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Index; Index of mechanics overviews and board rules
Tweet Topic Started: Jun 12 2011, 08:44 PM (3,707 Views)
Munchkinator Jun 12 2011, 08:44 PM Post #1
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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
 
Munchkinator 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
 
Munchkinator 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.
 
Munchkinator 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.
 
Munchkinator 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.
 
Munchkinator 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.
 
Munchkinator 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.
 
Munchkinator 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
 
Munchkinator 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.
 
Munchkinator 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.
 
Munchkinator 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.
 
Munchkinator 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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