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Index; Index of mechanics overviews and board rules
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Topic Started: Jun 12 2011, 08:44 PM (3,705 Views)
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Munchkinator
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Jun 12 2011, 08:44 PM
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Site Rules General Etiquette Roleplay - Form and Flow Topic Grading Experience System Battle System Move Learning and Tiers Pokémon Acquisition and Evolution Quests and Plots Clans Glossary and FAQs
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Munchkinator
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Jun 12 2011, 08:48 PM
Post #2
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Site Rules
- Tohea is rated PG-13 for language and other content, with violence generally in the PG-13 range but occasionally approaching R. What this translates to is pretty simple: expletives stronger than "shit" don't exist, and if you want to start talking about delicious goopy entrails, at least have the decency to leave a warning in the topic description.
- Don't start drama.
- Don't be a fail.
- Don't start drama.
- The cbox has two or three emoticons for very specific reasons - mostly for staff use, to hide spam or cause a forcible break in conversation, especially if said conversation is leading up to a fight. They are not to be spammed, or used more than very very rarely, by non-staff.
- Sigs should not stretch the forum or significantly bloat post length; animated sigs are fine. As with everything else on the site, they are not to break any content rules - just because the filter can't catch swearing in a picture doesn't mean that it's alright to use that picture. The staff of Tohea reserve the right to request that you remove or alter your sig at any time should we feel that a sig is significantly disruptive.
- All advertising is to be kept to the advertising boards; PMs, sigs, non-advertising board topics, and cbox are all inappropriate channels, and we will hand out warnings. We will generally flat-out ban anyone who appears to have joined just to advertise elsewhere on the board and break this rule.
- Munch is always right.
- Twitch is never right.
- Don't listen to Torby.
- Exer loves you.
- Everyone's a grammar nazi, but Piffy is like a goddamn fluffy, friendly, loveable Gestapo
- Everything you do and post on Tohea must abide by the following links: ZB's Terms of Use and ZB's Terms of Service
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Munchkinator
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Jun 12 2011, 08:56 PM
Post #3
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General Etiquette
- The entirety of OOC rules can be broken down as listed above: don't be a fail, and don't start drama. We're roleplaying. This is Happy Fun Pretendy Time. Don't be obnoxious to other members, don't make the site an unpleasant place to chillax, and we can keep the community pleasant without having to put on the mod pants and start talking about warnings and bans.
- Warns and bans will, unfortunately, doubtless be required anyways. They are handed out at moderator/admin's discretion; minor warnings - generally language-based stuff, minor drama, arguments, etc - tend to be removed wthin a few weeks if you don't keep doing it. Major offenses, such as plagiarism, massive site drama, spam, etc may add more than one warning level, and are generally not removed with time. While we will almost always prefer to utilize verbal warnings and honor systems to avoid having to actually deal with the warning system, it does exist for a reason, and will be utilized as necessary.
- When you register, you are welcome to use either a "master" account name (such as "Munchkinator") or the character's actual name (Eric Gaston). Which you use is entirely up to you; using a master account name allows you to respond to a single handle across all accounts/characters and can help keep things simple, but ensuring that the name you're posting under is your character's name helps keep things look pretty. Whether utility or aesthetics are more to your taste is your call. I personally use a master account and create additional character-specific accounts for roleplaying purposes; your mileage may vary. We do ask that you not abuse numbers or characters in names; j0|-||\| |)03 is both difficult to read and harder to type.
- Out of character knowledge does not translate into in character knowledge. Period. Commonly referred to as "metagaming," doing so is terrible form and will bite you in the rear come grading time. For example, if I accidentally let slip on the cbox that the city was actually a spaceship made of the tears of unborn babies, and your character immediately knew that without going through the (doubtless incredibly fascinating) process of learning it in-character, that is a Bad Thing(tm). Most Lore entries stated are common knowledge to the group they are relevant to - general lore trainer can be assumed to know, Pokémon-specific lore only Pokémon know.
- Controlling the characters of other players (Powerplaying) or making yourself unfairly invincible/powerful (Godmoding) is terrible roleplaying form, and will be similarly punished. This comes into play in both ref-based and more freeform environments; saying that a random NPC said "hi" is fine, but having him give you fifteen Rare Candies or a free Arceus is not. Stating that you attempted to punch your PvP opponent in the face is fine, if a little crass; saying that their spine snapped like a brittle twig on impact is not.
- Quantity does not create - or trump - quality. While posts that are too short are certainly a bad thing, excessively long posts are even worse, because some poor sod is going to have to read all of that. Flashbacks? Not a viable method of extending posts into the tens of thousands of words. Abusing purple prose, defined as "posts written in prose so overly extravagant, ornate, or flowery as to break the flow and draw attention to themselves," is also generally a bad idea, and not only because whichever poor sod tries to grade it is more than likely to just throw a very sharp zero mark at you. There is a time and place for reminiscing, but neither it nor purple prose are substitutes for good writing, and will do little to help your overall grade. A good rule of thumb for a post minimums is three paragraphs, and the staff of Tohea reserve the right to refuse to ref a post based on length or quality concerns alike.
- Swearing is a touchy subject amongst a lot of people. While you're more than welcome to curse like a sailor in-journey, we would ask that you keep the amount of swearing down out of character, and especially that you refrain from aiming it at other players. "You shit-eating retard" is not appropriate, even if it doesn't technically break the filter. Keep in mind that swearing in general is not edgy; if it would be in-character to swear your character is welcome to do so, but if you intend to make full use of this stipulation, some of the younger members, as well as those who are simply not comfortable with excessive swearing, would likely prefer that you leave a warning somewhere in the topic title.
- There is no limit to how many characters you may create, but we ask that you be aware of your own limits and not create a vast number of characters that you can't keep up with.
- If you happen to have multiple characters, they are welcome to interact in a strictly roleplay-focused fashion, not a mechanical one. Translation: you can have your solo plot with five different characters if you want to, but don't expect to get any combat experience from it, much less funnel Pokémon from one account to the other. This is cheating of the highest order, and will not be permitted by staff; attempts to bypass this rule will lead to all involved characters being hard reset, losing all Pokémon and experience.
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Munchkinator
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Jun 12 2011, 09:09 PM
Post #4
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Roleplay - Form and Flow
- The basic list of what to do upon joining: read the rules (this topic), read the Lore entries for more world information, register a character, start roleplaying. You can always check out the Looking For Group forum to find individuals to roleplay with, get involved with an ongoing or open quest, or join a Clan to spend time with people who have similar interests. Alternatively, just start a topic wherever you like and start roleplaying. You can be in a quest and a normal topic at the same time, if you want.
- Tohea runs the gamut between freeform site - which means that you control both your character and the environment around you - and ref-based, wherein you control your character and generally have limited control of the environment, but a third party, whether staff member or quest leader, deals with the mechanical aspects. While you may end up sharing control with a RP partner or storyteller, when not fighting with another player, you generally control the outcome of non-mechanically-beneficial. A rule of thumb: if there's XP, Pokeballs, Pokémon, etc. to be gained, you likely need a staff member to either do it or OK it; if you're just wandering around, doing solo plot, or interacting with NPCs/Pokémon in a manner that does not mechanically reward you, you're welcome to do it on your own.
- Traveling is split up into two versions: quicktravel, in which case your movements throughout the region are assumed to be happening offscreen, and exploring. Quicktravel exists primarily as a way to link up with other players quickly or move on to more interesting locales, and little else. Exploring is the only way to encounter events, discover unique areas, be spawned character plots, or be spawned certain rarer Pokémon that you can't spawn on your own. It's also where non-quest RPing happens - quicktravel is just a handwave explanation for how you can move between areas quickly.
- Generally speaking, many of you will often be roleplaying with at least one partner, other player(s) also assuming the mantle of a trainer. It is rarely a good idea to ignore or belittle them; they are just as much of a main character as you are, and treating them as inferiors is quite disrespectful. Granted, in-character interaction is another story entirely, as some people treat others as inferiors anyways, but treating the other player like crap is poor form. Work with them, rather than against them; try thinking up storylines to go through together, practice a little teamwork here and there, maybe even try to dredge a smidgen of fun out of the ordeal. That, or just beat the tar out of each other on a consistent basis - whatever floats your respective boats.
- While you're welcome to RP on your own or "sandbox" around, we strongly encourage players to join in on the plot; members always have a large variety of missions to join in on, and players with less grandiose aspirations, those that just want to beat the crap out of Pokémon and each other, have quests to keep them busy. Playing in an arc is intrinsically more rewarding both mechanically and roleplaywise; quests tend to give more XP and occasionally offer Pokeballs, and if you aren't playing with total idiots, it's generally a lot more fun. Clans also offer some of the more strenuously difficult but rewarding group quests, some of which may further global or character plots.
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Munchkinator
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Jun 12 2011, 09:23 PM
Post #5
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Grading
Thread grading is based on three major aspects, one of which figure more or less prominently depending on whether there's a storyteller or ref running the shindig:
- Grammar
- Characterization
- Challenge
The first aspect is whether or not the the topic has been written with a modicum of understanding of the English language. No matter how well planned out a topic may be, or any other good qualities it might possess, poor writing is a kiss of death. Periods, commas, semicolons, paragraphs - you name it, it needs to be used right. Not like. This; or this; or this. Or This, Which Should Be Obvious But Isn't For Some Reason That I Don't Know But Don't Like. You get, the idea, of what, I'm talking, about?
Second, frankly? This is probably the single most important section. Characterization is, to put it simply, how much your character jumps out of the page at an informed reader - the more your character seems like a living breathing person, the more we can empathize with them or feel pity for them or feel sadness alongside them, the better. By the same token, playing the character generally accurate to their profile is kind of helpful here, just because if your profile talks endlessly about how meek and submissive she is, and the entire topic is about her being a brutal dominatrix or something, there's probably something wrong. The rule of thumb here is mostly the first bit, though - just play the character well and don't worry if it diverges from the profile a bit; we all learn more about our characters as we RP them. Profiles can be updated with up-to-date information, but two-dimensional characters are inherently and probably permanently flawed.
Third, challenge. There is no journey without peril, whether it be a firebreathing talking clock or just a suicidal floating bunch of trash cans - nothing in life is free, after all, and those poor sods back in the village would have already taken care of the bandit problem on their own if there weren't two dozen heavily armed lunkheads with terrible body odor in the way. If you're just walking through foes and adventures without even a shred of challenge... well, what the hell is wrong with you? You generally start off as a new trainer, the weakest of pretty much anyone on the island. You won't be taking out Team Rocket singlehandedly for a very long time, and there are a lot of dudes along the way. Tactics can make up for some degree of disparity in raw power, but very few trainers will be a complete pushover, and even the average wild Pokémon can be fairly dangerous when cornered. This isn't a fairy tale - wild animals are just as liable to attack you as your Pokémon, and you have significantly less resistance to being ripped in half by a Machop than your darling... Pikachu, or whatever the hell Pokémon you have. Obviously, this is less of an issue in topics focused mostly around character interaction, but by the same token, major milepoints in a character's development shouldn't be a rushed hackjob; put some effort into it.
Referees will generally provide their own degree of challenge; this section is primarily aimed at more freeform or quest-based topics.
Generally speaking, "average" roleplaying will get you anywhere from one half to two thirds of the available experience in any given section; this applies to both combat experience and roleplaying experience.
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Munchkinator
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Jun 12 2011, 09:41 PM
Post #6
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Experience
The rocket fuel that Pokémon run on, Experience is a catchall term for all the things that your Pokémon learn over time, through battle as well as life. It is split into two broad categories; Combat Experience, which can be shorted to CXP or more commonly just XP, and Roleplaying Experience, which is generally referred to as RXP. If you can't remember which is which, don't worry, staff generally use the full name when handing it out.
Combat Experience is relatively self-explanatory: it measures what a Pokémon has learned from beating the bejeebus out of other colorful monsters. It encompasses everything from tactics to experience in dodging, from how to conserve energy to knowledge of what a particular species may be capable of. Experience in this category can be used to purchase any move available to the Pokémon, regardless of origin; this is the stuff of legend, not just traipsing around daintily and preening one's fur.
It is earned for each battle, win or lose, with the total earned being determined by the following:
- Completing the Battle: 10XP. This XP is guaranteed simply for sticking the battle out - it doesn't matter how poorly or well you performed, whether you won or lost, or even if your trainer happened to be knocked out by the end; so long as a single Pokémon was involved start to finish, and we do mean involved rather than watching from a hundred meters away, it gets that XP.
- Tactics: up to 10XP. Tactics is a vague descriptor of how well thought-out and effectual your combos were, though not necessarily whether or not they succeeded - you can earn a full 10 in Tactics even if you lose, provided it was due to the opponent somehow reaching even greater heights of excellence.
- Winning: up to 5XP. XP in this category is awarded solely based on how well-written the Critical Finish was; an excellent finisher equates to high XP, whereas a boring one awards less.
Note that each Pokémon in an even teamfight, or one not in their favor, is graded based on these rubrics. Thus, should you happen to participate in a 2v2 fight, each Pokémon can gain up to 25XP. Should the fight be 2v1 or otherwise unfair in the user's favor, the total experience here is split between Pokémon based on participation; if you used two Pokémon versus one wild one, there's 25XP to go around between the two of them. Certain plot-related fights, such as several trainers against a single legendary, may be exempt.
Roleplaying Experience is a vaguer category, comprised of what a Pokémon learns outside of battle. Familiarity with its own body, familiarity with movement and flexibility that can be learned outside of battle while traveling or exercising - it's the vaguer stuff that is nonetheless still inordinately useful to one who would master both mind and body, self and opponent. RXP can be used only to purchase moves in a Pokémon's levelup movelist. Experience can be mixed and matched as necessary for levelup moves; 31CXP and 19RXP to learn a T2 levelup move, though as previously stated RXP cannot be used to purchase, say, egg moves.
It is earned at a rate of up to 10XP per page, regardless of battles or activity, based on the grading rubrics in the previous section.
Note that trainers are ranked according to their total experience across all Pokémon owned; these rankings are used for little more than League business. All trainers start with rank zero; rank one requires 250XP, two requires 500, rank three requires 750XP, rank four is earned at 1000XP. Becoming a probationary elite requires (among other things) at least rank two.
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Munchkinator
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Jun 12 2011, 10:10 PM
Post #7
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Battle System
Battles are, at the core, pretty simple: everyone involved alternates punching each other in the face until someone stops moving. Players take turns posting their attempts to fry/pummel/electrocute/drown the opponent, and said opponent then takes their turn trying to avoid the beating and launch their own. Once both players have posted (known as a round), the referee states how each combo went. If both combatants are still alive they repeat the process until one of them... isn't. However, Tohea focuses extremely heavily on combos, rather than individual attacks, in deciding how a round turns out. Referees grade each combatant based on how effective their combo was; this, in turn, is based off of a combination of originality in use of moves or chaining them together, how reasonable the combo was, efficiency in chaining the moves together, and the basic stuff like type effectiveness/stat bonuses/luck.
All Pokémon have six condition tracks, from "doing awesome" to "NOT GOOD PATRICK," and combos do anything from 0-3 bars of damage based on success. Average damage with a competent but not particularly awesome combo is about two; just using the same move thrice is closer to zero or one bar of damage.
- Chaining is extremely important, and the cornerstone of how the entire system works. Fissure is an awesome move, doing massive damage - if it hits. It's not going to hit an opponent who can just step to the side. You need to set up the combo to do much with it. Similarly, most high-powered moves tend to have significant charge or cooldown times, making them hard to effectively combo together without intelligent tactics to mitigate their weaknesses; a common theme is using "weaker" moves to set up "stronger" ones, such as a simple Sleep Powder+Guillotine combination to line up an easy attack. However, comboing weaker moves or intentionally firing stronger moves without any chargeup is also a valid approach; firing an Ember at an opponent then immediately using Quick Attack to launch yourself directly into the Ember and turning into a furry meteor can easily have as much or more effect than a trio of Flamethrowers, given how much harder it is to see coming or adequately pre-empt or dodge.
- Tiers are less important for raw damage, but they do make a difference; while you don't need to use high-powered moves to hit three bars of damage, they do make it easier if you tend to use a lot of status effect moves. For example, while the aforementioned Screaming Furry Meteor combination would be a good place to add a Belly Drum in the aftermath, that would likely do less outright damage to an opponent - in return for the massive stat boost for next round - than a clever Fire Spin+Fire Blast+Earth Power combination, at the cost of the latter being much easier to interrupt. Don't get too caught up in using high-power moves as combo finishers, but keep in mind that the increased opportunity cost of the majority of them is there for a good reason - they tend to be room clearers or face ruiners.
- Speed is a function of tier as well as individual moves, and an important part of any strategy. Weaker moves tend to execute faster than stronger ones, with some exceptions, so they are often good combo openers - a Quick Attack to close the difference can be more effective than leading off with a Hyper Beam. However, they are not always optimal; maybe you want to use that distance advantage to charge up a proper Hyper Beam, or maybe you suspect that your opponent is going to start off with that so you might as well just focus on a massive stat buff and dodge when he actually fires. There is no constant, "optimal" solution - reading your opponent is as important as making use of the tools innately available to your Pokémon, and the environment will often factor directly into your tactics as well.
- Numerical and mechanical advantages, such as stat boosts or favorable typing, play into each combo as well - a Water Gun is more likely to beat out an Ember head-on, though clever use of tactics and environment trumps typing any day, and a Belly Drum'd Quick Attack is going to hurt a LOT more if the target just got Leered or paralyzed than if they could roll with the blow. Frankly, tactics and use of environment generally affect the end result more strongly than "simple" boni such as these, but they are always taken into account and can very easily be the difference between two or three bars of damage.
- Status Effects generally induce flavor-based effects rather than mechanical ones; Poison doesn't do 4hp damage a turn, it slows the victim's reactions and may bump up a meh combo from one bar of damage to two. Sleep doesn't completely put a Pokémon out of the fight for 2-5 turns; it makes them lethargic and drowsy, hampering their reactions and concentration. Much like the above section, they aren't so much auto-win as considerations for the referee to take into account in deciding the end result.
Note that energy is not in attendance, and the closest that we get to HP would be the six-bar condition track, which is more of an abstract representation of the Pokémon's overall condition than an arbitrary approximation of an unclear quantity of remaining physical resilience. Also note that there is an effective 2-3-move limit per post simply based on time constraints per round; you're welcome to use if/then strategies, but keep in mind that no more than three moves will be actually used in a single round, depending on the possible complexity and/or time-consuming nature of parallel tasks (running around) and how fast each move's execution time is. Critical hits, Accuracy, and similar mechanics are also lumped under "ref discretion;" one of Hyper Beam's most significant balancing factors is its subpar accuracy, and that will be reflected.
Critical Finishes are the definition of how a battle should end - in a climactic flurry of punches, a rushing storm of fire and water and sparkles, an acrobatic leap ending in a trio of Fire Blasts right in the face. How you write out a proper finishing combo is entirely up to you; they are available to the winning combatant, are only usable after the ref has indeed confirmed that that party has won, and are entirely freeform - so long as you don't do anything outright retarded, you're welcome to describe the pattern of scars that the Ember-Flamethrower-Fire Blast finisher left on that poor helpless wild Bulbasaur. Their use is optional in PvP; even if both parties agree to it, PvP finishers cannot permanently maim or kill the opponent unless both parties specifically agree to it. Critical Finishes in PvE have no such limitation, though the Pokémon of recurring NPCs are generally assumed to be immune to death by finisher - not that you should ever really be aiming to KILL a trainer's Pokémon, just in case it comes up - but are otherwise vulnerable.
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Munchkinator
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Jun 13 2011, 01:35 AM
Post #8
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Move Learning and Costs
Moves are purchased with experience, either Battle or Roleplaying - Roleplaying experience is used to purchase levelup moves, battle experience can be used to purchase levelup moves as well as TM, egg, type, and non-native moves. Pretty self-explanatory except for that last bit: yes, Pokémon can learn moves outside of any of their normal movelists. This is based on staff discretion, but generally speaking, so long as it isn't particularly ridiculous (a Ground type learning a suite of Electric moves) or possibly thematically dissonant (Dragon Dance is mostly limited to draconic Pokémon), it's probably alright. Pokémon do not automatically obtain the moves that are marked with a [-], moves they typically get no matter what in games. These moves have to be purchased like any other moves.
Below is the grand spread of moves, in two separate lists: the former is arranged by tier and then type, while the latter is arranged by type and then by tier. Both give the same information - the difference is simply how they are organized. Keep in mind that any move costs XP equal to its tier times twenty-five - Tier One moves cost 25XP, Tier 2 moves cost 50XP, Tier 3 moves cost 75XP.
Moves By Tier
Tier 1; 25 EXP Bug Type Bug Bite Fury Cutter Leech Life Pin Missile Spider Web Steamroller String Shot Struggle Bug Twineedle Dark Type Beat Up Bite Fling Knock Off Pursuit Snarl Switcheroo Thief Torment Dragon Type Twister Dragon Breath Electric Type Electroweb Shockwave Thunder Wave Thundershock Fighting Type Arm Thrust Double Kick Karate Chop Low Sweep Mach Punch Quick Guard Rock Smash Rolling Kick Storm Throw Submission Triple Kick Vacuum Wave Vital Throw Fire Type Ember Fire Pledge Fire Spin Flame Charge Flame Wheel Incinerate Will-O-Wisp Flying Type Air Cutter Chatter Defog Gust Peck Pluck Wing Attack Ghost Type Astonish Confuse Ray Grudge Lick Shadow Claw Shadow Sneak Spite Grass Type Absorb Bullet Seed Grass Pledge Grass Whistle Mega Drain Razor Leaf Sleep Powder Vine Whip Ground Type Bone Club Bone Rush Bulldoze Mud Slap Mud Sport Sand Tomb Sand-Attack Ice Type Aurora Beam Frost Breath Ice Shard Icicle Spear Icy Wind Powder Snow Normal Type After You Assist Attract Barrage Bestow Bind Comet Punch Constrict Defense Curl Double Hit Double Slap Double Team Echoed Voice Fake Out False Swipe Feint Flash Focus Energy Foresight Frustration Fury Attack Fury Swipes Glare Growl Harden Helping Hand Howl Leer Lucky Chant Me First Mean Look Minimize Odor Sleuth Pay Day Pound Quick Attack Rage Rapid Spin Razor Wind Roar Safeguard Scary Face Screech Sharpen Sing Smoke Screen Sonicboom Spike Cannon Splash Supersonic Swagger Sweet Kiss Tail Slap Tail Whip Wrap Yawn Psychic Type Ally Switch Confusion Heart Stamp Hypnosis Imprison Kinesis Magic Coat Magic Room Meditate Miracle Eye Stored Power Telekinesis Trick Poison Type Acid Acid Spray Clear Smog Poison Gas Poison Powder Poison Sting Poison Tail Sludge Smog Rock Type Power Gem Rock Blast Rock Throw Rock Tomb Smack Down Steel Type Bullet Punch Metal Claw Water Type Aqua Jet Bubble Clamp Water Gun Water Pledge Water Sport Withdraw
Tier 2; 50 EXP Bug Type Attack Order Defense Order Heal Order Rage Powder Signal Beam Silver Wind U-turn X-Scissor Dark Type Assurance Crunch Dark Pulse Embargo Faint Attack Fake Tears Flatter Hone Claws Memento Nasty Plot Night Daze Night Slash Payback Punishment Quash Snatch Sucker Punch Taunt Dragon Type Dragon Rage Dual Chop Dragon Dance Dragon Tail Dragon Claw Dragon Pulse Electric Type Electro Ball Charge Charge Beam Discharge Magnet Rise Spark Thunder Fang Thunder Punch Volt Switch Wild Charge Fighting Type Brick Break Bulk Up Circle Throw Counter Detect Drain Punch Final Gambit Force Palm Jump Kick Low Kick Revenge Reversal Seismic Toss Sky Uppercut Wake-Up Slap Fire Type Fiery Dance Fire Fang Fire Punch Flame Burst Heat Crash Lava Plume Sunny Day Flying Type Acrobatics Aerial Ace Air Slash Bounce Drill Peck Feather Dance Fly Mirror Move Sky Drop Ghost Type Curse Destiny Bond Hex Night Shade Nightmare Ominous Wind Shadow Ball Shadow Punch Grass Type Aromatherapy Cotton Spore Energy Ball Giga Drain Grass Knot Horn Leech Ingrain Leaf Tornado Leech Seed Magical Leaf Needle Arm Spore Synthesis Worry Seed Ground Type Bonemerang Dig Drill Run Fissure Magnitude Mud Bomb Spikes Ice Type Avalanche Hail Haze Ice Ball Ice Beam Ice Fang Ice Punch Mist Normal Type Acupressure Baton Pass Bide Block Body Slam Camouflage Captivate Charm Chip Away Conversion Conversion 2 Copy Cat Covet Crush Claw Crush Grip Disable Dizzy Punch Encore Flail Follow Me Growth Headbutt Heal Bell Hidden Power Horn Attack Hyper Fang Lock-On Metronome Milk Drink Mimic Mind Reader Moonlight Morning Sun Natural Gift Nature Power Present Protect Psych Up Recover Recycle Reflect Type Refresh Retaliate Return Round Secret Power Simple Beam Slack Off Slam Slash Sleep Talk Sleep Talk Smelling Salt Softboiled Spit Up Stockpile Stomp Strength Substitute Swallow Swift Swords Dance Take Down Teeter Dance Tickle Transform Tri Attack Weather Ball Whirlwind Wish Wring Out Psychic Type Agility Amnesia Barrier Calm Mind Cosmic Power Extrasensory Gravity Guard Split Heal Block Heal Pulse Mirror Coat Power Split Power Trick Psybeam Psycho Cut Psycho Shift Psyschock Psywave Reflect Rest Synchronoise Teleport Trick Room Wonder Room Zen Headbutt Poison Type Acid Armor Cross Poison Gastro Acid Poison Fang Poison Jab Toxic Toxic Spikes Venoshock Rock Type Ancient Power Rock Polish Rock Slide Rollout Stealth Rock Steel Type Autotomize Flash Cannon Gear Grind Gyro Ball Heavy Slam Iron Defense Iron Head Magnet Bomb Metal Burst Metal Sound Mirror Shot Steel Wing Water Type Aqua Ring Aqua Tail Brine Bubblebeam Dive Octazooka Rain Dance Razor Shell Scald Soak Surf Water Pulse Waterfall Whirlpool
Tier 3; 75 EXP Bug Type Bug Buzz Megahorn Quiver Dance Tail Glow Dark Type Foul Play Dragon Type Dragon Rush Outrage Draco Meteor
Electric Type Thunder Thunderbolt Volt Tackle Zap Cannon Fighting Type Close Combat Cross Chop Dynamic Punch Focus Blast Focus Punch Hammer Arm Hi Jump Kick Superpower Fire Type Blast Burn Blaze Kick Eruption Fire Blast Flamethrower Flare Blitz Heat Wave Inferno Overheat Flying Type Brave Bird Hurricane Sky Attack Tailwind Ghost Type None, sorry. =[ Grass Type Cotton Guard Frenzy Plant Leaf Blade Leaf Storm Petal Dance Power Whip Solarbeam Wood Hammer Ground Type Earth Power Earthquake Ice Type Blizzard Icicle Crash Sheer Cold Normal Type Belly Drum Double Edge Egg Bomb Endeavor Entrainment Explosion Extreme Speed Giga Impact Guillotine Head Charge Horn Drill Hyper Beam Last Resort Mega Kick Pain Split Perish Song Self Destruct Shell Smash Super Fang Thrash Trump Card Uproar Psychic Type Dream Eater Future Sight Guard Swap Healing Wish Power Swap Psychic Psycho Boost Poison Type Coil Gunk Shot Sludge Bomb Sludge Wave Rock Type Head Smash Rock Wrecker Sandstorm Stone Edge Wide Guard Steel Type Iron Tail Meteor Mash Shift Gear Water Type Crabhammer Hydro Cannon Hydro Pump Muddy Water Water Spout
Moves By Type
Bug Type Tier One Bug Bite Fury Cutter Leech Life Pin Missile Spider Web Steamroller String Shot Struggle Bug Twineedle
Tier Two Attack Order Defense Order Heal Order Rage Powder Signal Beam Silver Wind U-turn X-Scissor
Tier Three Bug Buzz Megahorn Quiver Dance Tail Glow
Dark Type Tier One Beat Up Bite Fling Knock Off Pursuit Snarl Switcheroo Thief Torment Tier Two Assurance Crunch Dark Pulse Embargo Faint Attack Fake Tears Flatter Hone Claws Memento Nasty Plot Night Daze Night Slash Payback Punishment Quash Snatch Sucker Punch Taunt Tier Three Foul Play
Dragon Type Tier One Twister Dragon Breath Tier Two Dragon Rage Dual Chop Dragon Dance Dragon Tail Dragon Claw Dragon Pulse
Tier Three Dragon Rush Outrage Draco Meteor
Electric Type Tier One Electroweb Shockwave Thunder Wave Thundershock Tier Two Electro Ball Charge Charge Beam Discharge Magnet Rise Spark Thunder Fang Thunder Punch Volt Switch Wild Charge
Tier Three Thunder Thunderbolt Volt Tackle Zap Cannon
Fighting Type Tier One Arm Thrust Double Kick Karate Chop Low Sweep Mach Punch Quick Guard Rock Smash Rolling Kick Storm Throw Submission Triple Kick Vacuum Wave Vital Throw Tier Two Brick Break Bulk Up Circle Throw Counter Detect Drain Punch Final Gambit Force Palm Jump Kick Low Kick Revenge Reversal Secret Sword Seismic Toss Sky Uppercut Wake-Up Slap Tier Three Close Combat Cross Chop Dynamic Punch Focus Blast Focus Punch Hammer Arm Hi Jump Kick Superpower
Fire Type Tier One Ember Fire Pledge Fire Spin Flame Charge Flame Wheel Incinerate Will-O-Wisp Tier Two Fiery Dance Fire Fang Fire Punch Flame Burst Heat Crash Lava Plume Sunny Day Tier Three Blast Burn Blaze Kick Eruption Fire Blast Flamethrower Flare Blitz Heat Wave Inferno Overheat
Flying Type Tier One Air Cutter Chatter Defog Gust Peck Pluck Wing Attack Tier Two Acrobatics Aerial Ace Air Slash Bounce Drill Peck Feather Dance Fly Mirror Move Sky Drop Tier Three Brave Bird Hurricane Sky Attack Tailwind
Ghost Type Tier One Astonish Confuse Ray Grudge Lick Shadow Claw Shadow Sneak Spite Tier Two Curse Destiny Bond Hex Night Shade Nightmare Ominous Wind Shadow Ball Shadow Punch Tier Three None, sorry. =[
Grass Type Tier One Absorb Bullet Seed Grass Pledge Grass Whistle Mega Drain Razor Leaf Sleep Powder Vine Whip Tier Two Aromatherapy Cotton Spore Energy Ball Giga Drain Grass Knot Horn Leech Ingrain Leaf Tornado Leech Seed Magical Leaf Needle Arm Spore Synthesis Worry Seed Tier Three Cotton Guard Frenzy Plant Leaf Blade Leaf Storm Petal Dance Power Whip Solarbeam Wood Hammer
Ground Type Tier One Bone Club Bone Rush Bulldoze Mud Slap Mud Sport Sand Tomb Sand-Attack Tier Two Bonemerang Dig Drill Run Fissure Magnitude Mud Bomb Spikes Tier Three Earth Power Earthquake
Ice Type Tier One Aurora Beam Frost Breath Ice Shard Icicle Spear Icy Wind Powder Snow Tier Two Avalanche Hail Haze Ice Ball Ice Beam Ice Fang Ice Punch Mist Tier Three Blizzard Freeze Shock Ice Burn Icicle Crash Sheer Cold
Normal Type Tier One After You Assist Attract Barrage Bestow Bind Comet Punch Constrict Defense Curl Double Hit Double Slap Double Team Echoed Voice Fake Out False Swipe Feint Flash Focus Energy Foresight Frustration Fury Attack Fury Swipes Glare Growl Harden Helping Hand Howl Leer Lucky Chant Me First Mean Look Minimize Odor Sleuth Pay Day Pound Quick Attack Rage Rapid Spin Razor Wind Roar Safeguard Scary Face Screech Sharpen Sing Smoke Screen Sonicboom Spike Cannon Splash Supersonic Swagger Sweet Kiss Tail Slap Tail Whip Wrap Yawn Tier Two Acupressure Baton Pass Bide Block Body Slam Camouflage Captivate Charm Chip Away Conversion Conversion 2 Copy Cat Covet Crush Claw Crush Grip Disable Dizzy Punch Encore Flail Follow Me Growth Headbutt Heal Bell Hidden Power Horn Attack Hyper Fang Lock-On Metronome Milk Drink Mimic Mind Reader Moonlight Morning Sun Natural Gift Nature Power Present Protect Psych Up Recover Recycle Reflect Type Refresh Relic Song Retaliate Return Round Secret Power Simple Beam Slack Off Slam Slash Sleep Talk Sleep Talk Smelling Salt Softboiled Spit Up Stockpile Stomp Strength Substitute Swallow Swift Swords Dance Take Down Teeter Dance Tickle Transform Tri Attack Weather Ball Whirlwind Wish Wring Out Tier Three Belly Drum Double Edge Egg Bomb Endeavor Entrainment Explosion Extreme Speed Giga Impact Guillotine Head Charge Horn Drill Hyper Beam Last Resort Mega Kick Pain Split Perish Song Self Destruct Shell Smash Super Fang Thrash Trump Card Uproar
Psychic Type Tier One Ally Switch Confusion Heart Stamp Hypnosis Imprison Kinesis Magic Coat Magic Room Meditate Miracle Eye Stored Power Telekinesis Trick Tier Two Agility Amnesia Barrier Calm Mind Cosmic Power Extrasensory Gravity Guard Split Heal Block Heal Pulse Light Screen Luster Purge Mirror Coat Mist Ball Power Split Power Trick Psybeam Psycho Cut Psycho Shift Psyschock Psywave Reflect Rest Synchronoise Teleport Trick Room Wonder Room Zen Headbutt Tier Three Dream Eater Future Sight Guard Swap Healing Wish Power Swap Psychic Psycho Boost
Poison Type Tier One Acid Acid Spray Clear Smog Poison Gas Poison Powder Poison Sting Poison Tail Sludge Smog Tier Two Acid Armor Cross Poison Gastro Acid Poison Fang Poison Jab Toxic Toxic Spikes Venoshock Tier Three Coil Gunk Shot Sludge Bomb Sludge Wave
Rock Type Tier One Power Gem Rock Blast Rock Throw Rock Tomb Smack Down Tier Two Ancient Power Rock Polish Rock Slide Rollout Stealth Rock Tier Three Head Smash Rock Wrecker Sandstorm Stone Edge Wide Guard
Steel Type Tier One Bullet Punch Metal Claw Tier Two Autotomize Flash Cannon Gear Grind Gyro Ball Heavy Slam Iron Defense Iron Head Magnet Bomb Metal Burst Metal Sound Mirror Shot Steel Wing Tier Three Doom Desire Iron Tail Meteor Mash Shift Gear
Water Type Tier One Aqua Jet Bubble Clamp Water Gun Water Pledge Water Sport Withdraw Tier Two Aqua Ring Aqua Tail Brine Bubblebeam Dive Octazooka Rain Dance Razor Shell Scald Soak Surf Water Pulse Waterfall Whirlpool Tier Three Crabhammer Hydro Cannon Hydro Pump Muddy Water Water Spout
Tier 4 Moves Certain moves are simply head and shoulders above the competition, known only to the Legendaries that embody them. Usually. In very rare cases, lucky Pokémon may be able to gain the ability to learn these moves for themselves and emulate the Legendaries from which they descend, if only imperfectly. Tier 4 moves cost 300 XP apiece and require staff approval; earning even one of these requires significant effort, but they can prove to be unsurpassable combo finishers and excellent RP fodder, both in battle and in their acquisition. The simple act of getting one of these should generally be represented by some variety of (player's decision) trial or tribulation - they are so rare and borderline-impossible to learn that their few rare masters find a whole new world at their fingertips.
Tier 4; 300 EXP Aeroblast Blue Flare Bolt Strike Dark Void Doom Desire Fusion Bolt Fusion Flare Glaciate Heart Swap Judgment Lunar Dance Luster Purge Magma Storm Mist Ball Psystrike Roar of Time Sacred Fire Sacred Sword Searing Shot Seed Flare Shadow Force Spacial Rend V-Create
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Munchkinator
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Jun 13 2011, 03:29 AM
Post #9
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Pokémon Acquisition and Evolution
- The number of Pokémon that a trainer can have at one time is gated primarily by the number of Pokeballs in their possession. Each trainer starts with two Pokeballs, which can be filled by up to two starting Pokémon; additional Pokeballs are acquired solely by the grace of the League. Pokemarts in their normal incarnation do not exist on Tohea, and Pokeballs are registered by the League to specific trainers and Pokémon, an attempt to gate trainers off the bat and allow them to grow into their power. Additional Pokeballs can commonly be acquired by completing Guild-sponsored quests, beating Elites, or other assorted Guild- or League-based activities; Clan quests often provide Pokeballs that can be registered to the Clan as a whole rather than to a specific trainer. Types of Pokeballs are purely for flavor; you're welcome to store all of your Pokémon in Great Balls, Pokeballs, or Net Balls for all we care, though Master Balls - while in limited mass production - are still rare to the point that there's doubtless a story behind having one of those!
- Once you have a free Pokeball, you can use it to catch any attainable Pokémon via any method of your choice; you can befriend them, beat them to a pulp and enslave them, or even have them decide they like you so much that they catch themselves. Keep in mind that in order to gain any XP from this you'll have to go through a ref-led battle before catching the Pokémon, and that "any attainable Pokémon" rules out Legends and anything else deemed unattainable on the rarity list, aka Ralts and Rotom. Beyond that, you're welcome to get the Pokémon pretty much anywhere and any way you want, though generally speaking the Shurima Desert is not one of the prime locations for wild Spheals - we do ask that you make at least a token attempt to not be ridiculous, or if you absolutely must, at least make it an amusing read. It's amazing how much you can get away with by making us giggle.
- There is technically no limit to how many Pokémon a trainer may have on them. Realistically, training up multiple Pokémon is incredibly arduous, and trying to maximize 27 separate Pokémon at once is an exercise in futility. Additionally, all League-sanctioned battles operate under a cap of 2-6 Pokémon per trainer, though which number in that range is generally up to the combatants themselves, or the presiding Elite if you happen to be locked in mortal combat with one. Most new trainers tend to focus on two or three Pokémon for simplicity; more experienced trainers generally realize the degree of work in maximizing larger teams, whether by experience or hearsay, and often focus their efforts on a smaller team as well. There are those that focus on a full six-slot team, but they are somewhat of a minority.
- The unusual gating system tends to discourage would-be Pokémon Masters from attempting to "catch 'em all," though the sheer brutality of the wilds of Tohea have a tendency to cultivate equally brutally effective trainers; the percentage of trainer who go on to dominate tournaments elsewhere is surprisingly high.
- Pokémon RPers are obviously exempt from Pokeball-related rules. However, gaining a proper follower is significantly more difficult than it would be for a trainer; any Pokémon that does agree to come along with you must be convinced, and this is often not as easy as it sounds. In order to gain an official ally, Pokémon RPers must work out a character plot with a staff member and then go through it; there are no hard-and-fast rules, primarily staff discretion. Generally speaking the plotline should revolve around the ally-to-be, usually helping them accomplish something or something equally important, be of good length, and show real effort - staff members checks it off when done (regardless of if you solo plotted or did it with a mod's help) and then it can be added to your profile. Acquisition rules regarding XP remain identical; allies have half of your team's average XP. For most players, that means half of your character's XP.
- Pokémon evolution is based solely off of total experience, with evolution items, locations, moves, etc. being treated solely as flavor, their use gated by the individual roleplayer's discretion. A Pokémon must possess 100 XP in total to evolve once, and 150 to evolve again, if it can. Pokémon with only two stages require 125XP. Note that those are minimums, not costs - starting with 150XP is enough to evolve any Pokémon to its highest tier. Evolution offers two free moves, to be chosen from the Pokémon's Egg or Levelup move lists, but little else - it is primarily an aesthetic and deeply personal choice for both trainer and Pokémon, not the path to absolute power.
- Breeding has no particular rules, but keep in mind that it does follow the usual rules for acquisition - XP totals by average, Pokeball, etc. You're more than welcome to surround yourself with a small armada of adorable baby Spheals rolling around in perfect unison, but in order for them to Blizzard, you've gotta pony up the XP. As usual, try to keep it relatively realistic; even if your Pokémon are doin' it like they do on the Discovery Channel, they're probably not going to immediately start popping out an endless torrent of Muks.
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Munchkinator
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Jun 16 2011, 06:45 AM
Post #10
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Quests
The vast majority of the site's core plot, as well as ancillary plot and world expansion malarkey, happens in quests, group endeavors generally led by a single member (generally a staff member, though clan leaders or especially creative trainers are more than welcome to host their own if they so choose) who directs the plot and general flow of the topic. While not the only way to roleplay with others, Quests are often the easiest way for new players to have an easy "in" to meeting up with other trainers in-character, as well as offering mutual experiences for trainers across the site, whether or not they already knew each other in-character or out! Quests are never required content in any way, shape, or form, but they do tend to offer a bit of extra XP and occasionally Fame levels that would be difficult to garner otherwise; we strongly encourage any interested members to give them a shot, but don't feel like you need to join quests just to keep up with the power curve, such as it is.
The core structure of most quests is similar - one player (staff, clan leader, or random member) acts as the storyteller and referee, and uses the quest to tell a story. Players involved in it get to both be a part of the story and by their mere involvement help move it along, so while there is technically a "leader," it's really a group effort. A logical extension of that train of thought: the whole shebang goes straight to hell when someone stops posting. Don't be that someone. Joining a mission is pretty simple; once registered and accepted, you just need to post in the mission's recruiting topic. Individual storytellers have their own methods and timelines, but generally speaking the quest starts up soon after the quest hits the size quota or the storyteller picks from the applicants, and everything from there on out is basically just normal roleplaying, albeit with a pretty big focus on teamwork, or at least not backstabbing each other.
Not that there won't be quests where that is the point, but I digress! Quick quest overview below for people who don't want to slog through the entire two paragraphs of the detailed version:
- You can be in a quest and normal RP simultaneously
- You can technically be in more than one quest at once, but it is entirely up to the quest leader to decide. The staff, for example, will generally only allow any given member into one staff-run quest at once, even if there are multiple open spots in other staff-run quests. Individual players are free to follow that example or not, at their own judgment.
- Clan quests follow the exact same rules as normal quests, save that they are always run by and open to only that specific Clan's members. They tend to have a higher degree of plot or cover more world-sensitive topics, but that's just a general theme rather than a rule.
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Munchkinator
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Jun 16 2011, 01:03 PM
Post #11
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Clans
While the Guild and New Haven both offer societies for trainers to be a part of, neither can offer every trainer everything that they could want; the Guild must be everything to everyone, and in doing so it has stretched itself too thin to adequately support each individual trainer, and Haven society is not so much "society" as a loose coalition of trainers who generally agree to not touch each others stuff or blow up the area. The vast majority of the Guild's members are essentially bereft of their families at best, some more literally than others. While it can't exactly assign friends to people, the Guild has its own way of attempting to remedy the issue; by supporting loosely-structured Clans, it can help groups of like-minded trainers coalesce into formations closer to makeshift families or teams or rivals.
At their core, Clans are defined as little more than groups of likeminded individuals, or at least groups of individuals working towards a common goal. The actual definition of a Clan varies dramatically between individual Clans; some are significantly more competitive, while others focus more on the exploration side of things. Some dig in constantly to security work or are constantly on the lookout for Lab work; others exist as little more than families for those who have none. Even within those broad strokes there are a thousand differences; even two equally-competitive Clans can have completely different focuses, with one's members focusing more on training against each other while another practices teamwork to better dominate Clan versus Clan team battles, much as two breeding guilds might have completely different methods and foci. Not every trainer is a member of a Clan, but a good number are, whether for the social horizons they broad or simply to be a part of Clan Quests; Clans are often offered work that individual trainers would be unlikely to get, so more than a few Clans have been formed for very specifically that reason, with little else holding their members together.
tl;dr version:
- Clans are groups of trainers that are joined together by any (presumably legal) goal
- Forming an official Clan requires at least three trainers to complete an introductory Clan Quest together, to test their resolve and weed out... undesirables. This quest must be administered by a staff member.
- Clans are the only way to take part in official Clan Quests
- Clans must stay at least minimally active to stay official, which is to say that if pretty much everyone in a clan idles out, it's not going to stick around for long.
- Clans receive complementary forums upon completing the quest, which are similarly revoked should the clan go completely inactive.
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Munchkinator
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Jun 16 2011, 01:07 PM
Post #12
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Glossary and FAQs
RXP: Roleplaying Experience, gained via grading at the end of a topic. Up to 10 RXP per page. CXP/XP: Combat Experience, usually shortened to just experience. Gained via battles, up to 25XP apiece. Sparks of Destiny: intangible power sources granted by legendary Pokémon to their Scions for various reasons. Scions: Pokémon who have been granted a Spark by a Legendary or Lady Ios. Anima Banner: The representation of a Scion's soul as enforced on the world around them by their Spark. Generally primarily aesthetic rather than mechanical. RTFM: Please kindly take the time to peruse the Index before asking a question; most pertinent questions have already been answered somewhere within.
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