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Post by Raven on Mar 21, 2016 4:17:15 GMT
Pokémon Tabletop United - Trainer Payouts
How much money should you make from a battle with another Trainer? Here's how to find out.
First, you take the level of the highest-level Pokémon that the opposing Trainer used in the fight. Then you find the Trainer's type in the table below. Multiply the two, and you have the amount of money the Trainer gives to your heroes. When rolling for a random Trainer, roll 1d35 and refer to the numbers that appear following some of the Trainers on the table.
BASE CASH......TRAINER TYPE
15...................Bug Catcher[1], Camera Man, Channeler[2], Lass[3], Swimmer[4], Youngster[5]
25...................Burglar[6], Roughneck[7], Super Nerd[8]
30...................Fisherman[9], Hiker[10], Sailor[11]
40...................Black Belt[12], Nurse, Police Officer[13], Rancher[14], Reporter[15]
50...................Beauty[16], Engineer[17], Scientist[18], Teacher[19]
75...................Ace Trainer[20], Idol[21], Karate Master, PokéManiac[22], Professor, Psychic[23]
100.................Linebacker[24], Rival[25], Veteran[26]
125.................Gambler[27], Gym Leader, Elder[28]
150.................Gentleman[29], Lady[30], Rich Boy[31], Socialite[32]
200.................Champion, Elite Four
300.................Legend
Types of people/Trainers who may have Pokémon but refuse to battle:
Aide, Attendant, Bald Man, Captain, Chef, Clerk, Fat Man, Grumpy Old Man, Man, Old Man, Old Woman, Woman, Young Man, Young Woman.
This will help you to understand how much is too much in case you are taking your winnings off of an unconscious opponent. Whenever you lose a match, you pay 1/10th of whatever you currently have on you, or you can try to cut a deal with the winner to accept Items instead.
Winning Battles
When you win a League Rules battle, you receive 1/10th of your opponent's funds. Any Pokémon that fainted in battle are still fainted until you make it to a Center to acquire some healing. Combat Stages reset but Status Ailments remain. You may choose to accept items or other forms of payment in lieu of cash if the losing Trainer has none, cannot afford to spare any, or would simply rather not part with it. Pokédexes can tell when battles are taking place using a combination of speech recognition software that zeroes in on certain key words and sensors that detect when Pokémon are expending large amounts of energy in the vicinity. The Pokédexes swap information wirelessly to keep a record of who each Trainer encountered and battled. Failure to pay by the losing Trainer will allow you to report them to the Pokémon League, which may in turn help you to take action against the Trainer. When you win a League Rules battle, you earn PokéXP and gain 1 point of Misc Trainer XP.
When you win a Street Rules battle, and your opponent is still conscious, all of the above applies. If they are unconscious, you may loot them to collect some winnings. But remember to loot in moderation. Do not rob them of all of their funds and items, or they may consider it a crime and enlist the aid of the police to track you down. Still, if you are an unscrupulous type, you could always steal their Pokédex. If you destroy it, you'll get rid of the record of your encounter and you'll prevent yourself from being followed due to the tracking chip inside. If your opponent dies in a Street Rules battle, you can forward the Pokédex report of the battle to the Pokémon League and apply to become the owner of all of your opponent's funds, items, and Pokémon. If the League determines that the death occurred as a result of a Pokémon battle and was not a murder, then ownership status is granted. This often only takes a few minutes, but can sometimes take longer, even requiring a lengthy police investigation in some particularly murky cases. Street Rules matches are a very gray area. If your opponent is unconscious after a battle, you are not obligated to see them back to health. The law makes it clear that you will never held responsible if you walk away from the battle site while your opponent still unconscious and they are later killed by Wilds as a result. When you win a Street Rules battle, you earn PokéXP and gain 1 point of Misc Trainer XP.
Losing Battles
When you lose a League Rules battle, you're expected to fork over 1/10th of your funds. Any Pokémon that fainted in battle are still fainted until you make it to a Center to acquire for some healing. Combat Stages reset but Status Ailments remain. Sometimes, the winning Trainer will accept items or other forms of payment in lieu of cash if the losing Trainer has none, cannot afford to spare any, or would simply rather not part with it. Pokédexes can tell when battles are taking place using a combination of speech recognition software that zeroes in on certain key words and sensors that detect when Pokémon are expending large amounts of energy in the vicinity. The Pokédexes swap information wirelessly to keep a record of who each Trainer encountered and battled. Failure to pay by the losing Trainer may be reported to the Pokémon League, which may in turn take action against the Trainer. When you lose a League Rules battle, you still earn 1/2 the battle's PokéXP but you earn no Misc Trainer XP.
When you lose a Street Rules battle, and you are still conscious, all of the above applies. If you are unconscious, the winning Trainer may loot you to collect winnings, but may not rob you of all of your funds and items. Still, if the winning Trainer is an unscrupulous type, he or she might steal everything you own, including your Pokédex, if only to destroy it later to get rid of the record of your encounter and to prevent being found due to the tracking chip inside. If you die in a Street Rules battle, the winning Trainer can become the owner of all of your funds, items, and Pokémon, but murder is severely frowned upon outside of the no-holds-barred officially sanctioned League match for League Champion status, and the winning Trainer may still find him or herself under police investigation. Street Rules matches are a very gray area. If you are unconscious after a battle, the winning Trainer is not obligated to see you back to health, though many times they will anyway. Even though the law makes it clear that they will not be held responsible if they walk away from the battle site while you are still unconscious and you are later killed by Wilds as a result, most Trainers cannot live with something like that on their conscience. When you lose a Street Rules battle (and live), you only earn 1/4 of the battle's Poké XP, but you gain 1 point of Misc Trainer XP.
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Post by Raven on Mar 21, 2016 4:23:08 GMT
Teleporting
Some Pokémon can Teleport. Taking others with them when they Teleport causes great strain and they suffer 1 Special Injury. Addendum: You no longer need the Transporter Ability or Farcast Feature in order to take a passenger with you when using Teleport.
Holding your Breath/Suffocation While there are specific rules on Suffocation for Trainers and Pokemon under Misc Rules in the Core Book, after some thought and discussion in the Skype Group I have decided that the "Swimmer" Edge for Trainers needed to be brought down to a more reasonable level. To make things more realistic for Trainers, anyone with the Swimmer Edge will be able to hold their breath for a maximum of 3 minutes before beginning to suffer various penalties due to suffocation and general lack of oxygen.
By default, this Edge grants the Trainer the ability to remain underwater for X minutes before beginning to suffocate, where X is the higher of your Athletics or Survival ranks. This means that if you gain Virtuoso in one of these, you could potentially hold your breath for 8 full minutes (48 rounds of combat), which is far longer than any non-legendary battle would ever take barring some sort of odd hazard. Thus, this Edge has basically been reduced to just granting the +2 Swim speed, as the rules on suffocation are now global, and edges/skills do not affect this.
Humans may go without air for a maximum of 3 minutes before beginning to suffocate. At 5 minutes, they will pass out from lack of oxygen, and most certainly die without outside aid.
On selling Gym TMs
TMs earned as prizes from a Gym Battle can be sold in the city they were obtained in for 1/4 of book price. In cities immediately nearby (where Saffron is 'nearby' to Cerulean, but Celadon is not), they can be sold for 1/3 of book price. Anywhere else you get the normal 1/2 of book purchase price as payment upon selling it.
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Post by Raven on Mar 21, 2016 17:23:08 GMT
Ruthlessly copy+pasted from the Pokemon - Pen & Paper Handbook*, this campaign features the Pokémon Ranch!
Pokémon Ranch
The PC systems that were once popular with Trainers have given way in the past few years to a return of the Pokémon Ranch. Although the PC Storage System is certainly a modern-age improvement to the Poké Ball concept, the method by which Pokémon were being stored – a process that used to involve the Pokémon being scanned by a computer and then converted into purely digital data or 'digitized' – was ruled to be incredibly risky and opened up too wide a range of threats to the digital Pokémon, including data corruption or even data loss. The process by which Pokémon are drawn into Poké Balls – which is sometimes referred to as being 'energized' – is far safer, for any conceivable scenario wherein the Poké Ball becomes compromised in some way, the Pokémon is simply freed from the ball unharmed. So conscientious Trainers saw the value of a real-world location where all of their captured Pokémon could be safely kept and switched over to the Pokémon Ranch instead of storing them on a PC.
Your Ranch, just like your Trainer’s backstory and appearance, is totally created by you. It's your Ranch, so it can be anything you want it to be – your parents' house, your Professor's lab, an actual ranch, or anything else you can think of. It's all fun fluff that is entirely up to you. "Ranch" is just a catch-all term used by the regions to refer to the many, many different locations where Trainer-owned Pokémon live and play while they are not on a Trainer's active team of six. They are government-owned-and operated, but only exist in a barebones state at this level. Buying full ownership of the Ranch allows you to begin its customization.
As long as you are not in the middle of a battle or otherwise occupied in some way, you can conveniently teleport Pokémon to and from your Ranch using the buttons on your Pokédex. The state of your Ranch has a lot to do with your prestige and acclaim in the Pokémon world, and an upgraded Ranch can grant you certain rights and privileges in the game. If you want to begin improving your Ranch, you’ll first need to buy full ownership of it for $3,000.
* - Credit for PPP goes to Eric Shoemaker aka "Doccit", and Drew Wilsford.
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Post by Raven on Mar 21, 2016 17:37:01 GMT
Facilities & Utilities
Full-Ownership - Requirements: $3,000 - You are now full-owner of the Ranch, and you may make other purchases and improve the facilities.
Hire Retainer - Requirements: $1,500 - The Retainer hangs around your Ranch, doing basic work. They have a Level two lower than yours, to a minimum of 1, and Pokémon determined by the GM. They will do what you ask, within reason, so long as it does not involve leaving the Ranch for more than 6 hours. If they find one of your requests to be unreasonable, offensive, or otherwise objectionable, they will refuse, and if you insist, they will cease to be your Retainer, returning $500 to you.
Hire Specialist* - Requirements: Varies - A Specialist is a Retainer of a specific class or role. Examples include a Smith for crafting weapons/armor, or a Mentor for Tutoring services. Prices vary by role, determined by the GM.
Villa - Requirements: $5,000 - You commission the building of a Villa. The Villa can accommodate 10 people living inside of it, and is quite luxurious and warm. While you are not around, it will be used by the staff of the Ranch, but you can always stay the night there comfortably and free of charge. Can only be purchased once per Ranch.
Battle Grounds - Requirements: $5,000 - You commission the building of a pitch for Pokémon battling. You can specify the general atmosphere and kinds of hazards you would like to be in the arena to the builders, and they will comply with your requests as well as they can while remaining compatible with the regulations of the body which locally governs Pokémon battling. This can only be purchased once per Ranch.
Festival Grounds - Requirements: $5,000 - You commission the building of a park area with a cobblestone square, a fountain, plants, and many places to set up booths and stalls for the holding of events. You can specify any specific features that you would like to the builders, and they will try to accommodate your requests. Particularly extravagant features may merit an increase in cost.
Cultivated Wilderness - Requirements: $3,000 - You can pay to have an area of land around your Ranch cultivated into fields for Berries or Apricorns (you decide which at the time of purchase). Each day, if you have the appropriate equipment, you may collect Berries or Apricorns from this location as though you had found them in a Pokémon sanctuary. Alternatively, you could cultivate the wilderness into a biome that your GM finds appropriate to the climate that the Pokémon Ranch is in, and once per day you may search it for a Pokémon sanctuary (which will contain no Apricorns or Berries) as though you had completed an encounter there, with a -3 penalty to the Attention check. You cannot find treasure caches in biomes you have cultivated.
Condominiums - Requirements: $6,000 - You can commission the building of a few houses around your Ranch that can be rented out by the Ranch owners or sold. Many people find the idea of living around an idyllic landscape full of many varieties of Pokémon quite appealing, and the number of homes available around your Ranch will naturally grow over time after you have installed Condominiums. Can only be purchased once per Ranch.
Poké Mart - Requirements: $2,500, Condominiums - You can have a shop built to service local Pokémon Trainers. The store stocks everything that a normal Town Poké Mart does. Each week you can try to collect revenue from the Poké Mart from your investment. The GM determines how much you receive, and it may well be nothing some weeks. Can only be purchased once per Ranch.
Beautification - Requirements: $1,500 - You can install some new cosmetic feature on your Ranch which is proportional to the cost. Especially extravagant features might require paying for two or three Beautifications.
Hold a Tournament - Requirements: Variable cost (see Information), Battle Grounds, at least $7,000 spent on Ranch improvements - This is a one-time event. You can invite Trainers from around the land to enter your Tournament and compete with you and your companions. There is an entrance fee, but you and your companions are exempt from it. The Tournament attracts three Trainers for each person in your adventuring group. The Trainers and their Pokémon are all the same Level as the average Level of your group. First place prize in the Tournament is four times the amount that you paid to host it. You may host a Tournament no more often than once every two months.
Hold a Festival - Requirements: $1,500, Festival Grounds, at least $7,000 spent on Ranch improvements - This is a one-time event. You can invite people from the surrounding area to attend a Festival held on the Festival Grounds of your Ranch, and you hire performers and exhibitionists to provide entertainment while you are doing so, which you decide the nature of and which must be approved by the GM. The Festival endears your party to everyone who attends. Aside from the people in the surrounding area who will attend, you can specifically invite up to twenty people. So long as they do not hold an extremely fierce grudge against you and your companions, or live an incredible distance away from the Festival, they will accept your invitation.
Open an Unofficial Gym - Requirements: $3,000, Battle Grounds, at least 20 Pokémon in the Pokédex - You can open an Unofficial Gym, and build your Gym facilities in the area surrounding your Battle Grounds. Although it is not recognized by the Pokémon League (or local equivalent), Trainers will come to it to test and hone their skills at battling. You may designate yourself or one of your companions as the Gym Leader, and your Retainers staff the Gym while you are away. You may give Pokémon that you have caught to your Retainers so that they may battle in your stead, and they will return them to you any time you request. When you return to your Pokémon Ranch, there will always be a Trainer eagerly awaiting battle with you. Their Level and the nature of their Pokémon are determined by your GM.
Open an Official Gym - Requirements: $3,000, Unofficial Gym, at least 60 Pokémon in Pokédex - Your Unofficial Gym gains recognition by the Pokémon League and you are now able and required to issue an official Badge to those who defeat your Gym. People in the area of your Gym's associated League will recognize the Leader of this Gym.
Start a Criminal Team - Requirements: $2,000, at least 4 Retainers, at least 30 Pokémon in Pokédex - You start a secret Criminal Team, similar to Team Rocket or Team Plasma, and you become its secret Boss. You can convert as many of your Retainers as you like to Grunts for no cost. Grunts will behave just like Retainers, but they will also act on your behalf outside of the Ranch as well for any amount of time you wish. They will also never find any of your requests to be unreasonable, offensive, or otherwise objectionable. You may hire more Grunts for $1,000 each.
Hire a Grunt - Requirements: $1,000, Criminal Team - A Grunt handles all of the Ranch-related aspects of a Retainer, but they will also perform tasks that require them to leave the Ranch for more than 6 hours. They will have no problems fulfilling any request, no matter now heinous.
* - Specialist prices are listed in a separate post.
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Post by Raven on Mar 21, 2016 17:41:10 GMT
Open a Museum - Requirements: $5,000, at least 40 Pokémon in Pokédex - You can open a Museum somewhere on your Ranch dedicated to some topic of your choosing related to Pokémon. The Museum attracts patrons from the surrounding area, who support the upkeep of your Ranch by visiting. The museum also contains the facilities to create a Pokémon from a fossil that you have found on your journeys for free.
Open a Pokémon Research Facility - Requirements: $5,000, at least 50 Pokémon in Pokédex - You can open a Pokémon Research Facility and put the building anywhere on your Ranch. When you hire a Retainer from now on, you may choose to hire a Researcher instead to work at the lab for the same cost. You can have your Researchers devoted to a project of your choosing. Good examples are cloning a Pokémon of yours, creating a new kind of Poké Ball or other Item, synthesizing a Mega Stone, creating any of the Pokémon that can be man-made, or anything else that you can imagine Researchers doing that your GM also finds appropriate for the setting. Generally speaking, three Researchers can complete a project the likes of which I have described after working for a few months, but the time-frame for any particular project is strictly up to the GM. Obviously, the more Researchers you have, the quicker projects get completed.
Hire Researcher - Requirements: $1,500, Pokémon Research Facility - The Researcher will maintain the Research Facility and will also devote himself to the research and development of a project of your choosing.
Open a Safari Zone - Requirements: $6,000, at least 70 Pokémon in Pokédex, at least 3 plots of Cultivated Wilderness made into Biomes, not into Apricorn or Berry fields - Your patches of Cultivated Wilderness become a Safari Zone, which people can pay to enter into to try and capture Pokémon. The area is fenced off now. Each week you can try to collect revenue from the Safari Zone from your investment. The GM determines how much you receive, and it may well be nothing some weeks. You may explore the wilderness that you have turned into a Safari Zone as per normal.
There are many more things available, but I think that should be plenty to display for now.
Specialist Prices - Mentor: 2000 Smith: 1700
Mentor-Specific services are also available, with costs as follows:
- Moves that any Pokémon can learn cost 1000 P - Moves that Pokémon under level 20 cannot learn cost 2000 P - Moves that Pokémon under level 30 cannot learn cost 3000 P - Changing Viewpoints and Versatile Teachings each cost 2500 P
(Poke Edges are considered something that anybody can train.)
All Moves taught through Tutoring Features (Ex: Mentor’s Move Tutor and Egg Tutor, Chronicler’s Archive Tutor) now have prerequisites:
»» Pokémon under Level 20 may only learn Moves of an At-Will or EOT Frequency with a max Damage Base of 7. »» Pokémon from Level 20 to 29 may only learn Moves with up to a Scene Frequency and max Damage Base of 9. »» Pokémonn at Level 30 and above have no restrictions when being taught Moves through Tutors.
This applies to Inheritance Moves as well. If a Pokémon were to have Heal Pulse as its only Inheritance Move, that Move would be gained at Level 30 despite the Level 20 slot for Inheritance Moves being empty.
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Post by Raven on Mar 23, 2016 20:51:51 GMT
Exploring Dangerous Areas (aka "Dungeons")"Dangerous areas" are places such as Caves or Dungeons. A map will be provided for you when you enter one, each # on a map represents a Point of Interest. When you reach a new Point, you roll a d8. Completing a Dungeon by defeating its final "boss" or otherwise clearing 90% of all Points of Interest is worth 1 milestone. - A result of 1, 3, or 5 results in a hostile pokemon encounter.
- A result of 7 or 8 is a helpful item or a special event.
- A result of 2, 4, or 6 means nothing happens.
When exploring a dungeon, the chance for Hostile Pokemon Encounters increases as you progress deeper into it. Depending on the number of levels, the 'hostile pokemon encounter' will occur on a result of 1, 3, 5, and 6 for a dungeon with 4 levels starting at level 2. This increases for every 2 levels you pass through. (ex: Rock Tunnel level 2 has a 50% chance of a hostile Pokemon encounter, while level 4 will have a 63% chance (occuring on 1, 2, 3, 5, and 6.)) This will continue to go up until you have a maximum of 75% chance of a hostile encounter. Dungeon Level 2 - A result of 1, 3, 5, or 6 results in a hostile pokemon encounter.
- A result of 7 or 8 is a helpful item or a special event.
- A result of 2 or 4 means nothing happens.
Dungeon Level 4 - A result of 1, 2, 3, 5, or 6 results in a hostile pokemon encounter.
- A result of 7 or 8 is a helpful item or a special event.
- A result of 4 means nothing happens.
Dungeon Level 6 ( **Cerulean Cave Only**) - A result of 1, 2, 3, 4, 5, or 6 results in a hostile pokemon encounter.
- A result of 7 or 8 is a helpful item or a special event.
Rock Tunnel Notes: - Rock Tunnel Exit to Southern Route 10/Lavender Town is at Point #13 on level 1.
- Rock Tunnel level 2 is accessed via point #9 on level 1. It lets out at Point #9 on level 2.
- Reaching Rock Tunnel level 3 requires a rope of some sort to climb down from Point #1 on level 2. It drops down into Point #4 on level 3.
- Rock Tunnel level 3 points 7 and 5 have guaranteed special events.
Mt. Moon Notes: - Route 4 Exit (Cerulean) is Point #20
- Route 3 Exit (Pewter) is Point #1
- There is a small crack in the wall at Point #15. This leads to the path between Points 3, 4, and 5 on Basement Level 1.
- There is a similar crack at Point #10. It is unknown where this leads right now.
- Basement 1 - Point 8 has a shaft leading down to the lowest level. It appears to be a one-way trip unless you can teleport or phase through solid objects. It ends in a giant lake (next to point 12 on Basement 2's map).
Mt. Mortar (Johto) Notes: Entrance Level- Point 1 - West Entrance (Ecruteak City)
- Point 3 - Passage to Lower Cave (Point 1)
- Point 4 - South Entrance (Route 42 - Water)
- Point 5 - Passage to Basement (Point 1)
- Point 7 - Passage to Lower Cave (Point 2)
- Point 8 - Hidden Entrance (Route 42)
- Point 10 - East Entrance (Route 42 - Mahogany Town)
- Point 15 - Passage to Lower Cave (Point 5)
- Point 17 - Passage to Lower Cave (Point 4)
- Point 19 - Passage to Upper Cave (Point 1)
- Point 20 - Passage to Lower Cave (Point 3)
Lower Cave - Point 1 - Passage to Entrance (Point 1)
- Point 2 - Passage to Entrance (Point 7)
- Point 3 - Passage to Entrance (Point 15)
- Point 4 - Passage to Entrance (Point 17)
- Point 5 - Passage to Entrance (Point 20)
- Point 36 - Passage to Basement (Point 2)
- Point 48 - Passage to Upper Cave (Point 2)
Basement Level
- Point 1 - Passage to Entrance (Point 5)
- Point 2 - Passage to Lower Cave (Point 36)
- Point 28 - Warp Point to Boss Room #1
Upper Cave
- Point 1 - Passage to Entrance (Point 19)
- Point 2 - Passage to Lower Cave (Point 48)
- Point 31 - Warp Point to Boss Room #2
Union Cave (Johto) Notes: 1st Floor (Entrance)- Points 4, 8, 11, 14 and 21 - Petrified humans
- Point 9 - Passage to B1F (Upper -> Ruins of Alph; Point 16)
- Point 18 - Boss Sighting
- Point 23 - Passage to B1F (Lower -> Union Cave; Point 1)
Basement 1 (Upper to Ruins of Alph)- Points 1 and 2 - Passage to Ruins of Alph
- Points 5 and 10 - Petrified humans
- Point 16 - Passage to 1F (Point 9)
Basement 1 (Lower to Basement 2)
- Point 1 - Passage to 1F (Point 23)
- Points 2 and 4 - Petrified humans
- Point 5 - Passage to B2F (Point 1)
Basement 2
- Points 15, 17 and 20 - Petrified humans
- Point 21 - Warp to Boss Room
Ilex Forest (Johto) Notes: Outer Ilex- Point 1 - Exit to Azalea Town
- Point 2 - Shrine to Celebi
- Point 12 - Warp to Inner Ilex
- Point 20 - Exit to Route 34
Inner Ilex- Point 1 - Warp to Outer Ilex
- Point 20 - Mysterious old mansion/Passage to Boss Room
Dungeon Bosses
Dungeon bosses are special foes that are meant to provide an extreme challenge to the party. If a boss is a Wild Pokemon, then it will have at least one wave of "mooks", lesser Pokemon that serve solely to drain the party's resources and soften them up for the boss. A Dungeon can only be completed once, and is not considered complete until one or both of the conditions listed at the top of this post have been met. All PoIs will result in "nothing happens". You may still use regular encounters to find special Pokemon within, however. Boss Template Effects: - "Boss" Creatures/Trainers will always have a number of health bars equal to the number of Player Characters participating in the fight when it begins. (This will usually be 4.)
- A Boss can act multiple times in a round, on separate initiative counts, but cannot benefit from the "attack from a future turn" House Rule. It may only use Priority moves by the RAW standard.
- Once a Boss has been reduced to at least 100% of its health (1 health bar remaining), it can, at any time, enter a "frenzy" for 1 turn, doubling the number of Initiative Counts that it has and regaining up to 2 CS for each stat (up to a maximum of its Default, which is usually zero). This ability can only be used once per Boss.
- Each of a Boss's Health Bars is counted separately with regard to status effects. Thus, when one health bar is depleted, all Status Afflictions are cleared.
- Boss Pokemon cannot be captured.
- Boss Trainer Encounters (such as Valisilwen, or the Fairy Queen) do not gain more than 2-3 Health bars (depending on average party level), but may command any number of Pokemon at once. Each of these Pokemon will have a maximum of 2 Health Bars.
- Boss Encounters are always worth 3x Poke XP and a Milestone (this is also the Milestone for completing the dungeon, not a separate one).
- Boss Creatures/Trainers are immune to the Sleep/Freeze Status Afflictions. In place of these, they instead get a -10 damage penalty until they make the save or a health bar is depleted.
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Post by Raven on May 3, 2016 1:49:24 GMT
The Viridian Tournament - Combatants are chosen by random number lot. Evens vs Evens (ex. 2 vs 4) and Odds vs Odds (ex. 1 vs 3)
- Pairings will be chosen at random for each battle (i.e. which pair gets to fight first). After every pairing has battled, the winners will move on to Round 2, then those winners to Round 3, and so on until only 1 remains standing.
- You may not use any items on your Pokemon (specifically referring to Potions and the like). This is a battle of skill, not who has the deepest pockets.
- Grand Prize is
P2000 and a Rare Pokemon. (For PCs, there is a high chance it will be a Wish List 'Mon) - Second Prize is
P1500 and a Great Ball. - Third Prize is
P1000. - Consolation Prize is a package (5) of randomized Tier 1 berries.
- These fights are Pokemon vs Pokemon, with each trainer using up to two. You may request to have your match be a Double Battle, but your opponent must agree to this. (Exception: Cheerleader Ainsly will always be a Double Battle.)
- You may use "active" features on your Pokemon (i.e. Press or spend AP for Accuracy).
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Post by Raven on May 17, 2016 4:34:37 GMT
In an effort to prevent too much disparity between PC team levels, Pokemon that were captured in the Wild will start disobeying at levels 10 and up until you have earned at least one badge. This trend will continue throughout the game. Only your Starter is exempt from this.
Badge Name | Obedience Level | Max TM Price | Gym TM | No Badges | Level 10 | P1500 | N/A | Desert Badge (Pewter) | Level 20 | P2000 | TM 37 - Sandstorm | Maelstrom Badge (Cerulean) | Level 30 | P2500 | TM 13 - Ice Beam or TM 55 - Scald | Lightning Badge (Vermillion) | Level 40 | P3000 | TM 93 - Wild Charge or TM 24 - Thunderbolt | Toxic Badge (Celadon) | Level 50 | P3500 | TM 06 - Toxic or TM 36 - Sludge Bomb | Hail Badge (Fuschia) | Level 60 | P4000 | TM 07 - Hail or TM 14 - Blizzard | Iron Fist Badge (Saffron) | Level 70 | P4500 | TM 102 - Dynamic Punch | Pyromania Badge (Cinnabar) | Level 80 | P5000 | TM 38 - Fire Blast or TM 61 - Will-o-Wisp | Chaos Badge (Viridian) | Max | Any* | TM 10 - Hidden Power |
* - TMs worth 5000 or more are only purchasable at the League Headquarters on Indigo Plateau. These are made available as soon as you arrive there. Pokemon that exceed the maximum level for # of badges a trainer has require a Command check to obey. This skill DC will always be the average result+1 of a given skill level, beginning at 13 (average for Novice Command). The DC goes up a skill level for every 10 levels past your maximum that the Pokemon in question has. For example, Trainer A has 5 badges, with a maximum command level of 60. If their non-starter Pokemon is level 70, they must meet or beat a DC of 13 for Command. If it is level 80, the DC goes up to 17.
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Post by Raven on Aug 24, 2016 3:55:36 GMT
Encounters/Day are limited based on Survival, Perception, or Poke Edu (only 1 of these at a time, though you may change it any time you are able to use a Re-Spec. You gain one "Re-Spec" every 5 Trainer levels. You have a bare minimum of 1 Encounter/day for an Untrained/Pathetic Rank Skill. Each rank above Untrained grants 1 additional Encounter (whether Wilds or Trainers), capping at 5 for a Master Rank skill. Virtuoso will not grant any additional Encounters. Additionally, I will sometimes drop more than one Player into the same Encounter, even if they rolled separately. This still counts as one Encounter for each trainer. For clarity, see the following table: Skill Rank | Encounters/Day | Pathetic/Untrained | 1 Encounter | Novice | 2 Encounters | Adept | 3 Encounters | Expert | 4 Encounters | Master | 5 Encounters (Maximum) |
So you want to find a Wild Pokemon Encounter? Follow the steps listed below.- See the beginning of this post.
- In the event that multiple Routes are nearby, please specify which you are searching for Wilds on.
- Roll your d100. A result of 100 results in a Shiny. Legends have no guaranteed encounter rate, but there is always that possibility of bumping into one if you are in the correct location.
- Good luck and enjoy your battle!
So you want to find a Trainer Encounter? Please follow the steps below.
- See the beginning of this post.
- Roll your dice to determine Trainer Class. (List is here)
- Good luck and enjoy your battle!
Alternatively, see Special Time-Skip Rules below.
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Post by Raven on Aug 26, 2016 9:58:44 GMT
A note on Trainer XP gains: From this point forward, in order to keep the party relatively equal in level, only "new" encounters and events will grant Trainer XP. Previously, I would award additional Trainer XP for each attempt made at a Gym Challenge or the like. This will no longer be the case.
Example: You challenge the Pewter City Gym. You make your way only partially through the initial Sandstorm Challenge, then lose to a Gym Trainer. You gain Trainer XP based on the number of Checkpoints you reached during your Challenge. You then return the following day and make it the rest of the way through. Previously, this would have netted you anywhere from 6-9 Trainer XP on top of a Milestone should you defeat the Leader. Under the new system, this instead only rewards you the maximum total of 5 Trainer XP from the Sandstorm Challenge; 1 XP for each Checkpoint, regardless of how many attempts it took you to reach the end.
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Post by Raven on Sept 12, 2016 9:01:41 GMT
Miscellaneous House Rules:- Priority Moves can now be used from up to 1 turn in the future every 2 turns.
- Telepathy and other out of combat psychic abilities are disrupted by the presence of their weaknesses (Dark, Bug, Ghost). Using these abilities requires a Focus check with a DC of 20 or higher, depending on the strength of the Bug/Ghost/Dark-Type in question. Each additional Pokemon of these types that are nearby (those inside a Poke ball do not count) increases the DC by 1 per mon, capping at +5. The overall DC cannot be raised higher than 30.
- Off-hand attacks no longer have a -2 penalty to accuracy. Trainers are always considered to be equally skilled with both hands, even if they have a dominant/preferred side.
- A "Special Injury" (See Teleporting above) does not lower your maximum health, nor can they kill you. Instead, a Special Injury represents fatigue, both physical, mental, and (occasionally) spiritual. When you have 5 or more Special Injuries, you become Disabled and Slowed, and are only able to take Free or Shift Actions. These injuries recover at the same rate as all other injuries, but can only be removed by resting for at least 8 hours.
- Using a Pokemon to get around by flight requires the purchase of a Flight License. These cost 5000 PYen and may be purchased at any major city.
- Gym Leader battles are considered to be Full-Contact unless otherwise stated. You get bonus rewards for winning in FC (Gym TM and more xp). Cinnabar and Vermillion Gyms are required Full-Contact.
- HP Clause: When fighting in a friendly full-contact match (such as in a Gym), instead of being KO'd, trainers are instead reduced to 1 HP and removed from the fight. If your KO threshold is lower than 0 (such as via Berserker), this clause will not take effect if you would not be KO'd.
- When checking for Initiative Ties, both parties roll a 1d6. Highest result goes first, naturally. In the event of a tie, re-roll until there is no longer a tie.
Move Changes- High Jump Kick is now Scene x2 with an AC of 2, to put it in line with Close Combat. High Jump Kick's Frequency is not expended on a miss, but you still take Recoil damage.
- Sonic Boom's AC changed from 6 to 2, and its frequency is now at-will, in order to make it the same as Dragon Rage.
- Draining moves do not leech enemy HP past 0. If an opponent is at 1 HP, you will only restore 1 HP.
- Sucker Punch can be used without relying on the trigger. All other moves with the Trigger keyword operate as normal.
- Destiny Bond's range has been altered. Instead of "Burst 10, Friendly" it now has a range of "10, 1-target".
Ability Changes- Sunglow [Playtest] was changed in the 1.05.5 errata to be a flat +5 damage in place of combat stages.
- The Pickup Ability has been slightly altered. Instead of rolling a 1d20, you now roll a 1d100 and enter the number rolled on this sheet (Weighted Treasures) under the "pickup" section.
Status Affliction ChangesConfusion: Confused users cannot make Attacks of Opportunity. If a Confused user makes an attack (even attacks without rolls), the user becomes Vulnerable for one full round and loses Hit Points equal to half their Attack Stat if the Attack was Physical, half of their Special Attack Stat if the Attack was Special, or a Tick of Hit Points if the Attack was Status. The user is cured of Confusion with a Save of 16+ made at end of turn. Suppression: Suppressed uses cannot use any Moves with a Frequency other than "At-Will". At the beginning of each of their turns, a Suppressed target must make a Save Check that succeeds on 11+. On a successful check, the target may act normally that turn. At the end of their turn, a target must make another Save Check. On a roll of 16 or higher, the target is cured of Suppression. Do be sure and look through Thrice's PTU Editation document, as we are using most, if not all of the stuff from there on top of what you see here. The Status changes are also from here.
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Post by Raven on Mar 28, 2017 2:37:58 GMT
Special Time-Skip rules:Trainer Encounters: - Roll a 1d100. Result of 1-35 is 3 foes. 36-79 is 4. On 80+, roll an additional 1d2. 1 is 5 Pokemon, 2 is 6 Pokemon.
- Prize Money formula is as follows: 60*avg lvl of player's participating mons on a win. None on a loss.
- You earn 1/5 Misc XP for a win using this format. (That is: 1 Misc XP for every 5 wins.)
- Roll a 1d2 to determine victory. 1 is a win, 2 is a loss.
XP calculations are all as normal (combined total of all opposing mons' levels, with a maximum of 6*avg player team level.) Wild Encounters are all as normal, but there is no capturing, it's purely XP.
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Post by Raven on Sept 18, 2017 5:07:09 GMT
The table below lists habitats for Pokemon, in case you want to find something specific in the wild. Kanto RegionLocation | Habitat/Biome | Any City | Urban | Any Land Route | Urban/Grassland | Mt. Moon (Interior) | Cave | Mt. Moon (Exterior) | Mountain | Mt. Moon (Peak) | Mountain (favoring Ice Types) | Viridian Forest | Forest | Cinnabar Island | Beach/Mountain | Seafoam Islands | Cave (Upper)/Arctic (Lower) | Any Water Route | Fresh Water or Ocean (location dependent) | "Off the Map" near Fuschia | Marsh | Safari Zone | All, but this is the only location to find Taiga/Tundra/Ranforest/Desert in Kanto |
Johto RegionLocation | Habitat/Biome | Route 29 | Forest | Route 27 | Grassland (Land) & Ocean (Water) | Route 30 | Grassland & Fresh Water | Cherrygrove City | Urban & Ocean | Route 31 | Forest & Fresh Water | Dark Cave | Cave & Fresh Water | Violet City | Urban & Fresh Water | Sprout Tower | Bellsprout & Gastly only (Challenge Area) | Route 32 | Forest & Fresh Water | Union Cave | Cave & Fresh Water (1F); Cave & Ocean (B1F)
| Ruins of Alph | Unown only (indoors) | Route 33 | Forest & Mountain
| Azalea Town | Urban & Forest | Slowpoke Well | Cave (favoring Slowpoke) {Requires Gym Leader Permission to enter} | Ilex Forest | ...what do you think? | Route 34 | Grassland & Fresh Water | All other Towns & Cities | Urban | Routes 35, 36 and 37 | Grassland & Forest (Rts. 35 & 36)/Urban (Rt. 37) | Whirl Islands | Cave & Ocean | National Park | Urban & Forest | Ecruteak City | Urban (favoring Ghosts at night) | Cliff Edge Gate & Route 47 | Mountain & Fresh Water | Safari Zone | All, but this is the only location to find Taiga/Tundra/Ranforest/Desert in Johto | Route 28 & Mt. Silver Approach | Mountain & Forest | Mt. Silver (Outside) | Mountain (favoring Ice-Types as you reach the higher altitudes) | Mt. Silver (Inside) | Cave | Mt. Silver (Summit) | Ice-Types only* |
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Post by Raven on Sept 18, 2017 5:27:45 GMT
How to Trade:So you just caught a Wild Pokemon, but you aren't really interested in keeping it just for the sake of keeping it. Well, not to worry. As long as you are near a town, you can always find an NPC to trade with (assuming that your fellow party members don't have what you're after). To do this, simply state your intent to do so, what you are hoping to get, and then roll a Skill Check with one of your 3 social skills. The chosen skill isn't important for anything other than fluff reasons. If you want to be nice, you use Charm; Guile is deceitful, potentially tricking someone into a trade by over-selling your offer, and Intimidate is practically bullying someone into trading with you. What will I get when trading with an NPC?An excellent question. What you will get is based on the result of your Social Check. While the DC usually varies based on your skill level (ex. DC 7 for Untrained, 10 for Novice, etc), it can sometimes be upped if you are asking for a particularly rare Pokemon. For example: Starter Pokemon (even ones from outside of Kanto) are a dime a dozen. Nearly every trainer has one, even if it's not on their main team, and so the DC will be fairly easy. Say you want something rarer though. Like.. you want to trade a common Bellsprout for a Tauros. In a situation like this, you are going to be hard pressed to find a person willing to make such a trade. Thus, the DC will be higher than average. In this example, let us suppose that our Player has Adept rank in their social skill of choice. Their 'average' DC is going to be a 13, which grants ~54% success with Adept rank for a normal trade. In the "Bellsprout for a Tauros" example, the GM would increase the DC by 1 step, since Bellsprout are fairly common, while Tauros are rare. This means that our Player has to meet or beat a DC 18 to get what they want; a measly 16% chance with Adept. Still possible, but much more difficult. Naturally, this works the other way as well. Using the same example, let's say somebody was lucky and captured a rare Tauros, but they feel like Bellsprout is going to fit better with their team. Following the example up above, the DC would be reduced by 1 step, from DC 13 to DC 10, making it a lot easier to obtain what they want. Well, what happens if I don't make the DC? Does that mean I don't get to trade at all? Not at all! Of course you can still get a trade, but by failing to meet the DC, the NPC in question makes you a counter-offer of a randomly generated Pokemon that is not already unlocked. There is a chance to still get what you wanted in the first place, but it's no longer a guarantee. You are always free to turn down this offer, of course, and try again. However, to avoid Players simply rolling over and over until they make the DC, I am imposing a limit of 3 attempts/day on trading with NPCs. Skill Rank | Skill Check DC | Pathetic | 4 (50% success) | Untrained | 7 (58% success) | Novice | 10 (50% success) | Adept | 13 (54% success) | Expert | 18 (50% success) | Master | 21 (58% success) |
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Post by Raven on Nov 7, 2017 21:51:28 GMT
Fuji House Adoptions
Adopting a Pokemon from the Fuji House in Lavender town costs [65*Level] for a common Pokemon and [75*Level] for a rare Pokemon, with an extra 15% fee if it's a "popular" Pokemon for adoption, like Eevee or Pikachu. Adopting more than one Pokemon at a time will garner a 25% discount.
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Post by Raven on Dec 12, 2017 9:23:57 GMT
The Safari Zone The Safari Zone operates much the same as it does in the handheld Pokemon games. You pay a small fee of 500 PYen to enter, upon which you gain 20 Safari Balls to catch Pokemon with. You may have a single Pokemon with you for "self-defense" in the case of an aggressive Pokemon attack. This Pokemon may not battle the Safari Pokemon outside of the afore-mentioned scenario. Any violation of this rule results in an instant end to your Safari Game for the week. Quick Version of Safari Mechanics- Entry fee of 500 PYen gets 20 Safari Balls, a Stun Baton, and 20 Bait. Once all of your Safari Balls are expended, or you have encountered 20 Pokemon, your Safari Game ends for one full week (7 in-game days).
- If a Safari Pokemon attacks you unprovoked, you may defend yourself. Otherwise, you may only use the Stun Baton to "damage" a Safari Pokemon.
- All Safari Pokemon have a 4 in 10 chance to run away from you, ending the Encounter. This can be decreased by 50% by using "bait", but comes at the cost of a +2 to the Pokemon's Capture Rating. Multiple uses do not stack.
- Using the Stun Baton decreases the CR of a Pokemon by -2. However, this can also Enrage a Pokemon, causing them to attack you (this falls under self-defense the first time, but further antagonizing a Pokemon results in you getting beat up). As with Bait, multiple uses do not stack.
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Post by Raven on Jan 13, 2020 2:31:22 GMT
Capture Mechanics
A Capture Roll is now a 1d20 roll where you aim to meet or exceed a target number. If you have gained the Amateur Trainer bonus at Level 5, add +1 to this roll. If you have gained the Capable Trainer bonus at Level 10, instead add +2 to this roll. If Veteran Trainer, +3; if Elite Trainer, +4, if Champion, +5.
- A Pokémon’s Capture Rate depends on its Level, Hit Points, Status Afflictions, Evolutionary Stage, and Rarity. - A Pokémon’s base Capture Rate is 10. For each 10 Levels it has, add 1 to this Capture Rate. - In the event you want the Pokémon to be more difficult to catch, like if it were a Boss, Shiny, or a Legendary Pokémon, then raise this number by a value between 5 and 20 based on what you feel is appropriate for its rarity. Remember that Pokémon that have been Knocked Out cannot be captured; Poké Balls will simply fail to attempt to energize them. - Next, go down the following checklist. For each condition that applies check every check box next to the condition. Then, at the end, add up the total number of check boxes and subtract 2 from the Pokémon’s Capture for each check box.
☐ Is the Pokémon at or under 50% its maximum Hit Points? ☐ Is the Pokémon at or under 25% its maximum Hit Points? ☐☐ Is the Pokémon suffering from 5 or more Injuries? ☐ Is the Pokémon suffering from at least one Persistent or Volatile Status Affliction? ☐☐ Does the Pokémon have exactly two evolution stages remaining? ☐ Does the Pokémon have exactly one evolution stage remaining?
Poke Balls are easy to convert: Flip the sign and divide the modifier by 5. (Ex: A Great Ball is +2, while an Ultra Ball is +3)
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