

    Color Change - This Pokemon is able to become invisible except for any markings the Pokemon has.

    Compoundeyes - This Pokemon's sight is a lot better than that of other Pokemon, even during the night, giving this Pokemon enhanced accuracy.

    Dry Skin - This Pokemon is refreshed by rain and water, but it can't stand heat or strong sunlight.

    Forewarn - The Pokemon may sense what might happen next.

    Friend Guard - This Pokemon cares more for its allies than itself, so in during battle it will guard them to reduce the amount of damage they take.

    Frisk - This Pokemon will be very attentive to detail and has an extra chance to find an Apricorn after a battle.

    Gluttony - This Pokemon will eat anything edible, and if it finds Berries, will eat them at 75% health. When it sees or smells food, this Pokemon will do anything it can to reach it.

    Grass Pelt – This Pokemon can blend into grassy areas.

    Guts - This Pokemon will fight harder when suffering from a status condition.

    Harvest - This Pokemon raises the rate of finding an Apricorn to 25% after a battle.

    Healer - This Pokemon hates seeing teammates suffer, so in battle it may attempt to heal the status conditions of its allies.

    Honey Gather - The Pokemon might be able to find Honey when out of the Pokeball. (Only 3 times per Park visit. 50% rate)

    Intimidate - This Pokemon's behavior or appearance may cause opponents to hesitate to attack.

    Klutz - This Pokemon is extremely accident-prone and uncoordinated. It has a big problem with even simple combos, and may often trip and/or fall.

    Magician - This Pokemon has a knack for finding Apricorns on the ground. (Three times per visit. 25% rate)

    Moxie - This Pokemon is not likely to be discouraged.

    Mummy - This Pokemon wraps foes who Physically attack it in bandages that change the attacker’s Ability to Mummy.

    No Guard - This Pokemon will always battle as close to the opponent as possible to maximize accuracy and even be able to strike through Protect and Detect from time to time. (Certain Pokemon may not apply this Ability due to their nature)

    Pickup - This Pokemon has a knack for finding Apricorns on the ground. (Three times per visit. 25% rate)

    Pressure - The enemy Pokemon must put out a bit more effort when striking this Pokemon and makes it hard to use the same move more than once per battle.

    Reckless - Pokemon will try to hit hard regardless of the consequences.

    Rivalry - The Pokemon will try its best to get rid of other Pokemon of the same gender, but it will be shy when facing Pokemon of the opposite gender.

    Run Away - This Pokemon grants an extra 10% chance to successfully run from an encounter .

    Shell Armor - This Pokemon's armor decreases damage and has no weak spots.

    Shield Dust - This Pokemon creates dust when being attacked that slightly reduces the power of incoming attacks and negates added effects.

    Sniper – This Pokemon always tries to inspect the target for weak spots and attempts to hit them harder than usual.

    Solid Rock - This Pokemon's body is very hard, decreasing the damage of super-effective moves by 25% and also slightly lowering the damage of all other moves.

    Stench - This Pokemon's odor will bother all Pokemon who can smell it or who aren't used to that smell. Useful during battle, but it will also repel wild Pokemon.

    Sticky Hold - This Pokemon's grip is extremely hard to break, no matter what it is holding.

    Suction Cups - This Pokemon has suction cups which it may use to hang on to anything, including the ground.

    Symbiosis – This Pokemon is naturally friendly and helpful toward all Pokemon.

    Truant - This Pokemon's Nature becomes Lax as long as it has this Ability.

    Unburden - When this Pokemon uses a healing move, its speed raises.

    Unnerve - This Pokemon makes its foes uneasy.

    Wonder Guard - This Pokemon takes only a very small amount of damage from any move that is not super-effective, but super-effective moves will knock it out in one hit.

    -------------
    Anime Realism
    -------------


    These are some fun facts that are not applied in the video games but that both Rangers and Trainers must be aware of as they will apply to the National Park:
    • Grass-types become immune to electricity when touching the floor/ground and lose this immunity if they are not touching it.
    • Using a physical Steel-type move on the floor will give temporary immunity to electricity for the duration of the attack.
    • Some Pokemon can fly or levitate without being Flying-types or having the Levitate ability, so they are not affected by most ground type moves.
    • Some Ground moves are able to fly up and don’t just affect the earth’s surface—therefore able to hit fliers and levitators.
    • Some Pokemon can feel vibrations or sense presences.
    • Some Pokemon have natural poisons or stinks not mentioned in the games.
    • Many Poison-type moves are flammable.
    • If Pokemon other than Cubone and Marowak attempt a bone-related move, the bone materializes in the Pokemon's hand for the duration of the attack.
    • Sun related moves will work just as well with the Moon.
    • Being wet eliminates the Ground-type's immunity to Electric attacks. (Does not apply to Water/Ground type Pokemon)


    -------------
    Anime-Style Moves
    -------------


    Here are some moves that are different in the anime than in the video games:

    Astonish: It's not a Physical move and it doesn't require contact. The user just shouts in a frightening ghostly way while its face just morphs, stretches, darkens, and overall it becomes so scary the opponent flinches.

    Barrier:
    Creates an invisible wall that shields the user. However, the wall will remain in place, so it doesn't protect the user if the attack goes around the wall or if the user moves from behind the wall's protection. The wall doesn't disappear until the user faints though.

    Confuse Ray: It travels within a second to nearby targets when on land. However, when underwater, it slowly spreads through the water like ink. It still does confuse with very high accuracy.

    Confusion: The Pokemon uses its psychic power to lift the opponent into the air and move it around at will. This grip doesn't last forever, but it may cause the opponent to become confused once it ends.

    Counter: It's type equals that of the attack being reflected.

    Detect: It doesn't create a barrier. The Pokemon just senses the opponent's attack and dodges it.

    Disable: The opponent becomes unable to move as long as the user is able to focus enough to maintain this attack.

    Double Team: The user creates copies of itself. These copies can either be simple illusions or they can be like clones which can also move and attack. Creating the ones who can attack, however, will also drain a lot of energy from the user.

    Dragon Rage: It's actually a Dragon-type Flamethrower that doesn't always deliver 40 points of damage

    Fire Spin: The user creates a fire twister to trap the target in it. If successful, even though its base power is 15, it'll do continuous damage so it can strike as a Flamethrower or even better depending on how it was performed.

    Fissure: In the National Park, Fissure is not a one-hit-kill move—it's just a really strong Earthquake. It's also particularly effective in changing the landscape. Be careful, as damaging the Park too much can get a Trainer in trouble.

    Focus Punch: The user's fists begin to glow, but the user doesn't wait for the target to make a move. The user just charges towards the opponent to strike. The move fails if the user gets hit before it can strike.

    Glare: The user's eyes begin to glow yellow as it stares at the target. It inflicts the paralysis status condition on the target only for as long as the user keeps staring and is able to focus this attack.

    Guillotine: The Guillotine takes on the form of a large, white, slashing light emanated by the Pokemon's claw. It doesn't cause a Pokemon to faint instantly; it's more like a very strong Slash.

    Hail: It can either summon snow storms or hail storms. Either one will activate abilities that activate during Hail.

    Happy Hour: Can be used when taking a picture to double that picture’s value. Can only be used once per run.

    Haze: The user creates a cold, dark smokescreen. It will still remove all stat modifications.

    Heal Bell: It requires the user to be near the target(s). It'll heal scars, status conditions, and a bit of health. In addition to that, it soothes those who can hear it.

    Horn Drill:
    It's obviously stronger than a Horn Attack, but doesn't knock out the target in one hit even if it connects.

    Ice Fang: The user can shoot ice rays out of its fangs that doesn't require contact at all. Conversely, this can also be used as an icy biting attack.

    Light Screen: It does create a protective barrier for special moves, but the barrier vanishes as soon as the user performs another move. Alternatively, this move can also create five panels that wear out over time.

    Magical Leaf: The user fires colorful leaves at the target. These leaves will go wherever the user wants them to—until they hit something or until the user becomes unable to focus on them; whichever comes first.

    Meditate: While it does increase attack power, the Pokemon also levitates while using this move.

    Mirror Coat:
    It's type equals that of the attack being reflected.

    Mirror Move: The user copies the last move used against it, even if the attack didn't hit.

    Perish Song:
    This doesn't knock out every Pokemon on the field in 3 turns. The song just delivers heavy damage and a lot of pain to the performer and any Pokemon who hears it. It requires for the user to keep singing if the Trainer wants both Pokemon to faint. If the user stops singing, the song's effect stops.

    Petal Dance: It can be used once without the user throwing a tantrum. The problem may come if the user is told to use it more than once.

    Protect: While Protect does work just like in the games, it doesn't prevent the opponent from receiving recoil damage from their own moves.

    Psychic: The Pokemon uses its psychic power to lift the opponent into the air and move it around at will. This grip doesn't last forever, but it lasts longer than Confusion, and it may cause the opponent to become more sensitive to special attacks.

    Psywave: The user creates a ring of psychic energy and shoots it at the target. The power of this move is still random.

    Reflect: It does create a protective barrier for physical moves, but the barrier vanishes as soon as the user performs another move. Alternatively, this move can also create five panels that wear out over time.

    Rest: The Pokemon goes to sleep, but its Health remains the same while it sleeps. The opponent must try to do as much damage as needed to the sleeping Pokemon because once the user wakes up, it'll be a full Health.

    Roar: The Pokemon lets out a loud bellow that can startle a foe and interrupt a move. This does not automatically scare away a wild Pokemon.

    Rock Tomb: Rocks come out of the ground and hold the target in place.

    Rototiller: After a battle, a Pokemon can use this to have an extra chance at finding an Apricorn.

    Sandstorm: It can summon sandstorms, but it can also be used as a Ground-type Twister which won't alter the weather.

    Sand Tomb: The user spins around on the ground creating a swirling sand pit trap. The user remains in the center/bottom of the sand pit. Any Pokemon caught in this trap will slowly sink into it while being dragged towards the user Pokemon.

    Safeguard: The user creates a force field that weakens attacks slightly, eliminating any possible status condition they may inflict. Physical items cannot get into the Safeguard (such as natural falling rocks), but a Pokemon might be able to enter it with a well-performed attack. Safeguard does require for the user focus on it a bit, but it still allows the user to multitask.

    Secret Power: While this move's power and effects are still the same in anime style, this move can be used as a physical move and make contact or as a special move and not make contact at all. It all depends on how the trainer describes the way Secret Power is being performed.

    Shadow Punch: The user punches at the target from a distance. Shadow fists will be shot out of the user's punches to try to strike the target.

    Sonicboom: It doesn’t always do 40 points of damage. Its damage and uses depends on how the Pokemon performs it. It can be a strong move, but, it all depends on the Trainer's quality and the Ranger's judgment.

    Spikes: The user shoots spikes all around. They may hurt any Pokemon that steps on them, no matter which team they are from or how they stepped on the spikes.

    Spite: The user becomes spiteful towards the target and makes it harder for it to perform the last move it used.

    Sweet Kiss: The user creates pink hearts that will confuse anyone who touches them.

    Tail Whip: In addition to possibly dropping the target's defense, it acts like a whip, so it will do a bit of damage.

    Teeter Dance: The user dances a misbalanced Hawaiian Hula Dance. Everyone around will be forced to dance in the same way, including the Trainer if they or the Pokemon weren't careful.

    Teleport: It doesn't necessarily teleport the user and its Trainer away from battle. The Pokemon can just use it to dodge or teleport to a more strategic spot.

    Toxic Spikes: Judging from how Spikes work, these spikes shot by the user may hurt any Pokemon that steps on them, including poisoning them, no matter which team they are from or how they stepped on the spikes.

    Transform: In addition to how Transform works in the video games, the user may also choose to transform into anything it sees, including plants, items, humans, etc. Also, a Pokemon may use Transform even if the Pokemon it transformed into doesn't know that move.

    Whirlwind: This move can be used as a Flying-type Twister. It does not automatically scare away a wild Pokemon.

    Yawn: The user spits out a big, slow-moving, pink bubble that puts anyone to sleep on contact.

    Zen Headbutt: The user attempts a headbutt that shoots out psychic waves. These waves may flinch the target before Zen Headbutt strikes and not after.

    =====

    Hidden Power note: Hidden Power is rolled randomly for use in the Park. After the Trainer leaves the Park, they must get an official Type roll for Hidden Power.

    Attract note: Attract remains on the Pokemon it was inflicted on, regardless of post quality, until either the user or the one inflicted leaves battle.

    Destiny Bond note: Destiny Bond does not remain on the field for the duration of the battle. It fades after the second post it was used in. For example, Froslass uses Destiny Bond. If it was a Wild Pokemon, it fades on the Ranger's next post. If the Trainer used it, it fades on the Trainer's next post.

    Aromatherapy note: Only Pokemon near the user are affected. It restores status to normal and energizes those affected (it doesn't replenish HP, just gives a temporary energy boost).

    Mimic note: When used, Mimic randomly copies one of the foe's moves and stays as that move until either recalled or the battle is over.

    Assist note: The user randomly uses a move known by one of the other Pokemon currently with the Trainer (not one chosen from a Pokemon that wasn't specifically brought into the Park with the Trainer).

    Future Sight: In the post following the one it was used, the user can either: avoid an attack, counter an attack, or launch an offensive attack. Depending on the Trainer's post quality, the user may perform two or even three of these actions.
    Last edited by WinterVines; 17th December 2014 at 03:21 PM. Reason: rehaul

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    Default Anime Realism and Anime-Styled Moves

    Encountering Pokemon


    After the expedition has been started, a Trainer will go through their chosen area and run into Pokemon. How they run into those Pokemon is up to the Ranger. Some will be stumbled upon, chased after, or even ambushed. A Trainer must then decide what to do with the encounter.

    What Pokemon Appear:
    A Ranger determines what Pokemon show up by first randomly rolling rank of Pokemon from the tier list located here. (LINK) Then, Pokemon are rolled according to the location the Trainer chose. For example, say a Trainer was going to the Botanical Gardens. If a 5 is rolled off the tier list, that is Common Rank. Then, the Ranger rolls an 11, which signals Combee is going to appear. If a repellent is used, the incorrect Pokemon are rerolled accordingly. Rangers can obtain these lists in one of two ways:
    • Have another Ranger, Official, or Moderator witness while the list is rolled.
    • Have one of the above three roll the list and PM it to the Ranger.


    Order Pokemon Appear:
    There really is no set order for which Pokemon appear when—that is entirely up to the Ranger. Some of them like to arrange Pokemon by plot or according to the Trainer’s skill level or quality. A particularly common approach is to “save the best for last” in regards to a Pokemon the Trainer maybe really wants or is really rare. There are a couple things that can affect Pokemon order, however:
    • Voice Disks: If a Trainer uses a Voice Disk to attract a specific Pokemon, it has a 15% chance of working. If it is successful, the Pokemon on the disk will be the next Pokemon encounter.
    • Honey: Honey has a 15% chance to attract an additional encounter, in the form of a double battle. This also happens in the next encounter if successful. Honey is not usable on Endurance runs.
    • Rangers may also randomly add an additional Pokemon, in the form of a double battle, to a Trainer’s next encounter, based on post quality and other factors. This encounter does not count toward the original list.


    Trainer’s Choice:
    After a Pokemon appears, the Trainer needs to make a choice in what they want to do with it. They have two main options:
    • Run Away: If a Trainer isn’t interested in the wild Pokemon or it’s too high of rank, they can try to flee. The standard rate for escape is 50%, but certain things can affect this rate. However, if a Trainer interacts/roleplays with the wild Pokemon enough, the Ranger can modify the escape rate to reflect that, according to quality. This can work in both a positive and negative way. Using moves like Roar or another fleeing move can improve chances of escape, but this cannot be spammed. Subsequent attempts to use these moves can be punished. Pokedolls are also always a 100% successful escape—they can be purchased before or during the run.
    • Capture: If a Trainer is interested in the wild Pokemon, provided they have the right supplies to catch it, they can attempt a capture. Usually this will be a battle, but that isn’t the only method.
    • Follow along: Sometimes, a wild Pokemon can be persuaded to follow along with the group, but eventually one of the above choices will have to be made.
    Last edited by WinterVines; 17th December 2014 at 03:28 PM.

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    Default How to Become a Ranger

    Battling Pokemon


    Battling is a key part in the Park. The main thing to remember is that battling the Park is not like in-game at all—a Pokemon isn’t going to faint in one or two hits. Instead, it’s more anime-like. Both Rangers and Trainers have different jobs.

    Trainers:
    For the most part, there aren’t too many things for a Trainer to keep track of. They must keep their post quality decent while calling out moves for their Pokemon to use against the opponent. Here are some things Trainers should keep in mind:
    • Try to keep quality high, as that will affect what happens in the battle
    • Don’t say whether an attack hits or misses—that’s up to the Ranger to determine.
    • Remember to describe what the move should look like and do—if not, the Ranger will make up their own interpretation.
    • Make up combos or use moves creatively for the best effect.
    • Using the same move over and over again can result in penalties.
    • Type match-ups don’t always work like in-game—advantages and disadvantages can change according to quality.


    Rangers:
    Rangers have a couple more things to keep track of, but almost all of them can be affected by a Trainer’s post quality. Rangers determine if an attack lands and the outcome of that attack (like secondary effects), including damage to both Pokemon. Damage is subjective—a calculator is rarely used to determine this. Rangers keep in mind several factors when they adjust battle stats:
    • Post quality/creativity/realism
    • Accuracy, BP, and PP of move
    • Status effects and stat boosts
    • Environment conditions
    • Remaining health of the Pokemon


    Other Battle Conditions:

    -------------
    Type Chart
    -------------

    This is a chart for which Pokémon types are strongest/weakest against other types.

    Note: Depending on post quality, type advantages and disadvantages MIGHT be ignored.

    -------------------
    Status Conditions
    -------------------

    A Ranger determines if a status is inflicted with the same parameters as damage.

    Burn:
    The Pokemon will get a burn, which will hurt the Pokemon and affect its performance depending on the location and severity of the burn. The Pokemon is damaged the longer the battle progresses.

    Frozen:
    A Frozen Pokémon can't move unless it uses a Flame Wheel, Sacred Fire, or a strong move that might help it struggle out of the ice. It will thaw eventually, and the ice surrounding it will provide protection for some moves, although it is preferred for the Pokemon to be healed or switched out. Using fire moves on a frozen Pokemon will thaw it out.

    Paralyze:
    A paralyzed Pokémon's speed is lowered dramatically as it stings for the Pokemon to move—to the point where it might not move at all.

    Poison:
    A Poisoned Pokémon's health and performance will decrease over time. Poison and Steel-type Pokemon can never be poisoned.

    Toxic:
    An intoxicated Pokemon is actually severely sick. It'll get a fever, and its health and performance will decrease dramatically as the battle progresses, to the point where it might get confused and eventually faint. Poison and Steel-type Pokemon can never be intoxicated. Poisoned status condition gets overwritten by Toxic.

    *Determining damage from Toxic*:
    An intoxicated (also called Toxic’d) Pokémon takes increasing damage every turn, according to the Ranger’s judgment. In game, this rate is -6.25% multiplied by how many turns have gone on, but this is not strictly necessary. If the battle goes on too long, the Pokemon can faint and wild ones can’t be captured.

    Sleep:
    A sleeping Pokemon will not move unless it's using Snore, Sleep Talk, or unless the Pokemon can move naturally in its sleep. It'll eventually wake up.

    Confusion:
    A confused Pokémon might attack the wrong target, use the wrong moves, act randomly, hit itself against something, or there's the chance that it might obey. Confusion does wear off or it can also be cured by returning the Pokemon to its Pokeball.

    Attraction:
    An attracted Pokémon might refuse to attack the target, and it'll probably act nicely towards the target depending on its nature. A Pokemon can only Attract, or be attracted, by its opposite gender, Ditto, or genderless Pokemon of the same type.

    Having More Than One Major Status Condition:
    A Pokémon can be confused and attracted at the same time, but they can also have two major status conditions (Sleep, Burn, Freeze, Poison/Toxic, Paralyze) at the same time, on top of confusion and attraction. The Trainer's efforts will determine if two major conditions exist on any given Pokemon at any given time. Note that Toxic will overwrite poison so it will still be one condition.

    -------------------
    Battling Shedinja
    -------------------

    Because Shedinja has Wonder Guard, it has some special rules:

    It has 100% EL (Energy Level). Each time it attacks, it loses 5% EL, 10% EL, or 15% EL (depending on the quality of the Trainer's Pokemon's dodges). Every time Shedinja dodges an attack, it loses 5% EL, and each time a non-super-effective move strikes it, it loses 3% EL. When Shedinja reaches 0% EL, it will make a final attack and flee. Using a super-effective attack will automatically KO Shedinja.
    Last edited by WinterVines; 17th December 2014 at 03:31 PM.

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    Default Ranger Quiz

    Capturing Pokemon


    After a Pokemon’s health has been whittled away, a Trainer can attempt to capture it. There are many factors that impact a capture rate, but the big thing to remember is that if a Trainer is not a jerk and puts some effort into posting, they will probably catch the Pokemon. Very rarely do wild Pokemon run away or faint.

    When a Parkball is thrown, Rangers determine a capture percent rate of success. It is calculated with this Calculator. More details about the mechanics can be found here.

    Unlike in-game, our Parkballs are sturdy and may be used again if the capture fails. However, depending on plot and quality, sometimes a ball may be lost or broken. That is up to the Ranger.

    What Affects Capture Rate:
    • Minimum Character Requirement (MCR): All Pokemon have a set amount of characters assigned to them according to rank, and going over this number greatly increases a capture rate. Not reaching it sharply decreases success rate.
    • Rank of Pokemon: The rarer a Pokemon is, the lower its base capture rate will be. Common is much easier to catch than Special.
    • Health of Pokemon: The higher the remaining HP on a wild Pokemon, the more difficult it is to capture. A Pokemon who is not damaged at all cannot successfully be captured.
    • Type of Ball: The type of Parkball used on the Pokemon also affects the rate. Keep in mind that some Pokemon can only be caught in certain types of balls, as listed in the Park Shop.
    • Status: If a wild Pokemon has one or two statuses, this increases the capture rate.
    • Post Quality: As always, this matters a lot. A Ranger can give a bonus or penalty to capture rate depending on the Trainer’s posts.


    Befriending Wild Pokemon:

    As an alternative to battling, some Pokemon are able to be befriended. Below are the rules and regulations Rangers must follow when allowing a Trainer to attempt to befriend a Wild Pokemon. This is a very rare occurrence—if it is abused, it will be revoked.
    • Befriending can only take place if the Trainer has demonstrated an incredibly high post quality consistently throughout their entire run. For this reason, the first five Encounters should not be befriending possibilities.
    • There may only be one attempted befriending per Expedition.
    • While a Pokemon is being befriended, the Trainer may continue to Encounter the other Pokemon on their list.
    • Rare and Special ranked Pokemon cannot be befriended.
    • The required MCR to capture a Pokemon through befriending is 1.5x their normal MCR.
    • Once the MCR has been passed, Trainers can attempt to capture the Pokemon. They still must use the correct ball. The Capture Rate is 50% + (10% for every 1000 characters over the MCR) - (20% if the Pokemon is fully evolved).
    • If a befriending capture fails, the Trainer can try again next post. There is no penalty for a failed attempt; however, if they spam attempts, the Ranger may choose to have the Pokemon leave.
    • If a Trainer runs out of Encounters and is still in the process of befriending, the Ranger rolls the capture attempt and then ends the Expedition, no matter whether the attempt succeeds or fails. If the Trainer has not yet earned the MCR, it will automatically fail.


    Other Forms of Capture:

    Besides befriending and battling, sometimes wild Pokemon have other prerequisites to be captured. This method relies more on the strength of the roleplay, so post quality is greatly considered. These interactions should be comparable to the effort involved with a battle, so Rangers need to use their best judgment with the same factors as other types of encounters. Likewise, every encounter should not be in this style—there will be consequences for abuse. Possible—but not limited to— methods of capturing a Pokemon in this manner are:
    • Completing a quest or task set out by the wild Pokemon, such as fetching a specific item.
    • Protecting a Pokemon from another.
    • Interacting/playing with the wild Pokemon enough to make it happy and want to go with the Trainer.
    • Other plot-related events.
    Last edited by WinterVines; 17th December 2014 at 03:37 PM. Reason: rehaul

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    Default Mechanics of the URPG National Park

    Miscellaneous


    Here are some miscellaneous things that may come up in the Park.

    Apricorns:
    If a Trainer takes an Apricorn Box (buyable in the Park Shop) with them in their Expedition, there is a 20% chance of finding an Apricorn after every encounter, both Capture and Fleeing. There are 5 different types of corns, so a 5-sided die would be rolled to determine what kind is found: Black, Red, Blue, Yellow, and White.

    Apricorns can be redeemed at the Park Shop for special Park Balls. These balls are specific to an area of the Park and will cost $3,000 plus the correct Apricorns needed. They take on the strength of a Hyper Ball but add 15% to the end Capture Rate. For example, if a Trainer had a Capture Rate of 80%, using one of these balls makes it 95% instead.

    Displaced Pokemon:

    This is a rare event, but there are times when certain incidents might cause Pokemon to flee from their natural area. In these cases, Trainers in the area these Pokemon flee to have the chance of encountering and capturing them if they are on a run in the Main RP.

    First, a major incident must happen in the Main RP. These last for 72 hours. This may be a fire in the Botanic Gardens, a massive rockslide at Meteor Valley, or corruption of the pools at the Great Lakes. Only when the incident has been posted in the Incident Board thread may Pokemon flee from the affected area. Pokemon fleeing from an affected area can appear in any area adjacent to the one they live in (above, below, or to either side), but not areas diagonal from the one they live in.

    To determine if a Trainer will encounter any Displaced Pokemon, the Ranger will reroll all of a Trainer’s remaining encounters. They will first roll a number of 2-sided dice equal to the number of encounters remaining; 1’s will indicate that Pokemon of the Trainer’s original area (they area they chose to visit) will be encountered, while 2’s indicate that fleeing Pokemon will be encountered. From there, the Ranger will roll for Rank and individual Pokemon. If a new Trainer enters the Park during an incident, all of their encounters will be rolled this way.

    Example:
    A Trainer is at Mt. Deckbi and has six encounters remaining. An overly-powerful Earthquake at the Abandoned Power Plant has made it partially collapse, causing dozens of Pokemon to flee to other areas for safety and shelter. Because the Power Plant is directly above Mt. Deckbi, the Pokemon fleeing from the Power Plant may be encountered at Mt. Deckbi. The Ranger must reroll the six remaining encounters. First, they must roll to determine which area the Pokemon encountered will be from. They get: two 1s and four 2s.

    The first two Pokemon are therefore from Mt. Deckbi, while the following four are from the Abandoned Power Plant. The Trainer then goes on to roll for Rank and then individual Pokemon.

    After an incident is resolved (incidents last for 72 hours, no matter what they are), Trainers who are already in the Park WILL NOT have their encounter list rerolled again. Their list will keep any Displaced Pokemon that were rolled. However, after an incident has been resolved, Displaced Pokemon will return to their normal area and any new Trainers coming in will not have them included in their encounter list rolls.

    Other Miscellaneous Guidelines:
    • Trainers who purposefully cause extensive damage Park property will be escorted from the Park. However, minor damage (such as a tree getting knocked over) may simply result in a stern admonishment from the Ranger. In the end, a Ranger will decide if damage is extensive enough for the Trainer to be taken from the Park. A good rule of thumb is that if it would adversely affect other Trainers, it is considered major damage.
    • An encounter does not necessarily have to end in a battle. A Ranger can make a Pokemon run, or perhaps it befriends the Trainer or the Trainer’s Pokemon and will refuse to battle. Depending on the Trainer’s actions and those of their Pokemon, encounters can end in several different ways.
    • Keep in mind a Pokemon can flee in the middle of battle! It may act in unpredictable manners, which includes running when you least expect it to. However, Rangers should only make Pokemon flee with good reason; perhaps the Trainer is being cruel to the Pokemon or is being a major jerk. If a Ranger makes a Pokemon flee, they can decide to make it turn up later if they so choose.
    • Make sure to take into consideration the abilities of Trainer Pokemon and Wild Pokemon. Along with nature, they may either benefit a Trainer if used properly, or cripple them terribly if they ignore or misuse them.
    • You choose the nature of your Pokemon; the Ranger randomly picks the nature of all wild Pokemon you encounter. Natures cannot be changed after they have been chosen.
    • If a Trainer catches 3 Pokemon and wants to leave before all 15 encounters (or other limits) are reached, that’s fine. However, they may miss out on even better Pokemon. It's advised to remain in the Park for all 15 Encounters but if happy with their captures, Trainers are free to leave early.
    Last edited by WinterVines; 17th December 2014 at 03:39 PM.

  10. #10
    Shōrai no Kaizoku-ō Trainer17's Avatar
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    Default Rules

    Events and Event Items


    When population and Rangers are able, we host events. Generally these are around holidays or unique times, such as an expansion to a new forum. Most of the time, a Trainer is able to undertake an event run alongside a normal run—this will be listed in the rules of the event. Event runs happen in the Mission Event RP subforum and a link of past forum events can be seen here, as well as a discussion for future events.

    Some events are simple holiday prize threads, such as the Winter Wheel of Fortune, which has valuable Park items up for grabs. Other times, Park items are put into URPG auctions and raffles. Here is a list of all the Park Event items and what they do:

    Park Event Items
    • Aprijuice Drink: Changes the nature of 1 Pokémon (not applicable to Pokemon captured in the Park).
    • Bellow Disks: One-time usage only and breaks after that use. 100% to encounter a Pokemon from an area (both are randomly rolled when you receive this item) of the specific rank.
    • Capture Balls:
      • Supreme Park Ball: (Works way better than a Hyper Ball) Adds 30% to the final capture rate
      • Master Ball: Captures any Pokemon without fail, except Legends (100%)

    • Casteliacone: Cures poison, badly poison, paralysis, sleep, burn, freeze, confusion, and infatuation.
    • Category Repellant: Repels an entire Rank (Common, Legendary, etc)
    • Costumes:
      • A. The Location Costumes: (Meteor Valley, Mt. Deckbi, Mt. Oktori, Great Lakes, Botanical Gardens, The Woods, Abandoned Power Plant, Outer Heavens) – Give the user five extra encounters in the given area. One time use.
      • B. Remove MCR:(amount removed was told at given event.)

    • Deluxe Honey: Double Encounters @ 100% for 3 consecutive battles
    • Digital Camera Power Lens : [add on; two time uses] Take a picture of a Common/Uncommon to give them the "blind eye"; they can NEVER escape, despite whatever circumstances arrive.
    • Digital Camera Zoom Lens: Pictures taken with this will have their price increased by twice the normal; will break after 1 RP expedition.
    • Dirt Shovel: Creates a Berry Patch (self-explanatory)
    • Elemental Orb: Type orb used for drawing different types closer. Ex: Fire orb attracts Fire types in Deckbi. Rolled like incidents. 1 for original mon, 2 for Fire-type. Lasts for 5 turns.
    • Escape Package: Pokedoll + Poketoy + Fluffy Tail + Slowpoke Tail
    • Extended Edition Voice Disk: 8 rolls to encounter mon instead of 5. Intermediate Rank mon or lower.
    • Glossy Lens: Permanent attachment for camera that gives pictures an extra 500 of worth.
    • Hall Pass: Lets you take an additional mon out of the Park (including Endurance runs).
    • Heal Powder: Cures poison, badly poison, paralysis, sleep, burn, freeze, confusion, and infatuation.
    • Hi Definition Voice Disk: Like a regular Voice Disk, only 20% chance.
    • Lava Cookie: Cures poison, badly poison, paralysis, sleep, burn, freeze, confusion, and infatuation.
    • Love Potion: Provides 3 additional encounters in the Park (one time use).
    • Magnet Scent: 100% Rate for one extra encounter on a run. 50% Rate for two extra encounters.
    • Mega Puffin: [One time use]Attracts 1 Uncommon/Intermediate/Rare Pokemon.
    • Oak’s Hoax: This little clank should go under any ParkBall/SuperBall. Adds 15% to the final capture rate.
    • Oak's Parcel: Breaks after first usage. Allows you to see the ranks that you got rolled in your encounter.
    • Oak's Trinket: Adds 15% (direct addition) to final capture rate.
    • Old Gateau: Cures poison, badly poison, paralysis, sleep, burn, freeze, confusion, and infatuation.
    • Pax-A-Punch: Does 20% damage to target Pokemon. Fails on second stage Pokemon.
    • Perfumes: Hotwire (Fire), Sea Breeze (Flying), Strong Will (Fighting), Fleeting Impulse (Electric), Flower Concerto (Poison), Darkside (Psychic), Nightstalker (Dark), White Queen (Ice), Candy Spice (Normal), Ripple Effect (Water), Geostorm (Ground), Essence of Life (Ghost), Belladonna (Grass), Mighty Man-thing (Rock), Ladybird (Bug), Ancient (Dragon), Bewitching (Fairy): These can attract an additional encounter if used at the beginning of the RP. The encounter will be Common, Rare, Special, or Legendary.
    • Perfume Spray: Attracts stage 1 Pokemon in a double encounter.
    • Premium Honey: 75% chance of a double battle when used on Honey Trees.
    • Ranger's Delight: [three time use] Fully heals your Pokemon and cures their status.
    • Repellents:

      • Duo Type Repellant: Repel two types of your choice (both types not applicable in some areas).
      • Hyper Repellent: Repels all Common-rank Pokemon.

    • Revival Herb: Revives a KO'd Pokemon and leaves it at 50% of its Max HP.
    • Smoke Ball: 75% escape rate. One used per escape attempt.
    • Squirter Bottle V6.9: 3 Squirts: apply anywhere (for berries).
    • Status Bomb: Affects the target with the specific status without fail.
    • Status Smoke Bomb: Inflicts one status (rolled by Ranger) to the wild Pokémon encountered, and it’s Eco-Friendly!
    • Super Squirt Nozzle: Fix this gadget to the Squirt Bottle (must be owned) to upgrade it to the finest level. With this, you are able to net 3x $1000 Berries in any Berry Patch its used in.
    • Teeth: (Not usable in Endurance runs)
      • Baby Teeth : 1 more additional Encounters than the normal encounters (15); making it 16
      • Decayed Teeth: 2 more additional Encounters than the normal encounters (15); making it 17
      • Gold Teeth: 3 more additional Encounters than the normal encounters (15); making it 18.

    • Unova Spray: Your RP will only consist of B/W Pokemon.
    • Vespiquen’s Tear: Add this ingredient to your Honey. Enhances your chances of adding an encounter to 95% from the usual 50%.
    • (???): Add this to the abandoned compartment in the back of the PokeDoll to give it life. Throw it at a Pokémon to distract it for an ample amount of time, giving you an open opportunity to attack at full force. Does 15% damage.
    Last edited by WinterVines; 18th December 2014 at 07:26 PM.

  11. #11
    Shōrai no Kaizoku-ō Trainer17's Avatar
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    Default The Park Shop

    Becoming a Ranger


    In order to become a Ranger, a Trainer must pass a quiz and a test composed of two parts: a roleplay scenario portion and a practical live portion. The quiz tests basic knowledge to make sure that the applicant has at least read about the Park. This is sent to a Park Head or Elite Ranger. A Trainer cannot take the test until the Quiz has been passed. These answers are objective—there is only one right answer, although explanations can impact answers. Be sure to read and follow the instructions. Trainers will automatically fail if they don’t.

    The first part of the test is the scenarios. These test a Trainer’s ability to post as a Ranger according to different post qualities and conditions. Once the scenarios pass, a Trainer can take the practical test. This consists of knowledge a Ranger must know and understand in order to function as a Ranger. It is not timed, and test-takers are able to look up answers, but too much time can reveal how little the Trainer actually knows about the Park. These answers are more subjective, but explanations can sway answers.

    For more information about how a Ranger does their job, see this thread. (LINK)

    Ranger Qualities:
    These are the traits we look for in a Ranger.

    1. Balanced Judgment: We don't want Rangers to go critical for every tiny flaw in a post the Trainer makes, but we don't want them overlooking large flaws either. Basically, a true Ranger is equalized and sees things from two sides of the story.

    2. People Person: Rangers should be the ones taking good care of the Park and the Trainers they’re escorting throughout the entire run. They should be friendly and willing to communicate. We don’t them to be the ones causing trouble!

    3. Be a Pokémon: A Ranger must not only be creative but also intuitive in certain cases, as well as playing a wild Pokémon realistically.

    4. Be Active: We do not ask Rangers to be totally active, as everyone gets busy from time to time (like with school or work), but checking in once in a while would suffice, especially if there’s an event going on. If a Ranger is going to be gone for an extended period of time, they should let their Trainer(s) know, and if the Trainer does not want to wait, hand the run over to another Ranger.

    5. Be Professional: URPG jobs are about more than just virtual money—they are a mark of our ability to create and be organized. When the time arises, we have to act precisely and professionally. Keep in mind that one’s actions can reflect on the whole group.

    To be a Ranger:

    1. Take the Ranger Quiz (located below).

    2. Take as much time as needed, do it carefully, and once finished, PM it to a Park Head or Elite Ranger. Current Rangers can be found here. LINK

    3. Be patient and wait for a reply. Do not consistently pester them to mark the Quiz or anything along those lines. They will get to it and reply with a decision and point out your mistakes.

    4. If it passes, then congratulations! The first portion of the test, the scenarios, can then be taken. After that, the practical is available. It's wise if the same Park Head or Elite Ranger (whom you PM'd the Quiz) carries out the practical test, but this isn't required.

    If the quiz fails, don't give up! Like all tests and quizzes, please refrain from speaking to other members about them—if there are any questions, contact the Park Heads or an Elite Ranger.

    5. If both portions of the test are passed, the tester will post in the General Discussion Thread or General section of the forum to welcome the newcomer to our Ranger Team. We're happy to have you as one of us, and we look forward to work with you in the future.

    Credit to T17 for initial guidelines. Edited by WinterVines.

    Ranger Quiz:

    To be eligible for the Ranger's scenarios and practical test, all you have to do is pass the Quiz. Please also be reminded to send in both the Question and Answer when done. Do note you must explain your reasoning behind each answer, as this will help decide whether you know your stuff or not.

    **Remember, the Quiz and Test are not to be talked about except with the Testers. If you have a question, contact one of them and they will answer as much as they can.

    Akinai: Available
    ChainReaction01 : Available
    Bumblebee : Not Available
    WinterVines : Available


    ===

    RANGER QUIZ (40 Points)


    Part One: Multiple Choice (20 Points)

    Q1: What is the most important quality of a good post? (2 Points)

    A) Knowledge of all Pokemon present and their movesets
    B) Creativity
    C) Correct grammar and spelling
    D) Length

    Q2: A Trainer has encountered six wild Pokemon in a normal expedition, and then encounters two more in the form of a Double Battle. When the battle ends, how many Encounters does the Trainer have left? (1 Points)

    A) None
    B) Eight
    C) Seven
    D) Nine

    Q3: What is the MCR for a Rare Pokemon? (1 Points)

    A) 54,000
    B) 20,000
    C) 45,000
    D) 35,000

    Q4: Which of the following may possibly happen after a failed capture attempt? (2 Points)

    A) The Ball falls to the ground and can be retrieved after the battle
    B) The Ball falls to the ground and cannot be retrieved during the battle
    C) The Ball rolls away into a river or crevasse and cannot be retrieved
    D) All of the above

    Q5: Which Wild Pokemon is the most likely to appear at the Power Plant? (2 Points)

    A) Pichu
    B) Rotom
    C) Bronzong
    D) Ekans

    Q6: A Pokemon uses Thunder Wave on a Burnt Pokemon in a high-quality post. What happens? (2 Points)

    A) The Pokemon is Paralyzed in addition to being Burnt
    B) Paralysis replaces the Burn status
    C) The Thunder Wave fails
    D) The Burnt Pokemon is Paralyzed, but only temporarily

    Q7: Which of the following moves is the hardest to perform? (2 Points)

    A) Will-o-Wisp
    B) Dynamicpunch
    C) Ice Beam
    D) Thunder Fang

    Q8: A Trainer's Drowzee used Metronome. What move would do the most damage to a Spiritomb? (3 Points)

    A) Very high quality Absorb
    B) High quality Fire Fang
    C) Average quality Ice Beam
    D) Low quality Zap Cannon

    Q9: A Trainer uses a Calming Fragrance Super at the very beginning of an Encounter with a Misdreavus. What is the Misdreavus' MCR? (2 Points)

    A) 7,200
    B) 9,000
    C) 10,000
    D) 12,000

    Q10: You're on a Team Run with Trainer A and Trainer B. Trainer B wants to try and capture one of the Pokemon on Trainer A's Encounter List. What happens? (3 Points)

    A) Trainer B can attempt a capture if Trainer A lets him
    B) Trainer B cannot: he can only capture Pokemon on his own Encounter List
    C) The Pokemon is fair game: whoever succeeds in a capture attempt first gets it.
    D) The Ranger may swap the Trainers' Pokemon if Trainer B's quality is high enough.

    Part Two: Naming Questions (10 Points)

    Q1: Name two Natures that increase obedience. (1 Points)

    Q2: Name five reasons for a Ranger to escort a Trainer out of the Park. (5 Points)

    Q3: Name two moves that can act quite differently from normal batting. (2 Points)

    Q4: Name the two different ways to obtain an Encounter List for an expedition. (2 Points)

    Part 3: Scenarios (10 Points)

    Q1: Your Trainer has just captured an Eevee in the woods using a Blaziken, but unfortunately a fire has started and is spreading quickly. The Trainer attempts to put it out using Rock Slide in a low quality post. Explain what happens. (4 Points)

    Q2: A Wild Raichu is using Thunderbolt on the Trainer's Lairon. In a high quality post, the Trainer instructs the Lairon to use Iron Tail on the ground, then retaliate with Earthquake. Describe what would happen as if you are posting. (4 Points)

    Q3: The Trainer's Crobat has been acting very quietly and hasn't had much success with moves like Air Slash and Poison Fang. However, it's been keeping an eye on the battlefield while it fights and is quite good at avoiding moves. It used Toxic to great effect but severely messed up a Brave Bird attack. What Nature is Crobat? (2 Points)

    Total Points: 40 points

    Quiz by : ChainReaction & Bumblebee
    Revised by : Trainer17 and WinterVines
    -The End-
    Last edited by WinterVines; 17th December 2014 at 03:45 PM.

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