2nd April 2010, 07:48 AM #1
Shōrai no Kaizoku-ō
National Park Encyclopedia
Last edited by Trainer17; 28th April 2012 at 10:48 PM.
2nd April 2010, 07:49 AM #2
Shōrai no Kaizoku-ō
2nd April 2010, 07:52 AM #3
Shōrai no Kaizoku-ō
Damage Equation and Status Conditions
Well, there isn't one really, but anyway...
It's the Ranger's job to determine how much damage an attack does, what effects it delivered (if any), and even if the attack hit or not. How is this done? Well, it depends on the quality of your posts. The Ranger will judge your post and determine a fair outcome for it.
The quality of the posts may be determined by countless factors. However, they can be summarized in the following:
1-Realism: Could the attack actually happen? Is the Pokemon Healthy enough to be able to do what you asked? Is your Pokemon the kind to act like that? If the answer is no, then you can't expect to do heavy damage. Also, it is possible to dodge attacks even if they have 100% accuracy because on anime style the Pokemon aren't stuck face to face with each other; they can actually move.
2-Practicality: Since this is anime style, you will be facing different terrains, weathers, and environments which could easily alter an attack's quality. For example: using Quick Attack on a muddy terrain will probably end up badly; using Vine Whip on a Lapras's shell will probably do less damage than using it on any of Lapras's softer spots. One must pay attention to detail and try to use as much as the surroundings in your favor as possible.
3-Base Power (BP): Yes, base power. If two posts have the same quality, but in one you are using Vacuum Wave (40 BP, Special, Fighting) and in the other you are using Aura Sphere (90 BP, Special, Fighting), the one with Aura Sphere will obviously do more damage.
4-Power Points (PP): No, we don't count Power Points as the number of times you can use a move in anime style. Power Points will just be a guide that states how hard it is to perform a move. Attacks with LOW PP are HARDER to perform while attacks with HIGH PP are EASIER to perform.
5-Creativity: A wild Pokemon may be wild, but they could be smart enough to just step a side if your Pokemon charges at them with a Headbutt. Still, let's say you told your Pokemon to use Sweet Scent while it ran and then jump, spin, and land the Headbutt. The wild Pokemon will probably be caught off guard and not be able to dodge. Get creative with your attacks, do combos, try something new. You never know what benefits you might get from it. Still, don't get too complicated. Pokemon in anime style aren't computers, so if you get too complicated for them, they might just stare at you in confusion or get mad depending on their personality.
6-Basic Grammar: You don't need to spell every single word right or know all the nuances of sentence structure, but having a basic grasp of grammar and knowing how paragraphs work will raise the quality of your posts. Be sure to double-space your paragraphs and watch out for similar words like their/there/they're, and use the appropriate punctuation marks like full-stops, apostrophes, and speech marks.
This is a chart for which Pokémon types are strongest/weakest against other types.
Note: You must be aware that depending on the quality of your posts, type advantages and disadvantages MIGHT be ignored.
The Pokemon will get a burn which will hurt the Pokemon thus affecting its performance depending on the location and severity of the burn.
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.
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.
A Poisoned Pokémon's health will decrease with time as will the Pokemon's performance. Poison and Steel type Pokemon can never be Poisoned.
An intoxicated Pokemon is actually severely sick. It'll get a fever, its health will decrease dramatically as the battle progresses as will the Pokemon's performance 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 Toxicated) Pokémon takes 6.25% damage first post, which increases by 6.25% each post after that [6.25%, 12.5%, 18.75%, 25%, etc., up to 93.75%]. For those who aren't familiar with the calc, put -6.25 (or whatever % Toxic damage is at) in the Damage/Recovery box, then click the GREEN (%) button. For now Rangers can use this method or go by the Trainer's posts, but there's a strong chance the formula might be enforced in the future :P.
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.
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
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.
Last edited by ChainReaction01; 26th December 2011 at 05:09 PM.
2nd April 2010, 08:08 AM #4
Shōrai no Kaizoku-ō
Natures will not alter your Pokemon's stats. These are simply guidelines to help you role play your Pokemon's personality as it will have an effect on their performance.
1 Adamant(Stubborn) This Pokémon is immune to persuasion. 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. Still, if it does fall for one of those moves, then those moves will be especially effective on this Pokémon. It probably won't admit it's under an attack's effect and will willingly let itself deeper into the said effect. 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. It likes Spicy flavors.
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 you know what it is. Whether it prefers using one or the other is secretly randomized by the Ranger and the member 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. It won't be spooked by Mystery flavors.
3 Bold(Show off) This Pokémon should be more prone to give everything it’s got, not be afraid of anything, and be risking/accident prone. It might also be likely to run towards incoming attacks to dodge at the last second and strike the opponent head one, 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. It likes Sour flavors.
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 cowards 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. It likes Spicy flavors.
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 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 playing 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. It likes Bitter flavors.
6 Careful(Cautious and Wise) This Pokémon likes to play it defense 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. It likes Bitter flavors.
7 Docile (Silent and Obedient) This Pokémon would never disobey its trainer and will try to please him/her even when if its health won't allow it. This Pokémon’s trainer should be considerate and more aware of his/her 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. It won't be spooked by Mystery flavors.
8 Gentle (Peaceful and Kind) This Pokémon prefers to dodge moves, and attack, dodge, and attack, 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 this Pokémon might ignore Taunt and has a slight chance of not falling under the effects of Outrage, Thrash, and Petal dance. It’s an excellent team playing and nice for making combos. This Pokémon prefers move with less than 100 of base power. It likes Bitter flavors.
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. This kind of Pokémon should be a bit more creative when using surroundings due to its daring nature. It doesn’t have preference when using its level up moves or added moves. It won't be spooked by Mystery flavors.
10 Hasty (Impatient) This Pokémon prefers straight forward 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. It likes Sweet flavors.
11 Impish (Mischievous) This Pokémon will get bored and ignore the trainer if the trainer's commands tend to be too straight forward. 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 Taunts and Encores. It doesn’t have preference when using its level up moves or added moves, but rather non-damaging moves over damaging ones. It likes Sour flavors.
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’ll be delighted to use team moves or to do something for others. It’s a master of charming moves (Attract, Captivate, Charm, Tickle, etc) and it’s hard for 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 having the trainer ask his/her Pokémon to act nicely might increase the chances of a capture very slightly, but it should also decrease the chance of a wild Pokémon to run away. 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. It likes Sweet flavors.
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. It likes Sour flavors.
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 careless if the trainer remains silent. It should do great in when teamed with another Pokémon and give it all when helped by a team move such as Helping Hand, Acupressure, Follow Me, etc. It should refuse to battle if somehow it 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. It likes Spicy flavors.
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 anyway, including towards the opponent. It loves to get encouraged by the trainer, but it tends to be afraid 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. It likes Dry flavors.
16 Modest (Humble and Moderate) This Pokémon will refuse to do Contest Styled battling. It prefers everything simple and well balanced. It likes battles to have little to no tricks and to use mainly level up moves and BMs. It likes Dry flavors.
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 2on2 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 get 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; the trainer should stop the Pokémon from doing this however. 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 to not expect attacks. It prefers using BMs, but it doesn’t have preference when using its level up moves or other added moves. However, it might not perform the other added ones as well as BMs or level up moves. It likes Sweet flavors.
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 reversed psychology on it. 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. It likes Spicy flavors.
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; it’ll rather 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, however, if it happens, the Pokémon will accept that fact that it must do battle in these conditions. 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 and might do well when partnered. It doesn’t enjoy using added moves including BMs. It likes Dry flavors.
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 usually caught off guard by this Pokémon’s weird ways. Also, as you might have guessed, this Pokémon prefers to use added moves, including BMs, and dislikes using level up moves. It won't be spooked by Mystery flavors.
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. 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. It likes Sour flavors.
22 Rash (Impulsive and Reckless) This Pokémon prefers straight forward 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 ready with a Pokémon as he/she won’t get a chance to capture the target Pokémon if it does get KO’d. It’ll 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. It likes Dry flavors.
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 excelent for making complex combos. This Pokemon has no preference when using its level up moves or added moves. It likes Bitter flavors.
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, plus it’s really 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. It won't be spooked by Mystery flavors.
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. It'll probably panic and attack an incoming Pokémon with more force than if the target were further away. However, this Pokémon is extremely cautious and is very likely to dodge most attacks. Since this Pokémon doesn't like battling much, it'll perform moves that'll get it outside of battle (Baton Pass, Explosion/Selfdestruct, 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. It likes Sweet flavors.
Last edited by Ataro; 19th May 2011 at 04:17 AM.
2nd April 2010, 08:16 AM #5
Shōrai no Kaizoku-ō
Here they are! These are the Pokemon Abilities most of you love, now available in 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 attack that slightly reduces the power of incoming attacks and negates added effects.
Sniper - 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.
[Know something we don't? Awesome! PM it to me or any official within the Park Staff so we can add it. ^^ ]
Last edited by WinterVines; 22nd November 2013 at 04:44 PM.
2nd April 2010, 08:19 AM #6
Shōrai no Kaizoku-ō
Anime Realism and Anime-Styled Moves
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 lose their resistance to electricity if they are not touching the floor/ground.
-Grass types become immune to electricity when grasping onto the floor/ground.
-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 Levitate ability, so they are not affected by most ground type moves.
-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 Ground type's immunity to Electric attacks. (Does not apply to Water/Ground type Pokemon)
Anime Styles Moves
Here are some moves that are very different on the anime than on 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 withing 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 sences 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 an 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.
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 got hit before it could strike.
Glare: The user's eyes begin to glow in 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 shoots ice rays out of its fang. It doesn't require contact at all.
Light Screen: It does create a protective barrier for special moves, but the barrier vanishes as soon as the user performs another move.
Magical Leaf: The user fires colorful leaves at the target. These leaves will go where ever the user wants them too until they hit something or until the user becomes unable to focus on them; which ever 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 recieving 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 moves 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.
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.
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, yes, 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 and try to strike the target.
Sonicboom: It DOESN'T always do 40 of damage. It's 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 will confuse anyone who touches them.
Tail Whip: In addition to possibly dropping the target's defense, it is a whip, so it will do a bit of damage.
Teeter Dance: The user dances an misbalanced Hawaian Hoolah Dance. Everyone around will be forced to dance in the same way, including the trainer if either him/her or the Pokemon wasn'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, it's safe to say that the spikes shot by the user may hurt any Pokemon that steps on them, no matter which team they are from or how did they stepped of the spikes.
Transform: In addition to how Transform works on 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: It can be used to blow away a wild Pokemon, yes, but it can also be used as a flying type Twister.
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 of these actions or even all three.
Again, if you know something we don't, please don't hesitate to PM it to me or any official within the Park Staff so we can add it.
Last edited by WinterVines; 22nd November 2013 at 04:46 PM.
2nd April 2010, 08:22 AM #7
Shōrai no Kaizoku-ō
How to Become a Ranger
<insert a very cool banner here>
Alright, so you'd like to join the Rangers and enjoy a fun-tastic journey in the Park along with the Trainers, eh? You've come to the right place! But, before I move on explaining how you can become a Ranger, take a look at the guidelines below. They'll tell you clearly or at least, give you hints of what 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 flaws either. Basically, a true Ranger is equalized and sees things from two sides of the story.
[ 2 ] People’s Person – Rangers should be ones taking good care of the Park and the Trainers they’re escorting throughout the entire time. We don’t them to be the ones causing trouble!
[ 3 ] Be a Pokémon – A Ranger must not only be creative, but also has to be intuitive in certain cases, and has to play as a wild Pokémon realistically.
[ 4 ] Be Active – Sadly, our Warden can’t take care of the Park alone. We, as Rangers, should do our part to take care of it as well. We do not ask you do be totally active, but checking in once in a while would suffice.
Regarding Ranger activity: If the Ranger doesn't post for 7 days without prior warning that he/she will be inactive (at least 5 days in advance), the Trainer can request another Ranger. If the Ranger will be gone for more than 7 days, the Trainer can also request a new Ranger. If the Ranger says they will return on a specific date but doesn't post for 5 days after that date, the Trainer can request a new Ranger. If the Ranger is habitually inactive for five or six days, the Trainer can request another Ranger (this will be on a case-by-case basis). This is so Trainers can keep their RPs running and get finished as soon as possible; the faster a Trainer's RP is complete, the sooner a Ranger can take a new Trainer, thus reducing lines and wait times for Trainers.
[ 5 ] Be Professional – Our Rangers aren’t amateurs of course. When time arises, they have to act precisely and professionally, with style :P
Wow, you’ve gone through it that fast? Well, you might be the Ranger we’re looking for after all! But, things don’t get resolved that fast, sadly. If you’ve read the Park Encyclopedia, and understand how things work around the Park, then you’re ready, to take our Ranger Quiz! Simply, follow these simple steps on what to do.
Step One :
Refer to the next post, regarding the Ranger Quiz.
Step Two :
Take your time, do it carefully, and once you've done it, feel free to PM them to any of the Elite Rangers, as well as the Head Ranger and Vice Ranger. Current Rangers can be found here.
Step Three :
Be patient, and wait for the Elite Ranger to reply, do not consistently pester them to mark your Quiz or anything along those lines. They will get to it asap and will reply you with the Marks you've obtained and point out your mistakes.
Step Four :
If you've passed, then congratulations to you! You can now move on to Phase Two of the Quiz, which would be a Practical Test. It's wise if you ask the Elite Ranger(whom you PM'd the Quiz) to carry out the Practical Test for you as well, but this isn't required. If you've failed the Quiz, don't give in yet! Keep trying, and you might ace it eventually! The Test will then be judged by a panel of Rangers to ensure no one is either failed or passed thanks to biased judgment. Please note that from now on, Temporary Licenses will NOT be given out. ALL Tests will either be a Pass or a Fail.
Step Five :
Well, this is straightforward. If you pass the Practical Test, one of the Rangers who looked over your Test will post in the General Discussion Thread welcoming 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 :)
If you've got any queries pertaining to this, please PM any Elite Rangers or post them here.
*Courtesy to Trainer17 for the Guidelines
Last edited by WinterVines; 29th April 2012 at 12:29 PM.
2nd April 2010, 08:23 AM #8
Shōrai no Kaizoku-ō
<insert a very cool banner here>
Ok, so here we are. The Ranger's Quiz. To be eligible for the Ranger's Practical Test, all you have to do, is answer the best you can so that the Elite Rangers are assured that you know your stuff when you're doing your job as a Ranger. Not that hard, is it? :P
Please also be reminded to send in both the Question and Answer to the Elite Rangers when you're done! Do note you must explain your reasoning behind each answer as this will help the Elite Rangers 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.
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
C) Correct grammar and spelling
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)
Q3: What is the MCR for a Rare Pokemon? (1 Points)
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)
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)
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)
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 retailate 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
Last edited by WinterVines; 23rd January 2013 at 01:25 PM.
Reason: added normal exped to Q2
2nd April 2010, 08:58 AM #9
Shōrai no Kaizoku-ō
Mechanics of the URPG National Park
MECHANICS OF THE URPG NATIONAL PARK
A Guide to Better Understanding How the Park Works
Table of Contents:
III. The Park Shop
IV. Signing Up
V. So You Wanna Catch Some Pokemon?
V a. Finding Pokemon
V b. Battling Pokemon
V c. Capturing Pokemon
VI. Becoming a Ranger
Hello, and welcome to the URPG National Park! This thing has been in the works for quite some time now, and we’re pleased to finally have it up and running. We hope you’ll enjoy the Park and that it helps you obtain a wide variety of Pokemon.
Unlike how Refs have a set system in order to go about their jobs, Rangers have very little in the way of a structured system. Being a Ranger in this regard is closer to being a Grader; Graders also don’t have a universal method to do their jobs. Much like Graders, a Ranger’s job is largely dependant upon a preference on how to do things. This means different Rangers will have different ways of carrying out the job of leading Trainers through the Park. One Ranger may do something one way while another Ranger will use an entirely different method. Not only that, but there are hundreds of things that can happen in the Park. As a result, it’s extremely difficult to come up with concrete formulas and the like. Therefore, I present this as a general guide for both Rangers and Trainers, so that any who read it may better understand some of the ways Rangers do their jobs. This guide also offers general information on things such as the rules and becoming a Ranger.
Each link above opens its page in a separate window. Keep this guide handy in case you need to quickly consult it. There will undoubtedly be unanswered questions, and if that’s the case feel free to get in touch with me if there’s something you don’t understand.
Last edited by Ataro; 19th May 2011 at 04:21 AM.
2nd April 2010, 09:01 AM #10
Shōrai no Kaizoku-ō
The rules are in place to ensure structure and prevent things from falling to chaotic pieces. When I say rules, I mean The URPG general rules, the National Park RP rules, and the general National Park rules. Please make sure you read over all of these so you don’t end up doing something that might get you in trouble. The rules should all be pretty self-explanatory, but if you don’t understand something don’t hesitate to contact me or another Park Staff Member.
General URPG Rules
General National Park Rules
National Park RP Rules
Breaking the rules will result in appropriate punishments. For the Park and the RP, rules may be added, removed, or edited. If that happens an announcement will be posted to make sure everyone is aware of the changes.
Last edited by Dog of Hellsing; 2nd August 2011 at 10:38 AM.
2nd April 2010, 09:03 AM #11
Shōrai no Kaizoku-ō
The Park Shop
III. The Park Shop
Originally, we had the Park Mart. However, after a bit of discussion, the Mart was revamped and updated. New items have been added and in some cases replaced old ones. With these changes, including a new name, the Park Shop was created. The reason we renamed it was to keep it from getting confused with the Poke Mart. We don’t want people trying to buy TMs or anything like that here!
National Park Shop
It’s a good idea to buy everything you need before going into the Park. It’s better to buy a bit more than you need and have extra left over for next visit, than it is to find you bought too few of a needed item. Rangers carry certain items on them when they take you through the Park, but they can only take a small number of each item. Rangers can decide how many of each item they want to carry, but please keep it realistic. You can’t carry ten of every item on your person.
IT IS THE TRAINER’S RESPONSIBILITY TO ENSURE THEY HAVE ENOUGH ITEMS BEFORE ENTERING THE PARK!!! The Ranger is not obligated to ask if you have everything you need before they accept you and lead you through the Park. If you run out of Park Balls, for instance, that is not the Ranger’s fault. Keep in mind that Balls are one of the items Rangers DO NOT carry with them. Like many other items, these must be purchased before entering the Park.
Also, Shop approvers in the past were required to keep track of how much money the Shop made. The idea was that Rangers would be paid from these funds. However, I find this to be a rather ridiculous idea. It would mean Rangers would most likely make a set amount of money, regardless of how much or how little work they did. And though it might take a while, eventually the Shop funds would run so low that Rangers would get paid wages that weren’t worth the effort of doing their jobs. If we have ten Rangers earning thirty-thousand every month, then the money the Park Shop makes would be insufficient to pay the Rangers their fair wages. Thus, Rangers will be paid in the same way Refs and Graders are, and not from the money the Park Shop makes. This means Shop approvers won’t have to keep track of the Shop’s funds any longer.
Items that you buy here cannot be used outside of the Park (this is mainly for things like Potions and Full Heals).
Last edited by Ataro; 19th May 2011 at 04:23 AM.
2nd April 2010, 09:06 AM #12
Shōrai no Kaizoku-ō
IV. Signing Up
In order to take part in the National Park, you have to be a member of the URPG.
Starter Request Thread
That is where you will post to claim your Starter Pokemon as well as 3,000 PokeDollars. Once your Starter has been approved you are officially a member of the URPG.
To use the National Park, you must fill out a one-time sign-up sheet. This is a form used to keep track of who’s using the Park. Once your sign-up has been approved, it will be archived for future reference. It is advised Trainers make a section in their URPG stats for the Park, where they can keep track of the Pokemon they’ve captured, how many times they’ve been to the Park, and that sort of thing.
National Park Sign-Up Thread
You only have to fill out the sign-up sheet once, but every time you come to the Park you must submit an application:
Without this form, a Ranger can’t accept you and lead you through the Park. Please fill out all areas, though you don’t have to fill out anything for the Other Info section.
Last edited by Ataro; 19th May 2011 at 04:23 AM.
2nd April 2010, 09:08 AM #13
Shōrai no Kaizoku-ō
Finding and Catching Pokemon
V. So You Wanna Catch Some Pokemon?
The URPG is all about catching Pokemon, and lots of them! Every time you enter the Park, you get fifteen Encounters, which is what it’s called when you run into a Pokemon. If you reach zero Encounters, your visit will end and you’ll be escorted from the Park. You will also have to leave if you run out of Balls with which to capture Pokemon, or if you behave in an overly destructive/disruptive manner. You can also request to leave once you’ve had your fill of the Park (you don’t have to wait until all your Encounters are used or anything like that). You can capture all the Pokemon you run across, but you only get to keep up to three. You don’t have to battle or catch every Pokemon you meet.
This post is broken down into three sections, where I’ll explain some of the methods Rangers use in deciding when and what Pokemon appear, how damage and the like is calculated, and when a Pokemon is captured. Keep in mind this may not cover all the methods all Rangers use. If Rangers or Trainers come up with new ideas on how to decide these factors, don’t hesitate to contact me or another Park Staff Member so the idea can be added here!
V a. Finding Pokemon
So, you’ve been accepted and you’re in the Park. Your Ranger has just posted leading you to your chosen area for that visit. Now you’re just missing one thing; a Pokemon! The most common question first-time visitors will have is how a Ranger knows when to make a Pokemon appear, and how they know which one to choose. Well, each Ranger has their own preferred methods of doing both. Below are some examples:
-Deciding When Pokemon Appear
*A Ranger usually makes Pokemon appear in their second post, which is the one after they lead the Trainer to the area.
*Some Rangers roll a die to determine if a Pokemon appears in the post they’re making
*Some Rangers have a set number of posts they wait before making Pokemon appear. For example, a Ranger may not make Pokemon appear more than once every two posts.
*Rangers may randomly decide when to make Pokemon appear, depending on various circumstances.
*Once a battle ends, Rangers may make another Pokemon appear in the same post or wait until their next post after the battle to make a Pokemon appear
*Sometimes two Pokemon will appear for battle. Rangers can use various methods to determine whether two Pokemon appear at once or not. Despite the method they choose, double battles aren’t very common and therefore won’t happen very often. These double battles will count as one encounter.
-Deciding What Pokemon Appear
*Encounter rolls are pre-rolled using this method and witnessed to prevent biased encounters, Afterwards, Rangers may use the following methods for determining which of those pre-rolled Mon appear.
*Rangers may only roll to determine level, then pick a Pokemon from that level.
*On the flip side, Rangers may pick a level, then roll for the Pokemon.
*Rangers may simply pick a Pokemon to appear.
*Rangers may roll in some manner for a certain amount of Pokemon, then make all others appear using a different method.
*Rangers will take into consideration if items like Repels or Voice Recorders are used.
V b. Battling Pokemon
You’ve just run into an awesome Pokemon, and you’d really love to add it to your team. This is where the battle aspect of the Park comes into play, and it’s probably one of the most important parts of visiting the Park. Without a battle, Pokemon can’t be captured. Below are some explanations on how Rangers might determine whether the attacks land home, what kind of damage they do, and how it’s chosen if a move has a secondary effect.
-Determining if an Attack Hits
*Rangers look at several factors to determine if an attack hits. They will consider CPR (Creativity, Practicality, Realism), as well as the number of Power Points the move used has. If a Trainer does not take into consideration the state of their Pokemon and their surroundings, a Ranger may decide to make an attack miss, even if it has 100% accuracy.
*Rangers may drop a move’s accuracy by x% depending on how good the Trainer’s posts are.
*Rangers can make any attack miss if they feel the Trainer’s posts are not up to snuff.
*Rangers also look at how a Pokemon executes a move
*Rangers will be checking to make sure a Pokemon’s actions match its Nature.
*Rangers have the power to override resistances/immunities/Abilities, depending on the situation. For example, Gyarados might be part Flying-type, but it remains grounded and can be struck with Ground moves. A Flying Pokemon could also be hit with an attack such as Bonemerang, if the Ranger sees fit.
*Rangers will take into consideration all stat increases and decreases, whether or not they’re using a calc.
-Determining Damage Dealt
*Rangers may use the Base Power to determine how much damage is done, considering the quality of the Trainer’s posts. They take the BP (Base Power) of any attack that deals direct damage and either raise it or lower it to a strength they deem fit.
*Rangers may decide to not use the above method and might go with straight BP.
*Rangers can adjust the damage dealt if the attack does too much damage or is enough to knock out a Pokemon.
*Rangers take into consideration a Pokemon’s current HP and status if an attack hits.
*Rangers may not calculate damage using a calc and may simply make up calculations they feel fit the current situation.
*Rangers may use a combination of the mentioned methods in certain situations.
-Determining Secondary Effects
*Rangers may roll a 100-sided die and if the number comes up within the percent for that move’s secondary effect, it can be inflicted. For example, Thunder has a 30% chance of causing Paralysis. If Thunder hits its target, the Ranger can roll a 100-sided die, and if a 30 or less is rolled, Paralysis can be inflicted.
*Rangers can pick whether a secondary effect takes place based on the Trainer’s post. If a Trainer’s Pokemon uses Ominous Wind and makes a really good post, the Ranger can decide to let the effect take place.
*Rangers can look at a Pokemon’s PokeDex descriptions. For example. Muk’s PokeDex entry states that its body is so toxic that someone touching it can become badly Poisoned. Raichu is supposed to release ultra-powerful bolts of electricity. A Toxicroak can Poison someone with just a tiny scratch of their knuckle claws. Going by these descriptions, Rangers can decide if secondary effects occur, even if they normally wouldn’t for that attack. If a Toxicroak uses Thunder Punch and executes it marvelously, the Ranger could make the target become Paralyzed and Poisoned (Poisoned because Toxicroak’s poison claw would leave a consider scratch after a punch move).
*Rangers can make secondary effects continue outside of battle. Raised stats may remain once a battle is finished, and the same is true for lowered stats. Status Conditions may also continue after the battle.
V c. Capturing Pokemon
You came looking for an Aerodactyl and were lucky enough to find one. You battled hard and whittled down the monster’s HP. Now just one more thing needs to happen. Get out your Park Balls and get ready to catch yourself a Pokemon! Listed below are tips to help you succeed, as well as a few ways a Ranger might decide if the catch goes through.
-Things to Keep in Mind When Catching Pokemon
*The Wild Pokemon’s current HP is the biggest factor in whether or not you will capture the Pokemon. The more HP, the less likely you are to have a successful capture. However, the lower a Pokemon’s HP, the better chances you have of catching it. Generally, if a Pokemon has around 15% HP or less, that’s a good time to try catching it. REMEMBER: You don’t want to knock the Pokemon out! Using strong attacks when a Pokemon has 100% HP is fine, but as it grows weaker you should use weaker attacks or have your Pokemon restrain themselves to keep from knocking out the target. A KOed Pokemon is one that can’t be caught!
*Status Conditions will increase your chances of catching a Pokemon, especially if it is Asleep or Frozen. Having two Status Conditions will further raise your chances of catching the Pokemon.
*The type of Ball used is also an important thing to consider. Certain Balls will fail on certain Pokemon; you can’t catch a third-stage Pokemon with a common Park Ball, for example. Make sure you’re using the right Ball! Keep in mind that stronger Balls will work even better on lower forms of Pokemon. For example, a Hyper Ball is the only Ball that can catch a third-stage Pokemon, but it will work fantastically against a basic-stage Pokemon (it will work much better than a common Park Ball).
*Getting a Pokemon to around 15-20% HP and slapping it with a Status Condition is a good way to ensure a capture, but don’t be surprised if it doesn’t work! Based on your performance, the Ranger may let the target break free, so always remember to do your very best!
-Determining When a Pokemon is Captured
*Rangers must use the Capture Rate when a Trainer attempts to catch a Pokemon.
*If a Pokemon breaks free from the Ball, the Ranger can decide whether or not that Ball can be used again or if something happens to it and it gets lost.
It takes a lot of work to earn Pokemon from the National Park, but if you keep at it and focus on your goal, you’ll be a Park Pro in no time! If you find you just can’t master the National Park, feel free to contact a Ranger and see if they can’t give you some tips to help you improve.
Minimum Character Requirements
Minimum Character Requirements (or MCRs) are what determine 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 you must meet the MCR for the Pokemon you want to catch, or be within a few hundred characters of it. Going over the MCR will give you a bonus to help your odds of successfully catching a Pokemon; being under the limit will penalize you and make it harder. The MCR will reset upon each Encounter ending, with the exception of Legendary Pokemon - you will retain the amount of characters you had written after encountering a Legendary Pokemon until after your next encounter, excepting of course if that encounter is also a Legendary one.
A Pokemon's MCR can be lowered by special Items available in the Park Shop. These will reduce a set number of characters for that Pokemon. 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%
*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%
Last edited by ChainReaction01; 10th January 2012 at 06:48 PM.
2nd April 2010, 09:11 AM #14
Shōrai no Kaizoku-ō
Becoming a Ranger
VI. Becoming a Ranger
So, you think you have what it takes to be a Ranger? Do you have a good grasp on the Park and the job of a Ranger in general? If you’re ready to move up in the world of the National Park, we’d be happy to have you! The more Rangers we have, the more Trainers we can allow into the Park.
If you want to become a Ranger, you first have to take and pass the Ranger Quiz. If you pass, you then must pass the Scenario Ranger Test, which consists of a couple scenarios sent to you. Finally, if you pass that you take the Practical Ranger Test, which is similar to the Referee Test - it's a question and answer session held through AIM. Although AIM is preferred, if that isn't possible, it can be done through PM. Once you pass this you will become an official Ranger. Becoming an Elite Ranger is more difficult; it’s like becoming a Mod. You don’t ask for it, it’s a title offered to you based on how you act and the things you do. Being a nice and helpful person will work in your favor, while being mean or annoying will hurt your chances and may get you stripped of you Ranger title.
Like the Ref Quiz, the Ranger Quiz has definite answers. However, the Ranger Test is more like the Grader Test, in that there’s no real right or wrong answers. It’s a matter of whether the Rangers testing you feel you understand enough to be promoted from Trainer rank to Ranger rank. Yes, I said Rangers, because your test will be reviewed by a small panel of Rangers. This is to keep people from being promoted or failed based on biased judgment. And don’t worry about not being able to go through the Park after promotion; just like how Refs are allowed to battle and Graders are allowed to write stories, Rangers are allowed to go through the Park as Trainers.
Last edited by WinterVines; 29th April 2012 at 12:38 PM.
2nd April 2010, 09:12 AM #15
Shōrai no Kaizoku-ō
The following is additional info and tips to help Rangers and Trainers alike when it comes to dealing with situations in the Park
If a Trainer takes an Apricorn Box 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 you had a Capture Rate of 80%, using one of these balls makes it 95% instead.
Other Miscellaneous Rules/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 RPers, 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! A Wild Pokemon is just that; wild. 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 you take into consideration the Abilities of your Pokemon and those of the Wild Pokemon you encounter. Along with Nature, they may either benefit you greatly if you use them properly, or cripple you terribly if you 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.
• So you've caught three good Pokemon and want to leave early. You're more than welcome to leave the Park before your 15 Encounters (or other limits) are reached, but if you do, you might miss the chance to catch even better Pokemon. It's advised you remain in the Park for all 15 Encounters; that way, you won't miss out on catching any really good Pokemon. If you're happy with the first three, though, you may leave the Park.
In closing, the Park is still going through phases of development. New techniques will probably be adopted as we work towards bettering how things work, and old techniques will be discarded. We’re at an exciting time, but things can’t move forward without the help of everyone in the URPG. It takes more than Rangers to keep the Park running; we need lots of eager Trainers, too! So bring your favorite Pokemon, grab yourself some Park Balls, and get ready to go to the Park!
Last edited by ChainReaction01; 14th December 2011 at 04:14 PM.